SINGLE-PLAYER MODE
EPISODE 1: MYSTERY OF LOST STUFF
The title of each episode will start in “Fragglish” but quickly transition to the relevant human language. Again, I’m going to assume the Gerry Parkes Doc, because it’s the only one I know. The title will be superimposed over the exterior shot of Doc’s Workshop. When the title fades, the scene cuts to the interior.
Cinema:
Doc (flustered, searching around the workshop): Sprocket!
Sprocket (jumps up on his hind legs, putting his front paws on the workbench): Hmm?
Doc: I’m in a real mess, Sprocket! I can’t get into the Captain’s Inn.
Sprocket (pantomimes putting in a key and twisting it)
Doc (stops searching, sighing, nodding): Yes, yes, boy. Don’t you think I’ve tried opening the key with the lock – I mean, the lock with the key? I nearly broke it in half trying to make it work and I can’t get in!
Sprocket (grabs phone off the bench and offers Doc the receiver)
Doc (shaking his head): I can’t do that, boy! Ms. Ardath -- *gets closer to Sprocket and bends down, his voice quieting* -- Ms. Ardath would think me a senile old man if I asked her why I can’t get --. *gasps, leaning against the bench for support as though he’s had a terrible revelation* Sprocket – what if it’s not the key? What if – what if it’s me?
Sprocket (thoroughly confused): Hmm?
Doc (straining to remain standing): What if – what if she fired me and changed the locks?
Sprocket (dismissively): Awww ….
Doc (goes to sit down in a big rocking chair near the bench): I’m serious, Sprocket. *thinking* It must have been that customer who kept griping about the air conditioning. He kept telling me he was hot, even when I had the thermostat so low icicles started to hang from his eyebrows.
Sprocket (snickers)
Doc (continues to sit in the rocking chair with a worried expression)
The camera starts to sink until it goes through the floor and past layers of dirt, including cutaways of various Doozer-sized tunnels with various goings-on occurring through them, such as Doozers working on pipes or building Doozer stick paths. The camera sinks some more until we see get to Gobo and Wembley’s room. The camera then heads forward, through one of the “windows” just to the left of the entrance to their room, following the tunnel left, which is lined with ferns and tiny crystalline specks, past some meanderings until it reaches the southeastern corner of the Great Hall.
The Great Hall is a very large cave, roughly a half-square mile. The whole of Fraggle Rock will be roughly twenty square miles, not counting Doc’s Workshop and the Gorg’s kingdom. It is vaguely dome-shaped, with a rounded square floor bordered by cave walls that go up and arch toward the ceiling, just north of the midpoint, where the opening leading to the Gorg Well is. The cave is divided into two sections by two rock arches angled like the letter V, with the point pointing north. Near the right or eastern rock arch is the Fraggle Horn, which is a tuba-like instrument. As the camera continues into the Great Hall, we see the southern smaller section as a flat area with just a few stalactites and stalagmites. Fraggles are playing Rock Hockey and Doozers can be seen on various Doozer stick and rocky ramps, transporting supplies. Past the rock arches, right underneath the Gorg Well opening is the Fraggle Pond, which is about thirty feet in diameter. To the north of Fraggle Pond is a set of four cliffs of differing heights up the cave wall, where Fraggles and other creatures can be seen going about their daily business. The camera, though, stops at the Fraggle Pond, where Gobo is strumming his guitar and watching Red swimming in the pond. Boober and Wembley run up to them in a panic from the north end of the Great Hall.
Boober (highly agitated): Doom! Despair! Oh, woe!
Wembley (trying to copy Boober’s attitude): Woe!
Boober (grabs Gobo): It’s the end of the world as we know it!
Wembley (nods): As we know it!
Boober (whips around, curtly to Wembley): Stop that!
Wembley (lowers head): Sorry.
Gobo (trying to pry Boober’s hands off his shirt): Okay, okay, Boober. Now, what’s the big danger this time?
Red (her head popping out of the Fraggle Pond): Uncle Matt must be coming back!
Gobo (angrily to Red): Cut that out, Red! You don’t have half the bravery of my Uncle Matt!
Red (laughs haughtily): Oh-ho! You’re right, Gobo – I have triple the bravery of your uncle! *giggles* Of course, so does everyone else in the Rock – except maybe Wembley.
Wembley (to Gobo): Yeah! *pauses, to Red* Huh?
Boober (to Gobo): All of your maps are missing!
Gobo: What? How did they get “missing”?
Wembley: Well, see, Boober and I were looking for new stuff and we needed to kinda borrow the maps and then we found this really neat nest of spiderflies, but then that scary sucker moth showed up and tried to suck up all the spiderflies, so I used the maps --.
Gobo (trying to remain calm): Just … tell … me … what … happened.
Boober (gulps): We … sorta … lost control when the wind blew all the maps down a ravine.
Gobo (sighs): Is that it?
Boober and Wembley (look at each other)
Gobo: What else could there be?
Wembley (trying to sound unworried): Oh, well, it’s really nothing. Except --.
Boober (backs away a couple of feet): We, uh, also … happened to notice … *whispers* Uncle Matt’s postcards are missing from your room.
Gobo (jumps up and nearly falls into the Fraggle Pond): WHAT?
Wembley (meekly): Y-y-y-you’re not mad at us, are you, Gobo?
Gobo (suddenly calm): Why, no, Wembley. Whatever is there to be mad about?
Wembley (sighs with relief): Whew! That’s good! I was beginning to think you would be really angry about us losing all of your maps and now the collection of your uncle’s most cherished memories of explorations of Outer Space is missing ….
Gobo (lunges toward Wembley and Boober, who scream, but Red jumps out of the Pond and bear hugs him to keep him from killing them)
End cinema.
An in-game conversation then begins.
Gobo (still being held in place by Red): Go down that ravine and get my maps back, Boober!
Boober (cowering behind a stalagmite): You’re the explorer, Gobo! Wouldn’t it be safer if you went to go find them? I mean, it is your job to explore. I’d just come down with hives or something.
Wembley (starts to walk away, whistling)
Gobo (growling): You’re coming with me, Wembley.
Wembley (stops abruptly): What? Why me?
Gobo (is finally let go by Red): You were there when they got lost. You can help me find them. Fraggle Rock is huge. There are nearly infinite tunnels and caves to search.
Boober: Well, not really.
Gobo (to Boober): What does that mean?
Boober (twirling his scarf in his fingers): Well, it turns out that some tunnels and caves are now blocked off by some awful wall of air. *points to a tunnel with a pipe coming out of it and emptying into the Fraggle Pond* That’s pretty much the only tunnel we can use.
Wembley: Don’t forget the Falling Rock Zone Tunnel.
Boober (nods): Right.
Red (alarmed): But that means I can’t get back to my room! What about Mokey? She’s still feeding Lanford!
Gobo: Red, we’ll work on one mystery at a time.
Red (puts hands on hips): And your uncle’s silly postcards are more important than my room?
Gobo (turns away, grabbing Wembley by the shirt): Much more. My Uncle Matt’s postcards are part of Fraggle lore. Your room is just a place to put all your exercise equipment.
Red (grabs Gobo angrily): You --!
Boober (pries her away): We’ll try another way, Red. Let’s go get Mokey and Gobo and Wembley can get the maps and postcards back.
At last, you gain control of Gobo. Wembley will tag along. If you have Audio Assistance checked from the Main Menu, Wembley will comment on various things to help you navigate.
There are four main tunnels connecting to the Great Hall. There is a pipe that leads from the Fraggle Pond to a tunnel entrance on the west (or left) side of the Great Hall. This tunnel shall be henceforth named Pipe Tunnel, as it is the only one with pipes in it. After heading into the tunnel from the entrance, the tunnel itself runs north-south. First, we shall head north. Wembley will comment on the pipes and any little critters they run across, such as inkspots and toe ticklers. Eventually, the pipes will turn left abruptly. Following them will lead to the Brick Tunnel which ends up in a small cave just behind Doc’s wall where a Fraggle Hole is located. If Gobo approaches the Fraggle Hole, the hole darkens as a wooden box blocks it.
Doc’s voice: I’m telling you, Sprocket – I’m not calling Ms. Ardath.
Sprocket’s voice (whimpers)
Doc’s voice: I’ll move that box as soon as I get the bench straightened up, so stop your whimpering.
When the pipes go left, there is another tunnel heading northwest. It leads to Echo Hole, which is a long vertical shaft. A narrow rock bridge arches over the round deep cavern.
Gobo: Careful, Wembley. If we lose our balance, it’s a long way down.
Wembley: How long?
Gobo: Do you know how many seasons the World’s Oldest Fraggle has lived?
Wembley: Yeah….
Gobo: If a Fraggle foot is like a season, it’s that long.
Wembely: What about a Fraggle thumb?
Gobo (sighs): Wembley….
A command prompt will appear as Gobo and Wembley go across the bridge. If they are tilting, commands for either L1 or L2 will appear. The player has only a few seconds to press the correct button in order to keep Gobo from falling. Falling is instant Game Over, where the Storyteller will sing a sad ballad about Gobo and Wembley falling into Echo Hole. The tunnel that connects Pipe Tunnel to Echo Hole will be called Echo Tunnel. Echo Tunnel continues past Echo Hole and begins to branch on the left and right. This is the start of the Great Outer Maze, which is a large square cave with lots of branching paths and several mirk monsters, which are gigantic bony creatures that live in crevices, their spindly hands grabbing any Fraggle that lurks too long in front of them. However, they have a hard time fitting a Fraggle through the crevice, so soon the Fraggle is released.
Fraggles can be injured in this game. Each time a Fraggle is injured, a new bandage appears somewhere on his or her body. When they’re wrapped up like a mummy, it’s Game Over, though unless otherwise specified, Game Over will be a screen of the heavily injured Fraggle resting uncomfortably in his or her bed. Fraggle foods and medicines can be used to recover health. Some can be found in nooks along tunnels. Others can be found in the Fraggle Kitchen, but it is not accessible yet.
The northeast corner of the Great Outer Maze has a cave blocked by a large boulder. This is where the Invisible Gargoyle is trapped. There are struggling noises behind this boulder. Several yards from this is a similar boulder, but no sounds come from it when approached. The one that holds the Invisible Gargoyle also has an accompanying prompt to push the boulder away. Doing so starts a sub-mission where you must re-trap the Invisible Gargoyle and avoid getting other Fraggles hurt, preferably by keeping it away from the Great Hall. This will become more complicated as more tunnels become accessible later in the game.
The western wall, along the midpoint, of the Great Outer Maze is the Terrible Tunnel, which is perpendicular to the western Maze wall. Getting trapped in the Terrible Tunnel, hitting the back of the cave, is another instance of a Game Over where the Storyteller will sing a sad ballad regarding your loss.
There is a small tunnel, in the middle of which is a small cave containing Balancing Boulder, which will be named Maze Tunnel. It leads to Falling Rock Tunnel, which is the other main tunnel.
Falling Rock Tunnel is a long tunnel starting in the northwest corner of the Great Hall. It has several Doozer-made signs showing falling rocks. Also, there are boulders that fall from various angles in the ceiling and the walls of the tunnel. It will only take four hits to incapacitate a Fraggle. It heads northwest before turning east. When it turns east, the falling rocks stop. The tunnel continues east in a straight line and has caves belonging to the older Fraggles. The first one on the left is Storyteller’s room, which is the only one with a thin stone door. On the right, several yards from Storyteller’s, is World’s Oldest Fraggle’s room, which is very plain. At the very end is Convincing John’s room, which has curtains hanging in front of three small nooks in his room. Each Fraggle can be talked to in his or her room two times for two different conversations in each episode.
Storyteller Conversation 1:
Storyteller: I take it you two are here for a story?
Gobo (nods): Yes, I need to know how to find Matt’s postcards, Storyteller. They’re lost.
Storyteller (sighs happily): Oh, that handsome Fraggle. He’s always going on adventures.
Wembley (whispers to Gobo): This might take her awhile.
Storyteller Conversation 2:
Storyteller (curtly): You’re not going to leave before the end of the story, are you?
Wembley: Of course not! This is an important quest!
Storyteller (nods): Okay! Well, the other day, when Matthew Fraggle was going in and out of the tunnels to that T. Matthew Fraggle room he discovered with you, young Gobo, he found --.
Gobo: The postcards?
Storyteller (angrily): No! You young Fraggles are always interrupting! Why don’t you go find those postcards yourself?
World’s Oldest Conversation 1:
World’s Oldest (snoring)
Gobo: Hm. Guess he’s not going to be much help. I wonder what he knows about Uncle Matt’s postcards.
World’s Oldest Conversation 2:
World’s Oldest (pacing the room)
Gobo: Uh, excuse me? Do you know where my Uncle Matt’s postcards are?
World’s Oldest: Eh? Why, if it isn’t Matthew Fraggle. *pause* Dyed your hair, huh? You always were the colorful type, Matt.
Gobo (chuckles uncomfortably): Actually, uh, World’s Oldest Fraggle --.
World’s Oldest: No, that’s me. You’re Matt.
Gobo: No, I’m Gobo.
World’s Oldest: I know that! *bops Gobo on the snout with a stick*
Convincing John Conversation 1:
Gobo: Uh, Convincing John, I was hoping you could --.
Convincing John (begins to sing, with accompaniment from the Fragglettes): Now listen to me, Fraggles, what you’re looking for is a gaggle! You can search all of Fraggle Rock until you’re blue!
Fragglettes: You’re blue!
Wembley: Well, green.
Convincing John: But there’s a mighty day a-comin’, when all the Fraggles will be hummin’, that findin’ all those postcards are what you gotta do!
Fragglettes: Gotta do!
Convincing John Conversation 2:
Convincing John and the Fragglettes (singing): Listen to Convincing John! All your troubles will be gone! He’s gonna tell it, spell it, sell it – just for you! Listen to Convincing John! All your troubles will be gone! He’s gonna tell it, spell it, sell it – just for you!
In each episode, there are five postcards that can be found. This episode won’t end until you’ve found all five, but in other episodes, it is more of a side mission. Each postcard you collect unlocks a video in the Extras menu, showing Uncle Matt clips from the show.
One postcard can be found in a nook in Pipe Tunnel. Another one can be found near the hole to Outer Space. A third one can be found near the bridge in Echo Hole. A fourth one is just inside the Terrible Tunnel’s mouth. A fifth is in the Storyteller’s room. Upon collecting the fifth one, a cinema starts.
Cinema:
In Doc’s workshop, Doc enters as Sprocket awaits him from his doggie bed.
Doc (smiling): I’ve been such a fool, boy.
Sprocket (wags tail)
Doc (nods): Yes. You see, I just met Betty on the way home. She said she bought some new doorknobs. I was getting so upset over my keys not working that I failed to notice. She’s trying to improve the look of the Captain’s Inn. *chuckles* She left me new keys under my doormat.
Sprocket (barks happily)
Doc (grins): And to think – I thought I was getting fired. *rubs Sprocket’s head* It just goes to show you, Sprocket – some things are never lost … they just haven’t been found yet. *chuckles*
Sprocket (nods, tail wagging)
End cinema.
Trophy: The Other Day
Complete Episode 1.