Countdown series

solutions

z507 Countdown 1 - the Body by Ben Croshaw as "Yahtzee" [Walkthrough + map]
z507 Countdown 2 - the Soul by Ben Croshaw as "Yahtzee" [Walkthrough + map]
z507 Countdown 3 - the Mind by Ben Croshaw as "Yahtzee" [Walkthrough + map]

The solutions below are by David Welbourn. All three games are very short and "merciful" on the cruelty scale; you cannot lose in any of these games. However, they are all in the horror genre and have unpleasant themes. The games are also very sparsely implemented.



Bedroom
u↑↓d
Harpsichord
Room
u↑↓d
Basement

Countdown 1 - the Body

by Ben Croshaw

Harpsichord Room

>verbose. x table. x rum. take it. x window. e. u.

Bedroom

>x bed. x page. take page.

>x desk. open it. x pen. take pen. d. d.

Basement

Note that you must be drunk before you can kill your prisoner. The prisoner is coded as an inanimate object and the game calls him or her an "it".

>x brazier. x 12. x pillar. x scroll. x blade. take blade.

>kill 12. drink rum. again. kill 12. put blade in slot. write on page. [end]

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Countdown 2 - the Soul

by Ben Croshaw

Assessment
Chamber
↓kill Jason
Kitchen Women's
Dormitory
\|
Empty
Room
Courtyard Hallway
\|
Northwestern
Main
Corridor
Stairwell Museum
|d↓↑u|
Southwestern
Main
Corridor
Southeastern
Main
Corridor
Security
Room
Bottom of
Stairwell

Assessment Chamber

The game doesn't support your other two obvious options: "untie Jason" or "kill me".

>verbose. i. x gun. x Jason. kiss Jason. kill Jason.

Women's Dormitory

>x women. s.

Hallway

Note that you cannot venture downstairs just yet. You can never enter the men's dormitory to the east.

>w.

Courtyard

>x stranger. e. s.

Stairwell

>d.

Bottom of Stairwell

>n.

Museum

You game won't let you lose by taking the Blade too soon.

>x page. take it. read it. x pedestal. x blade. take it. x painting. s. w.

Security Room

You can't really do much in this room or the ones that follow except look. Perhaps they were included as foreshadowing. (Although, that said, one might've hoped for something more interesting than unfinished corridors.)

>x computer. x fusebox. x barrel. open it. take it. w.

Southeastern Main Corridor

>s. w.

Southwestern Main Corridor

>x door. open it. n.

Northwestern Main Corridor

>nw.

Empty Room

>x wiring. x panels. nw.

Kitchen

Is "skewiff" an actual word?

>x counter. x fridge. open it. x table. x knife. take it.

>se. se. s. e. e. e. n.

Museum

>put knife on pedestal. take blade. s. u. n. w. [end]

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Cell
101
Cell
102
Cell
103
Cell
104
Cell
105
|
Corridor
|
Reception Lobby Outside the
Elevator

Countdown 3 - the Mind

by Ben Croshaw

Lobby

Your character will be unwilling to enter the cell block until he receives instructions to do so.

>verbose. i. x parcel. e.

Outside the Elevator

>x page. take it. read it. w. w.

Reception

>x art. x desk. x phone. take it. e. n.

Corridor

>x sign. n.

Cell 101

When you first enter here, a tour scene begins. You probably want to stay with the doctor for the tour in order to hear the backstory information.

>x Toby. x doctor. e.

Cell 102

>x entourage. e. e. e.

Cell 105

Note that the game will stop you from delivering the parcel to the wrong prisoner or when a guard is present; there is no losing ending. You can examine the peepholes in the other cells as well.

>x clive. x peephole. x dropper. z. z. z. z. z. z. [the doctor and entourage leave]

>z. [Continue to wait until Clive goes west on patrol.]

>put parcel in dropper. [end]

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