This game begins with you making a trek across the snowfields towards distant mountains in the north. You have forgotten what it was like before this. But eventually you remember that you're questing for the lost Book of Yashor, written in the ancient tongue. Only you can read its secrets and save everyone.
This solution is by David Welbourn, and is based on Release 2, Serial number 100127 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.
What you say to the woman actually doesn't matter.
> x woman.
> talk to her. g. g. g. g. g. g.
She's now a flower.
> x flower. smell it. take it.
Churchyard
> x me. x priest. x coffin.
> x mourners. x wreath.
> put wreath on coffin.
Flying in the Sky
> n. n. n. n.(You're falling!)
>> SPACE
Large Cave
> e. n.
Hill Path
> ne.
Sloping Track
> ne.(A wolf blocks you.)
> i. throw stick.(+1. The wolf leaves.)
> ne.
Secluded Dip
> drink water.
> x berries. take berries. eat berries.
>> SPACE
Old Mundle's Hut
> x Mundle.
> a quest. a book. a ancients.
> a tongue. a Mount.
>> SPACE
Secluded Dip
> sw. sw. n.
Defile
You only have the energy to get past this point if you ate the berries.
> n.
South Face
> x tree. x crevasse.
> e.
East Shelf
> x weed. pull weed.(instead of taking it)
> w. w.
West Shelf
> dig snow. take rock.
> e.
South Face
> tie weed to rock.
> throw rock at tree.
> pull rope.(+1. Snow and earth now fill the crevasse.)
> n.
Narrow Ledge
The crevasse empties. You cannot go back.
> e. nw. e.
Rock Shelf
> x skeleton. x thread.
> push skeleton —or— kick skeleton.(It falls to the fork below.)
> d. d.
Fork
A bone broke off.
> take bone. x it.
> w. w.
End of Ledge
> x boulder. push it.(no: not clear underneath)
> dig snow.(using bone as a tool)
> push boulder.(+1: cave revealed)
> w.
Round Cave
> x patterns. x structure. x slot.
> put bone in slot.(no: slightly too big)
> e. e. e. ne.
Dead End
> rub bone on rock.(You file it down.)
> d. w. w. w.
Round Cave
> put bone in slot.
> turn bone.(+1: grimy object revealed)
> take object. clean it.(It's a book.)
> x book. read it.(+1)
> read it.
> sleep.
>> SPACE
Large Cave
Are you really back here or just dreaming you're back here?
> i.(The book is gone.)
> e. n. n. n. n. n.
Crash Site
> x wolf. x plane. clean cockpit.
> x body. x light.
>> SPACE
Observation Lounge
Oh. Everything up to this point was a vision or delusion of some kind.
> x me. i. x crystal. x parcel. x jacket.
> s.
Cafeteria
Bob gives you a weather report and dashes off.
> x report.
> x cup. look under cup.
> take card. x card.(+1)
> s.
Parking Lot
> x car. enter car.
>> yes(re drive to Otter Creek)
Roadside
> ne.
Clearing
Agent Wolf asks you some questions. He wants to know if you understand what's going on.
> no.
> no.
You now need to ask him about a few topics, then ask about yourself to see if he's made a decision about you yet.
> a Wolf. a Yashor. a parcel. a storm.
> a me.(Repeat until he decides to kill you. Yes, it's weird to keep asking the same question ineffectually, but asking him questions is the only way to trigger this semi-randomized response.)
Note: You won't find the stick until after he's made his decision.
> dig snow.(You find a stick.)
> throw stick.(He's distracted!)
> hit Wolf.(He drops his gun.)
> take gun.(+1. He changes his mind about killing you, then leaves.)
> x gun.
> sw.
Roadside
> enter car.
>> yes(re drive back to airfield)
Parking Lot
> n. n. n.
Tarmac
> x plane. enter plane.
>> yes(re fly to Farpoint)
You safely deliver the parcel.
*** You have won ***
Extras
Characters
Seen during vision:
A white unicorn (with a golden mane) becomes a woman in white (with golden hair). She, in turn, becomes a white flower (with a golden stamen). When you pick the flower, it becomes a white wreath (with golden stamens). When you place the wreath, it becomes a white butterfly that flies away. In retrospect, they all represent yourself.
A priest and several mourners, all in black, surround the grave, waiting for you to place the wreath.
A wolf blocks your way, but it can be distracted by a thrown stick.
Old Mundle wants to know if you have any questions for him before you leave on your quest.
Found dead during vision:
A human skeleton lies on a rock shelf.
A body of a pilot is in the cockpit of the crashed aeroplane. She has long blonde hair and your face.
Real world characters:
Jennifer Sousa is the player-character. She's a 25-year-old pilot with long blonde hair.
Bob Trenchard hands you a weather report when you return to the cafeteria.
A few people are in the cafeteria, but no one you know well.
Agent Samuel Wolf of the Future Bureau of Intervention claims he's from the future to ensure your parcel is safely delivered.
Professor Benjamin Yashor accepts the parcel when you finally reach the Farpoint Weather Station.
Mentioned in real world:
Stephen Mundleford asked you to deliver the parcel.
Credits
This is the response to CREDITS:
Inform 7 by Graham Nelson. Plurality, Basic Screen Effects and Basic Help Menu by Emily Short.
Alpha testing by El Clérigo Urbatain.
Beta testing by Richard Bos, Molly Geene, Al Golden, Erik Jensen, James Jolley, Kazuki Mishima, Katzy, Adam Myers, John P. Murphy, Poster, S. John Ross, Michael Neal Tenuis, Johan O, Eric Tse, El Clérigo Urbatain, Jack Welch and Ramona White.
Version 2 Beta Testing by Katzy, Kazuki Mishima, John P. Murphy, Michael Neal Tenuis, El Clérigo Urbatain, and Jack Welch.
As ever, my testers have done a great job, both in helping me to polish up the design of the game in numerous ways and in catching all sorts of bugs and typos. Whatever faults remain would have been far worse without their help.
Endings
You have died
if you fly to Farpoint right away, without meeting Agent Wolf.
if Agent Wolf shoots you.
At least you have survived
if you drive home instead of flying to Farpoint right away or meeting Agent Wolf.
At least you have survived -- for now
if you drive home after meeting Agent Wolf.
You have won
if you safely deliver the parcel to Farpoint.
Inventory
There is no inventory limit. Items are listed in the order acquired in this walkthrough.
some thick clothes. You're wearing them at the start of the game.
Leave them on and ignore them. It's too cold to even think of removing them.
a small branch. Find it by digging in the snow at Track Through Foothills.
a makeshift rope. Make it by tying the heronweed to the rock.
At the South Face, throw the rope at the tree then pull the rope. The tree and rope fall into the crevasse, and the tree (temporarily) pulls in enough snow and earth into the crevasse so you can cross it.
a bone. It's part of the skeleton you find on the Rock Shelf. Push the skeleton; it falls to the Fork and this bone breaks off there.
At the end of the ledge, dig the snow. Using the bone as a tool, you remove enough of the snow and dirt under the boulder so you can push it away from the cave mouth.
At the dead end, rub the bone on the jagged rock to file the bone down a little.
In the round cave, put the filed-down bone into the oblong slot then turn the bone to open the crystal window, revealing a grimy object.
a grimy object. It's behind the crystal window in the Round Cave.
To open the window, put the filed-down bone into the slot, then turn the bone.
Clean the object; it's an ancient book.
Read it. It's the book you were looking for, but it just makes you sleepy.
a leather flying jacket. You're wearing it when you come to your senses in the Observation Lounge.
Keep it on. It's warm.
a sparkling crystal. You're carrying it when you come to your senses in the Observation Lounge.
Agent Wolf calls it a psychotropic field emitter. It's the device responsible for your vision, but by the time you see the crystal for what it is, it's just a useless bauble.
a large brown parcel. You're carrying it when you come to your senses in the Observation Lounge.
Examine it. You won't be able to leave the lounge until you do.
Hold onto it. When you finally reach Farpoint Station, you automatically give it to its recepient.
a weather report. Bob Trenchard gives it to you when you first enter the Cafeteria.
Read it. The weather is too severe just right now for flying to Farpoint.
an empty coffee cup. It's on the table in the Cafeteria.
Look under the cup to find the business card. The cup itself is otherwise unimportant.
a business card. It's under your cup in the Cafeteria.
Read it. Agent Wolf wants to meet you at Otter Creek.
a wooden stick. In the Clearing, but only after Agent Wolf has said he intends to kill you, find the stick by digging in the snow. You won't find the stick before then.
Throw the stick to distract Wolf, then hit him to make him drop his gun. Quickly, grab his gun before he recovers it.
an automatic pistol. Agent Wolf drops it in the Clearing after you throw the stick then hit him.
When you take the gun, Wolf changes his mind about killing you, and you're free to leave the clearing.
You cannot use the gun; commands like "shoot gun" weren't implemented.
Score
This is the response to SCORE:
You have so far scored N out of a possible 10, in T turns.
Points are awarded as follows:
1 point for starting a fire.
1 point for throwing a stick at the wolf.
2 points for moving the boulder.
1 point for opening the crystal window.
1 point for reading the book.
1 point for reading the card.
1 point for convincing Agent Wolf to let you live.