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Key & Compass presents:
Adventura
by Leighton Swannell

Adventura is a Glulx interactive fiction game written with Inform 7 and is © 2017 by Leighton Swannell.

In this deliberately-barebones game, you play as someone who wakes up in a nondescript and empty hospital room. Explore the hospital, a police station, a residential area, and a fuel station and find nothing to do but go on to yet another featureless room. Did you find the Finish? Did you enjoy the story that you were expected to make up for yourself? QUIT.

This solution is by David Welbourn, and is based on Release 1 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: Road

PoliceStationCarpark WestRoad Road EastRoad ResidentialCarpark HospitalCarpark FuelStationCarpark

Map 2: Hospital

AirCondition-ing Units Roof Pipes Lift UpperLandingPlatform HospitalRoom Hallway LandingPlatform LowerLandingPlatform Cupboard First Key knife Bathroom PoliceStationReception Passage GiftShop StorageCenter Road Lift Lobby HospitalCarpark Hallway LandingPlatform LowerLandingPlatform Morgue Crawl-space Basement Corridor FacilitiesRoom wrench Manage-mentRoom SecurityRoom Roof Pipes WestSewer CentralSewer Gate EastSewer

Map 3: Police Station

taser, pistolhandcuffs,and baton Amoury PoliceStationRoof Shelf Offices Passage PS UpperLandingPlatform Third Key Lift HoldingCell Walkway PS LowerLandingPlatform Bathroom PoliceStationReception PoliceStationCarpark Road

The "Amoury" should be the Armoury, obviously.


Map 4: Residential

ApartmentRoom PassageWay ResidentialUpperLandingPlatform WestRoad ResidentialCarpark Desk ResidentialReception ResidentialLowerLandingPlatform Cellar LockedCloset Finish nw/n/ne/w/sw/s/se nw/n/ne/e/sw/s/se

Map 5: Fuel Station

EastRoad GamesRoom FuelStationCarpark Store StaffRoom FuelPumps Shed Bathroom Attic Tractor Machinery Red Key Second Key TripleLockedChest

Opening comments

I hardly know what to make of this game. There's no prologue, and the initial room is quite barren.

There's a lot of rooms to explore, but don't expect any improvement from the first room. Descriptions are sparse to non-existent. Sometimes there's an object you can take. But really, there's nothing to look at and even less to do but go to another room.

When I first played, the geography didn't make any sense to me. I often wasn't sure when I was in the hospital and when I was in the police station. They seem to share a bathroom, a hallway, and a lift. Learning that their carparks are on opposite sides of the road made the whole experience surreal.

It was clear to me that the game was a barely-started skeleton of a game, something unfit to share with the general public, and unlikely to ever be finished.

Except... I got to the "Finish" location, and read that this barebones style is deliberate, and the player is meant to fill in the story themselves. I was also meant to expect obstacles but in truth, not find any. And this is all aome metaphor for life or some other bullshit artsy doublespeak.

Sorry. I'm not buying it. This is an unfinished game, period. Dear author, you didn't put in the work to make it a finished game. This isn't a valid style choice. This was abdication. I'm not going to care about tracks that can't be examined and can't be followed anywhere, and I'm definitely not going to make a story about them. That was your job, and you didn't deliver.


Walkthrough

Hospital Room

The main goal of this game is to get to Finish. Optional goals are to pick up everything that isn't nailed down and to drive a vehicle.

There's a helicopter on the roof. Let's get that vehicle.

> e. e. n. n.

Roof

> enter helicopter.

Now grab up eveything that the hospital has: the First Key, a knife, and a wrench.

> s. s. w. s.

Cupboard

> take first key.

> n. w. s.

Bathroom

> take knife.

> s. s. s. e. e.

Facilities Room

> take wrench.

Raid the police station next. They have a taser, pistol, handcuffs, baton, and Third Key. Oh, don't expect to use any of this stuff.

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

Amoury

> take all. s. w. w.

Shelf

> take third key.

Now, onto the fuel station. It has a Second Key and a Red Key.

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

Road

> e. s. se. s.

Tractor

> take second key.

> n. sw. sw.

Triple Locked Chest

> take red key.

Finally, visit the residential area. That's where the Finish is.

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

West Road

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

Finish

> quit.

Oh, um, I guess I now need to exercise my creativity and tell you what my story was. Ahem.

Okay, so when I woke up in that hospital room, I was only dreaming that I woke up. I was still dreaming. And because I was dreaming, everything was nondescript and I was able to fly a helicopter indoors, ignoring all normal physics. Because I play a lot of interactive fiction games, I picked up everything I could. I was amazed that the Red Key was the only example of colour anywhere. Then I finally got to a room called "Finish" and woke up for real. The End.

Satisfied?


Extras

Inventory

As near as I can tell, you don't need any of the things you can find.

All the weapons are presumably available to use against any enemies you might encounter, except there aren't any enemies. There's no one.

None of the keys have any purpose. The description of the Triple Locked Chest suggests (to me) that you need to drop the First, Second, and Third Keys there to "unlock" the chest, and only then, you can take the Red Key from "inside" the chest. But none of that is enforced by game code; you can just take the Red Key.

But the Red key is also worthless. Like, I can guess that maybe the Red Key is meant to unlock the Locked Closet, but nothing in the game is checking for anything like that.


Thank You to my Patreon supporters

This walkthrough is provided free of charge since the work it's based on has less than fifteen locations. Please consider it a thank you for your support!

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