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Key & Compass presents:
Erehwon
by Richard Litherland

Erehwon is a TADS 2 interactive fiction game and is © 1999 by Richard Litherland (writing as "Jos. Pinkfoot"). It was an entry in IF Comp 1999 where it took 11th place. At the 1999 XYZZY Awards, it was a finalist in the Best Setting category.

In this nerdy puzzle game, you play as a 13-year-old youth carrying a lot of emotional baggage in the one-horse town of Erehwon, Aksarben. You're desperate to gain the approval of Smurf and his gang and join in their game of "Nowhere, Nebraska", but they need five dice to play and nobody's got any.

This solution is by David Welbourn, and is based on Release 1.0 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: Erehwon, Aksarben

NorthBoulevard(2) Mazeentrance Alley NorthBoulevard(1) Woodenbridge West MainStreet (4) West MainStreet (3) West MainStreet (2) West MainStreet (1) Cross-roads East MainStreet (1) East MainStreet (2) East MainStreet (3) ErehwonMunicipalMuseum SouthBoulevard(1) Java(tm)CoffeeHouse SouthBoulevard(2) Junk room Edge ofKleindesert (to homeandsuburbs) (far greyyonder) (to bog)

Map 2: The Haunted Maze

4 3 8 9 10 16 7 17 15 11 18 14 6 19 13 12 5 20 2 Mazeentrance(room 1) Woodenbridge

Map 3: The Klein desert

(deadly) (hotter) (hot) Erehwon:SouthBoulevard (hot) (hotter) (deadly) F A Edge ofKleindesert D C E B (doubloon) E B D C Edge ofKleindesert F A Nowhere:SouthBoulevard Parkentrance s ? ? w ? s

Map 4: Nowhere, Nebraska

BirdSanctuary NorthBoulevard(2) Alley NorthBoulevard(1) Woodenbridge West MainStreet (4) West MainStreet (3) West MainStreet (2) West MainStreet (1) Cross-roads East MainStreet (1) East MainStreet (2) East MainStreet (3) SouthBoulevard(1) SouthBoulevard(2) Edge ofKleindesert (far greyyonder) (to boringsuburbs) (to closedmaze) (to closedmuseum) (to closedcoffeehouse)

Map 5: The Planet Llanfairpwllgwyngyll

Tower,observ'ndeck Park, NWcorner Park,north edge Park,north edge Park,north edge Park, NEcorner Clearing Tower,top floor Park,west edge Park Park, westof emptydoorframe Park, eastof emptydoorframe Park,east edge Leafyglade Edge ofKleindesert Tower,groundfloor Park Fountain Park Park, atgrumpydoor Gladeentrance Leafyglade Path Parkentrance Park Park Park Park,east edge Path SecurityCentre Park, SWcorner Park,south edge Park,south edge Park,south edge Park, SEcorner WaltonPond Stairwell u u d u d d in w (to guardroom)

Walkthrough

You are "Andrew" (not your real name), a 13-year-old boy who wants to be invited to join Smurf and his game at their game in the coffee house.

There are several special commands you need to know about:

Erehwon: Crossroads

> commands.

> note 1. note 2. note 3.

> x me. i. x baggage.

> x light. x buildings.

Let's go to that coffee house right away:

> e. e. s.

Erehwon: Java(tm) Coffee House

> x Stanley. x counter. x jukebox.

> listen to jukebox. g. g. g. g. g. g.

> x door. x window. x tables.

> x blue chair. x red chair.

> x Smurf. x gang. x game.

> ask Smurf about game. ask Smurf about dice. (Needs five dice.)

> look under table. (+2; find eight-sided die)

> x die.

"Accrington" Stanley can be very chatty if you refer to him as Accrington. (I found, however, that "him" works just as well if you call him Accrington once and never call him Stanley.)

> ask Accrington about himself.

> ask him about me. (Your name is "Cedric".)

> ask him about baggage. ask him about my name.

> ask him about jukebox. ask him about CD.

> ask him about Smurf. ask him about dice.

> ask him about Erehwon. ask him about Armpit.

> ask him about coffee. ask him for coffee.

Let's continue:

> s.

Erehwon: Junk room

> x junk. x helmet. wear it.

> x record. take it.

> x magazine. read it. drop it.

> x bladder. x pump.

> inflate bladder with pump. drop pump.

> x compass. take it.

> x trap. x coathanger. take it.

> n.

Erehwon: Java(tm) Coffee House

> show record to Accrington. drop it.

Time to explore the rest of Erehwon.

> n. e.

Erehwon: East Main Street (3)

> x sign. ("Now leaving Erehwon")

> w. n.

Wooden bridge

> x bridge. x equations.

> x sign. ("The Haunted Maze. Hamilton Fish, Prop.")

> x bag. take bag.

Let's not enter the maze just yet.

> s. w. w.

Erehwon: Crossroads

You've seen the east side of town. Try north next.

> n.

Erewhon: North Boulevard (1)

> x ferret. x forest. n.

Erewhon: North Boulevard (2)

> x bog. (You can't go in there.)

> s. s.

Erehown: Crossroads

North was a waste of time. What about south?

> s. s.

Erehown: South Boulevard (2)

> x sign. ("Klein Desert National Monument")

> x sun. x desert.

A parallel universe sounds promising, but there's still the west side of town to see.

> n. n. w. w. nw.

Erehwon: Alley

> smell. x card. take it.

> x machine.

> x keypad. note 4. x slot. x screen.

> x green button. x help button. x receptacle.

> push help. (You need a suitable card and its PIN.)

> x wall. x graffiti. read it. (Many "love" Amanda.)

> se. w. s.

Erehwon: Erehwon Municipal Museum

> x windows. x exhibits.

> x plaque. read it. ("The Icosian Game")

> note 5.

> x gap. look in gap. x duality card.

> x game. (Board with 20 pegs in dodecahedron diagram)

> x pegs. (Numbered from 1 to 20. Consecutive numbers are always adjacent.)

> x peg 1. (adjacent to pegs 2, 5, and 20)

If you wish to, feel free to examine the rest of the twenty pegs, but you really don't need to.

> n. w.

Erehwon: West Main Street (4)

> x suburbs.

> w. (no: you don't want to go home yet)

Return to the coffee house and ask Accrington about what you've seen.

> e. e. e. e. e. e. s.

Erehwon: Java(tm) Coffee House

> ask Accrington about maze. ask him about Hamilton.

> ask him about ghost. ask him about bird.

> ask him about plague.

> ask him about bridge. ask him about desert.

> ask him about horse. (Cab number is 1729.)

> ask him about number.

> ask him about Srinivasa.

Return to the south end of town:

> n. w. w. s. s.

Erehwon: South Boulevard (2)

Make sure your helmet is on. It's your only protection against the heat in the deadliest parts of the desert.

> s.

Look up Mobius strip and Klein bottle if you're unfamiliar with them. Look at map 3 carefully, and understand that the left and right ends are joined like a mobius strip, with a half-twist that reverses what left and right mean!

You will also learn that you and all of Erehwon are part of an antimatter universe, and the oppposite dimension, where Nowhere is, is made of matter. Walking across the left or right edges of the desert map converts you and everything you're carrying from antimatter to matter and vice-versa.

Be careful! If matter and antimatter ever touch, they annihilate each other in an explosion! The game will usually warn you with a sense of foreboding if you examine something with the opposite polarity as yourself. Some things, like the desert itself, are made of nozium, which is neutral and can be safely touched by both matter and antimatter.

I mapped the desert using a deck of cards that I found in Nowhere, leaving a different card in every location. Feel free to do the same when you get those cards, but for now, just trust me, okay?

Edge of Klein Desert (entry to Erehwon)

> x sign. ("Welcome to Erehwon, Aksarben")

> x compass. (Compass directions are no good here.)

> forward.

Klein desert (at doubloon)

> x doubloon. (It's matter; don't touch it!)

The doubloon marks the center of the desert map, inbetween both universes that the desert connects to. The doubloon is such a useful landmark, I recommend leaving it there forever, even when it's safe to take.

> forward.

Edge of Klein Desert (entry to Nowhere)

> x sign. (mirrored "Welcome to Nowhere, Nebraska")

You dare not enter Nowhere while you are still antimatter. Return to the doubloon, turn right, and walk forward several times until you return to the doubloon, then turn left. You'll be back here, but as matter.

> back. right. fo. g. g. g. g. g. g. g. left.

> x sign. ("Welcome to Nowhere, Nebraska")

> fo. (+4)

Nowhere: South Boulevard (2)

> x six die. take it. (+1)

> x sign. (bulletridden)

Klein Desert National Monument

Travellers returning from the Klein Desert report becoming completely disoriented, so that the only directions they can be sure of are forward, backward, left and right. There have been rumors of a parallel universe on the other side.

The missing letters, taken backwards, spell: DROP ANTIBIRD AT DESERT'S EDGE ALAS.

> n. n.

Nowhere: Crossroads

> x light. x shops.

Try east first.

> e. e.

Nowhere: East Main Street (2)

> x coffee house. (closed)

> e.

Nowhere: East Main Street (3)

> x sign. ("Now leaving Nowhere")

> w. n.

Nowhere: Wooden bridge

> x bridge. x sign. x maze. (closed)

> x deck. take it.

> x ace. x ace of hearts. x ten of clubs.

> s. w. w. n. n. n.

Nowhere: Bird Sanctuary

> listen.

> x Bird. ask bird about bird. ("toad the wet sprocket")

> take Bird. (+6)

> feed seed to Bird.

> s. s. s. w. w. nw.

Nowhere: Alley

> x machine. put ATM card in slot.

> type 1729 on keypad. (The machine swallows the card; the bank logo is a red fish.)

> se. w.

Nowhere: West Main Street (3)

> x museum. (closed)

> w.

Nowhere: West Main Street (4)

> x suburbs.

> w. (no: uninteresting)

Nowhere might be nicer-looking than Erehwon, but all you get from it is one die, a deck of cards, a bird, and the clue from the bulletridden sign.

Return to the desert, turn yourself (and everything you carry) into antimatter, then re-enter Erehwon.

> e. e. e. e. s. s. s.

Edge of Klein desert (Nowhere entry)

Mr. Bird uncharacteristically pecks you hard in this location. This is an extra clue that you're meant to drop him here — but don't do that yet!

> fo. ri. fo. g. g. g. g. g. g. g. ri.

Edge of Klein desert (Erehwon entry)

> x sign. (to verify)

> fo. n. n. e. e. s.

Erehwon: Java(tm) Coffee House

I'd never think to do this if it wasn't suggested by the author's own walkthrough. Normally, Mr. Bird doesn't follow your orders, and this attack is completely unmotivated.

> Bird, attack Smurf.

> n. n. n.

Erehwon: Maze entrance / In the maze (20 locations)

See map 2. All you need to do is visit all twenty locations without revisiting any except this entrance room at the end of your traversal.

When I first played this game, I mapped the maze and solved it without any hints except for what's in the museum. You don't really need the bird for this, especially if you're following a walkthrough, but having the bird is supposedly the most "fun" way of traversing this maze.

> x walls.

> ne. n. w. s. ne.

> n. n. e. e. s.

> s. w. n. n. nw.

> sw. s. s. se. s. (+5)

Back at the maze entrance, Sir William's ghost complains about 1729, saying that another number is much more interesting. This new number is randomized, and you can now REMEMBER NUMBERS.

Head back to the Nowhere entry point in the desert:

> s. s. w. w. s. s. s. fo. fo.

Edge of Klein desert (Nowhere entry)

You get another vicious peck and a reminder that you (and Mr Bird) are currently antimatter. Time to drop the anti-bird, alas.

> drop Bird.

Mr. Bird flies into Nowhere and explodes. A wormhole to somewhere new replaces South Boulevard.

> x guilt. x wormhole.

> enter wormhole.

Park entrance

You're on the planet Llanfairpwllgwyngyll.

> x sign. note 6. note 7. note 8.

So, now you know about Nozium, and since you were anti-matter when you entered the wormhole, you're matter now. Heed the warning that something made of matter or anti-matter could be inside something else here.

> n.

Tower, ground floor

> x slits. x staircase. u.

Tower, top floor

> x book. read it. note 9.

> x box. x arms. open box. (four-sided die, but its opposite matter.)

> close box. take box.

> u.

Tower, observation deck

You see the park's layout, but everything's too far away to see any details.

> d. d. s. ne. n. n.

Park, north edge (near NW corner)

> x paper. (ASCII map of the Haunted Maze.)

> se.

Park, west of the empty doorframe

> x doorframe. e.

Park, east of the empty doorframe

This doorframe can help you get back to Erehwon quickly, but it can be dangerous.

> x doorframe. x notice. read small print.

> x keypad. note 10.

> se.

Park, outside the grumpy door

> x door. x notice. (Get password from Park Office, but the office is closed.)

> x phone. say "hello".

> w. w.

Fountain

The bloodchuck wanders and isn't always here.

> x bloodchuck. x fountain.

> x monkeys. x water. x gravel.

> x rim. sit on rim.

If necessary, wait for the bloodchuck to show up.

> say "hello".

Portnoy asks for your name. Accrington said it.

> say "Cedric".

Introductions over, you may now ask him about topics, but there's only one topic you need ask him about.

> ask Portnoy about password. (+3; "fast and bulbous")

You may now "remember password". Portnoy leaves by turning inside-out (ugh), and warns you not to take any wooden nickels.

> x vision.

> stand. e. e.

Park, outside the grumpy door

> say "fast and bulbous". e.

Glade entrance

The door closes behind you. DON'T take the nickel!

> x nickel. x door.

> x trees. x oak. x alder. x elm.

> x araucaria. x construction.

> e.

Leafy glade (1)

> x sign. ("Walton Pond" to east)

> ne. n.

Clearing

> x CD. take it.

> x hole. x grenade.

> bend wireorstraighten wire.

> take grenade with wire.

> s. sw. w.

Glade entrance

> say "fast and bulbous".

You need a different password? We'll see about that.

> e.

Leafy glade

> face west. take pin. throw grenade west. (+4)

> w.

Glade entrance

> x door. (It's still there, but open forever now.)

> say "sorry".

> w. w. w. w. sw. w. fo.

Klein desert (at doubloon)

> drop box.

> ri. fo. g. g. g. g. g. g. g.

> take box. x it. open it. take four-sided. (+3)

Unfortunately, you're currently matter, so you need to make another circuit of the desert to get back to antimatter.

> fo. g. g. g. g. g. g. g. g.

You're back at the doubloon.

> left.

Edge of Klein desert (at Erehwon sign)

> x sign. (to verify where you are)

> fo. n. n. e. e. s.

Erehwon: Java(tm) Coffee House

> give CD to Stanley. (+4; he drops a key.)

You can now REMEMBER LYRICS to The Twa Magicians. Note which shapes the smith used to counter the lady's shapes, and that the smith wore a right hand glove.

> take key. (It's from the Llanfair park?)

> note 11.

Return to Llanfair.

> n. w. w. s. s. s. fo. fo. fo.

Park entrance

> d.

Stairwell

> unlock door with key. n.

Security Centre

> x console. x switch.

> put key in slot. turn it.

On the screen, you see a Klingon killed by a shapechanging fish.

> push intervene.

The Klingon is saved and a glove appears.

> take glove. x it. ("E. Kant")

> push next.

On the screen, you see Mr. Bird die.

> push intervene.

Mr. Bird is saved with a second wormhole, and your glove is now left-handed.

> take key. s.

A security guard arrives, screams at you, and locks the door behind you.

Stairwell

> u. w. fo.

Klein desert (at doubloon)

> drop glove.

> ri. fo. g. g. g. g. g. g. g.

> wear glove. (+4, plus bonus 4. It's now right-handed.)

> left. fo.

Park entrance

> ne. e. e. e. e. e. e.

Path (1)

> x paving. se. s.

Walton Pond

> x bench. x rod. x knife. x pond.

> sit on bench. fish.

> z. (Repeat until you reel in a fish.)

If the fish is a red herring:

> x herring. take it. (It falls back into the lake.)

Now fish again and wait until the next fish.

If the fish is a magical trout:

> x trout. take it.

You are now in a transformation battle with a lady where you must triumph or perish. If you need to, REMEMBER LYRICS, and turn yourself into the appropriate shape based on the lady's shape.

If the lady turns into a ...

Now fish again and wait until the next fish.

If the fish is a striped bass:

> x bass. take it. (+1 bonus)

You automatically gut the fish and put the rod and knife back on the bench. You're done fishing.

> n. nw. w. w. w. nw.

Park, east of the empty doorframe

> remember numbers.

> type 1729 on keypad.

> w.

Erehwon: West Main Street (outside museum)

> e. nw.

Erehwon: Alley

> put duality card in slot.

> remember numbers.

> type interesting-number on keypad.

> put twelve die in receptacle.

> push green button. (+3)

> take all from receptacle. (It's a 20-sided die now.)

> i. x pang.

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

Erehwon: Java(tm) Coffee House

> give dice to Smurf. (+18; 3 per die, plus an extra 3 for the twenty-sider.)

Smurf invites you join them and suggests sitting in the blue chair. But if you sit in the blue chair, you die, and if you sit in the red chair, your victory feels very hollow.

Your best option is to leave.

> n.

A rogue wormhole delivers Mr. Bird to you.

*** But you feel like a human being. ***


Extras

ASCII art

This is the diagram on the piece of paper:

 4 ----------------- 3 
 |\                 /| 
 | 8 ----  9 ---- 10 | 
 | |       |       | | 
 | |      16       | | 
 | |     /  \      | | 
 | 7 - 17    15 - 11 | 
 | |    |     |    | | 
 | |   18 -- 14    | | 
 | |    |     |    | | 
 | 6 - 19    13 - 12 | 
 |/      \  /       \| 
 5        20         2 
  \        |        / 
    \      |      / 
      \    |    / 
        \  |  / 
          \|/ 
           1 

Characters

Mentioned:


Credits

This is the game's banner text:

Erehwon
Interactive Fiction by Jos. Pinkfoot

Release 1.0
Copyright (c) 1999 by Pinkfoot Absurdities, Inc[1]. All Rights Reserved.
Developed with TADS: The Text Adventure Development System.
Send bug reports to: Rick Litherland (email redacted).

For a list of special commands, type "commands". (I recommend that you do this before starting the game. Please.)

Acknowledgements: I'd like to thank Vincent Lynch and Patrick Hardlentil for their considerable efforts in beta-testing to make this a better game than it used to be. Its remaining faults are my responsibility.

>note 1
[1] Josiah Pinkfoot is the sole proprietor of Pinkfoot Absurdities, Inc. He is currently living incognito in Ulan Bator, and will be most upset if anyone tries to contact him. Messages may be sent c/o his amanuensis, R. A. Litherland (email redacted), who will forward them by carrier pigeon, slow boat, and yak.


Endings


Footnotes

Footnotes are numbered in the order they're discovered in the game. I'm using the numbers obtained in this walkthough.

Pinkfoot Absurdities, Inc[1]from game header
[1] Josiah Pinkfoot is the sole proprietor of Pinkfoot Absurdities, Inc. He is currently living incognito in Ulan Bator, and will be most upset if anyone tries to contact him. Messages may be sent c/o his amanuensis, R. A. Litherland (email redacted), who will forward them by carrier pigeon, slow boat, and yak.
"footnote 567"[2]via commands
[2] Not that there are 567 footnotes. Yet.
"macavity"[3]via commands
[3] Or "help". You'll be able to continue with the game without seeing any spoilers.
GNU[4] keypadvia x keypad @ Erehwon: Alley
[4] Gnomic Nostrums Unlimited trades in all the known universes and has an amazingly wide range of products, all of the highest quality and surprisingly cheap. In this universe they've only managed to sell keypads. Go figure.
quaternions[5]via x plaque @ Erehwon Municipal Museum
[5] Hamilton claimed he was so excited by this discovery that he carved the fundamental equations on Brougham Bridge, which he happened to be passing at the time. Some scholars suspect that he made this up, but there's a plaque there now.
Llanfairpwllgwyngyll[6]via x sign @ Park Entrance
[6] In our language, the name means "pretty good planet". Some Welsh nutter tried to persuade us to lengthen it to
 Llanfairpwllgwyngyllgogerychwyrndrobwllllantysiliogogogoch
to attract more tourists. What a daft idea!
Nozium[7]via x sign @ Park Entrance
[7] Nozium, the third form of matter, can coexist with both ordinary matter and antimatter. The Klein desert is also made of Nozium, though the sands have long since obliterated any traces of the old mines there.
without fear of explosion[8]via x sign @ Park Entrance
[8] Since you've arrived through a wormhole, this is just as well. Wormholes switch things between matter and antimatter in strict accordance with Murphy's Law.
non-orientable[9]via read book @ Tower, top floor
[9] There was a footnote at this point in the book as well. It read:

"My mathematical friends have spent hours trying to explain this term, and how it can be applied to a three-dimensional space. They have covered reams of paper with pictures of Moebius bands, and Klein bottles, and people looking in mirrors. It has all been in vain."
GNU[10] keypadvia x keypad @ Park, east of the empty doorframe
[10] Gnomic Nostrums Unlimited trades in all the known universes and has an amazingly wide range of products, all of the highest quality and surprisingly cheap.
left hand was bare[11]via give CD to Stanley
[11] Mr. Blunt has clearly got hold of a corrupt version. The next-to-last verse is missing, and the glove motif seems to have strayed in from "Tam Lin". This would only concern a purist, which you are not.

Inventory

Mental
Dice

When you have five different types of dice, return to the coffee house and give them all to Smurf.

Useful
Junk

Score

The response to SCORE is either:

In several turns, you have achieved a score of your-score points out of a possible 60, which makes you your-status.

or:

In several turns, you have achieved a score of your-score points out of a possible 60, plus number bonus points for a total of total, which makes you your-status.

The maximum score is 65. Points are awarded (or deducted) as follows:

The known statuses are:


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