Key & Compass presents:
Text Adventure Collector
Text Adventure Collector is an online web browser text adventure game written with Adventuron and is © 2020 by Rex Mundane. It was a participant in the Adventuron Treasure Hunt Jam where it took 6th place.
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. Map
> x computer. use computer. x collection.
> x sink. x bed. x cabinets.
> open cabinets. x lantern. take it.
> x multitool. take it.
> x woods. x town.
> x shops. x cover. x detective.
> talk detective. (He wants clues.)
> x sign. x guild.
> x bookkeeper. x ledger. x data.
> x wall. x head. x plaque. (Wompus smells musky and fears light.)
> x bolt. take it.
> wait. (Repeat waiting under bookkeeper is sleeping.)
> x data. (Learn their account number is 69105.)
> x tub. x steam. x robe. take it.
> e. e. s.
> x satchel. take it.
> open it. x slip. x scroll.
> x path. x canyon.
> x hut. x door. knock door. (Wizard appears.)
> x wizard. talk wizard. (He wants a black orb.)
As you travel northwards, you'll see something fly overhead and crashland.
> n. n. n. e.
> x clerk. talk clerk. x shredder.
> x toner. x pen. x highlighter.
> buy toner. (Clerk asks for account number.)
> say 69105.
> buy toner. buy highlighter. buy pen.
> w. ne.
> x bin. x mail. take mail.
> x queue. x clerk.
> enter queue.
> wait. (Repeat waiting until it's your turn.)
> give slip. (You get a package.)
> x package. open it. x Wishgetter.
> sw. n.
You must have the lantern lit when entering dark locations auch as the dark woods.
> use lantern.
> x forest. x stump. ne.
> x Zurk. take Zurk.
> x outcrop. w.
> x dung. search dung. x coin. take coin.
> x bones.
> e. s.
> x log. e.
> x sign. x fence. x hole.
> x cutters. take cutters.
> — enter or— climb fence.
> x sign. x ladder. d.
> x sign. x crowbar. take it.
> x crate. x orb. take it.
> use toner. (Orb is now black.)
> u. exit. w. nw. s.
> use lantern. (It dims.)
> wash coin. (It's now clean.)
> e. s. w.
By the way, "zm" is short for "zurkmid", the unit of currency in Zurk. Now you know!
> x clerk. talk clerk. x hintbook. x toolkit.
> buy hintbook. (using the coin)
> buy toolkit. ("You wish!" It costs way too much.)
> wish for Toolkit. (using Wishgetter)
> highlight hintbook. (Clues revealed.)
> give hintbook. take Shamus.
> open cover. (using crowbar)
> x water. x door.
> insert scroll. (under the door)
> insert pen. (Key falls onto scroll.)
> take scroll. (You have key.)
> unlock door with key. (can't: stuck to scroll)
> x valve. x chain.
> cut chain. (using cutters)
> turn valve. (Hot tub is now empty.)
> e. u. e.
> shred scroll. (The key is free.)
> w. d.
> unlock door with key. e.
> x table. x sign.
> x horde. take Rook.
> x crossbow. take crossbow. load crossbow.
> w. u. s. w. w.
> x tub. take Softpron.
> e. e. s. s.
> knock door. give orb. (Wizard leaves.)
> x cauldron. take Zill.
> x book. take book.
> say zyzzyx.
> x machine. (button and slots appear)
> insert robe. insert mail. insert satchel.
> push button. x fish. take fish.
> say zyzzyx.
> exit. n. n. n. n. e.
> x spaceship.
> x robot. talk robot. (He wants a tool.)
> give multitool. (Robot leaves.)
> x android. talk android. (He wants a fish.)
> give fish. (Android leaves.)
When robot and android are gone, the spaceship leaves as well. A crater is now here.
> x crater. take Manual.
> use lantern. (It's now lit.)
Dark Woods (stump)
> use lantern. (It's dark.)
> smell. (Repeat, if necessary, until you smell musk.)
> shoot wompus. (You hit it!)
> use lantern. (It's lit.)
> take Hunt.
> se. e. enter.
> say zyzzyx.
> x walls. x sign. take Caverns.
> say zyzzyx.
> exit. w. nw. s. w. d.
> drop Zurk. (+1)
> drop Wishgetter. (+1)
> drop Toolkit. (+1)
> drop Shamus. (+1)
> drop Rook. (+1)
> drop Softpron. (+1)
> drop Zill. (+1)
> drop Manual. (+1)
> drop Hunt. (+1)
> drop Caverns. (+1)
AT LAST YOUR COLLECTION IS COMPLETE!
THANK YOU SO MUCH FOR PLAYING!
detective in the town square is looking for clues. A
store clerk is in the game shoppe. Another
store clerk is in the office store. A
postal clerk is attending to queue of customers in the post office. A
guild bookkeeper in the Adventurers' Guild is too tired to stay awake for long. An
angry wizard in his hut wants a black orb. A
happy robot named Lloyd needs a tool to fix his spaceship. A
sad android named Martin needs a fish for some reason. A
wompus is hidden in the dark woods.
groo has its den in the woods. Fortunately, it's not at home when you visit. The
Adventurers' Guild has its building west off the south road. The bones of some adventurers are piled up in the groo den. The
Thieves' Guild has a room in the sewers, but it seems ransacked. Credits
This is the response to
TEXT ADVENTURE COLLECTOR
COPYRIGHT (C) 2020 REX MUNDANE
COMPILED WITH ADVENTURON VERSION 1.0.0 BETA 28D
CREATED FOR THE
T R E A S U R E H U N T G A M E J A M.
SCENARIO AND PROGRAMMING BY
ADVENTURON GAME ENGINE AND "TWO" THEME BY
TITLE SCREEN GRAPHIC ADAPTED FROM
PHOTO BY ENGIN AKYURT FROM PEXELS.
PLAY TESTING KINDLY PROVIDED BY
CHRIS AINSLEY AND GARRY FRANCIS Inventory
Games | Other items
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!
Wishgetter. It's inside the special package.
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.
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.
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.
hintbook (with the highlighter) to reveal its clues.
discarded satchel. It's on the mountain pass.
package slip. It's in the satchel.
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.
magnetized scroll. It's in the satchel.
Use the scroll to get the
steel key (which see).
bolt cutters. They're at the cave entrance.
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.
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).
crossbow bolt. It's in the Adventurer's Guild.
crossbow. It's in the Thieves' Guild.
Load the crossbow with the
bolt. 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.
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. Thank You to my Patreon supporters
This walkthrough was funded via
the support of Robin Johnson, Ville Lavonius, Andrew Schultz, Kenneth Hon, Carl Muckenhoupt, Mark Musante, Phil Tatro, Mitch, and Peter Berman;
the generous support of Janice M Eisen, Matthew Foxley, Thomas Insel, and Marius Müller;
very generous support of Karl Ove Hufthammer, Lance Campbell, and DrkStarr; the
support of extremely generous Emily Short, Allen Garvin, Jesse McGrew, Jacqueline Ashwell, Jennifer Rexrode, and Durafen; and the invisible support of several anonymous patrons.
Ko-Fi is a way to send me small one-time donations. Every little bit helps, and thank you!
Last updated: 25 Jul 2022 2022-07-25: Walkthrough and map first published. davidwelbourn(a)hotmail*com