Ally's Adventure: Through the Glass, version 4
Instructions for the Adventurer
Talk to the Rose, by using DO (HAND cursor) over the Rose. Rose tells
you about something hiding in the garden, near the daisies. Now look there and
you will be able to get the Kitten.
After talking to the Rose, the Sunflowers will want to talk to you. Be
sure to go all the way through, and completely finish each dialog, so that the
proper sequences will occur. Otherwise, you will have to repeat them!
This time, the Sunflowers tell you that there is something else hiding under the
very same leaf! If you click there now, you will see it is the White King.
The King will be very cross about being picked up by you, but he will soon
settle down.
Go North of the garden, and you will find a beautiful horse which has
been frozen by a magic spell. You can touch the horse, and even get some hair
from his flowing mane. But you can't do anything else to help the poor frozen
horse just yet.
Go South and then East, and you will see a strange egg-shaped individual sitting
on the wall of an old abandoned castle. You soon realize that this is none other
that the famous Humpty-Dumpty himself! Use the horse hair on Humpty. The
large egg is quite allergic to horse hair, and this will make him sneeze. Having
gained Humpty-Dumpty's attention (something that is not at all easy to do), you
will next be presented with a riddle by the great Humpty Dumpty. He is quite
full of himself, so you will need to earn his respect by answer a math riddle of
some kind. Once you solve the riddle, Humpty will tell you that you need to
visit the Alpaca to get some advice, especially concerning a certain
Transforming Solution that you will need to help the poor frozen horse.
Going East from Humpty Dumpty, enter the old castle entrance, and you will see a
golden door marked "Queen Ally." It's quite curious... how did they know
your name? There are two bells near the door. One is marked "Servants' Entrance"
and the other is marked "Visitors' Entrance." Now which one, pray tell, are you?
It doesn't really seem to make any difference, but if you ring and ring and
knock on the door at least 10 times, the Frog doorman will finally
answer. Again, use DO (the Hand cursor).
The Frog doorman is quite slow moving and sarcastic, and you quickly grow
impatient with him. Doesn't he know that you must find Kitty soon? She is
probably getting further away with every passing minute! The doorman is quite
insulting to you, and even demands that you prove your intelligence before he
will even let you see what is behind the doorway he guards so jealously.
Once you finish the Frog's questions, he must admit (as he says) that you
"aren't as dumb as you look," and the doorman agrees to let you have a peek into
the corridor behind him. To your great surprise, you see Kitty trapped
back there, but Kitty has grown to be as big as a house! Kitty is now much too
big to fit through the small doorway, and when she sees you, she cries
pitifully, and claws at the door. Kitty loses a giant claw in the process, and
you wisely pick it up, thinking you might need it for some reason.
Going East from the Frog's doorway, and North of the path, you find a harp
propped up against a tree. Feeling sure this is something that you will need,
you wisely take it with you; indeed, you will find this harp to be essential to
unravel the mysteries of this bizarre world!
Go East from the alcove where you found the harp, you will see the house of an
old Alpaca mother, who sits rocking and knitting in her chair. The old
Alpaca is quite distracted, and she pays absolutely no attention to you until
you click on the portrait of her daughter above the fireplace. The Alpaca mother
is obviously quite proud of her daughter, but she complains to you that her son
is terribly lazy! She grumbles about how worthless he is; all he ever does is
sit by the creek and fish all day long.
While you are visiting the Alpaca mother, be sure to look at the things on the
shelf. It is an odd house, to be sure. Nothing seems quite real, and you have a
great deal of trouble focusing on anything in the room, except for the Alpaca
daughter's portrait on the mantel above the fireplace.
There a secret here that is quite easy to overlook: if you will use the DO (HAND
cursor) to click on one of the shelves, just to the left of the top of the red
vase, you will see a title called "Kettle Magic." You must, first of all, notice
this book, and secondly, gaze into a kettle, before you know enough to ask about
the Clarifying Solution at a later time. Everything else on the shelves
just seems to vanish whenever you click on it. But that's perfectly all right;
you don't need it anyway.
After leaving the Alpaca's house by going through the door (of course!), be
certain to go East. You will see the Alpaca's son sitting by the creek
fishing. By all appearances, he really is quite shiftless, and furthermore, too
lazy to talk to you, no matter how hard you try. In fact, there's really nothing
for you to do here just yet.
Make your way back through the forest, back past the horse, past the Goat
Engineer, the White Queen, and the Candy Dragonfly. Eventually
you will come across a house deep in the woods, where a very strange woman
lives. This woman won't talk to you; she just glares at you very menacingly. To
the West of the woman is another room where an angry bird sits atop his cage.
Later on you will find out that this is the infamous JubJub bird.
You will rightfully surmise that you dare not make a move in this room without
risking the wrath of this large and nasty bird, so you realize that you must do
something to frighten him away. There is a door leading somewhere that is
probably terribly important to your quest, but you don't dare go through it --
not as long as long as the JubJub is watching you with such hatred in its eyes!
There's a small table in the room, with some sewing supplies. You might be able
to snatch a short length of thread from the spool without catching the woman's
attention, but you don't have a chance of getting it while the JubJub watches
you.
Remembering the giant cat claw, you pull it from your inventory and hold
it in front of the hideous bird. With a cry unlike any you have heard before,
the JubJub flies in terror through the nearest open window!
Now you can take a piece of thread from the spool. There are some other things
in the room, but you feel sure that they would be missed by the woman. She
doesn't look very friendly, and she won't talk to you, so you cautiously decide
to take a small length of thread, and to leave the rest of the things
undisturbed on the sewing table.
Since you frightened away the bird, you are free to open the back door of the
house and find out what is behind it! You find the doorway leads to an
overgrown garden. Looking around, you see nothing unusual, except for some
cornstalks on the northwest side of the garden. There are no kernels left on the
cobs, however; the birds have pecked away all the corn. Being the thorough
person that you are, you will carefully check the ground near the stalks, and
you will find a few kernels that the birds have overlooked. "Perhaps I will grow
hungry later," you reason, so you once again pocket your finding for later use.
As it turns out, these corn kernels will only come into play in the full version
of this Adventure Through the Glass.
Leaving the woman's house, go East, and you will find a young deer (a fawn),
standing in a flower filled meadow. Behind the fawn you will notice, if you are
quite observant, a nice-looking stick propped up against a tree. Take this
stick, and tie to it the thread from the sewing table in the woman's house.
You'll have no trouble doing this, if you are sure to click first on the thread
icon in your inventory, and then click on the stick.
Use the harp on the fawn, and then the fawn will take you into the magical
Blue Forest. Use DO (Hand cursor) on the trees in the Blue Forest, and you
will hear the Harp of the Winds. Listen very carefully by placing the
Hand cursor once again on the trees. Now use the harp on the trees in the Blue
Forest, and you will learn to repeat the beautiful music on your harp.
Go back through the forest, making your way to the stream where the Alpaca's son
is still fishing. Dangle the the stick with the string tied on it over the
water. If the creek bank is too slippery at that point, you'll see a message
that says you can't reach the water. Once you do find a good place that you can
reach, a strange fish (with the head of a cat!) will jump out of the water.
After all, what self-respecting cat could resist a string dangling from a stick?
After the cat-fish jumps up, you should search the nearby grassy bank,
and you will find a bottle that washed up when the cat-fish jumped out of the
water. Inside the bottle is a note, and now you have both a bottle and a note in
your inventory. Use the bottle on the water in the creek, filling it up. This
will come in handy later, when you will use it to free the Candy Dragonfly.
When you double-click on the note in your inventory, you will see that it has a
strange poem about fishes. Take this poem to Humpty Dumpty. Humpty will
read the note, and for some reason, he becomes so emotional when reading it that
his voice gets louder and louder, and he actually cracks his shell a little bit.
You are quite concerned about his well-being at this point, so you reach out
your hand to touch him. You get a tiny bit of egg white on your hand, and you
keep it. You recall that the old Alpaca mother told you about a spell that
requires a rose petal and some egg white.
If you haven't already got a rose petal in your inventory, go now and use DO
(Hand cursor) on the Rose. Pick up the loose rose petal you found there. Next
use the egg white on the rose petal by clicking first on the egg white, and then
on the rose petal in your inventory. You get a message that says "You use the
egg white on the rose petal", and then the egg white disappears from your
inventory.
The Alpaca tells you that in order to make the Transforming Solution, you
need to use the egg white on the rose petal, and also to know the Song of the
Sun. Go back to the Sunflowers, and use the harp on them.
The youngest Sunflowers will start singing the beautiful Song of the Sun, and
you will quickly learn to play this joyful music on your harp!
Now that you know the Song of the Sun, and have applied the egg white to the
rose petal, you only need to use the rose petal on the horse, and then something
quite odd takes place. The horse transforms into a chess piece before your very
eyes, amazingly enough changing into the Brown Knight!
Next go to the screen with the White Queen, and you will finally be able
to get her attention! She will talk to you now, because you have three items
which interest her very much: the white kitten (which she has confused with her
Pawn), the White King and the Brown Knight.
Since you now are in possession of these three items, you can use DO (HAND
cursor) on the White Queen, and she will strike up a conversation! Answer the
White Queen's riddles, and she will cease blocking your progress up the stone
stairway into the old castle ruins.
Go North up the stone staircase, and you find yourself on a stone balcony
overlooking a very curious landscape! The countryside is laid out just like a
huge chessboard, with little brooks running from side to side to make up
the blue squares, and little hedges running up and down to make up the green
squares.
Since they don't seem quite real, you feel no compunction about tossing the
White King or the Brown Knight over the balcony. Aim each of them
toward the proper square, and you will see the White King and the Brown Knight
each take his permanent position. The kitten is another story however.
Naturally you don't feel right about tossing the tiny defenseless kitten over
the balcony, so you put her gently down on the balcony floor. Immediately the
kitten springs to life, jumping over the balcony railing, and assuming her
position on the chessboard below.
Now that you have placed your chess pieces, the Queen will hand you a ticket
for the Goat Steam Engine. Use DO (Hand cursor) on the Queen to get the ticket
into your inventory.
At last you have your ticket for the Goat Engineer! Returning to the screen with
the steam engine, give the ticket to the Goat Engineer. The Engineer accepts the
ticket, but then asks you to state your destination. Not having any idea of
where you are going, you realize that you have not solved all the riddles just
yet.
Go back to the house in the woods where resides the strange woman. Use DO (Hand
cursor) on the kettle. You will see a close-up view of the kettle, but the words
are all garbled. After you have looked at the kettle, go back to the house
of the Alpaca mother. Click on the Alpaca daughter's portrait above the
fireplace to begin a dialog. At this point, you will ask the old Alpaca about a
Clarifying Solution, so that you can decipher the riddle of the kettle.
The Alpaca mother tells you that you need a catfish whisker, the wing
of a dragonfly, and to play the Harp of the Winds. Even though you
object, saying, "But catfish don't really have whiskers," the Alpaca pays you no
heed. At last you realize that the cat-fish in this strange world do indeed have
whiskers, and you have one in your inventory! You found the whisker when you
dangled the string above the waters of the stream near the Alpaca fisherman,
making the cat-fish jump out of the water.
But where-oh-where will you get the wing of a dragonfly? You have not seen
insects of any kind in this strange land, save the large candy dragonfly
that seems to be quite rigidly adhered to a pool of molasses near a tree in the
forest. Perhaps a candy dragonfly wing will do? There's only one way to find
out, so you resolutely make your way toward the forest depths wherein the large
dragonfly is so firmly anchored.
Having come so far, and having achieved so much, you decisively prepare to pour
the water from the small bottle on the legs of the dragonfly. The
dragonfly, sensing your intent, will now engage in a friendly conversation. The
dragonfly, of course, wishes to discuss insects, and is quite knowledgeable
about the subject. He questions you, and, upon your correct answers, finds you
to be someone of great intelligence, whose help he will gladly accept.
Once free, the huge dragonfly thanks you by offering a piece of his candy wing.
As he explains, it won't hurt him at all - it will grow right back!
Now you find that you have all three of the ingredients for the Clarifying
Solution, and without wasting any time, you must go to the woman's house in
the woods. Toss the dragonfly wing and the cat-fish whisker into the
eerie-looking kettle. Then use DO (hand cursor) on the kettle and you will see
the words to the Jabberwocky poem clearly take shape.
The woman, who to this point has completely refused to converse with you, now is
willing to do so. Once again, you will use DO (the Hand cursor) on the woman,
and she explains many things to you. She explains that "Brillig" means four
o'clock in the afternoon, "slithy" means "lithe and slimy." Toves are something
like badgers, something like lizards, and something like corkscrews, according
to the woman. To "gyre" is to go round and round like a gyroscope, and to "gimble"
is to make holes like a gimblet.
"Mimsy" means "flimsy and miserable" and a borogove is a thin shabby-looking
bird with its feathers sticking out all around - something like a live mop. She
explains further that raths are something like green pigs.
Finally, the woman pulls from a secret compartment in the wall, the legendary
Vorpal Sword! She claims that you, having proved yourself brave as well as
intelligent, are the chosen one who will defeat the Jabberwocky monster, and go
down in history as the champion that you are destined to be.
She gives you the name of your destination: Mount Jabber!
Once you give the Goat Engineer the ticket, and now knowing your destination,
there is no more to do on this, the beginning of your great adventure.
Thus, brave adventurer, you will reach the end of the first part of this game.
Answers to the Riddles:
The answer to the frog's hibernating question : skin
The answer to the frog's full-grown breathing question: lungs
The answer to the frog's eating question : eyes
The answer to the frog's nictitating membrane question: water
The answer to the Queen's question about number of squares on a chessboard:
64
The answer to the Queen's question that begins with the letter M: Matrix
The Queen's question that begins with the letter A: Array
The answer to the Queen's question about the Red Queen's square on the
chessboard : 60
The answers to the Fly's questions are moth, housefly, ant, spider.
The answer to Humpty's problem is 300.
The stableman had 90 percent of the horses ready.
.9 TOTAL = X horses ready
Then the King acquired 25 percent more horses than he had originally.
1.25 TOTAL - X horses ready = 105 not ready
1.25 TOTAL - .9 TOTAL = 105
.35 TOTAL = 105
TOTAL = 105/.35
TOTAL = 300
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