In this small game, you play as an electrical engineer, maybe? Anyway, you were getting ready for a big date in a rented tux when your boss orders you to get the new high-powered experimental safety net working so his joyriding boss flying the malfunctioning Dragonfly doesn't crash and go splat.
This solution is by David Welbourn, and is based on Version 1 of the game.
SPOILERS AHEAD. Reading a walkthrough prematurely can sometimes diminish one's enjoyment of an interactive fiction game. Please make an honest effort to play the game before reading this walkthrough.
The labradorite and charm are too far. When you take the arm guard, you find a ladder.
> x ladder. take it. drop ladder.(which sets it up)
> climb ladder. take lump and charm.(+2)
> d.(to get off the ladder)
> x ball. x glass. x prism. x pistol.
> x bismuth. x jar. x silica. x guard.
> x lump. x charm.
Don't bother picking up the ladder again; it won't fit through the doorway.
> x light.(needs to be focused)
> x stand.(loop to hold something; light shines through the gap)
> x window. x door.
If you put anything else on the stand, you just get a shadow.
> put magnifying glass on stand.(+2; a small shelf is revealed)
> x shelf.
Nothing fits on the shelf but a prism:
> put prism on shelf.(a randomized color of the rainbow shines into a crack)
> x crack.(an optical fiber is in the crack)
> turn prism.(repeat until the correct randomized color shines on the crack; +2; a panel opens!)
NOTE: There's a 1 in 6 chance that the game won't let you turn the prism because the game thinks it's already at the correct color, but because you didn't get to that color by turning the prism, the panel never opened. If this has happened, take the prism and put it back on the shelf. Hopefully it's the wrong color now and you can try turning it again.
> x panel.(wires and note)
> read note.(+2; you should short out these wires)
> shoot wires with pistol.(+2)
You hear the generators starting, but the new puddle of water is a problem. CAUTION: Don't touch the puddle!
> x puddle. open jar.
> put silica on puddle.(The lights stop flickering.)
You are prompted to head to the viewing room.
You now see an energy device with a button here.
> close door.
> x device.("0: Requirements Not Met")
> x hopper. x button.
> i. x lid.(shiny)
The last two points are earned by repeatedly pushing the button and annoying the parser:
> push button. g. g. g. g.(+2)
You can put almost anything into the hopper, and it will happily accept everything, but it's not satisfied until you put your hat in.
> put hat in hopper.("READY")
> push button.
The Dragonfly lands safely, but your boss screams you just needed to turn on the switch in the junk room! What switch? There isn't any switch there.
*** You win! ***
Your boss gives you your task. He appears only in the prologue and epilogue.
Your boss's boss (also known as the Chief) and his five guests are in the Dragonfly and need to make an emergency landing in the safety net. They appear only in the epilogue.
You had a date tonight, but you forgot to call and cancel.
You are dead Also, you are fired
if you touch the electrified puddle of water.
if you push the button while your hat is in the hopper, saving the Dragonfly.
some black slacks. You're wearing them.
You won't remove your slacks; they cannot be put into the hopper.
some slick shoes. You're wearing them.
You won't remove your shoes; they cannot be put into the hopper.
a bowtie. You're wearing it.
Leave it on.
a top hat. You're wearing it.
When the energy device appears in the viewing room, you need to put your hat into the hopper to satisfy its requirements. Now you can win the game by pushing the device's button.
a tux. You're wearing it.
You won't remove your slacks; if you try, you learn you opted for a front-only shirt. The tux cannot be put into the hopper.
a crystal ball. It's in the junk room.
You don't need the crystal ball.
a magnifying glass. It's in the junk room.
At the safety net, put the magnifying glass on the stand. A small shelf will be revealed.
two optical prisms. They're in the junk room.
At the safety net, put one of the prisms on the small shelf, then turn the prism repeatedly until the correct rainbow color hits the tiny crack, opening a hidden panel.
a water pistol. It's in the junk room.
At the safety net, after the panel opens, shoot the wires with the pistol, shorting them out and creating a puddle of water.
a bismuth crystal. It's in the junk room.
You don't need the bismuth crystal.
a jar containing silica beads. It's in the junk room.
At the safety net, open the jar and put the beads on the puddle. The water is absorbed, and an energy device will now be in the viewing room.
Opening the jar also gives you a canning jar lid which is shiny, but you don't really need the lid for anything.
a leather arm guard. It's in the junk room.
Take the arm guard to reveal a ladder that was hidden in the junk.
a ladder. It appears in the junk room when you take the leather arm guard.
Take the ladder, drop it (to set it up), and climb it so you can reach the labradorite and the charm that are on the top shelf.
Note that the ladder is stuck in the junk room and cannot be taken to the other rooms.
a lump of labradorite and a bow and arrow charm. These are on the high shelf in the junk room.
Climb up the ladder so you can take these and gain two points. Oddly, you don't need to do anything else with them.
The response to FULL SCORE is:
In several moves, you have scored your-score of a possible 12 points. Your score consists of:
2 points for reaching high
2 points for lighting the shelf
2 points for opening the panel
2 points for reading your own note
2 points for lighting the lights
2 points for annoying the parser
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