In this amusing and loving tribute to both Coca-Cola and interactive fiction, you will re-visit six classic games (Adventure, A Bear's Night Out, Curses, Hitchhiker's Guide to the Galaxy, Losing Your Grip, and Planetfall), each re-imagined with refreshing Coca-Cola in very prominent product placements.
This solution is by David Welbourn, and is based on Release 1 of the game.
Winning a game scenario returns you to the dispenser.
Map 2: Adventure Scenario
Map 3: Losing Your Grip Scenario
Walkthrough
At the Coca-Cola Dispenser
All you can really do here is drink Coke and push buttons on the dispenser. Each button transports you into a self-contained scenario based on the game named by that button. Complete all six scenarios to win the game.
> x me. i. x can. drink can. x machine.
Part 1: Adventure
At the Coca-Cola Dispenser
> push adventure.
At End Of Road
> x me. i.(Carrying nothing.)
> x road. x building. read message.
> x stream. drink stream.
> e.
Inside Building
> take all. x keys. x food. x lamp. x bottle.
> d. x pipes.
> w. s.
In A Valley
> x pool. drink pool. fill bottle. fill lantern.
> s.
At Slit In Streambed
> x slit. take scroll. x list. s.
Outside Grate
> x grate. x dirt.
> unlock grate with keys. open grate.
> turn on lamp. d.(+1)
*** You Can't Beat The Real Thing ***
Part 2: Curses
At the Coca-Cola Dispenser
> x machine. push curses.
Chatelet-Les-Halles
> i. x paper. x can. x man.
> ask man about map.
> give can to man.(+1)
Part 3: Planetfall
At the Coca-Cola Dispenser
> push planetfall.
Bio-Lock West
> x Floyd. i. x uniform.
> x door. ask Floyd about Coke.
> open door. close door. x door. open door. close door.
> x Floyd. take Coke. x Coke. drink Coke.(+1)
Part 4: Hitchhiker's Guide to the Galaxy
At the Coca-Cola Dispenser
> push hitchhiker.
Nutrimat Room
> x me. i. x can. x gown.
> x machine. x button. push button.
> x cup. take cup. drink cup.
> open door. x circuitry. pour Coke on circuitry.
> push button. drink cup.(+1)
Part 5: A Bear's Night Out
At the Coca-Cola Dispenser
> push bear. SPACESPACE
Bedroom (on the big bed)
> x me. i. x shirt.
> x David. x bed. x cupboard.
> out. w.
Cupboard
> x clothes. x can. x sign. x jacket.
> take all. wear jacket.
> drink can.(Can't operate the ring pull.)
> e.
Bedroom
> enter bed. give can to David.(He opens it, drinks, leaves.)
> z. z. z. z.(+1. David has taken care of everything.)
> SPACE
Part 6: Losing Your Grip
At the Coca-Cola Dispenser
> push grip.
Muddy Glade
> x me. i. x cola. drink cola. x mud. x rain.
> n.
Muddy Field
> x head. give cola to head.(The head vanishes. A path is revealed.)
> ne. n.
Foyer
> x pyramid. take it.(You hear voices. The pyramid vanishes.)
> n.
South End of Hallway
> x walkway. x shadow. enter shadow.(A So Far ref!)
> e.
South Half of Archive
> x clock. x shelves. x boxes. read boxes. open boxes.
> n.
North Half of Archive
> x shards. w. n.
Audience Hall
> x machine. plug cord in socket.(It's inches too short.)
> e.(An inner voice stops you.)
> s.
North End of Hallway
> open small door. w. d.
Bottling Room
> x Frankie. x opener.
> ask Frankie about opener.(He gives you a bottle to open without it.)
> i. x Sprite. open Sprite.(Can't.)
> ask Frankie about Frankie. ask Frankie about Terry.
> x bottles. push bottles.(You experience some past memories.)
> u. e. ne. s. e.
Library
> x shelves. x books. read books. x sentinel.
> give Sprite to sentinel.(It opens it.)
> w. n. d. w. d.
Bottling Room
> give Sprite to Frankie.(He gives the opener, then a black liquid starts welling up from the drain.)
> x liquid.(It's Pepsi.)
> u.
Utility Room
You won't be willing to return to a room of Pepsi.
> x opener. e. n.
Audience Hall
> take cord. put opener in socket.(You pass out.)
> SPACESPACE
Hospital Room
> x equipment. x fridge. open it.
> take can. drink can.
> x father. give can to father.(+1)
*** Thanks to Coca-Cola, you have resolved your latent Oedipus complex and gone on to a happier and more mentally and physically secure life ***
At the Coca-Cola Dispenser
*** You have won ***
Extras
Characters
A surly-looking man, the (Frog), is at Chatelet-Les-Halles in Curses.
Floyd, a robot, is your trusty companion in Planetfall.
A horde of hideous, mutated monsters are in the Bio Lab in Planetfall.
The Nutrimat in Hitchhiker can talk.
Marvin the robot enters the Nutrimat Room at the end of the Hitchhiker scenario.
David, your owner, is asleep on his bed in A Bear's Night Out.
A human head is buried to its chin in the muddy field in Grip.
You hear the voices of a doctor and others when you try to take the pyramid in Grip.
Frankie is an archaeologist in the bottling room in Grip.
A metal sentinel in the library in Grip.
Your father is battling cancer in the hospital room in Grip.
Honorable mention:
Matt and Terry Moose from A Bear's Night Out are boycotting this "cheap commercial ripoff" and do not appear.
Credits
After seeing the wonderful promotional game 'The Lost Island of Alanna' on the Cherry Coke web site (http://www.cherrycoke.com/alanna/), a group of us decided to contact Coca-Cola and see if they would be interested in doing a similar thing with IF. We had the good luck of being able to contact Mr. Fizzlewick, who surprised us all with the fervor of his interest in our idea. Soon, we were all hired and working frantically to produce 'proof-of-concept' scenarios based on current works of IF. We managed to put this game together in time for their end-of-March manager's meeting, where JP was able to sell the idea to the group. If all goes well, you should see this game or something very similar go up on one of their web pages some time in April. In the meantime, JP wanted us to tell the rest of the IF community about the idea, so we put together this package and are uploading it to GMD.
The following people comprise the group:
Lucian Smith: The main module and library replacement.
Adam Thornton: 'Curses' module
J. Robinson Wheeler: 'Adventure' module
Michael Fessler: 'Planetfall' module
Adam Cadre: 'Hitchhiker's Guide' module
Dan Shiovitz: 'Losing Your Grip' module
David Dyte: 'A Bear's Night Out' module
'Coca-Cola' and 'Coke' are registered trademarks of the Coca-Cola bottling company.
Endings
You have failed to achieve the real thing
if you are killed by the Pepsi sludge in Losing Your Grip. However this "death" merely ends the scenario, returning you to the dispenser. You can now try the scenario again with the Pepsi confined to the bottling room.
You have died
if the mutant horrors kill you in Planetfall.
You have won
if you successfully complete all six scenarios.
Inventory
At the Cola-Cola Dispenser:
a can of Coca-Cola. You're carrying it. Drink it!
Adventure scenario:
a green glass bottle. It's inside the building. You can fill the bottle either with water (when inside the building) or with Coke (when in a valley). Filling it with Coke is better.
a brass lantern. It's inside the building. Fill the lantern when in a valley; the lantern likes Coke too! When you've unlocked the grate, light the lamp. Without Coke, the lantern glows dimly, but with Coke, it glows brightly. You want a brightly glowing lamp when heading down into the caves below the grate.
some tasty food. It's inside the building. Feel free to eat it.
a set of keys. It's inside the building. Unlock the grate (at outside grate) with the keys.
some bottled Coke. Obtain this by filling the bottle whtn in a valley; the pool contains Coke.
some bottled water. Obtain this by filling the bottle when inside the building. Feel free to drink it.
a list of slogans. It's the scroll tucked into the slit in the streambed. Read it. Each of the slogans can be found somewhere in the Adventure scenario. Searching for them all can be considered a mini-game within this one.
A Bear's Night Out scenario:
your night shirt. You're wearing it. Leave it on.
a can of Coca-Cola (tm). It's on a pile of clothes in the cupboard. Get back on the bed and give the can to David.
your red jacket. It's in the cupboard. Wear it or ignore it.
Curses scenario:
a crumpled piece of paper. You're carrying it. Read it.
a can of Coca-Cola. You're carrying it. Drink it, then give the can to the man.
Hitchhiker scenario:
a can of Coca-Cola. You're carrying it. Drink it. But also, open the door and pour some Coke on the circuitry to teach the machine what Coca-Cola is.
a dressing gown. You're wearing it. Leave it on.
a cup of fizzy brown liquid. Create it by pushing the nutrimat's button. Drink it.
If you haven't poured Coke on the circuitry yet, this liquid is foul and you throw the cup away.
If you did pour Coke on the circuitry, this liquid is More Coke, crisp and refreshing.
Losing Your Grip scenario:
a bottle of cola. You're carrying it. In the muddy field, give the cola to the head buried in the mud. You now have an empty bottle which you may ignore.
a bottle of Sprite. Acquire it in the bottling room by asking Frankie about the bottle opener. In the library, give the Sprite to the sentinel; it opens the bottle for you. Give the open Sprite bottle back to Frankie to get the bottle opener.
a bottle-opener. Frankie, in the bottling room, is carrying it. Acquire it by giving the open bottle of Sprite to him. Quickly go to the audience hall and before the Pepsi dissolves the building, take the power cord then put the opener into the socket.
a can of Coke. It's inside the fridge in the hospital room. Drink some! Then give the can to your father.
Planetfall scenario:
a Patrol uniform. You're wearing it. If you remove it, Floyd will giggle at you.
a can of Coca-Cola. It's in the bio-lab. Ask Floyd about Coke, and he'll offer to get it for you; he also explains when you should open and close the door. After he succeeds in his task, take the Coke and drink it.
Score
In this game, you haven't completed any of the scenarios yet.
In this game, you have completed completed-scenario-count in words of the six scenarios.
You have completed all the scenarios! You should celebrate, with a tall glass of refreshing Coca-Cola!
Slogans
In the Adventure scenario, the following message is written on the building:
The message reads: There are 33 classic advertising slogans for Coca-Cola hidden in this game, from the first in 1886, Drink Coca-Cola, to 1993's Always Coca-Cola. The full list is hidden somewhere, too, in case you want to know what you're looking for. (TXD'ers, this one's for you...)
Have fun!
So here's a list of all the slogans and what to do to see them:
1886 Drink Coca-Cola @ look at "In Forest" (F2).
1904 Delicious And Refreshing @ look at "In A Valley".
1905 Coca-Cola Revives And Sustains @ look at "In Forest" (F1).
1906 The Great National Temperance Drink @ x slit at "At Slit In Streambed".
1917 Three Million A Day @ plover.
1922 Thirst Knows No Season @ x forest.
1925 Six Million A Day @ xyzzy.
1927 Around The Corner From Everywhere @ look at "At End Of Road".
1929 The Pause That Refreshes @ wait.
1932 Ice-Cold Sunshine @ drink water from stream at "Inside Building".
1938 The Best Friend Thirst Ever Had @ look at "At End Of Road".
1939 Coca-Cola Goes Along @ x pipes at "Inside Building".
1942 Wherever You Are, Whatever You Do, Wherever You May Be, When You Think Of Refreshment, Think Of Ice-Cold Coca-Cola @ x road.
1942 The Only Thing Like Coca-Cola Is Coca-Cola Itself. @ fill lantern at "In A Valley".
1948 Where There's Coke, There's Hospitality @ look at "At Hill In Road".
1949 Coca-Cola...Along The Highway To Anywhere @ look at "At End Of Road".
1952 What You Want Is A Coke @ down at "At Slit In Streambed".
1956 Coca-Cola...Making Good Things Taste Better @ eat food.
1957 Sign Of Good Taste @ drink pool at "In A Valley".
1958 The Cold, Crisp Taste Of Coke @ drink pool at "In A Valley".
1959 Be Really Refreshed @ look at "Inside Building".
1963 Things Go Better With Coke @ x food. (Also taking anything.)
1970 It's The Real Thing @ push adventure at "At the Coca-Cola Dispenser" the first time.
1971 I'd Like To Buy The World A Coke @ sing.
1975 Look Up America @ x depression at "Outside Grate".
1976 Coke Adds Life @ One turn after light lamp when it's not filled with Coke.
1979 Have A Coke And A Smile @ look at "At Slit In Streambed".
1982 Coke Is It! @ x pool at "In A Valley".
1985 We've Got A Taste For You, America's Real Choice @ put coke in lamp at "In A Valley" when you don't have the bottle.
1986 Catch The Wave, Red White & You @ enter pipe at "Inside Building".
1989 Can't Beat The Feeling @ take Coke at "In A Valley" when you don't have the bottle.
1990 Can't Beat The Real Thing @ down at "Outside Grate" when the grate is open and your lamp is glowing brightly.
1993 Always Coca-Cola @ x depression at "Outside Grate".