In this minimalist-style adventure, you play as someone who wants to collect text adventures. Find ten text adventures and drop them in your basement library to win.
This solution is by David Welbourn, and is based on Version 0.1.0 of the game.
SPOILERS AHEAD. Reading a walkthrough prematurely can sometimes diminish one's enjoyment of a text adventure game. Please make an honest effort to play the game before reading this walkthrough.
PLAY TESTING KINDLY PROVIDED BY
CHRIS AINSLEY AND GARRY FRANCIS
Inventory
Games
Take all ten games to your basement library and drop them there to win the game.
By the way, each game is a warped renaming of an actual text adventure from the 70's or 80's.
Copious Caverns. It's in the hidden cave. Teleport there from the cave entrance; see spell book.
The Rook. Find it by examining the treasure horde in the Thieves' Guild.
Shamus. In the town square, the detective drops it after you give the highlit hintbook to him.
Softpron Adventure. It's in the hot tub. Empty the tub of scalding water by entering the sewers (open the cover with the crowbar), go west, cut the valve chain (with the bolt cutters), then turn the valve (off).
Stowaway's Manual. At the landing site, give the multitool to the happy robot and give the bibble fish to the sad android. They'll repair their spaceship and leave. Now examine the crater to find Stowaway's Manual.
Textventure Toolkit. It's for sale in the game shoppe for a million zurkmids. Instead, while holding Wishgetter in the shoppe, WISH FOR TOOLKIT, and it's yours!
Take it to the game shoppe and WISH FOR TOOLKIT to get Textventure Toolkit as well.
Wompus Hunt. In the dark woods, the wompus drops it after you shoot him with the crossbow.
Zill. It's in the interior of the wizard's hut.
Zurk. It's in the deep woods with the outcrop.
Other items
Note that you can only buy items from the office store with an expense account number. In the Adventurer's Guild, read the data in the open ledger to learn that their account number is 69105. Say that number to the office clerk, then you can buy the toner, pen, and highlighter without needing any money.
multitool. It's in the Beige House.
At the landing site, give the multitool to Lloyd the robot. He enters the spaceship with it.
bronze lantern. Find it by opening the cabinets in the Beige House.
USE LANTERN turns the lantern on and off.
The lantern must be on for you to be able to enter and navigate the dark woods and the cave.
In the dark woods, while carrying the loaded crossbow, turn the lantern off and SMELL until you smell the musk of a nearby wompus. SHOOT WOMPUS. The wompus drops Wompus Hunt and flees.
junk mail. Find it in the post office by examining the mail bin.
In the fish room, INSERT MAIL (into the mail slot).
toner refill. Buy it at the office store, using account number 69105.
Use the toner on the colorless orb to turn it into a black orb.
ballpoint pen. Buy it at the office store, using account number 69105.
Use the pen to help you get the steel key (which see).
yellow highlighter. Buy it at the office store, using account number 69105.
Highlight the hintbook (with the highlighter) to reveal its clues.
In the post office, enter the queue and wait for your turn with the postal clerk. Then give the slip, and the postal clerk gives you the special package in exchange.
In the sewers (west), cut the valve chain (with the cutters). You discard the cutters afterwards, and you can now turn the valve off.
crowbar. It's in the deep cavern.
In the town square, open the sewer cover (with the crowbar). You discard the crowbar afterwards.
colorless orb. Find it by examining the crate in the deep cavern.
Use the toner (on the orb) to turn it into a black orb.
At the wizard's hut, knock on the door and give the black orb (to the angry wizard). He disappears with it, leaving his hut unlocked which you can now enter.
filthy coin. Find it by searching the dung in the groo den.
In the Beige House, wash the coin. It's now a clean coin worth 1 zm.
In the game shoppe, buy the hintbook with your coin.
hintbook. Buy it in the game shoppe for 1 zm (see coin).
Highlight the hintbook (with the yellow highlighter) to reveal its clues.
In the town square, give the highlit hintbook to the detective (who was looking for clues). He drops Shamus, then leaves.
bath robe. It's in the hot tub.
In the fish room, INSERT ROBE (into the robe slot).
In the dark woods, turn off the lantern then smell. When you smell the musk of a nearby wombat, shoot the wombat. It will drop Wompus Hunt and run away. The crossbow and its bolt are gone.
steel key. It's in the other side of the keyhole as seen when you examine the door at the east end of the sewer.
To obtain the key, first insert the magnetized scroll (under the door), then insert the pen (into the keyhole), and take the scroll. The key is now magnetically stuck to the scroll.
To detach the key from the scroll, go to the office store and shred the scroll.
The key unlocks the door in the sewer.
special package. In the post office, the postal clerk gives the package to you in exchange for the package slip, but you first have to enter the queue and wait several turns for your turn.
bibble fish. It's produced by the machine in the Fish Room.
First examine the machine to find its red button and three slots. Insert the robe, insert the junk mail, and insert the satchel, then push the button to obtain the fish.
At the landing site, give the fish to Martin the sad android. He enters the spaceship.
spell book. It's in the wizard's hut interior.
Read it to learn the teleport spell, ZYZZYX.
The book glows whenever you walk with it into a location where you can teleport from.
Score
There is no SCORE command, but the game keeps track of how many games you've dropped in your basement library, and the number is displayed on the right-hand side of the status line; eg: GAMES COLLECTED: 0/10.