CHAOS - The Fantasy Adventure Game

-The Game by Harper Collins Interactive -

STARTING IN THE TRAILER


You begin in your trailer, listening to a radio station
that is running a contest. You'll be involved in this contest
later.

Back up from the radio (click on down arrow on bottom
of screen to back up.) Then go forward to turn off radio (play
with the buttons to do this) and then click on the lower right
corner to turn.

Click on upper right corner to approach broken clock.
Open pendulum door. Click on center bottom arrow to open drawer
beneath the door. Remove the three magnets (just put them on
the rug). Now the clock is fixed. Go up 2 times,
and then pull back from clock. Turn right to Phone/TV mechanism.
Approach it.

The phone should ring. Note incoming time is 2:59
(same time that is now on the clock). You can't understand this
message. When it stops, click on the SAVED orange button and see
that another message came in at 11:25. Click on the circle on
the screen to play this message. Listen to the whole message
from this collection agency guy. You owe 10,075 credits. He
*will* collect, eventually.

Click on the NEW button and notice that the blue
circle, on the screen, for the 2:59 message is empty (compared
to the 11:25 message). This is why you are having the technical
difficulties with your Uncle's message.

Back up from this Phone/TV twice, this turns you
around to the fractal picture over the couch. Approach the picture.
Examine the picture frame. Click on the bottom panel to open
the controls.

Click on the green button to turn on the power.
Move spots around until the time shown on the digital panel is
2:59. Click on the top metal button to use this time
setting.. You should hear the message unlocked verbal
confirmation.

Back up, turn left and approach kitchen sink. Turn
right. Find computer in Cracker Jack box. Click on it to take
it. Turn back left to the sink. Then back up 2 times (facing
other end of trailer). Go forward 2 times and then right to approach
Phone/TV again.

Click on the NEW button. The 2:59 message should
now have a pattern in the blue circle. Click on the circle to
hear the message. When Uncle Prospero is through talking, click
on the open plug on the lower right corner of the
Phone/TV to download the stuff he mentioned sending you.

Phone message indicator should now light up on your
personal computer. Click on it. Transferring data
bar appears. When this disappears, click on Downloads
triangle on panel on left. You need to examine the map (which,
once you have visited a location and it is purple, is one way
by which you can transport yourself between locations) and then
read all of your Uncle's notes on his discoveries about the chaos
theory. These give clues and hints to later puzzles.

Also select Personal Finances button
on control panel. Move cursor over fingerprint pad and click.
Note that you are 37 debits in the hole. Make a note of your
4669 PIN number. You use it quite a bit later on. Of course,
you can always refer back to your computer to check it.


No messages yet -- but all future phone calls will
come in on your computer from now on. Always answer the phone
when you see the phone icon on your computer.

Use brown button in lower right to close computer.


Move toggle switch to TV. Click on the white vertical
button on left top of the beige panel. This moves you down the
TV stations. You can see this on the horizontal bars on the right
of this panel. Go to the 4th bar down. Toggle should automatically
go to Play. Watch all of chaos lesson. Then click on open plug
on the machine to download the lesson, as offered on the TV. Message
indicator on the computer should light up. Click on computer
to open it. Select Downloads. You should now have
all 3 transmissions. Close the computer.

As you back up from the Phone/TV, a butterfly should
fly across the screen. You are now done with the trailer. So
explore, if you want, and then exit out the door.

Travel straight ahead to the lakeside area. Remember,
if phone rings, always answer it - just click on computer and
the click on the messages button on the display panel.


THE LAKESIDE AND THE WEATHER STATION

In this series of puzzles, you are trying to discover
the settings in the weather station that will allow you to control
the weather -- changing the weather is the only way you can continue
your journey toward your Uncle's place. But before you can use
the settings, you need to get the necessary data.

First, turn right at the weather station. Approach
it. At the door, look toward the upper left. Butterfly wings
have now started the wind machine (which can record the wind speed
on the recorder inside the weather station). Turn back to the
door and click on the red button to enter. Turn left to talk
to the ditzy assistant. Turn right and then back left to her
again. Then right again. After you step on her contact lens,
go up to weather station controls. Approach main
computer -- this is forward arrow (at top of screen) NOT down
arrow at bottom of screen. You can't do anything with the desk
computer yet, but notice 3 symbols on panel. These match the
3 data collection mechanisms outside...the windmill (working)
the balloon and the rocket. You will need to get these other
two mechanisms working.

Back up and turn right. this is upper/lower atmosphere
temperature recorder (note rocket ship). No data yet. Turn left.
This records current wind speed. Note that it is working and
it is at 10. Pushing buttons moves the value of 10 to more accurate
decimal places. Move value back to 10 for the moment. Turn left
again. This device measures the East/West temperature variances
(note balloon). Turn left again. Approach computer and try to
work buttons for data. Back up from computer. Go forward (upper
arrow) to descend down to ground floor.

[Phone call from Uncle: you can't examine data that
hasn't been gathered]

Turn right and talk to assistant until she repeats
herself. Then turn back to door and exit by clicking

on red button.

Balloon: Go forward to the balloon. Click on loose
yellow hose ending to put it on nozzle. Click on purple control
above dial to turn it sideways to open air passage. Click on
circular valve on gas tank

until needle is just ahead of red zone then click
on valve again to shut it off. Then click on purple lever above
gauge to light the flame. Balloon launches. You will now get
East/West temperature variances.

Rocket: Turn left. Go forward toward tunnel entrance
and then through tunnel. Go forward & then turn left toward
mechanism. Go forward. Turn valve on pipe to start water. Click
on needle-like device to lock bridge section into straight
ahead position. Go forward to get back on bridge and then
go forward to get to rocket panel. (You can go to upper right
to get a better view of rocket, then return to panel). Enter wind
speed of 10. Then click on launch button. You will now get Upper/Lower
temperature variation data.

[Message: One from Uncle and another from collection
guy. Listen to them both]

Return to weather station. If you want to take a
ride on the Red Herring boat, feel free but it won't get you anywhere.
You're going to have to figure out some other way to cross the
lake.

Go back to computer on 2nd floor. You can now set
values at each of the side recording devices.

You have to do this wrong once, so set any value
you want. Then return to computer and click on each device symbol
button on the panel. Select yes on the right screen
to see if you have entered the right settings to control the weather..
Computer should tell you that settings are incorrect (unless
you guessed right).

[Message: resolution/ablution. Go down and talk
to assistant, she suggests that the right values may be written
down somewhere. Read your uncle's notes about his bath. A
time of 2:37 was mentioned. These are the three digits of interest
-- remember, in chaos theory, the way you round numbers make a
difference.]

Set Balloon device at 2

Set Wind device with 3 as the last decimal value
= 10.063

Set Rocket device at 7

Return to the main computer. Approach and select
all 3 buttons. Select yes on right screen.

After the attractor has formed on the left screen,
you can grab it anytime and insert it (click and drag )in the
diskette slot on the computer. Whatever weather pattern is showing
on the right screen when you click on the attractor, will be the
weather created outside.

Any wrong selection won't let you out the door, but
assistant will try to help with hints. When you get the correct
one, you will automatically be sent to the assistant. Then you
can turn left and exit.

The correct weather is cold/icy.

As you exit, you will automatically cross the icy
lake to arrive at the KAOS radio station.


THE KAOS RADIO CONTEST

Just before you enter the door, you might want to
turn to the right and see the car you can win in the contest.
You need the transportation.

Enter the front doors to the station and talk to
the DJ in the booth (go forward and then turn to the left 2 times
and then use upper right corner arrow.). After he explains contest,
click on him again 2 more times, then back up twice (turn around)
and go toward the gold jukebox-like panel. Click on the right
side arrow which will turn the panel around to the back side.
You want to determine the relationship between the colored plugs
and the instruments. Put a plug (click and drag)in any IN hole
and see the picture of the corresponding instrument appear. You
want to lay down 4 tracks for your hit record contest.
So you need to select 4 instruments. You can select these now,
or later after you see which ones you can tune correctly to get
a chaos hit.

The blue plug is the horn

The brown plug is the drum

The red plug is the base fiddle

The purple plug is the harp

The green plug is the snowflakes

The gold plug is the picture frame.


The 4 red plugs also need to be put in place. Click
& drag one end to the OUT hole and other end, to the RECORD
IN hole. Then turn left and then back-up from the jukebox.

You first need to tune each instrument
and then for the four that you are going to record, you need
to make sure the panel next to each instrument is on the same
color. So you might as well set all the panels to the same color
as you approach each instrument for the first time, then you don't
have to worry about the colors any more. Just click on the colored
bar to rotate through the colors.

Each instrument starts with sort of harmonic sounds,
you want to re-tune four of them to off-tune sounds. And this
is done an entirely different way for each instrument.

Picture Frame: Click on the 2 circular decorations
on each side of the frame so that they are pulled down. When
you click on the surface inside the frame, you should now see
blue waves. You play this instrument by just clicking on the
surface inside the frame.

Harp: This one is the hardest (I think). You want
to click and drag the strings out, to get a strong twang. Do
this for the short strings that are in the upper corner of the
harp, just play around in this tiny corner. When you twang the
right one, the right way, the strings disappear and a leaf pattern
appears. You still play the harp by just clicking on the leaves.


Drum. Click on the cream-colored ring that is near
the top of the pole that the twin drum is setting on. It should
turn. Then, when you play the drum (clicking around on it's surface),
you should see waves on the surface.

Horn. Click on the mouthpiece. It moves up and down.
There is no other visual change to the instrument (that I could
tell) .


Base. Click and drag the strings out to the left
(left string) and right (right string) of the actual instrument.
Notice the smaller, cream-colored fractal shapes that surround
the large base fractal shape. These are like spindles. You want
to drag each string out and *hook* it on the very tip of the top
two spindles on each side. Success depends on where you touch
the string and the angle against the top of the spindle. When
you get the two on each side right, the instruments automatically
hooks the strings on each of the other spindles. Now it is re-tuned
and can be played by clicking on it.

Snowflakes: You want to break each flake.
As they light on and off, click on each flake -- when the light
is off -- and you will hear a breaking sound. And the flake will
stop lighting up. It's permanently turned off. Turn off each
of them. Then you can play this instrument, by just clicking
on the flakes.

Go back to the back panel of the gold jukebox and
put in the plug for the 4 instruments you have selected to record
and put in the red in/out plugs for that instrument (remember
to have the panels near the actual instruments all the same color).

Return to each instrument that you just plugged in
and play it for a few seconds. Then return to the back panel
and play each individual track to make sure it was recorded (nothing
appears on the music score lines). Then click on the triangular
play button along the bottom. This will play the tracks together.
Then hit the circular record button. If you did this correctly,
a cd disc should come out of the slot and into your inventory
and you will be automatically turned around to the DJ. . Notice
that if you click on the cd in your inventory, it turns and your
hit tune plays. You now have your prize money (check finances
button on your computer) and you can take the car. Notice that
the DJ said. don't come back unless you're really broke.


There should be a phone call from Uncle P. He tells
you he is a short drive up the coast (his map that you downloaded
doesn't show you this part of the trip). Exit the radio station.
If you haven't moved away from the DJ, just go toward the upper
left corner. (If you have moved away from him, go back to his
booth and then select the upper left corner arrow.) Go forward
through the doors and turn left to the car. Click on the door
and enter the car. You will automatically drive out onto the Highway
where you promptly run out of gas.

ON THE ROAD

Nothing will happen until you hit the red emergency
button. Then, there is a knock on the window. Turn left to
see the tow truck operator. Then turn back toward dashboard and
you're automatically towed to the gas station.

Turn right to the pump guy. Before entering the
number of pellets you want, enter your PIN number of 4669 (and
enter key). Then key in 5 pellets -- number of marks on your
gas gauge. Any larger is impossible, any smaller and you'll run
out of gas. Turn back to dash and push ignition button. Then,
after a few seconds, click on the blue bar below the Viewgraph
to put it on the screen. This is the same routine at every gas
station you come to -- and there are about 15 of them!

Phone call from Uncle P gives you clue about how
to make journey. The key here is that you can only go 5 squares
on the Viewgraph between fill-ups. The current scale on the graph
makes that impossible. So click on the plus sign to enlarge the
scale, 2 times. Now there is a fuel station 5 squares away.
Click on it to go there. This is the same procedure at every
station -- after filling up

and turning on ignition, go to the graph and play
with increasing/decreasing the scale to get a fuel sign 5 squares
away. This is tedious, but the guy is amusing. And he gives
hints for the forest puzzle. Also, you can amuse yourself by
changing the music track on the radio. Note: if you goof,
just press the red emergency button and the tow truck will come
and tow you to a fuel station and you can try again.

Along the way, Uncle P should call to ask you to
go see Professor Fernsley in the forest.

When you reach the cross-roads at the end of the
highway (star on map), turn right and take 2 pellets from the
dispensing machine. Turn back toward dashboard and then click
on the sign with a tree on it. This will take you to the forest
entrance.

THE FOREST

Approach the gate and then turn right to talk to
Ranger Beth. Click on her 3 times to get the facts. Take a litter
bag. Beth likes to dance Click on your cd in inventory
and watch her go. Notice the percentages on the wall behind her.
These are important.

Turn around and take a map of the trails from the
box on the wall. Turn back to gate and enter. If you click on
the map in your inventory, it will open and stay on-screen to
follow. You can close it by clicking on the map icon in your
inventory.

Go forward through the gate, then forward one more
time. Turn right, then just keep going forward until you reach
the hut. (If you come across any white crumpled pages on the
ground as you do this, click on them to put them in the litter
bag.) Professor asks you to get his lost pages. Click on him
again to find out that there are 16 pages.

Now you have to wander the trails. Use the map.
I think the pages are distributed randomly for different games,
so there's no way to give a solution. Just follow the trails,
make sure you cover all of them, and examine all the dead ends.
Note that some trails come together at an angle rather than at
a square corner so keep checking for movement arrows
in the corners of the screen, not just the North, South, East
and West arrows.

You can always check to see how many pages you have
picked up by clicking (and holding down the mouse button) on the
litter bag. The sheets you have should appear across the screen.
When you have all 16, return to the hut. At the Professor's
invitation, turn right and enter hut. Prof is now sitting, click
on him to get instructions and then turn right to access table
top computer. Click on litter bag to put all 16 sheets on the
table. They automatically arrange themselves. This also was
random in different games, so there's no way to give a solution.


The general idea is to put a correct set of 4 pages
(i.e., all belonging to the same drawing above the screen) on
the computer screen and then hit the scan button. This will turn
them into shapes like those in the drawing above. If they are
part of the same set, they should be the 4 shapes shown in one
of these little drawings. Then just click and drag the shapes
around to make the formation shown in the drawing. Some alignments
are tricky, so once you have the right 4 shapes for a set, it
may take a few tries to get the pieces in exactly the right position.
Just get them aligned and hit scan. If the alignment
is correct, the shapes will disappear and the drawing along the
top will turn into a realistic picture of the leaf (?) of a tree.



One good approach is to number the sheets on a paper
diagram. Then try to select 4 pages that look like the same leaf.
Move these over to the computer screen, one at a time (noting
which number you just moved) and scan each time. If the shape
revealed matches the drawing you're trying to duplicate, then
add another page that looks like the same type of leaf. If you
make a mistake (get a geometric shape *not* in the set you were
trying for), you have to completely clear the screen.
But at least you can get back to the page just before the mistake
fairly quickly this way, then try adding another page that looks
like the same leaf. When you have 4 shapes that make a set, put
them together in the right formation. Note: on the formation
that has 2 interlocking diamond shapes, these are not interchangeable.
It *does* make a difference which one you put on the left, and
which one on the right.

When you have completed all 4 drawings, you need
to enter the percentages that were behind Ranger Beth, in the
same order, left to right. Just click on the digit placeholders
on that little percentage button to change the digits. They should
read, left to right, 09....42....22.....27. Then click on the
handle/lever to the left of the computer to pull it down. There
is an automatic sequence and you are turned around to face the
professor.

Backup and then go forward to climb the ladder.
Do not go out the door of the hut that's on the right (or save
your game and try it) On the roof, turn right and click on the
seed bag (per gas guy's instructions) to take it. Then turn back
left and walk out into the sky. You should, by now, have a call
from Uncle P that hints that you should do this. The hot air
balloon comes by and then drops you down the chimney at your Uncle's
estate. You land inside the estate, in the living room.

TRACKING DOWN YOUR UNCLE

Estate: Turn left and go forward. Then turn left
until you see Jenkins watering the plant. Click on him after
he talks and you'll be told to go to the hospital to be with your
Uncle.

There is nothing you can do in the house at this
time. But you *can* explore before leaving for the hospital if
you want. The key locations are the lab upstairs, you'll be using
the microscope later. And the investment terminal in the Library
-- first floor through door underneath the stairs.

Go the area at the bottom of the stairs . Go forward
to the brown door and then click on it. You will be automatically
taken to the signed crossroads. Repeat the procedure of getting
the 2 pellets and starting the car, then select Hospital sign.


Hospital: Enter doors and go right to talk to nurse.
Click on her again, then turn left to access patient information.
Highlight Uncle Prospero's name and hit PIN ENTRY button. Enter
4669.

Your poor Uncle needs 15,000 credits for his operation.
Check your personal finances. You have about 4,000. Talk to
nurse 2 more times. Turn right toward front door. You are ambushed
by collection guy. He drains your credits.

Your problem now is to go to the radio station and
win the contest again to get some starting credits -- and then
use the investment terminal in Uncle's study to get enough credits
for the operation AND the rest of the balance due the collection
guy. That's about 22,000 total.

Note: Now that you have visited all the locations,
you can now travel between them by using the map that Uncle P
downloaded into your computer. Access this map and click on the
radio station. You are returned there.

Radio Station: Repeat the steps (in previous section)
to record another song ( should only have to change one instrument
from last selection) and win another contest. Then return to
Estate and go to Investment Terminal in the Library.


MAKING MONEY IN THE MARKET

You might want to save your game here, so that if
you lose credits, you can start over.

Log on to terminal and select Current Trading.
Enter 4669 (Balance of $1,500 should show). All you can do now
is select a stock, select an investment amount, then decide when
to buy, wait and then when to sell. Try to earn 22,000. (I had
good luck with ORANGE, first at 500 then at 1000). You can increase
the interval time of that ticker along the top, and
then just try to hit BUY when the green dot is low and hit SELL
when the green dot is high.

As soon as you have the funds, log off and return
to hospital.

PLAYING DOCTOR

Enter and go to nurse. Check patient screen and
enter PIN number again. Return to nurse again. Despite what
she says, you can't go through doorway yet. Turn right past doorway
and let the collections guy drain the rest of your debt. Now
that you've paid him off, you can go through doorway and into
O-R. Turn left and then go through blue doors.

After Dr. leaves, turn left and see gallery laughing
at you. Turn back and after Dr. talks, click on him again. Then
approach goggles object to get close up of Uncle's chest. Turn
on power. Then place left paddle at the top of the chest on (screen)
left and the right paddle at the top of the chest on (screen)
right. The placement is critical. You have to have it just right.


The paddles are touching the top of the frame, sort
of centering the neck and collar bone shadows between them..
The upper left corner of the left paddle is about 1/2 inch from
the left edge and the lower right corner of the right paddle is
about 1/2 inch from the right edge. Hit the red button. The
read-out should go to STABLE.

Back up. Dr. returns and tells you about a remote
chance to still save Uncle. Click on Dr. again so he'll tell
you about the Iterato legend about 2 plants-- and that you need
to put their leaves together. One of these plants is at the estate
and the other one will sprout if you use the seed bag under the
right weather conditions.

Return to Estate. Approach Jenkins. He should tell
you about repairing deck. Turn around from him and when you turn
back, he's gone. Approach the plant 2 times for a close-up.
Click on plant to get a leaf.

Now go to the weather station. Access terminal and
set weather for sunny/hot. Leave station and go to balloon launch.
Keep going forward to the empty stand until you are at the patch
of dark soil. Click on seedbag. After plant sprouts, click on
it to take a leaf. Return to Estate.

At estate, go up stairs to lab. Turn left and go
forward to the experiment table Click on the microscope to use
it. The controls can be tricky here, so you might want to save
the game in case you get hung up with a clump of microbes
that you can't separate.

Click on each leaf and notice the 3 microbes
that each one deposited on the plate. You want to combine some
of them (definitely combining from both leaves) to make a serum.
When you have combined the correct ones, the serum will automatically
bubble up and into a test tube in your inventory. Each time you
are incorrect, you have to wait through a slow filling of the
plate with wrong stuff (that then disappears).

You move each probe up and down (without moving microbes)
by using it at the metal circle. You catch a microbe
by pulling out the probe and spearing a microbe and then moving
it by using the probe along the needle area. When
you're moving a microbe by moving the probe at the needle, you
can go up/down/sideways. You want to combine the microbes by just
barely letting them touch each other -- it is very difficult to
separate them and if you overlay them, you may have to start again.


Line up the 3 microbes from one leaf along one side
of dish and the 3 microbes from the other leaf along the other
side of the dish. Now carefully try different combinations --
at least one from each leaf -- by moving microbes to the center
of the dish, just touching each other at the edges. This was
random. In one game, it took only 2 microbes and in another,
it took 3. So I think you just have to keep trying.

As soon as you have the serum, return to the hospital
and go to the O-R. Click on the syringe -- it fills with serum
and goes into your inventory. Click on the goggles again and
turn on the power. You now have an x-ray of nerves. Click on
the syringe, this will put it on the screen, large sized. You
want to inject the serum in the 3 places that are blocked. These
are the points at which the yellow flows are stopped. Drag the
syringe around until the tip is at the right location and click
on the plunger. Do this three times and all blockages are opened.


The three spots are the top of the dead branch
on the left, the 4th intersection down on this branch
and at the tip where it branches out from the straight line.

Pull back. Answer phone from Jenkins. Note Uncle's
PIN number of 2206. Your last puzzle is to go back to the investment
terminal and restore the family fortune. Return to the estate
and go to this terminal.

BACK IN THE MARKET

Log on and select Long Term Investments. Enter Propero's
PIN number of 2206. You should see a balance of $4,000. You
need to select the one, single combination of long term investments
that take this to $20,000,000 in one step. All wrong combinations
just change the balance a little and you'd never get there. Each
time you want to try a different combination, you have to log
off and log back on, you *can't* try different combinations from
the same log on.

By examining all the background information on the
analysis and statistics, you are given all the correct numbers
(and more, but definitely the correct ones in there somewhere)
to choose from.

Select INFORMATION button. You get a sample chart.
Below the graph are Fractal Analysis and Fractal Statistics.
You are currently looking at Fractal Analysis. Select the words
Persistence, Random and Anti-Persistence above the text box.
Note that only investments with a Hurst exponent of > .5 are
recommended. Then select Fractal Statistics from below the
graph. This shows average trend cycles for recommended length
of investment. Note that if there is no average, but if
the Hurst exponent is .7, investment might be recommended
anyway. Also note that for each study, with or without
an average, there is a (different) length of time that was studied
and that the data, therefore, is good for. Select RETURN.

Now go through this same process to get the data
for each of the stocks shown in the gold bars, you want to know
the Hurst exponent, the study duration and the average, if there
is one.

(Don't know if games differ on this data, but...)
Macrohard has too low a Hurst exponent, so don't select it at
all. Orange is good, with an average of 78 so key this in. Micromessage
is good, with an average of 50, so key this in. HAL is good with
and average of 25, so key this in. TAT is good, but no average.
The study duration interval was 95, so key that in. Select
RUN and then STATUS bar.

Select LOG OFF. Uncle should appear automatically.
After he talks, click on him again. Then after he leaves, go
forward to start the ending sequence . So close, but for that
pesky butterfly and it's flapping wings!!

Walk-thru written by Mary McBride

May, 1996