top

Key & Compass presents:
Locked Door VII: Out Of Line
by Cody Gaisser

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

In this iteration of the Locked Door series, you still need to unlock a locked door. Introducing many more locations including an old garage, a chasm with a rusty drawbridge, a softball field, a locker room, and a mysterious passage.

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: Before the sewer

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

Map 2: After the sewer

SoftballField GarageInterior Kitchen Breeze-way OldGarage Orchard BlackRoom Cafeteria DoorFactory LockerRoom TunnelWest Sewer TunnelEast Thief'sDen Bridge Chasm MysteriousPassage Booth Cesspool DwarvenRuins Island in u u u in out out d 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 cantaloupe. take it.

> 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 book. open it.

> take scrap. read it. ("0451")

> stand. take ladder.

> 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 it. (+1; creaking east)

> ne. e. se.

Black Room

An secret exit downward is revealed.

> d.

Sewer

> x herring. take it.

> e. u. n. n.

Softball Field

> x cleats. take cleats.

> s. s. w. n.

Kitchen

> x lard. take it.

> s. e. d. s.

Mysterious Passage

> x arch. x runes. ("SPEAK MELON AND ENTER")

> say melon. (nice try)

> use book on melon. (+1; the arch opens!)

> s.

Dwarven Ruins

> take axe.

> n. n. w. w. u.

Orchard

The treetop is coded like the high shelf in the library.

> x treetop. (can't see from here)

> drop ladder. get on ladder.

> x treetop. (has nest with doorknob)

> take nest. (no: too far)

> chop limb with axe. (+1)

> stand.

> take doorknob.

> w.

Old Garage

> x door. open it. (rusted)

> pry door with crowbar. (+1)

> in.

Garage Interior

> x tube. take it.

> out. e. d. s.

Chasm

> x drawbridge. (rusted)

Guess-the-verb challenges abound in this game, don't they?

> pour lard on drawbridge. (+1)

> s.

Cesspool

> drop tube. ride tube. s.

Island

> stand. in.

Booth

The drawbridge won't lower unless you greased it with lard earlier.

> x panel. push button. (+1. Drawbridge lowers.)

> out.

Island

> ride tube. n.

Cesspool

> stand. n.

Chasm

CAUTION: The bridge is dangerously slippery! Wear cleats! Rex, of course, has no trouble with it.

> wear cleats. w. w.

Thief's Den

> x cutters. take it.

> e. e. n. e. e. u. e.

Locker Room

> x locker. (padlocked)

> cut lock with cutters. (+1)

> take lunchbox. x it. open it.

> x apple. take it.

Return to Bob in the White Room:

> w. 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


Endings

Both endings end with The End, but one is clearly better than the other.


Inventory


Score

The response to SCORE is:

You have so far scored N out of a possible 15, in T turns.

Points are awarded as follows:


Thank You to my Patreon supporters

This walkthrough was funded via Patreon with


Support me on Ko-fi

Ko-Fi is a way to send me small one-time donations. Every little bit helps, and thank you!