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Key & Compass presents:
When the Millennium Makes Marvelous Moves
by Michael Baltes

When the Millennium Makes Marvelous Moves is a TADS 3 interactive fiction game and is © 2024 by Michael Baltes (as "Mikawa"). It was an entry in IF Comp 2024 where it took 38th place.

In this game, it's Millennium's Eve. You play as Finley, arriving home at 6.15 a.m., chilled and bone tired after a night shift at the factory just as your partner, Johanna, is leaving for her day job at the supermarket. You sleep and wake at 10.05 p.m., barely in time to meet her there, but she's dead. There was a robbery. She was shot. The police advise you to go home. You feel numb. But as you cross the street, a light is coming at you. It's too quick. You hear buzzing, then everything goes black. Then you wake up on the street. It's 6.15 a.m. Again.

This solution is by David Welbourn, and is based on Release 1.0 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: Main map

🥤📼 → 10.25 AM📼 → 3.15 PM⏰💤 → 9.45 PM💤 → 10.05 PM Bathroom Under-groundStation Flat Corridor West sideof avenue East sideof avenue WaitingArea InsideSt Anne'sHospital West sideof avenue East sideof avenue BeverageStore (open 10 AMto 4 PM) (open 8 AMto 1 PM) The littleDIY Store West sideof avenue East sideof avenue Garage (open 8 AMto 1 PM) In thePark West sideof avenue East sideof avenue Super-market (open noonto 10 PM) Backyard d u (intoblock B)

Map 2: Final destinations

Backyard Acapulcoflat Ending 1 (outsideyour flat) Sameold flat Ending 2 Super-market AuntEllie'sflat Ending 3 (outsidesuper-market) Industrialloft Ending 4 Under-groundStation New flat Ending 5 lightfirecracker w spraydetector unscrewwheel entertrain

Walkthrough

(flashback)

The way you respond to Johanna during flashback conversations will determine which variant of a main ending you get, but the exact mechanics are obscure. Answer her however you like.

>> SPACE

Johanna asks you about the new year.

>> 1to4

Johanna tells you the first season of The Sopranos will be in stores.

>> 1to4

Johanna mentions sleeping on the sofa.

>> 1to4

>> SPACE

Flat6.15 a.m.

It's now 6.15 a.m., and you're arriving home exhausted after working at the factory. Jo suggests resting. She'll be at the supermarket at 10.05 p.m. You're to meet her there if you can. Jo leaves the flat after the first three turns.

Time in this game is divided into distinct time periods. Waiting around will not advance the time. The clock will stay at 6:15 AM until you sleep. So feel free to to explore the apartment.

And you do want to examine absolutely everything in this game, because a lot of what you need to find is tucked away in hidden corners. Because this is a TADS game, X ALL is your super secret weapon for finding stuff.

> x Jo. (She takes her bag and heads east for a crate.)

> x me. i. x money.

> x bed. x sofa. x TV. x recorder. x cable.

> turn on TV. (There's a news report about a robbery. They mention a black van.)

> turn off TV.

> x table. x clock. take it. (no: won't take it)

Note that it needs to be wound up.

> time. (very early in the morning)

> x window.

> e.

Corridor6.15 a.m.

By the way, the "time" command only works in locations where there's a clock. Weird, eh?

> time. (command not understood)

> x posters. x door.

> e. (no, too tired)

> n.

In the dark / Bathroom6.15 a.m.

> x switch. turn on switch.

> x toilet. x cistern. x shower. x head.

> x fan. x walls. x mould. remove mould.

> x duck. take it. squeeze it.

> take paper. unroll it. read it.

The answer to the riddle is "WIND".

> drop duck and paper.

> turn off switch.

> s. w.

Flat6.15 a.m.

> sleep.

Flat10.05 p.m.

You wake at 10.05 PM.

> e. e.

West side of Printworker's Avenue (outside your flat)10.05 p.m.

The plan now is to explore the west side of the avenue on your way to the supermarket, then the east side of the avenue on your way home. The time will stay at 10.05 PM until something significant happens. There's no need to rush.

> x moon. x buildings.

> x door. x mailbox. open it. x letters. (mostly bills)

> s.

West side of Printworker's Avenue (outside hospital)10.05 p.m.

> x lantern. x hospital. x store.

> s.

West side of Printworker's Avenue (outside DIY store)10.05 p.m.

> x DIY. (open 8 AM to 1 PM)

> s.

West side of Printworker's Avenue (outside park)10.05 p.m.

> x park. x banner.

> w.

In the Park10.05 p.m.

> x fountain. x birds. x water. x bench.

> x bin. take newspaper. read it. drop it.

Hey, I'd put it back in the bin if I could, but the game won't let me.

> e. e.

East side of Printworker's Avenue (outside supermarket)10.05 p.m.

I used "X ALL" to find all these details about the police car. Not that the car matters.

> x car. x lights. x wheels. x rims.

> x windshield. x layer. x bonnet. x boot.

> x supermarket. x gate.

> e.

Supermarket10.05 p.m.

> x carts.

> s.

Backyard10.05 p.m.

> x body. (It's Jo.)

> x sweater. x topknot. x hair.

Remember that Jo took her bag and a crate with her when she left the flat. Neither are here.

> x officers. talk to officers.

> x waste bin. x surrounding wall.

> x building. x windows.

> n. w. n.

East side of Printerworker's Avenue (outside garage)10.05 p.m.

> x garage. (open 8 AM to 1 PM)

> n.

East side of Printerworker's Avenue (outside beverage store)10.05 p.m.

> x store. (open 10 AM to 4 PM)

> x can. (used as a door handle)

> n.

East side of Printerworker's Avenue (outside block B)10.05 p.m.

> x block B. x banner. x stairs.

> d.

In the underground station10.05 p.m.

> x train. x LCD. read it.

> x graffiti. read it.

> u. w. (A car hits you.)

> SPACE

(flashback after you're hit at 10.05 PM)

Note: This flashback is only shown once. It's possible to miss this scene entirely if you wind the clock from the start and never visit 10.05 PM.

Jo has a secret plan for the future.

>> 1to4

>> SPACE

West side of Printerworker's Avenue (outside your flat)6.15 a.m.

>> SPACE

> w. w.

Flat6.15 a.m.

Everytime you now return to the flat at this hour, Jo only needs two turns to leave. There is no way to stop her from leaving or warn her about the thieves, so this walkthrough won't even try.

By the way, the note in the duck was a reminder from Jo to WIND the clock.

> wind clock. sleep.

Flat9.45 p.m.

You wake at 9.45 p.m.

> time. (It's night, just in time to meet Jo)

Head straight for the supermarket:

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

Supermarket9.45 p.m.

A robbery is in progress. Because you're the protagonist, the thieves ignore you as long as you don't do something stupid like squeeze a plastic duck three times.

> x gang. x masks.

> x checkstandorx register.

> x people. x carts.

> x shelves. x CDs. x DVDs.

> x tapes. x sticker. read it.

X ALL reveals the emergency button and the smoke detectors if you can't find them any other way.

> x button. x detectors.

> s.

Backyard9.45 p.m.

It isn't very helpful to use the ASK JO ABOUT TOPIC command. Instead, use the phrases suggested by the game or show her your inventory items.

> talk to Jo.

> ask when theives. (arrived 10 minutes ago)

> ask what options. (Jo mentions the emergency button.)

> ask if called police.

At this stage of the game, you have no choice but to return inside. Jo follows you and dies a few turns afterwards; you cannot prevent this event.

> n.

Supermarket9.45 PM

> z. z. z. (The thieves shoot Jo and immediately escape in their van. The police arrive before you can react.)

> x Jo. x police. talk to police.

> look. (note the mention of Jo's bag)

> x bag. take bag. (no)

> open bag. take copy. x it.

> w. w. (again you are hit by a car)

(flashback after you're hit at 9.45 PM)

Jo asks about imagining being rich.

>> 1to4

Jo asks about having a baby.

>> 1to4

Jo starts crying.

>> SPACE

West side of Printworker's Avenue (outside park)6.15 a.m.

It's 6.15 AM again. You get up off the ground. Go home.

>> SPACE

> n. n. n. w. w.

Flat6.15 a.m.

> put tape in recorder.

> watch tape. (You fall asleep on the sofa.)

>> SPACE

Flat3.15 p.m.

It's now 3.15 PM. Don't leave the tape behind.

> take tape.

The beverage store is now open. Go there.

> e. e. e. s. e.

In the beverage store3.15 p.m.

CAUTION: It's easy to forget that the drinks are on the checkstand after you buy them, even though the woman explicitly tells you don't forget to TAKE them.

> x checkstand. 2.

> x shelves. x drinks. buy drinks. take drinks.

> x woman. x magazine.

> talk to woman. ask if scared. ask if news.

> ask her about van. ask her about magazine.

> w.

East side of Printworker's Avenue3.15 p.m.

A crowd of protesters drags you southward. Wait or try to leave; it doesn't matter.

> z. z.

In the police station9.45 p.m.

> z.

>> 1

>> 1

>> SPACE

> look. x table. x file. x curtains.

> x legs. x card. read card.

> x officer. x beard. talk to officer.

> ask if news. ask what he will do.

> ask about beard.

> w.

West side of Printworker's Avenue (outside DIY store)9.45 PM

> s. w.

In the Park9.45 p.m.

> take firecracker. x it. read it.

> e. e. e. s.

Backyard9.45 p.m.

Jo is now following you.

> n.

Supermarket9.45 p.m.

> z. z. (Jo dies; thieves flee; police arrive.)

> w. w. (Again, you are hit by a car.)

>> SPACE

(flashback after you've been to 3.15 PM)

Jo asks about the future.

>> 1to4

And now tell her how you feel...

>> 1to4

West side of Printworker's Avenue (outside park)6.15 a.m.

Again, you pull yourself off the street.

>> SPACE

> n. n. n. w. w.

Flat6.15 a.m.

Cleverly combine the use of both the SOPRANOS tape and the energy drink so you can wake up even earlier in the day.

> put tape in recorder.

> drink drink.

> watch tape. (You sleep...)

Flat10.25 a.m.

...then then wake at 10.25 AM, the earliest you've ever managed. At this hour, both the DIY store and the garage will be open.

> take tape.

> e. e. s. s.

West side of Printworker's Avenue (outside DIY store)10.25 a.m.

> x beggar. give money to beggar.

He thanks you, gives you a ticket, then attempts to cross the avenue. Unhappily, Jo's boss hits him with her car and she takes him to the hospital. Goodness, that could have been you.

> x ticket.

> w.

The well-known little DIY store10.25 a.m.

CAUTION: Don't forget to take the spray again after buying it!

> x shelves. x spray. buy spray. take spray.

> x man. x shirt. x cigarette.

> ask man about Iron Maiden.

> ask man for lighter. (He gives you one.)

> x lighter. x clock.

> e. e. e.

The garage10.25 a.m.

All the cars are locked, by the way.

> x cars. x Nissan. x Audi. x Ford. x Chrysler.

> x parts. x lights.

> x liftsorx tools.

> take spanner. x it.

Head back home. No car will hit you this time.

> w. w. n. n. w. w.

Flat10.25 a.m.

Unexpectedly, you have an unwelcome visitor who wants money you don't have. He will hit you.

> x Vega. z. (He knocks you out.)

Flat9.45 p.m.

Sorry, but time to return to the tragedy.

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

Backyard9.45 p.m.

Jo is now following you.

> n.

Supermarket9.45 p.m.

> z. z. (Jo dies.)

> w. w. (And you're hit by a car...)

>> SPACE

(flashback after visiting 10.25 AM)

You bring up the topic of asking Jo's father for help.

>> 1to4

She doesn't like that idea at all.

>> 1to4

>> SPACE

West side of Printworker's Avenue (outside the park)6.15 a.m.

>> SPACE

> n. n. n. w. w.

Flat6.15 a.m.

You want to return to 10.25 AM. Yes, I know you were just there, but this time, you'll cross the avenue instead of the beggar.

> put tape in recorder.

> drink drink.

> watch tape.

>> SPACE

Flat10.25 a.m.

> take tape.

> e. e. e. (Jo's boss's car hits you!)

>> SPACE

Waiting Area (on the hospital bed)9.45 p.m.

> x boss. x dress.

Jo's boss makes her exit, accidentally dropping a key from her bag.

> take key. x it.

> look. x bed. x report. read it.

> x plaque. read it.

> stand. e.

Inside St. Anne Hospital9.45 p.m.

> x corridors. x doors. x stairs.

> x signs. read signs.

> smell scent.

Head for the black van and SAVE the game there.

> e. e. s. s.

East side of Printworker's Avenue (outside supermarket)9.45 p.m.

> save

Assuming you didn't leave anything vital behind, you now have all the tools you need to reach each of the main endings. Pick one:


Ending 1

East side of Printworker's Avenue (outside supermarket)9.45 p.m.

> unlock gate with key. se.

Backyard9.45 p.m.

> put firecracker in bin.

> light firecracker. (with lighter)

The thieves are lured here by the first explosion, then kayoed by the second. Jo grabs their bag of loot and it's all you can do to keep up.

>> SPACE

Acapulco flatEpilogue

Depending on what you did in the flashbacks, one of four items will be here. Look at it to end the game.

> x newspaperorx letterorx photoorx exams.

*** [1-N] THE THIEVES WERE ARRESTED, NO ONE WAS INJURED AND WE GOT AWAY WITH ALL THE LOOT. ***

> amusing


Ending 2

East side of Printworker's Avenue (outside supermarket)9.45 p.m.

> unlock gate with key. se.

Backyard9.45 p.m.

Lead Jo back home.

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

Corridor9.45 p.m.

"Thank god, we're at home," Jo gasped.

>> SPACE

Same old flatEpilogue

Depending on what you did in the flashbacks, one of four items will be here. Look at it to end the game.

> x newspaperorx letterorx examsorx photo.

*** [2-N] THE THIEVES ESCAPED IN THE VAN AND WE HAD A BROODING MILLENNIUM’S EVE. ***

> amusing


Ending 3

East side of Printworker's Avenue (outside supermarket)9.45 p.m.

> e.

Supermarket9.45 p.m.

> spray detector. (with spray; the alarm rings)

>> SPACE

Aunt Ellie's flatEpilogue

The thieves fled with the loot. You feel good and kind of proud no one was injured.

Depending on what you did in the flashbacks, one of four items will be here. Look at it to end the game.

> x examsorx photoorx newspaperorx letter.

*** [3-N] THE THIEVES ESCAPED IN THE VAN AND WE HAD A FRISKY MILLENNIUM'S EVE. ***

> amusing


Ending 4

East side of Printworker's Avenue (outside supermarket)9.45 p.m.

> unscrew wheels. (using the torque spanner)

>> SPACE

Industrial loftEpilogue

The thieves had car troubles and are all caught without any injures. You're public heroes!

Depending on what you did in the flashbacks, one of four items will be here. Look at it to end the game.

> x examsorx photoorx newspaperorx letter.

*** [4-N] THE THIEVES WERE ARRESTED AND WE HAD AN EXCITING MILLENNIUM'S EVE. ***

> amusing


Ending 5

East side of Printworker's Avenue (outside supermarket)9.45 p.m.

> unlock gate with key. se.

Backyard9.45 p.m.

Lead Jo to the underground train station.

> nw. n. n. n. d.

Underground Station9.45 p.m.

> enter train.

>> SPACE

New flatEpilogue

You go to Jo's parents' place for an unexpected visit. Jo pours her heart out. The family reconciles and you get some much needed help.

Depending on what you did in the flashbacks, one of four items will be here. Look at it to end the game.

> x newspaperorx noteorx dismissalorx photo.

*** [5-N] THE THIEVES ESCAPED AND WE HAD A SURPRISING MILLENNIUM'S EVE ***

> amusing


Extras

Amusing

This is the response to AMUSING after reaching one of the winning endings:

Have you tried tearing the VHS tape?
Or hitting the alarm clock with the torque spanner?
Or yelling while you’re inside of the crowd?
Or asking the man in the DIY store about Iron Maiden?
Or asking the police officer about the beard?
Or showing the duck to Johanna?
Or putting the duck into the fountain?
Or pushing the duck in presence of the thieves?


Characters

Background characters:

Mentioned:


Credits

This is the response to CREDITS:

I would like to thank both, Michael J. Roberts for the well-engineered TADS 3 system, which is always a pleasure to write an IF story with, and Eric Eve, for picking up the work on the Mercury library which was released finally as Adv3Lite library, making writing in TADS 3 someway easier and more accessible.

I also want to thank my family, who did support me the best they could and allowed me to spend much time on writing this game. My daughter Lea did great work on the cover art which sets up a perfect feeling for the game.

Thanks for testing goes to

Of course, all remaining bugs are up to me. Hopefully, they should be of minor importance.


Endings

The variant endings are determined from how you talked to Jo during the flashback conversations. Here are some of the ways you can reach some of the endings:


Inventory

Note that you cannot pick up the alarm clock in the flat.


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