UMD 2006

solutions

z506UMD 2006 The Adventures of Bobo the Monkey by Pat Handy [Walkthrough+map]
z506UMD 2006 The Alchemist's Home by Mike Manard [Walkthrough+map]
z506UMD 2006 Breakout by Peter Wilkins [Walkthrough+map]
z506UMD 2006 CASL Rush by Walker [Walkthrough+map]
z506UMD 2006 Contrived Text Adventure Game by Alan Batsford [Walkthrough+map]
z506UMD 2006 Death at Sea by Roger Davis [map]
z506UMD 2006 Disaster at the Acme Tower by Ryan Beehler [Walkthrough+map]
z506UMD 2006 Escape from the CIS Building by Nick Martineau [Walkthrough+map]
z506UMD 2006 Grounded by Justin Lado [Walkthrough+map]
z506UMD 2006 Halloween Beer Party by Michael Alff [Walkthrough+map]
z506UMD 2006 The Knight Trials by Pete Kinnunen [map]
z506UMD 2006 Lost Space Colony: Infestation by John Gaffrey [Walkthrough+map]
z506UMD 2006 The M Adventure by Don Lonser [Walkthrough+map]
z506UMD 2006 Master Thief by Brian Rodriguez [Walkthrough+map]
z506UMD 2006 Merlin's Treasure by Nicholas A. Crabtree [Walkthrough+map]
z506UMD 2006 Neighbor from Hell by Rich Hojnacki [Walkthrough+map]
z506UMD 2006 Ogre Woes by Michael Berryman [map]
z506UMD 2006 Old Man Simmons by Mark Leich [Walkthrough+map]
z506UMD 2006 Project Seed by Chris Pieprzak [Walkthrough+map]
z506UMD 2006 The Quest for the Sword of 1000 Truths by Carl Saenz [Walkthrough+map]
z506UMD 2006 Sneaky Game by Jim Nardecchia [Walkthrough+map]
z506UMD 2006 Stranded by Jorden Lowe [Walkthrough+map]
z506UMD 2006 The Testing by Joseph Brogowski [Walkthrough+map]
z506UMD 2006 The Three Rooms Game by Jason Sabada [Walkthrough+map]
z506UMD 2006 You're Fired by Aaron Stokes [map]

All games are available from the University of Michigan Dearborn CIS 487 games page. The solutions below are by David Welbourn.



Gorilla
Room
u→
←d
Tree
Top
|
Orangutan
Room
←d
u→
Branch
Top
e↑↓enter swing. enter roof
Roof Top
d↓↑u
(win) Hallway—— Storage
Room

The Adventures of Bobo the Monkey

by Pat Handy

Gorilla Room

>x gorilla. x tree. x stick. take stick. u.

>push gorilla. spank gorilla with stick. u.

Tree Top

>x vine. take vine. s.

Branch Top

>tie vine to branch. d.

Orangutan Room

You can't just "jump" from the swing to the roof. You must be in the swing for "enter roof" to work properly.

>x orangutan. x swing. x rope, x tree. x crate. x hole. x button. x slot.

>push button. x banana. take banana. put banana in hole.

>push button. take banana. enter swing. swing swing. enter roof.

Roof Top

>x grate. x keeper. eat banana. x peel. drop peel. e.

Orangutan Room

Despite what the last room description said, there's no hay in this room.

>push button. enter swing. enter roof.

Roof Top

>d.

Storage Room

Although the game tells you that you take a bunch of bananas when you try, there's no bananas in your inventory.

>x keeper. x coat. take coat. x pocket. take sunglasses.

>x table. x tv. x hat. take hat. x pile. take pile.

>wear coat. wear sunglasses. wear hat. w.

Hallway

>x guard. w. [win!]

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By the
River
Northern
Wall
Corner
of House
\|
Labor-
atory
Dend
Roofu
Eastern
Wall
/|
By the
River
Entrance Corner
of House

The Alchemist's Home

by Mike Manard

Note: You'll die if you try to go in any of the westward directions from either of the "By the River" locations.

"South - Entrance"

>x door. ne.

"East - Eastern Wall"

>x tree. u. nw.

"North - Northern Wall"

>x crate. take it. se.

"East - Eastern Wall"

I don't think you can go back down the tree once you get to the roof.

>drop crate. u.

"Roof"

>d.

"Den"

>x rug. look under rug. [+1 point]

>x key. x steel door. x oak door. x trap door.

>unlock oak door with key. [+1 point] w.

"Laboratory"

>x bottle. take it. e.

"Den"

The game doesn't understand the more natural verb "pour".

>unlock trap with bottle. [+1 point] d. [win!]

In conclusion, I'd just like to point out that the steel door never opens and you're effectively trapped in the alchemist's home. Enjoy that gold while you can, sucker.

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(end)
|
Sewers
|
Water Pipe
Tunnel
|
Prison
Cell
Air
Duct
Air Duct
Exit
(end)

Breakout

by Peter Wilkins

There's two ways to win the game, but you can also die two ways as well.

Prison Cell

Note: Yeah, you gotta use "use" in this game. Sorry. You can't use the more natural command "unscrew vent with nail file".

>x toilet. x seat. x lighter. take it. x vent. x bed. x cloth. take it.

>x sink. push it. x hole. x file. take it. use file on vent.

We can now try to escape north or east. We'll try north first...

>n.

Water Pipe Tunnel

Well, if "unscrew" wasn't handled, don't expect "light", "clean" or "dry" to be implemented as useful verbs either.

>use lighter. use cloth on lighter. use lighter. look. n.

Sewers

Caution: You will be caught if you leave the location or enter the gap without using the sewage.

>x sewage. take it. use sewage. enter gap. n. [win!]

Strangely, the game just says "GAME OVER" and doesn't actually end gracefully with the standard 'do you want to restart, restore, etc.' question. So let's head back to the cell and try the other exit.

>s. s. e.

Air Duct

>x wrench. take it. e.

Air Duct Exit

Caution: Going east while the fan is running is fatal. Which should be obvious. Of course, implementing "throw wrench at fan" ought to be obvious, too, but, whatever.

>use wrench on fan. e. [win again!]

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Film
Class-
room
Girls
Rest-
room
||
CASL
Entry
CASL
Floor
u→
←d
Second
Floor
Area
u→
←d
Third
Floor
Area
Math
Class
||
Janitors
Closet
Eastern
Hallway
—— Mac
Lab
|
Kiyaks
Office

CASL Rush

by Walker

Main Floor

>e. w. n. x donut. take it. s. s.

>x janitor. ask janitor about stairs. give donut to janitor.

>look. x pants. take pants. x key. n. e. u.

Second Floor

>u. x hammer. take hammer. hit elevator. n.

>x flowers. take flowers. s. d.

Main Floor

>x girl. ask girl about book. give flowers to girl. ask girl about book. [+15] u.

Second Floor

The machine can't be called "machine".

>s. x scanton. hit it. s. take sheet. x it. n. e.

>x cord. take it. w. n. u. e. [+30; win]

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Second
Room
Third
Room
|
Starting
Room

Contrived Text Adventure Game

by Alan Batsford

>x table. x keys. take keys. unlock lockbox with keys. n.

>x machine. x hatch. open hatch. unlock hatch with keys. open hatch.

>x boxkey. take boxkey. s.

>unlock lockbox with boxkey. open lockbox. x flashlight. take it. n. e.

>x button. push it. [win]

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Death at Sea

by Roger Davis

Luxury
Suite
D
Luxury
Suite
C
Luxury
Suite
B
Luxury
Suite
A
|| ||
Rescue
Deck
- Port
Port
Hallway
- Aft
Port
Hallway
- Aft
Port
Hallway
- Amidships
Port
Hallway
- Fore
Port
Hallway
- Fore
|\|\/ \/\
Poop
Deck
Game
Area
Ballroom Galley Dining
Cabin
Bow of
the Ship
|/|/\ /\/
Rescue
Deck
- Starboard
Starboard
Hallway
- Aft
Starboard
Hallway
- Aft
Starboard
Hallway
- Amidships
Starboard
Hallway
- Fore
Starboard
Hallway
- Fore
|| ||
Luxury
Suite
H
Luxury
Suite
G
Luxury
Suite
F
Luxury
Suite
E

This is a very ambitious attempt to do a classic murder mystery, but it just doesn't go far enough in the details. There's several NPCs, but they're all very lightly implemented, with very few conversation topics, and very terse even so. The evidence that can be found is inconclusive at best, so it's something of a surprise when you accuse the 'right' person and told you've solved the case, even without motive or weapon.

Because the use of your initial inventory items is optional, you can easily miss a good chunk of the game right there. Examining the watch won't tell you the time, but "time" or "check time" will. You can't light a cigarette, but you can smoke several of them. None of which helps you solve the mystery.

There's three stages to the game: pre-dinner, the dinner, and post-dinner. The dinner stage begins when you enter the dining cabin or after X turns, whichever comes first. You are trapped there until the murder occurs, which begins the post-dinner stage.

During the pre-dinner stage, the NPCs are scattered about the ship, getting ready for dinner. When dinner begins, all NPCs are gathered there, and they'll leave in a pre-set order. Once the murder has occured, almost everyone will be inside or just outside Jacob's suite (suite G), except for the purser on the Poop Deck and the elderly Maureen in suite B.

When you first visit the murder scene, the captain will give you the run of the ship. All suite doors will be unlocked from that point onward.

There are five pieces of evidence you can find: a charm, a newspaper, a note, a box of rat poison, and a shell casing. Confusingly, this points to four suspects more or less equally: Emily, Lorraine, Thurston, and Major Astley. But "accuse astley" is the only one that works, so that's what we have to go with.

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Disaster at the Acme Tower

by Ryan Beehler

Upper Floors
North
Roof
Ten
Northern
Stairwell
Northern
Cube
Farm
First
Aid
Room
Northern
Stairwell
Nine
Northern
Stairwell
Eight
| ||| ||
South
Roof
Vending Elevators Eastern
Hallway
Nine
Main
Utility
Room
||| ||
Office Southern
Cube
Farm
Ten
Southern
Stairwell
Southern
Stairwell
Nine
Southern
Stairwell
Eight
Northern Stairwell
North
Roof
d→
←u
Ten
Northern
Stairwell
d→
←u
Northern
Stairwell
Nine
d→
←u
Northern
Stairwell
Eight
d→
←u
Northern
Stairwell
Seven
d→
←u
Northern
Stairwell
Six
d→
←u
Northern
Stairwell
Five
d→
←u
Northern
Stairwell
Four
d→
←u
Northern
Stairwell
Three
d→
←u
Northern
Stairwell
Two
d→
←u
Northern
Stairwell
One
d→
←u
Northern
Stairwell
Basement
d→
←u
Northern
Stairwell
Lab
out↓↑in
Outside
Building
North
Southern Stairwell
South
Roof
d→
←u
Ten
Southern
Stairwell
d→
←u
Southern
Stairwell
Nine
d→
←u
Southern
Stairwell
Eight
d→
←u
Southern
Stairwell
Seven
d→
←u
Southern
Stairwell
Six
d→
←u
Southern
Stairwell
Five
d→
←u
Southern
Stairwell
Four
d→
←u
Southern
Stairwell
Three
d→
←u
Southern
Stairwell
Two
d→
←u
Southern
Stairwell
One
d→
←u
Southern
Stairwell
Basement
d→
←u
Southern
Stairwell
Lab
out↓
(win)

All you have to do in this game is escape the building. You get points, however, for doing heroic or helpful actions.

Note that the floors aren't joined between the two stairwells on the lower levels, and that the game only ends when you leave the building from the southern stairwell. This means that when it's time to leave the building, use the south stairs.

Tenth Floor

>take phone. call 911. [+5] e.

>x engineers. tell engineers to leave. [+5] e. n.

>x axe. x extinguisher. take all. n.

>x kit. take it. x bandages. x salts. x stim. x pain. w. s. w.

>x machine. take all from it. x candy. x chips. x pop. eat candy. eat chips. drink pop. n. u.

Roof

>s. d. d.

Ninth Floor

>x Stan. use bandages. [+10] use pain. [+5] use salts. [+10] i. x card. d.

Eighth Floor

>unlock door with card. open door. n. x switch. turn off switch. use axe. [+15] s.

>d. d. d. d. d. d. d. out. [win]

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Escape from the CIS Building

by Nick Martineau

Room
233
|
Second Floor
Hallway
West Exit
Second Floor
Hallway
Section 4
Second Floor
Hallway
Section 3
Second Floor
Hallway
Section 2
Second Floor
Hallway
Section 1
Second Floor
Hallway
East Exit
||
|
|
Vending
Room
|
|
|||
West
Exit
Doors
First Floor
Hallway
West Exit
Flrst Floor
Hallway
Section 4
Flrst Floor
Hallway
Section 3
Flrst Floor
Hallway
Section 2
Flrst Floor
Hallway
Section 1
Flrst Floor
Hallway
East Exit
|\|\|
First Floor
Mens
Bathroom
First Floor
Supply
Closet
Office Room
144
East
Exit
Doors

Note that you can examine all the room numbers mentioned in a hall section; usually you'll just find out who's room that is, but hey, it's extra content.

Office

>turn on light. x chairs. x desk. open desk. take key.

>x door. unlock door with key. open door. n.

First Floor Hallway - Section 1

>open 144. se.

Room 144

>x desk. open desk. take lighter. n. w. w.

First Floor Hallway - Section 3

>open door. se.

First Floor Supply Closet

>x towel. open towel. x black key. take it. nw. w. w. n. e. e. e.

Second Floor Hallway - Section 2

>unlock 233 with black key. open 233. n.

Room 233

There's some awkwardness with the box, since its description misleads you into thinking it's open when it's not.

>turn on lighter. x metal. x wooden. x papers. x box. look in box. open box.

>x student. x end key. take it. s. w. w. w. s.

First Floor Hallway West Exit

>unlock door with end key. open door. w. [win!]

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Antique
Roadshow
heaven
A sparlking
bathroom
u↑↓d|
The way
down
A long,
dusty
hallway
Your
'prison'
d↓↑u|
Thirty-two
steps
seperate
you from
the
upstairs
The bonanza of pink,
home of the brat
 
A pleasant aroma is
coming from the stove
|
The family
gathering
place
The
master
suite
|
The exit is
in sight
|
This should have a
giant 'Exit' sign on it

Grounded

by Justin Lado

This game is so poorly coded, you can get the coke and key from their respective locations without solving any of the puzzles. And the TV and remote control can be ignored. But anyway...

>w. n. x cabinet. open it. x flashlight. take it. s. w. u.

>turn on flashlight. x bear. take it. d. e. s.

>x brat. give bear to brat. take coke. n. w. d. e. e.

>x dad. give coke to dad. x key. take it. w. s. s.

>unlock door with key. open door. [win!]

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Bud's
Bath-
room
Bud's House -
Home Sweet
Home
Bud's
Kitchen
|
Bud's Front
Yard
Neigh-
bor's
House
||
Bank Parking
Lot
Street In
front of
Bud's House
Street In front
of Buds Neigh-
bor's House
Party
Store
||
Ally Park
Gazebo

Halloween Beer Party

by Michael Alff

Bud's Front Yard

>x willow. n. s. e. s.

Park Gazebo

>x case. take it. open it. x candy. n. w. w. s.

Ally

(This is typical, yet bizarre, text adventure game logic at work. The idea is that you make a trade; you give the bum something he wants (candy), and he gives you something that you want (flashlight). It completely ignores the fact that the candy won't feed the bum for long and he will be hungry tomorrow, and the flashlight is something the bum probably wants to keep, gift of candy or not.)

>x bum. give candy to bum. [+4] x flashlight. n. e. n.

Bud's Front Yard

>use flashlight. x key. unlock door with key. open door. n.

Bud's House - Home Sweet Home

>x clothes. x costume. take it. [+4] open nightstand. x card. take it. x license. take it. w.

Bud's Bathroom

>x picture. (Remember the number "4554".) e. e.

Bud's Kitchen

There's stale beef jerky in the fridge, but you don't need it.

>x knife. take it. w. s. s. w. w.

Bank

Note: You can't refer to the $20 bill as "bill".

>x atm. use card.

4554 [+4]

>x money. e. e. e. e.

Party Store

Note: You need a knife to threaten with; you need ID and money to buy beer.

>x beer. x lady. x teenager. buy beer. talk to lady.

>talk to teenager. threaten teenager. buy beer. w. n.

Neighbor's House

>x bouncer. talk to bouncer. wear costume. talk to bouncer. [win!]

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Temple's
Heart
in↑
Temple
Enterence
in↑↓out
Ruined
Temple
Exterior
|
Cave Inside
Freighter
Clearingu→
←d
Tree
Top
in↑↓outin↑↓out|
Foot
of the
Mountain
Crash
Site
Winding
Pathway
|
Landing
Site
Medbay Ship
Hallway1
—— Ship
Enterence
|
Sith
Sanctum
Ship
Hallway2
Ship's
Cockpit
|in↑↓out
Cargo
Hold
u→
←d
On top of
the ship

The Knight Trials

by Pete Kinnunen

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Armory
|
North
Hall
|
Air Dock
Supply
South
Hall
||
Head
Quarters
Mess
Hall
Lab
|
Living
Quarters

Lost Space Colony: Infestation

by John Gaffrey

Note: There are inventory management issues in this game. You can only carry one weapon at a time. And the table top is too heavy to carry with anything else.

Oh, and weapons tend to evaporate when you use them to kill something. I'm not sure why, and the game doesn't exactly tell you that you're no longer carrying a weapon.

Living Quarters

Contrary to all common sense, don't take the rifle just yet.

> x rifle. n.

Mess Hall

>x table. e.

Lab

>x desk. x card. x papers. x glass. x hammer. take it.

>stand on desk. break case. stand. drop hammer. take mining. w.

Mess Hall

>drop all. take table. n. n.

North Hall

>use table. s. s.

Mess Hall

>take all. n. n. n.

Armory

>x notice. x scarab. kill scarab. x weapon. take it. s. s. s. w.

Head Quarters

>x scarabs. kill scarabs. e. s.

Living Quarters

>take rifle. n. n.

South Hall

The notice in the armory said there's ammo here, but you need the laser rifle to get it.

>x ammo. take it. s. w. n.

Air Dock Supply

The mantis is the 'boss monster'; timing is important.

>x mantis. look. (Continue to "look" until you see that the mantis is above the fuel canisters.)

>shoot fuel. [win!]

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West
Access
Room
West
Angular
Room
East
Angular
Room
East
Access
Room
||||
Resting
Room
West
Hexagon
Room
East
Hexagon
Room
Dining
Room
|s↓↑nw ne↑↓s|
Decision
Room
Triangular
Room
East
Passing
Room
sw↓se↓↑n|
Death
Room
Award
Room
Sitting
Room
Ready
Room
s↓
Tailgate
Party

The M Adventure

by Don Lonser

This adventure is in something called the "M Maze"; I think it's just meant to refer to the M-shape that the room layout makes. I also think that the colours blue and gold are just the official UMD colours and have no other symbolic significance.

I haven't bothered to find out how to get a full 200 points in this game; most actions that award points are optional.

Ready Room

>open door. w.

Sitting Room

Note that you can't open doors while carrying a chair.

>open door. x chair. take chair. [+4] n.

East Passing Room

>drop chair. open door. take chair. n.

Dining Room

>drop chair. x table. smell. x bag. take bag. [+10] sit on chair. [+6]

>eat corn. [+5] stand. open door. n.

East Access Room

The ladders in this game cannot be climbed, the hatches don't open, and you can't go up.

>x ladder. x hatch. x markings. [+10] x paper. [+10] open door. w.

East Angular Room

>open door. s.

East Hexagon Room

>x blue key. take it. [+4] open door. s.

Triangle Room

Note: Pushing the white button only teleports you to Ready Room when the button is switched off.

>push button. [+12] w. n. n. n. w. s. s. open door. nw.

West Hexagon Room

>x gold key. take it. [+4] open door. n.

West Angular Room

>open door. w.

West Access Room

>x ladder. x hatch. x portrait. [+16] open door. s.

Resting Room

>x stand. open drawer. [+10] x soda. take it. drink it. [+5] open door. s.

Decision Room

CAUTION: It's safe to open the gold door, but if you go southwest, you'll die and lose all your points as well.

>x gold door. unlock it with gold key. [+10] x blue door. unlock it with blue key. [+10] se. [+5]

Award Room

>take golden paper. [+4] read it. [+6] open door. s. [+25]

Tailgate Party

Win! The game ends before you can pick up or try to use either of the hatch keys you see here.

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Diplodocus
Skull
u↑↓d
Curator's
Office
Museum
Lobby
Security
Office
|
The Museum
Parking Lot
drive to museum↑↓drive to home
Living
Room
Garage

Master Thief

by Brian Rodriguez

Living Room

>take wallet. x it. open it. x card. take battery. x it. e.

Garage

>x car. x light. take light. in. x note. drive to museum.

The Museum Parking Lot

>out. x door. x window. x grate. use card. take grate. open window. n.

Darkness

>use battery with bulb.

Museum Lobby

>x diplodous. x cases. x case 1. x case 2. x wooden statue.

>x case 3. x scarab. x case 4. x golden statue. w.

Curator's Office

>take key. e. u.

Diplodous Skull

>x dust. take it. d. e.

Security Office

>x computer. x scanner. x tv. use dust. w.

Museum Lobby

You don't want the scarab. Its curse will lower your score, not raise it.

>unlock case 2. open it. take wooden statue.

>unlock case 4. open it. take golden statue.

>s. in. drive to home. out. w.

Living Room

You must have the treasures in your inventory or they won't count for your score.

>done. [end]

Personally, I think those values for the treasures are a little low. Pretend everything should be multiplied by 1000, so the wooden statue is worth $9000, not a mere $9, and so on.

Bonus feature: Because debugging was left on, you can use the "tree" command to discover that there are two additional places you can drive the car to: a bank and a rich man's house. There is an ATM at the bank location, but you can't use it. The rich man's house has nothing implemented but the location itself.

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Cave
|
West
Chamber
Hallway East
Chamber

Merlin's Treasure

by Nicholas A. Crabtree

Be astonished that a university student can spell this badly. And you'll have to use those misspellings yourself.

CAUTION: Taking any of the wrong stones is fatal.

>x podiom. x torches. x stone. x sword. take sword. s. w.

>x fire. x table. x truth. x time. x wrath. x fire stone. x water. x wind. x earth.

>take time. [+10] e. e.

>x table. x love. x hate. x power. x wealth. x knologe.

>take love. [+10] w. n. take sword. [+50; win]

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Base-
ment
↑search
↑trapdoor
Bed-
room
Closet Living
Room
||
Bath-
room
Kitchen

Neighbor from Hell

by Rich Hojnacki

There's some real problems with object names and guess-the-verb issues in this game. The medallions can't be called "medallion"; you can only refer to them by their appropriate adjectives. "Open" and "unlock" aren't used much in this game; instead, "search" seems to be used as a general "use" verb. The creature alluded to in the game, when you finally get to the room it's in, can be easily missed entirely; it can only be refered to as "monster".

Also note: the safe won't open unless you have all four medallions. You must hold the skull key to "search" the trapdoor successfully. The monster will kill you in the final room if you don't have the glo-stick.

>x bookcase. search it. x cross. s.

>x table. search it. x eagle. x microwave. search it. x wolf. w.

>x toilet. x shower. search it. x stick. x sink. n.

>x bed. search it. x star. x safe. open safe. x skull. e.

>x trapdoor. search it.

>x monster. x endtable. [win!]

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? The
River
The Deep
Forest
|
Behind
the
Black-
smith's
Shop
Black-
smith's
Estab-
lishment
North
Path

In The Tree
Neigh-
bor's
House
\|/
The
Stock-
room
The Pub Town
Square
Your
House
/|\
General
Store
Southern
Path
Your Girl-
friend's
House
|d↓↑u
Inside
Fluffykin's
House
Old Man
Fluffykin's
House
Your Girl-
friend's
Basement

Ogre Woes

by Michael Berryman

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Old Man
Simmons'
House
Bathrooom
|
Chip's chili
↑n|
Park Street Outside
Chip's chili

Old Man Simmons

by Mark Leich

CAUTION: No objects in this game are coded as portable. If you drop anything from your inventory, you won't be able to pick it up again. (Also, the bag can't contain things, the cup of chili isn't edible, and the lighter can't be lit or turned on. World modeling? What's that?)

>x bushes. x bag. take bag. e. n. x cup. take cup. s. w. w.

>x dog. give cup to dog. x vomit. take lighter. x lighter. x key. x dog. e. e. n.

>unlock door with key. open door. n. x toilet. x turd. take turd. s. s. w. n.

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Medical
Facility
|
Long
Hallway
The
Cafeteria
|
Room
54

Project Seed

by Chris Pieprzak

The doctor won't or can't answer any of your questions; you can ignore him.

>x doctor. x desk. take all from desk. x clothing. wear clothing.

>x backpack. open it. x gun. x compartment. open it. x dvd. s. s. x door. e.

Note that the cafeteria doesn't actually have any food or people in it.

>look. take keycode. x it. w. unlock door with keycode. open door. s.

>x desk. open drawer. take all from drawer. x screwdriver. x picture.

>x device. open it. take dvd. put dvd in device.

Sorry, but you'll have to type "bottem" as well. Also, try not to drop the battery; there's no good way to refer to the battery itself without confusing it with the battery compartment of the device.

>open battery compartment. take gun. unlock bottem with screwdriver. open bottem.

>take battery. put it in battery compartment. [win]

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Closet
n↑
Characters
A through L
—— Floor 1 of
Blizzard HQ
—— Characters
M through Z
|
Staircaseu→
←d
Staircase Backups
| |
Blizzard
HQ
u→
←d
Staircase

The Quest for the Sword of 1000 Truths

by Carl Saenz

Serious guess-the-verb and guess-the-noun issues in this game. The receptionist is also both portable and inanimate, so you can also guess that the coding of this game is impressively dire.

In particular, the gray object on the carpet is a gray USB drive, which you can find out either by "take all" or refering to it as "drive1", since none of "gray", "object", "usb", or "drive" are names for it.

To find the verbs "backup" and "import", I had to use TXD to disassemble the story file. So don't get any ideas that I was clever in figuring those out.

>take pen. take drive1. x receptionist. drop pen. n.

>take glasses. wear glasses. u. u. n.

The servers in Backup can't be called "server"; use "server3", "server4", and "server5" instead.

>x server3. backup server3. x server4. delete server4. x server5. s. d. n.

Careful. Don't go north into the closet; the author didn't code a way out of it.

>e. x server. delete server. w. w.

>x server. import server. [win]

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(win)
|
Offices Inside the
complex
||
Data Entry
room
Entrance to
the complex
|
Courtyard inside the gate
Guard Tower
|
At the front gate
|
Center field, right
by the spotlight
|
Outside front gate

Sneaky Game

by Jim Nardecchia

Note that you don't lose the stone when you successfully throw it. Also, the spotlight is still as bright as ever after it's broken.

>take stone. n. x spotlight. throw stone at spotlight. i. throw stone at guard. x guard. n.

This gate was unlocked by the guard that came out. You still have to open it, though.

>open gate. n. x tower. enter tower. take card. out. n.

There's no slot; you can't "swipe card" or "insert card in slot".

>x panel. unlock panel with card. open door. n. w. s.

You're a spy and a thief, yet you still bother to think they won't mind if you take one of their very precious paperclips. Also, you can take the binder, but it's still listed in the room description, of course.

>x desk. open drawer. x binder. take it. x cup. take paperclip.

>unlock drawer with paperclip. open drawer. take cd. x it. n. n. [win]

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Locked
Room
/
Dressing
Room
Main
Hall
Kitchen
u↓↑d
Upstairs
Hallway
Upstairs
Bedroom

Stranded

by Jorden Lowe

Note that the cell phone, the thing you want to augment with an antenna and that you're using as a light source? It's not implemented.

Also, this game doesn't like sharing words for items, so you might have more difficulty than usual when trying to refer to things. Of course, the author's fondness for not implementing objects at all will complicate this. Needles in unimplemented haystacks.

>e. x foil. take it. w. w. x pin. take it. e.

>ne. x door. unlock door with pin. open door. ne.

The buttons can't be referred to as "button", but only by their colours. Also, pushing the green button is fatal, and there's nothing in the game to warn you ahead of time. Pushing the red button unlocks the steel door. And by the way, the steel door is "steel", not "door" or "steel door".

>push red. sw. x steel. open steel. u.

>x floor. take key. x key. e.

Can you guess how to refer to the bedroom door? Give up? It's "bed", "room", or "bed room".

>unlock room with key. open room. e. [win]

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(end) Pleasant
Room
|
Well-Appointed
Living Room
Austere
Room
|
Luxurious
Bedroom

The Testing

by Joseph Brogowski

You have amnesia, but you'll be able to recover part of your memory in every room. Also, make sure you grab the note from each room.

Luxurious Bedroom

I don't understand what the panel numbers are trying to convey, but I suppose it doesn't matter as long as I got the door open.

>verbose. x table. x crisp note. take it.

>x bed. x headboard. [First memory recovered.]

>x dresser. open it. x lamp. take it.

>x door. open door. listen. x panel. push fourth. listen. open door.

>x lights. pull lights. open door. n.

Well-Appointed Living Room

>x fireplace. x chair. sit on chair. x fireplace. [2nd memory recovered.]

>stand. e. x white door. x pedestal.

There's some name confusion. The pool can't be called a "pool". Also, the table isn't mentioned in the room description; you need to guess that it must be there.

>x fountain. x five jug. take it. x three jug. take it.

>x table. x wrinkled note. take it.

>fill five. pour five. empty three. pour five. fill five. pour five.

>x five. put it on pedestal. drop three jug. open white door. e.

Austere Room

>turn on lamp. x painting. [3rd memory recovered.]

>x table. x crumbled note. take it. x gray door. x panel.

Yes, it's a Tower of Hanoi puzzle. Can you feel the love?

>push left. push right. push left. push middle. push right. push middle. push left. push right.

>push middle. push left. push middle. push right. push left. push right.

>open gray door. n.

Pleasant Room

The instant you enter this room, a deadly countdown begins. You have a generous number of turns to save yourself, but the poison gas will kill you if you let it go too long. You won't be able to deal with the featureless door until the gas threat is gone.

>x mirror. [4th and final memory recovered.]

>x table. x rumpled note. take it.

There's some ambiguity confusion if you try to refer to the holes as "northwest hole", "southeast hole", etc. Instead, use constructions like "north west hole". It doesn't matter which note goes in which hole.

>listen. x southeast. x south east hole. put crisp note in south east hole.

>listen. put wrinkled note in north west hole.

>listen. put crumbled note in north east hole.

>listen. put rumpled note in south west hole.

>x featureless door. open it. hit it. [win]

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Epi-
logue
Final
Room
Second
Room
First
Room

The Three Rooms Game

by Jason Sabada

It would be difficult to invent an IF game that was either more generic or more boring than this one.

>x wallet. take it. [+1] take letter. [+1] x letter. open door. w.

>x axe. take it. [+1] x letter. open door. look. x key. take key.

>unlock door with key. open door. w.

>kill dragon. [+1] look. take final key. [+1]

>unlock door with final key. open door w. [win]

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You're Fired

by Aaron Stokes

to C-Wing
n↑
exit
cubicle
21
janitor
closet
15
||
empty
cubicle
20
Yes Man's
cubicle
19
empty
cubicle
17
||
Randall's
cubicle
10
confer-
ence
cubicle
18
nephew's
cubicle
16
||
File
room
Sarah's
cubicle
11
skeleton
cubicle
14
||||
Boss
Office
hallway C-Wing your
cubicle
9
Andy's
cubicle
13
empty
cubicle
12
|
lobby kitchen
|
dog
yard
court-
yard

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