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Key & Compass presents:
Guma Adventure III
by Alex Guma

Guma Adventure III is a Glulx interactive fiction game written with Inform 7 and is © 2024 by Alex Guma. It's based on legacy HP2000 BASIC "Adventure ]I[" code and data, original authors(s) unknown.

In this Zorkian game, you play as an adventurer in the mysterious land of Erewhon. This is a treasure hunt. Collect everything valuable and put them in the nearby treehouse. Get the maximum score of 1400 to win.

This solution is by David Welbourn, and is based on Release 1 of the game. The supplementary materials show that the author built a Release 2, but as I write this in October 2025, the game file in IF Archive is still Release 1.

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: Main map

Bedroom SittingRoom PurpleCubicle Catacomb Bathroom Hallway Attic BlueCubicle Foyer Burger-landNorth Burger-landStation Train (atBurger-land) Burger-land North ofHouse MuseumStation Train (atMuseum) Library Kitchen Hallway ArtMuseum Maze LivingRoom Foyer FrontYard Hall ofthe Sea MysteryRoom Chamberof Time Hall ofTones StoreRoom Green-House RedCubicle ViperPit SlimeRoom ChestRoom InsideChest MineField Water-fall SmallRoom TurkishBath Garden BlueCubicle SewerPipe BlueCubicle WetRoom Tree-house Meadownear Tree Meadow PurpleCubicle RedCubicle GreenCubicle u out put cardin slot put cardin slot out u d d pulllever out u pull lever pull lever pull lever argyle d in in d u pull lever in swim d pull lever

Map 2: Maze

StrobeRoom Library Maze 2 Maze 1 LivingRoom Maze 3 ChestRoom MysteryRoom u d d

Map 3: Beyond the mine field

Chapel Archae-ologyRoom ColdRoom MineField RockyPath Quick-sand SandyShore East-WestPassage TreasureRoom SewerPipe Base ofMountain SewerPipe ExpertTrail Ski Shack Summit ofMountain Library Cave East-WestCrawl Catacomb BunnySlope (die!) d enterlift launch d argyle launch u pushbutton u

Map 4: Beyond the waterfall

Labor-atory HospitalRoom Waterfall WetRoom Closet ReactorRoom Reactor swim

Walkthrough

Because almost nothing has a description in this game, and because there's a reactor about to meltdown, this walkthrough will first work towards shutting the reactor down, and not waste time looking at things. Afterwards, we can accomplish everything else at our leisure.

Also, the game is supposed to have several unlit locations that you need the lamp for, but in Release 1, everything is lit, so you can ignore the lamp entirely. If there's a subsequent release that requires the lamp, this walkthrough won't work that well and will have to be rewritten. I can only write a walkthrough for the game as it exists, not the game it's meant to be.

Meadow

> w.

Meadow Near Tree

> read carvings. ("Morton's treehouse -- Six metres above")

> u.

Treehouse

Ignore the lamp.

> s.

Green Cubicle

All four glowing cubicles in the game are a different color, and they all teleport you somewhere when you pull their lever.

> pull lever. (You teleport to...)

Small Room

First, race to a red cubicle to get a staff, ignoring everything on the way there:

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

Red Cubicle

> take staff.

Next, head upstairs. Grab a can of disinfectant from a bathroom, and a glove from the attic. Wear the glove immediately; there's no reason to not wear it.

> n. n. w.

Bathroom

> take can. e. e.

Attic

> wear glove.

Next, thread through a maze, grabbing up some keys and eating a cube.

> w. s. w. w.

Maze (first maze room)

> take keys. w. u.

Strobe Room

> take cube. eat cube. (You can now breathe underwater for the rest of the game.)

> d. s. d.

Mystery Room

The witch blocks your way, but she is easily vanquished.

> kiss witch. (+10. A girl replaces the witch!)

Grab the cello two steps to the east:

> e. e.

Hall of Tones

> take cello. (+20)

> w. w. s.

Slime Room

> spray slime. (+10; using the can)

> drop can.

> s. w.

Mine Field

CAUTION: While the hills are here, going south or jumping here is fatal.

I don't know how you're supposed to figure this out except by sheer bloodymindedness. The staff is not obviously magical, nor is there anything linking it to the mines.

> wave staff. (+10. The hills are gone.)

> s.

Sewer Pipe (north end)

CAUTION: If you try to attack the beast with the staff or knife, he breaks your weapon in half.

Use the ol' music-hath-charms gambit:

> play cello. (Squeek! The beast leaves.)

> d. w. n.

Cold Room

Note: You can't take the icy-cold block with your bare hand. With the glove on, you succeed.

> take block.

> s. w. w.

Quicksand

> drop block. (+25. The quicksand freezes solid.)

> w. s.

Base of Mountain

> read signpost.

> x contraption. (It's a snow lift.)

> enter lift. (You're carried to...)

Summit of Mountain

> read board.

> w.

Ski Shack

> take disc. read disc.

> e. s.

Bunny Slope

> drop disc. board disc. launch. (+10)

Base of Mountain

There's now a white crystal cylinder here you uncovered. Take it, and leave the disc.

> stand. take cylinder.

Return to the waterfall you passed by a while back:

> n. e. e. e. e. u. n. e.

Waterfall

You can't ENTER POOL, but because you ate the cube earlier, you can SWIM underwater.

> swim. (+10)

Wet Room

> e.

Closet

> wear boots. w. s.

Reactor Room

> put cylinder in slot. (+50. The reactor turns off.)

> turn wheel. (grating opens)

With the reactor off and the boots on, you can safely enter the reactor.

> s.

Reactor

> take sapphire. (+50)

Head back to the treehouse:

> n. n. swim. s. pull lever. pull lever. n.

Treehouse

> drop sapphire. (+50)

> drop cello. (+20)

> drop staff.

Now it's just a series of forays to get treasures and bring them back here.

Since you have the keys, use them next.

> s. pull lever. n.

Chest Room

> x chest. x teakwood.

> unlock chest with keys.

> open chest. look in chest.

> enter chest.

Inside Chest

> take gold. (+50)

> out. s. e. e. n. n. e. s. pull lever. n.

Treehouse

> drop gold. (+50)

> drop keys.

Now collect a vase, a stool, a watch, and a pearl.

> s. pull lever. e. e.

Garden

> take vase. (+10)

> n. w.

Store Room

> take stool. w. w.

Chamber of Time

> wear watch. (+20)

> w. w.

Hall of the Sea

> take pearl. (+50)

> e. s. s. s. pull lever. pull lever. n.

Treehouse

CAUTION! Drop the stool before dropping the vase!

> drop stool. drop vase. (+10)

> drop watch. (+20)

> drop pearl. (+50)

For the next set of treasures, you first need to fetch a knife from the kicthen and a card from the bedroom.

> s. pull lever. e. e. n. n.

Living Room

Don't bother taking the parchment, but do read it.

> read parchment. (It's a map.)

> n.

Kitchen

Leave the pizza for later.

> take knife.

> s. e. n. n. w.

Bedroom

> take card.

> e. s. s. e. d.

Viper Pit

The command CUT SNAKE doesn't work, but...

> hit snake with knife. (+10. The wounded snake leaves, revealing coins!)

> take coins. (+35)

> u. n. n.

Burgerland

The clown blocks you from taking anything here or going past him. Fortunately for you, he doesn't like knives either.

> hit clown with knife. (+10. The clown flees, and drops fries!)

Don't eat the fish or fries; they're treasures! No, I'm not kidding.

> take plate. (+5)

> take fish. (+5)

> take fries. (+5)

> n. d.

Burgerland Station

> put card in slot. (You travel by train to the other station.)

Train (at Museum Station)

> out. u.

Art Museum

> take painting. (+50)

Head back to the treehouse, via the meadow:

> d. put card in slot. out. u. e. w. u.

Treehouse

> drop painting. (+50)

> drop plate. (+5)

> drop fish. (+5)

> drop fries. (+5)

> drop coins. (+35)

> drop card.

Keep the knife. In this trip, scare a nurse, then gather up a jewel, a skull, and a book.

Head for the waterfall.

> s. pull lever. e. e. n. w. w. w. w. s. s.

Waterfall

> swim. n. e.

Hospital Room

This is rather unmotivated, but it's the only thing you can do with the nurse.

> hit nurse with knife. (+10; she flees)

Now go to the cave below the ski shack:

> w. s. swim. w. s. d.

Treasure Room

> w. w. w. w. s. enter lift. w. d.

Cave

> take jewel. (+50)

> e. e.

Catacomb

> read note. ("ARGYLE")

CAUTION: When you take the skull, an avalanche blocks the western door.

Use the magic word ARGYLE to teleport to the library (or vice-versa).

> take skull. (no points this time)

> argyle. (You teleport to the library!)

Library

> take book. (+10)

> read book. (all about zarkas)

> e. s. e. s. pull lever. n.

Treehouse

> drop jewel. (+50)

> drop skull. (+50)

> drop book. (+10)

> drop knife.

Next, get the girl, a shovel, a ring, a statue, and uh,... let's call it a honeymoon.

> s. pull lever. e. e. n. w. w. w. w.

Mystery Room

> girl, follow me. (+25)

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

Archaeology Room

> take shovel. n.

Chapel

> read label. pull knob.

The computer starts a marriage ceremony.

Do you take this girl to be your wife?

>> yes

Any reason why this couple should not be wed?

>> no (+25. You're now wed, and a ring is produced.)

> kiss girl. take ring. (+25)

> wear ring.

Head for the garden:

> s. s. e. e. e. e. u. n.

Mine Field

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

Garden

The loose soil is a clue to dig here.

While holding the shovel:

> dig. g. g. g. g. (+30. You find a statue.)

> take statue. (+35)

> n. n. e. n. n. w.

Bedroom

Only after you're wed may you enter here with the girl.

> screw girl. (+10)

Back to the treehouse. Since the girl can't teleport with you, go there via the meadow.

> e. s. s. e. e. w. u.

Treehouse

> girl, stay. (+25)

> drop ring. (+25)

> drop statue. (+35)

> drop shovel.

Two more items to go: the globe in the treasure room, and the zarka guarding it. But first, get the pizza from the kitchen.

> s. pull lever. e. e. n. n. n.

Kitchen

> take pizza.

The purple cubicle might be the fastest way to the treasure room. Grab the comb on the way.

> s. e. n. n.

Sitting Room

> take comb.

> e. pull lever. n. w. s. d.

Treasure Room

> read globe. (protected by security system)

> take globe. (When you try, a Zarka appears to defend it.)

The comb is useless, but this the zarka is the only thing you can try to comb.

> comb zarka. (not amused)

> give pizza to zarka. (friendly!)

> zarka, follow me. (+25)

> take globe. (+100)

Because the zarka also can't use the teleport cubicles, return to the treehouse via the meadow like you did with the girl.

> u. n. e. n. n. e. e. e. e.

Greenhouse

> n. e. e. e. w. u.

Treehouse

> zarka, stay. (+25)

> drop globe. (+100)

Congratulations, you have solved the adventure!

*** The End ***


Extras

Artwork

There's one example of ASCII art in the game. This is the map seen when you read the parchment:

 ------------------------
 | Le Jardin       /    |
 |                /     |
 |               /      |
 |  La Route -> /       |
 |             /        |
 |   ----------         |
 |  /                   |
 |_/          \ /       |
 |             X        |
 |            / \       |
 ------------------------

Characters

Mentioned:


Endings

All endings end with The End.

Losing endings:

Winning ending:


Inventory

You have an inventory limit based on weight. The heaviest items are the girl, the sapphire, the painting, the globe, and the gold.

Items are listed within their categories in the order acquired, used, or ignored in this walkthrough.

Treasures

Drop all the treasures in the treehouse to get full points for them. CAUTION: The stool must be in the treehouse and unoccupied when dropping the vase, or the vase will smash!

Other stuff

Score

You have so far scored 0 out of a possible 1400, in 4 turns, earning you the rank of Beginner.

570 points (for acquiring treasures) are awarded as follows:

620 points (for depositing treasures) are awarded as follows:

210 points (for all other actions) are awarded as follows:

To summarize: 570 acquisition points plus 620 deposit points plus 210 other points equals 1400 total points.

The possible ranks are:

No rank is displayed when your score is negative.


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