Speed-IF Let's Make A Nightmare

solutions

The solutions below are by David Welbourn.



Schödinger's Door

by Jake Wildstrom

*** TODO ***

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Contest Room
open
1st↓
open
2nd↓
open
3rd↓
First
Room
open
2nd→
Second
Room
open
3rd→
Third
Room
open
1st→
open
4th↓
↑open
2nd
←open
3rd
Fourth
Room
open
8th→
Eighth
Room
←open
8th
open
10th↓
Tenth
Room
open
12th↓
(win)

Three Doors

by Peter Berman

>x poster. x bed. x door. open door. xyzzy. sleep.

>1 (Repeat choosing 1 (toss), or 2 (turn) until you fall asleep. It's okay to choose 3 when it means (count sheep) or (meditate).)

>z. z. (Wait until the host shows up.)

>1 (I don't think it matters which door you first open; the host will open another and get mauled.)

>open first. (Doors are now: Second, Fourth, Fifth)

>open second. (Doors are now: Third, Sixth, Seventh)

>open third. (Doors are now: First, Eighth, Ninth)

>open eighth. (Doors are now: Second, Sixth, Tenth)

>open tenth. (Doors are now: Eleventh, Twelfth, Thirteenth)

>open twelfth. (Win!)

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Red
Room
||
Other Side
of Gorge
Final
Room
|
Gorge
|
Tiny
Room
Long
Room
Corridor
|||
Room
with
Window
←e
†→
Room
with
Window
Sandy
Cave
|
——Junction White
Room
Dark
Tunnel
Below
the Cave
Entrance
|
go through window Small
White
Room

Three Doors

by Søren J. Løvborg

Timing is important in this game, so unlike most of my walkthroughs, this one won't be quite so padded with unnecessary moves as I'd like. (So I'll add lots of explanation instead, hehe.)

The note in the small white room is a broad hint as to what you have to do. In the final room, you want your first opponent to open a door first. Then you want to kill him, then grab his pipe before the second opponent arrives. Let the second opponent choose one of the remaining two doors. Then you go in the door that the other two didn't choose.

To get this happy conclusion, you must speed up your first opponent, and slow down the second. Plus, don't let either of them kill you, which they will do if you stay in the room with them if they have the pipe. Also, pick up a brick so you can kill the first one.

Speeding up the first opponent is necessary, else he'll murder the second before the latter can reach the final room. All you need do to achieve this is to make sure the first sees you before he sees the second.

Slowing down the second opponent is necessary, else he'll arrive in the final room and grab the pipe when the first drops it. To slow down the second opponent, untie the rope bridge after you and the first have crossed it.

Got all that? Okay, here goes:

>w. w. x paper. s. x note. n. w. n. (At this point, you should see your first opponent smashing through the glass pane, coming at you.)

>e. dig sand. (This gets you the radio.)

>n. n. n. untie rope. n. take brick. (Caution. The way back to the gorge is WEST. The final room is SOUTH. Also, there's no backtracking once in the Final Room.)

>w. n. s. kill opponent. take pipe. (If everything's going to plan, there's one door open, and second opponent will only wander in now.)

>z. z. (Wait for second opponent to choose a door and enter it. Make sure you notice which door he used!)

>open [untouched] door. enter it. (Win!)

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