NOTE 2: If you need to sleep at turn 400, you can sleep on the sofa in the coffee lounge. If it's good enough for the security guard, it's good enough for you.
> x me. x desk. x memo. read it. x toy. push toy.
> open drawer. read flyer.(+5)
> about. credits. commands. comp.
> x chair. x basket. x brown paper. take it.
> e. s.
> x desk. x paperclip. take it.
> x chair. x Tracey. x magazine. x cupboard.
> e.(Tracey blocks you.)
> n. e.
> x desk. open drawer. x biro. take it.
> x computer. read message.(Wants password.)
> x photo.(Benji, Sharon's dog.)
> type "benji"(+10)
> read message.(The executive passcord is 6162.)
> w. n.
> x door. open door. knock on door.(Beats in response?)
> x debris. x drive. take it.(Techy stops you.)
> ask Techy about drive. push eject button.
> straighten paperclip.
> put clip in hole.(+10; Techy gives you a screwdriver.)
> x screwdriver.
> w. n.
It isn't clear the tape blocks your way east until you try to go east.
> x tape. read it. w.
> x pencil. take it. read it.
> x desk. x chair. x Maureen.
> ask Maureen about pencil.
After it's pressed, the button slowly works its way back out after several turns.
> x button. push button. z. z. z. z. z. z. z. z.(Click.)
> e. e. n.
> x clock. x supervisor.
> n.(Denied. Can't go to mail room without mail.)
> x sofa. x table. x guard. x plant. x machine.
> x door. read plaque. x pad.
> type 6162.(+10)
> open door. w.
> x sink. x medallion. take it. wear it.(No way!)
> w. open door. open toilet door.(It won't open.)
> knock on toilet door.(+5. A care-taker rushes out.)
> smell smoke. w.
> x grille. unscrew grille with screwdriver.(+10)
> drop screwdriver.
> x roll. x toilet.
> s. s. s. w.
> x scissors. take scissors.
> n. e. e.
Ventilation Shaft (east end)
> x grille. push grille.(+5)
> x grille. x label. x skeleton.
> take label.
> x door. open door. unlock door.
You can't unlock the door, so you'll have to return via the vents.
> w. w. n. n. e. e.
> wake guard.(+5; he leaves.)
> break chain.(+5, of the medallion)
> put medallion in slot(+10, of the coffee machine)
> x can. take it. read it. x button.
> push button. shake can. wait. open can.
> pour coffee on plant.(+10; it wilts.)
> drop can. x plant. take plant.
> e. s. s. s. s.
The plant must be wilting for this to work.
> give plant to Tracey.(+10; she leaves with it.)
> x shelf. take tape. x tape.
> w. n. n. n.
> cut yellow tape.(+10, with scissors.)
> drop scissors. e.
Cubicle of Doom
> x desk. x sharpener. sharpen pencil.
> open drawer.(It's locked.)
> unlock drawer with clip.(+5)
> drop clip.
> open drawer. x lighter. take it.
> x outline. x door. open door. e.
> x box. open box. look in box. take box.
Turn the box into a passable parcel for mailing. You should be holding both the brown paper and the sticky tape when you wrap the box. We won't use it right away, but we will reduce our amount of inventory.
> close box. wrap box.(using brown paper and sticky tape)
> x parcel. drop tape.
> write on label.(+10, using the biro.)
> drop biro.
> lick label. put label on parcel.(+10)
> w. w. w.
You must have sharpened the pencil earlier.
> give pencil to Maureen.(+10)
> i. x gonks.
> e. n. e.
> x Suzie. ask Suzie about Suzie.(You can't get a word in.)
> e.(Denied; a wall of sound is in the way!)
> wear gonks.(+5)
> x cabinet. open it.(No obvious way.)
> move cabinet.(+5. A stairway is revealed.)
> x stairway. d. d. n.
> read sign.("Maze of Despair")
> x rock. take it.
Maze of Despair
> read sign. n.
Don't worry. Despite the obvious Indiana-Jones-inspired setup, you won't be crushed by a huge boulder if you wait around after you take the mug.
> x pedestal. x mug. take mug.(Rumbling sound!)
> s. s. s. u. u. w. w. s. w. w.
Pushing this button opens a way past Tracey's stationery cupboard. It's timed, so don't delay getting there.
> push button. e. e. s. s. s. e.
It's rather difficult to guess the required syntax for this action, if you ask me.
> wedge wall with rock.(+10)
> x snow. s.
> x post. x umbrella. take it.
Now that we have a lighter, a parcel, a mug, and an umbrella, it's time to visit the north end of the map and the endgame.
> n. w. w. n. n. n. n.
> n.(Supervisor lets you pass if you have a finished parcel.)
> x sensor. x door. n.
> read sign. w.
> x table. put parcel on table.
> e. s. w.
CAUTION: Sitting in the chair is fatal for your career. The chair is pushable, though.
> x desk. x chair. push chair.
> stand on chair. light sensor.(+10; using the lighter. The board room empties.)
> d.(You're now off the chair.)
> open umbrella. e.(+5)
> x table. x jug. x coffee. smell coffee.
> pour coffee into mug. drink coffee.(+20)
Tracey is in the Stationery Room. She guards the cupboard there. She likes plants.
The technician, aka the Techy, is in the Technical Department. He can't open his cdrom drive.
Maureen is in Maureen's Cubicle. She's not too smart and is unhappy that her pencil is broken.
A Supervisor is in the Supers Office. She won't let you into the mail room unless you have some mail to send.
The guard is sleeping in the Coffee Lounge. If you wake him, he'll leave and free up the sofa.
Suzie is in Suzies Room. She's the office gossip and her non-stop talking has produced a wall of sound.
Sharon is an absent co-worker.
A care-taker type chap is in the Stall, but you scare him away.
Some bored people are in the Board Room.
Your Boss will appear if you dare sit in his chair.
---------------------- Info -------------------
Coffee Quest II ( Copyright 2002 ) by Dog Solitude.
This is the post 2002 if comp version.
Coffee Quest II is freeware. That means you are welcome to distribute it as long as you can find someone who's willing to take it.
Type CREDITS for a list of those also implicated in this travesty.
COMMANDS for a list of sample commands.
COMP for info on the annual IF Comp.
Dog Solitude would like to thank the following:
Michael J. Roberts for the excellent TADS (Text Adventure Development System).
Rick La Bach and Andrew Pontious for the public domain tads utilities Veriverb and Notall respectively.
Peter Smith, for giving me the half-arsed idea in the first place,
and Maz, Katie, Jim and CT for their help and feedback in testing this game.
You have died
if you dare to sit in the boss' chair.
if you manage to drink some real coffee from a mug.
You can make the game unwinnable if you leave the parcel anywhere north of the super's office and then return there. You won't ever be able to go back north of her again.
Failing to sleep on the sofa after turn 400 isn't really punished. At turn 435, you'll pass out and wake up. You'll still be wearing the gonks if you were wearing them, but you'll have dropped all your other inventory. Just take all and continue.
NOTE: There's a 10 item inventory limit.
a memo. It's on the desk in Your Cubicle. Read it.
an executive toy. It's on the desk in Your Cubicle. It's broken; you can ignore it.
a flyer. It's in the drawer of the desk in Your Cubicle. Read it.
a paperclip. It's on the desk in the Stationery Room. Straighten it. Put it in the hole of the cdrom drive in the Technical Department to open the drive; the Techy will give you a screwdriver. Also unlock the desk drawer in the Cubical of Doom with the clip; there's a lighter inside.
a quality biro. It's in the drawer of the desk in Sharon's Cubicle. Write on the sticky label with it.
a cheap looking screwdriver. The Techy gives it to you after you open his cdrom drive by inserting a straightened paperclip into the drive's hole. Unscrew the grille in the Stall with the screwdriver.
a pencil. It's in Maureen's Cubicle. It's dull. Sharpen the pencil with the sharpener in the Cubical of Doom, then give the pencil back to Maureen; she gives you gonks in return.
a medallion. It's on the sink in the Executive Toilet. Break the chain off it, then use it as a coin by putting it in the coffee machine slot to get a can.
a roll of toilet paper. It's in the Stall. Ignore it or try to wear it.
some scissors. They're in Jeffrey's Corner. Cut the yellow tape in the Aisle with them.
a grille. Found in the Caretakers Cupboard after you kick it open from the Ventilation Shaft side. Ignore it.
a sticky label. Found in the Caretakers Cupboard. Write on it with the biro, lick it, then put it on the parcel.
a can. Ejected onto the floor of the Coffee Lounge by the coffee machine after inserting the medallion (without its chain) into the slot. Follow the directions written on the can. You won't drink this coffee. Pour the fake coffee onto the plant to make it wilt.
a plant. Found in the Coffee Lounge. Pour the coffee from the can onto the plant to make it wilt, then give the wilted plant to Tracey to get her to leave.
a roll of sticky tape. It's on the shelf in the Stationery Cupboard. Use it and the brown paper to wrap the box, turning it into a parcel.
a lighter. Found in the locked desk drawer in the Cubicle of Doom. Push the boss's chair into the hallway, stand on the chair, and light the sensor with the lighter. This will turn on the sprinklers, forcing all the people in the board room to leave.
a parcel. Made by wrapping the box with brown paper and sticky tape. Write on the label with the biro, lick the label, and put the label on the parcel. Carry the finished parcel to go north past the Supervisor.
a pair of gonks. Given to you by Maureen when you give the sharpened pencil to her. Put them in your ears so you can get past Suzie and her wall of sound.
a rock. Found in the Tunnel. When the wall in the Stationery Cupboard is open, wedge the wall with the rock to keep it open.
the mug of the gods. Found on the pedestal in the Cavern. Take it and exit the cavern ASAP. In the board room, fill the mug with real coffee from the jug. Drink the real coffee to win the game.
an umbrella. Found in the Clearing. Open it in the Hallway after the the sprinklers are on so you can enter the Board Room.
a jug. Found on the table in the Board Room. It contains some real coffee. Pour the coffee into the mug. Drink the real coffee to win the game.
In several turns, you have scored this-many points out of a possible 200.
This gives you a rank of ranking.
5 points for reading the flyer.
10 points for typing the correct password on Sharon's computer.
10 points for opening the Techy's cdrom drive for him.
10 points for unlocking the executive washroom door.
5 points for getting the toilet door open.
10 points for unscrewing the wire grille in the stall.
5 points for pushing the other grille open.
5 points for waking the guard.
5 points for breaking the chain off the medallion.
10 points for putting "money" in the coffee machine slot.
10 points for pouring canned coffee on the plant.
10 points for giving the wilted plant to Tracey.
10 points for cutting the yellow tape with the scissors.
5 points for unlocking the locked desk drawer with the paperclip.
10 points for writing on the label with the biro.
10 points for sticking the addressed label on the parcel.
10 points for giving the sharpened pencil to Maureen.
5 points for putting the gonks into your ears.
5 points for getting past Suzie's wall of sound.
5 points for finding a hidden stairway in the archive.
10 points for wedging the secret opening of the Stationery Room with the rock.
10 points for emptying the board room of bored people.
5 points for entering the board room with an open umbrella.