                     THE INSTITUTE              Part I

The Institute, from Screenplay is one of the most intriguing high-res 
adventures I've played in a long time. You are in a mental institution for 
some unknown reason, and your goal is simple; escape! It's not that easy, 
though. There are all sorts of fun stuff to get done (including four merry 
romps through your subconscious) before you get away. This little Solution 
should get you out of the looney bin before the game puts you in the looney 
bin. 

 The game begins on an up note; you're in bed, drugged and unable to move. 
You have a bit of time to kill before you can do anything, so just try all 
sorts of stuff before the dwarf comes in. What dwarf you say? The one that 
appears on your bed and tells you why you're in this place, (after you TALK 
a few times first,) that's what dwarf! When he leaves, the drugs will have 
worn off. So GET UP, and look around the room. Why don't you LOOK UNDER BED? 
Well, whaddaya know! A mug! Just GET MUG, and E. 

 First thing you see in the hall is this big mirror. I hate mirrors. BREAK 
MIRROR. A piece of the mirror will break off. GET MIRROR, and S. The door 
you see is closed. So OPEN it. Wow, look at all the neat stuff to fiddle 
with! Why not LOOK SHELVES? Don't take that bottle out into the hall, or 
you'll get busted for stealing. There's so much on that shelf that you'll 
probably find more stuff if you LOOK SHELVES again. Sure enough, there's a 
nice useful scalpel. GET SCALPEL, OPEN DOOR (to leave the room,) and S. 

 Before you go through that door, check out the room to the W)est. You never 
know what kind of important stuff you'll hear from crazy people if you 
LISTEN to them. What was that word? Better write that down; it may come in 
handy! Wonder if there's anything in the room? Type LOOK ROOM and find out. 
Well, well, more cryptic facts. Might want to remember that slogan, too... 
go E)ast, and OPEN DOOR. 

 Welcome to the counselor's office. You can TALK to this guy for a bit, but 
he doesn't say anything of major importance. In fact, he makes me mad... 
ATTACK MAN. ZAP!!!! 

 Uh oh..... Well, as long as you're here, have a look around. If you LISTEN, 
you'll hear water dripping. There must be a leak in a pipe somewhere. I 
always put something under a leak to avoid making a messy puddle on the 
floor; don't you? So DROP MUG. You have a bit more time to kill, so try some 
stuff. I wonder what they stuff these walls with? Try to CUT PADDING and 
find out. Now why would anyone stuff walls with rope? O, well, better GET 
ROPE; it may come in handy. After a while, they let you out and bring you 
back to your room. Go back to the office and ATTACK MAN again. ZAP!!!!!! 

 While you were out, the mug got filled with water. So GET WATER, and wait 
for them to decide you've calmed down enough to let you out. Then go back to 
the dispensary and GET BOTTLE. If you LOOK at the BOTTLE, you'll see it's 
magic powder. Now then; where to eat it? How about in that room to the 
S)outh? Sounds good to me! 

 Here we are in the closet. You have some water to wash it down, so EAT 
POWDER. oooooooOOOOOOOOOOO........ 


                     THE INSTITUTE             Part II

Wow, what a nice place! Well, why not look around to see what we can see? 
Try going E)ast. How to climb that cliff.... Aha! Here's where the rope 
comes in handy. THROW ROPE, then CLIMB ROPE. It's always nice to look 
through a telescope, but not if it's all blurry. FOCUS TELESCOPE, and that 
problem will go away. LOOK TELESCOPE. You'll see something. LOOK at that. 
Etc, etc, etc, until you see what you see. Now anything that's that hard to 
get to is probably worth remembering, so do so. then CLIMB DOWN. go W)est, 
and look at the corpse. Isn't this a fun game? If you LISTEN, you'll hear a 
tree mumbling. TALK to it, and it'll ask you where you're from. You have no 
secrets to keep; tell it THE INSTITUTE. CCCRRRRRAAACCCCKKK!!! 

 Whaddaya know? CLIMB those stairs, and you'll see someone familiar. You can 
TALK to him for a while; he may say something of minor importance. But he 
does get on my nerves. Tell him to KILL himself, and he'll be gone. OPEN 
DOOR, and look around. If you TALK to the owl, he'll tell you something 
that'll make you glad you read the plaque. You may not be thirsty, but you 
may want to DRINK from the stream. In fact, keep DRINKing till you turn 
green. Go S)outh, and you'll be at the statue base. LOOK at the BASE, and 
GET the tube of GLUE that you find. Now go E)ast. This little guy may look 
silly, but if you don't TALK to him and tell him what he wants to know, he 
won't let you by. So say what the meaning of Death is, and he'll become very 
angry for no adequately explored reason. You can just KICK him over a tree, 
and he'll not bother you again. 

 Now CLIMB the stairs, and you'll be at the log. type PUT GLUE, and when it 
asks where, say ON SHOES. This will give you enough traction to CLIMB the 
log. (You can DROP GLUE here; you won't need it again.) If you LOOK LOG on 
the other side, you'll find a hole. GO HOLE, and LOOK around. You'll find a 
bronze key and a shovel. GET them both. You can DROP them somewhere; (like 
by the owl,) you won't need them till later. Go N)orth, and TALK to the MAN. 
Since you're green now, he'll let you in. So OPEN DOOR, and LOOK NATIVES. 
Pick up what the native dropped. Now what would a native need a sturdy 
umbrella for? 

 Go N)orth, and N)orth again. There is a face in the hole if you LOOK HOLE. 
TALK to it, and it will ask to be shown beauty equal to his own. The best 
thing to show it is itself, so SHOW MIRROR. The wall will crack, and the 
thing will fall silent. (I guess it couldn't handle seeing something as 
beautiful as itself...) If you GO CRACK, you will begin to wake up. When you 
do and appear back in the closet, EAT POWDER again. 

 Now where am I? Oh, well; ever see Mary Poppins? So did the designer of 
this game. OPEN UMBRELLA, and you'll begin to float up. You were inside the 
smokestack of a ship. When you land, you'll see a life preserver when you 
LOOK DECK. GET PRESERVER, and go S)outh. You'll be at the stern, and these 
big icebergs will come at the ship. (Did I neglect to mention that you're on 
the Titanic? Silly me....) The ship will begin to sink.....so, SWIM, and 
you'll be at sea. LOOK DOWN, and GET CROWBAR. Eventually, you'll get eaten 
by a shark and wake up. You can DROP the PRESERVER, the UMBRELLA and the 
CROWBAR in the closet; you'll not need the preserver again, and the others 
aren't needed till later. EAT POWDER again. 

 Hoo BOY, has your subconscious been working overtime! Okay, WATER PLANT, 
and it'll grow real big and break the door. OPEN DOOR, and you'll be in the 
altar room. Unfortunately, this is all you can do right now. So OPEN DOOR, 
and you'll die and wake up. EAT POWDER again. 


                     THE INSTITUTE             Part III

"Curiouser and Curiouser!" Do not go near that tiger yet, as he has a poor 
disposition, and will not be nice. Go S)outh, and LOOK STREAM. then LOOK 
UNDER ROCKS. Cute, isn't he? GET LIZARD, and DRINK WATER. This water is 
poisonous, and will kill you. EAT POWDER when you wake up. 

 NOTE: From this point on, you have to do things in different dreams. They 
all cycle 1 through 4, and there is only one way to skip any. So to get to a 
certain dream, just die or get out of each dream in between and keep EATing 
POWDER till you get to the dream you want. 

 Get to dream 3 (The Temple.) OPEN DOOR. SACRIFICE LIZARD. (Be sure you have 
the scalpel to do this.) A door will open. CLIMB those stairs behind it. Now 
HOLD BREATH. This will keep you from dying of the poison gas when you CLIMB 
the second set of stairs. Now go W)est. You'll be in a throne room. 
(Literally; try PULLing the HANDLE on the throne!) See the sphere? See the 
shaft of light? USE MIRROR, and the light will reflect into the hole. LISTEN 
until the sphere breaks open, revealing a steak and a copy of Captain Spud 
Comics. (The latter only being good for a laugh.) GET STEAK, and go to dream 
4 (The Jungle.) 

 This time, THROW STEAK. The tiger will go off and enjoy a hearty lunch. 
E)ast, and OPEN CHEST. GET SCREWDRIVER. Now go to dream 2 (Titanic.) Be sure 
to GET UMBRELLA before you enter dream 2. 

 When you hit the deck, OPEN DOOR. See that picture? UNSCREW SCREWS, 
revealing a small key. You can DROP the SCREWDRIVER and the UMBRELLA and GET 
SMALL KEY. Now WAKE UP, and when you eat the powder this time, you go right 
to dream 1 (The Forest.) 

 This time, DRINK at the stream till you turn bright green. Get over to the 
Green village, and OPEN DOOR. N)orth. Use the scalpel to CUT STRIPS. OPEN 
DOOR. Your brightly glowing body will provide light to see. Use the small 
key to UNLOCK TOOL BOX. OPEN BOX. You can now DROP SMALL KEY while you GET 
WRENCH. W)est. Now go back to where you left the shovel and the bronze key. 
By now, a funny little shrub should have grown by the stream. Use the shovel 
to DIG PLANT. DROP SHOVEL and GET SHRUB. GET BRONZE KEY, and S)outh. Now go 
W)est. Gee, no Keyhole. You'll need some pretty strong magic to make one. 
How about that word that the man told you in the ward? Say it. ZAP!!!!! 
Allright! 

 Use the Bronze key to UNLOCK DOOR. Once inside, LOOK UP. Then CLIMB the 
ladder. There's no air up there, but the plant you dug up will provide air. 
See that touchpad. Type the number you saw on the billboard. The door 
unlocks. OPEN DOOR. 

 Once inside, use the crowbar to LIFT COVER. Then use the wrench to TURN 
BOLT. The statue falls over, and you are thrown out, sitting on a gold key. 
You can DROP everything now; all you need is the gold key. Get out of the 
dream by typing WAKE UP, and go to the counselor's office. No one's here! 
Use the key to UNLOCK DOOR, then OPEN DOOR, and you're out! 



KE UP, and go to the counselor's office. No one's here!