T-Zero -- written by Dennis Cunningham, 1991 - V.1.03 ( email address unknown, PO address in game ) solution by A. DeLisle July 14, 1996 --------------------------------------------------------------------- This is an unusual game and I suggest that this list be loaded to a text editor and searched with key words rather than print or read it. Some items will not appear immediately, so patience is needed. Also, there are several places where the syntax will baffle the player. The player must explore and make a map. Only locations are given. Also, one point eluded me. --------------------------------------------------------------------- ----------- PRESENT -------------------------------- Points Start: have Compass, read journal page and pink slip -------- Field of Poppies---EXAMINE POPPY (repeat), GET SEED (Bad Seed) Field of Stones----LEAVE NO STONE UNTURNED -> claw 4 STONE TERNS, GET TERN -> feather 3 = 7 Cold House---------PULL LEVER -> token GET LEVER,GET TOKEN 4 = 11 Cottage/Pantry-----GET BELL and JAR GET RUCKSACK (may appear later) GET CAMERA, SHOOT TOKEN 5 = 16 Green House Shed---GET EXTRACTOR and FIXER-UPPER (EXAMINE SHELF) Topiary------------(look for creatures with LATCH and KEY in names) PULL .....LATCH WITH (tool) PULL KEY....... WITH (tool) ATTACH FIXER-UPPER TO EXTRACTOR 7 = 23 GET LATCHKEY English Garden-----(this one is for Beatles fans, which I was not) (wait for rain) STAND IN RAIN 3 = 26 GET WALRUS, WEAR WALRUS 4 = 30 Suspension Bridge--SNAP SUSPENDERS 3 = 33 Junk Yard----------CALL RAGMAN ANAGRAM 3 = 36 ASK ANAGRAM ABOUT VIOLETS (etc) 3 = 39 DIG IN DUMP WITH CLAW 4 = 43 GET RING, GET CODE, GET FLAG GIVE CODE TO ANAGRAM -> loop, GET LOOP 3 = 46 Museum-------------UNLOCK DOOR WITH LATCH KEY 5 = 51 Portico----------RING BELL (breaks case-6:15 or 9p) 5 = 56 GET EGGTIMER Green Room-------OPEN DOOR, OPEN JAR, CLOSE JAR 6 = 62 Administration---GET SLOW MIRROR (Look in slow mirror at each location) (drop flashlight and get back later) Counterclockwise---JUMP COUNTERCLOCKWISE 3 = 65 (JUMP CLOCKWISE -> Computer Room ) Library----------Books give clues, read in correct light READ PLAQUE, PUSH BUTTON (gives choices) TEAR FLYLEAF FROM BLANK BOOK 3 = 68 READ PINK SLIP (red light) 4 = 72 (or read outside at noon) Countdown Room---UNLOCK NORTH DOOR WITH LATCHKEY, OPEN NORTH DOOR Upriver------------PUT RING IN POOL 5 = 77 (ANAGRAM will break in and give new commands--READ SCRAP = WHERE ) (WHERE (item) will tell you where you saw/dropped an item) Windmill-----------TILT AT WINDMILL WITH LEVER 5 = 82 Abandoned Mill-----GET THUMB Moebius Strip------GET ON TRACK, TURN EGGTIMER, TURN EGGTIMER CATCH TURTLE, TURN EGGTIMER, GET SHELL 5 = 87 GET OFF TRACK [ the point is to meet the turtle and knock him down ] Blacksmith---------REMOVE BANNER FROM STAFF 3 = 90 GIVE BANNER TO BLACKSMITH 5 = 95 GET ARROWHEAD ATTACH ARROWHEAD TO SHAFT 4 = 99 Cave Entrance------THROW ARROW AT BOLEKNOT 3 = 102 GET HEART OF FLINT (Anagram brought FIND--FIND (location) takes you there fast) (Walrus starts talking--pay attention to these clues) Topiary Garden-----Do the maze now--path in footnote. Amazing Place------GET ORANGE 8 = 110 Bridge-------------TIE LOOP TO STANCHION, D 4 = 114 Rocks--------------GET COASTER ( Walrus gives points when finished) 5 = 119 (Anagram brings COPY to be used later) READ SCRAP 2 = 121 Hothouse-----------GET SALAMANDER WITH COASTER 3 = 124 SE, NW, READ PRINTOUT (about timecard) 3 = 127 Countdown----------WEAR SHELL 6 = 133 PRESS PLUNGER ON COMPASS 11 = 144 --------PAST---------------------------------------------------------- Landing Stage---Go SW 6 = 150 Garden of Ark---SHAKE TREE, CLIMB TREE, BARK AT TREE 5 = 155 GET EGG Beach-----------GIVE CARD TO PRUFROCK, GET BLUEPRINTS 4 = 159 GET KELP Fountain of Youth---GET BALL Oriental Poppy Paddy--PICK BLOSSOM Waterclock------SPIN WATERCLOCK, GET GIZMATIC WHATNOT 3 = 162 Mellow Marsh----DROP BALL 3 = 165 Yew Saplings--- THROW HEART OF FLINT AT YEW 3 = 168 [ turn on flashlight to see in cave ] [enter, go down to Obelisk Underground, go up to top, [GET EGG SLICER, back down, up to either Hex Room ] Hex Room--------PLAY EGG SLICER -> Hexagram Room 5 = 173 GET CANDLE (n->Escape Hatch) 5 = 178 Escape Hatch----READ SENTENCE SAY UNDERGROUND 4 = 182 nw -> Obelisk Underground -- GET FAST MIRROR N,E to Hex Room again, PLAY EGG SLICER, PUT KELP IN RIGHT PAN [you can put anything in pan, but it will be lost] Meteorite-------GET SLING, ATTACH SLING TO FLOGTOAD Tarpits---------BURY FLOGTOAD IN PITS 4 = 186 Oriental Paddy--EXAMINE POPPY, GET SEED (good seed) Time Capsule--- GIVE BLUEPRINTS TO REPTOID 3 = 189 GIVE BLOSSOM TO REPTOID 4 = 193 DROP EGG IN CAPSULE 5 = 198 DROP GIZMATIC WHATNOT IN CAPSULE Landing Stage---PRESS PLUNGER -------------------PRESENT------------------------------------------- Countdown Room---GET THUMB, GET FAST MIRROR, GET ORANGE, GET SACK GET FEATHER Storage Room-----GET VIAL Bell Tower-------LOOK IN FAST MIRROR (clue and code word) 4 = 202 Cornerstone------LOOK IN GAP (get blueprint, get egg, get gizmatic) Field of Poppies-PUT GOOD SEED IN THUMB 3 = 205 PLANT THUMB 6 = 211 S. of Pond-------GET HORN, GET RAZORBACK Marsh------------GET BALL (under pod) 4 = 215 Blacksmith-------GIVE GIZMATIC WHATNOT TO BLACKSMITH GIVE COMPASS TO BLACKSMITH 6 = 221 Cornerstone------SCRAPE MOSS WITH RAZORBACK (violet #1) 4 = 225 Junkyard---------GIVE BLUEPRINT TO ANAGRAM 5 = 230 PUT BALL ON STACK 3 = 233 PUT EGG ON STACK 3 = 236 Archive----------GET BUGSPRAY, SPRAY ANTS WITH BUGSPRAY 6 = 242 READ FINALE, GET VIOLET (violet #2) 3 = 245 EXAMINE WALL (violet #3) 4 = 249 (Anagram brings IMAGINE--not very useful IMAGINE (item) Field of Poppies-EXAMINE POPPY, GET BUTTERFLY 3 = 252 Closet-----------PUNCH TIMECARD IN TIMEPUNCH -> interrupt RESET COUNTER, PUNCH TIMECARD (6+4) 10 = 262 GET TIMECARD Portico----------PUT VIOLETS IN VIAL (8:55pm) 5 = 267 DIP FEATHER IN INK 4 = 271 (9PM) COPY (secret word) TO FLYLEAF(IN PURPLE LIGHT) 5 = 276 OPEN ORANGE, PUT PICTURE IN ORANGE 2 = 278 PUT FLYLEAF IN ORANGE 2 = 280 PUT TIMECARD IN ORANGE 2 = 282 PUT BUTTERFLY IN ORANGE 2 = 284 (Orange: holds timecard, picture, flyleaf, butterfly) Junkyard---------PUT ORANGE ON STACK 3 = 287 Countdown--------SLIDE SLIDER ON COMPASS (examine to see 0-+1) PRESS PLUNGER ON COMPASS -------------------FUTURE------------------------------------------ Uptick----------arrival 8 = 295 Subway Stack----GET ORANGE, GET BALL, GET EGG (one at a time) Count Zero Room-OPEN ORANGE, GIVE BUTTERFLY (gives knob) 6 = 301 ASK ZERO ABOUT * (* Anagram,Prufrock,Chronos, etc) Commissary------PUT PICTURE IN SLOT -> jelly 5 = 306 Gargoyle Tower--SAY FRGRGH (? random) -> noose 5 = 311 (top of hour) HANG NOOSE ON HANDS, CLIMB DOWN NOOSE 4 = 315 GET BALL BEARING, CLIMB UP NOOSE Central Control-STAND ON POD, GIVE JELLY TO TELLER 3 = 318 GIVE TIMECARD TO TELLER 5 = 323 (gives worry stone), GET OFF POD Central Atrium--PUT FLYLEAF IN SLOT -> Clockworks 5 = 328 Clockworks------EXAMINE MONKEY, JUGGLE 10 = 338 THROW MONKEYWRENCH IN CLOCKWORKS 9 = 347 [Note: you can send things back to the Present in the same ] [ place where you found them in the Future, but if you] [ want to, then put the knob in the stack and return ] [ to the Present and try it on the Pantry before tossing] [ the monkeywrench. Untried, but author suggested it. ] ---------------------NEW PRESENT---------------------------------------- Explore with patience. The poppy may or may not be ready and the scene will change. The area is small. Field of Poppies---EAT POPPY 4 = 351 (wait for world to change) Upripple-------NW -> blue blur Chronos appears 6 = 357 (wait for world to change again) Ramp-----------GET IN SHELL 4 = 361 On the River---(press ENTER) go for ride--finale 4 = 365 ====================================================================== Maze: Enter,E,E,S,S,E,N,N,N,E,S,W,S,E,S,S,W,W,W,W,N,N,E,S,W,S,E,E,E,E,N,E ======================================================================