The Ground Floor

The Lobby.
The Drum Room.
The T-shaped Hall.
The Tapestry Room.
The Dali Room.

The lobby

Your Mission in the Lobby is to: Make Isadora speak, Reach ,activate, and play the sheet music on the Organ, Access the MUSE Machine & first Floor Hallway and Get the Tokens from the Organ Monkey. You cannot complete all of these tasks in the beginning of the game. You will have to return to the Lobby during various stages of the game.

To make Isadora speak.
To reach and activate the Organ.
To Play the sheet Music in the book on the Organ.
To access the door off of the Balcony.
To Solve the Clown Pole Puzzle & Gain Access to the first floor hallway.
To play the notation notes that you have collected throughout the game & Get Tokens from the Organ Monkey.
To use the clues from the wheel of Fortune.
To use the clues from the Tool Shed.
To Understand the Significance of the Colors.

To make Isadora speak

Pick up the coin underneath the main stairway. Make Isadora speak by putting the coin into her coin slot. Among other revelations, she provides an introductory hint about the organ in the lobby. Any time you find another coin you can return to Isadora for more guidance.

To reach and activate the Organ

To Play the sheet Music in the book on the Organ

Copy the piano keys onto a piece of paper. You will have to refer to this notation clue several times throughout the game. Label the keys with the appropriate characters. Reading from left to right, play the characters on the left side of the sheet music. You do not need to pull down any of the organ switches for this particular puzzle. Playing the characters in the right sequence will allow you access to the Drum Room. The Tiki Guards on either side of the small steps grunt approvingly and will now allow you to pass.

To access the door off of the Balcony

Climb up the ladder on the East wall and you will be faced with a game of musical concentration. Each sound has one counterpart. Match the sounds into pairs. You will then be able to access the MUSE room. Be sure to look at the MUSE machine blue prints on the back of the MUSE Room door.

To Solve the Clown Pole Puzzle & Gain Access to the first floor hallway

You must solve the juke box puzzle in the T-shaped hall before being able to go upstairs. When solved, the juke box puzzle will give you a gear. Take this gear back to the Lobby where there is a huge Clown pole near the clock next to the stairs. Ascend the stairs, turn to your right and descend the ladder. You are now facing the Clown Pole. Insert the gear into the Clown Pole and adjust the gears into the proper configuration to reverse their direction of rotation. This can be done by: Pulling the bottom gear all the way down, so that you can see a sign bearing the number 25. Pull the right side gear down so that it rests upon the bottom gear. Leave the top and left side gears where they are. Insert the gear that you are carrying into the space between the right & left side gears. A conveyor belt that had previously been running towards you is now running in the right direction to allow you to go to the first floor.

To play the notation notes that you have collected throughout the game & Get Tokens from the Organ Monkey

Assemble all of the notes you've made from the Notation Clues found in the Drum Room, Garage, Dali Room, and the Tapestry Room and head for the Organ. In order to play these clues on the Organ, you will have to integrate the clues from the deciphered alphabet from the Wheel of Fortune, the Chart from the Tool Shed and Understand the Significance of the colors in the red, yellow and blue painting in the t-shaped hallway.

To use the clues from the wheel of Fortune.
To use the clues from the Tool Shed.
To Understand the Significance of the Colors.

To use the clues from the wheel of Fortune

If you haven't already mastered the wheel of Fortune, exit this menu and listen to the Notation Clues in the Tapestry Room. If you have deciphered the Wheel of Fortune and made a list of the alphabet and it's corresponding symbols, you will notice that two letters of the alphabet are missing, allowing you to assign one letter to each white or black key on the organ. You will need to look at your drawing of the organ keyboard and label each key with a corresponding letter from the alphabet. Start labeling the keys from the left hand side with the beginning of the alphabet and work your way up, labeling both the white and black keys. You will also need to complete and understand the Notation Clue chart that you found in the tool shed.

To use the clues from the Tool Shed

Closely examine the charts in the tool shed. The chart on the right has symbols going down its left side and arrows going across. The chart on the left has symbols going across the top line. They both have 8 arrows pointing left in the top left hand box. Combine these two charts together. This new chart will serve as a guideline for calculating how many keys on the organ you will have to move each time you see one of the boxed symbols on your sheet music. If an arrow is pointing left, it means that you have to move down the key board. If an arrow is pointing right, it signifies that you have to move up the keyboard. For example, in the second line of the chart, you might see six arrows pointing to the left, one arrow pointing to the right, and eight arrows pointing to the left. If you have to play the letter P followed by the boxed symbol on top of the right hand side of the chart, you need to move down your keyboard 6 steps to the letter J, then move up one step to the letter K, and then move down eight keys to the letter C. When you first combine the charts, only the second to the top and far left rows will be filled with arrows. In order to fill the other rows you need to examine all of your notation clues and do some math. The very bottom row of the chart will always equal the sum of the above two rows. For example, if you look at the far left row you might see -8 arrows on top, +2 arrows in the middle, and -6 arrows on the bottom. The sum of -8 and +2 is -6. Use this formula to insert the correct amount of arrows in the blank boxes. Once you have completed the chart, you will be able to read it from right to left and from top to bottom.

To Understand the Significance of the Colors

On the far left wall of the t-shaped hallway there is a simple red, blue and yellow painting. If you touch the painting, the various colors will flash a certain number of times. For instance, yellow might flash once, blue might flash twice, and red might flash four times. If one of your notation clues is in blue, it means that you will have to repeat the tune or note twice, if it's in red you will have to repeat it four times.

The Drum Room

You are now in a shrine to rhythm. Your mission for the drum room is twofold. To arrange the masks on the wall into the correct order and match the sequence of beats of the Drum God.

To arrange the masks in the correct order.
To Solve the Drum Machine Puzzle.
To find out what to do with the Maraca.
To find the notation clue.

To arrange the masks in the correct order

If you study all of the masks, you will notice that many of them have traits in common. For instance, the clown has a squiggle down the middle of his forehead and the devil has one too, the clown also has his tongue sticking out and the blue mask does as well. The blue mask has beady red eyes and one of the masks with spikes coming out of its head has beady red eyes as well. All of these masks should be placed next to one another so that you can link their common traits. Follow this logic to solve the puzzle. When solved, the mask puzzle will show four ovals containing different masks and colored backgrounds. Be sure to write down the color and mask in each oval - they will provide you with the answer for the juke box puzzle in the next room.

To Solve the Drum Machine Puzzle

This puzzle is very similar to a game of Simon. First, test all of the levers of the drum machine and become accustomed to their beats. Then match the Drum's God's sequence of beats. When you complete the puzzle, the Drum God awards you with the Maraca, the first part of the MUSE machine.

To find out what to do with the Maraca

After you solve the Drum Machine puzzle, the Drum God will give you a Maraca. Since you can only carry one item at a time, you will need to exit the drum room and find the MUSE VR Room so you can insert the Maraca into the MUSE machine before the Twins steal it from you. Walk through the lobby to the far east wall. Climb up the ladder and solve the musical concentration puzzle. Enter the MUSE VR Room and insert the Maraca into the MUSE machine.

To find the notation clue

Touch the large drum with the sun on its canvas and it will reveal a notation clue. Write down all of the characters that are being pointed to by a drum stick. You will need to play these characters on the organ at the end of the game.

The T-shaped Hall

This hallway contains three exits that go to the Drum Room, the Tapestry Room and the Dali Room. In the beginning of the game, only the Drum Room is accessible to you. The other rooms will become available to you as you progress through the game.

To solve the juke box puzzle.
To find out what to do with the gear in from the juke box.
To witness Salty's Dog Fight.
To find the notation clue.

To solve the juke box puzzle

You need to arrange the masks on the Drum Room wall in the correct order before attempting to solve this puzzle. A record in the jukebox is skipping, playing a clown's laugh over and over. Insert into the jukebox the combination of colors and masks that you saw in the ovals when you finished the mask puzzle. This code will stop the laughter, break the juke box and allow you to take a gear from the bottom of the machine.

To find out what to do with the gear in from the juke box

After you solve the juke box puzzle, you will find a gear in the bottom of the juke box. Since you can only carry one item at a time, you will need to take this gear back to Lobby where there is a huge Clown pole near the clock next to the stairs. Ascend the stairs, turn to your right and descend the ladder. You are now facing the Clown Pole. Insert the gear into the Clown Pole and adjust the gears into the proper configuration to reverse their direction of rotation. This can be done by: Pulling the bottom gear all the way down, so that you can see a sign bearing the number 25. Pull the right side gear down so that it rests upon the bottom gear. Leave the top and left side gears where they are. Insert the gear that you are carrying into the space between the right & left side gears. A conveyor belt that had previously been running towards you is now running in the right direction to allow you to go to the first floor.

To witness Salty's Dog Fight

If you try to open the door to the Tapestry Room, a big wooden door at the far right side of the t-shaped hallway, Salty will zoom past you and get into a dogfight with the Toxic plane. You view the fight from the hallway with the door opened a crack, but locked by a chain. Salty retreats in defeat, and mutters: "Wish I knew how to get that old thunder back". You are still unable to enter the Tapestry Room, but this dogfight gives an essential clue to a puzzle in the first floor hallway, so be sure to stick around and witness the two planes battle it out, and then keep your eyes peeled for clues on how to help Salty get his thunder back!

To find the notation clue

Walk to the far left hand corner of the t-shaped hall. On the left wall there is a simple red, blue and yellow painting. If you touch the painting, the various colors will flash a certain number of times. For instance, yellow might flash once, blue might flash twice, and red might flash four times. Document the number of times each color flashes. You will need to use this information to decipher some of the organ puzzles and win your final showdown with the twins.

The Tapestry Room

There are four alcoves in the Tapestry Room that you will need to explore with a fine tooth comb. Your mission in this room is to gain access to the Twin's chasm, Build a Bass Guitar, Find the Vacuum Tube, learn more about the Last Resort, figure out how to operate "Throne Vision", and de-code the Wheel of Fortune.

To Gain Access to the Chasm.
To Build A Bass Guitar.
To Find the Vacuum Tube & Learn More about the Last Resort.
To Operate Throne Vision.
To decipher the Wheel of Fortune.
To Find out more about Notation Clues in the Writing Desk.

To Gain Access to the Chasm

Go into the First Alcove on your left side and you will see the Wheel of Fortune. Look down in the alcove and you'll see a mouse hole with a piece of tapestry stuffed into it. This piece has a mouse design woven into the fabric. Take the piece of tapestry to the third alcove on the left. This alcove is blocked by a tapestry with an image of a cat looking at its food bowl. Place the piece of tapestry with the mouse into the bowl. The cat and mouse tapestry opens, allowing you access to the Chasm, where you will find the Twin's lair. With the Chasm open you can now move freely between the Chasm and the Tapestry Room.

To Build A Bass Guitar

The second alcove on the right is blocked by the Build A Bass Puzzle. You will need to build a bass guitar using the pieces provided. Clues for the puzzles are located in the paintings located in the Lobby, T-shaped hallway and the first floor hall. Solving this puzzle will allow you access to this Alcove.

To Find the Vacuum Tube & Learn More about the Last Resort

Start the projector in the second alcove and watch the old newsreel depicting the Last Resort. Once the film has played, a small door can be seen on the side of the projector side. Open the door and you will have access to the one of the pieces of the MUSE machine, the Vacuum Tube. As you take the piece, mischievous laughter fills the room and sneaky hands reach in and grab the Vacuum Tube. The Twins have struck again, stealing your piece and taking it back to their lair in the Chasm! With the piece gone, the voice Muse, Aura, tells you of the Twin's dastardly scheme of building their own MUSE machine so that they can finally gain control of the resort. You will have to find their machine in the Chasm and bring the Vacuum Tube back.

To Operate Throne Vision

This is a two step puzzle. First, go into the first alcove on the right as you enter the Tapestry Room from the T-shaped hallway. Against the far wall is a panel that controls the Eyeballs that are around the Tapestry room. As you approach it, three circular display screens turn on. Each screen shows what one of the eyes can see. Focus all three screens on the Throne - this is the only part of the room that all three eyes can see at one time. When you have focused all of the eyes on the throne, walk over to the throne and sit down. Press the red button to activate the throne vision. The room dims and the eyes project a holographic image showing how to decipher the Wheel of Fortune in the first alcove to the left.

To decipher the Wheel of Fortune

You will never conquer the Evil Twins unless you are able to decipher the Wheel of Fortune in the first alcove to the left. In order to do this, you must first learn how to operate Throne Vision. After you have successfully operated Throne Vision, the room's lights will dim and the eyes will project a holographic image showing how to decipher the Wheel. Go to the Wheel of Fortune and adjust it so that the letter that you see in the hologram is aligned with its corresponding symbol. You have now cracked the code of Thurston Last's alphabet, which unlocks the notation for each key on the organ's keyboard. Make a list of the alphabet and it's corresponding symbol. Two letters of the alphabet are missing, allowing you to assign one letter to each white or black key on the organ. You will need to look at your drawing of the organ keyboard and label each key with a corresponding letter from the alphabet. Start labeling the keys from the left hand side with the beginning of the alphabet and work your way up. You will need this to play the sheet music that you have been collecting on the organ.

To Find out more about Notation Clues in the Writing Desk

In the second alcove on the left, you will discover a writing desk with three drawers. On the top of the desk, is the E-Z guitar book. On the second to last page of the book, it will explain how to tune a guitar. Write down the tuning peg names on this page. You will need these to tune Lucille, the Female guitar in the Dali Room, (the room directly across the hall from the Tapestry Room). Drawer One is Empty. Drawer 2 contains sheet music to play on the Organ in the Lobby after you have deciphered the Wheel of Fortune. Drawer 3 contains an E-String. Disregard this e-string - it is placed there to trick you. In order to tune Lucille you will need to provide her with a guitar string. However, the correct string is the G-string found on the Twin's Landing in the Chasm, not the E-string found in Drawer 3. As with all notation clues, be sure to write them down!

The Dali Room

The only way that you can first enter the Dali Room is through the mouth of the Giant Skull in the chasm. Go down the stairs. To your right is a door leading out to the T-Hallway. The door was previously hidden from the Hall, but once you go out, you break the spell and restore the door. Now, you will be able to get back into the Dali Room from the T-shaped Hallway. In front of you is the Paddle Wheel Puzzle, and to your left is a chair holding a guitar case. Your mission in this room is to solve the Paddle Wheel Puzzle, Tune Lucille & in order to get the Tuning Fork for the MUSE Machine, and find the notation clue.

To Solve the Paddle Wheel Puzzle.
To Tune Lucille.
To find the Notation Clue.

To Solve the Paddle Wheel Puzzle

Maneuver the ball through the paddle wheels to the cup at the bottom of the board. Not all of the paddle wheels will spin 360 degrees - in fact many of them will lead you into a dead end. It is a good idea to test the wheels out before you start playing and determine the best path. If you run into a dead end, pull on one of the chili peppers and you will be able to start anew. Inside the ball is a crumpled piece of paper with another notation clue. Be sure to write it down - you will need to play it on the organ.

To Tune Lucille

When you go over to the chair with the guitar case, the case will open a crack and then close quickly. Inside is Lucille, but she won't come out because someone has stolen her G-String. You have to find it and bring it back to her. The G-Sting is located on the Bar Landing in the Chasm. Do not take the E-string in the Desk Draw in the Tapestry Room - it is the wrong string and is there solely to trick you! Instead, return to the chasm, through the skull, and back to Landing 3. Give the G-String to Lucille. She will pop out of her case. You can now see that she is a guitar grafted onto a female body. She is grateful to have her string back but needs your help to tune her. Recall the E-Z guitar book on top of the desk in Alcove 2 in the Tapestry Room. This book will provide the correct order in which Lucille's notes need to be tuned. Use the tuner next to the chair to select the notes and gage whether or not you have properly tuned her. The red light on the tuner will illuminate each time you are in tune. When you have successfully tuned her, Lucille will give you the Tuning Fork, one of the coveted MUSE machine pieces. Bring it directly to the MUSE machine.

To find the Notation Clue

Complete the paddle ball puzzle. Inside the ball is a crumpled piece of paper with another notation clue. Be sure to write it down - you will need to play it on the organ. This is the only notation clue in the Dali Room.