In this rather odd game, you play as someone who wakes up disorientated inside a deserted aeroplane in mid-flight. Where is everyone? Is the pilot gone too? Where is the plane headed? Why are you even there? All you know for sure is that you must get off this plane.
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.
> i. x ticket.("34A", but destination blacked out)
> x window. open it. x it.
> x door.(need key)
> w.(can't: window too tiny)
> n.
The Aisle
> x seats. again.(find maths textbook)
> take maths.(+3)
> x it.(has pencil, explains negative number notation)
> x pencil.(needs sharpening)
> n.
The Northern Aisle
> open bay. take bag. x bag.(empty)
> e.
Front-Restroom
> take manual. read it.(+1)
> read note.(cant: total scrawl)
> w.
The Northern Aisle
> x imposing door. x keypad.
> hit keypad.(need a harder, resilient tool)
> hit keypad with pencil.(That did nothing. Hmph.)
If you examine the individual keys of the keypad (and why would you think of doing that?), you learn that the "6" key is the most damaged.
> x key. x 0. x 1. x 2. x 3. x 4.
> x 5. x 6. x 7. x 8. x 9.
> hit 6 with pencil.("click")
> n.(+3)
The Cockpit
> x board. x keys.
> take keys.(The plane starts to plummet.)
> s. s. s.
Aeroplane Seat 34A
> unlock door with keys. s.
Rear-Restroom
> x toilet. enter toilet.(cant: worlds clash)
CAUTION: If you take too long to successfully enter the toilet, you die.
Only glowing items (bag and maths) may come with you, and they must come with you. Drop the pencil, manual, keys, and ticket before entering the loo; they may not come with you.
Awkwardly, you can only drop things you're directly carrying. So you must take the pencil from the maths book and the ticket from the bag before you can drop them.
> drop manual, keys.
> take pencil, ticket.
> drop pencil, ticket.
> enter loo.(+7. You are now in...)
Lecture Hall
> x benches. x graffiti.(+2)
Note that the square root sign looks like a 'v'.
> x desks. e.
Head of the Lecture Hall
> x lectern. x chalkboard. x eraser. take it.
> x maths.(A pencil is back in it.)
> x pencil.(It can't write.)
> w. w. n.
Supplies Closet
> x broom. take it. x bar.(nothing hangs from it)
> s. s.
Hallway Crossroads
> x door. x window.
> e.
Short Hallway
> e.(No, you'll get lost.)
> w. s. s. s.
Deserted Classroom
> x sharpener. take pencil.
> sharpen pencil with sharpener.(+2)
> put pencil in maths.
> n. e.
Door-Lined Hallway
> x classroom door.("1108")
Game says to re-examine this door when you have something to write on.
> x well-framed door.(Gap at bottom?)
> x gap.(infinitely-thin)
> n.(locked)
> s.(locked)
> e.(no, you'll get lost)
Return to the head of the lecture hall:
> w. n. n. n. e. e.
Head of the Lecture Hall
> put maths on lectern.
There is no indication by the game that the east direction changed in any way by putting the maths textbook on the lectern. This is completely unclued:
> e.
Page 1
You have no inventory here.
> turn page.
Page 2
> turn page.
Page 10
> x ghostly. x small.
> turn page.
Blank Note Card
> w.
Head of the Lecture Hall
You now notice an index card in the maths book.
> x card. take it. take pencil.
With the card out of the way, what do the rest of the maths book pages look like?
> e.
Page 1
> turn page. g. g.
Page 23
Annoyingly, you can't refer to the "-" as a minus, hyphen, symbol, or sign.
> x -.(Room to left and right of it?)
> right.(Its negativity enters your soul.)
> turn page.(Soul shifts.)
Head of the Lecture Hall
Are you still negative? Yes, but only when in the maths book.
> e. turn page. g.
Page 10
I don't know how you're supposed to know about the "say hello to" command. CAUTION: Don't say hello to the ghostly being or you'll be multiplied by zero!
> say hello to small.(You were both negative; now you're both positive.)
> say hello to small.(+2. Feel something materialize out by your body.)
> turn page. g.
Head of the Lecture Hall
> i. x mask.(vaguely like a scuba mask?)
> wear mask.(how?)
> w.
Lecture Hall
> put card on desk.
> write v on card.(+10)
> x card. take it.
> e.
Head of the Lecture Hall
> put card in maths.
> e. turn page. g. g.
Inhabited Note Card
> x v.(big enough to fit inside?)
> enter v.(You are smaller.)
> out.(bigger!)
> w.
Head of the Lecture Hall
Hm. What if you enter the "V" when negative?
> take card. e. turn page. g. g.
Page 23
> right.(You're negative again.)
> turn page.
Head of the Lecture Hall
> put card in maths. e. turn page. g. g.
Inhabited Note Card
> enter v.(You are now on an...)
Imaginary Plane
> z. z. z. z.(You reform in...)
Eastern Hallway
Since you're now here, the game will now let you go east from the short and door-lined hallways.
> s. e.
Dead End Hallway
> sweep floor with broom.(+3)
> x hatch. open hatch. d.
Dungeon Lobby
> x coin. take it.
> w.
Rocky Dead End
> x pickaxe.(chalky and rusty)
> clean pickaxe with eraser.(+2)
> take it.
> x west wall. hit it with pickaxe.(fail: still rusty)
> e. ne.
Hewn Classroom
> x textbook.("Advanced Planar Travel")
> take it.
> n.
Hallway Entrance
There's a maze of rocky hallways ahead, but it's not that bad.
> n. e. n.
Rocky Hallway (east wall looks off)
> x east wall. push it.(+3)
> e.
Closet of Dangerous Things
> x knives. x gleaming blade.
> take it.(It's a broadsword.)
> x saws. x hand saw. take it.
> x chemicals.(You spill a bottle on the floor.)
> take pickaxe. drop it.
> x chemicals.(+5; picksxe loses rust)
> tske pickaxe.
> w. s. w. n. w. s.
Rocky Hallway (southwest corner)
> x anvil. x hole. put finger in hole.
> take anvil.(Yes, you can pick it up!)
> n. e. s. s. s. sw. w.
Rocky Dead End
> hit west wall with pickaxe.(+3)
> w.
Hollow Pocket
> x rope.(otherworldly)
> take rope. climb rope.
> cut rope with sword.(+2)
> take rope. x rope.
> tie rope to anvil.
Return to the supplies closet:
> e. e. u. w. w. w. n. n. n. n.
Supplies Closet
> tie rope to bar.(You are flattened!)
Quickly, go to the Door-Lined Hallway!
> s. s. s. s. e.
Door-Lined Hallway
> n.(+3)
The Key Room
> take key. x key. x keys. s.
Door-Lined Hallway
By this time, you become your regular 3D self.
> unlock classroom with key. s.
Mysterious Classroom
> x plain textbook. take it.
> n. w. n. n. n. e. e.
Head of the Lecture Hall
> take index. take maths.
> put plain textbook on lectern.
> e.
Unreal Classroom
> x tables. x notebooks. x posters.
> x 1a.(Man wears strange headgear.)
> x headgear.(+2; you now know how to wear the mask.)
> x 1b. x case. x 2.(Wear your mask, darn it!)
> n.
Door-Lined Hallway
This is the real hallway; you're no longer in the plain textbook.
> x classroom door.(You write "1108" on the card.)
> w. n. n. n. e. e.
Head of Lecture Hall
> take plain textbook.
> put mysterious textbook on lectern.
> e.
Long Tunnel
> read south wall.("Keep your HPBA on at all timrs")
> wear mask.
> n.
Near the Portal
> x guard.
> say hello to guard.(He says you need to get the device first)
> n.
Head of the Lecture Hall
Return to the maze entrance:
> w. w. s. s. s. e. e. e. d. ne. n.
Hallway Entrance
Go to a natural cave in the far northwest corner of the maze:
> n. n. n. w. n. n. w.
Natural Cave
CAUTION: If you're not wearing the mask when you open the airlock, you die!
> x airlock. x stalactites.
> open airlock. u.
Desolate Grounds
Where's the motivation for cutting this tree?
> x tree.
> cut tree with saw. take branch. x it.
> w.
Alien Territory
The tree is iridescent like the wooden coin is.
> x tree. x coin. s.
Rendezvous Point
> x figure.(Has no mask but has device.)
> x device.
> say hello to figure.(+20)
He gives device and tells you to follow its instructions.
> x device.
Although "open door" fails here, a simple "east" works to open the sealed door from this side.
> e. n. e. e.
Head of Lecture Hall
Assuming the mysterious book is still on lectern:
> e. n.
Near the Portal
> say hello to guard.
> give device to guard.(He inputs a code and returns it.)
> x device.
> n.
The Aisle
> put device in port.(+5)
> x device.
> take ticket. x it.
> type 34A on device.(+5)
> x device.
> put branch in device.(+5)
> x device.
> x card.
> type 1108 on device.(+5)
> x device.
> x coin.
> put coin in device.(+5)
> x device.
> push device. yes.(+10)
Nothingness
> ENTER
> ANY-COMMAND
*** You? Have Won ***
Extras
Characters
To interact with any character, SAY HELLO TO character.
A ghostly being is on Page 10 of the maths textbook. Leave that frightening being alone.
A small being is also on Page 10 and acting negative. If you make him positive, he can help you.
A humanoid figure waits for you at the rendezvous point outside the school. While clearly alien, he is friendly and has a device for you.
A portal guard is guarding a portal that goes from the inside of the mysterious textbook back to the crashed aeroplane you escaped from. One wonders how he got that job and what the perks are.
Endings
You Have Died
if you're still in the aeroplane when it crashes.
You Have Been Multiplied by Zero.
if you say hello to the ghostly being on page 10.
You Have Been Engulfed By A Foreign Plane
if you open the airlock in the natural cave while not wearing the mask.
if you remove the mask when outside the school or in the crashed aeroplane.
You? Have Won
if you follow all the device's instructions and destroy the hostile plane.
Inventory
You have a 3 item limit. However, you'll obtain the carry-on bag very early in the game and you can ignore the limit afterwards.
Aeroplane items
an aeroplane ticket. You're carrying it.
Read it; it has your seat number "34A" on it.
Drop the ticket before entering the rear-restroom's toilet; you may not take the ticket with you.
The ticket is in the aisle when you return to the aeroplane. To follow step 3 of the device's instructions, type 34A on the device.
a carry-on bag. It's in the luggage bay in the northern aisle.
It's your player's-carryall. Keep it with you always and leave it open. It can hold lots of stuff, so you can now ignore your normal inventory limits.
Before entering the rear-restroom's toilet, you must discard everything that doesn't have an otherworldly color. The bag is okay, and so is the maths textbook, but everything else has to be dropped. It is not okay to leave other items in the bag. Take them out and drop them.
an instructional manual. It's in the front-restroom.
Read it to learn that the keypad for the imposing door in the northern aisle is vulnerable to brute force.
You do not need to pick up the manual.
The note in the manual is illegible.
a maths textbook. It's in the aisle after examining the seats there a second time.
You must have the maths textbook when entering the rear-restroom's toilet, but not the pencil.
Whrn you arrive at the school, a fresh pencil is now in the maths textbook. Take the fresh pencil.
At the head of the lecture hall, put the maths textbook on the lectern. Now you can go east into the book's pages.
When you first go west from "Blank Note Card", an index card will now be in the maths textbook. Take the card.
Sometimes you'll want to put the index card back into the maths textbook, after writing a "v" on it.
a pencil. It's inside the maths textbook when you first find it in the aeroplane's aisle.
In the northern aisle, hit the 6 key (of the imposing door's keypad) with the pencil to unlock the imposing door. This is partly clued by the manual, and by examining each numbered key individually. The 6 key is already damaged snd vulnerable.
Discard the pencil before entering the rear-restroom's toilet.
There's a fresh pencil in the maths textbook when you arrive in the school, but it's not this pencil.
the aircraft keys. They're in the cockpit.
When you take the keys, the aeroplane starts to fall. You now have a generous but limited number of turns to escape the plane before it crashes. You will die if you haven't escaped before then.
The keys unlock the door at seat 34A.
Discard the keys before entering the rear-restroom's toilet.
School items
a cloth eraser. It's near the chalkboard at the head of the lecture hall.
Clean the pickaxe with the cloth eraser to remove its chalk dust.
a fresh pencil. It's in the maths textbook when you arrive in the school. It's not the pencil you saw in the aeroplane.
You'll need the sharpened pencil when writing on the index card.
a push broom. It's in the supplies closet.
In the dead end hallway, sweep the (dusty) floor with the broom to reveal a hatch.
a prism sharpener. It's in the deserted classroom.
Sharpen the fresh pencil with the prism sharpener. Note that you needn't carry the sharpener around with you.
an index card. It appears in the maths textbook after you go west from "Blank Note Card" the first time.
While the card is in the book, you cannot get past the Note Card location. Remove the card if you want to reach Page 23.
In the lecture hall, put the card on the desks, and while holding the sharpened fresh pencil, write v on card, as clued by the benches' graffiti there.
In the door-lined hallway, while holding card and pencil, examine the classroom door to write "1108" on the card.
If you wrote a v on the card, put the card back into the maths textbooks, then go east and turn pages until you arrive at the Inhabited Note Card where you'll find a v large enough to enter.
If you are positive when you enter the v, you'll just get smaller until you leave the v.
If you are negative when you enter the v, you'll be transported to the Imaginary Plane!
a strange mask. On Page 10, say hello to the small being when both of you are positive. The mask appears in your inventory when you return to the head of the lecture hall.
In the unreal classroom (see plain textbook), examine all the diagrams. Examine the headgear seen in diagram 1a to learn how to wear the mask.
Wear the mask and leave it on for the rest of the game.
You cannot survive outside the school without the mask. The guarded portal will not return you to the aeroplane unless you're wearing the mask and have the device. You will die if you take off the mask when you're back in the aeeroplane.
The formal name for the mask is "Hostile World Breathing Apparatus".
a wooden coin. It's in the dungeon lobby.
Examine it; it's made of an iridescent wood. You'll later see an iridescent tree in the alien territory outside the school.
To follow step 6 of the device's instructions, put the coin into the device.
an iron pickaxe. It's in the rocky dead end.
Clean the pickaxe with the cloth eraser to remove the chalk dust on it.
In the closet of dangerous things, drop the pickaxe then examine the chemicals. The chemical spill removes the rust from the pickaxe.
Back in the rocky dead end, hit the west wall with the (clean and non-rusty) pickaxe to open a way west.
a mysterious textbook. It's on a rock desk in the hewn classroom.
You can't use this textbook until you've learned how to wear the mask; see plain textbook.
At the head of the lecture hall, put the mysterious textbook on the lectern. Now go east into the book and find a tunnel to a guarded portal.
NOTE: You keep your inventory when in this book.
a broadsword. In the closet of dangerous things, examine the knives to find this "gleaming blade".
In the hollow pocket, cut the rope with the sword to detach the rope from the ceiling.
a hand saw. In the closet of dangerous things, examine the saws to find this hand saw.
In the desolute grounds outside the school, cut the fallen tree with the saw to free a branch. Take the branch.
In the alien territory, you are unwilling to cut the iridescent tree with the saw. And you don't need to; see coin.
a braided rope. It's in the hollow pocket.
Cut the rope with the sword to detach the rope from the ceiling.
In the supplies closet, tie the rope to the anvil and to the bar; see anvil.
a heavy anvil. It's in the southwesternmost rocky hallway.
Examine it; it has a hole.
Even though it must be extremely heavy, you can carry the anvil.
In the supplies closet, tie the rope to the anvil and then to the bar; you are immediately flattened into two dimensions!
You are 2-dimensional only for a short number of turns. Quickly, before it wears off, go to the door-lined hallway, then north into the key room. Yes, you're slipping through the infinitesimal gap at the bottom of the well-hung door.
plain key. It's in the key room; see anvil on how to get there.
The key unlocks the classroom door in the door-lined hallway.
a plain textbook. It's in the mysterious classroom.
At the head of the lecture hall, put the plain textbook on the lectern. Now you can go east into the unreal classroom, the book's version of the mysterious classroom.
a small branch. In the desolate grounds outside the school, cut the fallen tree with the hand saw to free a branch.
To follow step 4 of the device's instructions, put the branch into the device.
the device. At the rendezvous point outside the school, a humanoid figure is holding the device.
Say hello to the figure to obtain the device. You are told to follow the device's instructions. Examine the device to read the current step.
Step 1 (near the portal): give device to guard.
You must have the device and be wearing the mask before entering the portal. You should also have the index card, branch, and coin with you. The portal returns you to the aeroplane.
The device is a "Planar Destruction Device". The hostile plane (and you) are totally destroyed. This is winning, is it?
Honorable mention
negativity. On Page 23, assuming you are positive, going right (from the minus sign) makes you negative.
Negativity only matters while in the pages of the maths textbook. Your default state is positive.
Put the index card back into the maths textbook after writing a v on it; see fresh pencil. Go to the inhabited note card and enter the v while negative. You'll be transported into the imaginary plane, because the square root of a negative number is imaginary! After four turns there, you'll re-enter the school at the eastern hallway. The game no longer stops you from exploring the east wing of the school.
On page 10, say hello to the small being when you are both negative. (The small being is initially negative.) A negative times a negative is a positive, so now you both are positive.
Say hello to the small being again. Now that you're both positive, he gifts you with a strange mask. You'll find the mask in your inventory when you leave the pages.
Score
The response to SCORE is:
You have so far scored your-score out of a possible 111, in several turns.
Points are awarded as follows:
3 points for obtaining the maths textbook.
1 point for reading the manual.
3 points for entering the cockpit.
7 points for escaping the aeroplane.
2 points for reading the graffiti.
2 points for sharpening the fresh pencil.
10 points for writing a v (actually, a square root sign) on the index card.
2 points for obtaining a strange mask.
3 points for finding a hatch under a dusty floor.
3 points for pushing an east wall open.
5 points for removing rust from pickaxe.
2 points for removing dust from pickaxe.
3 points for breaking a west wall with the pickaxe.
2 points for cutting the rope free, using the sword.
3 points for entering the key room.
2 points for learning how to wear the mask.
3 points for cutting a branch free from the fallen tree.