Click the work's name to visit its walkthrough. Some walkthroughs are on their own individual pages; others are on this page. All solutions are by David Welbourn.
Note that walkthroughs are in the process of being updated and moved into their own individual pages.
DinoComp was run in the Spring of 2000 by Adam Cadre. The theme was dinosaurs.
There's nothing to do, nothing to see, and you die after the fourth turn. Pathetic.
>x plain. xyzzy. w. w.
|The Western Amazon|
Hill Country (Primeval)
|←lower brow raise brow→|
There are five versions of reality or presentation, depending on the level of your brow. Lifting your brow makes the game more "highbrow"; lowering your brow makes the game more "lowbrow". Cute, huh?
Unfortunately, there's not much to do. Just for fun, in each variant, try the following:
>n. w. x dino. listen. x jungle. climb tree. d.
Anyway. Here's all you need to do to reach the ending:
>i. x brow. n. (Repeat going north about seven or eight times until the dinosaur appears.)
>raise brow. g. take anger. (or hug anger)
The text is bright green in this game. Your goal is simple: eat!
>x dino. x tree. hit tree. eat dino. n. e.
>x dino. x neck. bite neck. w. nw.
>x lake. z. x dino. eat it.
This game comes with its own walkthrough, so this one is somewhat superfluous.
Note that the walls shift, exposing only two exits from the sitting room at any time. To force the walls to shift, try to go the desired direction anyway, examine the ceiling, touch the sofa, or ask Tina about tiara. There are possibly other triggers as well. I suspect that the south exit, to the Closet, doesn't open until you've at least done some of the preliminary work, like getting the scepter, sitting on the sofa, and asking Mrs. Fleabottom about dinosaurs.
Topics to ask Tina about: sofa, tiara, dinosaurs, dino (aka Mr. Fleabottom), war, penguins, scepter, slipper.
>x fleabottom. x tiara. x player. x ceiling. x sofa. sit on sofa.
>ask mrs. about dinosaurs. ask tina about war. stand.
>e. (keep trying to go east if unable to at first)
>x scepter. take it. w. wave scepter. n.
>x tv. wave scepter. s. s. x slipper. take it. n. n.
>wave slipper. s. penguin tina.
>y —or— n. (it doesn't make any difference)
Of course, the crypt is actually a CRYPT-ic crossword puzzle. (The trenches mentioned in the transcribed notes mark word breaks, e.g.: a/hag, a/crossword, and grue/convention.) The solution to the crossword is:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 A [C][A][R][B][O][N] [C][U][B][E] [R][U][N][E][D] B [A][H][A][G] [O] [L] [N] C [P] [T][R][A][N][S][I][T] [B][A][T][T][E][R][Y] D [A] [S] [M][A] [M] [I] E [A][B][R][I][D][G][E] [B][U][C][C][A][N][E][E][R] F [C] [E] [E] [N][E][S][T] [Z] [S] [H] G [R][U][I][N] [S] [R][E][E][F] [Y] H [O] [G] [S][C][E][N][E] [D] [U] [M] I [S][A][N][S] [U] [C] [W] [U][N][D][E][R] J [S] [W][O][R][F] [P][A][N][I][C] [I] K [W] [O] [S] [B] [L] [T] [C][A][V][E] L [O] [G][R][U][E][C][O][N][V][E][N][T][I][O][N] [L] M [R] [D] [S] [N] [A] [E] [R] [L] N [D][A][M] [R][E][G][R][E][S][S] [N][O][U][S] O [Y] [S]
The other clues reuse the letters from the crossword, and their solutions, in the presented order, are:
TOP SIZE SELLS A GAME FAST
RUG HIDES G.U.E
BEEN BUSY UNDERGROUND
YOUR BEST SUCCESS!
AN ADVENTURE GAME IS A (CROSSWORD) AT WAR WITH A NARRATIVE
Unfortunately, I have not yet been able to solve the final puzzle on the Shrine of Cluefulness. If you figure it out, perhaps you might pass me a hint?
|In Front of|
Federal Court Building
Note that you can optionally take the hutch, open it, and eat the rabbit at any time.
>i. x suit. x bed. x hutch. x rabbit. out. out.
Also optional: You can take the doorman and eat him at any time. Or drop him.
>x doorman. e. s.
You have a major choice here. You can either take the subway or continue south. If you want to take the subway:
>d. enter train. x humans. z. z. open door. out.
>x chuds. hit chuds. u. u.
If you don't want to take the subway:
>s. x cars. run s. (You are now hungry!)
If you are hungry, you can't enter the courthouse. You must eat!
>e. x cart. x seller. x donuts.
>z. (Repeat waiting until your hunger overrides your reason. This is a losing ending.)
>eat seller. (Actually, you can eat him whether you're hungry or not, but this is another losing ending.)
>eat donuts. w. u. (You won't willingly eat the donuts unless you're hungry. If you're not hungry, just enter the courthouse directly. This is the winning ending.)
You can't talk to anyone but Lee until Clack gives you the go-ahead to begin your lecture. Don't eat any of the cake; it puts out the candle, and you need it to be lit.
>about. x lee. x girl. t lee. 1. t lee. 1.
>x cake. x candle.
Optionally, you might want to check out the room, your inventory, and the deans. Or, if you prefer, save this part until after the lecture.
>x clack. x snell. x vanbeaugard. x schmidt. x yeboeha.
>l. x paintings. x carpet. i. x pillcase. open it. x tab.
Begin your lecture. Talk to Clack repeatedly, and choose whichever options you like. Eventually, he will refuse your proposal, no matter what. This is perhaps the longest version of the lecture:
>t clack. 1. g. 4. g. 3. g. 1. g. 1. g. 2. g. 1.
At the end of the lecture, Lee leaves. You can optionally talk to some of the other deans now; the most interesting (and grotesque) response is to the "Buckner" option when talking to Yeboeha.
>take paper. read it.
Enter the bathroom and do the ritual. The candle must be lit, or the ritual won't work. If you eat the tab, you'll get two extra options with the demoness.
>e. x toilet. x sink. x mirror. x cabinet.
>put cake on cabinet. eat tab.
>spin me. g. g. g. g. g. g. scream bloody mary.
There are five possible endings, but it's hard to say which of them is the best. Refer to the demoness as "demon".
>z. —or— t demon. 2. —or— t demon. 3. —or— t demon. 4. —or— t demon. 5.
|Top of Dresser,|
in the dark
on the floor
This game is timed, so you can't leisurely examine everything without risking failure.
For Phase One:
>about. x me. x tabule. push it. break it. push it. z.
For Phase Two:
>d. n. x device. push green button. push lever.
This game comes with its own walkthrough, via the verb WALKTHROUGH, so this one is somewhat superfluous.
Caution: Be careful not to leave the glass door open any longer than strictly necessary, else you risk having the dinosaur escape (and losing the game).
There's supposedly five ways to die in this game, but I've found only four: (1) crossing the busy road, (2) re-entering the jungle, (3) never catching the chicken, (4) dropping the chicken after catching it.
>x me. x jungle. x road. x cars.
>search jungle. eat jungle. count leaves.
>stop cars. eat cars. hit cars. (+1)
>x chicken. s. take chicken. n.
>x cars. x convertible.
>smell chicken. eat chicken. (+1)