solutions
z5 | 07 | Countdown 1 - the Body by Ben Croshaw as "Yahtzee" | [Walkthrough + map] | |
z5 | 07 | Countdown 2 - the Soul by Ben Croshaw as "Yahtzee" | [Walkthrough + map] | |
z5 | 07 | 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 |
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]
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]
Cell 101 | — | Cell 102 | — | Cell 103 | — | Cell 104 | — | Cell 105 | ||
| | ||||||||||
Corridor | ||||||||||
| | ||||||||||
Reception | — | Lobby | — | Outside the Elevator |
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]