9 HINT LINE SCRIPT

Your late Uncle Thurston's ingenious MUSE machine provided creativity, art and inspiration for all of the inhabitants of the last resort. Your mission is a race against the Twins, the purveyors of evil and chaos in the Resort who have dismantled the MUSE machine and are intent on destroying your inheritance. Aided by the resort's 9 Muses, you must find the missing pieces of the MUSE machine and restore the old mansion to its former glory, before the Twins complete their own machine and bring the resort to its downfall. This is not an easy task. You must solve every puzzle, decipher the notation clues and duel with the Twins in order to beat them at their wicked game. The puzzles must be solved in a certain order, so pay close attention to the vital clues that each solution procures. Be sure to write down every notation clue that you encounter - you will have to refer to them often in order to win the game. Each game offers your computer six different configurations that make up the answers to your puzzles. As a result, you may have different formulas than your friends for solving some of the puzzles. There are several different answers to each puzzle, but only one solution. Here you will find solutions and game-playing strategy tips to all of the puzzles of the Last Resort.

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.

You are on the First Floor

If you need help in the MUSE Machine VR Room.
If you need help in the first Floor Hallway.
If you need help in the Elevator.
If you need help in the Garage.

The Muse Machine VR Room

The Muse room houses the MUSE machine that has been stripped of all of its parts. In order to get the MUSE machine back into working order, you need to locate the Maraca, Spark Plug, Tuning Fork, Vacuum Tube and Monocle then place them in the MUSE machine. The MUSE machine will give you more background information on the resort as you bring it the right parts and get closer to restoring it to working order.

To find out how to place the MUSE parts into the right sockets.
To find the Maraca.
To find the Spark Plug.
To Find the Tuning Fork.
To Find the Vacuum Tube.
To Find the Monocle.

To find out how to place the MUSE parts into the right sockets

The back of the door to the MUSE room has a map showing where to insert the MUSE parts. Study the map and follow its directions.

To find the Maraca

The Maraca is in the Drum room. You have to solve the Drum machine puzzle. The Drum God will then give you the Maraca from inside his drum. Bring the Maraca directly to the MUSE machine.

To find the Spark Plug

The spark plug is in the tool shed in the Garage. In order to access the tool shed you have to win the stock car racing game against Charlie, the robot.

To Find the Tuning Fork

The tuning fork is in the Dali room. In order to get the tuning fork, you have to correctly tune Lucille, the female guitar. Using a clue found in the Tapestry room.

To Find the Vacuum Tube

You will originally find the vacuum tube in the film projector in the Tapestry Room, but the dastardly Twins will steal it from you. You have to head into the Chasm (which can be accessed through the Tapestry room) to the Twin's Landing. Getting to the twin's landing is a difficult task involving an invisible maze in space. The twins have the vacuum tube plugged in their own evil MUSE machine. Take the vacuum tube directly to the MUSE room and insert it into your machine. This will strip the evil Twins of some of their power.

To Find the Monocle

The monocle is in the basement. In order to retrieve it, you need to shoot 50 mechanical shooting gallery style rats and any real rats that appear. Your score is tracked by a series of 50 Christmas style lights that progressively illuminate with each rat shot. After you have demonstrated your shooting expertise by illuminating all of the Christmas lights, you will find the monocle wrapped inside a map in the rat's lair.

First Floor Hallway

Your mission for the first floor hallway is to solve the gramophone puzzle, find the notation clues, and eventually gain access to the Garage and Attic. You need to solve several puzzles in order to penetrate these rooms. This hallway will also offer you the opportunity to view the Twin's lair, a.k.a. the Chasm, in the Observatory.

To solve the Gramophone puzzle.
To find the notation clues.
To Enter the Garage.
To Enter the Attic.

To solve the Gramophone puzzle

Before you can solve this puzzle, you need to witness the dogfight between Salty and the Toxic plane at the entrance to the Tapestry room in the T-shaped hallway. At the end of the dogfight Salty mutters in defeat "Wish I knew how to get that old thunder back." While you're heading back from the Tapestry room, stop in the lobby and check out the framed Sounds of War record located to the right of Isadora. Flip the record over - the track that is needed to bring Salty's thunder back is marked by an asterisk. Play this track on the Sounds of War sound effects record on the Gramophone, and Salty will come in saying that that's the pep talk he needed to hear. He flies off and you hear a dogfight in the distance. He wins, allowing you access to the Tapestry room.

To find the notation clues

Walk to the end of the hallway and turn left just before the observatory. You will see a chess board with colorful dots on it. Flip the chess board over and you will discover a new notation clue that can be played on the organ near the end of the game. As with all notation clues, be sure to write it down.

To Enter the Garage

In order to enter the garage, you need to go through the tapestry room and into the chasm. In the chasm, you will encounter a soused up skeleton, Mr. Bones. He will offer you his right arm for a drink. If you bring him back a drink from the chasm bar, he will give you a bone that you can give to the Hellhound protecting the Garage. When the Hellhound receives his bone, he will allow you access to the Garage.

To Enter the Attic

You will not be able to enter the attic until you are near the end of the game. 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. Every time you play a notation clue correctly, you will receive a token from the organ monkey. Insert each token into Isadora's coin slot. After you have heard all of Isadora's revelations, she will offer you a key. This is the key to the attic. Take it to the First floor hallway and insert the key. The attic door will open.

The Elevator

To get the piece of the elevator control you need to visit the attic and make it across the chess board with the toys on it.
In order to get across the floor you need to pay attention to the patterns that the toys move in, or you'll be bounced back. An easy way to get past the toys is to move straight ahead as quickly as you can. Once on the other side, you can reach the Toy Box, the Teddy Bear and the Elevator. When you reach the Teddy Bear, he will tell you to look in the Toy Box for the piece of the Elevator that allows you to get down to the Basement. This piece looks like an ammo box. Place it in the appropriate slot on the right hand side of the Elevator and you will be able to travel to the Basement.

The Garage

The Garage is located on the first floor hallway, directly across from the phonograph. Looking around the room, you will notice a race car to your left. To the right of the car is Charlie the Robot , and to the right of Charlie is the Slot Car Track. To the right of the track is a tool shed that is locked. Your mission for the Garage is to : Make your Way past the Hellhound, Beat Charlie the Robot in a slot car race to unlock the Tool shed, Find and Understand the Notation Clues, and Pick up the circular Saw Blade.

To pass the Hellhound.
To Beat Charlie the Robot in the Slot Car Race & Unlock the Tool shed.
To find out what to do with the contents in the Tool Shed.
To find and understand the Notation Clues.

To pass the Hellhound

In order to enter the garage, you need to give the Hellhound a bone. To retrieve the bone: go through the tapestry room and into the chasm. In the chasm, you will encounter a drunken skeleton, Mr. Bones. He will offer you his right arm for a drink. If you bring him back a drink from the chasm bar, he will give you a bone that you can give to the Hellhound protecting the Garage. When the Hellhound receives his bone, he will allow you access to the Garage from the first floor.

To Beat Charlie the Robot in the Slot Car Race & Unlock the Tool shed

Out performing Charlie's driving expertise is easier said than done. Here is a cheat code that will allow you to beat him. Select the 4th car - the one that seems like the biggest lemon. Hold the mouse key down throughout the entire race and you will beat Charlie on every race. You only need to win one race to get Charlie to open the Tool shed, but if you don't win your first race with Charlie he will challenge you to compete for the best two out of three. If that is the case, close the slot car race game and re-enter, so you can win on your first try. If you win the slot car race, you will unlock the Tool shed.

To find out what to do with the contents in the Tool Shed

The clues in the tool shed will definitely come in handy, but you must first win the slot car race in order to unlock the tool shed. You will find the Spark Plug for the MUSE machine. You can either take the Spark Plug directly to the MUSE VR Room or leave it in the shed for safekeeping from the Twins. The tool shed also contains a saw blade that you will need in order to solve the disc puzzle in the pit of the Giant Skull in the chasm. You can bring the saw blade directly to the Giant skull by sliding down the fire pole in the tool shed.

To find and understand the Notation Clues

On the race car's seat there is some sheet music. Copy this clue down, you will need to play the music on the organ. Inside the Tool shed is a decoder for all of the notation clues that you collect in the game. Closely examine the charts. The one on the right has symbols going down its left side and arrows going across. The one 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 figuring out how to 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 the right hand side of the chart, it means that you should 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.

The Chasm

The chasm houses the Twin's lair - a series of landings floating in space. There are four important landings you will encounter. Landing 1 connects to the Tapestry Room. Landing 2 leads you to the Garage via a fire pole and contains MR. Bones, a skeleton who needs a drink. Landing 3 contains a Giant Skull with a pit in front of it, which in turn contains the Disc Puzzle. Landing 4 is the Twin's landing where they are building their own evil MUSE machine. Your mission in the chasm is to: Convince Mr. Bones to give you his right arm, Solve the disc puzzle in front of the large skull, Get Lucille's G-String from the Twin's Landing, and Steal the Vacuum Tube from the Twin's evil MUSE machine and bring it back to the MUSE VR Room.

To Convince Mr. Bones to give you his right arm.
To Solve the disc puzzle in front of the large skull.
To Get the G-String to Tune Lucille.
To Steal the Vacuum Tube from the Twin's Muse Machine.
To get to the Bar from the Giant Skull.

To Convince Mr. Bones to give you his right arm

Find Landing 2 with Mr. Bones. He will tell you that he'd give you his right arm for a drink. Find Mr. Bones a drink from the Bar on the Twin's landing and bring it back to him. Mr. Bones will give you his right arm. This bone is a tool that can be given to the Hellhound Dog guarding the Garage in the first Floor Hallway. Head back to the Garage and give the bone to the Hellhound Dog,. You will now be allowed into the Garage. After you have solved the puzzles of the Garage, you will be able to move freely between the Chasm and the Garage.

To Solve the disc puzzle in front of the large skull

You will need to get the saw blade from the Garage tool shed before you can solve this puzzle. Once you have retrieved the saw blade, bring it back to the large skull. Place the Saw Blade on the empty wheel, so it is set up like the other discs. You will notice that the pit in the center of the puzzle is split into four quadrants, each containing three red dots. You will also notice that each of the discs has a different amount of purple dots and holes on it. You need to arrange the discs so that when aligned, all of the discs will recreate the triangles of red dots in each of the quadrants. The easiest way to do this is to: slide the green disc into the center of the pit. Slide the silver disc on top of the green disc so you are exposing all of the red dots that you possibly can. Continue this routine with the Bronze disc. Slide the Gold disc on top of the bronze one. Make sure that every single hole is filled with a red dot. If the discs are aligned properly, the mouth of the Giant Skull will open, allowing you access to the Dali Room. Beware - you might be able to fill all of the holes on the Gold disc with red dots, but if the four triangles are not properly recreated, you will not be able to access the Dali room! Make sure that you have successfully recreated the four triangles on the bottom of the pit. After solving the disc puzzle, head over to the bar to find the G-string to tune Lucille, the female guitar in the Dali room.

To Get the G-String to Tune Lucille

You must first solve the disc puzzle in front of the Giant Skull to gain access to the Dali Room. Once in the Dali room, Lucille, the female guitar will ask for the G-String, which can be found on the Twin's landing in the chasm. The G-String is hidden in the cupboard of the bar. Proceed from the Giant Skull to the bar, retrieve the g-string and immediately bring it back to Lucille in the Dali Room.

To Steal the Vacuum Tube from the Twin's Muse Machine

The twin's evil muse machine is located behind the bar on the Twin's landing. Open the box and take the Vacuum tube. Bring it directly back to the Muse VR Room and insert it into the MUSE machine. If you don't, the Twins may steal it!

To get to the Bar from the Giant Skull

You will need to travel between the bar and the Giant skull in order to get the G-Sting to tune Lucille, the female guitar in the Dali Room, and get the Vacuum Tube from the Twin's evil Muse Machine. This is a difficult task involving an invisible maze. In order to avoid an epic space adventure, follow these directions: Face the Giant Skull. Turn to the left and then go straight so that you arrive on a Landing with grass on it. Turn left again and go straight. This will lead you directly to the Bar. Reverse the directions to return to the skull.

The Attic

You will not be able to enter the attic until you are near the end of the game. After you have collected all of your notation notes from the resort's various rooms, you will be challenged to play several tunes on the organ. After you have successfully played the correct tunes, you will receive tokens from the organ monkey. Insert these tokens into Isadora's coin slot. After you have inserted all of the tokens and heard her revelations, she will offer you a key. This is the key to the attic. Take it to the First floor hallway and insert the key. The attic door will open. Your mission in the attic is to get the piece of the elevator control panel and return it. Then head down to the Basement. In order to do this you must first make it across the chess board with the toys on it.

In order to get across the floor you need to pay attention to the patterns that the toys move in, or you'll be bounced back. An easy way to get past the toys is to move straight ahead as quickly as you can. Once on the other side, you can reach the Toy Box, the Teddy Bear and the Elevator. When you reach the Teddy Bear, he will tell you to look in the Toy Box for the piece of the Elevator that allows you to get down to the Basement. This piece looks like an ammo box. Place it in the appropriate slot on the right hand side of the Elevator and you will be able to travel to the Basement.

The Basement

When you step out of the Elevator, a cross-hair sight appears on the screen controlled by the mouse. Your mission is to shoot the 50 mechanical shooting gallery rats and any real rats that appear . Your score is tracked by a series of 50 Christmas style lights that progressively illuminate with each rat shot. If you succeed, you will be able to find the Monocle, the last piece for the MUSE machine, in the rat's lair.

For helpful tips on shooting the mechanical rats.
To find the Monocle.

For helpful tips on shooting the mechanical rats

Yellow rats are worth more points than mechanical rats. Be sure to pay attention to the real rats that appear. It takes four shots to kill them. If you don't kill them, they will kill you . Don't forget to reload your gun. Hold down the control key when you are shooting. If you manage to hit a mechanical rat while holding down the control key, your gun barrel will turn into a clip - giving you 50 shots for 15 seconds. Don't give up if you are still having a hard time - the difficulty level of the shooting gallery decreases each time you get killed by a rat.

To find the Monocle

Walk through the basement and through the small hallway at the far end. Straight ahead is a boarded up door. Looking through the cracks you see part of a jungle. To your right is a table with a piece of paper on it. It is page 2 of the blueprints to the MUSE machine (Recall you saw page 1 on the back of the MUSE Room Door). Unrolling the paper reveals your Uncle Thurston's Monocle, the last piece of the MUSE machine. The Monocle is in fact the glowing circle that you followed down the stairs into the Lobby when you first started playing the game and were attacked by the Twins at the beginning of the game. It turns out that when the Twins attacked you, the rats stole the monocle from them and hid it in their lair. Return the monocle to the MUSE VR Room.

The Jungle

It's very dark. Ahead you can barely make out a small grass hut. Take the boat towards it, and you will discover an easel with some color swatches painted on canvas, and a simple keyboard that matches the one on the lobby organ. This is the place where it all began - the simple personal space of your departed Uncle Thurston. Approaching the keyboard, you see that it now looks out over an earthen mound with three massive totems. It is now time for the final showdown with the Twins. Your mission is to use what you learned from playing the sheet music on the organ to correctly play the characters presented by the totems.

To Beat the Twins in the Final Showdown.
To Understand the Easel Notation Clue.

To Beat the Twins in the Final Showdown

Using what you learned from playing the four notation clues on the Lobby's organ, you must duel the Twins in a battle of the keys as presented in the totems. You must use the final notation clue from the painting on the easel. In the last sequence of the showdown, you are asked to play one note. But where is it? It hasn't been documented in your notation notes. This final note is a leap of faith, a note that is actually two notes played at the same time. This note will be one of the two letters excluded from the alphabet that you deciphered on the Wheel of Fortune. For example, if the letter M was excluded from your alphabet, you would have to play the letters L & N to win the showdown.

To Understand the Easel Notation Clue

You must use the final notation clue from the painting on the easel, which will contain two colors bleeding into one another to create a color that doesn't have any symbolic meaning to you. For example, yellow and blue might bleed together to make green. Recall the simple yellow, red and blue painting in the T-shaped hallway. If yellow signifies that you play a note 1 time, and blues signifies that you play a note 2 times, you would have to add 1+2 to deduce that green signals you to play the note 3 times.