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Key & Compass presents:
Happy Ever After
by Robert M. Camisa

Happy Ever After is a Z-machine interactive fiction game written with Inform 6 and is © 2000 by Robert M. Camisa. It was an entry in IF Comp 2000 where it took 34th place. It's also a sequel to the author's previous game, Beat the Devil.

In this alchemy-driven game, you play as a young man. To heal your broken heart after your girl dumped you, you agree to look after your Uncle Steve's isolated museum while he goes on vacation. Improbably, the secrets hidden there will lead you to finding your one true love and living happy ever after.

This solution is by David Welbourn, and is based on Release 1 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: Present day museum

WineCellar TheatreControlbooth Pressesthroughthe Ages Hall ofAlchemy Hall ofScience TheatreStage DiamondRoom Insidethe Lab MuseumResturant InsidetheMuseum(FirstFloor) BusinessOffice Attic MuseumKitchen A smallbedroom By theMuseumDumpster MuseumVeranda Insidethe Crypt A smallbathroom HotelTopiary Before theMuseum An over-grownCemetery Beforethe frontgate u u d d d u

Map 2: The house in 1750

FamilyStables Thefrontlawn ExerciseArea Forest ChateauKitchen Hallway WineCellar Insidethe Lab (rest ofhouse) u d

Walkthrough

Before the front gate

> verbose. i. x backpack. open it. read letter.

> x weeds. x gate. x dial.

The numbers are clued by the end of the letter:

> turn dial to 5. turn dial to 10.

> turn dial to 1. (The gate is now unlocked.)

> open gate. n.

Before the Museum

Don't worry about closing the gate. There won't be any visitors.

> x spotlights.

Quickly visit the topiary and cemetery before going inside.

> w.

Hotel Topiary

> x bushes. x mongoose. (has brass key)

> e. e.

An overgreen Cemetery

This game has some problems with how to refer to things. Refer to the crypt as "door".

> x tombstones. x door. read door.

The answer to the riddle poem is MOONBEAM. Much later, you will need to focus a moonbeam to open this crypt.

> w. n.

Museum Veranda

> x patio. x chairs. x barbecue.

> n.

Inside the Museum (First Floor)

Note: The glowstick's light lasts forever.

> x stand. x glowstick. take it. shake it. (It's lit.)

> x diary. ("G.R.")

> read it. (Centuries ago, a woman decided not to kill herself because of a love note. But the day after, she takes poison when her savior provides no way to escape her father's prison. And then the note itself falls out.)

> take note. read it. (It's to Gwen from you!)

> x alchemy book. read it. (don't understand it)

> x bar. open it. x absinthe. (don't need it)

> e.

Business Office

> x lights. (not hooked up yet)

> x panel. (has tape slot, green button, and dial)

> x door.

The locked gold door is supposed to stop you from entering the lab to the northwest, but the way it's coded, the door is no barrier at all.

For this walkthrough, pretend that the gold door is keeping you out of the lab and play the way the author intended by solving the requistite puzzles first.

> w. u.

A small bedroom

> x bed. x dresser. open drawer.

> x sample. take it.

The game fails to mention a rather important picture in the room:

> x picture. (You instantly fall in love with Guenevere Rominal, the same woman who wrote the diary.)

> s.

A small bathroom

> x toilet. x shower. x chest. open it.

> x pill. take it.

> n. u.

Attic

> x skylight. x window.

> x telescope. (pointed at crypt)

> x mirror. (tilted away from telescope)

> d. d. nw.

Diamond Room

> x pedestal. x diamond. x lasers. x button.

Note the hint about needing to fly to reach the button.

> se. n.

Hall of Alchemy

> x posterorx artifact.

> x machine. (Inside a dome, you see a miniature lab and a wizard figure. A panel is in front, and a slot connected to a spiral ramp is on the top.)

> x slot. (connected to the crucible)

> x crucible. x panel. (six buttons)

> w.

Presses through the Ages

> x press. x lever. pull it. (The press is broken now.)

> x disc. x bar. take disc and bar.

> e.

Hall of Alchemy

Time to turn a lead disc into a gold key.

The buttons are red, black, white, green, blue, and purple, but none of them are labelled. Experimentation reveals the following:

Assuming Merlin is facing you (his initial direction):

> put disc in slot. (It lands in the crucible.)

> push black. (Merlin turns to face the crucible.)

> push red. (The lead melts.)

> push black. (Merlin turns to face a shelf.)

> push white button. (Merlin tips the small bottle, letting one drop enter the crucible.)

> push green. (Merlin turns to face the crucible.)

> push blue. (A gold key in the mold!)

> push purple. (You get the key.)

> x gold key.

> e.

Hall of Science

> x artifacts. x iron key.

> x generator. x pylons. x dial. (1 to 5)

> put lead bar on pylons.

> turn dial to 5. (Wild electricity breaks the machine and also pulls the iron key onto the machine. You take the key.)

> x iron key.

> w. s. w.

Museum Resturant

> x tables. s.

Museum Kitchen

> x stove. (or fridge or sink)

> x magnet. x note. read it. ("run hisses through topiary speakers (setting 3) to scare the mongoose")

> s.

By the Museum Dumpster

> x dumpster. open it. x couch.

> take couch. (You get a piece of leather instead.)

> x piece.

> n. n. n.

Theatre Stage

You don't need the hammer, but who doesn't want one?

> x hammer. take it. x ladder.

> u.

Theatre Control booth

> x panel. (slot with tape; green button)

CAUTION: If you push the green button, the tape plays until you push the button again to turn it off. If you want to hear the tape, you must LISTEN on the stage below; the tape makes a hissing sound.

> take tape. x it.

Return to the business office:

> d. s. e. e.

Business Office

> put tape in slot. turn dial to 3.

> push button.

Now back to the topiary:

> w. s. s. w.

Hotel Topiary

> listen.

> x mongoose. take brass key. x it

> e. n. n. e.

Business Office

> unlock door with gold key.

> open door. (A brass door replaces the gold door!)

> unlock door with brass key.

> open door. (An iron door replaces the brass door!)

> unlock door with iron key.

> open door. (The iron door vanishes, leaving an open doorway to the northwest.)

> nw.

Inside the Lab

> x portal. x machine. ("Alchemotron 5000")

> x box. (three buttons: indigo, peach, and maroon)

> x indigo. ("growth")

> x peach. ("bat")

> x maroon. ("sleep")

> read grafitti. ("1750"; arrow points to portal)

Because the letter is also a "page", please refer to this new page as "vellum", which I learned about by reading the source code. When I first played this, I closed the backpack so the letter is out of scope.

> x vellum. take it. read it. (Lists needed ingredients for making potions with the Alchemotron.)

But before you can make any of the potions, you must visit the other side of the portal.

> n.

Wine Cellar

> x rack. x wine. take it.

> u.

Chateau Kitchen

> x fireplace. x dumbwaiter.

> x seed. take it.

> put note in dumbwaiter. (Prompted to re-read diary.)

> w. w.

Forest

> x tree. x nest. x magpie.

> climb tree. (can't)

> show gold key to magpie.

> take feather. x it.

> e. ne.

Family Stables

> x manure. take it.

> s.

Exercise Area

> x earth. (loose)

Return to the lab:

> n. sw. e. d. s.

Inside the Lab

> x indigo. ("growth")

> push indigo.

> put manure in machine.

> put sample in machine. (The machine makes growth potion, which you take.)

> x vial.

> n. u. w. ne. s.

Exercise Area

> put seed in earth.

> put vial in earth.

You hear growth, but you don't see it. The tree is actually in the topiary in the future.

> n. sw. e. d. s.

Inside the Lab

A bug makes the bat potion too soon if you insert the leather first.

> x peach. ("bat")

> push peach.

> put feather in machine.

> put leather in machine. (The machine makes bat potion, which you take.)

> x vial.

> se. w.

Inside the Museum (First Floor)

> read diary. (The second entry has changed, refering to a potion bottle and a second note. The note falls out.)

> take note. read it.

> nw.

Diamond Room

> drink potion. (You become a bat!)

> push button. (The lasers turn off and you're human again.)

> take diamond.

> se. s. s. w.

Hotel Topiary

> x tree. x fruit. take it.

> e. n. n. e. nw.

Inside the Lab

> push maroon.

> put diamond in machine.

> put wine in machine.

> put pill in machine.

> put fruit in machine. (The machine makes sleep potion, which you take.)

> x vial. n. u.

Chateau Kitchen

> put note in dumbwaiter.

> put vial in dumbwaiter.

> d. s. se. w. u. u.

Attic

There's a moonbeam here now.

> move mirror. (The moonbeam reflects off the mirror and into the large end of the telescope.)

> move telescope. (The moonbeam now enters the small end.)

> d. d. s. s. e.

An overgrown Cemetery

The focused moonbeam has unlocked the crypt door.

> open door. n.

Inside the Crypt

Bizarrely, you can't refer to Gwen by her name.

> x slab. x woman.

> kiss woman. (She wakes are greets you.)

*** You have won ***


Extras

Characters

Honorable mention:

Mentioned:


Inventory

Keys
Papers
Potions
Potion ingredients

Read the vellum page (the page from an Alchemy book) to learn which ingredients are used for which potions.

Everything else

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