               BUREAUCRACY is an Infocom  Interactive Fiction Plus  by
          Douglas Adams and  the staff  of Infocom. It's  a zany  game
          filled difficult  puzzles.  Merlin  and I  played  the  game
          together, and without his help and encouragement, I'd  still
          be stuck at 5 (or maybe 6) points. Special thanks to  Merlin
          for making  this walkthru  possible!  As with  most  Infocom
          games, there  may  be  alternate  solutions.  This  walkthru
          offers one possible solution.

               You have left  your previous job  to accept  employment
          with Happitec and you have moved to a new address.  Happitec
          is sending you on a vacation to Paris. All you have to do is
          wait for the money order  which Happitec is sending to  you,
          pick up  your plane  ticket,  and board  the plane.  So  you
          think!  It seems the removals company has misplaced all your
          belongings. The Change  of Address  card which  you were  to
          file somehow got sent to your old address. The new owner  of
          your old home  sent your mail  to your old  bank. Check  out
          your wallet  and you'll  find  that you  have no  money,  an
          expired US  Excess card  and a  Beezer card.  Your new  home
          contains a  few meager  possession, i.e.,  your  Boysenberry
          computer,  a   telephone/answering   machine   and   a   few
          miscellaneous items. Take everything you can for you'll need
          everything you can find  to solve this  game. Listen to  the
          messages on  the telephone/answering  machine. Consult  your
          Address Book and call all the numbers listed. You'll learn a
          lot by doing this.

               The doorbell rings. Chowmail  Overnite is delivering  a
          large bag of  Llamex(R) brand High-Fibre  Llama Treats.  You
          didn't order it, the address is wrong; but, you'll never  be
          able to explain anything to  the delivery man, so just  give
          him your Beezer card. You are  now the proud owner of a  bag
          of llama treats!

               There's nothing else  to do  in the house  for now,  so
          explore your new  neighborhood starting  with your  mailbox.
          The mail  found in  each location  seems to  be random.  For
          example, in one game you might find a leaflet in the mailbox
          and in another game find a flyer in the mailbox. That  isn't
          important. The postage is important so try to remember  what
          type of postage was used and the order in which you find it.
          The mail you find in your mailbox has a postage stamp on it.

               Go to  the bookstore.  You'll  notice it's  actually  a
          software store. Talk to the  clerk. Ask him about  software.
          He'll offer you a  *special* cart which  he keeps under  the
          counter. SHOW the game cartridge to the clerk. He'll take it



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          and give you a Recipe Cart. I  found that I got a point  for
          this, but did not get a point if I said TRADE cartridges.

                  YOUR SCORE IS NOW 1 OF A POSSIBLE 21 POINTS.

               Go to the Travel Agency.  Give the letter to the  Agent
          and get your round-trip ticket to Paris.

                  YOUR SCORE IS NOW 2 OF A POSSIBLE 21 POINTS.

               Go to  the bank  and try  to file  a  Change-of-Address
          form. Lots of luck! The bank has already sent you a  Change-
          of-Address form and one is all  you are allowed. Too bad  it
          was sent to your old address.

               Go to  the  old  tenement building.  There  are  stairs
          leading up and a door in the south wall. Nothing can be done
          about the blank wall at the top of the stairs, so forget it.
          Knock on the south  door. A voice will  answer and the  door
          will open.  Enter the  flat  which is  occupied by  a  mousy
          little man.   Seems he  collects stamps. You  will see  some
          mail in the floor but the man won't let you pick it up. Show
          the stamped envelope to the man.  He'll grab it and run  out
          of the flat.  Pick up  the mail. Notice  the Postal  Service
          sticker.

                  YOUR SCORE IS NOW 3 OF A POSSIBLE 21 POINTS.

               By this time you will probably be getting hungry, so go
          to the Restaurant.  The  waitress will take your order  then
          return to  tell  you that  your  order  was lost  due  to  a
          computer crash. Of course, it's  her break time, so  someone
          else will  take your  order. You  must go  through the  long
          ordering process all over again. Wait for your order and eat
          whatever you get.

                  YOUR SCORE IS NOW 4 OF A POSSIBLE 21 POINTS.

               You have no  money to pay  the bill, so  sneak out  the
          back door of the restaurant  into the alley. From the  alley
          you can squeeze  through a  gap in  the fence  to arrive  at
          Behind Mansion. Enter the  back door of  the mansion.   Here
          you'll find a  macaw sitting on  a perch. You  can see  some
          mail under the  perch but the  macaw will not  allow you  to
          take it. Go into the Trophy  Room. It's a good idea to  save
          the game first  bcause the old  woman shoots.   Make a  fast
          exit. Go to the front door of the mansion and ring the bell,
          then beat feet to the back door. Return to the Trophy  Room,
          grab the painting  of Ronald  W. Reagan and  exit. Show  the
          painting to  the macaw  then take  the mail  from under  the
          perch. Notice the Postal Service sticker.



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                      YOUR SCORE IS NOW 5 OF A POSSIBLE 21.

               Go to the  llama farm.  Open the bag  of llama  treats.
          Push the bag through the mailbox  so that it falls into  the
          trough. While the llama is eating the treats, take the  mail
          from the trough. Notice the Postal Service sticker.

                      YOUR SCORE IS NOW 6 OF A POSSIBLE 21.

               Try to enter the farmhouse.  The door won't budge.  You
          must go away and return later. Go south to the gate. There's
          an intercom at the gate. It will crackle to life and a voice
          will say, "Unfortunately,  there's a radio  connected to  my
          brain." Could this be a password? Go back to the  farmhouse.
          A heavily armed  man resembling Woody  Allen will appear  in
          the doorway. He is rather dazed  -- not sure where he is  or
          who you are. Say: "Unfortunately, there's a radio  connected
          to my brain." He will respond with: "Actually, it's the  BBC
          controlling us from London."  You can try more  conversation
          or merely wait for him to leave. Return to the gate.

               Again,  the   voice  over   the  intercom   will   say,
          "Unfortunately, there's a radio connected to my brain."  You
          must say,  "Actually,  it's  the  BBC  controlling  us  from
          London." The gate will open. Enter the Foyer.

               You'll  meet  the  paranoid  owner  of  the  house  and
          discover  the  armed   man  is  here   also.  The   paranoid
          householder suspects you are an imposter so he will ask  you
          a series of questions. To  answer correctly, you must  refer
          to the "Popular Paranoia" magazine which is included in your
          game package. One wrong answer and you're dead. Answer  them
          all correctly and you'll find yourself in a gaol cell in the
          basement of the paranoid's house.

               Examine the gaol door. Try cutting the molybdenum  bars
          with the hacksaw. The armed man will give you the Swiss army
          knife. Examination of the knife will reveal a button  marked
          POWER SAW and a lever marked GENERATOR. Push the button then
          pull the lever. Examine both the saw and the generator. Take
          the power saw  and plug it  into the generator.  Get on  the
          gnerator (it resembles a bicycle) and start pedaling.  Oops!
          You can't reach the bars while sitting on the generator,  so
          give the power saw to the armed man. He'll cut the door open
          for you. It's best to stall around in the Basement  allowing
          the armed man to go up  the stairs before you. The  paranoid
          man and the armed man will  depart. You'll see some mail  in
          the foyer. Don't be surprised if you can't pick up the money
          order which you want so badly. Take the envelope.





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                      YOUR SCORE IS NOW 7 OF A POSSIBLE 21.

               The envelope contains a memo and a cheque. The check is
          drawn on the  Fillmore Fiduciary  Trust in the  amount of  -
          $75.00. Yes, that's  a minus sign.   Go to  the bank. Get  a
          withdrawal slip. Fill  it out  then take it  to the  Deposit
          window. Give  the  cheque and  the  withdrawal slip  to  the
          teller. You are depositing  -$75.00 using a withdrawal  slip
          which is the negative  of a deposit  slip, negative -$75  is
          $75. Makes perfect  sense. Then  go back  to the  withdrawal
          window.  Fill  out  another  withdrawal  slip  and  withdraw
          $75.00.

                      YOUR SCORE IS NOW 8 OF A POSSIBLE 21.

               Now that you have  money, you might  want to return  to
          the restaurant to pay your bill.

               You are  ready  to  go to  the  Airport.  Call  Getlost
          Airport Cab (number listed in  your Address Book). Wait  for
          the taxi.

               Oh, the Airport is a fun place! Since you have an Omnia
          Gallia ticket, you  should go directly  to the Omnia  Gallia
          desk.  Alas,  Omnia  Gallia  has  been  sold.  For   further
          information you must go to the Air Galagasa desk. How do you
          find it? Well, the way that worked for me was going back  to
          the airport entrance, then going through Lost and Found. Air
          Zalagasa seems to be north of the Lost and Found. It doesn't
          matter how  early or  late you  arrive at  the Air  Zalagasa
          desk. A fat  man will  always be in  line ahead  of you  and
          he'll cause you to miss the  plane. Not to worry. When  your
          turn finally  comes, give  the Omnia  Gallia ticket  to  the
          clerk in exchange for an Air Zalagasa ticket.

                      YOUR SCORE IS NOW 9 OF A POSSIBLE 21.

               Once you  have  the Air  Zalagasa  ticket in  your  hot
          little hand, go south  one move and  climb the pillar.  Open
          the grate and climb up the duct. You'll eventually reach the
          Control Tower. A console  radio will crackle, "Air  Zalagasa
          flight  42   requests   permission  to   take   off."   Say:
          "Controller, permission denied." Go back  to the top of  the
          pillar and examine  the speaker.   Pull red  wire then  pull
          black wire. Connect red wire  to black wire. You have  short
          circuited all the speakers in the terminal. The applaluse of
          the crowd is deafening!

                     YOUR SCORE IS NOW 11 OF A POSSIBLE 21.





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               Before you know what's happening, you'll find  yourself
          on the plane in seat  3B. Shortly thereafter, the  attendant
          will bring you a  bowl of llama stew.  Eat the stew and  you
          die. Refuse to eat it  and you die. How  can you get rid  of
          the stew? The only way  I could get rid  of it was to  cause
          the seat ahead of me to recline, thus spilling the stew.  By
          wearing the headphones, changing seats, and pushing buttons,
          you'll learn that the  whole system is  mixed up. The  light
          button reclines the seats but  you'll have to experiment  to
          determine which light button  controls which seat.   (Thanks
          again to Merlin for his help!)

               Here's one way  to do it:  Before the attendant  brings
          the stew, move to Seat 3C.  Wait a few turns. The  attendant
          will bring the  stew. Leave  it on your  fold-out table  and
          move to  Seat  8D.  Push the  light  button  which  actually
          reclines the seat ahead of Seat 3C. That seat will  recline,
          thus spilling the stew.

               After the stew  is spilled, return  to Seat 3C.  You'll
          see a small piece of  laminated card. Examine this and  take
          note of  the  words  "STINGLAI  KA'ABI."  There  will  be  a
          telephone call for you, so go to the phone. Most likely,  it
          will be the waitress asking about the tip you left her.  The
          line  will  be  disconnected  and  you'll  overhear  another
          conversation. About this time the flight attendant will  ask
          you to return to your seat; however, she will linger, giving
          you a  chance  to  talk to  her.  Say:  Attendant,  STINGLAI
          KA'ABI. You'll receive a  parachute. Go to  the rear of  the
          plane, open hatch, and jump out.

                     YOUR SCORE IS NOW 12 OF A POSSIBLE 21.

               My Gawd! One strap of  your parachute is caught in  the
          plane's hatch. This can be  deadly. Chances are you'll  soon
          be falling  without a  parachute! Knock  on the  hatch.  The
          attendant  will  open  it,  freeing  your  parachute  strap.
          Falling! Don't forget to pull the rip cord.

               Hanging from a tree! Yep, you landed in a tree. Get out
          of the parachute. Splash!

               You are now  in a  cooking pot. Okay,  the natives  are
          hungry, so give them a good recipe. Boot up your Boysenberry
          and insert the  Recipe Cart.  The natives will  give you  an
          unlabelled cartridge  and  return your  lost  address  book.
          Don't ask me how they got it.

                     YOUR SCORE IS NOW 14 OF A POSSIBLE 21.





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               You are now in the  Antechamber. Not clear how you  got
          here. You'll see a closed locker  door in the west wall  and
          an exit to the  east. Examine the locker  door and read  the
          sign. The left handle is  pointing up. The middle handle  is
          pointing down. The right handle  is pointing up. It's a  key
          of sorts. A general knowledge of binary helps. Okay,  here's
          a solution:

               (1) Turn  left handle  and middle  handle. You  hear  a
          click inside the
                   door.

               (2) Turn left handle and right handle. You hear a click
          inside the
                   door.

               (3) Turn  left handle  and middle  handle. You  hear  a
          sharp click, as if
                   something inside the door had moved. Open door.

                     YOUR SCORE IS NOW 15 OF A POSSIBLE 21.

               Enter the locker and  take the magnetic key-card.  Then
          go east.

               You're in the  Switchgear Rooms; it's  a maze! Time  to
          use your  Boysenberry  computer, so  insert  the  unlabelled
          cartridge. Remember, earlier in this walkthru I advised  you
          to notice the Postal Service stickers and the order in which
          you found them.  Hope you paid  attention, because you  need
          that info now. I found the Postal stickers in this order: C,
          D, E and  B.   The computer  program (unlabelled  cartridge)
          gives you a list of  commands: CLEAR, NOOZ, PRINTB,  PRINTC,
          PRINTD, PRINTE. You  must select the  PRINT commands in  the
          same order  that  you  found the  postal  stickers.  I  used
          PRINTC, PRINTD, PRINTE, and PRINTB because that's the  order
          in which I  found the  postal stickers. When  you have  done
          this, you  should have  a complete  message on  the  screen.
          Can't read it? Oh,  I forget to tell  you: read from top  to
          bottom one letter  at a time.  Using these instructions  you
          should be able  to find  your way  through the  maze to  the
          Airlock.

               In the Airlock,  put the  key-card in  the card  reader
          slot. You'll hear a  bolt snapping back.  Open the door.  It
          will take several tries. Enter the Persecution Complex!

                     YOUR SCORE IS NOW 17 OF A POSSIBLE 21.

               The Persecution Complex  is a long  hall running  west.
          There are  TV screens  on each  side of  the hall.  Go  west



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          looking at the screens on either side as you go. At the  end
          of the  hall  you'll  find  a modular  plug.  Plug  in  your
          computer. You'll be asked for  ID and password. What?  Okay,
          take a look at your Address Book. Notice anything different?
          Right! The first address has  been changed. That's the  clue
          you need. Type in RANDOM-Q-HACKER for ID and  RAINBOW-TURTLE
          for password. Connection will be made. Use command DIR for a
          listing of programs, WHO for a listing of users, and TYP for
          some *interesting* tidbits.  You'll learn  that two  hackers
          have accessed  the system.  You  are one;  the nerd  is  the
          other.

               You'll also be  be advised  when the Nerd  is about  to
          access another file.   The  TYP command will  enable you  to
          learn of a  certain file  which should  NOT be  used with  a
          friendly computer. Hmmm,  what if  you changed  the name  of
          that file? So, change the name of DVH2.HAK to whatever  file
          the Nerd is preparing to  access. Example: Nerd is about  to
          access FIDUC.HAK.

               Change name  of  DVH2.HAK  to FICUC.HAK.  It  might  be
          necessary to first change the name of FIDUC.HAK to something
          else, but you'll have  plenty of time to  do that. By  doing
          this, you will cause  the Nerd to access  a file which  will
          destroy his own mainframe. Revenge  is sweet! Once you  have
          done this,  an  opening  to  the west  will  appear.  It  is
          *IMPORTANT* to run the PLANE.EXE program at some time before
          you reap your revenge. This will cause a plane to be sent to
          get you.

                     YOUR SCORE IS NOW 20 OF A POSSIBLE 21.

               Wait patiently  at the  Landing  Strip. The  plane  you
          summoned while using the  PLANE.EXE program will  eventually
          arrive.  You'll  be  taken  on  a  nice  plane  trip  and  a
          predictable taxi  ride,  arriving  at  the  Hallway  of  the
          Tenement.  From there,  go to your home.  You'll find a  new
          letter from Fiduciary  apologizing for  the problems  you've
          had. Enclosed in the letter  you'll find a ticket to  Paris,
          your checkbook and a new Beezer card. Congratulations...

                     YOUR SCORE IS NOW 21 OF A POSSIBLE 21.












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