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Key & Compass presents:
Locked Door XI: The US Theatrical Cut
by Cody Gaisser

Locked Door XI: The US Theatrical Cut is a Glulx interactive fiction game written with Inform 7 and is © 2022 by Cody Gaisser. It's the eleventh of eleven games in the Locked Door series where each game is an augmentation of the previous game in the series.

In this final iteration of the Locked Door series, you still need to unlock a locked door. Introducing no new gameplay, but there's a new ABOUT menu and a slightly more dramatic intro and outro.

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 in d d out u u

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 Elevator Ante-chamber Island Elevator in u u u in out out d d d push button

Map 3: Dwarven halls

Elevator Hall ofHistory Hall ofMunitions Hall ofStationery Elevator MineShaft Hall ofAncestors Hall ofFeasting Hall ofAdmissions Tomb ofUggo Hall ofGlory Hall ofDinner-ware Hall ofGifting push button

Walkthrough

White Room

> x me. x jumpsuit.

> 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. x it. open it.

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

> stand. take ladder.

> e. d.

Darkness / Cavernous Chamber

> turn on flashlight.

> x crack. (has brass key)

> sw.

Red Room

> x straw. take it.

> sw.

Magenta Room

> x cupboard. open it.

> take powder. x it. ("WHEY HUGE")

> ne. e.

Green Room

> x striker. (has grabber atop its bell)

> hit striker with hammer. ("Weak")

> se.

Cyan Room

> x table.

> pour powder on table.

> snort powder with straw. (You're stronger.)

> nw. e.

Blue Room

Only after you've snorted the protein powder are you strong enough to lift the barbell.

> x barbell. lift it. (stronger!)

> w.

Green Room

> hit striker with hammer. (+1: DING!)

> take grabber.

> 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 billboard. x graffiti.

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

> say melon. (nice try)

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

> s.

Antechamber

> x statues. w.

Elevator

> x gearbox.

> push buttonorturn on gearbox. (The elevator goes downward.)

> e. e.

Hall of Ancestors

> drop ladder. stand on it.

> x scaffolding. x dwarf. untie rope. (+1)

> take rope. x rope.

> stand. take ladder.

> s.

Hall of Glory

> x flame. e.

Hall of Dinnerware

> x spork. take it. n.

Hall of Feasting

> x cauldron. x ham.

> take ham. (using the spork)

> s. e.

Hall of Gifting

> x mug. take it.

> n.

Hall of Admissions

> x bouncer. (green, has fur hat)

> e. (You need to look like, dress like, and smell like a goblin.)

> smell bouncer. (fishy)

> n.

Hall of Stationery

> drop ladder. stand on it.

> x stack. take leaf. x it.

> stand. take ladder.

> w.

Hall of Munitions

> x barrel. pry barrel with crowbar. (+1)

> x gunpowder.

> take gunpowder. (using mug)

> w.

Hall of History

> x bucket. take it.

Time to disguise yourself as a goblin. Rex will be your "fur hat" indefinitely once he's on your head.

> remove jumpsuit. (optional)

> pour paint on me.

> rub herring on me. smell me.

> throw ham. wear Rex.

> s. e. e.

Hall of Admissions

> e. (You're accepted as a goblin.)

Tomb of Uggo

> x barrier. x sarcophagus.

You must blow up the barrier. The first step is to leave the mug of gunpowder here, with the rope also in the mug as a fuse.

> drop mug. put rope in mug.

Go to the Eternal Flame:

> w. w. w. s.

Hall of Glory

Either the scrap of paper or the leaf of paper can be used as your firebrand, but the timing is very tight. Don't waste any turns whatsoever.

Also, it's burn something WITH FLAME. So fussy.

> burn scrap with flame.

> n. e. e. e.

Tomb of Uggo

> burn rope with scrap. ("3...")

Don't stay to watch!

> w.

Hall of Admissions

> z. (+1: KABOOM!)

> e.

Tomb of Uggo

> pry sarcophagus with crowbar. (+1)

> x axe. take axe.

> w. w. w. w. w.

Elevator (lower level)

> push button. e. n. n. w. w. u.

Orchard

> drop ladder. stand on it.

> x treetop. (has nest with doorknob)

> take nest. (no: out of reach)

> 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!

> 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

Found dead:

Mentioned:


Credits

Type ABOUT, then open the Introduction menu-item:

Introduction to Locked Door XI: The US Theatrical Cut

The Locked Door series is an iterative text adventure (a "noob opus" of sorts) definitely created by a human and NOT a chimpanzee with an obsolete computer. Determined to learn how to implement interactive fiction using Inform 7, I began with the smallest prototype I could imagine that still resembled an adventure game (two rooms, a locked door between them, a key for unlocking it, a trophy to pick up on the other side, and an ending); this "minimalist" "adventure" was the initial Locked Door.

I then set about rapidly iterating on the original prototype, giving each iteration its own fancy roman numeral (I'm coming for you, Final Fantasy!). With each sequel, I have expanded and/or refined the previous installment by implementing new features, fixing bugs and typos, recognizing additional commands, and trying to keep up with the myriad of invaluable feedback provided by negative reviews, I mean, "beta testers."

As of Locked Door X, my focus has shifted away from expanding the game towards polishing it into something more presentable. My aim is that one day, Locked Door should mature from a janky prototype with no roman numeral into a mediocre game with an impressive roman numeral. Thanks to everyone at IFDB and INTFICTION.ORG, as well as the "Inform 7" and "Interactive Fiction" Discord channels, for enabling me to unleash this blight upon the "respectable" interactive fiction community. I couldn't do it without you... and you... and you!


Endings

All endings end with The End.

If you eat the apple, the game is now unwinnable.


Inventory

Items are listed in the order acquired in this walkthrough.


Score

The response to SCORE is:

You have so far scored N out of a possible 20, in T turns.

Points are awarded as follows:


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