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.
If you're wearing the bronze diving helmet with the oxygen tank attached, you can go down from "The lake, at the end of the river" to "The bottom of the lake, southwest." You can go back up from any non-tunnel underwater location to the lake.
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:
Turning the dial to CL1 orders the dog to go clockwise to the next corner of the field.
Turning the dial to CL2 orders the dog to go clockwise twice, which is just the opposite corner.
Turning the dial to CCL1 orders the dog to go counterclockwise to the next corner of the field.
Turning the dial to CCL2 orders the dog to go counterclockwise twice, which is just the opposite corner.
The dig button orders the dog to harvest all the carrots in his current corner of the field.
The empty button only works in the southwest corner. The dog empties his basket into the funnel.
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
The Communications Officer and your Captain are on your spaceship. You can talk to them via your communicator.
The Princess Circe is imprisoned in her room in the Red Tower. Like her namesake, she can turn men into animals, so be careful with her!
The gargoyle guards the tower doors, but seems not to know or care why he does that.
The white rabbit bounces around the top of the hill looking for something. His dark counterpart, the vampire rabbit, uses the top of the hill as his hunting ground.
The dolphin is a playful creature swimming in the lake, and he needs your help. His dark counterpart, the octopus, also needs your help, but he's more arrogant and boastful.
The shopkeeper is either a Stegosaurus or a Tyrannosaurus Rex, but either way, he has the same items to trade for a lucky item.
A dragon is in his bed in his cave. The good dragon is ill and can't help spewing flame, while his dark counterpart is unfriendly and spewing flame on purpose.
A silkworm is guarding her cocoon in the forest. Her dark counterpart, the spider, guards its webbed home. Both of them own the field but need others to operate the equipment.
A mechanical dog can be directed to harvest its field's carrots. Its dark counterpart, a cyborg dog, can be directed to harvest its field's blood.
Some birds are trying to eat the fallen fruit from a tree, but the sharp rocks or sharp caltrops beneath the tree give the birds no place to land.
Mentioned:
There are twenty missing scientists, led by Dr. James Martin, assisted by Dr. Jane Paul and Dr. Mark Simmons. Some or all of the creatures you meet in the fantasy world might be the scientists transformed into alter egos, but you'll never know for sure.
An evil wizard fought a War with the Princess.
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:
You have become a King, and rule wisely together with your beautiful wife.
if you tell the Princess you want to stay.
Your new home is in this land, as a toy to the Princess.
if you tell the Princess you don't want to stay. You are now a pony.
Endings on the Path of Diomedes:
You are the second most powerful figure in the realm. For now.
if you tell the Princess you want to stay.
You spend your life evading predators who are eager to eat your new juicy shape.
if you tell the Princess you don't want to stay. You are now a pig.
Endings if you tell the Princess she doesn't exist:
You stay on your home planet, avoiding the authorities.
if you tell the Captain there's nothing seriously wrong on the planet.
You have ended up in a desk job, away from the action you wish you could still participate in.
if you tell the Captain that there's a few resolvable problems with the planet.
You are stuck in your current job for life.
if you tell the Captain that the place is unsafe for colonization.
Inventory
Initial items
an all-purpose uniform. You're wearing it.
It isn't listed explicitly in your inventory, but it's there. Feel free to ignore it.
Push its button to start a conversation with the ship's Communication Officer. Before eating the egg, you can ask him about your mission, but that's it.
The communicator stops working after you eat the egg and everything's pink. It also doesn't work underground.
When you fall from the laboratory into the fantasy world, the communicator appears to be lost with the rest of your inventory. However, if you tell the Princess you don't think she exists, the fantasy delusion breaks, and you discover you still have your communicator. You will report what you found to the Captain and give him your recommendation for the planet.
Turn its dial to change its shape from tool to shovel to scythe and back to tool again.
At the northeast corner of the laboratory, after the watch has fallen into the crack, try to dig the crack with the shovel. This almost works, but another quake makes you fall into the hole and lose all your inventory.
You never use the scythe for anything in the game proper, but you definitely used it in the prologue, cutting through jungle plants to get to the ruins.
Ruins items
a piece of wood. It's at the southwest corner of the ruins.
The wood is used to obtain an egg from a nest in the northwest corner of the ruins. First go to the northeast corner and push the table west to the tree. Then stand on the table and hit the nest with the wood. Or you can just throw the wood at the nest.
an egg. It's in a nest on a branch of the tree at the northwest corner of the ruins.
To obtain the egg, first go to the northeast corner and push the table west to the tree. Then stand on the table and hit the nest with the piece of wood. Or you can just throw the wood at the nest.
Eat the egg. You are now infected with pinkness!
Eating the egg is unavoidable. You cannot break the egg. If you try to resist eating the egg, the game will say you couldn't resist and ate it.
a diary. It's at the northeast corner of the ruins when you are infected with pinkness (see egg).
Read it. It contains the password "PSYCHE".
Lab items
some notes. They're in the hidden chest.
The chest is found by moving the books in the southwest corner of the laboratory. The chest is unlocked by pushing it north to the northwest corner, plugging the cable into the socket, pushing the red button, then answering PSYCHE when prompted for the password.
a gold watch. It's in the hidden chest; see notes.
To make the antidote, go to the northeast corner of the laboratory and push the pink button to open the compartment. Put one ration, the silver bracelet, the flask of Kahrz, and the iron nail into the machine. Push the pink button, then the yellow button. The machine now contains a grey mixture. Finally, put the gold watch into the machine. Unfortunately, the watch falls into a crack in the floor.
At game's end, if you tell the Princess she doesn't exist, the fantasy delusion breaks. You'll automatically find the gold watch, finish making the antidote, and drink it before making your report to the Captain.
a silver bracelet. It's in the hidden chest; see notes.
Use it as the silver ingredient when making the antidote; see gold watch.
a flask of Kahrz. It's in the hidden chest; see notes.
Use it as the Kahrz ingredient when making the antidote; see gold watch.
an iron nail. It's in the hidden chest; see notes.
Use it as the iron ingredient when making the antidote; see gold watch.
Amulets
the Amulet of Fire. It's on the bed inside the cave, but only after the dragon is gone, dead, or asleep on the floor.
Inside the shop, give any two amulets to the shopkeeper. He gives you the Amulet of Air in exchange.
the Amulet of Earth. It's on a low table inside the house in the forest.
Inside the shop, give any two amulets to the shopkeeper. He gives you the Amulet of Air in exchange.
the Amulet of Water. It's in a chest in the underwater home within the tunnel. Just open the chest and take the amulet.
Inside the shop, give any two amulets to the shopkeeper. He gives you the Amulet of Air in exchange.
the Amulet of Air. The shopkeeper is wearing it.
Give any two of the other Amulets to the shopkeeper. He gives the Amulet of Air to you in exchange.
At the base of the tower, give the Amulet of Air to the gargoyle. He flies away with it and you may now open the tower doors without interference.
Light/Dark pairs
a tasty carrot. There's a pile of carrots in the shelter (light version only). Take one.
At the top of the hill, give the carrot to the White Rabbit. He gives you his clover, then sleeps.
If you put the carrot in the poison, it becomes a poisoned carrot.
Give the poisoned carrot to the White Rabbit. The world goes dark and the vampire rabbit dies.
Note: The carrot becomes the bag of blood in the dark fantasy world.
an untasty bag of blood. There's a pile of bags of blood in the shelter (dark version only). Take one.
Give the blood to the Vampire Rabbit. The world brightens, and the White Rabbit gives you his clover, then sleeps.
If you put the blood in the garlic-flavoured liquid, it becomes a garlic flavoured bag of blood.
Give the garlicky blood to the vampire rabbit to kill it.
Note: The bag of blood becomes the carrot in the light fantasy world.
a four leaf clover. The White Rabbit at the top of a hill is wearing it.
Note: The paw becomes the clover in the light fantasy world.
a sound box. It's in the gold compartment under the bird statue at the shop entrance. Unlock the gold door with the gold key.
The sound box makes a bird screeching sound. You can turn the box on and off.
If you turn the sound box on in front of the silkworm, the world goes dark, and the spider cowers.
Note: The sound box becomes the light sphere in the dark fantasy world.
a light sphere. It's in the gold compartment under the dragon statue at the shop entrance. Unlock the gold door with the gold key.
If you turn the light sphere on in front of the spider, it cowers. You can now cut its web with your sword.
Note: The light sphere becomes the sound box in the dark fantasy world.
Note: The light sphere only for brief blasts of light. It cannot be used as a light source for exploring the west end of the cave.
a small sharp rock. There's a pile of caltrops under the fruit tree at the bridge, but only when the fantasy world is light.
Inside the cave, throw the rock in the gap between the dragon and his bed. This exposes his belly. Now you can kill the dragon with your sword!
Note: The rock becomes the caltrop in the dark fantasy world.
a sharp caltrop. There's a pile of caltrops under the fruit tree at the bridge, but only when the fantasy world is dark.
Inside the cave, throw the caltrop in the gap between the dragon and his bed. This exposes his belly. Now you can kill the dragon with your sword!
Note: The caltrop becomes the rock in the light fantasy world.
Other fantasy items
a sword. Its hilt is sticking out of the boulder at the base of a hill.
Just pull the hilt to obtain the sword.
The sword is dull and nearly useless in the light fantasy world, but is bejeweled, sharp, and deadly in the dark fantasy world.
Kill the rabbit (either) with the sword. Then cut its paw off.
In the cave, throw the caltrop or sharp rock into the gap under the dragon. This exposes the dragon's belly. Now kill the dragon with your sword.
Near the forest entrance, on the farm, either turn on the sound box to scare the silkworm, or turn on the light sphere to scare the spider. Now cut the web with your sword.
a shield. It's held by the statue at the shop entrance; just take it.
Just having the shield protects you from the dragon's flame; you can enter his cave safely.
The key unlocks the gold door that's underneath the bird/dragon statue that's outside the shop. Inside the gold compartment is either the sound box or the light sphere.
First attach the oxygen tank to the helmet, then wear the helmet. Now you can enter the lake and stay underwater indefinitely.
an oxygen tank. It's in the chest by the lake.
First attach the oxygen tank to the helmet, then wear the helmet. Now you can enter the lake and stay underwater indefinitely.
a hose. It's in the chest by the lake.
At outside the cave, attach the hose to the tap. If you've also fixed the pipe with the wrench, turning on the tap will release water from the hose. If you've also spoken to the dragon (see shield), you'll automatically direct the running water into the cave to douse the dragon's fire. This will also brighten the world if it was dark.
an oar. It's in the sunken rowboat in the southeast corner of the bottom of the lake.
In the underwater tunnel, preferably when the dolphin/octopus isn't on the other side, push the boulder with the oar. The boulder rolls away, and the tunnel-end locations merge into a new "The home within the tunnel" location.
If the boulder hits the dolphin, the world darkens, and the octopus dies.
If the boulder moves but doesn't hit the octopus, the world brightens, and the dolphin thanks you.
a stone dart. It's at the top of the stairs in the tower.
It's useless to you and seems unrelated to anything else. I have no clue why it's in the game at all.
Score
This is the response to SCORE:
You have so far scored your-score out of a possible 50, in several turns.