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Key & Compass presents:
The Time Machine v2.0
by Bill Maya

The Time Machine v2.0 is a Glulx interactive fiction game written with Inform 7 and is © 2021-2024 by Bill Maya. An earlier version of the game was entered in ParserComp 2021 where it took 6th place. This new version was enhanced in various ways and entered into Spring Thing 2024's Back Garden.

In this fantasy inspired by H.G. Wells' novel, The Time Machine, it's 1895. You play as Wells' friend and attorney, and watch helplessly as Wells is forced into the horse-drawn ambulance on Dr. Humboldt's orders. Unless you can find evidence that Wells' fantastic story about time travel is true, he's doomed to be committed into an insane asylum.

This solution is by David Welbourn, and is based on Release 13 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.


Map

Kitchen ShaftLevel 1 ShaftLevel 2 ShaftLevel 3 ShaftLevel 4 DiningRoom Bottomof theWell TunnelCollapse LivingQuarters EatingArea Parlor Garden TopWell 💀💀💀💀 Catacombs Abattoir Library Workshop Clearing DomedBuilding InsideDomedBuilding HoldingCell Entryway RiverBank Balcony 1895 68 WokingStreet 802,701 AD pushlever u u u d d d d d d u u u

Walkthrough

68 Woking Street (1895)

You are Wells's attorney. You watch as Wells fights against the orderlies who force him into the ambulance. He accidentally drops his pocket watch.

> take watch. x it.

> x Dr.

> Dr, hello. topics.

> ask him about Wells.

> ask him about himself.

> ask him about workshop. (Ask Mrs Watchett for a key.)

> ask him about Mrs Watchett. (in kitchen)

> ask him about watch.

> ask him about examination.

> ask him about time travel.

> ask him about diagnosis.

> ask him about Weena.

> ask him about Eloi.

> ask him about Morlocks.

> x snow. x house. x ambulance.

> x driver. x horses. x me.

> bye. n.

Just before you leave, Humboldt gives you a single petal and asks if you can find the rest of the flower in his workshop. Then he enters the ambulance and it leaves.

> x petal. (supposedly from 802,701 AD)

> n.

Entryway

> n. (locked)

> u. (nothing of interest is upstairs)

> w.

Library

> x Gernsback. x book. x chair.

> x window. x desk.

> x papers. read papers.

> hello. topics.

> ask him about book. ("The Time Machine")

> ask him about workshop.

> ask him about key.

> ask him about Watchett.

> ask him about himself.

> ask him about Wells.

> ask him about doctor.

> tell him about Wells.

> ask him about time machine.

> ask him about Morlocks.

> ask him about Eloi.

> bye. n.

Parlor

> x fireplace. x fire. x poker. take it.

> x orrery. x left panel. x right panel.

> x central panel. read it.

Examine the right panel a second time.

> x right panel. (can be opened)

> open right panel. x mechanism.

> x fuse holder. x orrery fuse. take it.

> x newspaper. read it.

> look through door. (garden seen)

> x armchairs.

> n.

Dining Room

> x table. x chair. x sideboard.

> n.

Kitchen

> x Mrs. x table.

> hello. topics.

> ask her about Wells.

> ask her about workshop. (Wells had the only key.)

> ask her about key.

> tell her about Dr.

> ask her about experiments.

> ask her about herself.

> ask her about her work.

> ask her about Gernsback. ("... sell his own mother for a pound.")

> ask her about time travel.

> bye.

> s. s. e.

Garden

> x windows. x latch. (closed)

> x gate. x bench. x snow. x flora.

One way to get into the workshop is to stand on the bench, then break the window's latch with the poker from the parlor, open the window, then enter.

But you still need the key, regardless, so let's not cause property damage this time.

Head back to the street.

> w. close door. s.

Library

Gernsback no longer wants to wait around; this is triggered by a turn count and you being in the library. He leaves a box of matches on the desk before he goes.

> x box. take it.

> e. s.

68 Woking Street

Mrs. Watchett suggested looking where you last saw Wells.

> x scuffleorx area.

> search area. (You acquire the workshop key.)

Yes, you might've found the key earlier by searching the area, but your chance of success goes up if you asked Watchett about the key first. If you didn't find the key, keep searching the area until you do.

> n.

Entryway

> unlock workshop door with key.

> n.

Darkness / Workshop

> turn on light.

> x blackboard. read it. x bench.

> x machine. enter it. x it. x controls.

> x origin. ("00001895")

> x destination. ("00802701")

> x elapsed time. (all zeroes)

> x light. (off)

> x lever. (can be pushed upward)

> x panel. open it. (locked)

> push lever. (Nothing happens and it returns slowly to its initial position.)

> unlock panel with key.

> x fuse holder.

> x time machine fuse. (burnt)

> take it.

> put orrery fuse in holder. (The light lights up.)

> close panel. lock it with key.

> push lever.

Clearing (802,701)

> x elapsed. (800,806 years elapsed.)

> out.

> x well. x statue. x trees. x dome.

> e.

Domed Building

> x dome.

> e.

Inside the Domed Building

> x tables. x murals. x well. x wall. x oculus.

> s.

Balcony

> x river. x people. x path.

> n. w. w.

Clearing

You now see the path here that you saw from the balcony.

> se.

River Bank

> x Eloi. x river.

> hello.

> ask Eloi about Eloi. (They don't understand you.)

> show watch to Eloi.

Several of them walk you back to the clearing.

Clearing

One Eloi points at the well cover and then at the watch.

> move cover. (It's open now.)

> x well. x rungs.

> d. d.

Bottom of the Well

> n.

Shaft - Level 1

> x platform. d.

Shaft - Level 2

> s.

Tunnel Collapse

> x rock. n. d.

Shaft - Level 3

> s. (Morlocks attack, but you beat them back with the poker and retreat.)

It's best to avoid the Morlocks, honestly, since you don't always manage a stalemate and you can never truly defeat them, so continue downwards.

> d.

Shaft - Level 4

> s.

Eating Area

> x troughs.

> s.

Abattoir

> x table. x clothing.

> search clothing. (You acquire a tunic.)

> s.

Holding Cell

> x Weena. hello.

> show watch to Weena. (She's too terrified.)

> n. (Weena stays behind; she's afraid of the dark.)

Abattoir

> s.

Holding Cell

The longest lasting light you can acquire is a makeshift torch made from the tunic and the poker. The runner-up choice is to burn the newspaper, and the worst and last option is to use the matches, one at a time.

> tie tunic to poker.

> light torch with match.

Quickly, go directly to the clearing before the torch burns out. Weena will gradually become more brave the closer she gets to the outside.

> n. n. n.

> u. u. u.

> s. u. u.

Clearing

> hello.

> show petal to Weena. (She gives you the flower in her hair to you, then runs off.)

> x flower.

> enter machine.

> push lever.

Workshop (1895)

> out.

Dr. Humboldt enters, even if you locked the door, asking where you were. He notices the time machine for the first time.

Here, your motto must be show, don't tell.

> show flower.

*** You have proved Wells' sanity and saved him from the insane asylum. ***

If you don't have the flower, you can also prove Wells is sane by re-entering the machine and pushing the lever. You make a quick trip to the future and back, astonishing the doctor.


Extras

Artwork

This game includes illustrations both for the locations and for the people you can try to talk to. Here is a small sampling of screencaptures of that artwork, reduced in size. Please play the game to see the artwork in its intended sizes and contexts.

Dr. Humboldt
Mrs. Watchett
Weena
Entryway
Balcony
Shaft - Level 1

Note that the artwork for 1895 is entirely monochromatic (black, white, and grays), while the images of the future use the full color palette.


Characters

Main characters:

Minor characters:


Credits

To read the in-game credits, type the ABOUT command, then open the menu item "Thanks to my Beta testers":


Endings

As near as I can tell, you can never lose by dying or by getting stranded in time.


Inventory


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