

  Port Gekko
     There are a couple ways to escape the ill-manicured claws
  of Joey Rottenwood, none of which is very elusive. If you do
  not clue-in quickly, however, you might as well flush your
  game down the toilet.
     Once in the alley you may find yourself in deeper dung
  than you've ever imagined possible. The old spinster stands
  between you and temporary salvation so don't mince words and
  don't be shy about throwing your weight around (all 98
  pounds of it). In this situation, boy scouts won't live to
  receive their merit badges.

  Sorcerer U.
     Ah! The hallowed halls of higher education. You know the
  routine; register, go to class, take notes, read the school
  rag (it's a daily), visit your advisor and the library, and,
More? (y=yes, n=no, ns=non-stop) > ns
  of course, party!

  Frat Parties
     The big bash is scheduled for 8:00 and you don't want to
  miss the festivities. You'll want to check out the action at
  Tappa Kegga Bru first and then drift over to I Phelta Thi
  when the urge is upon you. If you stick around long enough
  you'll find yourself back at your place with a rather
  stunning companion. Where you go from here is left to your
  discretion (and the game mode you're in). Though it probably
  need not be mentioned, you'll want to check-out Gretchen --
   thoroughly.

  Dinner with the Prof

     Wednesday evening you'll want to keep your dinner
  appointment with Prof. Tickingclock. There's no puzzle here
  but you'll set your eyes on a most necessary artifact and a
  most needful Mrs. Tickingclock.

  Ransacked U.
     At some point on Thursday, the university will be overrun
  by a mysterious band of thugs and you'll find yourself alone
  in these now hollowed halls. The first thing you should do,
  if you haven't already, is visit the president's home
  (Gretchen should have been of assistance here). You'll also
  want to revisit the library. If that cursed library nymph
  won't allow you up the steps, you might consider an
  alternative route. Ponder upon the statuette (what's another
  name for such chesty sculptures?).

  Simulation Lab
     This is a virtual reality simulation for instructional
  purposes. When a monitoring professor is on hand you are,
  afterwards, stripped of the special powers given you during
  the test. However, after the school has been emptied...
     The simulation itself leaves no room for error. You'll
  have to try it several times before you score perfectly. If
  you have trouble, the exact solution is given in the Mystic
  Code below:
       Hvc usff. Afn nf. T. Ljmm esbhpo xjui txpse.
       Wbj jwz. V. Qvmm mfwfs. Pqfo dibjot. Pqfo usbq eoos.

  Maize Rooms
     This puzzle is reached through the trapdoor in

  Meltingwolf Hall. You'll want to map the entire set of rooms
  by their letter names and then wander throughout the rooms
  creating a certain magic phrase. The phrase, given in the
  Mystic Code, follows: "Uijt xbz pvu".

  Island of Lost Soles
     This is a cute puzzle of the Nord and Bert Couldn't Make
  Head Nor Tail of It type (an old Infocom title). There are
  80 souls (or soles) here who can be saved by uttering their
  original name and casting an appropriate spell. Their
  current form is a homonym for their original name. If you
  have trouble, seek out a name-dropping nymph who might prove
  to be helpful (for once).

  Island Where Time Runs Backwards
     This is an original puzzle in which you must give a
  sequence of commands which would have prompted the preceding
  text responses. A little confusing? For example, if the game
  gives you the text "The mauve sign reads `Welcome to
  Frobozz'" then the command that would prompt this response

  might be "READ THE SIGN". It's a matter of trying to think
  behind rather than ahead. Any slips and you rend the fabric
  of time and die (bummer, eh?), so save the game frequently.

  Island of Horny (or Amazon) Women
     So you think you've found paradise? Well, like mom always
  warned, too much of anything can be bad for you. The trick
  here is avoiding a climactic death, and the only way to do
  so is to come out of the closet -- at least with a new
  wardrobe. A spell or two may be necessary to get the

  accessories for your new look.

  Restaurant at the End of the Ocean
     This restaurant starts out as a pleasant place with some
  excellent seafood selections but follows the downward course
  of restaurant devolution quite rapidly. The chef suggests
  fish, though some species tend to be a bit tough. A little
  tenderizing might be in order.

  Island of the Gods

     You may have noticed that the right dial on the majick
  surfboard is defective. Perhaps a spell could reveal the
  nature of the problem. Once repaired, the waves may bring
  you to the Isle of the Gods. Completion of the Island of
  Lost Soles puzzle is key here. Once you've unlocked the
  secrets of the Gods, you can now meddle in their lives a bit
  (a nice change). You'll find that mortals aren't exactly
  welcomed guests so you'd be advised to keep this a covert
  operation. Once you've found the classic ease-dropping spot,
  you can listen in on the domestic squabblings of deities.

     Alas, from the bed of a love goddess to the trash heap of
  the gods -- how capricious are the Fates! The best way to
  tackle this problem, as with any large problem, is to reduce
  it to a more manageable scale. That done, you can put sound
  environmental waste policies (composting, for example) to
  work for you.

  Fort Blackwand
     Getting past the Loc Pik Monster is a tough one to
  unravel - its knot for the small of mind. Once on land
  things should look very familiar. This is no simulation - so
  be careful out there.
     The end game sequence is quite bizarre and the solution
  is very anti-intuitive. Let's just say it's a novel approach
  to logic. Preventing doomsday is tricky, as you don't have
  much time. Don't be afraid to test your work by fire - as
  you may just release all the powers within you (as well as
  your lunch).

