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Key & Compass presents:
The Colour Pink
by Robert Street

The Colour Pink is a Z-machine interactive fiction game written with Inform 6 and is © 2005 by Robert Street. It was an entry in the IF Comp 2005 where it took 6th place.

In this game, you are a spaceman sent to investigate an out-of-contact colony on an abandoned planet. Your mission is to find out what happened to the scientists and report back to the Captain. But what do you do when the world turns pink and your communicator stops working?

This solution is by David Welbourn, and is based on Release 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.


Maps

Map 1: Alien Planet

Northwestcorner ofruins Northeastcorner ofruins Northwestcorner oflaboratory Northeastcorner oflaboratory Southwestcorner ofruins Southeastcorner ofruins Southwestcorner oflaboratory Southeastcorner oflaboratory The baseof theRed Tower d dig crackwith shovel u

Map 2: Fantasyland

Insidethe shop The shopentrance,at the baseof a hill The bridge,over theriver The field,on thefarm Insidethe cave Outsidethe cave The topof a hill Near theforestentranceon the farm The house,in theforest The lake,at the endof the river The shelteron thefarm The bottomof the lake,northwest The tunnel,west end The homewithinthe tunnel The boulder,at the baseof a hill The tunnel,south end The baseof theRed Tower The homeof thePrincess The bottomof the lake,southwest The bottomof the lake,southeast The insideof thetower The top ofthe stairs u d

Walkthrough

Southeast corner of ruins

You're investigating why the scientists have stopped being in contact.

> x me. x uniform. i. x backpack. open it.

> x ration. x communicator.

> x tool. turn dial. x shovel. turn dial. x scythe. turn dial.

> x house. x ashes. x jungle. x weeds. x metal.

> w.

Southwest corner of ruins

> x wood. take it. x hole.

> n.

Northwest corner of ruins.

> x tree. x branch. x nest.

> take nest. climb tree. hit nest with wood.

> e.

Northeast corner of ruins

> x garden. x table. push table west.

Northwest corner of ruins

> stand on table. hit nest with wood. (+2)

> x egg. eat egg. (+2)

Northwest corner of ruins

> e.

Northeast corner of ruins

> x diary. take it. read it. (+2; "PSYCHE")

> push button. 1 (no response)

> s.

Southeast corner of ruins

> x tunnel. d.

Southeast corner of laboratory

> x crack. n.

Northeast corner of laboratory

> x machine. x compartment. x pink. x yellow.

> w.

Northwest corner of laboratory

> x device. x screen. x red button. x cable.

> x workbench. x papers. x potions.

> s.

Southwest corner of laboratory

> x bookcase. x books. move books. x chest.

> push chest north.

Northwest corner of laboratory

> take cable. put cable in socket.

> push red button.

>> psyche (+3)

> x notes. x gold. x silver. x iron. x flask.

> e.

Northeast corner of laboratory

> push pink. (The compartment opens.)

> put silver in machine. put iron in machine.

> take ration. put ration in machine.

> put flask in machine. push pink. (+3)

> push yellow. x grey.

> put gold in machine.

Uh-oh. The watch falls into the crack in the floor.

> take gold. (Too far.)

> take tool. turn dial. (It's now a shovel.)

> dig crack with shovel. (+3)

You somehow fall into another world. Also, all your inventory is gone.

The base of the Red Tower

> x tower. (A gargoyle arrives to block your way.)

> x gargoyle. x glasses. x window. x doors.

> talk to gargoyle.

>> 1. 1. 1. 1. 1. 1. 1. 1. 1.

You learn that the gargoyle wants the Amulet of Air from the shopkeeper.

> n.

The boulder, at the base of a hill

> x boulder. x hilt. pull hilt.

> x sword. (looks blunt)

> n.

The top of a hill

A white rabbit starts asking you questions.

> 1 (say you came from a spaceship)

> x rabbit. x clover

> talk to rabbit.

>> 1 (ask about himself)

> n.

The shop entrance, at the base of a hill

> x man. x lance. x shield. take it.

> look under bird. (There's a gold door.)

> open door. (It's locked.)

> n.

Inside the shop

> x Stegosaurus. x Amulet.

> x key. x wrench. x helmet.

> x sign. ("Special Lucky Offer Available Now!")

> x dust. x shelves. x books. x Odyssey.

> x paint. x food.

> talk to Stegosaurus.

>> 1 (re himself)

>> 1 (re here)

>> 1 (re business)

>> 1 (re offer)

>> 1 (ask for his amulet)

>> 1 (re Amulets)

>> 1 (goodbye)

> s. se.

The field, on the farm

> x plants. x fence. x dog. ("Rover", has basket)

> x machine. x funnel. x panel.

> x dig button. x empty button.

> x dial. (can set to CL1, CL2, CCL1, or CCL2)

> x pipe. x door.

> se.

Near the forest entrance, on the farm

> x wall. x silkworm. talk to her.

>> 1 (re herself; she's ready to become a moth)

>> 1 (re here)

>> 1 (re wall; it's part of her cocoon)

>> 1 (re letting you through; prove you want to help)

>> 1 (re farm; someone exchanges leaves for carrots)

>> 1 (re parents)

>> 1 (goodbye)

> w.

The top of a hill

The rabbit starts a conversation.

> 1 (re hopping; he's looking for something or someone or somewhere)

> talk to rabbit.

> 1 (re clover; it was a gift)

> talk to rabbit.

> 1 (re break; he'd like carrots)

> talk to rabbit.

> 1 (re taking carrots)

> talk to rabbit.

> 1 (re War)

> se.

The shelter, on the farm

> x poison. x carrots. take carrots.

> nw.

The top of a hill

If the rabbit starts a conversation, type 0 to get out of it.

> give carrot. (+5; he gives you the clover, then sleeps)

> wear clover. sw.

The lake, at the end of the river

> open chest. x tank. x hose.

> x pipe. (loose joint)

> nw.

Outside the cave

> x tank. x tap. x cave.

> w. (The dragon can't control his flames, but your shield deflects them.)

Inside the cave

> x dragon. x bed. x table. x ashes.

> talk to dragon.

>> 1 (re himself; he wants his inner fire put out.)

>> 1 (re here)

>> 1 (re amulets; he has one on his bed somewhere)

>> 1 (re helping him)

>> 1 (goodbye)

> e. se.

The lake, at the end of the river

> take hose. nw.

Outside the cave

> attach hose to tap. turn tap. (tank is empty)

> ne.

The bridge, over the river

> x bird. x tree. x rocks. x remains.

> x river. x bridge.

> ne. n.

Inside the shop

> give clover. take wrench.

> s. sw. s.

The lake, at the end of the river

> fix pipe. (using the wrench)

> nw.

Outside the cave

> turn tap. (The dragon thanks you, and says to take something from his cave as a reward. Then he flies away.)

> w.

Inside the cave

> x amulet. take it. (+5)

> wear it.

> e. ne. ne. n.

Inside the shop

> give wrench. take key. s.

The shop entrance, at the base of a hill

> unlock door with key.

> x sound box. turn off box.

> se.

The field, on the farm

Notes on controlling the robot dog:

From the northeast corner:

> push dig. (The dog digs up all the carrots in the northeast corner, and the basket is half full.)

> turn dial to CL1.

> push dig. (The southeast carrots are harvested.)

> turn dial to CL1. (Now at southwest.)

> push empty. (The carrots go into the funnel.)

> push dig. (The southwest carrots are harvested.)

> turn dial to CL1. (Now at northwest.)

> push dig. (The northwest carrots are harvested.)

> turn dial to CCL1. (Now at southwest.)

> push empty. (The carrots go into the funnel.)

A voice from the southeast thanks you and asks you to go over there.

> se.

Near the forest entrance, on the farm

The silkworm opens the silk wall and says "Follow me."

> e.

The house, in the forest

> take Earth. (+5)

> x it. wear it.

> x cabinets. x sofa. x tables. x chairs.

> w. nw. nw. n.

Inside the shop

> give key. take helmet.

> s. sw. s.

The lake, at the end of the river

> take tank. attach tank to helmet.

> wear helmet.

> d.

The bottom of the lake, southwest corner

> x dolphin. talk to dolphin.

>> 1 (re himself)

>> 1 (re here)

>> 1 (re doing)

>> 1 (re home)

>> 1 (re chest)

>> 1 (goodbye)

> x chest. open chest. (empty)

> n.

The bottom of the lake, northwest corner

> x tree. x cliff. e.

The tunnel, west end

> x boulder. x crack.

> push boulder. (not with bare hands)

> w. s. e.

The bottom of the lake, southeast corner

> x rowboat. x oar. take it.

> n.

The tunnel, south end

If necessary, wait for the dolphin to leave the other tunnel. You don't want to hit the dolphin with the boulder.

> push boulder with oar. (You are now at...)

The home within the tunnel

> x hoop. x ball. x bed. x chest. x ceiling.

> open chest. take Amulet of Water. (+5)

> s. u. n. ne. n.

Inside the shop

> give Fire. give Water. (+5; You get the Amulet of Air.)

> s. sw. s. se. s.

The base of the Red Tower

> give Air. (The gargoyle takes it to the roof.)

> open doors. s.

The inside of the tower

> x stairs. u.

The top of the stairs

> x door. x wood. x dart.

> take wood. (You move it to the floor.)

> open door. n.

The home of the Princess

The Princess asks if you'll stay here with her.

>> 3

Your delusion ends. You find the gold watch and complete making the antidote. You fill a flask with the gold liquid.

Outside the lab, you drink it. Then you contact the Captain.

>> 3

*** You are stuck in your current job for life. ***

Yes, I know that doesn't sound like a good ending, but it's the best of the reality-based endings.

> notes


Extras

Characters

Mentioned:


Credits

Credits are accessed via the menu accessed via ABOUT or CREDITS:

InvisiHints
Credits

Thank you to Stephen Granade for organising the 2005 IF Competition.

Thank you to Richard Otter, David Whyld and Stefan Donati (Shuarian) for beta testing this game.

Thank you to Graham Nelson for Inform, L. Ross Raszewski for Hints.h, Greg Boettcher and Mark J. Tilford for Gtalk.h, and the rec.arts.int-fiction archives in general for being an invaluable resource in searching through similar questions that have already been asked.


Endings

There are seven endings to this game. You begin the game on the Path of Daedalus where you're expected to solve problems in clever, helpful, peaceful ways. The sky of the fantasy world is pink. If you opt to solve problems in violent or harmful ways, you'll move to the Path of Diomedes and the fantasy world changes accordingly; for example, the sky is now blood red.

You can change paths more than once in the game. Killing the White Rabbit, killing the dragon, killing the dolphin, or scaring the silkworm move you to the Path of Diomedes. Giving untainted blood to the Vampire Rabbit, dousing the dragon's fire, aiding the octopus, or aiding the spider move you back to the Path of Daedalus.

Which path you are on when you meet the Princess affects the endings.

Endings on the Path of Daedalus:

Endings on the Path of Diomedes:

Endings if you tell the Princess she doesn't exist:


Inventory

Initial items
Ruins items
Lab items
Amulets
Light/Dark pairs
Other fantasy items

Score

This is the response to SCORE:

You have so far scored your-score out of a possible 50, in several turns.

The score is made up as follows:


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