"DEMENTIA" --- BARE-BONES Walkthru (Previously entitled "Granny" and afterwards "Armed & Delirious") Len Green. ---- 19 September 1997.With grateful appreciation to Eyal Kaduri who made the excellent original version upon which this was (almost completely) based ; to Tom Feiner for advice & help; and to other members of "Makh-shevet" for their assistance. INTRODUCTION. "Dementia" is a unique Quest/Adventure Game from several points of view and well worth the effort of playing through to its conclusion. It is almost completely 'open-ended' and there are six Main-Worlds to explore (almost all containing many Sub-Worlds). "Dementia", as its name infers, is pretty wacky, and hence somewhat difficult for all us sane (??) gamers to follow ! Anybody who manages to do so absolutely 100% without ANY walkthru, cheat-sheet, hints, or help from anybody REALLY deserves a prize --- maybe the Distributors will send you one......ha ha !?!?!?!? But some lesser mortals may want just a little (or maybe quite a lot of) assistance. To that end there are TWO walkthru's :- For experienced Quest players who only need a small amount of help here and there, there is the "Bare-Bones Walkthru". This walkthru tells you the BEST order in which to proceed without having to revisit Worlds and Sub-Worlds any more than essential (and saves quite a bit of time since they are spread over the five CD-Rom's, which have to be changed frequently). It also tells you all the inventory items you must collect at each site (and there are several dozen altogether). However, it does NOT tell you how or exactly where to get them or (in any way) how or where to use them, so it doesn't completely rob you of the satisfaction of 'doing your own thing' ! If, at a particular site, you are still stuck (and there are several pretty tricky places like this), and you haven't got the time or patience to solve the problem yourself, you can always go to the identical numbered section of the "Full Walkthru" which tells you in clear detail exactly what to do. If, however, you do not wish to play the game completely without any assistance, nor even 'waste time' with the "Bare-Bones Walkthru", there is the "Full Walkthru" which is a VERY greatly amplified version and which tells you everything you need to do (and more !! --- and in extremely great detail). IMPORTANT NOTE :- You can of course visit all the Worlds and Sub-Worlds in ANY order you choose. You can always move ahead, but generally only up to a certain limited point, since you are probably missing an essential item you need from somewhere else. So you often have to do quite a lot of superfluous 'going backwards and forwards' (you have to do quite a lot of this anyhow, even using either walkthru !). However, if you stick exclusively to either walkthru, you will definitely be able to finish the game, and via the 'most efficient path' : But, you will miss quite a large number of comic antics and a lot of amusing dialogue --- these frequently are of a partially random nature and hence do not necessarily repeat themselves identically each time, but often vary according to your previous actions (and those of Granny !). So feel free to 'go your own way' ! It's worth mentioning that even these two walkthru's are not the VERY minimum you need to do in order to finish the game. At many of the sites it is hinted that whilst you (Granny !) are there, you may as well want to do something which turns out to be not actually essential to continue the game and finish it, [ e.g. :- at (097) "Observe Granny's 'reading habits' and note......" !! ]. Even though such actions are 'redundant' to the final outcome of the game, you'll miss some fun if you don't perform them whilst you've been forced to go to the trouble of actually getting to these places (and you'll only shorten your wanderings by a very few percent !!). Incidentally, you can usually guess when such 'superfluous suggestions' occur since they are generally incorporated into a section where there is something you HAVE to do in order to continue (and every single action you MUST do does have its own individual numbered section). PREFACE. As written in the booklets and walkthru's of most Quests ; pick up every item you can that is not actually 'nailed-down' --- you'll need it all (almost) later on. In BOTH walkthru's, all the inventory items you obtain are highlighted in bold-blue and double-underlined. In the "Full Walkthru" only, the ones you use are in regular blue and dotted-underlined. (You are NEVER told which items to use or where in the "Bare-Bones Walkthru"). In this game, Granny stores all her inventory items in her bra !@#%$*&!?. So from here onwards, your inventory is referred to as your BRAVENTORY !! As in all Quest/Adventure games save VERY FREQUENTLY ! You never get 'killed' in this game (thank goodness !!), but you can VERY easily 'get lost'. Unlike many games, "Dementia" is fully adapted to Windows '95, and so there is absolutely NO limit to the number of Saves you can make. If, as some do, you favour longish descriptions of your Saves :- no problem --- they can be almost unlimited in length (there are some restrictions imposed by Windows '95, e.g., no front or back slashes, and no colons or asterisks, etc. --- but they are very few and very easily spotted and avoided !). There are a few places where the timing is fairly critical and you may have to repeat a few times before getting it right --- before these special situations arise, you are recommended (in green) to :- S A V E ! There are also a (very) few places where the actions are somewhat complex or 'unclear', and going back involves the bother of changing back to previous CD-Rom's ; and hence it may be advisable to save --- these places are marked (in green) :- s a v e ! In "Dementia" there is a gimmick practically unknown in any other Quest/Adventure. You very frequently have to drag an object in a special direction or to a certain place. The "Bare-Bones Walkthru" does not tell you what to drag, how, or where ; but since you might overlook this action, every site in which you do have to drag something is marked in BOTH walkthru's with a red asterisk, {e.g. drag*}, and also the instruction section number is highlighted in bold red { e.g. (007) }. The tape recorder gives you some 'demented' hints at many of the sites you visit. You can rewind, fast-forward, play and stop, as desired. In some screens you are informed that the tape recorder is not functioning ("intentionally" --- those programmers !!!) for one reason or another :- obviously you get no 'info' from the tape recorder in those screens ! Whenever you right-click on a braventory item, you obtain a large mobile illustration of the item and a (usually zany) written description of it &/or its use. These descriptions often contain (obscure) hints as to where/how you will have to use the item in the future ! Usually it is very clear, both visually and audibly, whenever you obtain a new braventory item. Occasionally, however, you can pick up something without being aware of it ; so to avoid repeating actions and wasting time, check Granny's braventory from time to time. The opposite can also happen (albeit rarely) and you imagine that you have obtained an item whereas in reality you haven't. This can be very annoying, since, at a later stage when you actually need the braventory item you may have to return to another World and Sub-World and often have to change CD's twice in the process. Bottom line :- WHENEVER you have got (or hope to have got) a new braventory item, it is well worth the extra few seconds to check to make certain --- and also to view it in close-up ! When you get the map, you can travel to the different Worlds and Sub-Worlds. In order to save time later, here are some general notes and the appellations used (it is well worth while drawing your own simple rough circular diagram for easy reference --- you will need it during the whole of the game, and the couple of minutes it takes to draw will save you very much more time later on in the game !). On the map, the Worlds are situated on a circular track and Granny always travels in an anti-clockwise direction. In the following description, the numbers inside the 'curly parentheses' {} refer to the serial numbers of the CD-Rom's concerned (not really necessary !). Granny's villa is pretty obviously situated in the middle of the left hand circumference of this circle. Travelling anti-clockwise from the villa, the other 5 Worlds are marked in violet thus :- A, B, C, D, & E. The villa itself {1}, A {2}, & B {1}, don't contain any Sub-Worlds. The last 3 only, contain Sub-Worlds as follows :- C consists of :- C1 {4} which is the right-hand square trapdoor (closed and with a hinged-lid). C2 {3} which is the large double swing-doored (orange coloured) vent opening. C3 {5} At the extreme right end of the platform (right-hand bottom corner of the screen). D consists of :- D1 {2} which is the 'black-hole' (just below the centre of your monitor screen). D2 {2} which is the 'satellite' (at the top, near the left side of your monitor screen). E consists of :- E1 {5} which is the rock (to which is attached a balloon), on the upper left of the platform. E2 {4} which is the tree, in the 'middle' of the upper surface of the platform. E3 {3) which is the wheel to the right of the upper surface of the platform. E4 {3} which is the sphere to the right of the lower surface of the platform. There is always at least one exit icon from every frame (screen) to get back to a previous frame, a 'Sub-World', a 'Main-World', or to return to the Map itself ! ************************************************ If you do not wish to use the "Full Walkthru" of 'DEMENTIA' :- BELOW IS THE "BARE-BONES WALKTHRU". ************************************************ GRANNY'S VILLA. (001) The game proper starts ! Find the kitchen. (002) Click on the chair on the right, don't let go of the button, and move the drag cursor* to the far left of the screen (wherever in the game you 'find' a drag icon, you have to decide where to drag that specific item ) --- Granny moves the chair towards the cupboard. (003) Get the snorkel . (004) Find the hallway. (005) Go to the attic. (006) Get the bottle of brandy . (007) Get* a bucket. (008) Click on the bucket --- your cursor will change to a bucket icon (whenever this happens in the game, it means that this particular item is used on something/someone in that SAME screen). Use the bucket icon on the running worm until you catch the worm -- you get color worms in a bucket . (009) Find the bathroom. (010) Observe the antics of the 'mad cow' (no...NOT Granny), and find a way of dealing with her* ! (011) Is Mrs. Cow short sighted or something ?? (012) Wowww ..... Get the sun tan lotion . (013) Find the dining room and browse around ! (014) Obtain a flying-casket. (015) Get the porno magazine (somebody's going to want some 'light' reading sometime/somewhere !!). (016) Go to the bedroom ........................... (017) ............. and hear something of the 'bio' of Granny's first husband* ! (018) What's the good if she can't open the jar ?? (019) Ahah ...... help at "hand ?". Get Granny's essential anti-dizziness pill . (020) How to get out of there ??? (021) The exit brings you to 'George's secret room'. Have a nosey around ---there's lots there ! (022) What is that weird looking device at the bottom right hand corner of the screen (cut out scene !). The telephone is a pain in the neck, but it won't hurt to answer it a few times ! (023) But there are more interesting things in there than that !! (024) Get George's tape recorder ---- THIS ITEM IS IMPORTANT, since George's recordings will give you clues (albeit obscure clues !) later on about many, although not all, of the screens you're in. Now return to the bedroom, the dining room and finally the hallway. NOTE. Operate the tape recorder from time to time in the (many) different places you visit and listen to George's "diary". If you haven't done so already, view all items in your braventory (mouse:- right click) & read the written captions below them - they may contain wacky hints ? (025) Find a plunger (with a bell) in the hallway. --- Where is it hiding out ? (026) Get it* !! (027) Go to the washroom and have a VERY good look around ! (028) Get an electric button --- a bit tricky picking it up sometimes ! (029) Get both a coat hanger and a scarf (simultaneously). (030) Get Granny to drive her incredible 'washing-flying machine' out of the washroom and "into the great beyond" ! ( Before she can do this she has to find a way to lever up the rails so that they don't impede her progress. This is easy, but keeping them up is more problematic ! If the rails don't remain up, check that you have all of the following items :- a snorkel ; color worms in a bucket ; a bottle of brandy ; sun tan lotion ; a flying casket ; a coat hanger ; and a scarf ). (031) Gaaassssssssssssssss.................. (032) F u l l T h r o t t l e ......................... Now* you get cut out scenes of Agent Rabbit, one of his henchmen, astronaut-Granny in orbit, finishing with a map of the Worlds with Granny in her incredible washing-flying machine at the villa. NOTE. Operate the tape recorder again (hints !?). THE MAP. (033) See the end of the Preface. B. (034) Granny goes to B, but due to age and dizziness, quickly falls off --- but somehow she acquires a chit in the process ! (035) Return to B and find out what seem to be the (only) two interests of the 'guy in the van' and his companion (clues for the future !!?). Get the rubber band. Try to catch that obnoxious chicken ?!?! (036) Get the half a compass whilst at B. (037) Get a dream maker capsule whilst still at B. .............. and exit ! D & D1. (038) Granny goes to D and then direct to D1. A giant toilet ! Get the dark brown boulder out of the way*. (039) Use something to 'make a path' ----- for whom ?? (040) Hey .......... you dig this, man ? (041) .............. again and again !! (042) Get the critters to change direction --- this is a bit tricky ( and a nice touch !!!) (043) Go to the eerie forest, which has several exits ........ exit top left. NOTE. Operate the tape recorder again (hints !?). (044) Bo and Chuck and a hopping kangaroo! Use the wedge shaped golden colored object on the ground. (045) Use one of the planks.......... (046) Get Granny to interact with the 'seesaw'. (047) Get a baby carriage (but not the baby !!). (048) Return (using appropriate exits) to the map. B. (049) Return to B.....fishing time !! ...... Make a 'deal' with the guy and get a hammer and music notes. NOTE. Operate the tape recorder again (hints !?). D & D1. (050) Go back to D1, and the kangaroo etc. Take the (only) other exit. NOTE. Operate the tape recorder again (hints !?). (051) Oboy ! A bit of S&M going on here (that bluish coloured masochist !!!) Find a way to cause the cart to run out of control. (052) Use something to enable the weird green creature to 'get his/her turn' !! (053) Whilst attention is drawn away from Granny, seize the opportunity to get a blow dryer. B. (054) Return to B.....ice-age !! ..... How can you barter with him again ? You get a china plate. C. (055) Go to C and then to C2. Proceed through the centre screen exit and enter into the 'Pinball-Park'. (056) There are 4 exits from Pinball-Park, as follows :- near the centre of the screen, and from left to right, [i], [ii], & [iii] ; and the 'return exit' at the top right hand corner of the screen. Go to [i]. (057) 'Sexy' weapons shop !! Nose around, eat, and get earphones. NOTE. Operate the tape recorder again (hints !?). (058) What's the owner doing ? --- Hohoho ! ... Get him to attend to Granny ! (059) Practice first on an automatic weapon ! The owner gives 'instructions'. (060) Use another weapon ; Granny only needs, and gets, a bullet. (She needs a braventory item to do this !). (061) Exit the weapons shop. Granny gets mugged but soon turns the tables on the mugger ! (062) Go to [iii]. Enter the bar. Try the toilet, etc. NOTE. Operate the tape recorder from time to time in the (many) different places you visit and listen to George's "diary". If you haven't done so already, view all items in your braventory (mouse:- right click) & read the written captions below them - they may contain wacky hints ? (063) What can be done with that toilet door ? S A V E ! (064) Granny wants to join the card game. How ?? (065) Join the game. (066) Shuffle and start playing cards ..... get the translator ..... leave the bar. s a v e ! (067) Exit the 'Pinball-Park' and go to C3. (068) Try the toilet ?! Step forward and scrutinize the very strange floor. (069) This floor is double layered* ?? (070) Try the door with the grille. A prison ?? (071) That darned video camera !! (072) Enter the 'security complex' .... and get kicked out ! (073) Enter the prison area again. The guard is quite busy on the phone (clues ?), etc. 'Deal' with him ! (074) How can you get into the cells ? ........... (075) ......... and what does Granny want to do* when she gets in ?? (076) Get a telescope. (077) Exit the 'security area' (NOT via the door !). (078) "The hairdresser and the hedgehog" ....... Browse ! (079) How to get rid of that effeminate hairdresser* ? (080) Is Granny feeling tired ? (081) You've still got to get rid of that hairdresser !! (082) Now Granny's got to eject Mrs. Hedgehog from her chair ! (083) How can you discover* the entrance to the 'plants --- underground command centre' ? (084) Go to the 'fan(ventilator)-chamber'. (085) Where do you proceed from here* ? (086) And how* do you accomplish this ? (087) You've now entered the plants' underground command centre. ........... Do something ! (088) Go in & out a couple of times. Listen to the plants' words of wisdom ?! (089) Get the double mirror. Chief-Plant will insist on briefing Granny ....... .....(clues ??). (090) Use something/somewhere. (091) Get a pendulum. (not the large hanging pendulum but the small standing metronome !). (092) Return all the way back to the long (purple coloured) corridor. (093) Granny wants to enter the library, but it's closed from 12:00, to 11:59 or maybe even 12:00 !! There is a notice saying that it has moved to other, completely unspecified, premises ! A bit difficult hey ?? (094) Converse with the two weird creatures 'Yellow' and 'Brick-Road'. S A V E ! (095) "Follow the yellow bricks road". This is a bit tricky, although 'if at first you don't succeed ; try, try, try again' !?! ........ If the worst comes to the worst, 'cheat' by looking at (095) in the "Full Walkthru". (096) Enter the library. (097) Observe Granny's 'reading habits' and note the large crack in the floor. What taste in literature Granny has !? Find a way* to open up a new exit. (098) Take this exit. (099) Look for a braventory item*. You get a screw. A. (100) Leave C3 and C. On the map, go to A. (101) Try the door at centre screen a few times .......... Aliens --- Arggh ! NOTE. Operate the tape recorder from time to time in the (many) different places you visit and listen to George's "diary". If you haven't done so already, view all items in your braventory (mouse:- right click) & read the written captions below them - they may contain wacky hints ? (102) What else is worth clicking on ? (103) Do some dragging*. Where to now ? (104) How to proceed from here ? (105) How to get past that parading guard ?? S A V E ! NOTE. Operate the tape recorder again (hints !?). (106) If you haven't got past the guard yet, try 'operating' something very close to where Granny is standing and to where the guard keeps returning !! (107) How can you neutralize the second guard ? NOTE. Operate the tape recorder again (hints !?). (108) Find the strange garden with a peculiar flying creature hovering in the air. S A V E ! NOTE. Operate the tape recorder again (hints !?). (109) This is a bit more tricky. Time for dragging* !!. (110) You need to be pretty destructive here ............... (111) ............ And even more destructive to squash that flying critter ! Get his corn flakes. (112) Exit to the map and return to B. B. (113) Do some 'cookery' and obtain spiced corn flakes ! (114) Those denizens of this strange world love food ! You can get an air bubbling pig (of all things !!). (115) Try a bit of 'hypnosis'. You can get an airy chicken (What next ??). (116) The guy is reading something --- 'Help' him, and he gives you the worms poster he was looking at (what a lousy deal ??). E. (117) On the map, go to E and then to E1. NOTE. Operate the tape recorder again (hints !?). (118) What looks as though it can be dragged* ?. (119) And what else ?*. (120) Drag* two objects together. (121) Repeat (118)* --- "what a drag" !! (122) Take the new exit. You are in an underground cavern with a lagoon. Browse around a bit but don't exit yet. NOTE. Operate the tape recorder again (hints !?). (123) Get Granny to manufacture a mobile ! (124) Get a fish tank. (125) Granny exits and arrives into a pastoral scene (and music !). Converse and look around. NOTE. Operate the tape recorder again (hints !?). (126) What can you drag here ?*. A lake emerges. (127) And what/who would be quite pleased to use it ? (128) Get a round green creature. (129) Return, more or less the way you came (to the well). Go to the gas-station. (130) 'Sniff' around the area. (131) Operate whatever you can, and see what happens. (132) You will have to click on something THREE times (Quite a show !). (133) You get a baseball cap (better than some previous exchanges ??!). (134) Return to the well and find a different exit. WOW ! some huge guy --- a real giant in fact !! NOTE. Operate the tape recorder from time to time in the (many) different places you visit and listen to George's "diary". If you haven't done so already, view all items in your braventory (mouse:- right click) & read the written captions below them - they may contain wacky hints ? (135) Keep him 'occupied' with one of your possessions (what could a giant possibly want ??). (136) You take a giant belt. (137) Find a different exit and arrive in a sort of Einsteinian chamber with a pseudo-cosmonaut floating around in space. s a v e ! (138) Look around this place and try to figure out how things work. Drag* whatever and note what happens to the 'cosmonaut'. (139) Drag* something again. See what changes ! (140) Drag* something yet again --- and again see what changes ! (141) Drag* something else. Granny grabs something and gets moving ! (142) Granny finds an 'air raising' solution that should revive the guy --- he may then give Granny some "hints". (143) Click on something and get it to start moving. (144) You get a memo (echo) machine. (145) Granny exits (at least she gives the guy back his helmet !!)....back past the giant.....the well.....exit (right side of screen) to E. Go to E3. Phew --- what pollution.....what a stink ! s a v e ! (146) Get moving pretty quickly.....if Granny stands there too long she gets literally 'carted away' back to E. DO SOMETHING to avoid her getting asphyxiated -----> Peg-Nose !!! NOTE. Operate the tape recorder again (hints !?). (147) Exit --- Take a look around the broken conveyer-belt machine. (148) Exit and go to a smelly pool with grandpa tied up in a large transparent blue plastic sack --- (nuclear waste ??). NOTE. Operate the tape recorder again (hints !?). (149) Get old grandpa moving ! NOTE. Operate the tape recorder again (hints !?). (150) Return to the conveyer-belt machine. Use an appropriate item from your braventory......... (151) ...........And another appropriate item. (152) Place a suitable item from Granny's braventory onto the conveyer. --- a cut out scene, finishing with the old man still in his bag, on the ground !! (153) Get grandpa in bag. (Hey there ! --- what a thing to possess !! ---- in Granny's braventory ?!?). (154) Exit bottom left ; right ; then just above mid screen (don't take the right hand exit just yet !) to E. From there go to E4. (155) Granny rests her weary limbs and resents those grungy kids on their roller-blades, especially the ones with dynamo operated 'head-lights' that dazzle !! S A V E ! (156) How can Granny put paid to those kids ? Some more dragging* ! (this can be a bit tricky --- but "if at first ....etc., etc.") --- nasty, nasty, nasty !! (157) Granny uses a very suitable item from her braventory to make some amends to the girl !!?? (158) You get a dynamo. (159) Drag* !!! W---O---W ! Can old grannies REALLY do that ? (160) Get Granny to regain consciousness (or maybe just wake up) ! (161) Drag* something and maybe you'll get a windscreen-wipers-lever ??? (162) Get Granny to do some 'work' (for a change !). (163) Get a light bulb. (164) Exit and enter the last house on the right. S A V E ! (165) Although 'giving the game away' a little, the next actions include grandpa (even though he's in a bag !?). (166) What to do with him (or on him) next ? (167) What's with those three antiquated goons sitting round a table, drinking and nattering ? (168) You get a tablecloth. (169) Obtain a glass of old liquor. (170) Exit from (someone's old parent's ??) house. (171) Now go to the end 'house' at the very end of the road, facing Granny ! Whether you like it or not, you get a slide show of the game's credits. ( Some gamers can't be bothered wasting their time with credits --- can you blame them ?? If you're one of these, simply right-click them into oblivion ! ) Whether you 'appreciate' credits or not, you get a metal crowbar. (172) Exit to E. From there go to E2. NOTE. Operate the tape recorder from time to time in the (many) different places you visit and listen to George's "diary". If you haven't done so already, view all items in your braventory (mouse:- right click) & read the written captions below them - they may contain wacky hints ? (173) Listen, talk, and generally socialize with the tree (and its 'friend'). But how to get past it ?? (174) You need to do something in front of the tree (If it doesn't 'succeed' first time, you can repeat it as often as you need to). (175) Click on the bike and you're off. S A V E ! =================== (176) |~ There are 8 (small, & quite 'easy') 'actions' you have to do here ; (177) |~ They are all in this same frame (lamp, table, mail-box, etc.). (178) |~ HINT :- There is NO dragging to be done here. (179) |~ You will have to use (up) 2 of Granny's braventory items..... (180) |~ .....it's not too difficult to guess which are 'appropriate'. (181) |~ BOTTOM LINE ! You get folding steps !! (182) |~ If you get stuck for too long, maybe get help from the (183) |~ "Full Walkthru" (where you are told exactly what to do and in very full detail ; together with descriptions of what happens and why !). =================== (184) Exit and return to that revolting tree ! (185) Click on the skateboard and travel to the woodland. (186) Take the path that leads to a 'tree' (an orchestra-conductor, complete with baton), with a gabbling crowd in the bottom left corner of the screen. NOTE. Operate the tape recorder again (hints !?). (187) Try to take the top box to the right of this tree .... BUT.... apparently, "no singing --- no prizes" !! What to do ? (188) Use a braventory item. (189) You get a Jack-in-a-box. (190) Exit and go to a strange terrain where a never ending stream of 'Humpty-Dumpty' like tree characters on skateboards seem intent on committing suicide ! S A V E ! NOTE. Operate the tape recorder again (hints !?). =================== (191) |~ There are 6 'actions' you have to do here --- all in this same frame. (192) |~ HINT :- There is ONE dragging* action to be done here. (193) |~ You will have to use (up) only 1 of Granny's braventory items..... (194) |~ BOTTOM LINE ! You get a horn !! (195) |~ If you get stuck for too long, maybe get help from the (196) |~ "Full Walkthru" (where you are told exactly what to do and in very full detail ; together with descriptions of what happens and why !). =================== C. (197) Exit to E. Jump off onto the map. Go to C and then to C3. Take a single step forward. s a v e ! (198) Enter the second (red doored) room on the right. You are in some sort of workshop/laboratory. A strange professor receives a communication via the system of tubes on the rear wall. A mad 'boat race'(??) crashes in and out of the room ! (199) Talk to the professor !? Get the weird animals to go berserk and scamper off --- If you wish to 'punish' Granny for her behaviour, get her to touch the small box just above the handle ! (200) Drag* something in the room. (201) Use a braventory item and watch the show.....The prof' exits pronto !! (202) You get a whistle. D. (203) Exit via the closet ; Step backwards ; exit through the first door on the left to C. Jump off onto the map. Go to D and then to D2. s a v e ! =================== (204) |~ There are 6 'actions' you have to do here --- all in this same frame. (205) |~ They are all various 'clickings' on objects (some more than once !!) (206) |~ NO braventory items or draggings are involved here ! (207) |~ BOTTOM LINE ! A new door opens up. Exit via this door. (208) |~ If you get stuck for too long, maybe get help from the (209) |~ "Full Walkthru" (where you are told exactly what to do and in very full detail ; together with descriptions of what happens and why !). You enter a room where a supervisor is scrutinizing a TV set and frequently answering a phone. A mouse emerges periodically from a wide tube into a box below ! Granny would like to get near to the TV set, but .......... no go ! =================== (210) Do something about it ?!? (211) Drag* something then sit back and wait to see what happens to the supervisor ----- poor fella !! (212) What to do now ?!? (213) You get a mouse. (214) Go into the dressing room. Look around and get to know the striptease artiste (Zink Flusik --- !@#$&?). (215) Drag* something. (216) Another action --- in the same room. S A V E ! (217) You have to do something & then your next action has to be QUICK !! (218) A VERY quick drag*(ha ha)...You may have to repeat this 2 or 3 times. (219) Pick up the model's clothes. NOTE. If you haven't done so already, view all items in your braventory (mouse:- right click) and read the written captions below them --- they may contain wacky hints ?? (220) Exit the dressing room and back to the supervisor's room. S A V E ! (221) Do something and pretty quickly proceed to the next action. (222) Granny finds herself in a 'fork & shopping-cart' contest ! (223) This short game can best be 'won' by using the 4 arrow keys on the keyboard rather than the mouse. For more details (if you need them) see the "Full Walkthru" (223). You may do it first time, or it may take you many attempts --- but don't give up if you find it somewhat tedious --- you'll succeed sooner or later!! (224) For all your efforts, you get the bottom part of a hang glider --- of all things !! (225) Return to the platform with those shutters, etc. (226) Find a way to get transported to an 'electrified room'. Try entering the laser room --- serves Granny right !! (227) How can you enter that room just the same ? (228) Try again and Granny succeeds in stepping into the room but becomes invisible !! (229) You have to 'open up' a new exit ! (230) Again you have to be fairly quick !! (231) Exit to the rabbit's 'residence'. Poke around things there --- particularly the candy machine and the bubble-gum machine. Where/how do you get a horn connected to a whistle ?? (232) Use 'whatever' !! Interesting results ......... ! (233) Granny reverses backwards to the 'invisible-electric' room. You get a smelly cigar. (234) Examine the entrances into the house. Mr. Rabbit himself ........... scampers away before Granny can get to him ! Look around and about. =================== (235) |~ There are 6 'actions' you have to do here --- all in this same frame. (236) |~ NO braventory items are involved here, but there is 1 drag* action. (237) |~ HINTS :- Granny has a mud bath, & some very youthful aerobics ! (238) |~ OBJECTIVES :-(A) Get a squeegee.(B) Get onto the exercise bike. (239) |~ If you get stuck for too long, maybe get help from the (240) |~ "Full Walkthru" (where you are told exactly what to do and in very full detail ; together with descriptions of what happens and why !). =================== (241) Get into a weird red 'vacuum' room. =================== (242) |~ There are 8 'actions' which you have to perform here --- the last one only needing fairly rapid action ; (243) |~ They are all in this same frame (a sort of red 'vacuum room'). (244) |~ NO braventory items or draggings are involved here ! (245) |~ BOTTOM LINE ! You get a Master key !! (246) |~ If you get stuck for too long, maybe get help from the (247) |~ "Full Walkthru" (where you are told exactly what to do and in very full detail ; together with descriptions of what happens and why !). S A V E ! (248) |~ The last 'action' ONLY is a bit tricky and has to be done quickly, (249) |~ so save frequently and particularly before the last but one 'action'. If you get the timing right, the whole room contracts and expands ; Granny is swivelled to the left ; and you get the key. You may be lucky and succeed first time or you may have to repeat a few times --- but you'll get there ! (N.B. You may not notice that you actually GOT the key, but if the abovementioned phenomena took place, then you DID. It's very well worth while just checking in Granny's braventory to make absolutely sure --- you don't want to have to make the very long journey specially all the way back to here again, and then have to repeat all of this again, some time later in the game !). =================== (250) Exit, exit, etc. ! Travel from D to A. Go into the room with the two 'slumbering guards'. A. (251) What can be done about that filthy mirror ? Granny knows ! (252) You get a diamond. (253) Exit, exit ! Go to E and from there to E2. You're back at that drowsy tree again. E. (254) Something about that yawning tree !? (255) DO something. (256) And again ! (257) Find something to drag*. WHAT; yet another room !! Wander around. (258) Something here may give you a clue as to what to do next ? (259) You get a long sheet of paper. (260) Back to the yawning tree. (261) Use the skateboard. Back to the woodland again. (262) Drag* something --- Granny is now in the Rabbit's (Alice in Wonderland type) stock exchange. NOTE. Operate the tape recorder from time to time in the (many) different places you visit and listen to George's "diary". If you haven't done so already, view all items in your braventory (mouse:- right click) & read the written captions below them - they may contain wacky hints ? (263) Make a cheeky action !? (264) And another ?! (265) Create an illusion of diamonds. (A crafty way of multiplying one diamond into many --- a stock exchange gambler's mirage !!). (266) Illusions can sometimes be constructive ! (267) You get exploding boxes. (268) Go to D and from there to D1. Go back to that eerie forest again. D & D1. (269) You come upon an old geezer snoring away despite the fact that he has an axe embedded deep in his head !?!? Examine the terrain. NOTE. Operate the tape recorder again (hints !?). (270) Observe the 'bubble of thought' emerging from his 'open mind' ! (271) Get ready for brain surgery !!! (272) What 'anaesthetic' might be suitable ? (273) The next actions have to be done pretty quickly ! S A V E ! (274) "The laundress and the tunnel". This is a whole 'scene' involving several actions but no braventory items (either given or received) and no 'dragging'. Some of the actions have to be performed fairly quickly. If you 'slip-up', you start over again --- but it's fairly easy and you get as many tries as you want. If you succeed, you automatically get transported to the next stage of the game. If you get stuck for too long, maybe get help from (274) of the "Full Walkthru" (where you are told exactly what to do and in very full detail ; together with descriptions of what happens and why !). (275) Granny would like to get to the guy in the chair but the billy-goat isn't having any ! NOTE. Operate the tape recorder again (hints !?). =================== (276) |~ There are 8 'actions' which you have to perform here --- there is NO dragging to be done ; (277) |~ They are all in the same frame (That ghastly guy in the chair !) (278) |~ HINT :- You will have to use two of Granny's braventory items. (279) |~ BOTTOM LINE ! You get underpants !! (280) |~ N.B. It's all a bit chaotic, but if you keep on clicking you'll succeed. (281) |~ Incidentally :- Sometimes, when Granny is close to the guy, it goes better if you move her anywhere away from him ! (282) |~ If you get stuck for too long, maybe get help from the (283) |~ "Full Walkthru" (where you are told exactly what to do and in very full detail ; together with descriptions of what happens and why !). =================== (284) There is one 'game' you can play here --- it's pretty easy ! (285) 'Play' it ! If you get stuck for too long, maybe get help from (285) of the "Full Walkthru". (286) Success in the game creates a new exit. (287) Take it ! You are now in a place where a workman is using a pneumatic drill on a giant snail. (288) Granny keeps shaking and falling down. What does she need to overcome this ?? (289) Do something. (290) And something rather similar. (291) And something else of a somewhat similar nature. (292) You get a mushroom. (293) Take the 'new exit'. You are in Melanie's room. Roam around ?!? =================== (294) |~ There are 9 (small, and quite 'easy') 'actions' you have to do here ; (295) |~ They are all in this same frame (Melanie's room). (296) |~ HINT :- There is NO dragging to be done here. (297) |~ { Quite a bit of 'fun' with "toasted-bugs" or whatever ! } (298) |~ You will have to use (up) 2 of Granny's braventory items..... (299) |~ BOTTOM LINE ! You get a family album !! (300) |~ { This album comes from a weird creature you can't get to directly } (301) |~ If you get stuck for too long, maybe get help from the (302) |~ "Full Walkthru" (where you are told exactly what to do and in very full detail ; together with descriptions of what happens and why !). =================== (303) Drag* something which causes Melanie to fly to ... ?? ... ?? s a v e ! (304) Exit, exit, etc. ! Go to the Villa. GRANNY'S VILLA. (305) Enter the villa. Go to the washroom. You get a ball filled with water. (306) Exit the washroom and the villa's front door. Go to C and then to C1. C & C1. --- (The Upside-Down World). (307) Granny falls down the elevator shaft. NOTE. Operate the tape recorder from time to time in the (many) different places you visit and listen to George's "diary". If you haven't done so already, view all items in your braventory (mouse:- right click) & read the written captions below them - they may contain wacky hints ? (308) Look around the elevator 'foyer'. Try whatever ! (309) You'll have to do* more than that to make something really happen to that foyer ???! (310) Again try various things to see what happens, and try to get something going ! (311) Do whatever necessary, and explore the various floors. (312) Get to the floor where the action really takes place ! (313) Get moving !!! (314) And onwards* ! (315) Get into a REALLY upside down room with Granny upside down also !! Notice the rabbit --- who/what is he ? NOTE. Operate the tape recorder again (hints !?). (316) Get to know the place. Drag* something in order to move on. (317) And now exit. NOTE. Operate the tape recorder again (hints !?). (318) You are now in a room whose stairs are arranged crazily. Note who and what rushes in and out and why ! You need to use something here. (319) This enables you to use something else. (320) A braventory item is needed. (321) A dragging* action will finish off this scene by getting rid of the characters involved !! (322) Exit and 'converse' with the creature on the ceiling/floor. (323) Try something which disproves Newton's law of gravity ! (324) Get to a very dark place. (325) Cause something to happen and see what it is when you return to the room below ! (326) You get a lampshade. (327) Fit something Granny's been carrying. (328) Cause Granny to travel. NOTE. Operate the tape recorder from time to time in the (many) different places you visit and listen to George's "diary". If you haven't done so already, view all items in your braventory (mouse:- right click) & read the written captions below them - they may contain wacky hints ? (329) She is in some sort of machine room. As always, poke around and keep your eyes and ears open. N.B. Keep a half an eye on the cat and the goldfish. Try to get something. (330) You get a blueprint. =================== (331) |~ There are 6 (small, quite 'easy') 'actions' you have to perform here ; (332) |~ They are all in this same frame (the machine room). (333) |~ NO braventory items or draggings are involved here ! (334) |~ BOTTOM LINE ! You get a weird fish. {Check Granny's braventory to see you've really got it !}. (335) |~ If you get stuck for too long, maybe get help from the (336) |~ "Full Walkthru" (where you are told exactly what to do and in very full detail ; together with descriptions of what happens and why !). =================== (337) Exit to the fourth floor corridor. Get to A VERY STRANGE ROOM INDEED !! Some crazy architect has somehow split it horizontally along the middle --- goodness only knows how or why ?!? This time, have a very good look around (if you want to make ANY 'sense' of what is to happen ??). Granny can also take a shower here if she so wishes !? NOTE. Operate the tape recorder again (hints !?). S A V E ! (338) Drag* something. (339) The set up here is absolutely zany ! Granny has got to get 'upstairs' (talk about "split level" !). (340) Quite a bit of 'fun and games' to achieve this ! (341) She would like to get to the right hand side of this floor but the artist won't let her ............ it spoils his 'concentraaaaation' ! (342) She will have to distract him with one of her possessions. From his talking and singing, it's not difficult to guess what would appeal to him ! (343) Notice that that there is a 'counterpart' chest of drawers on the upper level ! (344) And also an 'ancient Russian fireplace' on both 'floors' ! (345) There IS a somewhat shorter method to get rid of the artist than the one described in the "Full Walkthru" (see 345) !! Maybe you've found it ?!? But you miss a fair bit of the 'fun' !! (346) Get rid of that weirdo on the right of the camera !@#$%&? . (347) You get a camera (with a backwards flash). (348) Granny has apparently "missed her waxing appointment" ?!! (349) Drag* something. Granny arrives at a 'Hungarian cube' with its crazy architect. Inspect ! Why no electricity ? Wires disconnected ?? NOTE. Operate the tape recorder again (hints !?). (350) Make part of the cube rotate in one plane ! (351) And now another part in a different plane.........Country and Western music, & dancing red boots! At least the cube looks a bit more 'normal' now! (352) The architect is obstreperous. What has he lost ? Oh yes --- give him something 'useful' (not that it seems to actually help him much !). (353) Muffle the music (how ?) and make the red boots stop dancing and become more accessible. (354) You get red dancing boots. s a v e ! (355) Exit, exit, etc. (some exits are a bit 'trickier than usual') ! Go to E and then to E3. E & E3. (356) Exit and arrive at George's office. Click on him many times to get him to pay any serious attention ---- you'll hear just what he thinks of his mother (and vice versa) !!! (357) Since (according to Granny --- his mother) George is only interested in "money and young women", get Granny to act the part. NOW George really pays attention and opens up his inner sanctum ! NOTE. Operate the tape recorder from time to time in the (many) different places you visit and listen to George's "diary". If you haven't done so already, view all items in your braventory (mouse:- right click) & read the written captions below them - they may contain wacky hints ? (358) Use something. (359) Can you photograph George ? ................ Sure !! (360) O.K. ............ and George REALLY launches into orbit !!!! (361) Look around carefully. You get a suitcase (with a sock credit card) {it's rather difficult to see !!}. (362) Exit and go to the villa. GRANNY'S VILLA. (363) Go back to George's secret room { see (021) }. Drag* something. (364) Granny must cause dark red curtains to be drawn revealing a sophisticated missile of some sort. (365) She tinkers with gadgetry. Whooommmfff. -------- Hatch closed ----- ------- Take off ! (366) You get a football helmet. --- If the bed comes crashing down and stops Granny from getting the helmet (you can try it if you like !!), don't worry --- you can very easily get it to retract again ! (367) Exit, exit, etc., and return to A. A. (368) Open the double fawn coloured doors at the top of the (static)staircase. NOTE. Operate the tape recorder again (hints !?). (369) Granny is given 'instructions' "for the sake of security". (370) She does what she is told --- for what it's worth !!! --- and is informed that she can begin the game. S A V E ! (371) This may be a bit tricky, but not really hard. As always, you can repeat as often as you need. (HINT :- If you have trouble, sun tan lotion may assist !!). If you get stuck for too long, maybe get help from (371) of the "Full Walkthru". When you 'win', Granny reaches the trophy and obtains a goblet. E1. (372) Exit and go to E, and then E1, and then to the giant. (373) Find the balloon maker --- He's not far away --- A galloping stone will take Granny to him --- She shows off her dancing prowess with the wacky character (is that her idea of " jiving " @#$%&???). NOTE. Operate the tape recorder again (hints !?). (374) Talk to the guy. Granny wants an engine or electricity or whatever. He says she can take it --- but how ?? Give him something he wants. (375) ................. He lied ................... He wants more than that !! You get an engine and a car battery. Exit, exit, etc., and return to D and then D1. D1. (376) Go to the eerie forest. Try the car (which flew out of the axe-man's head) ...... no go ! Use something pretty obvious on it and it lights up --- literally ! Exit bottom left corner. S A V E ! NOTE. Operate the tape recorder again (hints !?). (377) Granny is in front of a bench, next to a kind of 'fruit-machine' ; with that darned kangaroo still hopping round and round in circles. Get the machine to 'light up'. (378) Make the barrier bar descend (timing a little tricky here !) --- and see what happens to the kangaroo ! (379) QUICKLY get Granny to do something. (380) Quickly (since he soon recovers and resumes his hopping !) cause the kangaroo to take Granny on a guided tour of the area --- ride him Cow-Granny ! On their travels, Granny picks up a magnet. On return, Granny is thrown down off the animal's back. IMPORTANT :- check Granny's braventory to see you've actually acquired the magnet. Exit right bottom corner ; back to D, and the map. Go to C and C2. C2. (381) At C2 go to [ii] --- see (056). Granny has arrived at a Disco. Slouch around and talk to the D.J. and listen to what he has to say. NOTE. Operate the tape recorder again (hints !?). (382) Granny does something most grannies couldn't do ! (383) She has another session of acrobatics and sure clears the floor pronto !! (384) ........ And Granny goes dancing ........... " rock-'n'-roll " !!@#$%&?? (385) Granny wins the prize --- a clapping hat. (386) Drag* something. A new exit opens up --- Enter this large round hole. (387) Granny's in a Karaoke hall. Her grandson is boring everybody to tears. Play around there. Drag* an object --- 'curtains' to the brat (although you can still hear him !!). NOTE. Operate the tape recorder from time to time in the (many) different places you visit and listen to George's "diary". If you haven't done so already, view all items in your braventory (mouse:- right click) & read the written captions below them - they may contain wacky hints ? (388) Now shut him up --- thank goodness !! (389) 'Interact' with both of the two old geezers. (390) Granny's 'repertoire' --- " Honky-tonk " ?? (391) Get out of there. A guard bashes Granny, shakes her, and grabs her braventory. (392) She finds herself in another most curious room, and gets a REAL shock !! She can click on the exit-icon on the large central screen .... sit in the chair .... pull the lever on her right ..................... and get a really good close up view of her hair and other things --- but not much else !! 'Retreat' ! (393) She's back with the guard and gets her own back by kicking him where it hurts most --- She also gets her braventory returned. (394) The guard has plenty of pin-on metal medals --- 'attract' him !!! (395) You get an emergency steering wheel. (396) Now enter the door and Granny's back in that very curious room. NOTE. Operate the tape recorder again (hints !?). (397) Try various things including conversation with the guard. (398) Give the guard something that will REALLY keep him occupied ! He will be too 'mesmerized' to pay attention to anything else. (399) Granny enters a room where Florence is making 'music' on an electric guitar. (400) 'Investigate' Florence, the cage, the door, the loudspeaker ; whatever ! Drag* something which makes the cage rise --- blessed silence ! (401) Push an object which is a bit difficult to see and observe the result ! (402) More of the same, but this time use something. (403) Drag* something ................ bye Florence !!!! You get an electric guitar. Exit ; exit ; exit; ....... etc. B. (404) Go out onto the map. Go to B. (405) Barter with the trader. You get the top part of a hang glider. (406) Return to the trader for more 'business'. You get a fishing rod. E1. (407) Go to E1 and again to the giant. (408) Hook a pair of glasses. The walking stone vanishes --- he can't see where he's not going any more ! (409) Return to the well. Go to the underground cavern and from there to the 'pastoral scene'. (410) Drag* a 'universal' object and enter the opening. (411) One tiny Napoleon playing with a cannon.......another running around in circles attempting to avoid being crushed by a steamroller driven by Quinn (Granny's baby grandson) !@#$%&?!@#$%&?. Get as much of the "story" as you can from the 'cannon-kid' and surroundings. (412) "How to make a hang glider --- for Dummies" ! (413) Granny goes hang-gliding !!! Eventually, she chases Quinn away from his games ! (414) Exit ; exit ; exit; ....... etc. Go to C then C3. C3. (415) Take a step forward (so that the first door on your right is the 'prison' --- with the crazy video camera). s a v e ! (416) Click on the last (third --- dark green) door on the right of the corridor. (417) Granny is in a room full of giant loudspeakers and a video camera (linked to Agent Rabbit). How can she avoid getting deafened ? (418) Find some way to stop the video camera from tracking Granny's subsequent movements !! (419) What's this --- a magic stick ! You get TWO crooked sticks. (420) How can you 'manufacture' a large new (exit) hole ? (421) Use this new exit-icon and enter the hole. Granny enters a solitary confinement room with her granddaughter Donna. ( Let the sequence run to the end ........ No, there's nothing wrong with your computer !! --- Granny's been temporarily blinded by Agent Rabbit's magic !). (422) How can you get Granny to see properly ? (423) Have a few 'polite' grandma/granddaughter exchanges !! (424) Use something. (425) Use something else to release Donna from her imprisoning hat !! (426) Drag* something. (427) Now drag* something else --- well I guess that's one way to shut up a real pesky kid !!!! (428) Return to the plants' underground command centre. (429) Do something to the giant ventilator. Wowwww --- all protective bars are removed (together with that annoying plant) ! (430) Drag* something again. (431) Granny takes action ....... (432) ........ And more action. (433) Step into the giant whirring ventilator :- S I T B A C K & E N J O Y T H E C L O S I N G S E Q U E N C E O F :- "D E M E N T I A" . 25