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Key & Compass presents:
The Gorreven Papers
by Derek T. Jones

The Gorreven Papers is a Z-machine interactive fiction game written with Inform 7 and is © 2014 by Derek T. Jones. This game was originally written in 1992 as a working example for the Archetype authoring system; the game was later ported to Inform 7.

In this espionage game, you play as an intrepid spy sent to retrieve the Gorreven Papers. Unfortunately, you were captured, beaten, and brought to this bare cell. But your mission must succeed. The Papers are somewhere on this side of the electric fence. Find them and escape with them to save the free world... again.

This solution is by David Welbourn, and is based on Release 2 of the game. Note: This walkthrough is only for the Inform 7 port. The original Archetype game is more like a Scott Adams game and recognizes fewer commands.

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: Levels 1 and 2

MiddleStairwell LowerStairwell Dimly LitHallway FilthyCorridor UpperStairwell WideCorridor GentlyInclinedHallway Long DarkHallway Vault Ante-chamber BareCell Elevator(Level 1) Velchny'sOffice ElevatorAlcove ClosetHallway Elevator(Level 2) Janitor'sCloset OctagonalChamber d u out out u d in in

Map 2: Levels 3 and 4

NorthWoods NorthCourtyard Courtyard Ware-house DingyHallway Barracks Kennels Elevator(Level 3) GuardTower Elevator(Level 4) climb fence in in out out

Walkthrough

⚠️ Save often. There's a rare bug that may occur when the game thinks the elevator is both there (so you can't call it) and not there (so you can't enter it). If you're lucky, you'll never see this bug. but save your game every so often just in case.

Bare Cell

The prologue mentions this place has electric fences around it; remember that.

Examine everything. Note how the guard looks north every so often; you can take drastic actions during turns when he's not watching.

> x me. i. x coveralls.

> x cot. x mattress. x metal.

> x guard. x uniform. x card. x pistol.

Time to take some risky actions. Wait until the guard looks north before each risky action.

> z. (repeat until guard looks north)

> pull metal.

> z. (repeat until guard looks north)

> pull metal.

> z. (repeat until guard looks north)

> kill guard.

When the guard, Krugnik, dies, he drops everything.

> look.

> put guard on cot.

> wear uniform. put coveralls on cot.

> take pistol and card.

> x metal. x uniform.

> x card. x pistol. (has four bullets)

> wear card.

> n.

Long Dark Hallway

> x light. x puddles.

> n.

Upper Stairwell

> x tape. x pipes.

> d.

Middle Stairwell

> x bugs. d. e. e.

Filthy Corridor

You can't do anything helpful or useful here, but it's part of the storytelling.

> x shape. x cells. x sign.

> w. s. w.

Wide Corridor

You can avoid killing this guard if you work quickly.

> unlock door with card. s.

Vault Anteroom

> close door. push button.

> z. (Repeat until elevator is here.)

> in.

Elevator

> push 3. out.

Dingy Hallway

> w.

Warehouse

CAUTION: Don't turn off the switches just yet.

> open panel. x switches.

> x thumbscrews. x wire. x prod.

> x maiden. x trap. x can.

> take trap and can.

> e. e.

Barracks

It's best not to linger here. If any guard in this place looks at you too long, they realize you're not the guard you're pretending to be.

> e.

Kennels

> x dogs. x cages. x hopper. x food.

> x button. ("PUSH TO FEED")

> put poison on food. push button.

> x dogs. (all dead)

> w. w.

Dingy Hallway

> push button.

> z. (Repeat until the elevator is here.)

> in.

Elevator

> push 2. out.

Elevator Alcove

> e.

Closet Hall

> x closet. x lock. x office.

> n.

Velchny's Office

CAUTION: It takes two bullets to finish off Velchny; his twitching fingers after the first bullet is your clue that he needs a second bullet.

> shoot Velchny. g.

> look.

> x desk. open drawer. take keys. x keys.

> x cabinet. open it. x papers.

CAUTION: The grainy powder on the papers is a fatal contact toxin; these are not the papers you're looking for.

> x Velchny.

> s.

Closet Hall

> unlock closet with keys. s.

Janitor's Closet

> x broom. x mop. x pail. x cleaner.

> x rags. x dustpan.

> take mop and dustpan.

The broom is a disguised lever.

> push broom. (The south wall opens.)

> s.

Octagonal Chamber

Note: You must examine the pedestal before you can interact with the papers in any way.

> x pedestal. x papers.

> x moat. x acid.

> put dustpan on mop.

> take papers with mop. x papers.

> n.

Janitor's Closet

> pull broom. n.

Closet Hall

> close office. close closet.

> w.

Elevator Alcove

> push button.

> z. (Repeat until elevator arrives.)

> in.

Elevator

> push 4. out.

Guard Tower

You need to wreck this searchlight, so unfortunately, you can't let this guard live.

> shoot guard.

> x searchlight. (battery-powered)

If you shot the guard stationed at the vault door, you won't have a fourth bullet for the searchlight. But worry not, you can smash it with something heavy like the bear trap.

> smash searchlight with trap.

> push button.

> z. (Repeat until elevator arrives.)

> in.

Elevator

> push 3. out. w.

Warehouse

Time to make your escape. You need to turn off the power so the electric fence won't kill you.

> turn off switches.

> e. e. n. n.

North Courtyard

> climb fence.

North Woods

You have saved the free world... again.

*** The End ***


Extras

Characters


Endings

All endings use the epitaph The End, but there's several ways the game can end, usually in your death.

Deadly endings:

Losing endings:

Winning ending:


Inventory


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