IntroComp 2004


z5 04 IntroComp 2004
*1st Runner-Up
Auden's Eden by Tommy Herbert [Walkthru + map]
T2 04 IntroComp 2004 A Bet's a Bet by Santa's Helper [Walkthru + map]
Gx 04 IntroComp 2004 The Homework of Little Carl Gauss by Stefano Gaburri [Walkthru + map]
z5 04 IntroComp 2004
Intro to Jabberwocky by Gregory Weir [Walkthru + map]
z5 04 IntroComp 2004 On The Cross by Ian Kaleb [Walkthru + map]
z5 04 IntroComp 2004
*2nd Runner-Up
Passenger by Niall Richard Murphy [Walkthru + map]
z5 04 IntroComp 2004 Runes by Deane Saunders [Walkthru + map]

The walkthroughs below are by David Welbourn. See also the IntroComp homepage.

Auden's Eden

by Tommy Herbert


>about. auden. credits.

Looking at either the desk or passengers moves you to the desk.

>x Hobson. x basket. x balloon. x buildings.

>x me. i. x coat. x gloves. x scarf. x desk.

Once at the desk, you should look at the forms for a hint at what to do. The conversation between Schulz and Hobson is also a hint. Further, after several turns, the rain itself suggests the correct action more directly.

>x Schulz. x nordic form. x hispanic form. x african form. x passengers.

>remove hood. —or— remove gloves.

↑ top

A Bet's a Bet

by Santa's Helper

The game is periodically interrupted with trivia questions about Christmas. The questions have no bearing on the rest of the gameplay, and can be turned off via "trivia off". (Actually, the trivia can interfere with the rest of the game working correctly, eg: if you attempt to take the bag out of the compartment and a question pops up, you don't really get the bag.)

This game would be extra-easy if it weren't for the problems with the game's design. The compartment isn't mentioned unless you examine the sleigh twice. The door of the compartment isn't implemented at all. The button isn't mentioned until you examine the compartment itself.

North side
of roof
South side
of roof

>about. x me. x suit. x beard. x hat. trivia off.

>x speaker. x chimney. x reindeer. x snow.

>x sleigh. g. x seat. x compartment. x screen. x button.

>push button. x bag. take it.

>open bag. look in it.

>x large red. x small red. x large blue. x small blue. x green present. x white present.

>out. s. d.

You only have two turns until the children discover you, so you can't mess about. If you like using UNDO, examine the tree, sofa, logs, fireplace, and kids. Unexpectedly, you can't put any of the presents under the tree.

>take logs. hide behind sofa. [End]

If you play with the trivia option on, you may want to know some Christmas trivia:

↑ top

The Homework of Little Carl Gauss

by Stefano Gaburri

1: The African Veldt
In the
(to Lab)

In the Veldt

For the first several turns, you can't use the portal for unknown reasons.

>info. x lions. x meat. x portal. x me. enter portal. smell. touch portal. enter portal.

Cramped Lab

Uh-oh. Big disaster just happened. Note: You can't enter the pod, nor type anything on the keyboard.

x—A Featureless
The Recreation
The Spaceship

>x portal. x pod. x slit. x keyboard. x printout. read it. take it.

>x console. x dial. x tag.

>x machine. x switch. turn it. x monitor. x button. push it. x monitor.


In the Veldt (Again)

CAUTION: This time the lions can kill you if you stay here too long.

>x meat. x leaflet. take it. read it. x lions. enter portal. w. w. s.

The Recreation Room

>x bat. x sax. play it. g. g. g. g. g. g. g. g. g. x kazoo. play it. n. n.

Small Closet

>x bucket. take it. x rag. s. e.

2: Mysterious Ulthar
On the
wooden bridge
Out of
the Hamlet
(to Lab)

Cramped Lab

Can someone explain why "turn dial to 2" acts the way it does, instead of just doing it?

>set dial to 2. n.

Out of the Hamlet

Sorry: there's no hamlet, stream, or bridge to examine.


On the wooden bridge

Likewise, the herring and force wall aren't examinable, nor does 'jump' or 'swim' help.

>n. n. x leaflet. read it. take it.

>s. s. set dial to 3. n.

3: Fantasy World
(to Lab)

Fantasy World

Geez. Welcome to the fantasy world of diddly-squat. Couldn't we see some scenic vista with, y'know, things in it instead of this formless featureless description?

>x leaflet. read it. take it. s. set dial to 4. n.

Grassy Hill

>x river. x trees. se.

4: Young Carl Gauss' Home
(to Lab)At the

At the Gate

Note: The house itself isn't examinable. The dog isn't 'animate', nor can you pet it.

>x gate. open it. x briars. x plaque. x dog. tickle dog.

>x leaflet. read it. take it. nw. w. w.

River Bank

The paddle is too large to take through the woods for whatever secondary use is hinted at here, so I assume the canoe is needed to move the paddle. But the game won't let me push or take the canoe, nor does it understand 'launch', 'row', or 'paddle' as a verb. It's possible that I missed out on solving a puzzle here, but it's more likely the implementation of the canoe wasn't finished.

>x canoe. x paddle.

>s. e. s. set dial to 5. n.

5: Ye Olde Adventurous Castle
In the Moat of
Ye Olde Castle
(to Lab)

In The Moat of Ye Olde Castle

CAUTION: The monsters can kill you if you stay here too long.

>x monsters. x crocodile. x hippo. x anaconda. x scorpion. x wall. s.

>take rag. n.

>clean wall with rag. x grate. open it. e. e.


>x leaflet. read it. take it.

>w. w. s. set dial to 6. n.

6: Hellish Dungeon
(to Lab)

Dark Dungeon

Note: Anything put into the bag can't be taken out again until you've tamed it.

>x bag. x label. take bag. x leaflet. read it. take it.

>s. set dial to 4. n. w. w.

River Bank

Sometimes, violence is the answer.

>put leather in bag. take leather. take paddle. spank bag with paddle. take leather. take bag. s.

Thick Woods

The description has changed to show a disturbing number of cats in the trees, however, you can't refer to the cats at all.

I think there's not likely to be much more to see in this game as it is, and we can stop now.

↑ top

Intro to Jabberwocky

by Gregory Weir

North of
Shore of
the Wabe
In Front
of House
South of

Shore of the Wabe

>x tablet. x sand. x paper. x wabe. listen. x suns.

>x structure. x enclosure. x house. s.

Tove Corral

>x tablet. x toves. x skimmer. take it.

>x door. x mist. x catwalk. look under it. x scales.

>take scales. open door. x tablet. n. n.

Borogove Enclosure

Note: At first, the game lets you misspell "borogove" as "borogrove", but after reminding you of the correct spelling a few times, the game will no longer accept the misspelling.

>x borogoves. x wounded. take it. x fence. x wire. smell slime.

>take wounded with skimmer. (hm. That doesn't work either.)

>s. e.

In Front of House

>x house. x flowers. se.

South of House

>x shed. x weeds. x window. look through it. enter shed.

>x box. take it. open it. x screwdriver. x hammer. x wrench. x file.

>x bag. take it. open it. cut it with scale. x food.

>out. nw. ne.

North of House

>x pen. open it. enter it. x tablet.

>x blue. x red. x perch. x rope. x hook. x toy.

>take toy. take hook. give toy to red.

>unscrew skimmer. i. x pole. x net. take blue with net. x tablet.

>out. close pen. sw. w. n.

Borogove Enclosure

>take hurt with hook. put hook on pole. x gaff. take hurt with gaff.

>give food to borogoves. take hurt. x tablet. s. e. xyzzy. e.

↑ top

On The Cross

by Ian Kaleb

...The Desert The Desert's
Roadside Middle of
the Road
The Other Side /
The Ridge The Desert...


Don't ask me to explain the backstory. It's too confusing and vague for me to follow. Ignore it. Just try to stay alive and get back to civilization.

>take wallet. x car. x road. x wallet. open it. x license. [+1 pt]

At this point, a second car appears from the south. You need to hide, since the people in this car are coming to kill you if they can.

>e. e. e.

The Ridge

>hide. x car. x sun. x sand. w. w. w.


Now a truck is approaching from the north. You want to stop and get into this truck. It may be difficult to guess the exact verbs and syntaxes to use, though. By the way, don't stand in the middle of the road; if the truck hits you, you'll die that way instead.

>x vehicle. wave. g. g. x truck. z.

>x truck. x driver. ask driver for ride. [+1 pt; End]

↑ top



by Niall Richard Murphy

It is important that you listen to Lorian's last words, otherwise the black-clad figure will kill you also.

>x man. x me. x shape. tell Lorian about shape. listen to Lorian.

>stand. [+1 pt] kill figure. (Of course, it won't be that easy.)

With the assassin gone, you can explore the room at a leisurely pace. The exit is starboard. Shipboard directions must be spelt out in full; no abbreviations for fore, aft, etc. have been provided.

>x mirror. x pentacle. x door. open it.

>x man. x cloak. take it. wear it. [+1 pt]

>search cloak. x key. x bowl. look in it. x water. x window.

>x bench. x liquids. x herbs. x books. listen. sing. pray.

>unlock door with key. open door. out. [End]

↑ top


by Deane Saunders

This game is rather dull. You're an herbalist who wants to take samples of everything from the forest. However, the game provides no motivation for this self-imposed gathering of items; there is no score, nothing to do with the items, and they themselves aren't very interesting or distinctive.

n↑↓w |w↑↓se
Elder—— Ash Oakn→
Birch—— Alder Yew Willow
Juniper Holly
—— Apple
—— Haw-

Forest Entrance

>x knife. take it. x pouch. take it. look in it.

>x trees. climb trees. x vines. cut vines. n.

Holly Glade

>x bush. cut it. take holly. put it in pouch. e.


>x woundwort. take it. put it in pouch.

>x apple. cut it. climb it. n.


>x tree. cut it. take willow. x it. cut it. x bark.

>put branch, bark in pouch. x bank. s. w. s.


>x clover. take it. put it in pouch.

>x tree. cut tree. climb tree. x flowers. take flowers. w.


>x bush. x juniper berries. take them. put them in pouch. n.


I couldn't obtain the rose; possibly this is a puzzle without a solution.

>x brambles. cut it. take briar. x it. cut it.

>x blackberry fruit. x blackberry leaves. put all blackberry in pouch.

>x rose. take it. e. ne.


>x henbane. take it. cut it. x henbane leaves. put it in pouch. w.


>x moss. take it. put it in pouch.

>x mantle. take it. cut it. x mantle. x mantle leaves. x stem. x flowers. put all mantle in pouch. e. n.


>x pansy. take it. put it in pouch.

>x flax. take it. cut it. x flax. put it in pouch.

>x bistort. take it. cut it. x bistort. x leaves. x root. put all bistort in pouch.

>x ash. cut it. take ash. x it. put it in pouch. se.


The yew tree is takeable, but I'm sure that's a bug.

>x tree. x bundle. take it. x hawthorn. x apple. x lime. x string.

>put all but knife in pouch. nw. w.


Note: The patch of nettles isn't visible, and the tree for this location isn't implemented yet.

>take all. x nettles. x leaves. put them in pouch. n.


>x tree. x rowan berries. take them. put them in pouch. n.


Note: There's no pine tree in this location.

>x cowslip. take it. cut it. x cowslip. x root. x flowers. put all cowslip in pouch. se.


Note: There's no elm tree in this location.

>x aconite. take aconite. put aconite in pouch. e.


>x mugwort. take it. cut it. x mugwort. x leaves. x stem. put all mugwort in pouch.

>x rosemary. take it. cut it. x rosemary. put rosemary in pouch.

>x sage. take it. cut it. x sage. put sage in pouch.

>x oak. cut it. x bark. take it. put it in pouch.

I don't think there's anything more to do. Going back to the Forest Entrance does not end the game, and there's no score to tell you how well you've done.


↑ top