ZAK MCKRACKEN AND THE ALIEN MINDBENDERS
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Part 1
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STARTING OUT TIPS, AND GOING TO SEATTLE
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Once again, it's up to you to save the world from a terrible fate -- rampant
stupidity! You, in this case, are Zak McKracken, ace reporter for the National
Inquisitor, the kind of tabloid you see around 7-11 check-out counters.
Eventually, you will gain allies in your quest, but for now I'm afraid that you
are on your own!
First, a few basic hints. Whenever you enter a new room, click on the command
"WHAT IS" and sweep over the objects in the room with your cursor. Anything
that does not register cannot be manipulated by you. Now, just because it
registers doesn't mean it's important, but nine times out of ten it's there for
a reason. Second, I cannot overemphasize the importance of reading the articles
in the newspaper that comes with the game. It is chock full of clues, and
should be consulted regularly. Remember that there is a twisted logic at work
here, and there is often more than one way of solving a problem. And save
often, of course!
When the game starts, you have just awakened from a strange dream in which
you saw a map. It occurs to you that you should make a copy of that map, so
that's one of your first priorities.
You awake in your bedroom, so check that out first. There's a dresser, a
desk, a lamp, a telephone, and an answering machine. OPEN the dresser, then
PICK UP the phone bill. READ the phone bill. Then cross to the desk, and open
it. PICK UP the kazoo. Next to the desk there's a piece of the wall that looks
different from the rest. PICK UP the loose piece of wallpaper. Now, if you look
under the desk, you will notice an object resting there. When you try to PICK
UP your CashCard, however, you push it further under the desk. No problem. USE
the phone bill with the CashCard and it's yours. READ the CashCard. Seems like
a lot of money? It won't last. The only other thing in your bedroom of
importance is the fishbowl, but you don't need that yet, so let's move into the
living room. (If you want to, you can TURN ON your answering machine. It is not
necessary to the solution, but otherwise you won't get messages from your
mother. The phone works, by the way, but I never found any numbers to call.)
WALK to the door and you'll be in the living room.
[Content continues with detailed walkthrough...]