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Part 1:
On Getting There and Getting Tass. Quote the bard: "You're so square
(baby I don't care)."
Gramps is missing. His bed hasn't been slept in for several days. This
man may have the brains of Dr. Who, but he is, nonetheless,
in trouble.
Start your rescue mission by going south into the kitchen, then check
out the cookie jar. Take the key and go back north then west. From that
hallway, you could go south into the bedroom but you'll gain nothing.
Instead, unlock the hallway door, enter the lab and drop the key.
Examine the fish bowl and take the guitar picks. Pick up gramps's book
then go east. Turn on the generator power by throwing the switch, then
enter the hoop. Welcome to Tonetown!
You're at a construction site with a trench leading north. Follow
alongside the trench north then enter the trench. You'll find an oddly
silvered jar, which you should keep, then leave the construction area by
going east.
You may have noticed someone following you and muttering (well, snarling
actually) about what a stupid tourist you are. That's the villain,
Franklin J. Snarl, and right now you're as conspicuous to him as Ronald
Reagan at a Star Trek convention. It's important for you to blend in
with the local population fast, and that means getting tass. "Tass" is
what the ancients used to call "hip."
Go south then east into Chaz's Boutique. Look in the dyeorama, and
realize (if you've done some exploring) that "feather foils" are all the
rage; shell out 10 picks (the local form of barter) for your pink mohawk.
Go east to the clothing section and purchase the Troppowear jumpsuit
along with a hooplet (if you check out the tabloid which accompanies the
game, you'll discover that Slippy
Shirts are stockpiling faster than Adam computers; ignore them). Don't
forget to WEAR your items before leaving. No dressing rooms; if you want
to be tass you just have to show your "***".
Quote the bard: "Ennio Way You Want Me (that's how I will be)." With
your tass new look, there's a job waiting for you at the
newspaper office. Go south from the boutique until you've reached the
Tonetown Times. The newspaper for sale in front of the building is the
same newspaper which accompanies the game. Enter the building and
address the editor by name, Nuyu. (Nuyu's name can be found in the
opening titles for the game as well as the enclosed Tonetown Times).
Based on your good looks, you'll be given a camera and an assignment. Go
east to Ennio's office and turn on the printer and terminal. Follow the
instructions to obtain a press pass. Go west then north to leave the
building. Leave the jar here then go north four times until you reach
the rock concert. At the concert, talk to the woman whose name turns out
to be Stelgad. Show her your press pass, and you'll be escorted back
stage to meet the Daglets. First, be sure to take a group picture, then
you'll have a few minutes for an interview. They're excited about their
new instruments called Zagtones. Go ahead -- try to take one, and
they'll find an extra for you to keep. Make careful note of what they
say about their recent cancellation at the Tower. When intermission is
over, go south again four times back to Nuyu. Give him the photo and
he'll send you on your main mission: find Gramps. Remember what he says
about Ennio and Snarl. |
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