qolelis on 1/5/2008 at 14:16
Smoke and Shadow:
Mission 1: "Case the joint"
Garrett must find a joint and place it in a box.
Mission 2: "No smoke without fire"
Garrett must smoke the joint.
Mission 3: "Star Trek"
Garrett flies over the rooftops and reach for the stars. He must steal two
stars and put them in his lady friend's eyes.
Mission 4: "Kidnap"
Garrett's lady friend is screaming in pain outside, but a young goat has
fallen asleep outside Garrett's door, so he can't get out. He must get out
without waking up the young goat.
Mission 5: "The same boat"
Garrett's lady friend started burning as the stars entered her eye sockets.
Garrett must sit in the same boat. This can be done in one of three ways:
1) Create a virus in a laboratory and expose himself to it, so as to catch a fever.
2) Grow a spice plant and wait for it to bear fruit. Eat the very spicy fruits.
3) Open up a lava stream somehow and jump into it.
Mission 6: "Robe a bank"
Garrett must cover a bank with a robe in order to put out the fire. He cannot find a bank, but soon realizes
that "bank" in this case meant a steep slope down to a river or lake (like a wharf).
Mission 7: "Damsel in distress"
A fisherman from far away lands today's catch. A damsel fish slips out of
the net and is left behind in the middle of the cobbled street. The damsel fish
of course represents Garrett's soul, so he must rescue the fish or else he will
die inside.
Mission 8: "Ambush"
A white cat is lying in a bush in a backalley behind a tavern: "Rats be wise
to scurry elsewhere." The skeleton of a fish lies nearby. Laughter and voices from inside. White lilies on the ground.
The cat's eyes are still open, motionless. Rats come in hundreds and eat the cat,
skin and bone. Garrett must find out what this has to do with anything, but first
he must get away from the rats by finding the woman with really flat hair. She will
pay him for giving her hair volume again (as by use of a rat).
Mission 9: "'ware house"
A house is on a collision course with The City. Garrett has to get in touch
with the spirits and find out what the house wants. It turns out that this is
the way The City was built: Houses came flying from outer space and landed on
top of, or next to, the other houses.
Mission 10: "Blackmail"
A messenger delivers a black envelope to Garrett. He opens it and it contains
a wift of a distant smell. The smell reminds Garrett of past things: "Someone had
died and the room was filled with white lilies." Garrett must find out who
sent the envelope and why. It turns out that Garrett wasn't supposed to see
that house come flying, so now his days has been numbered by Death.
Mission 11: "Eavesdropping"
Garrett must listen in on a dying man's last words and locate death's house.
Mission 12: "Courier"
Garrett must follow the dead man. Death's house is the oldest, and first,
house of The City. Garrett must break into death's house and unnumber his
days, but only the dead may enter... The house is only the waiting room and
to enter death's realm Garrett must kill himself first.
Mission 13: "The Age of the Wooden Shoe"
Robust women in wooden shoes dance a polka over Garrett's grave. He must make
them stop if he wants to stay dead. It turns out that he has forgotten his
real mission, so instead he must carve his own wooden shoes out of one single
piece of wood and join the polka until he wakes up from this weird trip.
Mission 14: "Trail"
After waking up from Death's trippy trick, Garrett now finds himself in
death's realm as before and he must get back to life by following the trail
of life that every new soul leaves behind when entering. The trail will soon
vanish, so he must hurry.
Mission 15: "Framed"
Death is pissed at Garrett for getting away. Death comes out of every painting
that Garrett looks at. Garrett must find the final frame and put Death back
into the picture and then burn it.