Andere Lösungen

Chaos - A Fantasy Adventure Game (e)

Cover
CHAOS - The Fantasy Adventure Game 
            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!! 
            by Mary McBride