

Considerations when finding case owner's middle name
Have you already found the case owner's first name?
The case owner's online profile will list their first name. You'll need the info it yeilds to proceed!
My "words of encouragement" video mentions that people like to use significant dates in reverse for passwords. After completing the login process on the Kingslet Case Company website, you can see the date the briefcase owner became a member: 1986. This is the significant date we're looking for. Reversing the number gives the combination for unlocking the zipper pouch: 6891
The video will have some helpful info near the end. Specifically for cracking into the locked zipper case!
Have you extracted some secret info from the printer test page?
The colored pencils from the locked zipper case will play a major roll (sp?) in figuring this one out!
The "crown" icon on the colored pencils, along the the color of each pencil, will help determine the initial placement on the printer test page.
With the pencils lined up correctly, the little pointers and little little brackets will indicate letters etched into the pencil.
Each zone (yellow, green and blue) has a set of indicators that will help spell out a word.
These sets of indicators are meant to show that the "pointers" should be used for indicating letters of the yellow pencil, while the "brackets" should be used for indicating letters on the blue pencil. This is important for figuring out which pencil and letter should be considered in the green section!
The printer test page instructions mention the use of a "rolling tool." So if you line up a pencil so that the crown icons perfectly overlap, you'll need to roll the pencil on the page up or down from there in order for the pointers and brackets to indicate the correct letters.
The letters indicated from lining up the yellow pencil, rolling it up and down should be R-E-P-A-I-R-S. It's important to note that the word, REPAIRS, came from the yellow section.
The letters indicated by the brackets after lining up and rolling the blue pencil will be, A-C-C-O-U-N-T-I-N-G. It's important to note that the word ACCOUNTING came from the blue zone.
Lining up the yellow pencil, you're meant to note the letters in the green zone that are indicate by the little pointers, ignoring the little brackets. Then. lining up the blue pencil, you're meant to note the letters in the green zone that are indicated by just the little brackets. Combing the indicated letters from both pencils, in order, gives, D-I-S-T-R-I-B-U-T-I-O-N. It's important to note that DISTRIBUTION came from the green zone.
These numbers are color-coded to indicate the order to consider the words spelled in each the associated colored zones.
Have you tried giving the Kingslet Case Company a call using the Cell Fauxn 5000? The departments you can select from the directory seem to include each of the words discovered from the printer test page.
The Kingslet Case Company website mentions that strange things can happen if you visit their phone directories in a particular order :)
Lining up the yellow pencil in the appropriate place - across the yellow and green zones using the crown icon as a guide for rotation, then rolling the pencil up and down the page allows for the sets of little pointers to indicate certain letters. The blue pencil should be lined up across the green and blue zones. And the sets of little brackets indicate the significant letters from the blue pencil as it rolls up and down the page. The letters from the yellow zone spell REPAIRS. The letters from the blue zone spell ACCOUNTING. And combing the letters that the yellow and blue pencils indicate within the green zone spell DISTRIBUTION. The large numbers at the beginning of the paragraphs on the printer test page are color-coded to give an order to these words, which happen to all be different departments listed when you call the Kinslet Case Company using the Cell Fauxn 5000. After calling the company, if you first, press '5' for repairs, then press '2' for accounting, and then press '6' for distrubution... something a little peculiar will happen to the phone call :)
The printer test page will need to be solve first before you adventure can begin :)
Navigating North to the fork in the woods, then East to the creepy cabin will lead you to the witch. Starting at the open field, the inputs are, 2 - 2 - 6 - 6, then press 1 to speak to the witch.
Boy these phone directory options sure on convoluted! And if that wasn't enough, answering the math question correctly doesn't seem to work. I get the sense that there's another character you can find and talk to that can help with this.
Phil has some important info about the witch in the woods. He can be found in the village to the North. Starting at the open field, the inputs are, 2 - 2 - 2, then press 1 to talk to Phil.
Phil mentions that the witch thinks the number 4 is the number 7. So when she says "7 minus 2," she really means, "4 minus 2."
After helping the witch brew her potion, it can be a little funny to drink the potion, but the way forward is to choose the option to punch the witch and steal her lantern. Starting at the open field, the inputs for this are, 2 - 2 - 6 - 6 - 1 - 7 - 2.
With the lantern in you inventory, it's time to head into the cave to the West of the open field. From the open field with a lantern in your inventory, the inputs are, 4 - 4 - 4, then press 1 to use the lantern, then 4 to go further into the cave.
Across the rope bridge, a diary entry reads that there's a secret option if you wait in the "Phone Chamber." While standing in the phone chamber, after Charles gets done narrating your options, don't press anything for a few seconds. Charles will chime in again to explain the secret option :)
The last two digits of the extension are found in a craving in the phone chamber.
The first two digits are found by speaking with the Cloaked Figure who appeared in the central cave while you have a dagger in your inventory.
Once you have the full, 4-digit extension, you'll have to hang up and call the Kingslet Case Compay again. Press '#' and then punch in the extension.
Visiting the phone directory in the order, 5 - 2 - 6, will start you off on a classic "text-adventure" style game in audio form. Navigating through the environment, you talk to Phil, who gives info about a witch mixing up the number 4 with the number 7. This helps to work out the math problem the witch is having with her potion, and you get an opportunity to punch the witch and steal her lantern. The lantern lights up a dark cave and lets you proceed deeper into the caves. In one chamber, you learn half of a 4-digit extension, and then after waiting silence for a secret option to grab a dagger, you can threaten a cloaked figure who reveals the other half of the extension and explains that "she" goes by her middle name at work. You can the hang up and dial the extension to hear a voicemail greeting from Judy. The briefcase owner's middle name is JUDY