                 T H E   W O R M   I N   P A R A D I S E 

                                 (Level 9)

        (Later released as Part 3 of the 'Silicon Dreams Trilogy')





Before  describing a 'solution' to this adventure, it must be accepted that

there isn't a move-by-move solution from start to finish!

Only the very early part of the adventure is constant, as far as a solution

is concerned. This is due to two main features:



   (1)THE EDEN TRANSPORT SYSTEM - which throws up different address

                                  locations on each load of the game.



   (2)THE FUZBOTS OF ENOCH - who could crop up anywhere at any time.



These being, obviously, in addition to any normal problems you may generate

by the wrong action. Other notable features are:



   (3)The Enoch TIME system - be sure to be home before curfew is

                              imposed, and do not attempt to start a

                              job too late in the day or the

                              Workplace Droid will reject you!



   (4)Never be in debt - you cannot afford the fine AND complete

                         the game, so keep an eye on your Creds by

                         'EXAMINE TATTOO'.



THE EDEN TRANSPORT SYSTEM: Refer to your maps for clarification!



This consists of three 'ETS' Roundabouts, all accessible from the Northmost

roundabout. They are uniquely colour-coded by the FIRST COLOUR mentioned on

a grid location, as follows:



                   RED........the ETS 'EAST'

                   BROWN......the ETS 'NORTH'

                   BLACK......the ETS 'WEST'



When  entering  an  ETS  type  'JUMP' to reach the centre and 'SAY EXIT' to

leave (then SOUTH).



There are SIX important addresses on the ETS which you must visit, BUT they

may differ on each loading of the game!



                  1.YOUR HABIHOME

                  2.THE SOCIALIST'S HABIHOME

                  3.THE JOB CENTRE

                  4.THE TRAVEL AGENTS

                  5.THE FLORISTS

                  6.THE HARDWARE WAREHOUSE



The  first one (Your Habihome) is easy to find and you don't really need to

remember  this  address  -  just  type 'SAY HOME' in open areas, other than

exits  from  roundabouts  leading to an ETS, and you are deposited one move

North  of  your  Habihome  (SOUTH to enter). On leaving your Habihome, type

'SAY  EXIT'  then  'SOUTH'  and  you're  placed  somewhere on the Northmost

Roundabout, depending on your 'home' address.



The  second  one (Socialist's Habihome) is found by examining a brooch (see

Solution).



The  remaining  four  are  given  out  on  television  advertisements  (see

Solution).

The  different  addresses  found  so far may not provide for EVERY possible

address but most codes are mentioned. They are as follows:



A.SOCIALIST'S HABIHOME



       CODE: RED/YELLOW/BROWN/BLUE/GREY/VIOLET/BROWN

   EAST ETS: Route from centre is:- SE-SW-SE-S-SE-SW-SW-S-SW

                                    -SW-SW-W-W-S- then SOUTH.



       CODE: BLACK/GREEN/BROWN/ORANGE/WHITE/BLACK/ORANGE

   WEST ETS: Route from centre is:- SW-S-SE-SW-SE-S-SW-SE-SW

                                    -SW-SE-E-E-E-SW- then SOUTH.



B.THE JOBCENTRE

       CODE: BROWN/GREY/GREEN/VIOLET/GREY/YELLOW/RED

  NORTH ETS: Route from centre is:- S-SW-SE-SW-SW-SE-S-S-S

                                    -S-SW-S- then SOUTH.



       CODE: RED/WHITE/GREEN/VIOLET/BROWN/BLUE/BROWN

   EAST ETS: Route from centre is:- S-S-SW-SE-SW-SE-SE-SE-SW

                                    -S-SE-E-E-SE- then SOUTH.



       CODE: RED/VIOLET/GREEN/BROWN/BLACK/VIOLET/BROWN

   EAST ETS: Route from centre is:- S-SW-SW-SW-SE-S-SE-SW-SW

                                    -SW-SE-E-E-E-SW- then SOUTH.



C.THE TRAVEL AGENTS

       CODE: RED/VIOLET/YELLOW/ORANGE/BLUE/GREY/VIOLET

   EAST ETS: Route from centre is:- S-SW-SW-SW-S-S-SW-SE-SE

                                    -SW-SW-SE- then SOUTH.



       CODE: BLACK/YELLOW/YELLOW/BLUE/BROWN/BLACK/BLACK

   WEST ETS: Route from centre is:- SE-S-SW-SW-SW-S-S-S-SW

                                    -SE-SE-E-E-W-S- then SOUTH.



       CODE: BROWN/BROWN/YELLOW/GREY/YELLOW/GREEN/GREY

  NORTH ETS: Route from centre is:- S-SE-S-SW-SW-SW-S-SW-S

                                    -SW-SE-E-E-E-S- then SOUTH.



D.THE FLORISTS

       CODE: RED/BLUE/RED/BLUE/BROWN/BLUE/GREY

   EAST ETS: Route from centre is:- SW-SE-S-SW-S-S-S-SE-SW

                                    -SW-SE-E-E-SE- then SOUTH.



       CODE: BLACK/BLACK/RED/YELLOW/GREEN/GREY/BROWN

   WEST ETS: Route from centre is:- S-S-S-SE-SE-SW-SE-SW-S

                                    -SE-SE-E-E-E-SW- then SOUTH.



       CODE: RED/GREY/RED/BLACK/ORANGE/WHITE/BLACK

   EAST ETS: Route from centre is:- S-SW-S-S-S-SW-S-SW-S-SW

                                    -SW-W-W-E-S- then SOUTH.



E.HARDWARE WAREHOUSE

       CODE: BROWN/BLUE/ORANGE/ORANGE/RED/WHITE/BLACK

  NORTH ETS: Route from centre is:- SW-SE-S-SW-SE-S-SE-S-S

                                    -SW-SE-SE- then SOUTH.





       CODE: RED/BLUE/ORANGE/BLACK/ORANGE/RED/ORANGE

   EAST ETS: Route from centre is:- SW-SE-S-SW-SE-SW-S-S-SW-S

                                    -SE-E-E-W-SE- then SOUTH.



(Note:-  Do  not  'type  ahead'  too  far  in advance as the parser becomes

confused!  If,  however,  you  become  'lost',  just  type 'JUMP' and start

working through the appropriate sequence of directions again.)



The  final  note before commencing the game is regarding the clock. It is a

decimal  clock (0-10).....5 is Midday and 10 is Midnight. 'Curfew' is 10-3.

Each 'hour' consists of 100 'minutes' - 'WAIT' command uses 10 minutes, any

other single input uses 1 minute.



It  is  wise  to  tackle  the adventure in 'day stages' but don't waste any

'days'  because  after about a week the Fuzbots get fed up of you wandering

about  and fine you for being a parasite of the state, irrespective of your

work record!!





                               THE SOLUTION



The  early part of the game is constant. You start 'in a dream' in a Garden

in Paradise.



TAKE  BENCH  -  E - S - DROP BENCH - ON BENCH - EXAMINE TREE - TAKE APPLE -

BITE  APPLE  -  W  - W - W - N - KICK BEHEMOTH - N - W - WAIT - N - W - W -

WAIT  - W - EXAMINE BEHEMOTH - TAKE SCALE - W - N - N - N - N - (Awake from

'Paradise  Dream'  wearing  a  visor)  -  (You are in a Dream Alcove in the

Beautiful Octagonal Room).



DAYS 1&2.

(Don't worry about the odd fine of 9 Creds)

DROP  VISOR - BREAK COLLAR - WEAR COLLAR - (this action prevents the Police

from  gaining any extra information about you - as long as you keep WEARING

it they won't notice it's broken!) - S - NW - WEAR VISOR - SE - W - W - S -

S  -  S - S - S - W - S - S - E - E - S - IN - SE - (SELL your spare organs

to  raise  the  necessary  Creds?)  - YES - E - (you stay overnight and are

returned to the Foyer next morning) - OUT - N - W - W - S - E - E - E - E -

E - E - N - TAKE MEDALLION - S - W - BUY FLAG - (cost is 9 Creds) - YES - S

-  W - W - W - W - IN - BUY BOX - (cost again is 9 Creds) - YES - OUT - N -

E  -  EXAMINE MEMORIAL - WAIT - (until a potential Socialist arrives and is

subsequently  arrested)  -  LOOK - TAKE WALLET - SAY HOME - S - E - EXAMINE

WALLET  -  EXAMINE  BROOCH  -  (make  a  note of the colour code - it's the

Socialist's address on the ETS) - DROP WALLET - DROP FLAG - DROP BOX - DROP

MEDALLION.



YOUR HABIHOME

The  poster is really a television screen. SAY ON to operate it, or SAY OFF

to  close  it  down. In the Bodymaint is a nozzle - SAY ON for a refreshing

shower  but  remove your tradclads or other clothing first! The shower will

remind you of this!! If you don't shower REGULARLY the Droids may refuse to

serve you.



The crack in the wall is your bed slot. SAY BED and it will swing down. LIE

ON  BED  to  use  it. If you SAY BED while you're still on it you are swung

down  to the Undercity below your Habihome, but wait until you're sure that

you  know how to get out again before you try this! When your tattoo buzzes

and  announces  'Curfew  in 1 hour', type SLEEP while on the bed and make a

note of your 'dream'.....it may prove useful!



REMOVE  TRADCLADS  -  N  -  SAY ON - (have a shower) - WEAR TRADCLADS - S -

EXAMINE POSTER - SAY ON - EXAMINE TATTOO - (note the time and the amount of

Creds  you have) - (continue to EXAMINE POSTER or even EXAMINE TV until you

have  got  the  addresses  of  the  JOBCENTRE,  TRAVEL AGENTS, FLORISTS and

HARDWARE  WAREHOUSE.......it  may  take  quite  a while but they all appear

eventually!)  -  SAY BED - LIE ON BED - (when curfew is announced.......) -

SLEEP.



DAY 3.

(Refer to maps and ETS notes for directions)

Go  to  the Florist's Shop, buy the wreath, leave the ETS and make your way

to  the  Memorial in the Theme Park. DROP the wreath at the Memorial. Go to

the  Jobcentre  and take a job as a Clerk. If you're offered a YTS/YOP job,

SAY  NO  and she'll offer you a job as a Clerk, eventually - if she doesn't

you'll have to return the next day......maybe you haven't showered!



Take  the  card  to  the Workplace and go DOWN. After your days work you're

escorted out again. SAY HOME and go SOUTH into your Habihome. Go to bed and

SLEEP after curfew is announced.



DAY 4.

Visit  the  Jobcentre  again and get a job as a Labourer (turn down YTS/YOP

and  the Clerks job), take the card and proceed to the Workplace. This time

upon  entering  you're  taken  to  a  Workshop.  Go WEST and you are in the

Waldroid  Control  Cocoon.  You  now assume the role of the Waldroid in the

Workshop.  Go  EAST  and  make  your  way  to  the Hardware Warehouse. (The

Waldroid  behaves  exactly  as  if it was you moving about, i.e., JUMP, SAY

EXIT, etc).



Buy  the  valve. You obtain it for nothing on the council rates; if you had

tried  to  buy  it as yourself it would have cost you 1000 Creds! Return to

the  Workshop  -  the  Waldroid  controls die and you return to your normal

role. EXAMINE the WALDROID on the way out and TAKE VALVE. Go home, drop the

valve, WAIT until curfew is announced then SLEEP.



DAY 5.

Have  a shower and proceed to the Pet Shop in the Pleasure Dome (9 Creds to

go  NORTH through the turnstile). There is a Dagget here that was 800 Creds

on Day 1 but is now only 500 Creds. BUY DAGGET.



THE DAGGET

This  is  a robot dog.....EXAMINE it to reveal that it is a kind of plastic

labrador!  It operates on batteries through a Batpak (spelling is important

-  the program doesn't respond to Batpack!!). There is no need to carry the

Dagget  for as long as he is fitted with the Batpak he'll follow you around

and you don't risk getting fined for possessing him then! To immobilise the

Dagget,  or  stop  him from following you, REMOVE BATPAK and then drop it .

The  Dagget  winds down after a few moves. Ignore the majority of his crazy

antics....they appear purely for show!



Go  to  the  Museum  and  REMOVE BATPAK. You now have to steal a Helmet and

Leotard from the exhibition without anyone seeing you do it or leaving with

the  stolen  items.  Also  there  is  a  security screen covering them. The

exception  to  the latter rule is when the Tourist Guide comes in and shows

the exhibits to some tourists.



WAIT  until the tourists leave, then TAKE HELMET AND LEOTARD (you only have

ONE  move  before  the  screen  comes  down again!). PUT HELMET IN DAGGET -

REMOVE  TRADCLADS - WEAR LEOTARD - WEAR TRADCLADS.......no-one is any wiser

as  to  your  misdeeds now. Don't forget to TAKE DAGGET and then go back to

your Habihome.



REMOVE  HELMET  -  DROP  HELMET  - REMOVE TRADCLADS - REMOVE LEOTARD - DROP

LEOTARD - WEAR TRADCLADS - PUT BATPAK IN DAGGET.



Take  the  brooch  from  the wallet and go to the Socialist's Habihome. The

Dagget  will  find  an Invitation for you. Return home with the Invitation.

Remove  the  Batpak from the Dagget and DROP BATPAK. Examine the Invitation

and  note  the  time of the meeting (usually at '6'). Drop the brooch, take

the  medallion  and  valve,  together  with  the invitation. WAIT until the

Dagget  grinds  to a halt then go to the Bison's Temple at the far North of

the  Pleasure Dome Corridor. Time is important here, as you're only allowed

a couple of minutes leeway from the time stated.



WAIT  or  go SOUTH then NORTH until ONE MINUTE BEFORE the appointed time of

the  meeting.......remembering  that  a  'move'  is ONE minute, WAIT is TEN

minutes. (EXAMINE TATTOO regularly).



At  the  appointed  time,  enter the Temple and WAIT until the Bison leader

comes  out to meet you. Joining fee is 100 Creds. After becoming a Bison go

WEST  to  the Temple Bar and BUY the Bottle of Wine, then go home. Drop the

medallion,  valve  and bottle and leave the Dagget for now. Take the wallet

and  brooch, together with your invitation, and hand them in to the Police,

at  the Police Station, in the order:- GIVE INVITATION - GIVE BROOCH - GIVE

WALLET.  They  tell  you something you already know and you receive a small

reward  -  EXAMINE TATTOO. Return home, have a shower and SLEEP when curfew

is announced.



DAY 6.

TAKE  BATPAK - PUT BATPAK IN DAGGET. (You need him for the next task). Have

a shower again and proceed to the Jobcentre yet again. Turn down everything

and  as  the Droid shakes our hand it realises that you are now a Bison and

offers  you  a  job  as  a  Managing Director. Go to the Workplace with the

Dagget.  This time, upon entry, you're shown to a Fabulous Office entrance.

Go  NORTH and you're up to your neck in carpet - but the Dagget keeps it at

bay  so  as  not  to  impede  your  progress.  Go  WEST to your desk in the

Boardroom.  After  your  day's work you're escorted out - with not a little

increase in Creds. (EXAMINE TATTOO!).



Make  your  way  to  the Travel Agent's and buy a ticket. You couldn't have

bought  it before because it only sells to Bisons, but make sure you've had

a   shower  that  day!  Go  home,  WAIT  until  curfew  is  announced  then

SLEEP.......you're going need all your wits for the last day!!



DAY 7.

This  is  the final day and it is essential that you 'SAVE' game up to this

point as a lot of things could still happen - even on the last move!!



Don't  worry  about  the  time  or  Creds, you'll soon have plenty of both,

providing you're in the right place with the right equipment.



Deactivate  the Dagget (REMOVE BATPAK - WAIT) and after your morning shower

proceed  to the Hardware Warehouse and buy the Vidcam, (cost is 300 Creds).

Return home, get the ticket, ensure that you are still carrying the Vidcam,

then SAY BED - LIE ON BED - SAY BED.



You  are taken down to the Undercity. Refer to the map and proceed SOUTH to

the  Disgusting  Junction.  Go WEST and TAKE SIGN then DROP the sign at the

Disgusting  Junction. It tells the Droids where the rubbish and junk should

be deposited......they always leave it by this sign!



Go back to the Cluttered Stained Room (WEST) and you'll notice a Junk Heap.

The  cleaning  Droids will eventually move this to wherever you have placed

the  sign  -  but you must be very patient! When the junk heap is all moved

from this location an exit South through a grill is revealed. A more useful

exit,  that  was  there  all  the  time  but  not mentioned in the location

description, is North past the Waterfall to a ledge behind!



Move  NORTH  ONCE  ONLY from behind the waterfall and you will see a Flying

Saucer. The wiggly roots before you are part of an alarm/gas system so stay

put!  SQUEEZE  VIDCAM to record the scene then proceed SOUTH - SOUTH - EAST

to the Disgusting Junction. If the junk heap has not appeared here yet then

have  a walk around (or WAIT) awhile. When the junk heap materialises CLIMB

HEAP then UP, and you pass through the manhole - one way - to the Workplace

Roundabout Exit of the Southmost Roundabout.



Proceed to the Police Station and GIVE VIDCAM. Go to the Riverboat Platform

in  the  Theme  Park and then NORTH to cross the river to the Island of the

Mighty.  (This  is  ONE-WAY once only!). Follow the map to the South of the

Fabulous Foyer where you see a Reception Droid. On arrival you are escorted

by  elevator  to  the  Top  Floor  and  subsequently  interviewed about the

'aliens'  on  television.  The  3rd  Kimberley rewards you (1000 Creds) and

makes you a Party Member. You are then taken back home.



                         FINAL SEQUENCE OF EVENTS



REMOVE  TRADCLADS - (but still carry them!) - TAKE LEOTARD - WEAR LEOTARD -

TAKE  HELMET  - TAKE BOTTLE - TAKE MEDALLION - TAKE VALVE - (these latter 2

items to trigger the alarm) - TAKE BOX - PUT BATPAK IN DAGGET - (Now is his

finest hour!) - TAKE DAGGET - (he won't necessarily follow you on this one)

- SAY BED - LIE ON BED - SAY BED.



Drop  the  Dagget and proceed to the Disgusting Junction. Take the sign and

go EAST to the location described as 'Between Dry Pillars' and festooned in

red  tape.  Drop  the  sign  here, then proceed: WEST - WEST - NORTH - WEAR

HELMET  -  THROW  MEDALLION  NORTH - the alarm sounds and gas flows in....a

Technician  from  the  Saucer will look out, see no-one and proclaim 'False

Alarm'.  THROW  VALVE NORTH......the Technician records another false alarm

and  orders  the  system  to  be  shut  down  until  Maintenance  check  it

over.......BUT  this  is NOT immediate so WAIT at least FOUR TIMES until an

occupant of the Saucer has looked out another TWICE!



Now  go  NORTH  -  NORTH  for  a  bit of a surprise! (This is where you say

goodbye to your old friend......wipes tears of emotion away and cancels the

Kennomeat!).  TAKE  COSTUME  then EAST to the East/West Corridor (see Map).

Remove  and drop the helmet and leotard here then WEAR TRADCLADS. Go to the

Red  Tape  location and WAIT until the Junk Heap materialises. When it does

CLIMB  HEAP then UP. This time, however, the manhole is rusted up somewhat,

so  REMOVE  CORK......the  cork pops out of the bottle and wine sprays over

everything, lubricating the manhole cover.



IMPORTANT NOTE: TAKE CORK....you'll need this right at the end!!



UP and you are in the Quad, South of the Pyramid of Power. Proceed NORTH to

the Fabulous Foyer then NORTHEAST - NORTH - EXAMINE BUTTONS - (they are all

different colours but WHITE is the one for you!) - PUSH WHITE BUTTON - (the

Elevator  goes  only  so far towards your required destination, so......) -

PUSH WHITE BUTTON again, and you're on the Top Floor.



Proceed  SOUTH then EAST past the Pyramid Droid and you are confronted by a

mirror.  PUSH MIRROR and it revolves depositing you at the base of a Spiral

Staircase.  Go  UP  -  THROW  BOX  NORTH - it lands below the partition and

causes   a   malfunction.   Continue  NORTH  then  NORTH  again.  Now  fire

extinguisher  foam  starts  to  pour  in  from  an orifice!......your final

command is to PUT CORK IN ORIFICE!!!!!!





                               FINAL MESSAGE



"You  block  the  orifice and stop the foam. You threaten to tell the truth

about  fake  aliens  and  wave  the  costume as proof. Eventually a deal is

struck.  You  give  back the alien costume and, in return, are adopted into

the Party Leadership. Congratulations! You have won!"



      "You score 1000 out of 1000 and are a Grandmaster Adventurer".





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