 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 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.  

 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.  

 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.  

 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.  

 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.  

 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 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.