Breaking and Entering
Exploring to the east of the park last time found some interesting and weird stuff but mostly horrible death. Today we'll be getting to the other side of that gate.
We'll start by going back to the rock concert, and going west instead of east. This takes us to
You're standing in a small clearing. There is a stone wishing well with patches of ivy twining up it here. A sign says, "Preserve our wooded areas. Please stay on trail." The trail appears to go to the north and the east.
Ennio emits a low growl as he circles the well and returns to your side.
Entering the well is a bad idea.
: DOWN
Ennio hops onto your back, and you grab the handholds and slowly step downward, rung by rung, into the inky blackness. Snarl grabs you by surprise and ends the game prematurely.
I do find it kind of funny how the game occasionally just completely stops giving a fuck about the idea that it's telling a story. We got that from Flo, too. This isn't a "we haven't really invented the concept of immersion yet" thing, either; the
Hitchhiker's Guide to the Galaxy adventure was from two years before this and it made a gag of Ford Prefect needing to go into a stage whisper when telling you about game mechanics.
Snarl, meanwhile, continues to be a jerk, and he just keeps turning up
everywhere. He snatched us off the street, he murdered us in his pet store, he answered the doorbell at the end of last update, and now he's hiding at the bottom of the well. We should quickload, then go to his pet shop and give him a piece of our mind. South and west from the park...
You're standing inside Snarl Pets. There is a glassed off wall of Blobpets making strange squealing sounds. There is a small sign near the register on the wall and a clock on the front door.
Ennio appears very nervous.
:LOOK CLOCK
The clock reads, "Be back in" and the pointer is at 16.
Snarl actually has a
patrol of sorts once you've turned off the "get executed for being a tourist" timer. We weren't
supposed to get randomly killed with no warning up there; what's
supposed to happen is that when we enter this room and it's unsafe to go down the well, Ennio will declare "I smell Snarlmeat!". This doesn't fire, however, if it occurs after you enter the room, and by a stroke of bad luck we transitioned from "safe" to "unsafe" between entering the room and going down the well.
Then again, maybe we can take advantage of this. We died after ringing the doorbell because
Snarl himself answered the door and then had the Jawdawg rip our throat out. What if we wait until he's back in his petshop and then show up?
We could just enter 16 WAIT commands here, but that's boring. Let's go kill some time at Freddie's.
The waitress has seated you at a booth and waits to take your order. From where you sit, you can see Fast Freddie's is really hopping. There are dancers whirling around on the dance floor, people eating and chatting at various booths along the walls, while rock music blasts out across the room. There is a small sign on the wall in your booth.
:READ SIGN
The sign reads, "Welcome to Fast Freddie's, the hottest place in town! Glo burgers are big, hot, delicious and glowing for only 3p. Activate your brain's neurotransmitters for just 2p with Fast Freddie's Fizzie!"
The burger is... glowing? Also I think I like my neurotransmitters where they are at the moment. Maybe I could get something else to drink?
:BUY COKE
No Coke! Fizzie!
:BUY PEPSI
No Pepsi! Fizzie!
:BUY FRIES
No fries! Chips!
:BUY CHIPS
The waitress says, "Sorry, we're out of chips."
Pretty sure this is a reference to John Belushi's
"No Coke, Pepsi" skit. Anyway, it kind of looks like there's already a Fizzie here.
: DRINK FIZZIE
It tastes like raspberries. You feel warm, flushed and quite strong.
Well, OK, if you say so. Let's get a burger while we're here.
:BUY BURGER
The waitress says, "You should try a Fizzie with that." And then she brings you a Glo burger and places it on the table.
The waitress asks, "And what will you have, our legendary Ennio?" "A cold woofie on toast," Ennio says.
If this is a reference I don't know what it's to. At least we didn't get randomly decapitated this time.
:EAT BURGER
You reach for the burger and find that it's too hot to handle, and you drop it like a hot potato.
... I guess that's why we have a complimentary pair of protective mitts at each table. Surely a burger that we cannot bear to hold will be perfectly safe for our tender mouthparts.
:GET MITTS
You got mitts.
:WEAR MITTS
You put on the mitts. Nice fit!
:EAT BURGER
You didn't think that bun would be tasty, but everything was delicious!
Well, what do you know.
We've got a little more time to kill before Snarl gets back to the store. Let's gossip with Ennio a bit first.
:ENNIO TELL ME ABOUT FIZZIE
"Nothin' like one of these for a quick pick-me-up."
:ENNIO TELL ME ABOUT SNARL
"Worst kind of creature I ever met. If I could stomach the taste, I would have bitten him long ago."
And so on through various other options:
:ENNIO TELL ME ABOUT FLO
"A nice enough lady, though not high-voltage."
:ENNIO TELL ME ABOUT NUYU
"He's ultratass. One of the finest humans I've ever worked with."
:ENNIO TELL ME ABOUT ZAGTONE
"It hurts my ears when it zags."
:ENNIO TELL ME ABOUT GRAMPS
"I sure miss the old grump. He was... I mean is a nice ol' coot."

Foreshadowing?
Anyway, that should be long enough for Snarl to be back in the petshop. Back to the gate, and...
:RING BELL
You ring the bell.
Suddenly the gate smashes open. It's the Snarl! He points in your direction, and out of the blackness the Jawdawg races toward you, leaping for your throat in one slavering motion. You die a most unpleasant death.
OK, Snarl can be in two places at once when it's
here. The patrol mechanic is more relevant at the wishing well. Reload and head there instead, and...
: DOWN
Ennio hops onto your back, and you grab the handholds and slowly step downward, rung by run, into the inky blackness.
You're at the bottom of a well. Off to the west, a doorway is carved into the smooth, stone wall, heading off into a gloomy, barely lit tunnel.
Now we're talking.
:WEST
Oh! No! The lights are out.
You faintly see the boney outlines of the hideous Gristle and its razor-sharp teeth right before it eats you!
This graphic gets used a lot. Most of the deaths in this game involve being ripped apart by animals.
Tonetown appears to have its own legally distinct grues, so we're clearly going to need a light source. Fortunately, we know just where to find one. I load my game again, head back to Snarl Pets to see how much time I need to wait, and manage to bingo Snarl's patrol timer
again.
:W
Snarl stands up and hangs a clock on the door and leaves.
:READ CLOCK
The clock reads, "Be back in" and the pointer is at 20.
... wow, rude, and nonlethally for once. Well, looks like I have time to kill again.
:ENNIO TELL ME ABOUT BLOBPETS
"These insane creatures will dig up anything metal, given half a chance."
Pretty sure we saw one of these burst through the portal in the C64 intro, too, come to think of it.
Anyway. Light source. What have we seen that emits light?
A sign, earlier wrote:
The sign reads, "Welcome to Fast Freddie's, the hottest place in town! Glo burgers are big, hot, delicious and glowing for only 3p. Activate your brain's neurotransmitters for just 2p with Fast Freddie's Fizzie!"
That's right.
:LOOK BURGER
It looks big enough to feed a fridge! It smells great and looks edible, but the bun emits a strange neon glow.
What a sales pitch. "Come to Fast Freddie's. Our food smells great and looks edible!"
:GET BURGER
You got a Glo Burger.
OK. Back to the well, confirm the coast is clear, head down, then west, and...
:W
The Philbert looks you over, sees you are not of the Snarl's family, and he does what all good Philberts do: kills intruders.
Ah yes, no longer are we dismembered by the Gristle, but instead by The Philbert. Much is explained.

Maybe Ennio can explain it for us after we reload.
:ENNIO TELL ME ABOUT PHILBERT
"This thing has a 5-watt cranial capacity. It can't tell the difference between the Lone Ranger and Franklin Snarl!"
Is it cheating to ask about topics I only heard about from the narrator and also which got me immediately killed so I couldn't learn of it and
then ask about it? Well, maybe, but we opened this update with Snarl being blatant about how this is a game, so cheating is the order of the day. Let's make ourselves look like the Lone Ranger.
:FLO TELL ME ABOUT BLACK MASK
"On you it'd look good. I find the gold one ultratouch."
:FLO TELL ME ABOUT GOLD MASK
"What's wrong with it? I like it fine.
:BUY BLACK MASK
"It's party day in town. Take a black or gold mask if you like."
:GET BLACK MASK
You got a black mask
:WEAR BLACK MASK
It's a snug fit, but it's on!
I wonder if this will be good enough.
:ENNIO TELL ME ABOUT BLACK MASK
"High Ho, Silver!"
That'll do. Restore our burger. Check in with the pet store, and it's still empty, but as we enter...
You hear someone approaching...
:READ CLOCK
The clock reads, "be back in" and the pointer is at 2.
Perfect timing. Back to the well again, mask worn, burger in hand, through the tunnel to...
You're in a small cavern, before a wall of cages containing wild, terrifying animals. To the west, a dimly lit tunnel heads into the blackness. To the east, light filters down from above. A Philbert stands here, guarding the cages.
Ennio sniffs cautiously at the Philbert.
Maybe now we can figure out what the Hell a Philbert is.
:LOOK PHILBERT
The Philbert is not anything nice to look at.
:TALK TO PHILBERT
The Philbert cocks its head, hoping to hear the sweet tones of Franklin Snarl, and seems disappointed on hearing your voice. It growls at you.
No such luck.
:LOOK CAGES
The cages are locked shut by an electrical mechanism. You can spot two wires leading out of the top cage.
:OPEN CAGES
And let that creature out?
:YES
Yes to what?
We're inconsistent about rhetorical questions, alas. Maybe we can sabotage the gates.
:GET WIRES
Leave them alone! You could get electric, cuted!
There's nothing cute in this room except Ennio. Onwards.
:W
You're at the southern end of a tunnel. Off to the east you can see a hole in the cave wall, while the tunnel branches off to the north. On the cave wall is a button with a small plaque over it.
:READ PLAQUE
The plaque reads: "Emergency Only -- FS."
Gramps is missing! That's an emergency!
:PUSH BUTTON
Pressing the button causes a tremendous din. You turn around in time to see steel bars crashing shut, cutting off your way to the east. It's a lucky thing, too, since you can hear the wild animals roaming through the tunnel, freed from their imprisonment.
Well, yeah, lucky for us but we've also just closed off the path behind us. Hopefully there's another exit. We proceed to the north, through two rooms that look and are described exactly like this:
You're in a north and south tunnel whose walls are made of fused stone.
... and then we reach the end of the tunnel.
You're at the northern end of a dark tunnel. A tube extends upward and you can make out handholds in the side of the tube.
:UP
You pick up Ennio and climb up into a tree.
We are promptly confronted by this fine fellow.
You're on Franklin Snarl's estate, standing by a hollow tree. To the north you can see more lawn. A brick wall is to the south.
Ennio approaches the Jawdawg, gives it a few sniffs, then sits down for a brief chat.
Interestingly, we're just chilling with the Jawdawg here, instead of being repeatedly murdered by him. Can we negotiate a peace treaty?
:TALK TO JAWDAWG
You don't speak its language. And be thankful for small favors.
Wow, rude. OK, fine. Can
Ennio negotiate a peace treaty?
:TALK TO ENNIO
"The Jawdawg just told me he is trained to attack anything that moves (except F. Snarl) if the warning bell has been rung."
:ENNIO TELL ME ABOUT JAWDAWG
"We'll be fine with him. Just stay away from the bell."
The Glo burger is starting to flicker.
Well, no, he can't either, but really, the Jawdawg's just a little guy. Of all the murderous monstrosities in this game, he's easily the best.
Also, notice that the burger is flickering. Eventually it disintegrates entirely. This is one of the very few places where there's a meaningful resource limit across the entire game: not only do burgers only survive a few turns, they also
cost money and we're restricted to our initial supply.
We don't have to worry about that right now, though; our current goal is to find a way out of here. Snarl confronted us when we rang the bell, and the narrator told us that we're currently in his estate's front lawn. If we head east, we should reach the gate that blocked us at the end of the last update.
:E
You're in the southeast corner of the estate, standing by a brick wall. Lawn stretches out to the north and the west.
:N
You're at the eastern end of an east and west path through Snarl's estate. A gate in the brick wall to the east can be easily seen. The lawn continues to the north and the south.
Ah, here's our way out.
:OPEN GATE
You'd better unlock the gate first.
Sigh. Inform, you spoiled an entire generation forever.
:UNLOCK GATE
You slide open the bolt. The gate remains closed.
:OPEN GATE
You open the gate. The strange creatures on the other side of the gate ring the bell, and the Jawdawg races across the lawn in your direction, slavering.
You have died a toothsome death.
Oh right, there were guards. At least we don't have to worry about the consequences of unleashing all those monsters under the well now.
Also, a point of order: "toothsome" does not mean "involving lots of teeth." It means "delicious". I suppose we
did still have the burger on us.
Also, while we've gotten killed
again, we've found quite a lot of stuff, and one very important thing that was only mentioned casually in the text. We are, eventually, going to have to deal with those guards, but we don't have to do so
right away. If we
had dealt with the guards before we went exploring through the well and the tunnel, we'd have found that the gate was locked from the inside and we couldn't do anything with it from that side. We have to go through the tunnel to get to the point where we can unlock the gate, and as we saw, we can do that without going through it.
So that gives us something concrete to accomplish: sneak in through the tunnel,
don't unleash all the monsters, unlock the gate, then slip out the way we came before Snarl can catch us. The timing for this is pretty tight; we can't exhaust our Burger, and we have to get in and out before Snarl leaves his pet shop again. Let's take a rain check on this for now.
Instead, let's think about these silver mitts we got. They let us carry the burger despite the fact that it's too hot to hold. That's not the
only heat they can protect us against. Remember these guys?
They killed us last time when we tried to grab them.
This time will be
different.
:GET DEVIL
You grasp the lightning bolt firmly and hear a sizzling sound. It jumps about in your hands, but you manage to put it in the jar.
You got a jar with a devil in it.
:LOOK JAR
A small Red Devil is inside.
Without the mitts being worn, as we saw awhile back, this kills us. With the mitts, but without the jar, "It jumps out of your grasp and strikes the ground." With both, we now have a permanent light source that doesn't require safety gloves. It turns out that burgers are strictly subpar when it comes to light sources.
Now we head back to the well, get the all-clear from Ennio, breeze past the Philbert,
don't press the Monster Release button, chill with the Jawdawg a bit, unlock the gate,
don't open it, and then head back the way we came. And since we didn't press the button, we don't get this message halting our return:
You look ahead and see that steelbars are stopping you from going any further east.
Instead, we proceed to the Philbert's lair, and face a complication.
Ennio says, "I smell Snarlmeat!"
If we keep going east, Snarl kills us again. Apparently he just hangs out at the bottom of the well when he's not in the pet shop? The solution here is to wait him out. I alternate :WEST and :EAST until Ennio stops warning me, and then we're free to head back out the well. Our jar of lightning is serving us very well here; I'm not sure I'd have trusted the burger to last a long enough time.
A little more walking takes us back to the front side of the gate:
We can't open it, though, as we saw last time, these guys aren't just weirdos. They're
guards.
:OPEN GATE
The eye creature darts out and rings the bell. Suddenly the gate smashes open. It's the Snarl! He points in your direction, and out of the blackness the Jawdawg races toward you, leaping for your throat in one slavering motion. You die a most unpleasant death.
We aren't going to be able to make use of this gate, from either direction, until we do something about them. Let's scout the area a little more. Reload back to just after we escaped the well, and then just keep heading north until we can't anymore. This basically follows our underground path, just above ground. We're stopped by the wall around his lawn.
The ground feels spongy and dust billows up with each footstep. Large mushroom growths encrust the tree trunks, looming eerily in the dim light. A musty odor permeates the air. A high brick wall, thick with ivy, is directly ahead.
:LOOK WALL
The brick wall, thick with ivy, is topped with shards of embedded broken glass, curls of barbed wire and tiny electric eyes.
:LOOK IVY
It's dark green.
:CLIMB WALL
Your hands scrape along the surface for some niche but find no purchase or toehold.
:CLIMB IVY
The ivy rips and you fall to the ground, unscathed.
:ENNIO TELL ME ABOUT IVY
"Ivy is one of those very tass things. That's all I know."
Mike and Muffy Berlyn, the two main designers, were also teachers at Harvard. Harvard is an Ivy League school, and its motto is "Veritas". In a later interview, he acknowledged that "Tass" as an adjective here was a joke amongst him and his students, turning "Veritas" into "very tass".
This is acknowledging the inside joke; Harvard's an Ivy; it is Very Tass, so ivy is one of those very tass things.
None of this helps us. We need to defeat The Heinous Nose Beast. Most of our forest hiking has been narrating how choking and blinding all the mushroom spores around here are. Perhaps they will work on noses and eyes beyond our own?
:GET MUSHROOM
You manage to get a lasagna-thick chunk of it.
Yum, lasagna!
:EAT MUSHROOM
It tastes musky. You see Timothy Leary approaching, but he laughs and disappears. You decide it's best not to eat anymore.
Yeah, it's best not to, but it doesn't track it or anything. We'll just get some more, and head back to the gate. We see a few new rooms along the way...
The descriptions are basically the same all the way around here, just altering which way the brick wall is. Confusingly, it describes it as "to our left" as we approach or leave, instead of "to our west" or whatever.
Finally we return to the guards.
:THROW MUSHROOM AT NOSE
The dust cloud of spores from the mushroom floats over the creature's bulbous nose, crippling it in a sneezing fit.
The dust cloud of spores from the mushroom floats over the eye creature, causing its large sad eye to swell shut.
Wow, rude. Of us.
:OPEN GATE
The gate creaks open in the dim light.
:W
You're at the eastern end of an east and west path through Snarl's estate. A gate in the brick wall to the east can be easily seen. The lawn continues to the north and the south.
We've made it. The path is clear. We now have full access to Snarl's house. Time to head back to Ennio's office to trade out some inventory. Now that we have a permanent light source and free access to the lawn, we can dump a fair bit of inventory.
We're some ways away from beating the game, still. But this might well be the last time we have to come here.