In this game, you play as an adventurer, hired by the aquabats to get their McGuffin back from the Evil Overlord's dungeons. You begin at the dungeon entrance with a map, a smoke grenade, and a teleportation grenade. Avoid the wandering mooks! Don't let them see you!
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.
The map is randomly generated each time you play. This is just one example of how the map can look. You don't always start at the west side, even. Note that there are dead ends, loops, and repeated similar-sounding tedious room names. All connections are north, south, east, and west.
Walkthrough
Dungeon Entrance
> i. x map. x smoke. x teleportation.
I'm sorry, but I can't write a proper walkthrough for a game where the geography and item placements are completely randomized, and the mooks wander randomly as well. All I can do is explain the situation and give you some rather obvious advice and hope that's enough.
Debugging was left on, so you can cheat and use the PURLOIN and GONEAR commands to bypass all the challenge that the game offers.
The dungeon entrance seems to be the only location that the mooks never visit.
If possible, head for the invisibility cloak first. If you're wearing it, the mooks can't see you at all and you can ignore the threat they used to pose.
Pick up any grenades you find. You have no inventory limit.
If you find the mook repellant, spray it on yourself. Now mooks can't enter your location, which is great, but be careful! You can still stupidly enter their location and kill yourself that way. Just wait for them to leave.
Don't walk into any location where you hear voices or footsteps. Go away from them if possible. If all available exits are occupied, your options are either to wait or throw a grenade, if you have one.
You have no way to fight the mooks. None.
If a mook catches you, use UNDO and try a different action. Or maybe even try the same action again, hoping that the randomness of the game will favor you this time.
When you take the McGuffin, an alarm goes off. This is unavoidable. The alarm means that there's four more mooks in the dungeons, but also more grenades have also been spawned. You should head back to the dungeon entrance immediately, if you can.
If you choose to push the red button, this starts a self-destruct sequence, counting down from 9. You also get 3 points for pushing it. However, there's no way to stop the self-destruct, and if you're still in the dungeons when the count reaches zero, you'll die in the explosion. It's probably not worth it unless you're wearing the cloak, already have the McGuffin, and know how to return to the dungeon entrance as soon as possible.
Good luck!
Extras
Characters
The mooks are, presumably, the Evil Overload's soldiers. They are your enemies in this game, but your only defence against them is avoidance. Your safety depends on them never ever seeing you.
Mentioned:
The aquabats asked you to get their McGuffin back.
The Evil Overlord stole the McGuffin, but fortunately for you, he's not at home right now.
Endings
You were captured by a mook
if you enter a location where you hear voices or footsteps.
if you teleport into a mook's location.
if a mook enters your location.
All the above assumes you're not wearing the invisibility cloak.
The lair explodes around your ears.
if the self-destruct sequence finishes before you can return to the Dungeon Entrance with the McGuffin. You will still die at the Dungeon Entrance if you don't have the McGuffin! The self-destruct sequence begins when you push the big red button.
You have successfully stolen the McGuffin from the Evil Overlord.
if you return to the Dungeon Entrance with the McGuffin.
Inventory
a map. You're carrying it.
Read the map to learn the quickest route to the McGuffin, cloak, and red button. Unfortunately, it doesn't tell you how to return to the dungeon entrance, or give alternate routes.
a smoke grenade. You're carrying one.
You can find more of these in the game. As you pick them up or use them, new smoke grenades will spawn in random locations.
Throw a smoke grenade to fill your current location with smoke. Mooks will not be able to find you in a smokey location.
a teleportation grenade. You're carrying one.
You can find more of these in the game. As you pick them up or use them, new teleportation grenades will spawn in random locations.
Throw a teleporation grenade to teleport to a random location. Use it only as a last resort, since you can quite easily teleport into a mook's location.
When you take the McGuffin, it sets off an alarm. More mooks and grenades are immediately spawned in random locations when this happens.
Take the McGuffin to the Dungeon Entrance to win the game.
Score
The response to SCORE is:
You have so far scored your-score out of a possible 9, in several turns.
Points are awarded as follows:
1 point for using a smoke grenade.
1 point for wearing the invisibility cloak.
3 points for acquiring the McGuffin.
3 points for pushing the big red button, starting the self-destruct sequence.
1 point for TO BE DETERMINED.
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