OPENING THE DRYER --- WAITING ROOM ----- e (to vet's office) >> You go in and come back out having learned about the fish. w (to entrance) >> Mrs. McGillicuddy gives you a token. You can use this >> imstead of money for the horse-drawn carriage. This is not >> strictly necessary since there is enough money to win the game >> without using the token, but it allows some extra leeway >> for other ways to win. w (to Phone Booth). Press "9" (Phone booth returns to the pantry.) --- PHONE BOOTH, in the pantry ----- press "3" >> You and the ferret get washed. Slinky's fur is >> full of static electricity, assuming that you've >> resisted the temptation to put hair conditioner in the phone. e (to Kitchen) s (to Dining Room by china cabinet) sw (to Dining Room by west end of table) w (to Living Room, front half) n (to Living Room, back half) --- LIVING ROOM (back half) ----- take duckie drop slinky >> Slinky goes behind the bookcases. squeeze duckie >> The rubber duckie squeaks. >> Slinky comes out from behind the bookcases. >> The white sock that is stuck to his fur falls off and >> you snatch it up. take off shoes wear white sock wear shoes >> Assuming that you previously put on the other white sock that >> was under the bed, you now are wearing matching socks. s (to Living Room, front half) e (to Dining Room by west end of table) ne (to Dining Room by china cabinet) n (to Kitchen) --- KITCHEN ----- put stopper in right drain push faucet right turn on faucet turn off faucet take stopper (The laundry room door opens.) w (to Laundry Room) ---- LAUNDRY ROOM ----- open dryer >> The dryer opens because your socks match. *** 5 POINTS FOR OPENING THE DRYER ***