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Key & Compass presents:
House of Dream of Moon
by the third IF Whispers team

House of Dream of Moon is a Z-machine interactive fiction game written with Inform 7 and is © 2007 by the third IF Whispers team.

In this ten-sectioned exquisite corpse, you play as Dave, and you've just bought a new house. Your furniture isn't here yet, so it's a good time to explore the nearby woods. But before you get that far, Leslie's disembodied voice tells you you're stuck in a simulation.

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: Your new house and the nearby woods

Bathroom LunarCrater MasterBedroom Hallway SpareBedroom By aStream FlyingThroughSpace Front ofHouse LivingRoom Kitchen SunRoom BackYard Edge ofthe Woods BlastSite Path Continuingthe Path FlyingThroughthe Air Driveway Garage Near aHugeDevice z z z

Map 2: Moon and Atlantean base

BoringCorridor(BC8) BoringCorridor(BC7) BoringCorridor(BC6) BoringCorridor(BC5) CorridorJunction27-B BoringCorridor(BC1) BoringCorridor(BC2) BoringCorridor(BC3) BoringCorridor(BC4) box in BC1 after visiting BC2 twice LunarVinyard PlainSilverRoom DeepInteriorRoom SpringMechanismRoom ScenicOverlook OutsideAtlanteanBase ArchiveLobby LongCorridor SmallChamber LunarCrater CrystalMechanismRoom FoodLockerRoom FlyingThroughSpace push button jump d z (defeatwombat) touch pattern u

Map 3: Your father's home

SmallChamber yourfather'sbedroom RegalHallway Foyer study FoodLockerRoom TheTroll'sCell MaintenanceRoom science lab labannex smallutilitycloset TabooRoom (to forest) d u

Walkthrough

Master Bedroom

> about. author.

> i. x key. x almanac.

> stand.

A voice, calling you Dave, says they're trying to get you out of there. It will soon be clear that Leslie thinks you're trapped in a simulation.

> listen. (Leslie asks you to tell her about something you're holding.)

> tell Leslie about almanac. (+5)

> x bed.

Now Leslie wants to know about a room in this section.

> tell Leslie about bedroom. (+5)

> look under bed. (nothing)

Leslie sends you a detangler. You may be able to escape as is. If you can't, she'll try to send some attachments.

> i. x detangler. fire it.

It doesn't work. You need a focuser, but Leslie can't send it to your current location. You need to try elsewhere.

> take sheet. x it.

> open closet. x backpack. take it. wear it.

> x swibble. take it. (can't)

No, I don't know what a swibble is. It's useless. Ignore it.

> x north window. x west window.

> e. n.

Bathroom

> x camera. x toilet. x sink. x bathtub.

> s. e.

Spare Bedroom

> x north window. x east window.

> open closet. take flashlight. x it.

> w. s.

Living Room

> x door. (locked)

> e.

Kitchen

> x cupboards. open them. (empty)

> x fridge. open it. x bottle. take it. close fridge.

> x oven. open it. x sink.

No, really, close that fridge. You won't leave the kitchen with an open fridge.

> e.

Sun Room

> x window. sw.

Garage

> x cobwebs. x flies.

> take cobwebs. (They're gone.)

> take flies. (ick, but okay)

> ne. e.

Back Yard

You aren't willing to explore the woods leaving the barn door open.

> close door.

> e.

Edge of the Woods

The Great Master tells you that access to the woods is restricted.

> author. (Scene 2 has begun.)

> x master.

> e. (access denied)

> ask master about access.

> ask master about loyalty. (restore the beloved to us)

Leslie asks that you tell her about a room you see and something you've held.

> tell Leslie about bottle. (+5)

> tell Leslie about woods. (+5)

> z. (You've received something.)

> i. x focuser. attach focuser to base.

> fire base.

It fails. Leslie says she'll send a power source to you in the next section.

> ask master about beloved.

> ask master about house.

Return to the front door.

> w. w. w. w.

Living Room

> unlock door with key.

> w. s.

Driveway

> x mantid. x car.

> take mantid. (no: too skittish)

> give flies to mantid. (now less skittish)

> take mantid.

> n. e.

Living Room

> close door. lock it with key.

> e. e. e.

Back Yard

> close door. e.

Edge of the Woods

> give mantid to master.

> ask master about access. (granted)

> z. z. z. z. (The master cuts the mantid's head off and eats its body!)

> x head.

> ask master about head. ("it will stray no more")

> e.

Blast Site

> x trees. listen.

> x yellow.

Leslie says you're in another section. For each section, she wants you to tell her about a room and a held object from the new section.

> author. (Scene 3 has begun.)

> e. e. se.

Near a Huge Device

> x missile. x man. x rope. x hook. x shovel.

> ask man about himself. ("McWiggy")

> ask man about missile.

> ask man about blast site. ("You didn't find anything alive there, did you?")

> take shovel. ("does that belong to you?")

> yes. (You now have the shovel.)

> nw. w. w.

Blast Site

> tell Leslie about blast site. (+5)

> tell Leslie about shovel. (+5)

> z. (You get something)

> i. x power pack. attach it to base.

> fire base. ("you'll need a stabilizer")

> dig. (You acquire a helmet.)

> x helmet. x film.

> ne.

By a Stream

> x stream. x something. (tadpoles!)

> take tadpole. (slips through your fingers)

> drink bottle. fill bottle.

> x bottle. (There's a tadpole in there!)

> x tadpole.

> pour bottle into helmet. (The tadpole's now stuck inside the helmet.)

Probably should look up some stuff in the almanac if you haven't already.

> look up overlords in almanac.

> look up Atlanteans in almanac.

> look up moon in almanac.

> look up Freemasons in almanac.

> look up Leslie in almanac.

> look up conspiracy in almanac.

> look up tadpole in almanac.

> sw. e. e. se.

Near a Huge Device

> save. (Just in case the game machinery gets stuck.)

> show helmet to man. (McWiggy wigs out.)

CAUTION: You must wait after showing the helmet for McWiggy to begin launching the missile.

> z.

> nw. (no: You're tangled in the rope.)

> take hook.

> throw hook at missile. (It sticks on.)

> z. (You're pulled along with the missile straight up! The man yells, "Hold your breath!")

Flying Through the Air

> hold breath. z. z. z. z.

Flying Through Space

> z. z. z.

Lunar Crater

> author. (Scene 4 has begun.)

> x patch. x footprints.

You exhale, then remember the moon has air.

> dig. (using shovel if you have it)

> open crate.

Leslie contacts you again.

> take wine bottle. x it.

> x wine bottle.

> tell Leslie about crater. (+5)

> tell Leslie about wine bottle. (+5)

> z. (You get something.)

> i. x stabilizer. attach it to base.

> fire base. (Now you need a recharger.)

> n.

Scenic Overlook

> x north crater. x south crater.

> x green. x lunar base.

> d. (no: too far to climb down safely)

> jump. (no: too risky, probably)

> s.

Lunar Crater

> drink wine. g. (You are now drunk enough to jump from scenic view.)

> take wine.

> n.

Scenic View

Things not worn or in the backpack might get lost between some of the next few sections.

> put all in backpack.

> jump.

Lunar Vinyard

You now have a fractured arm, but there's no time to worry about it.

> x grapes. search grapes. x poop.

Leslie tells you you're in a new section. Soon, a wombat shows up, snarls at you, and attacks you.

The combat is randomized. Use UNDO to undo turns where you take damage. You need to hit the wombat at least four times without missing. You may use DIAGNOSE ME to assess your health.

> climb rock.

> tell Leslie about vinyard. (+5)

> tell Leslie about rock. (+5)

> look up wombat in almanac. (Recharger arrives.)

> attach recharger to base.

> fire base. (fail; you need a calibrator)

By this time, the wombat's probably hit you a couple times. SAVE your game!

> save.

Assuming that the wombat always misses you from now on because you're using UNDO like a seasoned player:

> hit wombat. g. g. g.

When the wombat dies, it fades away. Then the face of a Cosmic Overlord congratulates you and tells you you'll fight the Atlanteans. You are also healed. You are then teleported to...

Outside Atlantean Base

> author. (Scene 6 has begun.)

> x wall. x moonscape.

> x skyorx stars.

Leslie has the calibrator.

> tell Leslie about outside base. (+5)

> x Earth. x Sun.

> w. (nothing east or west)

One can get so used to telling Leslie about stuff, one might forget one can ask her about stuff too.

> ask Leslie about base. (Something about walls and a flashlight?)

> turn on flashlight.

> x walls. (The flashlight's light reveals a twinkly pattern.)

> x pattern. touch it.

Plain Silver Room

> turn off flashlight.

This is as good a time as any to ask Leslie about a few other things.

> ask Leslie about Leslie.

> ask Leslie about Lucy.

> ask Leslie about Lucille.

> ask Leslie about simulation.

> ask Leslie about parents.

> ask Leslie about aunt.

> ask Leslie about me.

> n.

Corridor Junction 27 B

> x theta.

Follow these directions exactly. Otherwise, wander randomly through the boring corridors as you please until the box shows up.

> e. e. e. w. w.

Boring Corridor (one east of the junction)

You find a silver box.

> take box.

> tell Leslie about box. (+5)

> z. i. x calibrator. attach it to base.

> turn knob. (You need an analyzer.)

> open box. x button.

> push button. (not when in box)

> take button. push button.

You teleport to...

Deep Interior Room

> author. (Scene 7 has begun.)

> i. (The box and button didn't come with you.)

> x fracture. x machinery.

> tell Leslie about Deep Interior Room. (+5)

> search machinery. (need to know what to look for)

Hm. Maybe the almanac can help?

> look up fracture in almanac.

> look up grumptar in book.

> look up AFGNCAAP in book.

> look up Bertha in book.

> look up controls in book. (A setting of 14 is for a fail-safe measure.)

> search for 14 in controls. (dial found)

> x dial. (Can be set from 1 to 20.)

> set dial to 14. (You now have the dial and the fracture is open.)

> tell Leslie about dial. (+5)

> z. x analyzer. attach analyzer to base.

The detangler is complete, but if you use it to escape the simulation, you'll miss scenes 8 to 10.

Fortunately, you can easily UNDO that ending, so let's see it.

> touch analyzer. turn knob. fire base.

*** You have returned to the real world. ***

> undo

Deep Interior Room

> se.

Archive Lobby

> author. (Scene 8 has begun.)

> x scroll. take it. read it.

> tell Leslie about lobby. (+5)

> tell Leslie about scroll. (+5)

> search scrolls.

> x colorful scroll. (Colors are associated with numbers.)

> search scrolls.

> x silvery scroll. (Father says Lucy stole his pet.)

> search scrolls. (nothing new found)

> x panels.

There's an unmentioned exit to the east.

> e.

Long Corridor

By the way, by this time you should be experiencing quakes every six turns. While the quakes are happening, the door here won't open.

> put all in backpack.

> x door. (no handle or knob)

> open door. (no: the quaking interferes)

> n.

Spring Mechanism Room

> x panel. (disassembled)

> x springs. (shock absorber for a mountain?)

> take dial. put dial in panel. (It clicks into place.)

> s. s.

Crystal Mechanism Room

> x generator. (has large and small crystals)

> z. (Repeat waiting until there's a big quake and the colors of the crystals change. Note the new colors.)

> x large crystal. x small crystal.

> n. n.

Spring Mechanism Room

From the info in the colorful scroll, and the colors of the crystals, you can determine which number to set the dial to.

> set dial to NUMBER. (The quakes stop.)

> s. e.

Small Chamber

> author. (Scene 9 begins.)

> d.

Food locker room

> x cage. (has red button, grille, and food slot)

> x penguin. (This is the pet mentioned by the silvery scroll.)

> save.

> e.

The Troll's Cell

CAUTION: The troll will kill you and eat you if you just stand there long enough. Fortunately, the troll is slow to move. Don't spend more than two turns near the troll.

> read writing. ("HAVE FUN! -Lucille")

> x troll.

> e.

Maintenance room

> look up troll in almanac. (stupid, slow, nigh indestructable; some kept as pets)

> x plate. (locked)

The troll arrives via the force field.

> x steel door. x numberpad.

> w.

The Troll's Cell

> search heap. (You acquire an f-shaped key.)

> z.

The troll arrives via the force field.

> e.

Maintenance room

> unlock plate with f-shaped key.

> open plate. (A valve is revealed.)

The troll arrives via the force field.

> x valve. (at "Normal")

DON'T turn the valve with the troll on this side!

> w.

The Troll's Cell

> z. z. (The troll arrives via the force field.)

> e.

Maintenance room

> turn valve. (now at "Security")

> z. (The troll is shredded by the force field.)

> turn valve. (back to "Normal")

> w.

The Troll's Cell

I assume the herring was in the troll's stomach.

> take herring. x it.

> tell Leslie about cell. (+5)

> tell Leslie about herring. (+5)

> w.

Food locker room

> put herring in slot. (Penguin now likes you.)

> push red button. (Penguin leaves the cage.)

> e.

The Troll's Cell

The penguin is now following you.

> pet penguin. e.

Maintenance room

The penguin unlocks the steel door for you!

> n.

your father's bedroom

> x novel. take it.

> x portrait. look up Fendit in almanac.

> tell Leslie about novel. (+5)

> tell Leslie about father's bedroom. (+5)

> e.

Regal Hallway

The penguin opens a secret passage south.

> x door. look up urnstone in almanac.

> e. (Penguin stops you from encountering a Koskos.)

> look up koskos in almanac. (Trolls hate it.)

> s.

science lab

> x jagged.

> x contraption. (You have a hallucination.)

> look in contraption. (no)

> s.

lab annex

> x plain bottle. take it.

> x cage. (unimportant)

> x smoke.

> open plain bottle. (It inhales the smoke!)

> x chamber. (has button and a bottle-shaped receptacle)

> put plain bottle in receptacle.

> push button. (The bottle is sucked inside.)

> z. z. z. (A pink rat appears on the platform, and runs off. The empty bottle returns to the receptacle.)

> take plain bottle.

> e.

small utility closet

Nothing in here.

> w. n. se.

Taboo Room

In this room, PRAY acts like SAVE.

> nw. n. w.

your father's bedroom

Sea-green smoke has seeped in here from the maintenance room. Assume it's what's left of the troll.

> open plain bottle. (It sucks in the smoke.)

> e. s. s.

lab annex

> put plain bottle in receptacle.

> push button. e.

small utility closet

> close door. z.

You hear the troll fight the Koskos, followed by a yowl and a bang. Then silence.

> w.

lab annex

> take plain bottle.

> n. n. e.

Foyer

> x smoke. (This is the Koskos; leave its smoke here!)

> e.

study

> x quickpulp.

> look up quickpulp in almanac.

> look up wuolui in almanac.

> open plain bottle. (It sucks in the orange smoke.)

> w. w. s. s.

lab annex

> put plain bottle in receptacle.

> push button. z. z. z. (+10. Your father is restored!)

*** You have won ***


Extras

Characters

Cameoes:

Found dead:

Mentioned:


Credits

This is the response to ABOUT:

"House of Dream of Moon" is the third IF Whispers game, written consecutively by ten people who only got to see the part before theirs. It follows in the glorious footsteps of "The Corn Identity" and "An Escape to Remember", but shares nothing but the format and a few authors with those games. Tom Blawgus was the moderator of this Whispers incarnation, and wrote the first section. To see who wrote any given section, type "author" while playing that section.

The possible responses to AUTHOR are:


Endings


Inventory

You can carry five items at a time, not counting worn items. Excess items usually get moved automatically into your backpack if you have it.

Bottles
Detangler parts

For every part you acquire, attach it to the detangler base, then try to fire the detangler.

Keys
Organics
Readables
Other stuff

Score

This is the response to SCORE:

You have so far scored N out of a possible 100, in T turns.

Points are awarded as follows:

That's a total of 110 points. Hooray!


Thank You to my Patreon supporters

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