OPENING THE SECRET COMPARTMENT LIVING ROOM (back half) There's an armchair on the north wall. To the right of the armchair is an open sliding glass door leading north to a courtyard. A pet door has been installed as part of the sliding glass door. The floor is a dark wood, finely polished. There is some model railroad track inlaid into the floor here. A piano stands to the west, and further west you see a dance studio. There's a bust of Beethoven on the piano. A piano bench sits in front of the piano. The piano seat is open. The east wall is covered with bookcases, with a small desk built into the bookcases. On top of the desk is a computer. The living room continues to the south. In the piano bench seat you see "Theme from Scheherazade". On the music stand you see "Water Music". The kitten is curled up and sleeping on the floor. You see three empty boxes, two ordinary cans of spam, and a magic carpet (rolled) here. >s LIVING ROOM (front half) You see three empty boxes, three ordinary cans of spam, and a magic carpet (rolled) here. >e You go through the strands of beads. DINING ROOM (by the west end of the table) On the west end of the table you see a plate, a fork, a knife, a spoon, and a glass. >ne The blue birds suddenly become alive. They fly off of the china cabinet doors and begin to flit about, making you feel as if you should sing "Zip-A-Dee-Doo-Dah". Then the blue birds land back on the china cabinet doors and grow still. DINING ROOM (by the china cabinet) You see Agador-Spartacus in the kitchen. He's wagging his tail. >n KITCHEN You see an envelope, a large stack of catalogs, a phone bill, a gold key, "The Bedtime Story Book", "The Boy Who Had No Words", a yellow feather, a small phone book, a short blue sock, a long black sock, a handwritten note, a bath robe, a pair of brown shoes, a short brown sock, a short black sock, some ballet slippers, a fake can of spam, a white pawn, a plucked daisy, a plucked tulip, two short white socks, a small Phillips screwdriver, some brightly colored machine tools, a copper key, a small tape recorder, a large towel, a basket, a brass token, a fan, a rubber duckie, a twenty dollar bill, and a sink stopper here. Agador-Spartacus stands before you, wagging his tail affably. >w PHONE BOOTH, in the pantry You see Agador-Spartacus in the kitchen. He's wagging his tail. You hear the computerized voice tell you (somewhat faintly since the receiver is hanging down on its cord) ... Press "1" to be enlightened. Press "3" to be cleansed. Press "4" to be uplifted. Press "7" to be moved. Press "9" to be transmogrified. If you do not have access to a touch tone phone, please remain on the line and an operator will assist you. >press "4" You pick up the receiver. You press "4". You hear the sound of a motor grinding, the door slams closed, and the phone booth suddenly rises upwards very quickly. Then, just as suddenly, the phone booth comes to a screeching halt. The phone booth door opens. PHONE BOOTH, by the second floor landing You see the second floor landing to the east. >e You drop the receiver. SECOND FLOOR LANDING >n SHORT HALL >knock (the east door) You knock on the door. Suddenly the door opens, and five penguins run out of the door. You see something shiny as the last penguin closes the door and locks it behind him. The penguins move amazingly quickly despite their waddling, and they are soon gone from your sight. Looks like they were heading for the phone booth. >s SECOND FLOOR LANDING >w You manage to squeeze inside the phone booth even though the phone booth is already occupied by five penguins. PHONE BOOTH, by the second floor landing You hear the computerized voice tell you (somewhat faintly since the receiver is hanging down on its cord) ... Press "1" to be enlightened. Press "3" to be cleansed. Press "4" to be uplifted. Press "7" to be moved. Press "9" to be returned. If you do not have access to a touch tone phone, please remain on the line and an operator will assist you. >press "7" You pick up the receiver. You press "7". The computerized voice goes on to tell you Please specify the destination to which you would like to be moved... Press "1" to go to the zoo. Press "2" to go to the beach. Press "3" to go to work. Press "4" to go to the store. Press "5" to go to the veterinarian's office. Press "6" to visit Mom. All other options will return you to the main menu. Please be advised that the previously mentioned destinations can be reached only through the Phantom Phone Booth object-oriented navigational system. >press "1" You press "1". You hear the sound of a motor grinding, the door slams closed, and the phone booth suddenly rises upwards very quickly. It goes through the roof, flying high into the air. The telephone voice tells you, "Estimated travel time for this twenty mile trip is ten minutes, using standard travel speed." The phone booth flies northeast. After about two minutes of flying it sets itself down. The phone booth door pops open. PHONE BOOTH, at the zoo entrance You see the zoo entrance to the east. >e You drop the receiver. ZOO ENTRANCE Looking at the large map installed at the zoo entrance, you can see that all of the exhibits must be reached from the center of the zoo, which is directly east of here. You are currently at the zoo entrance, which is on the west side of the zoo. The center of the zoo is to the east. The phone booth is to the west. The penguins are standing next to you. >e ZOO CENTER There are exhibits to the northwest, north, northeast, east, southeast, south, and southwest. The zoo entrance is to the west. The penguins are standing next to you. >e EAST EXHIBIT There is a rhinoceros here. The sign says that his name is Ionesco. The rhinoceros snorts at you and wiggles his ears. Your headphones translate for you. Ionesco tells you a joke about a man who walks into a bar carrying a tiny piano player. The tiny musician had been given to the man by djinni from a golden lamp, but the man tells the bartender that he thinks the djinni must have been hard of hearing. "How so?" asks the bartender. The man replies, "Well, you didn't think I actually asked the djinni for a ten inch pianist, did you?" The fish in the headphones explain to you that rhinoceroses always wiggle their ears when they tell the punchline of a joke, it's sort of a tradition left over from their days in Vaudeville. A fence surrounds the exhibit. The center of the zoo is to the west. The way is blocked in all of the other directions. >wiggle ears You wiggle your ears. A ten-inch violinist appears out of thin air. He takes a look around and decides that there is nothing interesting for him to do here. Then he disappears. >w ZOO CENTER There are exhibits to the northwest, north, northeast, east, southeast, south, and southwest. The zoo entrance is to the west. The penguins are standing next to you. >w ZOO ENTRANCE Looking at the large map installed at the zoo entrance, you can see that all of the exhibits must be reached from the center of the zoo, which is directly east of here. You are currently at the zoo entrance, which is on the west side of the zoo. The center of the zoo is to the east. The phone booth is to the west. The penguins are standing next to you. >w You and the penguins enter the phone booth. PHONE BOOTH, at the zoo entrance You hear the computerized voice tell you (somewhat faintly since the receiver is hanging down on its cord) ... Press "1" to be enlightened. Press "3" to be cleansed. Press "9" to be returned. If you do not have access to a touch tone phone, please remain on the line and an operator will assist you. >press "9" You pick up the receiver. You press "9". You hear the sound of a motor grinding, the door slams closed, and the phone booth suddenly rises upwards very quickly, flying high into the air. The telephone voice tells you, "Estimated travel time for this twenty mile trip is ten minutes, using standard travel speed." The phone booth flies southwest. After about ten minutes of flying it drops down through an opening Martin's roof and comes to an abrupt halt at the second floor landing. The penguins open the door and get out of the phone booth. Then the door closes and the phone booth drops again to stop in the pantry. The phone booth door opens. PHONE BOOTH, in the pantry You see the kitchen to the east. You see Agador-Spartacus in the kitchen. He's sitting down. >press "7" You press "7". You see Agador-Spartacus in the kitchen. He's sitting down. The computerized voice goes on to tell you Please specify the destination to which you would like to be moved... Press "1" to go to the zoo. Press "2" to go to the beach. Press "3" to go to work. Press "4" to go to the store. Press "5" to go to the veterinarian's office. Press "6" to visit Mom. All other options will return you to the main menu. Please be advised that the previously mentioned destinations can be reached only through the Phantom Phone Booth object-oriented navigational system. >press "4" You press "4". You hear the sound of a motor grinding, the door slams closed, and the phone booth suddenly rises upwards very quickly. It passes the second floor landing and goes through the roof, flying high into the air. The telephone voice tells you, "Estimated travel time for this six mile trip is three minutes, using standard travel speed." The phone booth flies northwest. After about three minutes of flying it sets itself down. The phone booth door pops open. PHONE BOOTH, in the WalMart parking lot You see the WalMart parking lot to the east. >e You drop the receiver. WALMART PARKING LOT >n You walk north and enter Takamine's General Store. FIRST LEVEL In the small indentation you see a pebble. You see a black bowl containing a spoon here. >clap (your hands) You clap your hands. A panel in the north wall opens, revealing an elevator. >n ELEVATOR >press circle You push the silver circle. The panel to the south closes, and the elevator drops. Then the panel to the south opens, revealing the Fourth Level. >s FOURTH LEVEL >x painting The painting is abstract and yet full of power. With a few strokes of black pigment that look suspiciously like motorcycle grease, the painting seems to have captured something fundamental about life, the universe, and everything. As you look at the painting, you can't help asking yourself questions. Can a cat bark? Can a dog whistle? Do water buffalo really "mu"? Without speaking, without silence, how can you express the truth? Is that greasy handprint in the middle of the painting supposed to show one hand clapping? Will the answer that's blowing in the wind settle the question once and for all as to whether or not pigs have wings? And what is supposed to happen to the frayed knot, the talking dog, and the ten-inch violinist after they walk into a bar? >wiggle ears You wiggle your ears. A ten-inch violinist appears out of thin air. He takes one look at the painting and then clucks his tongue at you. "It's elementary, my dear Watson," he says to you. "I'd be glad to explain it to you but there isn't any flower vase here." Then the violinist wraps his cape about his shoulders and disappears. >n ELEVATOR >press square You push the yellow square. The panel to the south closes, and the elevator drops. Then the panel to the south opens, revealing the First Level. >s FIRST LEVEL In the small indentation you see a pebble. You see a black bowl containing a spoon here. >s WALMART PARKING LOT >w PHONE BOOTH, in the WalMart parking lot You hear the computerized voice tell you (somewhat faintly since the receiver is hanging down on its cord) ... Press "1" to be enlightened. Press "3" to be cleansed. Press "9" to be returned. If you do not have access to a touch tone phone, please remain on the line and an operator will assist you. >press "9" You pick up the receiver. You press "9". You hear the sound of a motor grinding, the door slams closed, and the phone booth suddenly rises upwards very quickly, flying high into the air. The telephone voice tells you, "Estimated travel time for this six mile trip is three minutes, using standard travel speed." The phone booth flies southeast. After about three minutes of flying it drops down through an opening Martin's roof and comes to an abrupt halt in the pantry. The phone booth door opens. PHONE BOOTH, in the pantry You see the kitchen to the east. >e You drop the receiver. KITCHEN You see an envelope, a large stack of catalogs, a phone bill, a gold key, "The Bedtime Story Book", "The Boy Who Had No Words", a yellow feather, a small phone book, a short blue sock, a long black sock, a handwritten note, a bath robe, a pair of brown shoes, a short brown sock, a short black sock, some ballet slippers, a fake can of spam, a white pawn, a plucked daisy, two short white socks, a small Phillips screwdriver, some brightly colored machine tools, a copper key, a small tape recorder, a large towel, a basket, a brass token, a fan, a rubber duckie, a twenty dollar bill, and a sink stopper here. Agador-Spartacus stands before you, wagging his tail affably. Agador-Spartacus stands before you, wagging his tail affably. >take tulip You take the plucked tulip. Agador-Spartacus stands before you, wagging his tail affably. >s The blue birds suddenly become alive. They fly off of the china cabinet doors and begin to flit about, making you feel as if you should sing "Zip-A-Dee-Doo-Dah". Then the blue birds land back on the china cabinet doors and grow still. DINING ROOM (by the china cabinet) You see Agador-Spartacus in the kitchen. He's wagging his tail. >sw DINING ROOM (by the west end of the table) On the west end of the table you see a plate, a fork, a knife, a spoon, and a glass. >w You go through the strands of beads. LIVING ROOM (front half) You see three empty boxes, three ordinary cans of spam, and a magic carpet (rolled) here. >n LIVING ROOM (back half) In the piano bench seat you see "Theme from Scheherazade". On the music stand you see "Water Music". The kitten is curled up and sleeping on the floor. You see three empty boxes, two ordinary cans of spam, and a magic carpet (rolled) here. >w DANCE STUDIO You see a coat rack here. >d TUNNEL (south end) >n TUNNEL (north end) >open door The trapdoor is now open. >u GAZEBO There is something very unusual about the east wall of the garden. The center of the wall appears to be missing. You see a swirling mist there. You see a desk chair and a pot of gardenias here. The trapdoor slams shut. >pick tulip You pick tulips. You now have a plucked tulip. >pick tulip You pick tulips. You now have a plucked tulip. >pick tulip You pick tulips. You now have a plucked tulip. >pick tulip You pick tulips. You now have a plucked tulip. >pick tulip You pick tulips. You now have a plucked tulip. >pick tulip You pick tulips. You now have a plucked tulip. >open door The trapdoor is now open. >d TUNNEL (north end) The trapdoor slams shut. >s TUNNEL (south end) >u DANCE STUDIO You see a coat rack here. >e LIVING ROOM (back half) In the piano bench seat you see "Theme from Scheherazade". On the music stand you see "Water Music". The kitten is curled up and sleeping on the floor. You see three empty boxes, two ordinary cans of spam, and a magic carpet (rolled) here. You see Agador-Spartacus in the west part of the courtyard. He's sitting down. >s LIVING ROOM (front half) You see three empty boxes, three ordinary cans of spam, and a magic carpet (rolled) here. >e You go through the strands of beads. DINING ROOM (by the west end of the table) On the west end of the table you see a plate, a fork, a knife, a spoon, and a glass. >ne The blue birds suddenly become alive. They fly off of the china cabinet doors and begin to flit about, making you feel as if you should sing "Zip-A-Dee-Doo-Dah". Then the blue birds land back on the china cabinet doors and grow still. DINING ROOM (by the china cabinet) >n KITCHEN You see an envelope, a large stack of catalogs, a phone bill, a gold key, "The Bedtime Story Book", "The Boy Who Had No Words", a yellow feather, a small phone book, a short blue sock, a long black sock, a handwritten note, a bath robe, a pair of brown shoes, a short brown sock, a short black sock, some ballet slippers, a fake can of spam, a white pawn, a plucked daisy, two short white socks, a small Phillips screwdriver, some brightly colored machine tools, a copper key, a small tape recorder, a large towel, a basket, a brass token, a fan, a rubber duckie, a twenty dollar bill, and a sink stopper here. >e OUTSIDE THE BACK DOOR >n BY THE RASPBERRY BUSH There is a raspberry bush here. To the west you see a trellis leaning against the wall of the house. To the east and north you see a thick patch of thorny bushes. There is a flagstone path leading south towards the front of the house. You could also go northwest, slipping around the back corner of the house. >nw BY THE FLAT ROCK >nw CURVED PATHWAY >n CLEARING >w As you walk westwards into the grove of aspen trees, you find yourself becoming distracted. You're not sure how far you have gone since you entered the grove, but apparently you've gone far enough so that you can no longer see the clearing. ASPEN GROVE You see aspen trees all around you. Tall yellow grass covers the ground. You seem to have lost all sense of direction. >w You start walking. You don't really have any idea about the direction in which you're moving, but you figure that if you keep going you'll eventually get somewhere. A large white rabbit runs through the aspen grove, pausing to look at his pocket watch. "I'm late, I'm late!" he cries. Just before he puts his watch back into his pocket, you notice that the time on his watch reads 10:24. Then the rabbit runs off, disappearing from your sight. You're not sure which direction he went, so you can't follow him. ------------- Press space bar to continue ----------------- ASPEN GROVE You see aspen trees all around you. Tall yellow grass covers the ground. You seem to have lost all sense of direction. >e You start walking. You don't really have any idea about the direction in which you're moving, but you figure that if you keep going you'll eventually get somewhere. ASPEN GROVE You see aspen trees all around you. Tall yellow grass covers the ground. You seem to have lost all sense of direction. >e You start walking. You don't really have any idea about the direction in which you're moving, but you figure that if you keep going you'll eventually get somewhere. CLEARING >s CURVED PATHWAY >se BY THE FLAT ROCK >se BY THE RASPBERRY BUSH Agador-Spartacus comes to the area by the raspberry bush from the area outside the back door. Agador-Spartacus stands before you, wagging his tail affably. >s OUTSIDE THE BACK DOOR Agador-Spartacus comes to the area outside the back door from the area by the raspberry bush. Agador-Spartacus stands before you, wagging his tail affably. >w KITCHEN You see an envelope, a large stack of catalogs, a phone bill, a gold key, "The Bedtime Story Book", "The Boy Who Had No Words", a yellow feather, a small phone book, a short blue sock, a long black sock, a handwritten note, a bath robe, a pair of brown shoes, a short brown sock, a short black sock, some ballet slippers, a fake can of spam, a white pawn, a plucked daisy, two short white socks, a small Phillips screwdriver, some brightly colored machine tools, a copper key, a small tape recorder, a large towel, a basket, a brass token, a fan, a rubber duckie, a twenty dollar bill, and a sink stopper here. Agador-Spartacus enters the kitchen from the area outside the back door. Agador-Spartacus stands before you, wagging his tail affably. >swing watch (first taking the watch out of the pocket) The watch swings back and forth hypnotically. It's difficult to see the watch while it's swinging, but for a moment you think that you see the misty image of a train conductor on the cover of the watch. The conductor seems confused and looks as if he needs you to tell him what time it is. Agador-Spartacus stands before you, wagging his tail affably. >say "10:24" (to the train conductor) You say "10:24" to the train conductor. The conductor smiles and nods his head briefly before his image fades and disappears. Then the watch stops swinging and pops open. Archimedes' arms now show the time as 10:24. Agador-Spartacus lies down. >put watch in pocket (first closing the watch) The pocket watch is now in one of the trouser pockets. The video screen shows a TV documentary about the history of chemistry. You learn that in the study of alchemy, seven key elements shared symbols with the seven celestial bodies of the sun, moon, Mercury, Venus, Earth, Mars, and Jupiter. You also see a chart of the Periodic Table of Elements, which was invented by Dmitri Mendeleev. On the chart, each element has a number. Agador-Spartacus is lying down here. >w PHONE BOOTH, in the pantry You see Agador-Spartacus in the kitchen. He's lying down. You hear the computerized voice tell you (somewhat faintly since the receiver is hanging down on its cord) ... Press "1" to be enlightened. Press "3" to be cleansed. Press "4" to be uplifted. Press "7" to be moved. Press "9" to be transmogrified. If you do not have access to a touch tone phone, please remain on the line and an operator will assist you. >e KITCHEN You see an envelope, a large stack of catalogs, a phone bill, a gold key, "The Bedtime Story Book", "The Boy Who Had No Words", a yellow feather, a small phone book, a short blue sock, a long black sock, a handwritten note, a bath robe, a pair of brown shoes, a short brown sock, a short black sock, some ballet slippers, a fake can of spam, a white pawn, a plucked daisy, two short white socks, a small Phillips screwdriver, some brightly colored machine tools, a copper key, a small tape recorder, a large towel, a basket, a brass token, a fan, a rubber duckie, a twenty dollar bill, and a sink stopper here. Agador-Spartacus is lying down here. >take pawn You take the white pawn. Agador-Spartacus stands up. He stands before you, wagging his tail affably. >w PHONE BOOTH, in the pantry You hear the computerized voice tell you (somewhat faintly since the receiver is hanging down on its cord) ... Press "1" to be enlightened. Press "3" to be cleansed. Press "4" to be uplifted. Press "7" to be moved. Press "9" to be transmogrified. If you do not have access to a touch tone phone, please remain on the line and an operator will assist you. >press "4" You pick up the receiver. You press "4". You hear the sound of a motor grinding, the door slams closed, and the phone booth suddenly rises upwards very quickly. Then, just as suddenly, the phone booth comes to a screeching halt. The phone booth door opens. PHONE BOOTH, by the second floor landing You see the second floor landing to the east. >e You drop the receiver. SECOND FLOOR LANDING >n SHORT HALL >put pawn on shelf The white pawn is now on the glass shelf. You hear a muffled thump coming from the general direction of the fuzzy cube and slightly south. Then the iris device on the west side of the pillar opens. There are grinding noises as metal cylinder emerges from the open iris device and extends towards the socket in the fuzzy cube. The cylinder enters the socket, and then you hear a thump as the cylinder locks into the socket. The fuzzy cube rotates a quarter turn clockwise The same side of the cube is still facing you. It has a metal cylinder attached to its center. The fuzzy cube rotates a quarter turn clockwise The same side of the cube is still facing you. It has a metal cylinder attached to its center. The fuzzy cube rotates a quarter turn clockwise The same side of the cube is still facing you. It has a metal cylinder attached to its center. ------------- Press space bar to continue ----------------- You hear a thump coming from the socket in the fuzzy cube. Then there are grinding noises as the metal cylinder pulls away from the cube, revealing a round metal socket in the center of the cube. The cylinder recedes into the pillar. When the cylinder is completely inside the pillar, the iris device closes. Then you hear a muffled thump coming from the general direction of the fuzzy cube and slightly above. The fuzzy cube rotates a quarter turn from right to left. The side of the cube now facing you looks like a fuzzy white square with a round metal depression in the center. The fuzzy cube rotates a quarter turn from right to left. The side of the cube now facing you looks like a fuzzy white square with a round metal depression in the center. The fuzzy cube rotates a quarter turn from right to left. You see a large round hole in the side of the fuzzy cube that is now facing you. Looking though the hole you can see a little bit of the inside of the fuzzy chamber. >w FUZZY CHAMBER >take ear As you take the ear tile out of the sack, the gold thread begins to vibrate. Then, the tiny fuzzy dice on the gold thread emit a short high-pitched whistling sound. You hear a thump coming from the ceiling. Then you hear a grinding noise receding from the ceiling, while at the same time you hear a grinding noise approaching the south wall. This is followed by a thump coming from the south wall. Suddenly the fuzzy chamber changes its orientation. The quarter flip pulls the floor out from under you, and you fall over. After you regain your footing, you see that the large round hole, which used to be to the east, is now beneath you. You manage not to fall through the hole by keeping to the side. Suddenly the fuzzy chamber changes its orientation. The quarter flip pulls the floor out from under you, and you fall over. After you regain your footing, you see that the large round hole, which used to be beneath you, is now to the west. >w RACHEL'S BEDROOM On the glass shelf you see a sketchbook. >x mural The mural is a bizarre collection of images arranged in an almost surrealistic fashion. None of the painted images is particularly detailed in its own right, and yet they seem full of meaning despite the simplicity of their rendering. You see a snake seizing hold of its own tail, encircling a shining golden egg. The light shining off of the golden egg looks like the sun in a child's drawing. Jumping over the snake is a messenger wearing winged sandals. He's carrying a paper bag labeled as containing a Wednesday lunch special with extra mustard. There's a court jester in curly-toed shoes who's juggling items that include a salt shaker, a light bulb with a glowing filament, and a banana. The muscled arm of a blacksmith rises to strike an iron hammer against an anvil, forging a battle sword amid red-hot sparks. Rising from the ocean foam under an early evening sky is a bewitchingly beautiful woman, her green eyes flashing like a goddess and her arms adorned by copper bracelets. She wears a necklace of seashells, and in the center of her forehead is a bright shining star. Twin boys chase each other around her legs, one boy holding a glittering diamond in his hand and the other holding a stick with a burnt marshmallow. Looking as if he has walked off the movie set of the Wizard of Oz, you see the Tin Man. He's pounding on his hollow chest and you can imagine the thundering clash and echoing rumble that this would produce. The handle of his axe bears the symbol of five lightening bolts on a field of midnight blue. Two helium balloons rise into the sky, heading toward a silver crescent moon. The balloons seem exhilarated by the sense of freedom and yet frightened to be going on a journey so high above where they have ever been before. They rise away from an old man in a black hooded robe, who carries an hourglass and a plumb line pulled taut by the lead weight tied at its end. Above most of the rest of the mural you see a curved line that seems to represent the concept of the medieval celestial dome. Beyond the dome are seven "planets" (including the sun and moon), moving in circular orbits. On the inside of the dome you see a lady scientist wearing wire-rim glasses and a white lab coat (with a test tube, a thermometer, and a weekly calendar planner in her pocket). The scientist pushes her hand through the dome, breaking through to reach for that which lies beyond. >put tulip in vase The plucked tulip is now in the flower vase. The flower vase moves to the gold circle. >wiggle ears You wiggle your ears. A ten-inch violinist appears out of thin air. He looks at the flowers in the flower vase and walks over to the mural. He leaps into the air and taps his finger on the shining egg. Then the violinist disappears. >put tulip in vase The plucked tulip is now in the flower vase. The flower vase moves to the silver circle. >wiggle ears You wiggle your ears. A ten-inch violinist appears out of thin air. He looks at the flowers in the flower vase and walks over to the mural. He leaps into the air and taps his finger on the crescent moon. Then the violinist disappears. >put tulip in vase The plucked tulip is now in the flower vase. The flower vase moves to the red circle. >wiggle ears You wiggle your ears. A ten-inch violinist appears out of thin air. He looks at the flowers in the flower vase and walks over to the mural. He leaps into the air and taps his finger on the hammer. Then the violinist disappears. >put tulip in vase The plucked tulip is now in the flower vase. The flower vase moves to the yellow circle. >wiggle ears You wiggle your ears. A ten-inch violinist appears out of thin air. He looks at the flowers in the flower vase and walks over to the mural. He leaps into the air and taps his finger on the thermometer. Then the violinist disappears. >put tulip in vase The plucked tulip is now in the flower vase. The flower vase moves to the blue circle. >wiggle ears You wiggle your ears. A ten-inch violinist appears out of thin air. He looks at the flowers in the flower vase and walks over to the mural. He leaps into the air and taps his finger on the Tin Man. Then the violinist disappears. >put tulip in vase The plucked tulip is now in the flower vase. The flower vase moves to the green circle. >wiggle ears You wiggle your ears. A ten-inch violinist appears out of thin air. He looks at the flowers in the flower vase and walks over to the mural. He leaps into the air and taps his finger on the bracelet. Then the violinist disappears. >put tulip in vase The plucked tulip is now in the flower vase. The flower vase moves to the black circle. >wiggle ears You wiggle your ears. A ten-inch violinist appears out of thin air. He looks at the flowers in the flower vase and walks over to the mural. He leaps into the air and taps his finger on the plumb line weight. Then the violinist disappears. >e FUZZY CHAMBER >w RACHEL'S BEDROOM On the glass shelf you see a sketchbook. >x table The bedside table has a shiny black lacquer finish, with a contrasting white glass top. Black lines divide the top of the table into 3-by-3 grid, like a tic-tac-toe pattern. Written on the grid are numbers. The grid reads: "74" "29" "50" "26" "80" "47" "79" "11" "82" A bright light is shining up through the "11". You carefully examine the sides of the table. There are no obvious drawers or doors, but on one side you discover the edges of what might be a secret compartment! However, you can't see any way to get it open. There must be some sort of trick to it. >touch "79" You touch the "79". A bright light shines up through the "79" as the "11" goes dark. >touch "47" You touch the "47". A bright light shines up through the "47" as the "79" goes dark. >touch "26" You touch the "26". A bright light shines up through the "26" as the "47" goes dark. >touch "80" You touch the "80". A bright light shines up through the "80" as the "26" goes dark. >touch "50" You touch the "50". A bright light shines up through the "50" as the "80" goes dark. >touch "29" You touch the "29". A bright light shines up through the "29" as the "50" goes dark. >touch "82" You touch the "82". A bright light shines up through the "82" as the "29" goes dark. The secret compartment pops open!