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Key & Compass presents:
Recorded
by Nick Junius

Recorded is a Glulx interactive fiction story written with Inform 7 and is © 2015 by Nick Junius. It was an entry in IF Comp 2015 where it took 51st place.

In this short story, you play as someone who wakes up voiceless in a perplexing set of rooms floating in the middle of the void. Most of the rooms have messages inscribed in them. Are the messages for you? Or from you? What are you expected to do?

This solution is by David Welbourn, and is based on Release 1 of the story.


Map

HiddenIronRoom NorthOuterCircle HiddenStoneRoom NorthInnerCircle WestOuterCircle WestInnerCirlce Hub EastInnerCircle EastOuterCircle SouthInnerCircle HiddenGlassRoom SouthOuterCircle

Walkthrough

South Inner Circle

> x me. i. (carrying nothing)

> x carvings. x door. open door. (locked)

> n.

Hub

> x altar. touch altar. (Warm.)

> w.

West Inner Circle

> x diamond. x writing.

> take diamond. (There's a growl and you desist.)

> w.

West Outer Circle

> x block. x message.

> e. e. e.

East Inner Circle

> x pillar. x inscription. x void.

> touch pillar. (Your hand is scorched, but heals quickly.)

> e.

East Outer Circle

> x outcrop. x inscription.

> w. w. n.

North Inner Circle

> x flame. x etchings.

> touch flame. (It isn't hot and avoids your touch.)

> n.

North Outer Circle

> x eye. x table. x markings.

> save.

There are three branches to this story, leading to different endings in the South Outer Circle. How to you wish to proceed? Will you take the eye there? Or use the eye to find more messages? Or proceed without either the eye or any new knowledge?


Branch 1: Take the Eye to the South Outer Circle

North Outer Circle

> take eye. (You now see a west archway, but we'll ignore it.)

> s. s.

Hub

A threaded rod is now on the altar.

> x rod. take rod. x rod. (It's no longer bending.)

> s.

South Inner Circle

> unlock door with rod. (It becomes a ring and rotates in its socket.)

> x door. open door. s.

South Outer Circle

You see a chained figure in a chair. Its face is hidden. It holds a box.

If you have the Eye, the Recorder breaks free, takes the orb, and traps you in the room.

*** ***


Branch 2: Take Extra Knowledge to the South Outer Circle

North Outer Circle

> take eye. (You now see a west archway.)

> w.

Hidden Iron Room

> x journal.

> e. s. s. w. w. n.

Hidden Stone Room

> read message.

> s. e. e. e. e. s.

Hidden Glass Room

> read phrase.

> n. w. w.

Hub

> drop eye.

> x rod. take rod. x rod. (It's no longer bending.)

> s.

South Inner Circle

> unlock door with rod. (It becomes a ring and rotates in its socket.)

> x door. open door. s.

South Outer Circle

You see a chained figure in a chair. Its face is hidden. It holds a box.

You hear all the rooms shatter. The Recorder fades away. You are nowhere.

*** ***


Branch 3: Take Neither Eye Nor Extra Knowledge to the South Outer Circle

North Outer Circle

> s. s.

Hub

> x rod. take rod. x rod. (It's no longer bending.)

> s.

South Inner Circle

> unlock door with rod. (It becomes a ring and rotates in its socket.)

> x door. open door. s.

South Outer Circle

You see a chained figure in a chair. Its face is hidden. It holds a box.

You take the Recorder's place in the chair.

*** ***


Extras

Characters


Endings

There's three endings to this game, but none of them are good endings.


Inventory


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