Inside the Facility is a Z-machine interactive fiction game written with Inform 7 and is Β© 2016 by Arthur DiBianca. It was an entry in IF Comp 2016 where it took 13th place overall and 1st place for Miss Congeniality. At the 2016 XYZZY Awards, it was a finalist in two categories (Best Puzzles and Best Individual Puzzle). This game also ranked 46th place on the 2019 edition of the Interactive Fiction Top 50 of All Time list.
In this game, you play as someone eager to explore THE FACILITY, a place filled with research labs and maybe even some secret stuff. Your friend Mike bet you $20 that you couldn't even visit half of the Facility because of all the security. You took that bet, of course.
Note that this game uses a very limited set of commands. There's no EXAMINE or TAKE!
This solution is by David Welbourn, and is based on Release 1 of the game.
Notes:
To win your bet with Mike, you must find 65 locations in the Facility, which is half of them. However, if you follow this walkthrough, you'll see all 130 locations.
This game uses a very limited command set. Besides the meta-commands HELP, SAVE, RESTORE, RESTART, and QUIT, your commands are N, W, E, S, Z, L, and T (for status).
Lobby
> help. n.
Visitor Gallery
Carl the repairman is friendly, but he won't fix the door while you're here to talk to. When you're finished listening to Carl, return to the lobby.
> z. z. z. z. z. z. z. z.
> s.
Lobby
Wait here until you hear the door woosh open.
> z. z. n. n.
Information Center
Spend a few turns listening to Alison the information specialist, but when she starts repeating herself, head west into the lecture room.
> z. z. z. z. z. z. z. z.
> w.
Lecture Room
Listen to all of Rolf's lecture:
> z. z. z. z. z. z. z. z. z. z. z. z. z. z. z. z. z. z. z. z. z. z.
If necessary, continue to wait until you get a ticket marked "Please Go On".)
> e. e.
Gift Shop
There's nothing you need here, but you are trying to visit as many locations as you can.
> w. n. w.
Invisibility Lab Viewing Room
You find a white security card.
> t.
> w. ("Insufficent clearance level.")
> e. e. e. n.
Assembly Hall
This is your 10th location!
> s. e. n.
Telepad Alpha
Lasers scan you. "Employee registration complete."
> z. (The telepad begins to charge up.)
> s. e. s.
Lost and Found
Note that Bertram loves granola.
> n. w. s.
Merchandise Distribution
Salvatore gives you a pile of plastic rockets to take to the Gift Shop. But don't go there just yet.
> s.
Plastics Lab
You can't take the yellow card while carrying the plastic rockets.
> e.
Vat Room
One tech, seeing your armload, says to hold on a sec.
> z. (Tech gives you a note, which you take with your teeth.)
> w. n.
Merchandise Distribution
Salvatore takes the note, but tells you to deliver what you've got.
> n. w. w. w. s. e.
Gift Shop
You dump the rockets. Return to the Plastics Lab:
> w. n. e. e. e. s. s.
Plastics Lab
You take the yellow card!
> n. n. e. n.
Fungus Lab
Nothing to do here yet.
> s. w. w. s.
Mail Room
Nothing to do here yet either.
> n. w. w. w. w. s. s. e.
Charging Salon
Randall the electrician wants a T-8151 to fix something.
> w. n. n. w. n.
Granola Bar Dispensary
You grab a granola bar on entry.
> s. e. n.
Refraction Lab
Alice lets you take a refractionator in exchange for the granola bar.
> s. w. n.
Granola Bar Dispensary
You grab another granola bar.
> s. w. w.
Telepad Beta
As before, you're scanned with lasers.
> z. z. (You port to...)
Telepad Alpha
> s. e. s.
Lost and Found
You give the granola bar to Bertram and you take a T-8151 from the box.
> n. w. n.
Telepad Alpha
> z.
Telepad Beta
> e. e. e. s. s. e.
Charging Salon
You give the T-8151 to Randall. He finishes his repair job and leaves.
> z. (Your refractionator's charge bar moves from empty to full.)
> t. (It's now a 'charged refractionator'.)
> w. n. n. w. s.
Conference Room
Just a lone employee here. Ignore her for now.
> n. w. s.
Coffee Center
> z. (Max glances meaningfully at the green door.)
You must actually try going south before Max will start talking to you.
> s. (Max will remark that you could use a green card.)
> z. z. (You offer the charged refractionator; he gives you the card and leaves.)
> s. w.
Infirmary
You don't need to see the doctor and you can't get through the western red door yet.
> e. s.
Data Processing Center
Can't get through the western blue door yet.
> n. e.
Security Training Room
As you enter, Sergeant Grund orders Recruit Smith to patrol the west corridor.
Listen to the entire training cycle, noting the security color sequence (white, yellow, green, blue, orange, red, purple, silver, gold) and that the east code door's combination is 134.
> z. z. z. z.
> z. z. z. z.
> z. z. z. z.
> z. z. z. z.
> s.
Sergeant's Office
You take a key requisition form. Note the hideous rug and the locked safe.
> n. w. n. n. e. n.
Granola Bar Dispensary
Get a granola bar for the 3rd time. Hey, these things are handy.
> s. w. w.
Telepad Beta
> z.
Telepad Alpha
> s. w. s. s. w.
Security Card Distribution
Marcus replaces defective security cards with new cards. Remember that.
> e. s.
Robotics Lab
> w. ("It only opens for robots.")
> n. n. n. n. n. e.
Lockology Lab
Melanie takes your key requisition form and gives you a disposable autokey to test.
Let's go back to the Sergeant's safe via the telepads:
> w. s. s. e. n. z.
Telepad Beta
> e. s. s. e. s.
Sergeant's Office
The autokey's charge is too low to unlock the safe. Head to the Charging Salon:
> n. w. n. n. e. e. s. s. e.
Charging Salon
The autokey beeps, and a green light appears on it.
> t.
You now have a charaged disposable autokey, but there's a problem. If you run into Patroller Smith in the West Corridor, he'll discharge your autokey. You need to go around him, via the telepads.
> w. n. n. e. e. e. e. e. n. z.
Telepad Beta
> e. s. s. e. s.
Sergeant's Office
The safe opens and the autokey disintegrates.
> z. (You take a blue card.)
> n. w. s. w.
Accounting Cubicles
> w. ("Code required.")
> e. n. n. n. n. n. e.
Portable Device Lab
You grab a port-o-code. Head back to the east side of the map, but with side trips through some blue doors along the way:
> w. s. s. e. e. n. e.
Invisibility Lab
Well, this is weird. Everyone's invisible but you.
> w. s. e. e. e. e. n. n. w. s.
Product Testing Room
Interesting, but nothing you can do here yet.
> n. e. s. s. e. e. e.
Code Anteroom
> n. (Another one of those "code required" doors.)
> s.
Code Bay 1
Your port-o-code's display changes to "1".
> e.
Code Bay 2
Your port-o-code's display changes to "12".
> s.
Code Bay 4
Now it's "124".
> w.
Code Bay 3
Now it's "1243".
> s.
Code Bay 5
Now it's "2435". A port-o-code can only hold up to four digits and the first digit fell off.
> e.
Code Bay 6
Now it's "4356". And there's no more code bays, so only the digits 1 through 6 are possible.
> z.
Now it's "3566". Waiting in a code bay adds its digit.
Use a chute exit to return to the anteroom:
> e.
Code Anteroom
> e.
Reset Room
And entering this room resets your port-o-code. Cool.
> w.
Code Anteroom
Remember that one of the security recruits gave away that the east code door's combination is 134. That's the north door here.
So program "134" into your port-o-code and return:
> s. s. e. e.
And now go in:
> n.
Code Wing (south end)
The code for the east door is "6553", but if you go set your port-o-code to that now, you wouldn't be able to get past the door that needs "134".
> n. w.
Code Production Office
You see a general reboot code that expires soon. The "on deck" code is the next one in the queue. This will be relevant later.
> e. e.
Code Management Office
Wait several turns to learn about Mary Ann's door code. Since Mary Ann is the Chief Finance Officer, this must be the door you saw in Accounting, in the southwest corner of the building.
> z. z. z. z. z.
If it's a four-digit code with a 1, 2, and a 5, there's just not that many codes it could be. Very likely it's either 2135 or 5312, and in fact, I'll save you the trial and error and tell you it's 5312.
> w. s. s.
Code Anteroom
Program your port-o-code to 5312:
> s. s. s. n. n. e. e.
Now head to Mary Ann's office via the telepads:
> w. w. n. z. e. s. s. s. w. w.
Corner Office
You take an orange card. Note the ugly carpet. Now that we have this card, let's check out what's south of the generator room:
> e. e. n. n. n. e. e. s. s. s.
Power Lab
> e.
Illumination Center
Remember this room; you'll need to come back here later.
Now, there's another orange door north of the code wing, but to get back there, you'll need to re-program the port-o-code to 134 again, so head back to the Code Anteroom:
> w. n. n. n. e. e. e. e. e. e. e.
Code Anteroom
Program your port-o-code to 134:
> e. w. s. s. e. e.
Now head due north:
> n. n. n.
Lab Coat Supply
> e.
Telepad Gamma
You are rescanned by lasers.
> z. z. (You've teleported to...)
Telepad Alpha
> s. e. e.
Code Anteroom
Now that you have another way into the Code Wing, it's time to set the port-o-code to 6553:
> s. s. s. e. w. z. n. w.
Now teleport to Gamma, then enter that "#" door inside the Code Wing.
> w. w. n. z. z. w. s. s. e.
Code Archives
Peter gives you a gym access pin when you enter. Also note the ugly purple carpet here.
By the way, you've just won your bet with Mike, but you're going much further than this!
And now that you've got this pin, you should head back to the west side of the map. Use Telepad Gamma to get to Telepad Beta:
> w. n. n. e. z. z.
Telepad Beta
Head for a blue-security section I skipped over earlier:
> e. n. n. w.
Lounge
Note the ugly green chair.
> w.
Meditation Room
Wait ten turns in a row to earn the "Om" ticket:
> z. z. z. z. z. z. z. z. z. z.
> e. s.
Recreation Area
Matthew only lets you into the gym if you have the pin.
> w. s.
Treadmill
The treadmill activates, and you're gliding south. Now, I know you don't have the motivation yet to destroy the treadmill, but do it anyway by alternating going north and waiting:
> n. z. n. z. n. z. n. (The treadmill stops!)
With that done, continue:
> s. e.
Ice Lab
Tiffany gives you some metallophilic ice to take to the Robotics Lab. The ice is melting fast and you need to make the trip to Robotics without any delays at all. If you fail to get to Robotics in time, return here to get another ice cube and try again. The fastest route uses the telepads, of course!
> w. n. n. e. n. e. s. s. w.
Telepad Beta
> z. z.
Telepad Alpha
> s. w. s. s. s.
Robotics Lab
If you got any ice here, a robot goes west. Follow it:
> w.
Junk Room
You grab a red card.
> e. e. e.
AI Lab
L.A.U.R.A. greets you. She's very smart.
There was another red door west of the infirmary:
> w. w. n. n. n. e. n.
> z. e. s. s. w. w.
Advanced Pill Dispensary
And there was a red door north of the West Extension:
> e. e. n. n. n. n. n.
Custodial Office
> e.
Courtyard (Southwest)
Grover is a bit odd. He always moves to the opposite corner from you whenever you move and he only does something else when you wait.
For now, just circle around clockwise, noting what's in each corner.
> n. e. s.
Courtyard (Southeast)
Now explore what's east of the northeast corner:
> n. e. e. n.
Advanced Coloration Lab
> s. e. s.
Lawn Care Lab
Wait until Sandra arrives and drops a packet of mulch augmentation powder which you'll take.
> z. z. z.
Continue exploring:
> n. w. s.
Telepad Delta
You're laser scanned once more, but don't stay and teleport. Instead, return to the courtyard:
> n. w. w.
Courtyard (Northeast)
We're going to manipulate Grover into doing what we want.
First, wait here until he drops the watering can and takes the wheelbarrow.
> z.
Now head west so he heads east to the mulch bin:
> w.
Courtyard (Northwest)
Wait until Grover fills the wheelbarrow with mulch:
> z. z.
Now head back east so Grover takes the wheelbarrow back to the southeast corner:
> e.
Courtyard (Northeast)
Wait until he takes up the watering can, leaving the wheelbarrow of mulch.
> z. z.
Head for the wheelbarrow; you and Grover will exchange positions:
> s. w.
Courtyard (Southwest)
You will automatically use your mulch powder on the mulch. Swap positions again:
> n. e.
Courtyard (Northeast)
Wait until Grover takes the wheelbarrow once more:
> z. z.
Head south so Grover heads north to the shrubs:
> s.
Courtyard (Southeast)
Wait until Grover applies the mulch to the shrubs:
> z.
Now head north, so Grover takes the empty wheelbarrow south:
> n.
Courtyard (Northeast)
Wait until Grover takes the watering can:
> z. z.
Now head south, so Grover takes the watering can north:
> s.
Courtyard (Southeast)
I'm assuming Grover hadn't used the watering can yet, so the can should be full. If you saw him water the shrubs or flowers earlier, you'll need to manuever Grover and the watering can to the northeast corner so he can refill it.
So, assuming he has a full can, just wait for Grover to water the shrubs:
> z. (Grover faints!)
> w. n.
Courtyard (Northwest)
You take the K25 pigment enhancer from Grover while he's unconscious.
> e. e. e. n.
Advanced Coloration Lab
Perry takes the enhancer and gives you some fabric color improver.
Do you remember where all the ugly fabric was? Go to Code Archives first; you should still have the port-o-code set to 6553:
> s. s. z. z. z. w. s. s. e.
Code Archives
You use the color improver on the ugly purple carpet. It turns white. And you find a purple card!
Head to the Code Anteroom via the telepads:
> w. n. n. e. z. z. s. e. e.
Code Anteroom
Set the port-o-code to 5312 again:
> s. s. s. n. n. e. e.
And head for the Corner Office:
> w. w. n. z. e. s. s. s. w. w.
Corner Office
You use the color improver on the ugly purple carpet, making it dark gray.
Head to Sergeant's Office:
> e. e. n. e. s.
Sergeant's Office
You use the color improver on the hideous polka dot rug. It becomes a nice polka dot rug.
Now head to the Lounge:
> n. w. n. n. n. n. w.
Lounge
You use the color improver on the ugly green chair. It turns brown.
You also find a small ticket marked "That's Much Nicer" for using the color improver four times.
Now to use the purple card. There was a purple door in the north corridor:
> e. n. e. e. n. e. s. s. w.
Injection Learning Center
Wait a bit to see what sort of activity happens here:
> z. z. z. z.
Okay, let's continue exploring:
> e. e.
Telescope Room
You grab a card-shaped piece of copper when you enter.
Hm. The other purple door you saw was in the Lab Coat Supply. Head there via telepads:
> w. n. n. e. s. z. z. z. w. w.
Elevator Landing
> n.
Elevator
> z. (Door closes and descends.)
> z. z. z. (The elevator stops.)
> z. (Intercom says electrical problems in northeast quadrant.)
> z. z. z. z. (Elevator continues down, then north door opens.)
> n.
Darkness (several locations)
> e. e. (A closed door blocked your way.)
Wait until you hear a "soft whoosh". Then you can go east.
> z. z. z. z. e. s.
You see lasers. You're in another telepad!
> z. z.
Telepad Alpha
Head for the illumination center. We need to learn how to get the underground lights back on:
> s. w. w. w. w. w. s. s. s. e.
Illumination Center
"Lighting controller shutdown in underground sector. Reboot code required."
Your current port-o-code's code is invalid, of course.
You don't know what the code is yet, but head to the Code Anteroom anyway:
> w. n. n. n. e. e. e. e. e. e. e.
Code Anteroom
Set your port-o-code to 134 yet again:
> e. w. s. s. e. e.
Now visit the Code Production Office:
> n. n. w.
Code Production Office
Wait until you hear a chime, then look:
> l.
You'll see a general reboot code that will expire in 20 turns followed by an on deck code. This is another race situation. Ignore the current code and, as quickly as possible, go to the code anteroom, set the port-o-code to the "on deck" code, and then go as quickly as possible to the Illumination Center with it.
Don't bother with the telepads. They won't get you to your destinations any faster for this task.
> e. s. s.
Code Anteroom
Set your port-o-code to the "on deck" code. Since it's randomized, I can't walk you through this part.
> PROGRAM-YOUR-PORT-O-CODE
Done? Run to the Illumination Center!
> w. w. w. w. w. w. w. s. s. s. e.
Illumination Center
Underground lights are back on! Use the telepads to get back down there.
> w. n. n. n. w. w. w. z. z. z.
Telepad Epsilon
> n.
Mine Shaft
You briefly see Carl, who says he fixed the elevator and that door.
> w. s.
Alchemy Lab
Wait until you've turned your copper card silver. It's hard to predict how many turns you'll need to wait, probably three or four turns.
> z. z. z. z. (You turn your copper card silver. Sorta.)
> n. w. w.
Unexpected Chasm
You can't cross the chasm yet. Head to Security Card Distribution. Use the telepads:
> e. e. e. s. z. s. w. s. s. w.
Security Card Distribution
Marcus replaces your phony silver card with a real one. Return to Elevator Landing and go through the silver door there:
> e. n. n. e. n. z. z. w. w. w.
Silver Lounge
> w.
Chance Lab South
Griselda gives you a misfortunator to give to Thaddeus to the north. Prepare yourself. You're about to suffer a lot of misfortune.
> n. (The door won't open. Griselda says to use the telepads.)
> e. e. e.
Lab Coat Supply
The PA system tells you the telepads are offline for maintenance. You're going to have to walk.
> s. s.
Code Wing (south end)
You find the south door stuck halfway open. You don't need the correct code here for once.
> s.
Code Anteroom
Your port-o-code explodes!
> w. w. w.
East Corridor (west end)
Employees from Assembly Hall collide with a mail room clerk! You can't get past them.
Fumble for several turns:
> w. s. n. z. z. z.
Clerk starts hinting that they'd listen to a researcher. You need to hear this hint! Head all the way back to Lab Coat Supply:
> e. e. e. n. n. n.
Lab Coat Supply
You grab a lab coat.
> s. s. s. w. w. w.
East Corridor (west end)
You give the coat to the clerk who can now disperse the crowd.
> z. (Clerk gets his letters and leaves.)
> w. w. w.
Invisibility Lab Viewing Room
You trip and drop your security card. A kid named Gerald grabs it and runs! Chase Gerald to the Lecture Room:
> e. s. w.
Lecture Room
Now chase Gerald to the Gift Shop:
> e. e.
Gift Shop
Now chase Gerald to the Lobby:
> w. s. s.
Lobby
You finally take your card back from Gerald. He runs off north.
> n. n. n. w. w. w. w. n. n.
West Extension (north end)
> n.
Paul, approaching from the other way, blocks the red door when his jumpsuit blows up like a balloon!
> z. z.
Paul explains he had a brown booklet with the auto-deflation code, but he lost it.)
> e.
Portable Device Lab
Get a fresh port-o-code, replacing the one that blew up.
Now go to Lost and Found. I'm assuming you still have a granola bar. If you don't, get one from the Granola Bar Dispensary.
> w. s. s. e. e. e. e. e. e. e. e. s.
Lost and Found
You exchange your granola bar for a small brown booklet. The deflation code is 1213.
> n. e.
Code Anteroom
Set your port-o-code to 1213:
> s. e. w. s. w.
Now head back to Paul:
> w. w. w. w. w. w. w. w. w. n. n.
West Extension (2)
Your port-o-code deflates Paul's suit. He takes his booklet and goes.
Continue to Chance Lab North:
> n. e. e. n. e. e. e. e.
Chance Lab North
Thaddeus takes the misfortunator.
> z. z. (You grab Thaddeus's gold card.)
> n.
Room of Silence
> n.
Game Entrance
Bruce says if you win the game to the east, you can go through the Mystery Door. Bruce's game can wait a bit.
> w.
Fabrication Shop
Kate says she can make anything if you give her a schematic. That will be useful later.
Now I know there's no south door, but we've walked around a space in the map:
> s.
Illusion Lab
Okay, head back to Bruce's game:
> n. e. e.
Game Hall (three locations)
This game is randomized where you have to follow the "instructions" suggested by colored symbols that appear on the ceiling. Here's what to do:
> PLAY-AS-APPROPRIATE
Eventually, you hear party horns and you hear the east door is unlocked.
> e. (Repeat going east until you've through the door.)
Compass Lawn
Sorry, nothing to pick up here. You're just filling in the map.
Go back to the North Corridor:
> w. w. w. w. s. s. w.
North Corridor
PA says telepads are back online. Head for the gold door in the Telescope Room:
> w. w. s. s. e. s.
Launch Pad
> z. z. (You grab a technician's boots.)
Now go back through the courtyard, then north:
> n. w. n. n. w. w. s. w. n.
Building Management
> w.
Project Management
> n.
Friction Lab
> z.
Friction Annex
You pick up a schematic for sure-grip nanocleats.
Head back to Kate in the Fabrication Shop:
> s. z. e. s. e. e. n. e. e. e. e. n. n. w.
Fabrication Shop
Kate takes your schematic and gives you nanocleat soles.
Now back the way you came:
> e. s. s. w. w. w. w. w. s. w. n. w.
Project Management
> s.
Adhesive Lab
Using the glue, you combine soles and boots and put the boots on. You can now navigate the Friction Lab. You can't yet get past that goo on this floor, though.
> n. n. w. n.
Levitation Lab
> z. (Brian gives you a hoverpack. You wear it.)
> s. s.
Aroma Lab
Head back to the Adhesive Lab. You can fly over that goo now:
> n. e. s. s. w.
Abandoned Receiving Bay
You pick up a junior chemist pin. This will give you the authority to do interesting things in the chemistry labs which you'll see soon.
> e. n. n. e.
Fuel Development
Kyle says he wants some hypercalderic Borsch fluid; it's pink with gold specks.
> e.
Chemistry Lab (Southwest)
Let's take a tour of the chem labs first before doing anything.
Nick agitates stuff. He also has green tropiliatic fluid.
> e.
Chemistry Lab (Southeast)
Norma boils stuff. She also has white sodium pentaclydride.
> n.
Chemistry Lab (Northeast)
Vernon uses a universal reagent aka "magic powder". He also has blue bendronothol solution.
> w.
Chemistry Lab (Northwest)
Darlene catalyzes things. And she also has red stuff.
> w.
Disposal Room
Just come here if you want to get rid of your current chemical. You can only carry one flask of liquid at a time.
So, to do anything in the chem labs: you go to one of the chemists then wait. If you don't carry any flask, they'll give you their starter chemical. Otherwise, they'll interact with your flask using their prefered activity, changing the flask's contents. See the Chemisty section for full flow charts on what turns into what and how.
Mix up the one that Kyle wants first. Then we can mix up three other special chemicals for Kyle to earn a ticket.
The first recipe:
And how do you know this recipe? Dumb luck or experimentation until you got it right. In this version of chemistry, good chemicals are pretty.
> e.
Chemistry Lab (Northwest)
> z. (You get red liquid.)
> s.
Chemistry Lab (Southwest)
> z. (Nick agitates the liquid.)
> e. n.
Chemistry Lab (Northeast)
> z. (Vern magics the liquid.)
> w.
Chemistry Lab (Northwest)
> z. (Darlene catalyzes the liquid.)
> s. e.
Chemistry Lab (Southeast)
> z. (Norma boils the liquid.)
> w. w.
Fuel Development
Kyle takes your flask of pink liquid and tells you the password. It's randomized, but some of the possibilities are EGGPLANT, FACILITY, and STARLING.
Now follow a second recipe and bring it back here:
> e. z. n. z. s. e. z. n. z. s. w. z. w.
Now a third recipe:
> e. e. n. z. s. z. w. n. z. s. z. e. n. z. s. w. w.
Now a fourth recipe:
> e. e. z. n. z. w. z. s. e. z. w. z. w.
Kyle gives you the "Four Formulas" ticket.
Time to visit the director:
> e. e. e.
Surveillance Room
> n.
Empty Room
> e. (You say the password. The black door opens and you enter the...)
Director's Office
You have a long visit with the director, Grandma Bethlinda.
> z. z. z. z. z.
> z. z. z. z. z.
> z. z. z. z. z.
> z. z. z. z.
> w.
Empty Room
A list of seven tickets is now posted.
Go check on Grover in the courtyard.
> s. w. w. w. w. s. e. s. e. n.
Courtyard (Northwest)
Grover's still on the ground but now there's some small movement.
> z. z. z. (You take an illegible prescription.)
Go to the Advanced Pill Dispensary:
> s. w. s. s. s. s. s. w. w.
Advanced Pill Dispensary
The pharmacist says you'd have to be some kind of a genius to read the prescription.
Well, L.A.U.R.A. is really smart. Go visit her in the AI Lab:
> e. e. n. n. w. z. z. z. z.
Telepad Alpha
> s. w. s. s. s. e. e.
AI Lab
L.A.U.R.A. takes your old prescription and gives you a new one.
Go back to the pharmacist:
> w. w. n. n. n. e. n. z.
Telepad Beta
> e. s. s. w. w.
Advanced Pill Dispensary
The pharmacist takes the prescription and gives you an orange pill.
Go back to Grover:
> e. e. n. n. n. n. n. e. n.
Courtyard (Northwest)
You give the pill to Grover who wakes up, gives you a "Wake Up" ticket, then leaves.
Now go to the Unexpected Chasm via Telepad Epsilon:
> e. e. e. s. z. n. w. w. w.
Unexpected Chasm
Our hoverpack will let us cross the chasm.
> s.
Magma Observation Chamber
Since this is the 130th location for you, the game suggests seeing Mike, but we're not quite done yet.
> u. (It's way too long a climb.)
Now head for the elevator and take it up:
> n. e. s.
Elevator
> z. z. z. z. z. z. z. s.
Elevator Landing
Now re-enter the elevator and ride it back down. Trust me on this.
> n.
Elevator
Your companion for this trip is Rosalind.
> z. z. z. z. z. z. z.
She gives you the "Along for the Ride" ticket.
Now use the telepads to go to the Granola Bar Dispensary:
> n. e. e. s. z. z. e. e. n.
Granola Bar Dispensary
You grab a granola bar. Take it to the Conference Room across the hall:
> s. s.
Conference Room
> z.
An employee takes your granola bar; gives mushroom scissors.
Take the scissors to the Fungus Lab:
> n. w. w. z. z. z. z. s. e. n.
Fungus Lab
A scientist takes your scissors; gives "Algebra" bottle. Take it to the Injection Learning Center:
> s. w. n. z. z. z. n. w. s. s. w.
Injection Learning Center
The administrator takes the "Algebra" bottle; gives product rejector. Take it to the Product Testing Room:
> e. n. n. e. s. z. z. s. w. n. n. w. s.
Product Testing Room
A tester takes the rejector; gives invisible mug. Take it to the Invisibility Lab:
> n. e. s. s. w. w. w. w. n. e.
Invisibility Lab
A voice takes the invisible mug; gives invisible autoscaler.
> w.
Refraction Lab
The autoscaler becomes visible when you leave the Invisibility Lab. Take it to the Magma Observation Chamber.
> s. w. w. w. z. z. z. n. w. w. w. s.
Magma Observation Chamber
The scientists take your autoscaler; give you the "Trading Game" ticket.
Now that you've seen all 130 locations and earned all 7 tickets, return to the Director's Office. Weirdly, Telepad Beta is the closest telepad to her office:
> n. e. e. e. s. z. z.
Telepad Beta
> e. n. n. n. n. w. n. e. e. e. e. n. e.
Director's Office
Grandma Bethlinda takes your seven tickets; gives you a schematic. Take it to Kate in Fabrication:
> w. s. w. w. w. w. s. e. s.
> e. e. n. e. e. e. e. n. n. w.
Fabrication Shop
Kate takes the schematic and gives you a trophy.
> trophy.
ASCII art of the trophy is displayed. It looks like a beaker of bubbling fluid with the inscriptions "SEVEN TICKETS AND 130 LOCATIONS" and "TREMENDOUS!"
This trophy is the game's highest honor. Head back to the Lobby and leave the Facility to win the game:
> e. s. s. w. w. s. z. z.
> s. w. w. w. s. s. s.
Lobby
> s.
*** Congratulations! You won the bet in a supreme fashion! ***
In the approximate order you'll meet them:
You can make four special chemicals in the chemistry labs with the help of the four chemists there. If you bring all four special chemicals to Kyle in the Fuel Department, you'll earn the "Four Formulas" ticket.
Each target chemical begins with a basic colored liquid from one of the four chemists. Get each of the chemists to perform their chemical function on your flask exactly once and in the right order to make the target chemical.
Note that repeating a chemical function resets your liquid back to its original state and that doing a chemical function out of order taints your liquid with something mildly unpleasant. Performing a chemical function on a tainted liquid resets it.
Don't forget that you can always throw out your flask by entering the Disposal Room.
Here's a mini-map of the Chemistry Lab showing who does what where and which liquids they have:
And here are four flow charts summarizing all the possible liquids you can make:
This line appears after the banner text when the game begins:
Special thanks to Andy Fleming and Lorne Harris for testing.
Notes:
This game's STATUS command combines the functions of both the usual INVENTORY and SCORE commands:
You have discovered several locations in the Facility. You are equipped with list-of-equipped-items.
You are carrying a list-of-carried-items.
(You have also found some tickets.)
Note that locations that are in Darkness don't count towards your discovered-locations total. The underground locations only count when you visit them with the lights back on.
Except for the fabric color improver and security cards, these are worn items.
Tickets are awarded for optional achievements. Their names are only told to you when they're awarded; the STATUS command only tells you how many tickets you have. However, after visiting the Director, a list of all possible tickets is posted in the Empty Room.
When you have all seven tickets, return to the Director's Office, and Grandma Bethlinda will take them and give you a schematic in exchange.
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