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Key & Compass presents:
Veritas
by James T. Reese

Veritas is a TADS 2 interactive fiction game and is © 1995 by James T. Reese.

In this old-school-style scavenger hunt, you play as a Harvard student about to graduate. But to graduate, you must find everything listed on a memo and hand them over to the Senior tutor in the middle courtyard. You begin in your college dorm in Winthrop House that you share with your roommate, the psycho mathematician.

This solution is by David Welbourn, and is based on Version 2.2 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.


Maps

Map 1: Your dorm

Corner ofMount Auburnand Holyoke Outside theHarvard LampoonCastle WinthropG-43 Yourroom Bathroom G43Hallway Room-mate'sroom HarvardLampoonCastle OutsideWinthropHouse Stairwell,4th floor FoodTunnel WinthropHouseKitchen WinthropDiningHall H Entry MiddleCourt-yard G Entry GoreCourtyard OwenRoom (via dumbwaiter) u d

Map 2: Main Map

Statueof ThreeLies Fogg ArtMuseum Officeof thePresident HarvardYard FreshmanUnion NorthHouse,Basement Quad FoodTunnel(bland) FoodTunnel(door) CabotHouse,Basement Stacks ofWidenerLibrary CurrierHouse,Basement FoodTunnel(debris) FoodTunnel(debris) FoodTunnel(debris) FoodTunnel(debris) FoodTunnel(debris) FoodTunnel Adams HouseSwimmingPool KirklandHouseGym QuincyHouseTower QuincyHouseKitchen FoodTunnel LowellHouseLibrary QuincyTowerSouth FoodTunnel(ladder) HarvardLampoonCastle MatherHouseKitchen Eliot HouseDining Hall FoodTunnel FoodTunnel FoodTunnel FoodTunnel FoodTunnel FoodTunnel(x-roads) FoodTunnel DunsterHouse,Kitchen? Under theCharlesRiver DillonF. House,Lockers WinthropHouseKitchen LeverettHouseKitchen DillonF. House,Basement DillonF. House,Balcony d e d d u u u d d (rat!)

Map 3: Harvard Lampoon Castle and Fogg Art Museum

Outside theHarvard LampoonCastle Sanctum Fogg ArtMuseum HarvardLampoonCastle Not ReallyA MazeAfter All FreshmanUnion Top ofthe Ladder Lost inInfernalMaze BoredRoom FoodTunnel(ladder) e u d u d w

Map 4: Widener Library

FoodTunnel(door) copier nothingin corner WidenerCourt-yard Greenline Stacks ofWidenerLibrary Blueline Roof ofWidenerLibrary Redline GutenbergBibleRoom Greenline(lobby) Redline Blueline LocksCan BeDeceiving Ante-chamber DimTunnel The Abe D.StoneLibraryof theDarkerSciences OutsideBibledisplay Redline(magic) Hidingbehindpillar Redline Blueline Blueline A DarkRoom u u d d d

Walkthrough

Enter your gender:

> MorF.

>> ENTER

Winthrop G-43

There's nine items in this room you can acquire, but you don't need the bra.

Also this game prefers that you LOOK UNDER and LOOK BEHIND things instead of SEARCH-ing them.

> x me. i. (empty-handed)

> x desk.

> x Iliad. read it.

> x Essentials. read it.

> x Shakespeare. read it. take it.

> x Neurosurgery. read it. (+5; got a large key)

> i. x ADS key. (gothic)

> take Neurosurgery.

> open pencil drawer. x stamp. take it. (+5)

> open large drawer. x film. take it. (+5)

> x stereo. x tape deck. x CD player.

> search couch. (how, exactly?)

> look under couch.

> x dust. x balls. take balls. (+5)

> x bra. take bra. wear bra.

> x fireplace. x bricks. x chair.

> look behind chair. x napalm. take it. (+5)

> x guitar. take it. play it.

> look through frosty window.

> look through clear window.

> s. (You bump into your roommate, who now follows you.)

G43 Hallway

Your roommate has the same gender as you.

CAUTION: Don't give the napalm to your roommate; you won't get it back.

> x roommate. (They have only three interests: math, juggling, and alcohol.)

> ask roommate about napalm.

> ask roommate about balls.

> give balls to roommate. (+5; they drop something.)

> look. take pick. x it. read it. ("YALE")

> w.

Bathroom

> x toilet. x sink. x tub.

> x friend. wake friend. shout.

> kiss friend. (also doesn't wake him)

> turn on shower. (Your friend is now awake, but he closes the curtain and starts a long shower.)

> x cabinet. open it. x Tylenol. take Tylenol.

> e. e.

Roommate's room

> x bed. x junk. x lifeforms. x clothing.

> x desk. x clutter.

> look in clutter. x lighter. take it. (+5)

> w. ne.

Your room

> x bed. move cover. (+5; got Harvard ID)

> x ID. x strip.

> x dresser. open it. (can't)

> x board. x memo. take it.

> sw. s. d. w.

Middle Courtyard, Winthrop House

When you eventually get to the art museum, it becomes clear that item number 8 on the memo must refer to a painting you need to steal. Ask the tutor about painting to learn which painting he wants.

> x tutor.

> ask tutor about painting. (He wants a Monet.)

> x snow. spray napalm on snow.

> light snow. (+10, using lighter; you acquire a mail key)

> x mail key. ("43")

> n. (no: Tutor blocks you.)

> s. (no: gate is frozen and rusted shut)

> w. (no: locked)

> e. e.

Gore Courtyard

> look through windows.

> x swing. x rope. x tree.

> get on tire. swing. stand.

> climb tree. (can't)

> climb rope. (The knot is 80 feet up.)

> untie rope. (You untie it from both the tree and the tire.)

> take rope.

> n.

H Entry

> x mailboxes.

> unlock mailbox with mail key. open mailbox.

> take form. read it.

> open dining hall door. (locked)

> open entry door. (locked)

> s. w.

G Entry

By this time, I expect your best friend has finished his shower, found you, and is now following you.

> x friend.

> ask friend about me. (His head hurts too much from his hangover.)

> give Tylenol to friend. (He's much better now.)

Now that your friend is clear-headed, feel free to ask him about anything. He's easily the most chatty character in the game.

> ask friend about me.

> ask friend about tutor. (Get all the things on the memo first.)

> ask friend about Iliad. (He has it memorized.)

> ask friend about guitar. (He plays bass.)

> ask friend about ADS key. (ancient symbol for a bookbinder; one symbol might mean danger)

Note: You don't UNLOCK anything with the lock pick; you must PICK locks instead.

> open door. (locked)

> pick lock. (success)

> s.

Owen Room / In the dark

> x chairs. x bookcase.

> x plate. look through window.

> open plate. x box.

If you push the button, nothing happens if the box is open, but there's whirring for 30 seconds if the box is closed. Is it a microwave oven? No, it's a dumbwaiter.

> enter box. close plate.

> roommate, push button. (+25)

In the dark / Winthrop House Kitchen

> open plate. out.

You accidentally break the plate when you get out, making the dumbwaiter unusable now.

> x grills. x bins. x roaches.

> x dark corner. (sliver of light from northwest)

Before going northwest from here, return to your friend so he comes with you.

> unlock door. e.

Winthrop House Dining Hall

> unlock door. e.

H Entry

Your roommate is here, says you don't need them any longer, then disappears into the kitchen.

> s. w. s.

Owen Room

Your best friend congratulates you on your dumbwaiter trick. He's now following you again.

And, if he's not here, wait for him to find you.

> n. e. n. w. w. nw.

Food Tunnel (near Winthrop kitchen)

> w. w.

Food Tunnel (west end)

If you try going north, a rat pecks your nose. There's nothing for you that way.

> w.

Eliot House Dining Hall

> listen. (music from under a table)

> look under tables. take Walkman. (+5)

> x it. push stop. push eject. (no: tape stuck)

> push backward. push play. (The music plays backwards.)

> z. z.

The Walkman stops playing, the PLAY button springs back, and the tape rewinds to the start.

> push forward.

> n. n.

Kirkland House Gym

> take mask. x it. x nozzle.

> smell. x weights. x machines.

> s. s. e. s. s. u.

Dillon Field House, Locker Room

> x lockers. (all locked with combination locks)

> s.

Dillon Field House, Balcony

The tank is an oxygen tank, and it's nearly empty, so don't waste it. You can't attach the mask directly to the tank; you need tubing.

CAUTION: Going south from here is fatal. You cannot tie the rope to the railing only because you're not meant to ever go down from here.

> x tank. take it. x railing.

> x stadium. x outdoor track. x facility.

Find the next place in the tunnels:

> n. d. n. n. e. e. e. n.

Lowell House Library

> x Legends. (All students must pass a swim test before graduation. A slip of paper falls out.)

> take slip. read it. (Ogres like leather-bound books about darker sciences.)

> ask friend about ogre. (Must be the bookbinder symbolized on the ADS key.)

> s. e. e. s.

Leverett House Kitchen

> x mailbox. x rabbits.

Come back here later.

> n. e. se.

Dunster House, Kitchen?

> x desks. (+5; you acquire a yardstick)

> x yardstick. (numbers worn off)

> nw. ne.

Mather House Kitchen

> x vaseline. take it. (no) open it. (can't)

> x chaps. take it. (no: doesn't fit)

> x tubing. take it.

> sw. w. n.

Food Tunnel (at oily ladder)

> x ladder. x oil.

> climb ladder. (no: too slippery)

> n.

Quincy House Kitchen

> x comic. read comic.

> d. s.

Quincy Tower South

> x rack. x steps.

> n.

Quincy Tower

There's now a mad wizard here. If you don't give him what he wants, he follows you, at least as far south as the crossroads in the tunnel.

> x wizard.

> ask wizard about neurosurgery.

> give neurosurgery to wizard. (+10; he gives you surgical gloves in exchange.)

> x gloves. (very sticky)

Several turns later, the wizard will appear in front of you, wherever you are, and give you a scalpel that can cut through anything. Then he vanishes again. Just so you know.

> d. n. e.

Adams House Swimming Pool

> x pool. smell.

> swim. (You get tickets.)

> x tickets.

> w. n. n.

Harvard Yard

> w. x door. (locked)

> pick door. (success)

> w.

The Office of The President of Harvard University

> x mounds. (+5; you spot 50 loose dollars)

> take 50. x it.

> e. ne.

The Statue of Three Lies

> x statue.

> look behind statue. take register. (+5)

> sw. s. e.

Food Tunnel (at steel door)

There's a lot behind this door, but you're not ready for it yet.

> x door. x slot. (2 and 1/4 inches in width)

> e.

The Freshman Union

> x butter.

> w. (no: gate closed)

> x library. x Moore. x sign.

> eors. (You wander and return.)

> n.

The Fogg Art Museum

> x Rembrandt. x Manet. x Monet. x Gogh.

> x plants. x arras. (covers part of west wall)

> x posts. x bust. g. g. g.

> look behind arras. (tunnel found)

> w. (You slam into a locked door.)

CAUTION: You can take any of the four paintings, but if you try to carry it through the posts, you're arrested. Leave the paintings where they are for now.

> s. d. w. s. w.

Food Tunnel (debris-filled, east end)

> x debris. look under debris. (maggots!)

> w.

Food Tunnel (tons of debris)

> look under debris. (+10; acquired camera)

> x camera. put film in it.

> w. w. w. u. n.

Quad

+10. You acquire a frisbee.

> x frisbee. (There's a randomized word or phrase in Gothic letters and a cryptic message beginning with the word "Try". Both are randomized.)

> x students. (They're waiting for you to do something.)

One of the random things your friend says is about wanting to play guitar in the Quad. That was a clue.

> play guitar. (+10. A student takes the guitar and gives you a pendant in exchange.)

> i. x pendant. (purple and yellow Jester)

Oh, while you're outside, take a picture of yourself with that camera.

> point camera at me. push grey button.

> w.

North House, Basement

> x bin. (which?)

> x developer. ("60 seconds")

> x stopper. ("30 seconds")

> x fixer. ("30 seconds")

All the bins are empty, but remember those times. That's how long the film needs to soak in each of those chemicals to turn the film into a photo.

> s.

Currier House, Basement

> x phone. (It starts ringing.)

> answer phone. (er, what?)

Head back to the Leverett House Kitchen:

> ne. d.  e. e. e. e. e.  s. s. s. s.

Leverett House Kitchen

> put stamp on form. put 50 on form.

> put form in mailbox. (+30)

Head back to H Entry:

> n. w. w. w. s. e. e.

H Entry

While your inventory limit is generous, you may need to drop some things before going any further.

> drop napalm, lighter, slip, mail key.

> open mailbox. take thesis. x it. (unbound)

> read it.

Return to the oily ladder.

> w. w. nw. e. e. e. n.

Food Tunnel (at oily ladder)

> wear gloves. climb ladder.

At the Top of the Ladder, Below the Trap Door

This is a temporary location. When the oil is turned off, this location goes away.

> x trap door.

> open door. (no: need both hands free)

> tie rope to me. tie rope to ladder.

> open door. (+15)

> untie rope. (It falls to the floor below.)

> u. (+30)

The Harvard Lampoon Castle

> x faucet. turn it. d.

Food Tunnel (near ladder)

> drop gloves. take rope. u. e.

Lost in One of those Infernal Mazes

This is another temporary location. After you get to the other side, this location is no longer around.

> e. (repeat until...)

Not Really A Maze After All

> s.

Bored Room

> x small. (large bird drowning in lake; ink blot squeezed through a strainer)

> look behind it. (+5. You acquire a Scorpion Bowl.)

> x bowl.

> x large tapestry. (Hamlet scene)

> look behind it. x Polonius. (dead)

> n. n.

Sanctum

> x chandelier. x tiling.

> x small arras. (of beheading)

> x large arras. (of drunk Jester)

> x pieces.

> look behind small. (a wall)

> look behind large. (a door)

> x door. put jester in hole. (+15; the door is unlocked)

> e.

The Fogg Art Museum

> take Monet. w. s. w. d.

Food Tunnel (at ladder)

You have four of the seven things you need for the tutor, and one of them is a stolen painting. Deliver them before continuing. Reducing inventory is a good idea.

> s. w. w. w. s.

> e. e. s. w. w.

Middle Courtyard, Winthrop House

> give bowl to tutor. (6 more to go)

> give tickets to tutor. (5 more to go)

> give Monet to tutor. (4 more to go)

> give register to tutor. (3 more to go)

Head back to that steel door in the tunnels:

> e. e. n. w. w. nw.

> e. e. e. n. n. n. n. e.

Food Tunnel (at steel door)

> put ID in slot. (+10)

> s.

The Stacks of Widener Library

> e.

Stacks of Widener Library, Following the Blue Line

If there's something special you can do with the nothing in the corner, I failed to discover it.

> x nothing. x corner.

> s.

Stacks of Widener Library, Following the Blue Line (at eastern branch)

> e.

Locks Can Be Deceiving / I Guess The Locks Weren't That Deceiving

> x door. (has five deadbolt locks, and used by someone heavy)

The frisbee's message is your clue for unlocking this door. It says something like "Try XTH YTH" or "Try XTH YTH ZTH"; those are the handles to turn:

> x frisbee.

> turn XTH.

> turn YTH.

> turn ZTH. (if applicable)

There's no special noise when you get it right.

> open door (+15; the door vanishes)

> e.

Antechamber

> x water.

> look in water. (Your reflection is absent.)

> x redwood door. x redwood walkway.

> x green door. x yellow road.

> x silver door. x silver path.

> x granite door. x granite trail.

> x glass door. x glass track.

> ask friend about yellow road. (LOOKING won't help.)

One of the floor parts has a dip in it from heavy traffic which can be detected by putting the yardstick on it.

> put yardstick on walkway.

> put yardstick on road.

> put yardstick on path.

> put yardstick on trail.

> put yardstick on track.

The floor that dips is the one that leads to the correct door.

You automatically enter the door.

Dim Tunnel

> x door. unlock door with ADS key. drop ADS key.

> open door. e.

The Abe D. Stone Library of the Darker Sciences

CAUTION: If you don't act quickly enough, the ogre loses his patience with you and kills you with his axe.

> give thesis to ogre. (He wants proof that you're a true Harvardian.)

The ID doesn't count as proof. You must say the frisbee's Gothic word or phrase to the ogre as a command.

> x frisbee.

> ogre, GOTHIC-PHRASE (+15; he binds your thesis for you)

Now that Krogre is relaxed, feel free to look around if you like. Don't bother trying to chat with him though.

> x thesis. x ogre. x books. x ceiling. x machine.

> w. w. w. w.

Stacks of Widener Library, Following the Blue Line (at east branch)

> s. w. w. n.

Stacks of Widener Library, Following the Red Line (at magic books)

> x crystal. take it.

> s. e. e. s.

A Dark Room

This room is naturally dark. While the crystal is here, glowing red, you can see the shelf, the timer, and the bins of chemicals. Develop your photo here.

> drop crystal.

> x bin. x developer. x stopper. x fixer.

> x timer. x red button.

SAVE before taking the film out of the camera. This sequence is extremely finnicky, and if you get it wrong, the film is ruined and the game becomes unwinnable.

Do you remember the bins in the North House basement? You need to put the film in the developer for 60 seconds exactly, the stopper for 30 seconds exactly, and the fixer for 30 seconds exactly.

You must use the timer. And you must always start the timer from 0 for each chemical. You cannot trust that every turn is 10 seconds if you don't put the film into a bin immediately after starting the timer.

For every chemical, push the timer button, put the film in the appropriate bin, then examine the timer every turn. When the timer reaches the desired soak time, take the film. Then wait for the timer to reset itself.

When the timer reaches 180 seconds, it stops, resets itself to 0, and the timer button pops up. I failed to find any command to stop or reset the clock any sooner.

Oh, and say "push timer button" in full, please. "Timer" by itself refers to the clock. There are other buttons on the Walkman. There are other red things like the crystal. Yes, this is all very annoying, but precision is required here, okay?

> save.

> take film. (from camera)

Developer for 60 seconds:

> push timer button. put film in developer.

> x timer. (repeat until the clock is passing 60 seconds)

> take film.

> z. (repeat until the timer button pops up)

Stopper for 30 seconds:

> push timer button. put film in stopper.

> x timer. (repeat until the clock is passing 30 seconds)

> take film.

> z. (repeat until the timer button pops up)

Fixer for 30 seconds:

> push timer button. put film in fixer.

> x timer. (repeat until the clock is passing 30 seconds)

> take film. (+40; you have a photo)

> x picture. drop camera.

Leave the crystal here. There are force fields in the library that prevent you from taking it anywhere else that's interesting.

> n. n. n. w. d.

Stacks of Widener Library, Following the Green Line (at copier and door)

You can't use the copier; you have no credit on your ID card.

> x copier. x slot. (57 mm wide)

> x panel. ("Ready. Insert Verification Card Please.")

> x door. unlock door. (No key needed on this side!)

> w.

Inner Courtyard of Widener Library

Not much to see here. But imagine you needed to come down to here from above; that door is the only way out. So keep it unlocked.

> x grass.

> e.

Stacks of Widener Library, Following the Green Line (at copier and door)

> close door. (No need to advertise it's unlocked.)

> s.

Stacks of Widener Library, Following the Green Line (ornate lobby)

> x columns. x cases. x staircase.

> u.

Hallway Outside of the Gutenberg Bible Display Room

> x columns. x glass. x bible.

> x keypad. (digits 0 through 9)

> s.

Hallway Outside of the Gutenberg Bible Display Room

> z. (Repeat waiting until you hear whistling approaching.)

> push forward. push record.

You see a guard arrive and hear him punch in a 7-digit number on the keypad. He goes north past the glass wall. (The guard does this every ten turns if you care to wait for him again.)

> n.

Hallway Outside of the Gutenberg Bible Display Room

> z. (The Walkman stops recording and rewinds.)

> push play. (+15)

The glass wall opens in respond to the beeping sounds, and you step into...

Gutenberg Bible Room

> cut case with scalpel. (+10)

CAUTION 1: Taking the Bible without doing the Indiana Jones manuever (using the Shakespeare book as the substitute weight) results in jail time and losing the game.

CAUTION 2: They saw the movie too. When you do the switcheroo, concrete walls descend around you and the air is pumped out.

Therefore, you need to make sure you're breathing your own supply of oxygen when you make the switch. And the only way you could possibly know this ahead of time is because you died in a previous attempt. Learning-by-dying was still okay in 1995.

> wear mask.

> connect tubing to tank.

> connect tubing to mask.

> open valve.

> put Shakespeare on pedestal. (+10)

You now have the Bible, and your friend is holding his breath, but there's no exit! The Walkman got you in here; the Walkman can get you out. Just put the silly thing in reverse.

> push backward. push play. (+15; A ramp to the north is revealed.)

> n.

The Roof of Widener Library

> tie rope to pole.

Your friend suggests handing the Bible over to him. Do it! The Bible is heavy, and you'll fall to your death if you try to climb down the rope with it.

He, of course, has no problem.

> give Bible to friend.

> d.

Inner Courtyard of Widener Library

Your friend hands the Bible back to you.

> e.

Stacks of Widener Library, Following the Green Line (at copier and door)

> close door. lock it.

Head all the way back to the middle courtyard:

> u. n.

> w. s. s. s. s.

> w. w. w. s.

> e. e. s. w. w.

Middle Courtyard, Winthrop House

> give thesis to tutor. (2 more to go)

> give picture to tutor. (1 more to go.)

> give bible to tutor. (+24 for last requirement)

The Senior tutor gives you a diploma, unlocks the north gate, takes his loot into Winthrop House, and locks the door behind him. You can no longer go back east.

> x diploma.

> n.

Outside Winthrop House

The gate closes and locks behind you. Your friend was still on the other side. He congratulates you and leaves.

> n.

Corner of Mount Auburn and Holyoke

> norw. (you stroll about and return)

> e.

Outside the Harvard Lampoon Castle

> x castle. open door. s.

The Harvard Lampoon Castle

The hole down is nailed shut.

> e. n.

Sanctum

> e. (+1)

***** Thus ends "VERTIAS" *****

The game says your adventures continue in "Club Med" by Grant H. Shumaker and James T. Reese, but that game isn't listed on IFDB, nor found in the IF Archive.


Extras

Characters

Main characters
Cameos
Background characters
Critters
Found dead
Mentioned
Fictional

Endings


Inventory

There is an inventory limit, but you need to be carrying quite a lot before you notice it.

Winthrop items
Other useful items
Graduation requirements

Give all the graduation requirements as listed on the memo to the Senior Tutor in Winthrop House's middle courtyard. Except for a date. No one expects you to get a date.


Score

This is the response to SCORE:

In T turns you have achieved a score of N out of 400. This makes you your-rank.

Points are awarded as follows:

Points are deducted as follows:

The known ranks are:

Note that SHUT UP turns off score notification, and SCORE ME turns it back on again.


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