Interface (interface_walkthrough.txt)

Opening
=======
x desk
x papers
open drawer
get card
x card


Keys
====
n
n
n
n
x Gilby
take keys
s
x stereo
turn on stereo
z (optional)
z (optional)
n
take keys
s
e
s
unlock front door with keys


Water Pool (continuing from above)
=====================================
e
x pool
n
w
n
n (Note if Gilby is showering, you will be locked out of the bathroom until he
leaves it.)
open cabinet
take towel
s
s
e
put towel on pool (or clean pool, wipe pool, etc)
n


Dining Room (continuing from above)
====================================
x cabinet
x scratches
push cabinet
e


Security Door (continuing from above)
======================================
x door
x slit
put card in slit
e


Plyboard
========
w
w
s
e
get plyboard (if car is still in the garage then it will be to cramped to take
the plyboard)
z (repeat until Gilby comes along and leaves in the car)
get plyboard


Stairs
======
w
w
s
put plyboard on steps
s

Package
=======
open mailbox
get package
open package
n
n
e
get knife
open package with knife
read note
get circuit board


Secret Lab
==========
n
e
e
x body
x machine
x port
put circuit board in port
x lever
push lever
put on harness
x switch
push switch


=========================================
NOTES
=========================================
* After Gilby wakes up, he is wandering randomly for a while before getting into
the shower.   There is no particular pattern to his travels.

* If Gilby leaves without the player unlocking the front door, they would be in
an unwinnable state.  To prevent this, the player may alternatively throw the
towel or the knife at the button
in the garage to open the garage door once Gilby has left in the car.  Heading
south from the Garage will put them in the driveway where they have access to
the mailbox (and thus the package/circuit board) to continue with the game. 
Alternatively, they can simply "run away" for an alternate, less
enjoyable, ending.

Quiz