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Key & Compass presents:
Lulu and the Asteroid of 100% Guaranteed Doom
by Ben Ryan

Lulu and the Asteroid of 100% Guaranteed Doom is a Glulx interactive fiction game written with Inform 7 and is © 2024 by Ben Ryan. It was an entry in the Text Adventure Literacy Jam 2024 where it took 7th place.

In this fantasy game, you play as a homeowner with a calico cat named Lulu. Below your home, you find the magical land of Mornfel, recently conquered by the evil magician Tol. Tol also plans to destroy Earth with an asteroid to flush out the missing princess if she's hiding there, and it's up to you and Lulu to stop him!

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: Home to Shaded Lane

Bedroom bathroom LivingRoom Kitchen Backyard Crow'sNest Basement Black-smith Deck ForgottenStairway Alley CrumblingTemple PirateShip Gates VillageSquare Swamp WestDungeon SoakedCave Dock TinkerStall ShadedLane HiddenCourtyard u d u d u d u d u d

Map 2: Hidden Courtyard to Battlefield

QuietGrove TangledMeadow ShadedLane WoodedHillside AncientClearing EastThicket HiddenCourtyard MalignantCell ForestPath Deacon'sDoor DarkChapel SquareVault Gallery Cave In RubbleStrewnCave DustyGrotto MinersCamp ColdCavern CrampedBurrow DimHollow TightSqueeze Dead End West Crag East Crag Battle-field enterportal

Map 3: Tower and Keep

WindingStair West Crag Observ-ationTower Battle-field Bake-house King'sRoad Gate-house MainCourtyard GreatHall GreatStairs GreatChamber GloomyCorridor Barbican DrakeTower SkiesAboveMornfel Mt Seer d d u u d u ride dragon (wait)

Walkthrough

Living Room

The beginning of this game is in a tutorial mode, and it's best to follow its directions to get it over with.

> look. turn on TV. (An asteroid changed trajectory.)

> e.

Kitchen

> open fridge. get pizza. take bottle.

> inventory.

> w. w.

bathroom

> examine shelf. take cat treat.

> give treat to Lulu.

You're now prompted to lie down on the bedroom's bed.

> e. n.

Bedroom

> lie on bed. (You dream of a crash, a battle, and a hooded figure.)

The tutorial is over, so now explore your house more throughly.

> x me. x bed. x Lulu. pet her.

> x pizza. x bottle.

> s.

Living Room

As you enter, there's an tremor. You're now looking for damage.

> open front door. (You decide to stay and close it.)

> x couch. x photos. x art. x window.

> w.

bathroom

> x walls. x shower. x shelf. x sink.

> e. e.

Kitchen

> x window. x fridge. x sink. x benchtop.

> w. s.

Backyard

> x grass. x flowers.

> d.

Basement

Lulu jumps into the fissure, but you don't hear her land.

> x fissure. x shelves.

> x accordion. take it. play it.

> d.

Forgotten Stairway

> x frescos. (of dark wizard versus knights)

> d.

Gates

> x parchment. (King Draev banished the wizard Tol from Mornfel.)

> take it. (to remind yourself of the names later)

> e.

Village Square

> take ball. x it.

> x children. x traders. x townsfolk.

> e.

Swamp

You're hearing Tol's voice here, but that's not at all obvious until you learn more about what's going on.

> x trees. listen. g. g. g. g.

> e.

West Dungeon

> x ornate door. ("PROXIMA CENTAURI"; gold button)

> x timber door. ("CANOPUS"; silver button)

> x iron door. ("SIRIUS"; red button)

CAUTION: The gold and silver buttons are fatal to push. I figured that the scariest button was probably the correct one, and I assume that the ghostly whispering here is meant to suggest "the dog star", which is Sirius.

BUG: Don't ever close the iron banded door. The red button is gone after you push it and you can never re-open its door.

> push red button. e.

Soaked Cave

> x prints. (Lulu's?)

> e.

Dock

> x pirate. x net. take it.

Deal with the pirate later.

> w. w. w. w. sw.

Tinker Stall

A frightened merchant needs to be rescued from a vicious dog.

> x dog. x merchant. x stall. x wares.

> give pizza to dog. throw net at dog.

A guard takes the dog away and the merchant offers to fix something for free.

> give accordion to merchant. (It's fixed.)

> x accordion. play it.

> ask merchant about Tol.

> ask merchant about war.

> ask merchant about Mornfel.

Return to the pirate:

> ne. e. e. e. e.

Dock

> play accordion. (The pirate dances and his wooden leg breaks.)

> n.

Pirate Ship

> x barrels. x rope. x chest.

> open chest. x coin. x crown. x Beastarium.

> take all from chest.

> u. u.

Crow's Nest

> x Lulu. (She's on top of something.)

You can't refer to the nest itself, and you can't move Lulu, and she doesn't seem to be interested in the ball of string?

> d.

Deck

Unless you drop the ball here. Now she responds. Is this a read-author's-mind puzzle?

> drop ball. (Lulu leaps down to play with it and she's following you again.)

> u.

Crow's Nest

> take key. x it.

> d. d. s. w. nw.

Crumbling Temple

> x statue. (has markings but the light is wrong)

> x mirror. take it.

> read Beastarium. (aha)

> put mirror in northeast.

> turn on north. turn on west. (An amulet falls from the serpent's eye!)

> take amulet. x it. (Settings for sun, rain, and wind.)

> use amulet. ("change weather to something")

> change weather to rain. (no: you're underground)

> se. w. w. w. ne.

Alley

> x beggar. x bowl. talk to beggar.

> put coin in bowl. (The beggar gives you a scroll.)

> x scroll. (It's about melting metals.)

> n.

Blacksmith

The apprentice lacks the knowledge of how to set the forges. If you don't have the scroll, you can use Google to find metal melting points.

Unfortunately, you can't just give the scroll to the apprentice. He's not interested in it.

> x apprentice. talk to apprentice.

> set silver to 1.

> set gold to 2.

> set copper to 3.

> set iron forge to 4.

> set steel to 5.

When all five forges are set, the apprentice crafts a sword, names it Skykeeper, gives it to you, and tells you to listen to it for its secrets.

> x sword.

> talk to apprentice. (Use it only when you need to.)

> s. sw. sw. s.

Shaded Lane

> x buildings. x gate. open it. (locked)

> unlock gate with key. s.

Hidden Courtyard

> x garden. e.

Malignant Cell

> x vines. x prisoner.

> talk to prisoner. ("... water ...")

> give water to prisoner. (He can't lift his hands.)

You can't cut the vines (or anything else) with the sword, but the sword has other abilities.

> listen to sword.

These are the words you must know:

> flame ignis. (The vines shrivel, freeing the prisoner.)

> give water to prisoner.

In a text-dump, the prisoner tells you he's Captain Graylin of the King's Guard. He learned that Tol planned to elope with Princess Siarra, and when he told King Draev, Draev exiled Tol.

A year later, Tol used dark magic to conquer Mornfel. Siarra fled, perhaps to your world. Tol will do anything to find her.

Graylin leaves to rejoin the resistance and you never see him again.

> w. s.

Dark Chapel

Kezelle, a Herald of Tol, greets you. He immediately recognizes you as a interdimensional and tells you the chapel is forbidden to all except Heralds.

Unhappily, when he sees your sword, he sentences you to death and begins to cast a fire spell.

> aqua nero. (Your water negates his fire. He begins an ice spell.)

> flame ignis. (Your fire negates his ice. He begins a water spell.)

> electron arc. (Your lightning electrocutes Kezelle. Then Lulu attacks his face. He runs west and there's a crash.)

> w.

Deacon's Door

He smashed through a gate?

> w. ne. n.

Tangled Meadow

> x weeds. x trees. x cottage.

> x window. (You see an old lady inside.)

> x door. (has gap)

> knock on door. (She asks if you're Garrid.)

> say no. (She asks you to leave.)

> s. nw.

Quiet Grove

> x slab. (faint etchings)

> change weather to sun. (It's now bright.)

> x slab. (It now shows a hidden clearing to south.)

> s.

Ancient Clearing

> x ground.

> change weather to wind.

> x ground. (You now see a lever.)

> pull lever. (A circle of stones rise into view.)

> x stones. (Each has a crystal but one.)

> n. sw.

Wooded Hillside

> x tree. look in tree. (empty?)

> change weather to rain.

> x tree. (A crystal floats into view inside the hollow.)

> take crystal. x crystal.

> change weather to sun.

> ne. s.

Ancient Clearing

> put crystal in stone. (A portal forms in the circle.)

> x portal. enter portal.

Square Vault

> take map. x it.

> save. (There will be danger ahead.)

Go to the cavern marked with a star on the map.

> se. ne.

Gallery

A living shadow is attacking! You must flee. But if you try to flee to the portal, the portal dims because of the shadow. So instead, race to the exit, but grab a plank along the way for the chasm.

> sw. s. w.

Miners Camp

> take plank.

> sw. e. e. se.

East Crag

> put plank on chasm. w. s.

Battlefield

The shadow leaves the cave, intent on killing you!

> change weather to sun.

The sunlight makes the shadow cast another and they attack each other until they're both gone.

> x flags. x armor. x skeletons.

> x shields. x weapons.

> se.

King's Road

CAUTION: If you try to walk east past the guard, he kills you. Also, if you try to use any of your sword's spells, he blows a horn before he dies. The summoned soldiers kill you.

Check out the tower next.

> x guard.

> nw. nw. u.

Observation Tower

> take letter. read it. (from Garrid to Mother Sarjah)

> x view. x telescope.

> look through telescope. (You see a huge asteroid approaching Earth.)

Return to the miners' camp.

> d. se. n. e. nw. w. w. ne.

Miners Camp

> take pickaxe.

> e. n. ne.

Gallery

> use pickaxe. g. g. (Three gems are now on the ground.)

> take all. x yellow. x red. x blue.

Head back to the cottage.

> sw. nw. enter portal. n. se. n.

Tangled Meadow

> knock on door. put letter under door.

The old lady opens the door, thanks you, and gives you Garrid's spare cloak before she closes the door again.

> x cloak.

Return to the battlefield.

> s. nw. s. enter portal.

> se. s. w. sw.

> e. e. se. w. s.

Battlefield

Disguise yourself.

> wear cloak. se.

King's Road

The guard orders you to report to your commanding officer at the keep.

> e.

Gatehouse

> x guard. talk to guard. ("No admittance to the Barbican")

> ask guard about Barbican.

> ask guard about Tol.

> e.

Main Courtyard

> x soldiers. n.

Bakehouse

> x servants. x hole.

> take all. x bread. x cheese. x grapes.

I got stuck here because I didn't use the expected preposition. The mouse hole isn't a container, so you can't put anything into it, but...

> put cheese in front of holeorput cheese near hole. (A mouse emerges to nibble on it.)

> x mouse. (Suddenly, Lulu appears to chase the mouse. At the end, the mouse is back in its hole, and Lulu is back at your side.)

> pet Lulu. take cheese.

> eat bread. eat grapes.

> s. e.

Great Hall

> x banners. x tables.

> s.

Great Chambers

> x drapes. x seat. x tapestry.

Lulu paws at a ruby in the tapestry.

> x ruby. push ruby. (A secret passage opens eastward.)

> e. e.

Barbican

> x bell. ring bell. (You hear soldiers marching in response.)

> d.

Gatehouse

No one's here now.

> e.

Main Courtyard

All the soldiers are gathered here.

> s.

Grand Stairs

Oddly, you can't refer to the force field.

Bug: I note that UP shows you a pic of a huge chained dragon before telling you, blandly, that the door is locked without any mention of the force field.

> x door.

Normally, if you use your sword's spells here, the noise summons soldiers to capture you. But because you rang the bell, the soldiers stay in the courtyard and won't interfere.

> electron arc. (The field explodes, and the door is now open.)

> u.

Drake Tower

You find a dragon named Embernius, loyal to Draev, but captured by Tol. He refuses to melt his own chains without a royal blessing.

> x dragon. flame ignis.

Your fire fails to melt the chains, but Embernius now recognizes Lulu as Princess Siarra of Mornfel.

> give crown to princess.

She crowns herself and gives Embernius her royal blessing. He frees himself, and bids you and the new queen to mount him.

> ride dragon.

Skies Above Mornfel

> x queen.

Mt Seer

Siarra decides that she and Embernius will battle Tol while you stop his machine from destroying Earth. You have ten minutes.

> read plaque.

The modifiers are, of course, the gems you obtained in the mine. This is a simple color-mixing puzzle.

Note that the beams are always called the white beam, the blue beam, and the crimson beam, regardless of how they appear, and that your gems always modify a beam's original color; modifications aren't acculumative.

> hold red gem in front of white beam. (now pink)

> hold yellow gem in front of blue beam. (now green)

> hold blue gem in front of crimson beam. (now purple)

The polarity reverses. Tol screams. The machine explodes! Tol is dead. Earth is saved!

*** Thank you for playing Lulu and the Asteroid of 100% Guaranteed Doom! ***


Extras

Artwork

Besides the game's cover art, most locations in the game each have their own artwork which is displayed whenever you enter that location. Some artwork is only displayed as the result of an event.

To my untrained eye, most of the artwork appears to be AI generated, but the game has no credits to confirm or deny my assumption.

Here are thumbnails of some examples of the artwork. Please play the game to see the artwork in their intended sizes.


Characters

Minor characters:

Background characters:

Mentioned:


Endings

Here is a list of the endings I found. Please tell me if I missed any.


Inventory

Items are listed in the order they're acquired in this walkthrough.


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