Welcome to ADAM'S STINKY STORY!

This is a beginner's guide for those that are new to the world of Interactive Fiction (text adventure games).  Included are explanations of various basic commands and many spoilers to aid in figuring out puzzles.  For more experienced users, please refer to the walkthrough file instead.

After being away at college, you return home to discover that your parents are preparing to sell the house.  Unwilling to see this happen, you set out on a quest to eliminate potential buyers by making a potent stink bomb to drive them away.

Although the game is fairly linear, you can wander around freely examining your surroundings.  For example, when you move into a bathroom, you can turn on or off the faucet or flush the toilet (or even flush something DOWN the toilet!) whenever you want.  Be careful about flushing anything down the toilet that may be critical to finishing the game!

Each command you use will take 1 turn.  You can combine some commands onto the prompt line, but each of these events will use a turn.  Upon entering a room you will be given a description of your surroundings, including furnishings (like a bed, computer or piano), items (like homework, music CD or silverware), and others (like Dad, Jim, or Jenny the dog).  For example, you may encounter:

  "Living Room
   This is the center of the house. There are a few pictures hanging on the wall that add to the atmosphere. A soft light enters through the windows, filling the room with a pleasant glow. To the east is the main hallway. The dining room is to the north.

   You can see Jenny the dog, the baby grand piano and the older piano here."

Some common commands are (shortcuts to the same command are in parentheses):
  - help (hint): some useful commands as well as hints incase you get stuck.
  - look (l) [in, under]: Look around.  This gives an overview of your surroundings, describes where exits are, etc.
  - inventory (i): Lists everything you have picked up.
  - full: Gives your current score (and how you earned those points)
  - exits: Tells you the directions you can move from the current location.
  - north (n), northeast (ne), northwest (nw)
  - south (s), southeast (se), southwest (sw)
  - east  (e)
  - west  (w)
  - up    (u)
  - down  (d)
  - open [object]: Opens that object (door, cardboard box, letter, etc.)
  - lock [object1] [object2]: Lock the object1 with object2 ("lock front door with house key")
  - unlock [object1] [object2]: Ditto, but opposite.
  - attack: Not too useful, but some don't take kindly to being attacked (like the dog or the mailman).
  - run [direction]: Although the movement is accomplished, you only 'run' into the adjacent room, so it does very little.  But it is still available...
  - get (sit) on/off [object]: Get on or off an object (like furniture).
  - exit: Get off of furniture.
  - get [object(s)] {from location}: Also used to take an object from a location (if specified) for use.  The object(s) can be written in the following manner:
    > get [object1]
    > get [object1], [object2], ...
    > get [object1] from [location]
    You can use 'all' for [object] to pick up multiple items: "get all from pantry"
  - put [object(s)] in/on [location]: Ditto
  - wait: Pass time (use up a turn)
  - throw [object(s)] {at location}: Throw an object at location.  If no location is specified, drop the item.  This can be: "throw knife at mailman"
  - attack (hit) [object]: Useful (or not so useful) against animate objects.
  - shoot [object1] with [object2]: You must specify what to shoot object1 with.


You start the game in your bedroom where you are surrounded by a bed, a backpack, some homework, and a desk.  Look around and gather things in your room, since some items will earn you points or just come in convenient later on.

When you leave the room, you are Upstairs.  You will see a bathroom to the west, Jim's room to the north, and your room to the east.

If you go west, you find yourself in the Bathroom with a toilet, a faucet, and nighttime cold medicine.  Be careful when choosing things to flush; you can't get them back once they're gone!  The cold medicine is potent stuff, so drinking it straight isn't advised.

From Upstairs, you can't go north unless Jim walks out of his room or you manage to open it.  More on this later.

Down the stairs is the Hallway.  The Living Room is west, the Kitchen is north, the Master Bedroom is south, and Outside the House is east.

If you go south from the Hallway, you find yourself in the Master Bedroom with a mirror, bed, and a wooden door.  You can experiment with different commands, but there's not much of interest here.

If you go east from the Hallway, you find yourself Outside the House with a doormat and mailbox.  Outgoing mail is currently in the box, to which you can add the old letter to Brad.  The mailman is scheduled to stop by today to pick everything up.  Once you're outside, you can't walk around but you can look at most of the objects out there.  Be careful that someone doesn't lock you outside while you're there looking around.  You would only be able to get back in if you had a key (and where would anyone POSSIBLY leave a spare house key?).

If you go west from the Hallway, you find yourself in the Living Room with pictures on the wall and two pianos.  You can play either of the pianos but nothing else in the room is of much value (except comic relief).

To the north of the Living Room is the Dining Room.  There's not much to this room but a bunch of wood stuff.

Northeast of the Dining Room, or north of the Hallway is the Kitchen.  You will find mostly food things here, as well as Mom preparing dinner.  Asking her questions can give you some valuable information.  Most of the questions you would ask her would be those things you've already dealt with in the game, like Jenny the Dog (who wanders around a lot), the toilet, etc.  You can find food in the fridge and pantry, as well as plates and silverware to set the table with.  When you've set the table, Mom will finish preparations for dinner and begin to wander around.

West of the kitchen is the Computer Room, where Dad is working on the computer.  Batteries and a key are in the desk drawer.  Dad is also a great source of information, so ask him about the stink bomb.  More importantly, for the bulk of the clues you'll need, ask about the individual ingredients for it.

North of the Computer Room, you will find the Family Room where you can spend some time playing games, watching TV, or otherwise lounging about.  The music CD can be added to your inventory.

You can go outside and check the mail to see if the mailman came (if Dad hasn't gone outside and done it for you already).  You will receive a letter from Brad which tells you about a vaporizer that he was working on.

Locate the 'pink junk' that Brad talks about and look in it.  You will uncover what looks like a toy gun.  You will also find a box up here which you can open (if you have something sharper than your fingernails).  You can find more batteries in here.  Try putting one or the other in your ray gun then shooting miscellaneous items to see what it works best on (a hint is in Brad's note).

Back down from the Attic, get into Jim's room.  Look around to see if there is anything in here that could count as modern-day ingredients to the stink bomb.  Search his laundry and stereo.  Jim is protective about his music, though, so you'll have to find an alternate to the Punk CD that he likes.

You now should have the modern day pixie music, dragon eggs and troll sweat.  You still need to get the fur, but Jenny the Dog doesn't let you have any of hers if she can help it.  Pour the cold medicine on the meat, then give it to her to knock that puppy out.  Now you've got the werewolf fur.  Remember the cutting board that the bloody meat was on?  Take the hint.

Nuke that puppy, and see where you're at!


Written by: TeamTerradactyl
