| LEATHER GODDESSES OF PHOBOS | |
| Part 1 | |
| Hey! Them fellers at Infocom ain't dummies, ya know. No, siree, Bob! They were | |
| right up there at the head of the line when the "smahts" got doled out. (That, | |
| I'm told, is how it's properly pronounced in New England where, for totally | |
| obscure reasons, Infocom fellers are said to live.) Heck, they know all sorts of | |
| important stuff, like, well, girls use the ladies' loo and boys use the gents'. | |
| They also know that both boys and girls play their games, and in this one | |
| (hereafter to be referred to as LGOP) it's important to get the sexes | |
| straightened out right quick. | |
| That's because LGOP is a sci-fi sex comedy adventure. This means there's a fair | |
| amount of ravishing going on, at least there is if you play it in either the | |
| "Lewd" or the "Suggestive" mode. (Not sure about "Tame" mode; never tried it.) | |
| Anyway, if you want the full impact as you play, it's important to determine | |
| which you are: ravisher or ravishee. ('Course, if you're kinky, you can be both. | |
| But you'll have to play the game twice, once as a man, once as a woman, to do | |
| that.) | |
| All of which gets us to the start of the game. You find yourself in Upper | |
| Sandusky, Ohio, in Joe's Bar, to be precise. You've quaffed a fair amount of | |
| no-name beer (at five cents a glass, who cares about names?), and you feel an | |
| urge. You trace the urge to the region of your bladder. | |
| You are told that the ladies' facility is northeast and the gents' is | |
| northwest. Okay, go in the direction of whichever one you normally use. Yes, I | |
| said NORMALLY! | |
| Clever, huh? This is how those subtle smahties at Infocom get you to determine | |
| what sex you will be in LGOP. In any case, you will find either bathroom to be | |
| filthy and fly-specked. Moreover, each contains a stool. Get the stool if you | |
| think it will come in handy (and no cracks about which stool, either! It's the | |
| three-legged one). Under certain circumstances, the stool may prove useful, but | |
| it isn't vital. | |
| Also, while you're in there, you might want to follow instructions and use the | |
| Scratch 'n' Sniff card which comes with the game. (Honest, the scents on the | |
| card really do smell pretty close to what they're supposed to. Well, some of | |
| them do, anyway.) On the other hand, if card-sniffing isn't your bag, simply | |
| type, "Smell the odor," hit RETURN and each time you'll be told what you're | |
| supposed to be smelling. In the case of the bathroom, it's an old pizza slice, | |
| dubiously discarded in the corner. Finally, before leaving the bathroom, use it. | |
| I mean the bathroom, silly, not the pizza slice! And no prurient entries, | |
| please. Just type, "Use the bathroom." After you have done so, exit back into | |
| the bar and order a drink. | |
| Usually, the bartender will tell you you've had enough. If he does,try ordering | |
| again. You won't get another one, of course, but Infocom has to have a little | |
| delay in the game before you get zapped by tentacled aliens (?) from your cozy | |
| bar into a cell. That's right, a cell. You are suddenly, and with no logic | |
| whatsoever, a prisoner of the dreaded LEATHER GODDESSES OF PHOBOS, whose | |
| dastardly plan it is to invade and take over Earth for their own sinister | |
| purposes. This bodes ill, I fear for God, country, the old ball game, mom's | |
| apple pie, and all those other values we hold so dear. | |
| Oh, at this point I should interject that you start LGOP in what is called | |
| "Suggestive Mode." In movie lingo, this roughly corresponds to "PG." At any | |
| point in the game, including the beginning, you can change modes by typing in | |
| either "Tame" (ho hum), which gets a "G," or "Lewd," which is "R." This, of | |
| course, permits you to play the game all the way through in any of three modes, | |
| not to mention as a male and/or a female. If this is confusing, well, don't fret | |
| on it. One other thing, you have to be eighteen or over to play in "Lewd" mode. | |
| No cheating! (Remember those tentacled aliens?) | |
| Okay, you're in your cell and you find some things to take: a flashlight, a | |
| painting of a pussy cat and a blanket. Take all. Also, someone thrusts a tray | |
| containing a hunk of brown food into your cell. Get the food (it's chocolate | |
| candy) but forget the tray. | |
| Evidently, one of those aliens was asleep at the tentacle because he/she/it | |
| forgot to lock your cell door. Open the door and go south. | |
| Across the hallway, you find another cell door. You also see a sign at the head | |
| of some stairs which go up and down. The sign says, "Observation Room." Don't go | |
| up yet. Instead, open the other cell door. (Some jail!) Inside the other cell | |
| you find (a) a man named Trent, if you're playing the game as a male; (b) a girl | |
| named Tiffany, if you're playing as a female. Trent or Tiffany will be your | |
| faithful, albeit not too bright, companion from now on. | |
| On the floor of this cell you spy a crumpled piece of paper. Get it and read | |
| it. It turns out there's a seemingly meaningless matrix of letters on the paper. | |
| The operative word here, folks, is MATRIX. If you scan the letters very | |
| carefully you will make out words, for the matrix is one of those | |
| "scramble-grams." Some of the words run backward from left-to-right, others are | |
| forward, right-to-left. Some run vertically, others diagonally and several | |
| intersect. In any case, encircle the words as you find them. You should wind up | |
| with eight circled items: blender, rubber hose, phonebook, angle, cotton balls, | |
| photo, mouse and headlight. | |
| For the present, you are not told the significance of these objects. Eventually | |
| (rather soon, as a matter of fact), you will learn what they're for. However, as | |
| with many Infocom puzzles, all is not as obvious as it seems with this matrix. | |
| If you are paying very, very close attention, you will discover that its real | |
| significance is with the letters you DON'T circle. If you put these together, | |
| you will read the phrase, "Hissing frightens flytraps." You are encouraged to | |
| stash this information in your memory banks. It comes in handy later on. | |
| Okay, leave the cell and go upstairs to the Observatory Room. (Note: there's a | |
| basement downstairs, and one flight up from the Observatory is the Roof of the | |
| Observatory. The basement isn't important; the roof is.) Once you're upstairs, | |
| go north into the tiny closet where it's too dark to see anything. Turn on your | |
| flashlight. Now you can see, and you notice a black circle on the floor and a | |
| wicker basket up on a shelf; but the basket is too high to reach. | |
| Here, you can either drop your stool (if you took it) and stand on it, or you | |
| can stand on the shoulders of your newly acquired companion. Either way, take | |
| the basket. It's a good idea to put your possessions into the basket, too, since | |
| this will permit you to carry more stuff, at least until you find a roomier | |
| receptacle. No? You don't want to do that? Well, at least put the blanket in the | |
| basket. You'll be sorry if you don't put your other stuff in, too. When you get | |
| the dropsies, don't come crawling to me for sympathy. Finally, stand on the | |
| circle. | |
| LEATHER GODDESSES OF PHOBOS | |
| Part 2 | |
| Whoosh! You're zapped away to the Jungle. Slithering up to you through the | |
| excessive heat and humidity is a gigantic Venus Flytrap. It looks (and is) | |
| hungry! | |
| I've got some explaining to do so I'll pause here. First, I should tell you | |
| that the sequence of events in LGOP does not necessarily have to follow my | |
| walkthru scenario. For instance, if you had gone upstairs one more flight to the | |
| Roof of the Observatory, you would have seen another black circle. If you had | |
| stood on this one instead of the circle in the closet, you would have been | |
| teleported to the Martian Desert instead of the Jungle. | |
| The sequence isn't especially important. What matters is that there are black | |
| circles (teleporters) located at key locations throughout the game. You should | |
| make a note of where each circle is situated and where each one takes you. | |
| Otherwise, you will quickly get lost and doubtless die and be forgotten, never | |
| to taste mom's apple pie again. One other thing: whenever you stand on a black | |
| circle, your faithful companion will emerge right behind you when you reach your | |
| destination. Well, most of the time he/she will. | |
| Back to the action. There's this flytrap, see? Well, we know what to do, don't | |
| we? Hiss at the flytrap. (Oh, and it might be a good idea to turn off your | |
| flashlight, too!) | |
| Your hissing promptly causes the flytrap to cooperatively expire. (He mistakes | |
| the hiss for a spray can of weed killer.) With the flytrap out of the way, you | |
| can now proceed west to the Spawning Ground for Venusian slime beasts. Only one | |
| spot is free of slime and it contains a black circle. Next to the circle is a | |
| jar of ointment. Get the jar, but do not stand on the circle. Examine the jar. | |
| It turns out to contain untangling cream, whatever that is. | |
| At this point, Trent/Tiffany will toss you a matchbook. You notice it is empty, | |
| but there are notations scrawled all over the cover. Your companion tells you | |
| this is a list of things he needs to whip up a Super-Duper Anti-LEATHER | |
| GODDESSES OF PHOBOS Attack Machine! As it turns out, the list is a duplication | |
| of the objects you so laboriously decoded from that meaningless matrix you found | |
| back in your cell. Anyway, now you know what you must obtain in order to win the | |
| game. You also note that, so far, you're batting zero. On with the quest! | |
| Having read the matchbook cover, go east from the Spawning Ground back into the | |
| Jungle. Go east again. At this point, a mighty tree rises before you! Suddenly, | |
| the tree dies and is consumed by Venusian hypertermites, leaving a gigantic hole | |
| in the ground. | |
| What to do about the hole? Well, you can go down into it if you wish. But | |
| that's pretty boring. Besides, you won't be able to get out again unless you | |
| have your stool. (That's really the only use I found for the thing, by the way.) | |
| On the other hand, Infocom doesn't just allow things like unexplained | |
| tree-dyings to occur, do they? I never tried this, but I gather the purpose of | |
| the hole is to permit another solution to the flytrap puzzle. I suspect this is | |
| included in case you didn't/couldn't decipher the meaningless matrix of letters. | |
| (Those Infocom guys know that not everyone is as smaht as they are!) | |
| Anyway, one of the places you will teleport to at some point in the game is | |
| Cleveland. There, you will find a trellis and a sack. If you are following a | |
| sequence of events which gets you to Cleveland before you get to the Jungle and | |
| the Venus Flytrap, here's what you can do. Presumably, you will be astute enough | |
| to take the sack and the trellis when you find them. The sack is full of leaves | |
| (69,105 to be exact). Now, when you get to the Jungle put the trellis over the | |
| hole left by the tree, and dump the leaves on the trellis. The flytrap will | |
| sidle up to you across the trellis and fall into the hole. End of problem. | |
| Since you have just hissed the flytrap into oblivion, you may completely | |
| disregard the foregoing, ignore the hole and proceed east yet again. This takes | |
| you to a Clearing. In the Clearing is a can of black stain. Get the can and go | |
| northeast. | |
| You come to the front door of a plasticoid house. It is closed and locked. | |
| What's more, you don't have a key. Go east to the Rocky Clifftop. There isn't | |
| much here except, oh, a black circle and a neat view. Off to the northwest you | |
| can see a Vizicomm Booth. Go northwest. (The black circle can keep.) | |
| Enter the Vizicomm Booth, which is out of order. Turn or pull the coin return | |
| knob and you'll here a clank. Open the return box, and a coin drops to the | |
| ground. Get the coin and examine it. The coin reads "Ten Marsmids." Fine. Now go | |
| back to the Rocky Clifftop (just type "Exit"). From the clifftop, go north. You | |
| find yourself at the back door of the plasticoid house. And you are NOT alone! | |
| An extraordinary number of door-to-door salesmen are camped out here. One of | |
| them approaches you and offers to barter one of his machines for something of | |
| equal value you might be carrying. Offer the flashlight to the salesman. In | |
| exchange, you receive what is described as a TEE-Remover Machine. | |
| Before the salesman can explain, he turns on your flashlight and a giant | |
| Venusian Megamoth swoops down and carries him off. The other salesmen scatter to | |
| the four winds. Hm -- a Tee-Remover? | |
| Open the machine. Put the jar (of untangling cream) into the machine. Close the | |
| door and turn on the machine. The machine whirs and grinds. When it stops, open | |
| the door and get the jar. It now contains unAngling cream. (Oh, brother!) Now | |
| knock on the back door. | |
| LEATHER GODDESSES OF PHOBOS | |
| Part 3 | |
| You are welcomed by a Mad Scientist (mit a Cherman accent, uff courze). He | |
| welcomes you because you look like a grand candidate for his next mad | |
| experiment! Go downstairs. | |
| Oops! You're in the Mad Scientist's laboratory. It contains a cage. The cage | |
| contains two gorillas. The cage also contains a rubber hose. Quick! Throw the | |
| candy (the hunk of brown food, remember?) into the cage. Just in time! The mad | |
| scientist straps you and Trent/Tiffany down to a couple of slabs. Then he throws | |
| an ominous looking switch. | |
| Suddenly, you find yourself inside the cage. You also find yourself inside a | |
| gorilla skin! Odd, you can also see your own body still strapped to the first | |
| slab. Gee! The female/male gorilla in here with you looks better and better all | |
| the time. Kiss the gorilla. | |
| This seems to satisfy the Mad Scientist that his experiment is working chust | |
| fein, zo he bounds up the stairs, leaving you locked in the cage with the | |
| gorilla. Your companion, who has been transported to the "body" of a Venus | |
| Flytrap, is of no help. He remains strapped to the second slab. | |
| Let's see, wasn't there a rubber hose on that list? Yep. Get the hose. Now eat | |
| the candy. You feel a sugar rush. (For those of you not quite so smaht as those | |
| Infocom fellers, a sugar rush means you feel super strong.) Good. Open the cage. | |
| Wow! You really are super strong! You part the bars easily and can exit the | |
| cage. Do so. | |
| Drop the hose outside the cage. Then, go to the second slab and unstrap | |
| Trent/Tiffany (watch out for those "tentacles!"). Next, unstrap your body. While | |
| your sugar rush is ebbing, pull the switch. Good! You're back in your own body | |
| again. Get off the slab and retrieve the rubber hose and put it in your basket. | |
| If you were paying attention when you entered the laboratory (it's always a | |
| good idea to read the descriptions, no?), you noticed there was a black circle | |
| at the foot of the stairs. This might be a good time to stand on it. | |
| Zap! You're back inside the Vizicomm Booth. Exit the booth and you're back on | |
| the clifftop. Now you can stand on the black circle you saw the first time you | |
| came here. Doing so takes you to the Royal Docks. Moored to the end of this dock | |
| is a royal barge. To the south is a ruined castle. Go south. | |
| You are in the throne room of King Mitre. It seems that we've been wrong all | |
| along about the legend of King Midas; he, who we always thought could turn | |
| things into gold by his mere touch. It seems his real name was King Mitre, and, | |
| in fact, everything he touched turned into forty-five degree angles. Everything, | |
| including his own daughter. You notice one angle in particular -- prominent | |
| because of its long golden tresses and flowing white gown. Unlimber your | |
| handy-dandy jar of unAngling cream. | |
| Rub the unAngling cream on the daughter. Slowly, the angle turns into King | |
| Mitre's beautiful daughter, Princess Theta. Mitre is so happy to see her again | |
| that he rewards you with a truly useful gift, a perfect eighty-two degree angle. | |
| (He explains he only brushed against it.) Take the angle. Hey! Your batting | |
| average is going up! You now have two objects out of eight. Put the angle in the | |
| basket with the hose. | |
| By the way, at this point your inventory may be a bit top-heavy. I mean, what | |
| good is a jar of unAngling cream, now that it's empty? And who needs a | |
| TEE-Remover Machine after it's done its work? That stool isn't much good, | |
| either. Unless you're terribly possessive about such things, go ahead, drop | |
| them, along with the matchbook, the scrap of paper and any other flotsam you | |
| still have. On the other hand, no sense being a litterbug. Why not pick a | |
| central spot where you can drop them unobtrusively? (I chose the basement below | |
| my cell.) Nothing like being tidy, eh? And you never know when something might | |
| come in handy. On the other hand, if you're a slob, there's no penalty in the | |
| game for dropping things wherever you please, once you've used them. Just make | |
| sure not to drop anything prematurely. | |
| After you've got your angle tucked away, leave good King Mitre. As you depart, | |
| you realize the dummy has inadvertently touched the princess again, but you | |
| can't do anything about that. It's time to visit the Martian desert. Go south. | |
| LEATHER GODDESSES OF PHOBOS | |
| Part 4 | |
| You've come to a Ruin, one of many you'll encounter. Go south again. You're | |
| still in the desert. Go east to Another Ruin. Sitting on a rock is a truly | |
| repulsive frog. I mean, this one is the repulsive frog of all repulsives in the | |
| frog kingdom. It is also wearing a little gold crown. Go ahead, kiss the frog. | |
| Yuck! The frog is so ugly you just cannot bring yourself to kiss it. Yet, | |
| instinctively you realize that somehow, some way you've just got to screw up | |
| your courage, pucker up and plant one on its repulsive kisser. For now, though, | |
| go west, then, north to Yet Another Ruin. This one is unimpressive except for | |
| the fact that it does seem to contain a black circle. No, don't stand on it | |
| (unless you have a hankering to visit the basement below your cell). Retrace | |
| your steps by going south to the frog, then, east to the Dessert. | |
| Very sharp-eyed gamesters will have noted the word "dessert" above. "Ha!" they | |
| will proclaim, "I knew the Sysop editors around here didn't know how to spell!" | |
| Wrongo, smahties. The word IS Dessert. In fact, you're looking at a fifty foot | |
| Martian Cream Pie. It is a mirage, of course. So are the trails which appear to | |
| lead to the northwest and southwest from here. | |
| (You were advised that all is not always as it seems in an Infocom production. | |
| Those trails are not mirages after all.) Go southeast. | |
| You've come to an Oasis. There is a little bunny rabbit hippity-hopping around | |
| the premises. Get him. (What you do with him, I confess, I haven't the foggiest. | |
| But I got him anyway, so you might as well, too. Maybe he makes good rabbit | |
| stew.) On the other hand, you also see a black circle here, and I DO know what | |
| to do about that. That's odd. The black circle mysteriously turns white! Get out | |
| your can and pour the black stain on the circle. That's better. Now it's black | |
| again. Stand on the circle. | |
| Whoosh! You're in Cleveland. (Remember, Cleveland?) Go south. Well, now, here's | |
| a lawn that somebody cares about. Actually, it's a muddy patch of crabgrass, but | |
| there's a rake and a sack full of leaves. Forget everything except the sack. | |
| Take it and dump out the leaves. Now that the sack is empty, you've got a much | |
| better receptacle than your wicker basket. Put all your goodies except the | |
| blanket in the sack. Leave the blanket in the basket. It looks cute in there. | |
| Now go north, then, northeast. | |
| You're standing inside a Teensy-Weensy House. Go upstairs and You find yourself | |
| in a Bedroom containing an open window, an unmade bed and a sheet lying half on | |
| the floor. Get the sheet. | |
| Tear the sheet into strips and tie the strips together (which forms a rope), | |
| then tie the rope to the bed. Throw the loose end of the rope out the window. | |
| Your faithful friend, Trent/Tiffany, will now shinny down the sheet. (If you | |
| try, you soon learn you're too heavy and fall to your untimely demise. This is | |
| not terribly important except that it ends the game.) Once on the street, your | |
| pal will just have time to unscrew a handy headlight before being | |
| unceremoniously struck by a truck and, evidently, killed. | |
| Before you can burst into tears over your loss, your companion reappears in a | |
| cloud of falling plaster as the ceiling above you collapses! He offers an | |
| explanation of his startling reincarnation, but I won't bore you with it here. | |
| After all, I presume you can read it for yourself if you're playing the game. | |
| Anyway, take the headlight he/she is carrying and put it in the sack. That's | |
| three out of eight! | |
| Time to leave picturesque Cleveland, so go downstairs and go east into the | |
| garden behind the Wee House. There's a trellis against the house and a fresh | |
| piece of sod. Lifting the sod reveals another black circle! (If you need to be | |
| told about the trellis, you're not paying attention.) Stand on the circle. | |
| You're teleported to the basement below your cell. You see, you could have come | |
| here from the black circle in that ruin I told you about. But if you did that | |
| you might have missed Cleveland, and...oh, forget it. | |
| Right about here is where I dropped all my superfluous, used-up junk. You see, | |
| I didn't have a walkthru like you've got, and I didn't know whether I might not | |
| need my superfluous, used-up junk again. For some reason which only a tentacled | |
| alien could divine, the basement seemed like a logical spot. Of course, being | |
| tidy never hurt anyone, but I think I've covered this ground already. | |
| LEATHER GODDESSES OF PHOBOS | |
| Part 5 | |
| Go upstairs. Go 'way upstairs, all the way to the Roof of the Observatory, | |
| upstairs! This time, stand on the black circle there. You will be back in the | |
| ruin just south of King Mitre's castle. Go north. Mitre will still be sitting on | |
| his throne, surrounded by forty-five degree angles, looking dejected. One of | |
| them has long golden hair and a flowing white gown (sigh). If only old Mitre | |
| could keep his paws to himself! Well, leave him to his ruminations and go north | |
| to the Royal Docks and board the barge. | |
| You see some simple controls. Examine the controls. One is a huge orange | |
| button, which reads "Magnetomoor On." The other is a huge purple button. It | |
| reads, "Go With the Flow." Pushing the orange button causes the words to read | |
| "Magnetomoor Off." It also causes the barge to drift away from the dock into the | |
| channel. Pushing the purple button causes the words to read "Full Speed Ahead." | |
| As soon as you have pushed orange, push purple, wait one turn, and push orange | |
| again. (You can pretty much forget about purple from now on.) Anyway, by pushing | |
| orange you have reactivated the Magnetomoor. (Magnet-O-Moor, get it?) This is | |
| your dock/undock device. Since all the docks in the canal contain barge magnets, | |
| all you need do to moor at one is push the orange button in a timely fashion. To | |
| unmoor, push it again. | |
| All right, the first dock you'll clank against is Baby Dock. Disembarge and go | |
| north. You find yourself among the Dunes, and there is a strange alien warrior | |
| lying dead here. Next to the alien is a chapstick. Get it. Partially buried in | |
| the sand nearby is a strangely coded message. Get that, too. | |
| If you carefully read your 3-D comic book which comes with LGOP, you will | |
| recall a bit in there about a transposition code. You say you forgot the code? | |
| Well, go back and reread it. In the meantime, I'll translate the strangely coded | |
| message. It says, "Your mission is to contact wife number nnn (the number is | |
| inserted randomly) of the sultan/sultaness and get the secret map. Identify | |
| yourself to her by asking her to kiss your kneecaps." | |
| Now, wasn't that easy? Leave the alien in the dunes and go back to your barge. | |
| Board the barge and go through the orange button ritual. | |
| The second and extremely opulent dock you come to is THIS is My Kind of Dock! | |
| When you reach it, exit the barge and go east. You will be in the Main Hall of | |
| the Palace. Go south to the Laundry Room and get the clothespin. Now go back | |
| north into the Main Hall and east into the Oriental Garden. Here, you see a well | |
| containing handholds downward. Climb down. | |
| At the bottom of the well is a black circle. You land upon it and are | |
| immediately transported back to the barge. This is a good circle to know about. | |
| It teleports you to wherever you've parked your barge, and this knowledge will | |
| come in mighty handy later in the game. For now, though, re-exit the barge and | |
| go back into the palace. From the main hall, go northeast. | |
| Now, if you're playing this game as a male you will be in the sultan's palace. | |
| If you're a lady-person, your host-person will be a sultaness. In either case, | |
| you find yourself in the Audience Chamber confronting one or the other, as the | |
| case may be. Whomever it is, sultan or sultaness, will confront you with a | |
| riddle. Your faithful companion will burst out with a dumb answer and wind up | |
| being tossed to the tigers by the palace eunuchs. Alas! You were beginning to be | |
| fond of him/her, but on with the game. Alas, again! You're next if you don't get | |
| it right. | |
| The answer to the riddle is, "Riddle." So type SAY "RIDDLE." Oh, goody! The | |
| sultan/ess begrudgingly rewards you with an hour of rapturous bliss with one of | |
| his/her 8,379 wives/husbands. Hie thee west into the harem. Here you are | |
| confronted by a harem guard who asks you to make a selection, any number from 1 | |
| to 8,379. Naturally, you pick the number you gleaned from the coded message. | |
| (Remember, the message was written backward, which means the number was | |
| backward, too.) | |
| Wait a bit and soon your choice will beckon you to her/his obscenely luxurious | |
| bed chamber. Ahem <er> afterward, type TELL WIFE/HUSBAND, "KISS MY KNEECAPS." | |
| Your partner will present you with a secret map of the catacombs. (It comes in | |
| your game package, by the way, but you'll probably still need my directions to | |
| get through the maze. Try it without them, you'll see.) She/he also pulls aside | |
| the covers and indicates a secret passage down. You are told it's the only way | |
| out of the harem. Take the torch he/she gives you and go down. | |
| You are now in the catacombs. Well, what do you know. Here's your faithful | |
| companion Trent/Tiffany with another outlandish explanation of his/her | |
| reappearance. You listen and then decide to push on. | |
| For my money, your visit to the catacombs is the toughest part of the game. I | |
| have to admit I had help here. (Oh, all right, I had help in a couple of other | |
| places, too. Golly! I never can get through these dumb games without help! | |
| Besides, I HATE games!) Anyway, you need to follow these directions carefully, | |
| including those about "Hop, Clap and Kweepa." (I TOLD you to read the comic | |
| book.) Okay, here we go: | |
| NW, N, NE, E, CLAP, NE, NE, SE, HOP, CLAP, KWEEPA, D, NW, NE, CLAP, N, S, HOP, | |
| NE, CLAP, U, KWEEPA, NW. | |
| Get the phone book. (Four out of eight!) | |
| CLAP, NW, HOP, S, SE, CLAP, SE, D, KWEEPA, NE, CLAP, HOP, W, N, NW, CLAP, E, W, | |
| KWEEPA, HOP, CLAP, SW, SW. | |
| Get the raft. | |
| N, CLAP, NE, E, HOP, KWEEPA, CLAP, NW, NE, SE, U, CLAP, NW, HOP. | |
| Stand on the black circle. | |
| That's it. But be sure to follow the directions precisely. Of course, if you | |
| prefer being devoured by a Martian crocodile or some such, you can always find | |
| your own way. | |
| Presuming you wind up at the black circle and stand on it, you will be | |
| teleported directly to the Well Bottom. You've been there before so you know the | |
| black circle at the bottom will take you right back to your barge. After the | |
| catacombs, the royal barge is kind of cozy. But there's no time to dally. Exit | |
| the barge and go east into the palace again. This time, go east into the | |
| Oriental Garden and from there, southeast to the base of a Tower. Actually, it's | |
| a Minaret with stairs leading upward so go up. | |
| The view here is breathtaking, almost as nice as the clifftop back in the | |
| jungle. But there's also a black circle here. Stand on it. | |
| Zowie! You find yourself in a cramped space which, as it turns out, is right | |
| over your cell! You don't know that, of course, until the floor collapses and | |
| you find yourself tumbling through the resultant orifice into your cell. Hm, | |
| that's odd. There's a black circle here. Never noticed that before. (That's | |
| because it wasn't there before, Venusian Bird Brain!) As it turns out, this | |
| circle takes you to the main hall of the palace, but we don't want to go there | |
| this time. Exit the cell (south) and go up to the Observatory Roof. Stand on the | |
| circle and you're back in the Martian Desert (with one "s" this time). Go east | |
| to the frog. | |
| Ah, yes, you remember that ugliest of ugly frogs? Now you have both the will | |
| and the means to kiss this total grossness. Put the clothespin on your nose. Rub | |
| the lip balm on your lips. Then, drop everything you're carrying and cover your | |
| ears with your hands. Close your eyes. At last! Kiss the frog! | |
| Ooooh, another rapturous interlude with one of the opposite sex. It turns out | |
| you're not quite (humph!) satisfied, but at least "the one" leaves you with a | |
| small token of affection. It's a household blender. Take it. Put it in the sack. | |
| (You have been using the sack, haven't you?) If I reckon right, that's five out | |
| of eight. We're getting there! | |
| LEATHER GODDESSES OF PHOBOS | |
| Part 6 | |
| Leave the ruin and go east into the Dessert once more. Yes, the one with two | |
| "s's." Then meander southeast to the Oasis. Stand on the circle and return to | |
| Cleveland. No particular reason for another trip to Cleveland, really. You could | |
| have gone to the other ruin which has a black circle and gone directly to your | |
| cell. It's just that I sorta feel sorry for Cleveland. Nobody in his/her right | |
| mind would EVER go there twice, would they? On the other hand, nobody in his/her | |
| right mind would play computer games, either. Would they? | |
| Anyway, you're back in Cleveland. Go northeast, then east (into the garden) and | |
| get yourself zapped back to the hallway near your cell. Go down into the | |
| basement and dump your extraneous jetsam, especially the clothespin. You'd look | |
| pretty silly going up against the Leather Goddesses wearing a clothespin on your | |
| nose, right? | |
| After you've lightened your load, go up into your cell and stand on the black | |
| circle. You find yourself back in the Main Hall of the Palace. You might want to | |
| wipe off that gooey lip balm here. Exit the palace to the west and enter your | |
| barge. Push orange. Wait. Push it again. (You know the drill.) | |
| Wait until your barge clangs up against Wattz-Upp Dock. You hear a gurgling | |
| noise to the west (it's the Oasis). Exit the barge. When you're standing on the | |
| dock, reach over and push orange. That's right, push it! So what if your barge | |
| goes shooting out into the canal without you. Trust me. | |
| Go west to the Oasis, stand on the circle and, voila: Beautiful, downtown | |
| CLEVELAND! (I told you I felt sorry! Now I'm sorry I did this one more time. I | |
| mean, who needs Cleveland tha-ree times?) Oh, well, you're not here for long. Go | |
| back to the garden, the black circle and...the hallway near your cell. Go up to | |
| the Observatory Roof and stand on the circle. | |
| A pause here for a comment or two. Make that a rebuttal. Yeah, I can hear all | |
| you wisenheimers out there knocking my route. And I freely admit there might be | |
| better ways to go, bypassing my revisits to dear, picturesque downtown | |
| Cleveland. Didn't I tell you there was no particular sequence you had to follow? | |
| C'mon, didn't I? You know it, fella. Hey, if you've got something against | |
| Cleveland, go ahead, write your own walkthru. | |
| I digress. You're back in the desert. You've sent your barge down the canal, | |
| pilotless. What to do? Go west to Yet Another Ruin. Now go northwest. You've | |
| reached Hickory & Dickory Dock. What's this? A mouse! Show the picture (of the | |
| pussy cat) to the mouse. The poor thing is frozen with fear. Get the mouse. | |
| (Only two more goodies to go!) Now go south, back to Yet Another Ruin. Stand on | |
| the black circle. | |
| Once more, you are in the basement below your cell. Got anything to drop? How | |
| about that torch? It went "phhttttt" long ago. Okay, let it go. Next stop, | |
| upstairs to your cell. Stand on the black circle. You arrive at the palace. Go | |
| east into the Oriental Garden and enter the well. | |
| Well, well (a little humor there, folks) you're zapped from the Well Bottom | |
| right slap dab onto your barge. Where is it? Why, it's right here at the Icy | |
| Dock, 'way, 'way down at the southern terminus of the canal. | |
| Okay, I'll bite. Why didn't you just take the scenic route aboard the barge all | |
| the way down the canal to here? It would have been restful and, well, scenic; | |
| not to mention saving a lot of aggravation, wouldn't it, boobie? Well, for one | |
| thing, you would have missed those neato trips to Cleveland. For another, you | |
| probably would have missed the mouse, too. Oh, and one other point: If you'd | |
| taken the barge route you would have died. | |
| It seems there is this gigantic machine just before you get to the Icy Dock. | |
| It's some sort of Martian (Phobotian?) energy machine, and it used to supply | |
| power to the whole planet. It doesn't work quite like it used to, but it works | |
| just well enough to send a lethal ion beam out over the canal. If you try to | |
| pass through it, say, on a barge, well, first you get a little headache. Then | |
| you get a truly humungous headache. Finally, after the humungous headache | |
| assumes gigantically unbearable proportions you, er, explode. And that's a fact. | |
| Aren't you glad we went to Cleveland? | |
| Okay, from the Icy Dock, exit the barge and go south. Oh, no, your faithful pal | |
| Trent/Tiffany slips on the ice and disappears into the frigid waters of the | |
| canal. No matter, go south, like I said. You are at the edge of the polar ice | |
| cap. Needless to say, it's cold. Go southeast. | |
| Oh, good grief! Your passage forward is blocked by a whole waddling phalanx of | |
| penguins! One of them is carrying a sign. Read the sign. It suggests that you | |
| donate to the Penguin Relief Fund. Well, there's nothing for it but to give your | |
| coin (the Marsmid tenner) to the penguin. | |
| The penguin thanks you graciously, and gives you your change, a one Marsmid | |
| coin. (You don't know it yet, but the little guy just did you a favor.) The | |
| penguins part to let you pass, so go southeast. | |
| You arrive at a gypsy camp. About the only thing here is a single forlorn tent, | |
| pitched on the north side of the camp. You are greeted by two robots, a male and | |
| a female (they're gypsies, see). No sooner do they invite you in for tiffin than | |
| a meteorite swoops down and kills both robots dead. Oh, dear, from inside the | |
| tent you hear the wail of a baby crying, "Mommy." | |
| Enter the tent. Sure enough, it's a gypsy robot baby. Get the baby and put it | |
| in your wicker basket. Oh, that's nice. The baby appreciates the warmth of the | |
| blanket and instantly goes to sleep. As for you, exit the tent and go south - to | |
| the South Pole, as a matter of fact. | |
| What else would you expect to find at the South Pole? Righto! It's an Igloo! | |
| But the front door is locked. Gazing through the igloo window you are tantalized | |
| by the sight of a pair of cotton balls. Instantly, your brain cells focus, | |
| cutting through the fog of forgetfulness like lasers. You suddenly recall that | |
| cotton balls were on the list. How to get them? | |
| Let's re-read that description of the igloo one more time. Yessir, I thought | |
| so. There's a sign over the door. It reads, "Martian Orphanages, Inc., South | |
| Polar Branch." Well, what do you suppose might be an appropriate action for | |
| someone carrying an orphan in a basket to take, standing like you are on the | |
| doorstep of an orphanage? Listen, if you can't figure this one out for yourself, | |
| you never, ever should try another text adventure game again. After all, you | |
| might have to get through the next one without a walkthru. | |
| Hey, you're smahtah than I thought you were! You put the wicker basket on the | |
| doorstep. Then, you hide behind a snowdrift and wait. Sure enough, from inside | |
| the igloo emerges a matronly woman of immense proportions. She takes the basket | |
| and its contents into the igloo and closes the door. But she doesn't lock it. | |
| Open the door, enter the igloo, get the cotton balls and scram. Retrace your | |
| steps north to the gypsy camp, northwest to the penguin park, then go west to | |
| the Allusion Room. As it turns out, the Allusion Room is nothing more or less | |
| than a black circle. Stand on it. You are whisked back to the Oasis. Well, I'll | |
| be a petrified penguin! Here's Trent/Tiffany, emerging alive and well. The saga | |
| of how he/she survived the fall into the icy waters is too bizzarre to bear | |
| repeating, so we'll move right along. Stand on the circle at the Oasis. Guess | |
| where we are now? | |
| LEATHER GODDESSES OF PHOBOS | |
| Part 7 | |
| Cleveland!!! This is really ridiculous, so let's beat feet. Get into that | |
| garden and onto the circle. You're back in the hallway so go on up one more time | |
| to the Observation Room (the one with the closet to the north). Go into the | |
| closet. It's too dark to see, but you can still stand on the circle. I'm sure | |
| you remember it takes you to the jungle. Leave the jungle by way of the circle | |
| on the clifftop. Go ahead, there won't be any flytraps, salesmen or mad | |
| scientists to stop you. | |
| You are teleported for the last time to the Royal Docks. (Just a tad away is | |
| Mitre's castle, but you're not going there this time.) Instead, put your raft | |
| (the one you've been lugging along since you found it in the catacombs) into the | |
| water. Board the raft. | |
| Here, you have to be alert. As you drift down the canal in your raft, you might | |
| be lulled into your customary state of not carefully reading the descriptions in | |
| the game. Do not permit this to occur. What you're looking for is a passage | |
| indicating that a dock is close enough for you to grab. Actually, you will pass | |
| several docks which are eminently grabbable. Grab them all just to be on the | |
| safe side. The one you want is Donald Dock. | |
| When you've grabbed Donald Dock, exit the raft (you pull it onto the dock for | |
| safe-keeping). Go south to the Dunetop. From here, go east to the Canalview | |
| Mall. There appears to be just one shop in the mall worth visiting and it lies | |
| to the south. Go south. You are in the Exit Shop. The sign says, "Exits bought | |
| and sold." Buy an Exit. | |
| Now, I told you the penguins did you a favor. If you had tried to buy the Exit | |
| with your ten Marsmid coin, the shopkeeper (one of the more lively gents in the | |
| story, by the way) would have refused you. It seems Exits cost just one Marsmid | |
| and he wouldn't dream of overcharging you nor can he make change. As things | |
| stand, he takes your one Marsmid coin and, sleepily, hands you a cardboard tube. | |
| It falls into the dust. Retrieve the tube, open it and you find your Exit. | |
| What's an Exit, for goodness sakes? It's a sort of collapsible black circle, | |
| that's what. Tuck it away and go north, then west, then north, back to Donald | |
| Dock. | |
| Re-launch your raft, board it and drift. Once again, grab any dock you see. | |
| Eventually, you will come to Wattz-Upp Dock. Exit your raft, leave it and head | |
| to the Oasis. Stand on the circle. | |
| Now really, gang! I'm sorry. But there was no other way. Just forget it's | |
| Cleveland, go to the garden and stand on the circle. I promise. We won't be | |
| coming back. Hey, you've got seven items out of eight. That ain't all bad. Isn't | |
| it worth just one more trip to Cleveland? Oh. Listen, you don't have to get | |
| nasty about this. | |
| Once back in the hallway, go up to the closet in the Observation Room and stand | |
| on the circle. When you get to the jungle, go west. You're in the Spawning | |
| Ground. And there's just one circle left you've never used before. Stand on the | |
| circle. | |
| You find yourself in the hold of a giant spaceship. There's a sword here. Oh, | |
| Lord! A dark figure appears from the shadows of the hold and hurls a | |
| radium-powered grenade onto the floor! Your faithful friend Trent/Tiffany hurls | |
| him/her self on the thing, saving you and giving up his life...quite messily if | |
| I may say, in the process. No time to lose! Get the sword. Don't dally either. | |
| Go south. | |
| You are in a stable where you find a magnificent white stallion. Actually, you | |
| are aboard the flagship of the LEATHER GODDESSES OF PHOBOS Main Attack Fleet. | |
| The stable you're in contains the Leather Goddesses' Main Attack Fleet Cavalry | |
| Mounts, of which the stallion is one. Mount the stallion and kick it in the | |
| flank. Go west. | |
| The stallion dashes down a long east-west corridor in the ship, reaching with | |
| stallion-like speed the main hatch of the ship. Here you spy a white therma | |
| suit. Dismount, put on the suit and open the hatch. Go north. | |
| You are in space. Floating near the battle cruiser you have just left is a | |
| small passenger spaceship. Near the small passenger spaceship is a sinister | |
| figure. He/she turns out to be Thorbast/Thorbala, who is further identified as | |
| the Chief Assassin of the LEATHER GODDESSES OF PHOBOS. 'Twas he, it appears, who | |
| hurled that grenade. Thorbast is busily engaged, strapping a beautiful, helpless | |
| young lady/man to the hull of the small passenger spaceship. Your move. Attack | |
| Thorbast with your sword. | |
| For awhile, Thorbast will parry your thrusts, and it will be nip and tuck | |
| whether you get by this episode or not. While you're fighting for your dear | |
| life, you notice a perfectly dreadful bug-eyed monster, oozing its way toward | |
| Thorbast's helpless victim. The hideous monster reaches the woman/man and starts | |
| to remove her/his garments, one at a time. The helpless victim shrieks in | |
| terror. | |
| Meanwhile, you keep attacking Thorbast. Eventually, in the furor of the action, | |
| he drops his sword. Ever the gallant, you retrieve the sword and give it back to | |
| your foe. Realizing you are truly the good guy, Thorbast knows now that he | |
| doesn't have a chance. So he saves us all a lot of trouble and impales himself | |
| upon his own sword. Farewell, Thorbast. Now it's the monster's turn. | |
| Interestingly enough, the bug-eyed horror is getting down to the interesting | |
| part when you attack. He squawks once and flees, leaving his victim just barely | |
| clad and grateful as all get-out that you happened along. You release her/him | |
| and follow her/him into the cabin of the small spaceship. From the wall of the | |
| ship she/he plucks a photo and gives it to you. (It just happens to be a picture | |
| of Jean Harlow/Douglas Fairbanks, the very thing you've been looking for.) You | |
| are told that, written on the back, is the address of daddy, who will reward you | |
| handsomely if you ever visit Ganymede. With that, the lady/man exits to the | |
| east, closing the door with a flourish. Naturally, you follow. | |
| Shocked to see you, the lady/man is nonetheless receptive to your advances. | |
| What follows is another one of those boring orgy type events which we'd just | |
| better skip for now. After all, we still have to deal with those Leather | |
| Goddesses before they launch their invasion fleet and all is lost. We have all | |
| the items Trent/Tiffany wanted. But golly! When last we saw Trent/Tiffany, | |
| he/she was splattered all over the hold of that LGOP battleship! | |
| Exit the small passenger spaceship and go south twice. You will be back inside | |
| the LGOP battle cruiser. Walk (do not ride the stallion) east down the long | |
| east-west corridor. Well, I'll be a Thorbast's Thorax! Here's Trent/Tiffany, | |
| following along behind, explaining how he/she got here! Keep walking until you | |
| reach the black circle. Stand on the circle. | |
| You are back in the Oasis. This time, though, don't use the exit here. Instead, | |
| drop your own Exit. Stand on that. | |
| You are in a boudoir, lying on a divan. Next to you, actually, is a figure you | |
| can barely make out in the shadows. You can't see who it is, but the heavy scent | |
| of leather is unmistakable. Go ahead. Touch the goddess. Oh, go on! | |
| Yipes! You have violated the sanctity of the LEATHER GODDESSES OF PHOBOS | |
| private boudoir! For this transgression, you are summarily ejected through a | |
| trap door, down a long chute into the Plaza. | |
| What follows is a hilarious description of the attack upon you and | |
| Trent/Tiffany by the entire armed minions of the LEATHER GODDESSES OF PHOBOS. | |
| It's worth the price of the game. While the attack goes on, all that remains is | |
| for you to hand to Trent/Tiffany each of the items you have procured at such | |
| great peril, one by one as you are instructed. Suffice to say, Trent/Tiffany | |
| puts them to good use, constructing the best doggoned Super-Duper Anti-LEATHER | |
| GODDESSES OF PHOBOS Attack Machine ever crafted on this or any other planet by a | |
| faithful companion. | |
| Suffice also to say that the machine works and the minions of the LEATHER | |
| GODDESSES OF PHOBOS are routed. As for you, you're back in Upper Sandusky, Ohio, | |
| lying dazed in the roadside near a sleepy-looking gas station. From within | |
| emerge three uniformed attendants, cooing prettily (or booming manfully), "Are | |
| you all right?" The game has ended, and all you can do now is await patiently | |
| for the sequel. Coming soon from those smahties at Infocom: Gas Pump Girls Meet | |
| the Pulsating Inconvenience from Planet X. | |
| LEATHER GODDESSES OF PHOBOS is published by Infocom, Inc. | |
| This walkthru is copyright (c) 1986 by Neil P. McCulloch. All rights reserved. | |
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