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Key & Compass presents:
To Get To The Other Side
by Bob Reeves

To Get To The Other Side is a Z-machine interactive fiction game written with Inform 7 and is © 2011 by Bob Reeves. Also known as PLSG #2 (where PLSG means Painless Little Stupid Games), this game was originally written in ALAN 2 and published in 1999; it was later ported to Inform 7 and the Z-machine.

In this odd little game, you play as an adventurer who really needs to cross the street, but instead, you wandered into this nearly empty house. Perhaps there's something you need to do here first?

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.


Map

GreenRoom RedRoom PurpleRoom FrontDoor FrontDoor BlueRoom YellowRoom The Block In theStreet AcrossThe Street

Walkthrough

Green Room

You have a limited amount of time before a bomb goes off. You dare not waste time.

> sw. s.

The Block

> take box. (+1)

> ne. nw.

Green Room

The green box only opens in the green room. You don't need to waste time taking things out of boxes.

> open box.

> fix tv with kit. (+1)

> turn on tv.

The color sequence — red, purple, blue, yellow — are the next four rooms that the next four boxes open in.

> w.

Red Room

The blue box opens in the red room.

> open blue. (+1)

> n. e.

Purple Room

The red box opens in the purple room.

> open red.

> n. w. se.

Blue Room

The yellow box opens in the blue room.

> open yellow.

> ne. n. e. sw.

Yellow Room

The purple box opens in the yellow room.

> open purple. (+1)

> join one half to second.

The half-notes, when put together, tell you what to do with the bomb.

> nw. w. s.

The Block

> show card to terrorist. (He drops the toy nuclear bomb and flees.)

> put bomb in purple. (+1)

> close purple.

> close yellow.

> close red.

> close blue.

> close green. (+1)

The bomb explodes, but the nested boxes contain it. The traffic halts and an angry trucker is coming for you!

> s.

In the Street

> s. (+1)

Across The Street

The trucker is run over.

*** You have won. ***

> amusing


Extras

Amusing

After you win, type AMUSING to open the following menus:

... fixing the TV without the kit, then typing DON'T CALL ME SHIRLEY?

... throwing something at the yuppies?

... kicking the cabbie?

... showing anything but the card to the kid?

... typing DISARM THE BOMB?

In the post-9/11 world, terrorists, including child terrorists, are rife ... and unfunny. This element of this game may therefore no longer be "painless." I am sorry. The game was written in the more innocent (and/or more ignorant) world of 1998, and it is what it is.


Characters


Endings


Inventory

Items are listed in the order they're acquired in this walkthrough.


Score

This is the response to SCORE:

You have so far scored X out of a possible 7, in Y turns.

Points are awarded as follows:


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!

I create larger walkthroughs too! Please visit my Patreon account if you're interested in helping me create more interactive fiction walkthroughs. I appreciate all the help I can get! Thanks again.


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