Fourteen Wakings — walkthrough
Each entry is one command, in order, separated by slashes.
Directions are abbreviated (n, se, u, d). This is
the exact sequence the game's own test suite runs, so it is always current.
Act I — First Waking
take key / out / n / examine tracker / s / s fix scrubber / n / d / talk to hala / ask hala about manifest / ask hala about wakings in / open locker / read manifest / send survey / out / u in / sleep 28
The order barely matters; what matters is sleep 28 rather than a short cycle. Twenty-eight years in one go costs one waking. Eight years costs four.
Act II — The Children
out / d / examine rule / talk to nour / ask nour about gyro / ask hala about rule in / read traffic / read annexe 11 / out / u / s talk to teodor / ask teodor about wakings / swap gyro / n / in / sleep 26
read traffic is the answer to the question sent in 2151, and it is what makes Annexe 11 readable. Talk to Teodor before you swap the gyroscope — he is the reason the act is about something.
Act III — The Schism
out / d / examine rule / ask teodor about margin / ask bel about margin / ask teodor about rule4 n / examine vault / ask bel about seed / s / in / examine working read annexe 11 / out / rule hold the vault / u / in / sleep 33
Nothing is broken in this act. rule hold the vault is one of three and the walkthrough has to pick one; rule plant the wheat and rule nothing are equally valid and change what Act IV's farm looks like.
Act IV — The Silence
out / n / examine target / s / s / ask marta about shield fix shield / n / d / ask bel about earth / in / examine beam read last message / out / u / in / sleep 26
read last message is the act. Everything else in it is arrangement.
Act V — Arrival
out / n / examine world / ask ana about prospectus / s / d ask ana about tell / tell them everything
tell them everything needs all five findings, which this route has. The other three endings are tell them the world, tell them nothing, and spending the body so the bay never opens.
Still stuck, or found something that looks like a bug? Write to hello@freetextadventures.com — every message gets read, and it is also where to send an idea for a future adventure.