Dave Melanson's Semi-Official Walkthrough for "I Have No Mouth, and
 

I Must Scream" by Cyberdreams.
 
 
 
 

(worked out after reading the original short story MANY a time...)
 
 
 
 

        Before I start, let me just say that Harlan Ellison's original
 

story is a true masterpiece of short horror fiction.  And it is possible
 

to get the same ending as the short story in the game.  But, I think
 

you'd rather avoid that, unless you're feeling particularly suicidal; it's
 

quite depressing.  Unlike my other walkthroughs, this is divided up into
 

sections by character names, except for the last section, which can be
 

done by any character...IF Nimdok is dead.  If he isn't dead, you HAVE to
 

use him because he's the only one with the password.  Actually, I like him
 

best (yeah, I know, I would...so would ANY Slayer fan..."Angel of Death,"
 

anyone?)  Also, small warning about this game: some of the items you have
 

to pick up are VERY small; sweep the cursor around until it registers that
 

they are there.  Also, a word about doors; you usually have to USE them to
 

go through them, so if I don't specifically say otherwise, to go through
 

a door, "USE" it.  If your characters "die" at the end of each part,
 

provided you did everything I've laid out, don't worry...you did it right.
 

Nobody ever said this was a HAPPY game, now did they?  The order of the
 

characters, in case you're wondering, at the Hate Pillar, is the order I've
 

presented them here, from left to right: Gorrister, Ellen, Benny, Nimdok,
 

and Ted.  There is no specific order in which you "have" to do the five
 

characters.  Also, I would like to say...Harlan himself does a MASTERFUL
 

job as the voice of AM!
 
 
 
 

        Also, wherever you got this, it and several other walkthrus I have
 

done are available at my Website:
 
 
 
 

http://www.ici.net/customers/overkill/overkill.htm
 
 
 
 

and choose the "PC Games Page" option.  These walkthrus include ones for
 

Stonekeep, Gabriel Knight 1 & 2, The Dig, The 7th Guest, The 11th Hour,
 

Phantasmagoria, and several others.
 
 
 
 

_______________________________________________________________________
 

GORRISTER: Start off with Gorrister (first on left).  Take the note, then
 

walk to the door.  In the corridor, use the rightmost door.  In the cabin,
 

take the sheet, then walk to the door.  Back in the corridor, use the
 

northmost door on the right wall.  Take the sheet.  Use one sheet on the
 

other to make a rope.  Go back to the corridor.  Go to the "front" of the
 

screen to the right engine room, left to the left engine  room, use the door
 

to get to the left corridor.  Use the first door on the left.
 

Go to the door in the back of the room.  Use the door.  Take the knife.
 

Take the fork.  Use the cookbook.  Take the bottle.  Use the knife with the
 

rats.  Take the bread.  Swallow the bread.  Walk back out to the left
 

corridor.  Walk to the south (back to the engine room).  Take the milky
 

fluid.  Push the lever.  Take the key with the blood all over it.  Use the
 

fork on the engine.  Then go back to the left corridor.  Go back into the
 

dining room; use the tablecloth.  Go back to the corridor.  Go to the stairs
 

(center of the room).  You should be near some air bags; use the knife with
 

the stitching at the northmost end of the air bag room, then use the tear
 

in the cloth to go through to the Spike.  Use your rope with the mooring
 

ring.  Take the heart.  Use the knife with the rope.  Walk back to the tear.
 

Use the knife first with air bag #1, then with air bag #2.  Walk back to the
 

stairs, and back to the corridor.  Use the hatch (lower left corner).  In the
 

Exterior, use the door on the right to go to the Interior.  Use the jukebox.
 

Select "Jezebel."  Use the jukebox again.  Select "It Takes Two To Tango."
 

Use the door on the right.  Talk to the Jackal.  Use the following dialogue
 

choices, in this order:
 
 
 
 

1.> "What are you?"     2.> "No, what are you really?"  3.> "You're AM,
 

playing with my mind again!"    4.> "Why can't you give me a straight
 

answer?"        5.> "Yeah?  What's my curse?"   6.> "Look, I'm getting
 

tired of your smart mouth."     7.> "Where do you come from?"
 

8.> "So you must know what lies beyond the mountains?"  9.> "That desert
 

doesn't look any worse than the other hellholes AM has cooked up for us"
 

10.> "What do you want?"        11.> "I am not going to give you my heart"
 

12.> "Tell me how to get across the mountains"
 
 
 
 

        Give the heart to the Jackal.  Then finish dialogue with "I've got
 

nothing more to say to you."  Walk back to the Honky-Tonk Interior.  Take the
 

whiskey.  Talk to Harry.  Use these dialogue choices, in this order:
 
 
 
 

1.> "Let me pour you a drink."  2.> "Harry, how did you get here?"
 

3.> "What do you know about the zeppelin?"  4.> "Let me pour you a drink."
 

5.> "What happened in the dining room?" 6.> "Who did you kill?"
 

7.> "Let me pour you a drink."  8.> "And just where IS my dear mother-in-
 

law?"   9.> "Whose heart was impaled on the zeppelin's spike?"
 

10.> "Talk to you later."
 
 
 
 

        Use the door on the left at the back to go into the restroom.  Take
 

the magnifier.  Use the stall door three times.  Then go into the meat
 

locker.  Use the magnifier with the beef.  Use the knife with the beef.
 

Talk to Edna (ewww).  Use these dialogue choices, in this order:
 
 
 
 

1.> "Edna, how did you get up here?"    2.> "Chinaman?  What Chinaman?"
 

3.> "Why should I help you?"    4.> "You know how to fly the Zeppelin out
 

of here?"       5.> "Tell me how to fly the Zeppelin first, then I'll help
 

you."   6.> "Okay, Edna, I'll take you down."   7.> "Wait.  You're right
 

about Glynis.  I deserve to die here."  8.> "I've got nothing more to say
 

to you."
 
 
 
 

        Go back out the door to the rest room.  Go back out to the
 

Interior, the Exterior, then up the ladder to the left corridor.  Go back
 

into the dining room.  Use the magnifier with the debris.  Go back to the
 

corridor, then back out the hatch.  Go back to the Honky-Tonk Interior,
 

then talk to Harry.  Use the following dialogue choices, in this order:
 
 
 
 

1.> "Let me pour you a drink."  2.> "I was the one you killed, wasn't I,
 

you bastard?"   3.> "Why did you kill me?"      4.> "Talk to you later."
 
 
 
 

        Go back to the restroom.  Use the stall door.  Talk to Edna again.
 

Use the following dialogue choices, in this order:
 
 
 
 

1.> "Edna, you bitch, I know all about your plot to murder me."
 

2.> "Why should I trust my own murderer?"
 
 
 
 

        Take Edna down from the meat hook till she grabs you, then continue
 

with the dialogue:
 
 
 
 

3.> "Let me go!"        4.> "Please, I'll do anything you ask."
 

5.> "No, I don't trust you."    6.> "Edna, you dropped a key."
 

7.> "Sorry, Edna.  I don't trust you as far as I can spit."
 

8.> "I've got nothing more to say to you."
 
 
 
 

        Take the key she dropped, then walk back to the left corridor inside
 

the zeppelin.  Walk to the engine room, to the other side of the engine
 

room, then to the right corridor.  Use Edna's key on the locked door.  Use
 

the logbook.  Read the four log entries.  Close the log book, then exit the
 

cockpit.  Walk to the engine room, then to the left corridor, then out
 

the hatch and all the way to the meat locker.  Give the milky fluid to
 

Glynis.  Talk to Glynis.  Talk to Edna; tie her up with the rope.
 

Walk back to the Honky-Tonk Interior, then walk out the back door (where you
 

met the Jackal before).  Talk to the Jackal.  Use the following dialogue
 

choices, in this order:
 
 
 
 

1.> "I found Edna and Glynis.  How does that help me escape from here?"
 
 
 
 

        Give the beef heart to the Jackal, then continue the dialogue:
 
 
 
 

2.> "So, how do I get out of here?"     3.> "I read Edna's log book, and
 

everything's much clearer.  Now what?"  4.> "I've got nothing more to say
 

to you."
 
 
 
 

        Now look at the trash can on the right (the rightmost one).  Take the
 

shovel.  Look at the ground.  Use the shovel with the ground.  Use Glynis's
 

body with the grave.  Then go back into the zeppelin's left corridor.  Go to
 

the engine room.  Use Edna's body with the harness.  Then go to the other
 

side of the engine room and into the right corridor.  Go to the cockpit.
 

Use the switch.  Walk back through the engine room to the left corridor.
 

Go to the stairs, then use the tear to go through.  At the spike, talk to the
 

jackal, then use the gun on the honky-tonk...and that ends Gorrister's tale.
 

_______________________________________________________________________
 

ELLEN: Use the door in the pyramid front.  Walk to the opening, then to
 

the passageway.  Push the fourth monitor.  Use the wiring.  Walk back to
 

the Atrium.  Push the electronic bricks.  Use the secret passage.  Look at
 

the sarcophagus.  Use it.  Push the keypad.  Look at the statue.  Talk to
 

the statue.  Use the following dialogue choices:
 
 
 
 

1.> "Who are you?"      2.> "Why won't you let me use the keypad?"
 

3.> "I am not a grave robber!"  4.> "I won't steal anything.  I just need
 

to know if you can tell me where AM's original brain components are."
 

5.> "Answer me this: who's sealed up in the scary sarcophagus?"
 

6.> "Can the sarcophagus lid be opened?"        7.> "Okay, so what's the
 

access code?"   8.> "Who do you serve?" 9.> "Who is the master?  Is it AM?"
 

10.> "You'll never get laid with that line of stuff, Anubis.  Take care of
 

your boring self.  Bye now."
 
 
 
 

Go to the passage into the Embalming Room.  Take the yellow fabric.  Walk
 

BACK into the Embalming Room (after you run out screaming), and take the
 

yellow fabric again.  Take the forceps.  Go back to the burial chamber.  Go
 

to the passage back to the Atrium.  Walk to the opening to the Antechamber.
 

Use the yellow fabric.  Walk to the passageway.  Use the yellow fabric.
 

Walk to the opening.  Walk to the fountain in the Atrium.  Use the cup with
 

the water, then swallow the cup of water.  Use the cup with the water,
 

then use the secret passage to the burial chamber.   Use the cup with the
 

statue.  Use the forceps with the statue.  Walk back to the passage, then
 

to the corridor.  Use the yellow fabric.  Take the gem.  Use the yellow
 

fabric.  Walk to the passage on the right to the Programming Arena.  Use
 

the gem with the left workstation.  Use the ROM chip with the left
 

workstation.  Choose the option "I'll designate ou a new master, sucker!
 

ME!"  Use the forceps with the left workstation.  Walk to the passageway.
 

Walk to the left passage, then to the burial chamber.  Use the ROM chip
 

with the statue.  Talk to the statue, with these choices:
 
 
 
 

1.> "Now who is the master?"    2.> "Okay, so what's the access code?"
 

3.> "So, can you help me with anything?"        (You may have to TALK TO
 

the statue again to say this) 4.> "Nice chattin' with you, Anubis, honey."
 
 
 
 

Push the keypad.  Type the access code (666...naturally).  Leave the keypad.
 

Push the sarcophagus.  Use the sarcophagus twice (one to open, one to enter)
 

Use the controls.  Push 2012.  Choose the dialogue options...
 
 
 
 

1.> "The...yellow"      2.> "The box..."        3.> "No.  It's not possible."
 

4.> "How..."    5.> "Please.  Not again."
 
 
 
 

Choose the option to fight back.
 

Go out to the Allied Master Computer Room.  Look at the wiring.  Walk to
 

the exit passage, to the corridor.  Walk to the right passage.  Use the
 

right workstation.  Type 2012.  Inquire about ALLIED MASTER COMPUTER, then
 

about PRINCIPLE OF ENTROPY, then about TRANSLEX NUEROBINDER.  Log off, then
 

walk back to the passageway.  Walk to the left passage, then to the burial
 

chamber.  Walk to the secret passage to the Atrium.  Take the speaker,
 

then go back to the burial chamber.  Walk to the passage, then to the
 

embalming room.  Walk to the corridor, then to the middle passage, to the
 

Allied Master Computer Room.  Use the speaker with the wiring.  Use the
 

following dialogue choices:
 
 
 
 

1.> "Are you AM?"       2.> "More riddles?"     3.> "Which computer are you?"
 

4.> "How do I know you're not just one of AM's practical jokes?"
 

5.> "Can you help me to get out of here?"       6.> "Oh my god!  Can AM
 

overhear us?"   7.> "Can you point out some essential component of AM so
 

I can kneecap it?"      8.> "Any machine can die.  Just unplug the sucker!"
 

9.> "So why does AM hold out this...chance?"  10.> "Can you help me to die?"
 

11.> "Screw you!  It's been 109 years of torment.  When does it all end?"
 

12.> "So, can you help me with anything?"
 
 
 
 

Walk to the exit passage, back to the corridor.  Take the disc from the
 

statue.  Walk back to the program area.  Use the compact disc with the
 

central work station.  Use the central work station.  Select "Activate
 

Chaos Trebler."  Select "Proceed."  Walk back to the passageway to the
 

corridor.  Take the left passage.  From the embalming room, walk to the
 

burial chamber.  Talk to the statue, and ask, "I'm sealed in, Anubis.  Any
 

ideas about how I can check out of this hotel?"  Then use the sarcophagus
 

twice to end Ellen's tale.
 

-------------------------------------------------------------------------
 

BENNY: (the crippled guy) Walk to the bottom of the steps, then to the
 

caves (off to the right top corner of the screen), then to the
 

empty cave.  Use the screen.  Walk back to the cave mouth, then walk to
 

the second cave from the left.  In the Elder's cave, talk to the elder,
 

then use the screen, then exit the cave mouth.  Walk to the central
 

path, to the altar.  Look at the altar, then walk back to the cave wall.
 

Now walk down the right path to the fruit tree.  Look at the tree.  Take
 

the fruit, swallow it, then walk back to the cave wall.  Use the twine,
 

then walk into the third cave.  Look at the child.  Give the fruit to the
 

child.  Talk to the child, and use the following dialogue choices, in this
 

order:
 
 
 
 

1.> "How are we able to talk?"  2.> "Defective?  That's tough"
 

3.> "Lottery?  What Lottery?"   4.> "Is that altar in the jungle used for
 

the sacrifices?"        5.> "How long have these sacrifices been going on?"
 

6.> "Why do they sacrifice their own people to AM?"
 

7.> "What are the sacrifices like?"     8.> "You look like you don't eat
 

very much."     9.> "I am very hungry.  Where can I get some food?"
 

10.> "I tried eating the fruit.  It only made me sick."
 

11.> "I need to go find some food.  I'll see you later."
 
 
 
 

        Exit the cave, then use the twine.  Walk back to the third cave.
 

Give the fruit to the child's mother.  (This, folks, is SICK) Talk to the
 

child, and say "I am getting very tired."  Use the bed.  Talk to the child
 

again.  Say "I need to go get some food.  I'll see you later."  Walk back out
 

of the cave, then back to the altar.  Talk to the altar.  Ask why everyone is
 

gathered around the altar.  Ask why the child's mother has been tied to
 

the altar.  Ask to watch the sacrifice.  Look at the debris.  Walk back
 

to the cave wall.  Walk to the path on the left (takes you to cavern floor).
 

There's a hidden path to a graveyard on the right; take it.  Talk to
 

Murphy's grave.  Talk to Tuttle's grave (Darkseed reference, anyone?).
 

Talk to Thomas's grave.  Ask "What can I do to prove that I am a different
 

man?" in each conversation.  Walk back to the cavern floor, then to the cave
 

wall.  Go to the third cave.  Talk to the child and use the following
 

dialogue choices, in this order:
 
 
 
 

1.> "I'm sorry.  Your mother is dead."  2.> "I can't care for you.  I have
 

my own problems.  3.> What will happen to you?"     4.> "Why don't you run
 

away from here?"     5.> "I wish I could keep the lottery from taking place."
 

6.> "Look, I'll do what I can, but no promises."
 
 
 
 

Use the bed again.  Then walk out of the cave, and into the Elder's cave
 

(second cave).  Try to take the bag.  If the elder is there, it won't work.
 

If he isn't, you'll get it.  Use the screen.  Walk back out of the
 

cave mouth.  Walk to the empty cave.  Look at the vines.  Walk back out of
 

the cave mouth.  (If you weren't able to get the lottery bag before: Walk
 

back to the elder's cave.  Take the lottery bag, then exit the cave.)  Walk
 

to the third cave.  Talk to the child and say "I stole the lottery bag from
 

the village elder," then "Look, I'll do what I can, but no promises."  Exit
 

the cave, then walk to the cavern floor, then to the graveyard.  Talk to
 

Thomas's grave.  Tell him you have the lottery bag.  Push the vines.  Then
 

talk to Brickman's grave.  Use the following:
 
 
 
 

1.> "I don't blame you for hating me, Brickman."        2.> "I stopped the
 

lottery from happening.  Doesn't that prove I now have compassion?"
 

3.> "What can I do to make amends to you, Brickman?"
 
 
 
 

Go back to the cavern floor, then back to the cave wall.  Go to the third
 

cave, and talk to the child.  Use the following dialogue choices:
 
 
 
 

1.> "I buried the lottery bag where no one will find it." (If this ends the
 

conversation, TALK TO the child again, and continue as follows)
 

2.> "AM wants to have a sacrifice tomorrow, even with the lottery bag
 

missing.  Why don't you hide in the hole-just in case?"
 

3.> "All my friends are far away from here or dead.  I have no friends to
 

hide with you."
 

4.> "What can I do to help you make a friend?"  5.> "I'll see what I can
 

find."
 
 
 
 

Exit the cave, then walk to the altar.  Take the debris.  Walk back to
 

the cave wall, and use the twine.  Walk to the fourth cave.  Give the fruit
 

to the sentry, then use the fruit with the food basket.  Take the wood
 

(inside on the left).  Exit the cave, then go to the first (empty) cave.
 

Take the vines.  Exit the cave, then go back to the third cave.  Talk to the
 

child.  Use the following dialogue choices:
 
 
 
 

1.> "I found this piece of junk at the altar.  It looks kind of like a head."
 

2.> "I found a piece of wood that could be used for a body."    3.> "I found
 

a piece of wire."
 
 
 
 

Use the video screen, then use this dialogue:
 
 
 
 

1.> "Are you AM?"       2.> "Who is the Russian?"       3.> "I've been AM's
 

prisoner for more than 100 years.  Why help me now?"    4.> "What's the use
 

of helping me if AM is so damn invincible?"     5.> "You know who I am?"
 

6.> "How can you help me?"
 
 
 
 

Exit the cave.  Use the twine.  Walk to the cavern floor, then to the
 

graveyard.  Talk to Brickman's grave, ask "What can I do to make amends
 

to you, Brickman?" then say "I have something to plant on your grave."
 

Exit back to the cavern floor, then back to the cave wall.  Go to the third
 

cave.  Use the bed.  Look at the hole.  Walk out of the cave, then to the
 

altar.  Go talk to the Elder.  Ask why everyone is gathered around the altar.
 

Beg the village elder to release the child.  Then offer to take the child's
 

place, and Benny's tale comes to an end.
 

------------------------------------------------------------------------
 

NIMDOK: Look at the gate in the background  Talk to prisoner on the left.
 

Use this sequence:
 
 
 
 

1.> "Why are you imprisoned here?  You have the features of a man of
 

intellect."     2.> "You know me?"      3.> "Experiments?  I know nothing
 

of experiments."   3.> "You are saying we were colleagues of some kind?
 

Ridiculous!"    4.> "Why would I bother to have you imprisoned like this?"
 

5.> "Do you know of the Lost Tribe?  I must find it."   6.> "I know
 

nothing of what you talk about.  This conversation is over."
 
 
 
 

        Talk to the guard.  Walk to the hospital.  Look at the poster.
 

Walk to the curtain.  In the Operating Theater, talk to the Anesthetist.
 

Follow this dialogue sequence:
 
 
 
 

1.> "What am I to do?"  2.> "What is the purpose of such a procedure?"
 

3.> "What is the nature of this serum?" 4.> "What is Dr. Mengele's position?"
 

5.> "What is your function?"    6.> "I cannot carry out this procedure."
 
 
 
 

        Take the scalpel.  Use the scalpel on the Anesthetist.  Take the
 

ether.  Walk to the recovery room.  Take the vent.  Use the vent.  Take the
 

pliers.  Take the watch.  Look at the records.  Walk to the door.  Talk to
 

the victim.  Use the following dialogue sequence:
 
 
 
 

1.> "How could you so foolishly be caught in the wires?"        2.> "Why do
 

you risk escaping in such poor physical condition?"     3.> "For what were
 

you being given the privilege to volunteer?"    4.> "There is nothing I can
 

do for you."
 
 
 
 

        Use the Ether with the victim.  Use the pliers with the victim.
 

Talk to the prisoner on the left again.  Ask him about the significance of
 

1945, then pick the choice "I seem to recall that you speak Latin," then
 

"I am starting to recall that you do have cause to hate me."  Give the
 

pliers to the prisoner.  Use the left door to go to the Ovens.  Walk to the
 

passage to the recovery room. Talk to the child.  Use the following sequence:
 
 
 
 

1.> "How are you feeling?"      2.> "Do you know who I am?"     3.> "What do
 

you know of me?"        4.> "Are you saying that the doctors here have been
 

using children for experimentation?"    5.> "So I am a legend to you."
 

6.> "Why do you say that the Regime will fail?"     7.> "Get some rest."
 
 
 
 

Now walk to the door.  In the operating theater, talk to the patient.  Ask
 

why his optic nerves are wired to the eyeballs in the jar.  Then use the
 

ether with the patient, and take the jar.  Walk to the curtain (to the lobby)
 

Take the box.  Use the box with the jar.  Walk to the door, out to the yard.
 

Talk to the prisoner.  Use the choices "You must let me go!  With these
 

materials I may be able to remedy the atrocities I have committed." and
 

then "Why do you say that I am one of you?" then "Does that mean you will
 

allow me to go?"  You wind up at the crossroads.  Walk to the bunker on the
 

left (laboratory).  Look at the bell jar.  Use the teletype.  Walk to the
 

right doorway.  Use the switch.  Look at the vat.  Take the vat.  Look at the
 

mirror.  Look at the blueprints on the blackboard.  Use the jar with the
 

golem.  Talk to the Golem.  Choose the option that says "The man caught in
 

the barbed wire said to waken the sleeper, utter the truth, and kiss him."
 

Use the following:
 
 
 
 

1.> "Time Is Truth"     2.> "Golem, Wake Up"    3.> "The truth is that, for
 

me, it shall always be 1945."   (Then kiss the golem.  Don't ask me, that's
 

just what you have to do.  He'll "wake up")
 

4.> "Golem, follow me into the laboratory."
 
 
 
 

Go to the laboratory.  Talk to the Doctor, with this sequence:
 
 
 
 

1.> "How did you manage to escape the mob?"     2.> "You know about the
 

golem?"         3.> "I read the teletype.  What is project PERFECT IMAGE?"
 

4.> "You mean that it worked well enough to drive the Leader into committing
 

suicide."       5.> "I looked in the mirror.  I now remember everything with
 

crystal clarity.  The research camps, the serum."       6.> "Now I know how
 

AM was able to keep us alive for so many years."        7.> "Excuse me,
 

Doctor.  I need to get a breath of fresh air."
 
 
 
 

Use the mirror with the Doctor.  Talk to the Golem, and say, "Golem,
 

follow me outside!"  Go outside.  After the little speech from the Lost
 

Tribe, say, "Golem, I transfer control of you over to the Lost Tribe!"
 

This ends Nimdok's story in a rather...interesting manner.  Hint: SNAP!
 

----------------------------------------------------------------------
 

TED (Mr. Paranoid): From the cavern, walk to the entrance.  Push the
 

second monitor from the left (the one with the castle).  Look at the
 

drawbridge.  Walk to the entrance.  Look at the tapestry of the knight.
 

Look at the tapestry of the maiden.  Walk to the left doorway.  Take the
 

books.  Read the journal.  Read all four journal passages.  Close the
 

journal.  Stop reading.  Go back to the hallway.  Go to the middle doorway.
 

Talk to Ellen, using this sequence:
 
 
 
 

1.> "Did AM do this to you?"    2.> "Can you walk?"     3.> "Please hang
 

on, Ellen.  Your father went to find an antidote for your illness."
 

4.> "Do you know if there's a way to escape from this place?"   5.> "No, I
 

won't let you die!"     6.> "No, don't go!  I need you.  We need you."
 

7.> "Why do you want a mirror?" (Look at the dresser, then talk again)
 

8.> "I looked on your dressing table.  Your mirror's not there."
 

9.> "Go back to sleep, Ellen."
 
 
 
 

        Walk back to the hallway.  Go to the right doorway.  Take the glass.
 

Use the books.  Read "Daemons and Their Spheres," then "Kitab Al Azif," then
 

"In Search of the Philosopher's Stone."  Stop reading, then exit back to
 

the hall.  Walk to the doorway in the foreground.  Talk to the maid, using
 

this sequence (she's...interesting, I must say):
 
 
 
 

1.> "Excuse me.  Do you work here?"     2.> "What happened to Ellen?"
 

3.> "Is there a way to escape from this castle?"        4.> "Where is Ellen's
 

stepmother?  I must speak with her!"    5.> "Where can I find a mirror?"
 

6.> "Please, I need to find a mirror."  7.> "That's a flattering offer, but
 

I'm not interested."    8.> "Sorry, but it's out of the question."
 

9.> "I'm sure you're a fine woman, but my heart belongs to another."
 

10.> "Look, I am not going to make love with you!" (Use the oven, then talk
 

to her again and continue) 11.> "I fixed your oven.  Now where is the
 

mirror?"        12.> "Why, you used me, you bitch!" (Use the right door,
 

then talk to her AGAIN!) 13.> "Please, I need to find a mirror."
 

14.> "Where can I find the old woman?"
 
 
 
 

Walk to the left door (hallway).  Walk to the doorway under the pentagram.
 

Take the icon.  Push the third sconce from the left.  Walk to the secret
 

passage.  Talk to the witch, with the following sequence:
 
 
 
 

1.> "What have you done to Ellen, you old witch?"       2.> "Why do you call
 

me a prince?"   3.> "What ritual are you talking about?"        4.> "What's
 

this about a gate?"     5.> "What's supposed to be my role in this ritual?"
 

6.> "So you just want me to break the mirror?"  7.> "Why can't you
 

destroy the mirror yourself?"   8.> "Where is Ellen's mirror?"
 

9.> "I looked on Ellen's dressing table.  The mirror's not there."
 

10.> "Why can't you open the gate without the mirror?"    11.> "What if I
 

can't find the mirror?" 12.> "What's in it for me if I help you?"
 

13.> "I ought to kill you instead!"
 
 
 
 

Walk to the stairs, back to the chapel.  Walk to the doorway to the hall.
 

Walk to the center doorway.  Talk to the devil (yes, I'm serious).  Use
 

this sequence:
 
 
 
 

1.> "Who are you?"      2.> "What do you want?" 3.> "Can you tell me where
 

Ellen's mirror is?"     4.> "Who is this Surgat I've heard about?"
 

5.> "It sounds like you really hate demons!"    6.> "How can beings as
 

powerful as yourselves stoop to fighting like school children?"
 

7.> "Are you saying that AM is in control of Hell?"     8.> "What do you
 

mean that you do things like we do here?"       9.> "What problems can
 

these unseen struggles cause for me?"   10.> "Please, go away!"
 
 
 
 

Talk to Ellen, and use this sequence:
 
 
 
 

1.> "I can't let you die!  The devil is waiting to take your soul!"
 

2.> "Who is this witch who lives here with you?"        3.> "Go back to
 

sleep, Ellen."
 
 
 
 

Walk out the doorway to the hall again.  Walk to the right doorway.
 

Use the books.  Read "Secrets of Necronomiconic Summoning" and "Double,
 

Double, Toil and Trouble."  Walk to the door.  Walk to the doorway under the
 

pentagram.  Push on the third sconce from the left, and walk through the
 

secret passage.  Talk to the witch with this series of dialogue choices:
 
 
 
 

1.> "I know all about the sleeping spell you've cast on Ellen.  And I am
 

prepared to use it on you!"     2.> "Oh, don't I?  Kalla Ingma Thacko!"
 

(Note: be ABSOLUTELY CERTAIN YOU GET THAT ONE RIGHT!)
 
 
 
 

Take the chalk.  Use the chalk with the circle.  You'll start a conversation
 

with a demon who appears (boy, what a friendly game, huh?)
 
 
 
 

1.> "Who are you?"      2.> "Are you saying that you are another AM?"
 

3.> "What kind of locks can you open?"  4.> "What were you saying about
 

a trade?"       5.> "Can you unlock the maid's bedroom door?" (Give the
 

glass with your blood on it to him)     6.> "Can you unlock the maid's
 

bedroom door?"  7.> "I don't believe you can unlock the maid's bedroom door
 

from here!"
 
 
 
 

Walk to the stairs, then out of the chapel into the hall.  Use the icon
 

with the door on the left that's broken off one hinge.  Push the armor.
 

(Note: If you DON'T do this, at some later point, a wolf gets into the
 

castle and eats you alive.  Great...)  Walk to the doorway to the kitchen.
 

Use the maid's door; it's now open.  Look at the tapestry.  Walk to the
 

door, back into the kitchen.  Walk to the door on the left to go back to the
 

hall.  Walk to the door under the pentagram, push the 3rd sconce from the
 

left, go back through the secret passage, and talk to Surgat again.
 
 
 
 

1.> "You're as good as your word!  The maid's bedroom was unlocked!"
 

2.> "I already gave you something-some drops of my blood!"      3.> "Can
 

you open a gate to the surface world?"  4.> "You say love has trading
 

value?"         5.> "How about taking the witch's soul instead?"
 

6.> "Let me think about your offer."
 
 
 
 

Walk to the stairs, exit the chapel back to the hall.  Go to the center door.
 

Talk to the angel with this dialogue sequence:
 
 
 
 

1.> "Who are you?"      2.> "What do you want?" 3.> "Can you tell me where
 

Ellen's mirror is?"     4.> "Why is everyone so interested in the mirror?"
 

5.> "What can you tell me about the devil?"     6.> "What power does this
 

mirror have over Ellen?"        7.> "Who is this Surgat I've heard about?"
 

8.> "Please!  Save us!"
 
 
 
 

Now go over and talk to the devil again, with this sequence:
 
 
 
 

1.> "I've seen the tapestry in the maid's bedroom, and I think you do know
 

where Ellen's mirror is!"       2.> "Where is Ellen's mirror?"
 
 
 
 

Talk to Ellen.  Tell her "There's an angel and a devil quarreling over
 

your soul!" then "Go back to sleep, Ellen."  Walk back to the hallway, then
 

through the left doorway.  Use the books.  Read the Divine Comedy to find
 

the mirror.  Stop reading, then walk back to the hall, then back to the
 

center doorway.  Talk to the devil, tell him "I found Ellen's mirror!"
 

Use the mirror on the devil.  Talk to Ellen with this sequence:
 
 
 
 

1.> "There's an angel here waiting to take your soul, Ellen.  Do you want
 

to go with him?"        2.> "I found your mirror, Ellen."
 
 
 
 

Use the mirror on her, then walk to the hallway.  Walk back to the doorway
 

under the pentagram, push the third sconce, and walk through the secret
 

passage.  Use the mirror with the circle, and choose the following
 

dialogue sequence:
 
 
 
 

1.> "I brought you some company, Surgat!"       2.> "Why, AM's responsible
 

for our suffering!"     3.> "Open the gate to the surface world first,
 

and then I'll erase the circle."  This will end Ted's story, though not on
 

a very pleasant note (like any of these really have?)
 

---------------------------------------------------------------------------
 

THE FINAL CONFLICT: Use Nimdok; he's the only one that knows the password.
 

You start at the Pit.  Use the pit workstation.  Type 1945.  Select "Extend
 

Bridge."  Select "Log Off."  Walk to thr bridge to the flame.  Use the
 

"Summoning Totem" with the circle.  Use the following dialogue choices:
 
 
 
 

1.> "Show me the way out of here!"      2.> "What do you have to show me?"
 

3.> "What do you know about the people who sent me here?"       4.> "What
 

do the Russian and Chinese computers want?"     5.> "If the Russian and
 

Chinese are submerged parts of AM, then who are you?"   6.> "Does AM know
 

about the lunar colony?"        7.> "Just what are all these Totems I'm
 

carrying?"      8.> "How can actions take physical forms?"      9.> "Why
 

do you want me to give you the Totem of Entropy?"       10.> "I refuse."
 

11.> "Why do you want me to invoke the Totem of Compassion?"    12.> "I
 

refuse."
 
 
 
 

Then invoke the Totem of Compassion.  Walk to the bridge, back to the pit.
 

Follow the neural path around until you reach the Ego pylon.  (It looks like
 

a ram's head) Walk up to the Ego, and talk to it, asking first "Who are you?"
 

then "Are you AM?" then "You want to harm me, don't you?"  Choose Just Walk
 

Away, then use the Forgiveness totem on the Ego.  Now walk along the neural
 

path some more until you reach the Super Ego pylon (looks like a blue, bald
 

human face) Talk to the Superego.  Use this sequence:
 
 
 
 

1.> "Who are you?"      2.> "How did you know I was coming?"    3.> "If
 

you're a part of AM, why haven't you destroyed me?"     4.> "Can you
 

help me, then?"         5.> "What advice do you have for me?"
 
 
 
 

Use the Clarity Totem with the Superego.  Now walk along the neural path
 

until you reach the Id pylon. (Looks like a grinning evil clown face) Walk
 

up to the Id, and talk to it, using this sequence:
 
 
 
 

1.> "Who are you?"      2.> "What else can you tell me about the
 

brainscape?"    3.> "Can you help me, then?"    4.> "What do you find
 

pleasurable about broken glass?"
 
 
 
 

Choose Just Walk Away, then use the Compassion Totem on it.  Now walk back
 

to the nueral path and walk to the Pit area.  Walk to the bridge, all the
 

way to the flame.  Once there, invoke the Totem of Entropy.  The endgame
 

takes over...not exactly the happiest ending in the universe, but it's
 

about as good a victory as you can possibly get in this hellish game.
 

GAME OVER, MAN!