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Key & Compass presents:
Locked Door VI: It Takes Two
by Cody Gaisser

Locked Door VI: It Takes Two is a Z-machine interactive fiction game written with Inform 7 and is © 2022 by Cody Gaisser. It's the sixth of eleven games in the Locked Door series where each game is an augmentation of the previous game in the series.

In this sparse iteration of the Locked Door series, you still need to unlock a locked door. Introducing an ingot, scales, a red herring, and a doorknob.

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.


Map

StorageCloset GrayRoom ShedInterior Ware-house WhiteRoom Garden TidyOffice Library NarrowHallway Bathroom CavernousChamber RedRoom GreenRoom BlueRoom MagentaRoom YellowRoom CyanRoom BlackRoom TunnelWest Sewer TunnelEast Orchard DoorFactory in d d u u out u u d d

Walkthrough

White Room

> x Bob. x iron key. x Rex. (dog)

> x wooden door. open it. (locked, knob missing)

> x office door. open it. (locked)

> e.

Garden

Rex is following you, wherever you go.

> x shed. in.

Shed Interior

> x junk. x crowbar. take it.

> out. w. w.

Warehouse

> pry crate with crowbar. (+1)

> take flashlight. x it.

> x metal door. n.

Storage Closet

> x ladder. x hammer. take all.

> s. s.

Narrow Hallway

> x door. hit door with hammer. (+1)

> e.

Bathroom

> x toilet. x plunger. take it.

> plunge toilet with plunger. (+1)

> w. w.

Library

> drop ladder. get on ladder.

> x shelf. take scrap. x it. ("0451")

> e. d.

Darkness / Cavernous Chamber

> turn on flashlight.

> x crack. (has brass key)

> sw. e.

Green Room

> x grabber. take it. e. nw.

Cavernous Chamber

> grab brass key with grabber. (+1)

> u. n. e.

White Room

> unlock office door with brass key. s.

Tidy Office

> x safe. spin dial to 0451. (+1; safe opens)

> x ingot. take it.

> n. w. s. d. sw. e. sw.

Yellow Room

> x balance.

> put ingot on balance. (+1; creaking east)

> ne. e. se.

Black Room

A secret exit down is now open.

> d.

Sewer

Don't forget to look at the status bar for exits.

> x herring. take it.

> w. u.

Orchard

> x apple. take it.

> d. e. e. u.

Door Factory

> x doorknob. take it.

> d. w. u. nw. nw. u. n. e.

White Room

> give apple to Bob. (now friendly)

> ask Bob for iron key. (+1; it's yours)

> unlock wooden door with iron key.

> open wooden door. (+1, using the doorknob)

> n.

Gray Room

> x case. open it.

> x trophy. take it. (+1)

*** The End ***


Extras

Characters


Inventory


Score

The response to SCORE is:

You have so far scored N out of a possible 9, in T turns.

Points are awarded as follows:


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