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Key & Compass presents:
Within the Woods
by BrownPantsGaming

Within the Woods is a Glulx interactive fiction game written with Inform 7 and is © 2026 by BrownPantsGaming.

In this supernatural horror game, your former employer, Dale, asked you to clean up an isolated rental cabin deep within the woods. For five hundred bucks. It's evening when you arrive, and you are dismayed to see a broken door and broken window even before you get out of your car. Dale never mentioned damage like this, and you didn't even bring any tools! You yell "hello" but no one answers. Time to survey the place, scrounge up some tools, and fix up the cabin as best you can. But what happened here?

This solution is by David Welbourn, and is based on Release 1, Serial number 260115 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

Barn Woods Back Woods WesternWoods LargeBedroom BackHallway Bathroom EasternWoods Workshed SmallBedroom FrontHallway DiningArea LivingRoom CellarBackRoom Porch Cellar Front of the Cabin South-westernWoods out in u in out d

Walkthrough

CAUTION: This game responds with "You see nothing special." when you try to examine anything the game doesn't know about (or isn't nearby). This misleading behavior may make you think you examined something that doesn't exist, or you tried to examine something that does exist but you used the wrong term and didn't see the actual description.

>> SPACE

Front of the CabinEvening

> x me. (default)

> i. x notebook. (shows running list of tasks)

> x car. open trunk. close it. (empty)

> x cabin. x door. (lantern found)

This is the only location with any light. You need the lantern's light for all other locations.

> x lantern. take it. turn it on.

> n.

Porch

> x bench. x trellis. x sockets.

> x beams. x slats. x window.

> in.

Living Room

> x mess. x clothes. (find shotgun and shells)

> take shotgun. take shells.

> x gun. x shell.

> open gun. take empty shell.

> put shell in gun. close gun.

> x fireplace. x vase. take nails.

> x bird. x ashes. x leather. x deer. x fish.

> x couch. search couch. (etching found)

> x etching. (of tree with three branches)

> x mirror. (reflection of clock shows 6:57)

> x clock. (shows 6:32)

> x trapdoor. (has eyelet for securing it)

> nw.

Small Bedroom

> x bed. x clothing. x window.

> x bookshelf. x knickknacks.

> x mug. take keyring. x it.

> x books. read diary.

The diary contains some hints that will make more sense later.

> x lamp. x curtain. (a closet door)

> x closet. (more clothes inside; you re-close it)

There's now some brown pants in this room, but ignore them for now.

> n.

Large Bedroom

> x beds. search beds. take tape. x it.

> x table. x pitcher. x basin.

> x window. x desk. x chair. x mirror.

> x brush. x vanity mirror.

> x sketchbook. ("C.W.")

> e.

Back Hallway

> x floorboards. (one nailed down excessively)

> e.

Bathroom

> x sheeting. x sink. (water still running)

> x mirror. x toilet. x roll.

> x tub. (pipe needs to be fixed)

> x broom. take it.

> w. s.

Front Hallway

> x box. (melted and beyond repair)

> e.

Dining Area

> x table. x tablecloth. x flowers.

> x window. x pass-through window.

> x shelf. x rag. take it.

> x notebook. (Quite a few tasks to do, eh?)

> sweep glass with broom. (+1)

> w. w.

Small Bedroom

> sweep glass with broom. (+1)

> se.

Living Room

> sweep mess with broom. (+1)

> open trapdoor. d.

Cellar

> x tank. x pipes. x crack.

> fix pipe with tape. (+1, also using rag; hammer found)

> x hammer. take it.

> x frames. (axe shaft found)

> x axe shaft. take it.

> x shelving. (empty)

> x door. (crooked, but locked)

> unlock door with key ring. (doesn't fit)

> x stairs. x etching. (moon with FOUR craters)

> u. out.

Porch

> sweep glass with broom. (+1)

> sit on bench. (+1; peaceful)

> s. nw.

Western Woods

> x windows. x leaves. x trees. x shed. x door.

> unlock door with key ring.

> w.

Workshed

> x bones. x bench. x windlass. (broken)

> x chain. x padlock. take chain and padlock.

> x tools. x shovel. take it.

> e. ne.

Rear Woods

> x planks. (too long)

> take planks.

> n. n.

Barn

> x trees. x stump. x axe head. take it.

> x barn. x door. x stains.

> x lock. (needs a four-digit combo)

> put axe head on handle. (+1; using the hammer)

> x axe.

> put planks on stump.

> chop planks with axe. (+1)

> take planks.

> i. (Note that the hammer, nails, and cut planks are now collected together as "repair tools".)

> s. s. se.

Eastern Woods

> x trees. x windows. x chimney.

> x moss. move moss. (no: scrape it with a tool)

> scrape moss with shovel. (+1; etching found)

> x etching. (of demonic skull)

> sw. sw.

Southwest Woods

> x slats. x mound.

> dig mound with shovel. (The shaft snaps almost in two!)

> x shovel. (It can be repaired.)

> fix shovel with tools. (+1)

> dig mound with shovel. (+1; grave found)

> x grave. x sheet. (body liquified)

You may wonder why should you dig up this grave when there doesn't seem to be anything to obtain from it. Don't worry; you'll do something more here a bit later.

> ne. n. in.

Living Room

The broken windows must be repaired from the inside.

> fix window with tools. (+1)

> nw.

Small Bedroom

> fix window with tools. (+1)

> e. e.

Dining Area

> fix window with tools. (+1)

> w. sw. out. s.

Front of the Cabin

> take door. fix door with tools. (not here)

> nw. w.

Workshed

> put door on bench. fix door with tools. (+1)

> take door.

> e. se. n.

Porch

> hang door on hinges. (+1)

With the last repair done, it's time to drive home. "Evening" has turned into "Night".

> s.

Front of the CabinNight

Your car is gone! You'll have to spend the night in the cabin.

> n. in.

Living Room

A figure with the face of a demon lurches in from the hallway. "Your flesh is ours!", it screams.

>> SPACE

> shoot demon with gun. (+1; it retreats and drops an old key)

> take key. open gun. take empty shell.

> put shell in gun. close gun.

> d.

Cellar

> unlock door with old key. n.

Cellar - Back Room

CAUTION: If you try to take the record, it shatters.

> x poster. (for movie "The Hills Have Eyes")

> x gramophone. (the kind wound by a handle)

> x horn. x record. ("Charleston")

> turn handle. (The jazz music drowns out the wind.)

> x desk. x rectangle.

> x flashlight. take it. (no: broken bulb and no battery)

> x bottle. open it. (smells like bleach) close it.

> x ammo. (You acquire three more shells.)

> x journal. take it.

"R.K." was a professor of archaeology. He found a book in some castle ruins, spoke the words in it, and summoned a dark force.

To pacify the force, dig a hole in the ground which from which the awakening words were spoken, place in it the marrow reliquary containing a bone from the first possessed thing and a dagger tainted with demonic ectoplasm. At the original time the entity was awoken, say the "Words of Sleep" to ensnare the evil. The translation of the "Words of Sleep" is hidden in the study.

If you remember clearly what the diary said, and what the mirror in the living room showed you, you can deduce that Raymond spoke the awakening words here in this room on 10/17 at 6:57.

If you're wondering where the book that started all this is, it's probably those ashes and leather you found in the fireplace.

> search poster. (secret alcove found)

> x alcove. take page. x it.

> x floor. dig floor with shovel. (You've made a hole.)

> s.

Cellar

> u. (The demon attacks you from under the stairs!)

I'm uncertain what triggers this special attack by the demon. My best guess it's because you found and took the page from the alcove.

> shoot demon with gun. (You race upstairs and close the trapdoor.)

Living Room

> lock trapdoor with padlock. (+1)

The demon is trapped, for now. He may affect a normal human voice, asking to be let out, but it's a trick, of course.

> open gun. take empty shell.

> put shell in gun. close gun.

> move minute to 57. (A dark shadow disappears through the trapdoor.)

> nw.

Small Bedroom

I'm not certain, but I think you only get this point if the clock is at 6:57? Since I always get the point if I wear the pants late in the game, I'm not too fussy about the why of it.

> take pants. wear pants. (+1)

> read diary. (Just to understand it better now.)

> n. e.

Back Hallway

> pry floorboard with hammer. (+1; box found)

> x box. (has four pressable sigils, currently all demonic skulls)

> take box.

> out. n. n.

Barn

> read journal.

Pay attention to the odd phrase "may this cursed day mark her tomb" at the end of the first paragraph of the 10/21 entry.

This is a bit of a read-author's-mind moment, but this is your clue that "1021" is the code for the barn door, because... this is where Raymond put his wife's bones. They weren't in that grave you found, and this is the last place in the game where they could be, yes?

You get how this puzzle was supposed to work now, right?

Also "input" is a very difficult verb to guess. It is mentioned in the response to "examine lock", but "type" or "enter" is far more common.

> input 1021. (+1; lock unlocks and you open the doors)

> x car. open trunk. x etching. (singular eye)

> x bones. take bone. x it.

Time to unlock the reliquary. Raymond's wife made the etchings in the hope that someone like you would understand they are clues for unlocking the reliquary. The singular eyeball is first. The demonic skull with both eyes is second. The tree with three branches is third. The full moon with four craters is fourth.

Assuming you haven't pushed any of the sigils yet:

> push first. (now shows a bleeding eyeball)

> push third. g. g. (now shows a gnarled tree)

> push fourth. g. g. g. g. (now shows a full moon)

+1: The reliquary unlocks.

> open box. x dagger.

The journal said you need ectoplasmic remains on this dagger. That's what's in the grave on the other end of the map.

> s. s. se. sw. sw.

Southwest Woods

Again, "dip" is not an easy verb to guess.

> dip dagger in remains. (+1)

> put dagger in box.

> put bone in box.

> close box.

> ne. n. in.

Living Room

I'm re-iterating the instruction to set the clock's minute hand to 57 because it's so easy to forget.

> set minute to 57.

Double-check that you reloaded your gun. If there's an empty shell in there, replace it.

> open gun. close gun.

> save

> unlock trapdoor with key ring.

Sometimes the demon emerges immediately, but usually he stays below. I'm assuming the latter, but if he emerges, obviously shoot him here instead.

> d.

Cellar

> shoot demon with gun.

> n.

Cellar - Back Room

Reminder: The box needs to contain both the dagger smeared with ectoplasmic remains and the bone of a victim. The box must be closed when you put it into the hole.

> put box in hole.

The ground glows bright red and the demon is forced to be here.

> say KANDA VESH THUL KANDA NU TAL SABOTH TANTIR KANDA (+1)

OutsideDawn

*** Silence, except for the sound of your ragged breath. After a few moments grasping around in the darkness, your hands finally brush against the lantern you dropped in the chaos. You find yourself alone under its dim glow. The ground has smoothed over as if sacred items were never placed here... or a macabre demon was ever dragged back to hell.

You take a deep breath before stumbling through the cellar, cautious of every shadow and corner, taking the steps up to the living room two at a time. Light glints through the windows. Shocked, you throw open the front door and step out into the first pale shafts of dawn. Quiet bird song drifts down from the trees.

Relieved, you slump down onto the porch, running your hands through your hair. You've managed to survive whatever hell was unleashed upon this cabin.

Laughing, it's all you can do to stave off the terror still coursing through your veins, you stand and start off down the trail. It'll take most of the morning to reach the road, but at least you know it's a safe hike. Soon, you'll be able to flag down a vehicle and get a ride back to town so you can report these events. Although, what could you possibly say that'd be believable? It'd probably be best to leave out most of the details.

The image of Dale's stupid face flashes through your mind. Considering the night you've had on this mountain, you decide it would be very appropriate to renegotiate your fee!

The leaves crunch beneath your boots, and the cool morning air bites at your face. You look back just in time to watch the cabin disappear behind the trees. (Ending 9/9). ***


Extras

Characters

Found dead:

Mentioned:


Credits

This is the response to CREDITS:

Credits
Within the Woods (v1.0)
© 2026 BrownPantsGaming.
All rights reserved.

Free to play from: https://brownpants.itch.io/within-the-woods
Do not copy, redistribute, or host elsewhere.

Written & Designed by BrownPantsGaming

Testers: Buffahax, NateOcean, GiantBeardEntity


Endings

These are the endings I know about. I regret I did not find all nine endings.


Inventory

Items are listed in the order you acquire them in this walkthrough. There isn't any carrying capacity limit, so grab everything you can get.


Score

This is the response to SCORE:

You have so far scored N out of a possible 24, in T turns.

Points are awarded as follows:


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