Where do I go, to start?
You can ENTER the passage or go IN.
What's with all the scenery?
The name list should make it obvious.
What's with the name list?
All the first and last names make anagrams.
What's the odor?
Make it a DOOR.
Can I do anything with the bolt?
You can enter the door after this, though you won't get maximum points.
Can I do anything with the bulge?
You can enter the door after this, though you won't get maximum points.
What's the toga doing here?
Once you've made the goat, just go IN.
Is there anything else to do here?
This is a seven-letter puzzle and, thus, maybe a bit tough for early on. And you have no cluing device.
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You can SLANDER the snarled darnels for an extra point.
Do I need to do anything with the getaway gateway?
You'll also read some cues about red letters.
How do I get someone to help me?
The mega-ant is all red. So it is all wrong, as the board says: seeing red means you're seeing things all wrong.
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You can place the A's with one more clue, in particular, A TAN GEM won't help you, and it should be a lot easier.
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-A---A-. Tengama (from the nametag,) Mt. Egana and E.g, man ta! (Ta meaning goodbye) cut things down even more.
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GATEMAN. With or without the space.
What do I talk to the gateman about?
He has some advice, like about the Inclusion-Exclusion Principle. The numbers aren't important, and it duplicates what's on the broad board, but hey.
What does CERTIFY/RECTIFY do?
You can try both of them if you want.
What does RECUSE/SECURE do?
This is set for good once you leave the next room.
Which gadget setting is best?
Sometimes there'll be red clues telling you what's wrong. Those can add to either.
Is the dollhouse critical?
You can flip the ATTICS back, too, to get comfortable with the gadget.