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PC: Cheats, Codes and Walkthroughs: Tass Times in Tonetown |
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Part 1:
On Getting There and Getting Tass. Quote the bard: "You're so square (baby
I don't care)."
Gramps is missing. His bed hasn't been slept in for several days. This man
may have the brains of Dr. Who, but he is, nonetheless,
in trouble.
Start your rescue mission by going south into the kitchen, then check out
the cookie jar. Take the key and go back north then west. From that
hallway, you could go south into the bedroom but you'll gain nothing.
Instead, unlock the hallway door, enter the lab and drop the key. Examine
the fish bowl and take the guitar picks. Pick up gramps's book then go
east. Turn on the generator power by throwing the switch, then enter the
hoop. Welcome to Tonetown!
You're at a construction site with a trench leading north. Follow
alongside the trench north then enter the trench. You'll find an oddly
silvered jar, which you should keep, then leave the construction area by
going east.
You may have noticed someone following you and muttering (well, snarling
actually) about what a stupid tourist you are. That's the villain,
Franklin J. Snarl, and right now you're as conspicuous to him as Ronald
Reagan at a Star Trek convention. It's important for you to blend in with
the local population fast, and that means getting tass. "Tass" is what the
ancients used to call "hip."
Go south then east into Chaz's Boutique. Look in the dyeorama, and realize
(if you've done some exploring) that "feather foils" are all the rage;
shell out 10 picks (the local form of barter) for your pink mohawk. Go
east to the clothing section and purchase the Troppowear jumpsuit along
with a hooplet (if you check out the tabloid which accompanies the game,
you'll discover that Slippy
Shirts are stockpiling faster than Adam computers; ignore them). Don't
forget to WEAR your items before leaving. No dressing rooms; if you want
to be tass you just have to show your "***".
Quote the bard: "Ennio Way You Want Me (that's how I will be)." With your
tass new look, there's a job waiting for you at the
newspaper office. Go south from the boutique until you've reached the
Tonetown Times. The newspaper for sale in front of the building is the
same newspaper which accompanies the game. Enter the building and address
the editor by name, Nuyu. (Nuyu's name can be found in the opening titles
for the game as well as the enclosed Tonetown Times). Based on your good
looks, you'll be given a camera and an assignment. Go east to Ennio's
office and turn on the printer and terminal. Follow the instructions to
obtain a press pass. Go west then north to leave the building. Leave the
jar here then go north four times until you reach the rock concert. At the
concert, talk to the woman whose name turns out to be Stelgad. Show her
your press pass, and you'll be escorted back stage to meet the Daglets.
First, be sure to take a group picture, then you'll have a few minutes for
an interview. They're excited about their new instruments called Zagtones.
Go ahead -- try to take one, and they'll find an extra for you to keep.
Make careful note of what they say about their recent cancellation at the
Tower. When intermission is over, go south again four times back to Nuyu.
Give him the photo and he'll send you on your main mission: find Gramps.
Remember what he says about Ennio and Snarl.
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