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Key & Compass presents:
Out by Midnight
by Arthur DiBianca

Out by Midnight is a Glulx work of interactive fiction written with Inform 7 and is Β© 2026 by Arthur DiBianca. It was an entry in IF Comp 2026, placement to be determined.

In this scavenger hunt game, you might be anyone with lockpicking skills standing in the foyer of the old haunted Bordelon House. Find the ten items on your list and leave before midnight because that's when the ghosts attack. It's already 7:30 PM, so don't waste any time! Optimize!

This solution is by David Welbourn, and is based on Release 1 of the work.

SPOILERS AHEAD. Reading a walkthrough prematurely can sometimes diminish one's enjoyment of a work of interactive fiction. Please make an honest effort to play the work before reading this walkthrough.


Maps

Map 1: First Floor and Cellar

πŸš— Garage πŸ”§ ⌚ 🧺 πŸŽ›οΈ Laundry chestπŸ”‘ 🧣 πŸ›‹οΈ πŸ—„️ FamilyRoom 🧴 MusicRoom 🎹πŸͺ‘ πŸ—„️ clockπŸ”‘ 🎼 πŸ“šπŸ“š 🌐 Library deskπŸ”‘ Laboratory πŸ“¦ 🧴 officeπŸ”‘ 🧰 Workshop ❗ cellarπŸ”‘ Hall 3 Hall 4 πŸ–Ό️ Hall 5 🟫 🧿 🧿 Shrine πŸ’ πŸ—ƒοΈ Kitchen ⬜️ πŸ₯„ Hall 2 Bathroom 1 πŸ› 🚽 🐀 🧲 πŸ”’ 🟫 β–Ό Conserv-atory 🏺 πŸͺ‘πŸŸ«πŸͺ‘ DiningRoom 🍽️ εžƒβ–² Hall 1 Parlor πŸ—³️ 🎟️ 🍾 Cellar β–² 🟑 ChinaCloset πŸ—„️ 🀚 Foyer εžƒ CoatCloset 🎱 u d

Map 2: Second Floor and Attic

Observatory πŸ”­ πŸŸ₯ Ε’ πŸ—Ί️ πŸ“¦ Attic West βœ‚οΈ Attic East β–Ό 🧰 🍴 closetπŸ”‘ LinenCloset 🧺 workshopπŸ”‘ Playroom Κ­ 🎠 🧸 BilliardsRoom β…’ 🟩 🎱 πŸ§ͺ πŸ–Ό️πŸ”’ πŸ›️ Bedroom 3 πŸ’Ž Balcony 🌱 conservπŸ”‘ Bedroom 2 πŸ›️🟫 studioπŸ”‘ Hall 8 πŸ•°οΈ πŸ“ Hall 9 🟫 πŸ”© Hall 10 β–² πŸ—„️ 🟫πŸͺ‘ Office ⏱️ Hall 7 πŸ› Bathroom 2 🚰 cabinetπŸ”‘ Bedroom 1 πŸ—„️ πŸ›️ πŸ‘” εžƒ β–Ό Hall 6 🎨 Studio πŸ“› u d

Walkthrough

Part 1: Practice run

>> SPACE

Foyer7:30 pm

> help.

> list.

> i. x guide. (Don't break anything, especially glass.)

> x lamp.

> x doors. x dust. x cobwebs.

> n.

Hall 1

> x wallpaper. x carpet. x stair.

> w.

Dining Room

> x chandelier. (best leave it alone)

> x table. x door. (You could try to pick the lock.)

> x tray. (wrapped with knotted twine)

> n.

Kitchen

> x fridge. x cupboards. (both empty)

> x drawer. (You could try to open it, but feels very stuck.)

> e.

Hall 2

> x pot. (no dirt, just a dead plant)

> n. n.

Family Room

> x sofas. x radio. x cabinet. (could be something in there)

> deal cabinet. (+14 minutes; took a bottle of paint remover)

> x remover. ("Speedaway Fast-Acting Paint Remover")

> w.

Laundry

> x door. (will take time to pick the lock)

> x board. (uninteresting)

> x washtub. (might have something amid the scraps)

> x machine. (glint underneath it)

> deal machine. (+17 minutes; acquired chest key; a stick or rod would have helped here.)

> deal tub. (+15 minutes; acquired scarf)

> deal door. (+24 minutes)

> s.

Workshop

> x worktable.

> x toolbox. (rusty)

> deal cellar key. (+1 minute; you take it)

> deal toolbox. (+6 minutes; you acquire a screwdriver)

> n. n.

Garage

> x car. (something's on the front seat, but the car is locked)

> x wrench. deal wrench. (yours after +12 minutes)

> deal car. (acquire wristwatch; +25 minutes)

> s. e. s. e. n.

Music Room

> x chairs. x piano.

> x cabinet. (You see a sheet of music inside, but the cabinet is locked.)

> x bench. (searchable)

> deal bench. (acquire clock key; +9 minutes)

> deal cabinet. (acquire sheet of music; +20 minutes)

> s. s.

Bathroom

> x sink. x duck. x magnet.

> n. e.

Hall 5

> x portrait. (of man in suit and with cane)

> n.

Library

> x shelves. (One book will open a secret door, but if you don't know which book, you'll have to try them all.)

> x globe. (openable, but how?)

> deal globe. (acquire desk key; +7 minutes)

> s.

Hall (east end)

> deal door. (+21 minutes)

> s.

Conservatory

> x pots.

> x vase. (seems glued to the table)

> x padlock. (The cellar key should fit.)

> deal padlock. (using cellar key; +1 minute)

Cellar

> x rack. x bottle. (corked, has gold coin inside)

> x barrel.

> deal bottle. (got coin; +23 minutes)

> u.

Conservatory

> deal vase. (+23 minutes)

> n. w. w. s. s. s.

Foyer

> leave.

*** You made it out ***

>> SPACE

The game is reset, but you retain your map and all* the information you learned. (*Actually, the safe combination and which library book opens the hidden exit is randomized with each attempt; that info does not carry over.)


Part 2: Interlude

Foyer

You can now RECALL locations, UNDO actions, and check STATS. Your COMMANDS have been updated accordingly.

Known unvisited rooms are shown in uppercase on the ASCII map.

> com.

> recall hal. map. (Unique map names are now on.)

> recall ha5.

I went through several more normal runs just to map this place out.

Then I did several spot checks to learn the timings for everything.

And then I made myself a concise list of deal results, to be shuffled around. The RECALL command can help you make your own list, assuming, of course, that you recalled the RECALL command exists. My list looked like this:

And, of course, I made my maps.

Then I carefully reordered this list until I had a plan of attack, then tried it. If it worked, I added it to the walkthrough.


Part 3: "Acrophobic" run

Foyer

In this run, we will avoid the attic entirely.

Head directly for the Music Room:

> n. n. n. e. n.

Music Room

> deal cabinet. (got sheet music; +20 minutes)

> s. e. n.

Library

> deal globe. (got desk key; +7 minutes)

> deal books. (hidden exit opens; +22 minutes)

> e.

Laboratory

> deal box. (got lubricant; +7 minutes)

> deal key. (got office key; +1 minute)

> s.

Shrine

> deal ring. (got ring; +10 minutes)

Head back to Hall 1 and the stairs:

> n. w. s. w. w. s. s.

Hall 1

DO NOT clear the junk. It's not worth the cost in time unless you intend to make at least three round trips on these stairs, and we're never doing that.

> u. (+4 minutes)

Hall 6

> n.

Hall 7

> deal door. (with office key; +1 minute)

> w.

Office

> deal desk. (with desk key; got pocketwatch; +1 minute)

> e. n. w.

Bedroom 2

> deal floorboard. (got studio key; +10 minutes)

> e. n.

Playroom

> deal bear. (got bear; +18 minutes)

> w.

Linen Closet

> deal hamper. (got workshop key; +11 minutes)

> e. s. e. n.

Billiard Room

> deal ball. (with lubricant; got ball; +2 minutes)

> deal tube. (got solvent; +8 minutes)

> s. w. s. s. d. (+4 minutes)

Hall 1

> n. w.

Kitchen

> deal drawer. (with lubricant; got spoon; +2 minutes)

> e. n. n. w.

Laundry

> deal tub. (got scarf; +15 minutes)

> deal door. (with workshop key; +1 minute)

> s.

Workshop

> deal box. (with lubricant; got screwdriver; +1 minute)

> deal key. (got cellar key; +1 minute)

> n. e. s. e. e.

Hall 5

> deal door. (with hairpins; +21 minutes)

> s.

Conservatory

> deal vase. (with solvent; +2 minutes)

> deal padlock. (with cellar key; +1 minute)

> d.

Cellar

> deal bottle. (with fingernails; got coin; +23 minutes)

> u. n. w. w. s. s. u. (+4 minutes)

Hall 6

> deal door. (with studio key; +1 minute)

> e.

Studio

> deal plaque. (with screwdriver; got plaque; +2 minutes)

Head for the Foyer, quick!

> w. d. (+4 minutes)

Hall 1

> s.

Foyer

> leave.

*** You won with "Acrophobic" ***

>> SPACE


Part 4: "Bookless" run

Foyer

The POINTS command is unlocked after you win the game the first time.

In this run, we avoid entering the library, which means the lab and shrine are off-limits too.

> points.

> e.

Coat Closet

> deal junk. (got ball; +17 minutes)

> w. n. n. n. n.

Family Room

> deal cabinet. (got remover; +14 minutes)

> w.

Laundry

> deal machine. (got chest key; +17 minutes)

> deal door. (+24 minutes)

> s.

Workshop

> deal key. (got cellar key; +1 minute)

> deal box. (got screwdriver; +6 minutes)

> n. n.

Garage

> deal car. (got wristwatch; +25 minutes)

> deal wrench. (got wrench; +12 minutes)

> s. e. s. s. s. e.

Parlor

> deal box. (with screwdriver; got combo; +2 minutes)

> w. u. (+4 minutes)

Hall 6

> n. n. e. e. n.

Bedroom 3

> deal painting. (safe revealed; +1 minute)

> deal safe. (with combo; got cameo; +2 minutes)

> e.

Balcony

> deal pot. (got conservatory key; +9 minutes)

> w. s.

Hall 10

> deal door. (with wrench; +2 minutes)

> u.

Attic East

> deal chest. (with chest key; got fork; +1 minute)

> w.

Attic West

> deal box. (got scissors; +8 minutes)

> w.

Observatory

> deal corkscrew. (got corkscrew; +1 minute)

> deal box. (with remover; got map; +2 minutes)

> e. e. d. w. w. s. s. d. (+4 minutes)

Hall 1

> n. n. e. s.

Bathroom 1

> deal duck. (with scissors; got duck; +1 minute)

> n. e.

Hall 5

> deal door. (with conservatory key; +1 minute)

> s.

Conservatory

> deal padlock. (with cellar key; +1 minute)

> d.

Cellar

> deal bottle. (with corkscrew; got coin; +1 minute)

> u. n. w. w. s. s. u. (+4 minutes)

Hall 6

> deal door. (with hairpins; +19 minutes)

> e.

Studio

> deal plaque. (with screwdriver; got plaque; +2 minutes)

> w. w.

Bedroom 1

> deal drawers. (with remover; got bowtie; +2 minutes)

> e. d. (+4 minutes)

Hall 1

> w.

Dining Room

> deal tray. (with scissors; got dish; +1 minute)

> e. s.

Foyer

> leave.

*** You won with "Bookless" ***

>> SPACE


Part 5: "Rumpled" run

Foyer

In this run, we avoid entering the laundry, which means the workshop and garage are off-limits too.

> n. n. n. n.

Family Room

> deal cabinet. (got remover; +14 minutes)

> s. e. e. n.

Library

> deal globe. (got desk key; +7 minutes)

> deal books. (passage opens; +22 minutes)

> e.

Laboratory

> deal box. (got lubricant; +7 minutes)

> deal key. (got office key; +1 minute)

> s.

Shrine

> deal ring. (got ring; +10 minutes)

Head all the way to the Balcony!

> n. w. s. w. w. s. s. u. (+4)

Hall 6

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

Balcony

> deal pot. (got conservatory key; +9 minutes)

> w. s.

Hall 10

> deal door. (trapdoor open; +25 minutes)

> u. w.

Attic West

> deal box. (got scissors; +8 minutes)

> w.

Observatory

> deal box. (using remover; got map; +2 minutes)

> deal corkscrew. (got corkscrew; +1 minute)

> e. e. d. w. n.

Billiard Room

> deal ball. (using lubricant; got ball; +2 minutes)

> s. w. w.

Bedroom 2

> deal floorboard. (got studio key; +10 minutes)

> e. s.

Hall 7

> deal door. (using office key; +1 minute)

> w.

Office

> deal desk. (using desk key; got pocketwatch; +1 minute)

> e. s. w.

Bedroom 1

> deal drawers. (using remover; got bowtie; +2 minutes)

> e.

Hall 6

> deal door. (using studio key; +1 minute)

> e.

Studio

> deal plaque. (got plaque; +23 minutes)

> w. d. (+4 minutes)

Hall 1

> w.

Dining Room

> deal tray. (using scissors; got dish; +1 minute)

> n.

Kitchen

> deal drawer. (using lube; got spoon; +2 minutes)

> e. n. e. s.

Bathroom 1

> deal duck. (using scissors; got duck; +1 minute)

> n. e.

Hall 5

> deal door. (using conservatory key; +1 minute)

> s.

Conservatory

> deal padlock. (+25 minutes)

> d.

Cellar

> deal bottle. (using corkscrew; got coin; +1 minute)

Run to the foyer!

> u. n. w. w. s. s. s.

Foyer

> leave.

*** You won with "Bookless" ***

>> SPACE

Foyer

After winning three different ways, I'm satisfied. Hope you are too.

> save

> quit


Extras

Achievements

There are five Achievement points you can earn, but all of them involve leaving the manor with 10 items on your list; use the POINTS command to list them:


ASCII art

ASCII art is used to draw a dynamic map of the current floor of the house in the lower right corner of the screen. Room names are abbreviated to their first three letters, and locked doors look like plus-signs. A pair of caret characters point to your current location. And the current time is shown below the map

You can use the MAP or MODE commands to toggle unique abbreviations on and off for locations with the same name; for example, the bedrooms are normally all marked as "bed", but with uniqueness on, they are "be1", "be2", and "be3".

When the game restarts, you retain your maps, but unvisited rooms in your current run are shown in uppercase. Lowercase continues to be used for visited locations.


Characters

In random atmospheric messages:

Mentioned:

Also, presumably someone gave you the guide that you're carrying, but the game is not the slightest bit interested in adding detail to the whys and wherefores of the scavenger hunt premise.


Commands

This is the response to COMMANDS or COM during your first run:

- You can LOOK (L), EXAMINE (X) things, or check your INVENTORY (I).
- You can move around with N, W, E, S, U, D.
- You can DEAL WITH things. (Abbreviation DEAL or DE.)
- You can check your LIST of scavenger items.
- You can LEAVE from the foyer.

Not mentioned are:

When the game resets for your second run, additional commands are added:

Also:
- You can UNDO your last action. (You can do this as many times as you want, back to the start of your current run.)
- You can RECALL a location you've been to. (You can use the full name of the location, or the three-letter abbreviation on the map.)
- You can RESET at any time to start a new run. You will keep your current play stats, map, and "recall" knowledge.
- You can check STATS for a summary of your play history.

After you've won the game at least once, the POINTS command is also listed:

- You can type POINTS for a list of achievement points.


Credits

The in-game credits appear at the start of the game, just after the game banner is displayed:

Special thanks to Andy Fleming, Lorne Harris, Aubrey Orf, Luke Pebler, and Mike Spivey for testing, and to Aubrey Orf for cover art.


Endings


Inventory

Initial items

These are the things you brought into the house with you.

Keys
Found Tools
Treasures

Note that you will not keep two of the same type of treasure. For example, if you acquire the silver spoon when you already have the silver fork, you automatically discard the silver spoon, the new item.


Score

There is no SCORE command, but when you LEAVE the foyer with less than 10 items, you do get a score message:

You collected N out of 10 required items. That gives you a rating of P%.

For example, collecting 5 items gives you a 50% rating.

See also: Achievements.


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