Hinterlands: Delivered! is a Glulx interactive fiction game written with Inform 7 and is © 2023 by Cody Gaisser. It was an entry in the Classic division of ParserComp 2023 where it took 5th place.
You have only one more package to deliver before clocking out for the weekend, but your spacecraft's tank is almost empty. Your Spacer's Atlas says there's a fueling station on a little planet called Fruppa IX (you've never heard of it). No need to worry, though - nothing could possibly go wrong here!
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.
CockpitYour ship
Examine yourself and your clothes:
> x me. x shirt. ("T'SINO")
> x trousers. x raincoat. x boots.
> x windshield.
Do what you need to do here:
> x ignition. take key.
> open overhead. x kit. open kit. x ointment. take it.
> x extinguisher. take it.
> x red box. open box. x flare. take it.
Optional stuff you can skip:
> x driver's seat. x passenger's. x wheel.
> x envelope. open it. read vehicle paperwork. (nah)
> close envelope.
> x camera. x column.
> x shifter. set shifter to park. (already done)
> x dashboard. x fuel gauge.
> x speedometer. x temperature.
> x tachometer. x oil. x battery. x odometer.
> x accelerator. x brake pedal.
> x handbrake. pull it. (already done)
> x air. (doesn't work)
> x center console. x paperwork.
> x visor. x fan. x overhead.
> x atlas. read it.
Ugh. Let's go already!
> aft.
Cargo Hold
> x shelf. x parcel. read label.
> take parcel. (no: you want to leave it here because the author needs it to be here later)
> x canister. take it.
> x ramp. open ramp.
> d.
Flat Field
There's no way to lock your ship, but at least close the ramp to keep random animals out.
> close ramp.
> x craft. x port. (for fuel)
> x wings. x thrusters.
> x soil. x grass. x road.
> e.
Dirt Road
> x sign. ("DRYTOWN")
> x structure. x stones. x village.
Worry about that structure later.
> e.
Village Square
You see another Outer Lumpan enter the inn.
> x obelisk. x hieroglyphs.
> x poster. (Uji in bazaar wants help.)
> x temple. x frieze.
> x office. x tenement. x inn. x flowers.
> x bazaar. x buttress. x alleyway.
> e.
Desert Path
> x sign. x hoodoos.
> e.
Gatehouse
> x gate. x fence. x private.
> talk to her. ask her about fuel. (reserved for COKOW personnel; you need a uniform and ID.)
> ask her about COKOW. (Their HQ is on Puscaat.)
> w. w. s.
Desert Flower Inn
The Outer Lumpan shows something to Urto before heading downwards.
> x Klerta. x scarf. x beads. x dress.
> x counter. x tapestries.
> x Urto. x sunglasses. x jersey.
> ask Klerta about fuel. (She suggests the outpost.)
> ask her about Drytown. (only settlement on planet)
> ask her about inn.
> ask her about room. (price is 50 shiny rocks)
> ask her about shiny rocks.
> ask her about Urto.
> ask her about Outer Lumpan. ("He's a mess.")
> ask her about cellar. (private)
> ask her about bazaar. (has antiques, flowers, and information)
> ask her about temple.
> ask her about sheriff.
> n. sw. sw.
Information Kiosk
> x Slyss. x cloak.
> ask him about fuel. (only from outpost)
> ask him about outpost.
> ask him about uniform. (Someone in lavender uniform entered the inn.)
> ask him about inn. (He'll tell you a secret about the inn if you secretly observe a green-skinned woman and report back to him what she does.)
> ask him about cellar. ("See Urto.")
> ask him about tenement.
> ask him about Slunk.
> ask him about shiny rocks.
> ask him about Uji. (the antiques merchant, an off-worlder who lives here)
> ask him about Drytown. (founded by prophet Utaf)
> ask him about well. (in alleyway)
> ask him about Utaf.
> ask him about orb.
> ask him about temple.
> ask him about sacred tree. (in temple courtyard)
> ask him about flowers. (ask Jagii the florist)
> ask him about sheriff. (Ogo may have a secret.)
> ask him about planet.
> ask him about desert.
> ask him about ID.
> ne. nw.
Antiques Kiosk
> x junk. x gown. x Uji. (gray woman)
> talk to Uji.
> ask her about gown. (costs 45 shiny rocks)
> ask her about jobs. (fetch golden bucket for 100 shiny rocks)
> ask her about well.
> ask her about temple.
> ask her about her species. (She's from Ypthon.)
> ask her about tenement. (Slunk's a little shady.)
> ask her about outpost.
> se. se.
Flower Kiosk
> x flowers. x Jagii. x shawl.
> talk to Jagii. ask her about flowers.
> ask her about desert.
> ask her about well.
> nw. ne. n.
Temple Of The Blessed Orb
As you'll see, this religion is only interested in venerating Utaf, the orb, the well, the golden bucket, and the sacred tree.
> x orb. x pedestal. x frescoes. x mosaics.
> x dome. x columns.
> x Ouwalla. x chasuble. x hat.
> talk to him.
> ask him about temple. ask him about himself.
> ask him about orb. ask him about well.
> ask him about bucket. ask him about Drytown.
> ask him about tree. ask him about Utaf.
> ask him about frescoes.
> ask him about green woman. ask him about inn.
> ask him about Klerta. ask him about Urto.
> ask him about sheriff. ask him about Uji.
> ask him about Slyss. ask him about Jagii.
> ask him about outpost. ask him about desert.
> ask him about Slunk. ask him about tenement.
> e.
Temple Courtyard
Although the tree is dry, you can't break off a branch.
> x tree. x branches. x steles.
> x dirt. x benches. x archway.
> w.
Temple Of The Blessed Orb
> ask him about steles. (ancient language is lost)
> s. ne.
Sheriff's Office
> x flag. x Ogo. x Ogo's badge. x shiny gun.
> x Glupp. x Glupp's badge. x crusty gun.
> x safe. (has numbered dial)
> x desk. x paperweight.
> x note. (denied: Ogo glares.)
> talk to Ogo. ask Ogo about town.
> ask Ogo about outpost.
> ask Ogo about inn.
> ask Ogo about green woman.
> ask Ogo about Slunk. ask Ogo about Uji.
> ask Ogo about desert. ("Criminals hide outside of town.")
> sw. nw.
Alleyway
> x well. x winch. x Thaam. x hat.
> talk to Thaam. ask them about farm.
> ask them about plants. ask them about animals.
> ask them about well.
> n.
Farm
> x cacti.
> x pen. x blurghon. (like a mollusk)
> x g'laar. (large yellow flea)
> x ooloo. (oscillating mushroom)
> x wyrgnacht. (disc-head with crab-legs)
> x yiggim. (cute fat purple reptile)
I hope you don't mind being unethetical for the rest of the game. Be mentally prepared to do a lot of mischief.
> open pen. (The animals immediately escape.)
> s. (+1)
Alleyway
Thaam runs after the animals. Unless you attack the animals later, you won't see Thaam again.
> turn winch. (The crank breaks.)
> untie bucket. untie spool.
> take bucket. (You have the rope as well.)
> x bucket. drink water.
> se.
Village Square
The wyrgnacht stays here.
> pet wyrgnacht.
> sw.
Bazaar
The ooloo stays here.
> pet ooloo.
> nw.
Antiques Kiosk
> give bucket to Uji. (She gives you 100 shiny rocks and offers a new job.)
> ask her about job. (She now wants the orb for another 100 shiny rocks.)
> se. ne. n. e.
Temple Courtyard
> light flare.
> burn tree with flare. (+1; Ouwalla arrives, distraught)
> w.
Temple Of The Blessed Orb
> take orb. s. sw. nw.
Antiques Kiosk
> give orb to Uji. (She gives 100 rocks for it.)
> buy gown. (using 45 rocks. Why? You'll need it later, of course.)
Before continuing, go investigate that structure you passed by at the start.
> se. ne. w. n.
Abandoned Shack
> x shack. x door. x lock. x windows. x roof.
> w.
Side Yard
> x shed. in.
Shed Interior
> x workbench. x brace. take it.
Head back to the inn to deal with Slyss's request.
> out. e. s. e. s.
Desert Flower Inn
> ask Klerta about green woman.
> ask Klerta about room.
> give 50 rocks to Klerta. (She gives you an inn key to room B.)
> u.
Mezzanine
> x door A. look in keyhole A. (movement)
> unlock door B with inn key.
> sw.
Room B
> close door.
> x bed. x pillows. x desk.
> x painting. x eyes.
> drill eyes with brace.
> look in holes. (+1)
The green Puscaati agent ("Ghost One") tells "Flatbird" via radio that she followed you here to find the payload; she now intends to scout your ship.
But don't worry about her right now. Return to Slyss:
> ne. d. n. sw. sw.
Information Kiosk
> tell Slyss about agent.
> ask him about inn. (There's a speakeasy under the inn. Show Urto a red hillflower to get in.)
> ask him about cacti.
> ask him about Thaam.
> ask him about animals.
> ask him about shack. (used by criminals)
> ask him about Ouwalla.
> ask him about deputy.
> ask him about sources.
> ne. se.
Flower Kiosk
> ask Jagii about red hillflower. (+1. They're on the northeast cliff; she gives you a grapnel so you can climb the cliff yourself.)
> x grapnel. tie rope to grapnel.
> nw. ne. e. n.
Foothills
When the rope and grapnel are in place, you can't take them back.
> x cliff. x rock. throw grapnel at rock. (+1)
> u.
High Cliff
> x flower. take it.
> d. s. s.
Campsite
While it's safe to talk to the campers here, it's not very productive.
> x tents. x crates. x garbage. x pit.
> x Xubo. x cigar. x cane.
> x Yam. x Zig. x gold chain.
> x wallet. take it. open it.
> x card. ("PVT. D'ZANGO, Q'TARPA")
> n. w. s.
Desert Flower Inn
> show flower to Urto. (+1)
> d.
Speakeasy
> x tables. x bar.
> x Duilla. x headband. x blouse.
> x D'zango. x uniform.
> talk to D'zango. ask him about himself.
> ask him about drink.
> ask him about COKOW.
> ask him about uniform. (Can have it for a drink.)
> talk to Duilla.
> ask her about speakeasy.
> ask her about drink. (Splau costs 5 rocks.)
> ask her about splau. (Even Ogo loves it.)
> buy drink. (She puts a splau on the bar.)
CAUTION: Don't drink the splau; it's poisonous to you!
> take splau. x it. give it to D'zango. (+1)
> ask him for uniform. (Okay, but he needs something else to wear.)
> give gown to D'zango. (Okay, but he has this rash.)
> give ointment to D'zango.
> give gown to D'zango. (+1. He dons the gown and hands over the jumpsuit.)
> wear jumpsuit.
> ask him about Lalalia.
> ask him about job.
Well, you have a uniform and ID. Go get that fuel!
> u. n. e. e.
Gatehouse
> show ID to Lalalia. (+1; the gate opens.)
> ask her about g'laar. pet g'laar.
> n.
Fuel Station
> x tarmac. x pump.
> fill canister. (er... nothing?)
> x sign. ("OUT OF ORDER")
> x warehouse. x metal door. x tent.
> w.
Barracks
Not much here, is there?
> x cots. e. in.
Warehouse
> x cutter. take it.
> x skids. x boxes. x drums. x table.
> open boxes. (no: too many)
> open drum. (no: too many; also, warnings)
> out. s.
Gatehouse
Seriously, you went to all that trouble to get a box cutter? But before you use it, take a breather and tour the tenement.
> w. w. se.
First Floor Tenement
> x prints. x plaster.
> knock on 101. (Slunk answers and invites you in.)
> ne.
Room 101
> x magazines. x cleaners. x TV.
> x controls. x laundry. x coasters.
> x Slunk. (has skeleton key)
> ask Slunk about key. (wants 100 rocks to "misplace" it)
> give rocks to Slunk. (He drops the key.)
> take skeleton key.
> sw.
First Floor Tenement
If you're feeling cautious, feel free to knock on doors and look through keyholes before unlocking a door, but I'm telling you, no one's at home except for Slunk in room 101.
> unlock 102. se.
Room 102
This must be Duilla's room.
> x posters. x loveseat. x bed. x drapes.
> x clothes. x collection of boots.
> nw.
First Floor Tenement
Don't bother closing doors and re-locking them either. Unless you really want to, of course.
> unlock 103. sw.
Room 103
And this must be Urto's room.
> x bench. x sofa. x pinups. x barbell.
> take barbell. (no: too heavy)
> ne. u.
Second Floor Tenement
> unlock 201. ne.
Room 201
And here's Uji's room.
> x rugs. x paintings. x mirrors. x clock.
> x chair. x table. x vase. x chandelier.
> take vase. (Just because you can.)
> put flower in vase.
> sw.
Second Floor Tenement
> unlock 202. se.
Room 202
This is Jagii's room.
> x windows. x soil. x plants. x bed.
> nw.
Second Floor Tenement
> unlock 203. sw.
Room 203
Obviously, this is Slyss's room. I wonder how he pays the rent when he never charges shiny rocks for his info?
> x cabinets. open cabinets. (locked)
> x bookshelves. x books. x bed.
> open drawer. x notebooks. read notebooks.
> ne. u.
Third Floor Tenement
> unlock 301. ne.
Room 301
Hello, Farmer Thaam's room. How did they get this wheelbarrow up here?
> x bed. x tools. x bags. x wheelbarrow.
> sw.
Third Floor Tenement
> unlock 302. se.
Room 302
Huh. Empty. Wasn't expecting a vacancy, but I suppose Klerta lives in the inn, Ouwalla lives in the temple, and maybe Ogo lives in his office?
> nw.
Third Floor Tenement
> unlock 303. sw.
Room 303
Uh, is this Deputy Glupp's room, then? It's not obviously his, though. But who else is there?
> x clutter. x chest. open it. (locked)
Time to use that box cutter. Have you guessed yet which box you're about to cut open?
> ne. d. d. nw. w. w.
Flat Field
> pet yiggim. open ramp. u.
Cargo Hold
> cut parcel with cutter. (+1; vial found)
> x vial. (has blue crystals)
> x crystals. (glow)
> take vial.
If the ramp is closed, it opens. A figure points a raygun at you and demands you hand over the contraband.
> x figure. (It's the green-skinned spy.)
She won't answer questions. Just give her the vial.
> give vial. (She flees, then you hear a commotion.)
> d.
Flat Field
The agent is dead; you see a black-clad figure dashing east.
> search agent. take raygun. x it.
> e.
Dirt Road
The figure dashes east. Nice of them to wait for you.
> e.
Village Square
The figure dashes into the tenement.
> se.
First Floor Tenement
The figure is going upstairs.
> u. u.
Third Floor Tenement
A door slams. Again, feel free to listen to doors and look through keyholes, but you're reading a walkthrough. They're in 303.
> sw.
Room 303
The mercenary reaches for his laser rifle.
> shoot man with raygun. (+1; he's dead)
> x man. take iron key. take rifle.
> unlock chest with iron key. open chest.
> x sack. open it. (You acquire 5000 rocks.)
> take journal. read it.
The vial contains colodite, aka "King Cold". He passed off the vial to a "camper" on the way back into town, collected the 5000 rocks, and came home.
If you're wondering when he had the time to write this, well, in a normal playthrough, you probably wouldn't have the skeleton key yet.
Go ask Slyss about colodite and other stuff.
> ne. d. d. nw. sw. sw.
Information Kiosk
> ask Slyss about colodite. (He wants info on Ogo and Glupp's activities before he'll say.)
> ask him about campers.
> ask him about Xubo. (main criminal)
> ask him about Yam. (Xubo's muscle and Urto's rival)
> ask him about Zig. (needs Xubo and Yam to survive)
> ask him about mercenary.
> ne. ne. e. s.
Campsite
Looks like the campers were arrested.
> take old key. x it.
> x tape. ("CRIME SCENE DO NOT CROSS")
> n. w. ne.
Sheriff's Office
The campers are in jail, and a brass key is on the hook.
> tell Ogo about animals. (Thaam will deal with them.)
> ask Ogo about shack. ("den of degeneracy")
> ask Xubo about ANYTHING. ("get us out of this cell first!")
Be bold as brass.
> x brass key. take it. unlock jail with brass.
> open cell. (+1)
The campers flee, but you're jailed instead. The brass key is back on the hook.
Jail Cell
Ogo's gone.
> take cane. take brass key with cane.
> unlock cell with brass. open cell. s.
Sheriff's Office
> take all from desk. x note. ("1234")
> turn dial to 1234. (+1; the vial is inside)
> take vial.
Return to the shack.
> sw. w. n.
Abandoned Shack
> x blurghon. pet him.
> unlock door with old key. in.
Shack Interior
The criminal gang's all here.
> x dice. x couch. x table. x chairs.
> ask Xubo about Ogo. (He tells you that Ogo and Glupp seize contraband and sell it themselves with no overhead costs.)
> ask Xubo about mercenary. (Xubo employed him.)
Back to Slyss:
> out. s. e. sw. sw.
Information Kiosk
> tell Slyss aboug Ogo.
> ask Slyss about colodite. (It's fuel!)
Before you return to your ship, there's one last thing to do.
> ne. ne. n. e.
Temple Courtyard
> extinguish tree with extinguisher. (+1)
> x tree.
Okay, now you can go. Klerta doesn't want her inn key back. Slunk doesn't want his skeleton key back. D'zango doesn't want his jumpsuit back. Xubo doesn't want his pimp cane back. You can't buy the bucket or orb back from Uji. And you can't give away the 5000 shiny rocks to anyone.
> w. s. w. w.
Flat Field
> open port. open vial. put crystals in port. (+1)
> close port. u.
Cargo Hold
> close ramp. fore.
Cockpit
> sit on driver's seat.
> put ship key in ignition.
> turn ship key. (+1)
Good riddance to Fruppa IX.
*** The End ***
Note: Outer Lumpans have pale blue skin. Fruppans have orange fur. Puscaati can have green or purple skin.
The farm animals:
Mentioned:
To read the credits in-game, type ABOUT then open the Introduction to Hinterlands: Delivered! menu-item:
CREDITS:
Implemented by Cody Gaisser.
Tested by Jade Aincioa, Robinson Nox, Björn Paulsen, Tristin Grizel, Ralph Versteegen, Meredosia, Morpheus Kitami, and Valerie.
Thanks to everyone at INTFICTION.ORG and SLIME SALAD for the invaluable advice.
All endings end with The End.
You die ...
You are jailed ...
You win ...
There's no inventory limit; feel free to carry everything that's not nailed down.
This is the response to SCORE:
You have so far scored N out of a possible 16, in T turns.
Points are awarded as follows:
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