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Key & Compass presents:
A Once in a Lifetime Opportunity
by Interpied

A Once in a Lifetime Opportunity is a Z-machine interactive fiction game written with Inform 6 and is © 2021 by Interpied. It was an entry in PunyJam #2 where it took 2nd place.

In this small game, you're standing outside a 'Game Hall Emporium' in Las Vegas. A certain Mr Bell invited you here to win a lot of money, a once in a lifetime opportunity you couldn't ignore. Bell's message was light on details, but you do want to be wealthy. You just hope your phobia won't get in the way.

This solution is by David Welbourn, and is based on Release 4 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

PrizeRoom Boss'Office LockerRoom ContestRoom Far End ofCorridor Corridor WaitingRoom BreakRoom Toilets Foyer Outside

Walkthrough

Outside

> x hall. n.

Foyer

A man will go past you every six turns.

> x desk. x receptionist. x papers. x door. x man.

> open door. (locked)

> ask receptionist about Bell.

> ask receptionist about door. (She unlocks it.)

> n.

Waiting Room

> x chairs. x board. x posters.

> x wooden door. x device.

> w.

Corridor

> x mat. w.

Far End of Corridor

> x door. x paper. knock on door.

> e. s.

Toilets

> x urinal. x men. use urinal. (which?)

> use urinal 1. use urinal 2. use urinal 3.

> use urinal 4. use urinal 5. use urinal 6.

> use urinal 7. (You have decidophobia.)

> x phobia.

> n. n.

Locker Room

> x rug. x lockers. open locker.

> x suit. take suit. search suit.

> take keycard. x it.

> s. e. e.

Break Room

> x chairs. x lunch tables. x shelves. x microwave.

> x pill. x suitcase. open it. x money.

> take suitcase. (can't decide)

> take pill. (can't decide)

> w.

Waiting Room

> swipe keycard in device.

> open wooden door. n.

Contest Room

Attack the gameshow host before he notices you're there. You don't want him to remove the sheets from the other two doors, because when there's three doors, you can't choose any of them.

> hit host. x host. x sheets.

> open yellow door. n.

Prize Room

> x table. x pedestal.

> x keychain. take it.

> x letter.

> s. s. w. w.

Far End of Corridor

The current time is shown at the far right of the status bar.

> z. (If necessary, repeat waiting until the top of the hour, just after the man passes through.)

At the top of the hour (XX:00):

> unlock door with keychain.

> open door. n.

Boss' Office

You only have three turns until the man finds you in here. If you're inside the cabinet (or desk), and if the door is closed, he won't find you.

> close door. x computer. enter cabinet. (Bell passes through.)

> leave cabinet. x notes. x desk.

> x painting. x nail. enter cabinet. (Bell passes through.)

The notes are a list of clues describing a three-digit number. The only number that fits all the clues is 594.

> leave cabinet. turn painting. set lock to 594.

> open safe. take diamond. ("Cullinan")

*** You have won ***

Explaining some of the more confusing post-it-notes clues:


Extras

Characters

Mentioned:


Endings


Inventory

Honorable mention:


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