The Lurking Horror II: The Lurkening is a Glulx interactive fiction game written with Inform 7 and is © 2018 by Ryan Veeder. It was written for the 2018 MIT Mystery Hunt and is an unofficial sequel to Infocom's The Lurking Horror.
In this game, you play as a student of alchemy stuck in a time loop. In just nine minutes, the Eldest Horror will wake up and consume G.U.E. Tech—and then the universe—unless you—
This solution is by David Welbourn, and is based on Release 2 of the game.
This game involves replaying the game several times to learn different spells which you can then use in subsequent attempts. This walkthrough shows how you learn all those spells before you finally succeed in your main goal, banishing the Eldest Horror, Ynf-Okh-Omm.
Attempt 1: Learn RAENFIDHRE, a banishing spell, from a poster.
Alchemy Basement
> x me. i. (nothing)
> u.
Department of Alchemy Lobby
> x poster. (RAENFIDHRE is a spell that banishes Elder Horrors.)
> n.
Construction Site
> x pit. x envelope.
> take envelope. (Out of reach.)
> enter pit. (No safe way down.)
*** You have failed. ***
> restart
Attempt 2: Learn JILXUBE, the slime summoning spell, from the lecture notes.
Alchemy Basement
> n. n.
Eerie Corner
> raenfidhre. (You banish the horror; it drops lecture notes.)
> read notes. (You learn JILXUBE, a gross spell?)
> jilxube. (You summon a huge mass of slime!)
> x slime. (It's pudding-like and translucent.)
> e. d. s.
Power Station
Ew, tentacles.
*** You have failed. ***
> restart
Attempt 3: Learn KULEHRIF, the night-vision spell, from the hacker.
Alchemy Basement
Note that you can just go past the horror at Eerie Corner. You don't have to waste time banishing it.
> n. n. e. e.
Well-Lit Corner
> x hacker. (Hacker tells you about KULEHRIF, a spell for seeing in the dark.)
> s.
Graffito
> x graffito. ("NEVER GIVE UP")
> w.
Ritual Chamber
> x horror. (It wakes and you are devoured.)
*** You have failed. ***
> restart
Attempt 4: Learn why you can't just banish Ynf-Okh-Omm like any other Elder Horror.
Alchemy Basement
> n. n. e. e. s. w.
Ritual Chamber
> raenfidhre. (Unfortunately, the horror has extra energy to negate your spell.)
> z. z.
*** You have failed. ****
> restart
Attempt 5: Find a paper (sort of) and a textbook.
Alchemy Basement
Ignore the horror and the hacker:
> n. n. e. e. s. s.
Odd Corner
You slip on a piece of paper.
> x paper. (It's disappeared. Where did it go?)
> w.
Dark Hall / Dead End
> kulehrif. (You see a textbook, but...)
*** You have failed. ***
> restart
Attempt 6: Learn BHEISHAUPH, the freezing wind spell, from a textbook.
Alchemy Basement
Try that again, but don't waste time looking for that paper.
> n. n. e. e. s. s. w.
Dark Hall / Dead End
> kulehrif.
> read textbook. (BHEISHAUPH is a spell that conjures a frigid wind.)
*** You have failed. ***
> restart
Attempt 7: Learn VAADIGNEPHOD, the twisted-space repair spell, from the grant application.
Alchemy Basement
> u. n.
Construction Site
> jilxube. (Slime fills the pit; the envelope floats up.)
> bheishauph. (The slime freezes to ice.)
> take envelope. open envelope.
> read application. (VAADIGNEPHOD is a spell with "reparative spatio-mechanical potency.")
> z. z.
*** You have failed. ***
> restart
Attempt 8: Learn HTERWERBSET, the resurrection spell, from the Necromancy Lab paper.
Alchemy Basement
> u. e. e.
Necromancy Hallway
> kulehrif. (You see a dead cockroach and also a way north.)
> n.
Necromancy Lab
> read paper. (It mentions the spell HTERWERBSET, but not what it does.)
> s.
Necromancy Hallway
Assuming that any necromantic spell ought to be used on something dead:
> hterwerbset. (The roach comes back to life and crawls away.)
> z.
*** You have failed. ***
> restart
Attempt 9: Learn YZAWNZAG from a statuette.
Alchemy Basement
> n. n. e. d. s. s.
Dark Intersection / Dim Intersection
> kulehrif. (You can now see an Elder Horror.)
> raenfidhre. (The horror is banished. A statuette is revealed.)
> x statuette. (You learn YZAWNZAG, but not what it means.)
*** You have failed. ***
> restart
Attempt 10: Learn CAERLAEV from a slime-fed blob.
Alchemy Basement
> n. n. e. d. e.
Confusing Tunnel / Normal Tunnel
Unnatural maze-like geometry here.
> vaadignephod. (You can now go back west or south.)
> s.
Lonely Tunnel
> x blob. (It's hungry.)
> jilxube. (Fed with slime, the blob teaches you CAERLAEV.)
*** You have failed. ***
> restart
Attempt 11: Learn PHEIMMEB, the visit Dusky Threshold spell, from a crumpled note.
Alchemy Basement
> n. n. e. d. s. s. e.
Crumbled Tunnel
You see a dead rat here.
> hterwerbset. (The rat, now alive, kicks a crumpled note out of the debris.)
> read note. (PHEIMMEB is a spell that takes you to the Dusky Threshold.)
*** You have failed. ***
> restart
Attempt 12: Learn that the Confusing Passage is just a dead end.
Alchemy Basement
> n. n. e. d. s. s. w.
Confusing Passage / End of Passage
> vaadignephod. (Oh, it's just a dead end.)
> z.
*** You have failed. ***
> restart
Attempt 13: Visit the Dusky Threshold for the first time.
Alchemy Basement
> n. n. e. d. w.
Circular Tunnel
> bheishauph. (The waterfall of slime freezes.)
> s.
Hall of Slime
> read walls. (Someone left from here to go to the Dusky Threshold.)
> pheimmeb.
Dusky Threshold
*** You have failed. ***
> restart
Attempt 14: Learn MNYMNSWST, the leave Dusky Threshold spell, from an annoyed spectre.
Alchemy Basement
Try that again, without wasting time reading the wall message.
> n. n. e. d. w.
Circular Tunnel
> bheishauph. (The waterfall of slime freezes.)
> s.
Hall of Slime
> pheimmeb.
Dusky Threshold (via Hall of Slime)
> x spectre. (MNYMNSWST returns you from the Dusky Threshold.)
*** You have failed. ***
> restart
Attempt 15: Learn what YZAWNZAG and CAERLAEV do.
Alchemy Basement
> u. n. n. e.
Inside Department of Sorcery
> x student. (He's here to see to department head.)
> e. (The student blocks you.)
What spell to use? You don't know what YZAWNZAG or CAERLAEV does yet. Why not try one of those?
> yzawnzag. (That seems to increase your willpower, protecting your mind.)
> caerlaev. (You've swapped bodies with him! He leaves.)
> e.
Department Head's Office
The department head tries to hypnotize you, but yzawnzag protected you. He runs off, but then...
*** You have failed. ***
> restart
Attempt 16: Learn THOSSOTH, the cut-things-with-your-mind spell, from a yellowed scrap of paper.
Alchemy Basement
> n. n. e. e. s. s.
Odd Corner
Remember that piece of paper disappearing here?
> pheimmeb.
Dusky Threshold (via Odd Corner)
> read paper. (THOSSOTH makes an edged Weapon of a well-honed Mind.)
> z.
*** You have failed. ***
> restart
Attempt 17: Learn FICKORDBOK, the understand Swedish spell, from a grimoire.
Alchemy Basement
> u. e. n.
Department of Linguistics
> x grimoire. (Something squishy and invisible is in the way.)
> pheimmeb.
Dusky Threshold (via Department of Linguistics)
Huge mass of fungoid tissue here!
> raenfidhre. (The horror is banished.)
> mnymnswst.
Department of Linguistics
> x grimoire. (FICKORDBOK teaches Scandanavian languages.)
> z.
*** You have failed. ***
> restart
Attempt 18: Learn that the Book of Eibon is in Swedish!
Alchemy Basement
> u. n. n. e.
Inside Department of Sorcery
> caerlaev. (Swap bodies with student.)
> yzawnzag. (Protect your mind.)
> e.
Department Head's Office
The department head leaves.
> x book. (It's in Swedish!)
> fickordbok. (Now you know Swedish, but it's too late.)
*** You have failed. ***
> restart
Attempt 19: Learn AVITHSKELT, the free vertical movement spell.
Alchemy Basement
> u. n. n. e.
Inside Department of Sorcery
> caerlaev. (Swap bodies with student.)
> yzawnzag. (Protect your mind.)
> e.
Department Head's Office
The department head leaves.
> fickordbok. (You know Swedish.)
> x book. (AVITHSKELT lets you phase through ceilings and floors.)
*** You have failed. ***
> restart
Attempt 20: Try severing the tentacles, then banishing Ynf-Okh-Omm. Oh, so close!
Alchemy Basement
> n. n. e. d. s.
Power Station
> thossoth. (You sever the energy-leeching tentacles.)
> avithskelt. u.
Ritual Chamber
> raenfidhre. (The horror wakes before you can cast it.)
*** You have failed. ***
> restart
Attempt 21: Banish the Eldest Horror!
Alchemy Basement
> avithskelt. d.
Confusing Passage / End of Passage
> vaadignephod. e. n.
Power Station
> thossoth. u.
Ritual Chamber
> raenfidhre. e.
*** You have succeeded! ***
Note that the winning move sequence spells A.D.V.E.N.T.U.R.E. So awesome.
> quit
These are my own suggestions for AMUSING actions. Did you try ...
And did you notice that every letter of the alphabet is a valid command in this game?
Also:
Note that in this game, you shouldn't pick up anything except the envelope so you can open it. With everything else, don't bother to take them. Just examine or read them. Picking things up is usually a waste of time and you can't afford to waste time!
That said, you can acquire the following things in your inventory:
Note: You are unwilling to pick up the dead cockroach or the Book of Eibon. Also, you are unable to take the yellowed piece of paper in the Dusky Threshold because the laws of physics act differently there.
Honorable mention:
Every spell begins with a unique letter, and after you cast it in full during a given attempt, you can abbreviate that spell to its first letter to recast it. Unfortunately, that affordance is all but useless during normal play.
The spells in alphabetical order are:
Also, for what it's worth, xyzzy doesn't work in this game and it also doesn't use any game time.
This walkthrough was funded via Patreon with