Beyond the Tesseract

**Beyond the Tesseract** is a text adventure game originally written in Level II Basic, and later in Turbo C. It is © 1983-1986 by David Lo. It was ported to Inform 6 by Andrew Plotkin in December 2003.

You have reached the final part of your mission. You have gained access to the complex, and all but the last procedure has been performed. Now comes a time of waiting, in which you must search for the hidden 12-word message that will aid you at the final step. But what choice will you make when that time comes?

This solution is by David Welbourn, and is based on Release 2 of the Inform port of the game.

- Maps
- Walkthrough
- Extras
- Thank You to my Patreon supporters
- External links:

Researcher's Office

By the way, a "CRT" is a cathode ray tube, used in television sets and computer monitors back in the 1980's when this game was written.

`> about. i. x stack. x crt. scan stack. scan crt. scan me. w.`

Cryogenic Lab

`> x pills. scan pills. take pills.`

`> x pool. scan it. touch it. eat pill. sleep.`

Twilight of Thought

Thinking has to be done here. Hopefully the things you find in this dream suggest that 'think' is something you should try.

`> think. i. x idea. develop idea. x contradiction. w.`

Outer Limits

`> x supposition. take it. prove it. w.`

Inner Space

`> x postulate. take it. s.`

Edge of Forever

`> x mathematician. wake him. e.`

Brink of Time

`> x axiom. take it. e.`

Shadow of Tomorrow

`> x hypothesis. take it. prove it.`

`> prove supposition with postulate. drop contradiction. w.`

Brink of Time

`> prove supposition with postulate.`

`> x lemma. prove hypothesis with lemma.`

`> x theorem. w.`

Edge of Forever

`> give theorem to mathematician.`

You've proven this universe doesn't exist; therefore, you must be in non-existence.

Abyss of Non-Existence

`> x shadows.`

Cryogenic Lab

`> n.`

Library

`> x book. take it. read it.`

Alien Atheneum

`> x disk. take it. x warranty. take it. n`

Dimensia Chamber

`> x projector. x slot. x 0. x 4. put disk in slot.`

`> push 0. hit projector.`

`> push 0. take disk. put disk in projector.`

`> push 1.`

Point-Land

`> x chaos. push 2.`

Line-Land

`> x dust. push 3.`

Plane-Land

`> x snowflake. push 4.`

Sphere-Land

`> x mount. x tombstone.`

`> stop reading.`

Library

`> e.`

Green House

`> x reflector. scan it. push stack.`

Mirrored Hall

`> w.`

Hall of Mirrors

`> n.`

Chamber of Crystal

`> x prism. scan it. take it. s. e. e.`

Mirror Hallway

`> x audio. take it. scan it. wear it. n.`

Transparent Vault

Difficult to guess: the verb used with the y-ing apparatus is literally "y"; eg: "y object".

`> x y-ing. scan it. take it. s. w. s.`

Glass Sphere

`> x plant. scan it. listen. pop stack.`

Green House

`> s.`

Researcher's Office

`> push stack.`

Origin

`> x strip. scan it. take it. cut it. y it.`

`> i. x bottle. scan it. n.`

Infinite Point

`> x function. scan it. take it. differentiate it.`

`> x group. scan it. s. w.`

Set of All Sets

`> x infinite. scan it. take it.`

*(value)* `> infinite.`

`> w.`

Closed Timelike Curve

`> x future. scan it. e. e. e.`

Absolute Certainty

`> w. s.`

Contradicting Premises

`> x hole. scan hole. push stack.`

Spectral Vortex

`> s.`

Radio Sea

`> x coil. take it. scan it. e.`

Ionic Storm

`> x plasma. scan it. touch it. fill coil.`

`> w. w.`

Magnetic Ocean

Note that every fourth roll of the die gives the value "+ +". The sum of the three numbers rolled between the "+ +" rolls is a constant value; you should add them to find out what number is being suggested by the die, eg: 40.

`> x hexahedron. scan cube. take die.`

`> roll die. g. g. g. g. g. g. g.`

`> turn coil. s.`

Scintillating Shower

`> e.`

Chromatic Whirlpool

The tetrahedron has to be examined here; otherwise the letters on it are colorless and unreadable.

`> scan prism. break it.`

`> x tetrahedron.`

`> pop stack. pop stack. w.`

Cyrogenic Lab

Both supercooling the coil and turning it in the magnetic ocean are necessary for making the coil magnetic.

`> put coil in pool.`

`> e. push stack. w.`

Set of All Sets

The correct value is determined from the adding the die rolls (see above); it won't always be 40.

`> take infinite.`

*(value)* `> SUM-OF-DIE-ROLLS.`

`> w.`

Closed Timelike Curve

`> y cube. l. x past. i. x solid. scan it. e. e. e.`

Absolute Certainty

Dropping the infinite improbability here opens up the east exit.

`> drop infinite.`

N-Dimensional Space

`> x integral. take it. scan it. differentiate it.`

`> differentiate integral with function.`

`> x singularity. scan it. put it in audio.`

`> w. w. s. push stack. s. e.`

Ionic Storm

`> fill coil. heat solid.`

`> look. x liquid. scan it. fill bottle.`

`> pop stack. pop stack. n. push stack. s.`

Glass Sphere

`> give liquid to plant.`

`> listen.`

`> pop stack.`

Green House

On returning to Real, the stack will stop working and you'll be asked for a password. The hidden twelve word statement that you were looking for was "The Eternal Soul Seeks the Exact Reasons and Answers of Countless Tesseracts." This statement contains the acrostic "TESSERACT", which is the password. Say it, but don't use quotes:

`> say tesseract.`

`*** You have won ***`

- A
**meditating mathematician**is at the edge of forever (Dreaming). - A
**hyper-plant-being**is in a glass sphere (Pushed). Its whispering is very weak.

In Real:

- a
**stack**. You're carrying it. You can push the stack, pop the stack, and scan things with the stack. - some
**Z-pills**. They're in the cryogenic lab. They're sleeping pills. Eating a pill will let you SLEEP and visit the dreaming region of the game. - a
**book**. It's in the library. Read it to visit the Reading region of the game.

In Dreaming:

- an
**idea**. You get an idea by THINKing in the twilight of thought. Develop the idea into a contradiction. - a
**contradiction**. Created by developing the idea. - a
**supposition**. Found at the outer limits. With the contradiction elsewhere, prove the supposition with the postulate. This turns the supposition into a lemma. - a
**postulate**. Found in inner space. With the contradiction elsewhere, prove the supposition with the postulate. This turns the supposition into a lemma. - an
**axiom**. Found at the brink of time. - a
**hypothesis**. Found in the shadow of tomorrow. Prove the hypothesis with the lemma, and the hypothesis becomes a theorem. - a
**lemma**. Created by proving the supposition with the postulate. Prove the hypothesis with the lemma, and the hypothesis becomes a theorem. The lemma kills itself. - a
**theorem**. Created by proving the hypothesis with the lemma. Give the theorem to the mathematician.

In Reading:

- an
**image disk**. Found in an alien atheneum. Put it into the slot of the projector in the dimensia chamber. Hit the projector to fix it; now you can push the projector's buttons. - a
**warranty**. Found in an alien atheneum.

In Pushed (from reflector):

- a
**prism**. Found in a chamber of crystal. Take it to the chromatic whirlpool and break it; it will reform into a tetrahedron. - an
**audio transmutator**. Found in a mirror hallway. Wear it. Put the singularity in it. After you've watered the hyper-plant-being with 4-D liquid, you'll now be able to hear what it's saying. - a
**y-ing apparatus**. Found in a transparent vault. With it you can Y something to give it another dimension. - Y MOBIUS STRIP to turn the strip into a klein bottle.
- Y HEXAHEDRON to turn the cube into a 4-D solid.

In Pushed (from CRT):

- a
**mobius strip**. Found at the origin. Using the y-ing apparatus, Y STRIP to turn the strip into a klein bottle. - a
**klein bottle**. Created by y-ing the mobius strip, using the y-ing apparatus. Fill the bottle with 4-D liquid. - a
**non-differentiable function**. Found at the infinite point. Differentiate the integral with the function. - an
**infinite improbability**. Found in a set of all sets. To take it, you must know the probability of getting it, and that number is determined by summing the die rolls (see hexahedron). Drop the improbability when by a field of absolute certainty to open up an eastern path. - a
**Riemann zeta integral**. Found in n-dimensional space. Differentiate the integral with the non-differentiable function. They will cancel each other out, leaving you with a singularity. - a
**singularity**. Created by differentiating the integral with the function. Put the singularity into the audio transmutator.

In Push**2:

- a
**ceramic coil**. Found in a sea of radio frequencies. Turn the coil in the magnetic ocean and put it in the pool in the cryogenic lab; this makes the coil magnetic. Go to ionic storm and fill the coil with plasma. While holding the coil filled with plasma, heat the 4-D solid to create a 4-D liquid. - a
**hexahedron**. Found in an ocean of magnetic monopoles, this is a die. Roll it several times and sum the values between "+ +" rolls. This sum is the probability of getting the infinite improbability. Later, Y CUBE using the y-ing apparatus to create a 4-D solid. If you made the solid first, you can still view the die rolls by examining the past in the closed timelike curve. - a
**crystal tetraheadron**. Created by breaking the prism in the chromatic whirlpool. Examine the prism in the whirlpool to read its message. - a
**4-D solid**. Created by y-ing the hexahedron with the y-ing apparatus. Using plasma in the coil, heat the cube to turn it into a 4-D liquid. - some
**4-D liquid**. Created by heating the solid with plasma; see ceramic coil. To take the liquid, fill the klein bottle. Give the liquid to the hyper-plant-being in a glass sphere.

In that game you scored `your-score` out of a possible 155, in `several turns.`

The score is made up as follows:

- 5 points for fixing the projector.
- 20 points for a discovery in a book.
- 5 points for proving a lemma.
- 10 points for proving a theorem.
- 20 points for a discovery in a dream.
- 5 points for creating a klein bottle.
- 5 points for creating a tetrahedron.
- 20 points for a discovery in the spectrum.
- 10 points for acquiring an improbability.
- 5 points for opening a path through certainty.
- 10 points for constructing a superconducting magnet.
- 10 points for creating a hyperliquid.
- 5 points for watering a plant.
- 20 points for a discovery from a hyperspatial being.

This walkthrough was funded via Patreon with

- the support of Thomas Bøvith, Christos Dimitrakakis, Vivienne Dunstan, Darius Katz, Ville Lavonius, Andrew Schultz, Jacques Frechet, Kenneth Hon, Jason McIntosh, Mark Musante, and Phil Tatro;
- the generous support of Janice M Eisen;
- the
support of Christopher Armstrong, Emily Short, Allen Garvin, Thomas, Jesse McGrew, Jacqueline Ashwell, Doug Orleans, Justin de Vesine, and Marius Müller;*extremely generous* - and the invisible support of several anonymous patrons.