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<div id="center">\ <span class="image"><img @src="$img + 'the_den.webp'" alt="The Den. An interactive story by Ben Jackson ©2024." width="420px"></span> \ <div id="basic">\ This is a guide and walkthrough for the interactive fiction game ‘The Den’. This contains spoilers! If in doubt, the first thing to try is using the ‘Commscreens’ – as this will often give you a hint as to what to do next. <<type 40ms skipkey "Enter">>\ <<button "GENERAL HINTS" "Start">><</button>> <<button "WALKTHROUGH" "Walkthrough">><</button>> <</type>></div></div>\ <<set $img to "../img/">> <<set $img to "../content/img/">> [[Main menu|Intro]] [[General hints|Start]] [[Walkthrough|Walkthrough]] <img @src="$img + 'the_den.webp'" alt="THE DEN by Ben Jackson" width="200px">\ <span id="code"><<timed 85ms>>01001110 01101111 01110111 00100000 01110100 <<next>>01101000 01100101 00100000 01001100 01101111 01110010 01100100 <<next>>00100000 01000111 01101111 01100100 00100000 01101000 01100001 <<next>>01100100 00100000 01110000 01101100 01100001 01101110 01110100 <<next>>01100101 01100100 00100000 01100001 00100000 01100111 01100001 <<next>>01110010 01100100 01100101 01101110 00100000 01101001 01101110 <<next>>00100000 01110100 01101000 01100101 00100000 01100101 01100001 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<<next>>01101101 01100001 01101110 00101100 00100000 11100010 10000000 <<next>>10011100 01011001 01101111 01110101 00100000 01100001 01110010 <<next>>01100101 00100000 01100110 01110010 01100101 01100101 00100000 <<next>>01110100 01101111 00100000 01100101 01100001 01110100 00100000 <<next>>01100110 01110010 01101111 01101101 00100000 01100001 01101110 <<next>>01111001 00100000 01110100 01110010 01100101 01100101 00100000 <<next>>01101001 01101110 00100000 01110100 01101000 01100101 00100000 <<next>>01100111 01100001 01110010 01100100 01100101 01101110 00111011 <<next>>00100000 01100010 01110101 01110100 00100000 01111001 01101111 <<next>>01110101 00100000 01101101 01110101 01110011 01110100 00100000 <<next>>01101110 01101111 01110100 00100000 01100101 01100001 01110100 <<next>>00100000 01100110 01110010 01101111 01101101 00100000 01110100 <<next>>01101000 01100101 00100000 01110100 01110010 01100101 01100101 <<next>>00100000 01101111 01100110 00100000 01110100 01101000 01100101 <<next>>00100000 01101011 01101110 01101111 01110111 01101100 01100101 <<next>>01100100 01100111 01100101 00100000 01101111 01100110 00100000 <<next>>01100111 01101111 01101111 01100100 00100000 01100001 01101110 <<next>>01100100 00100000 01100101 01110110 01101001 01101100 00101100 <<next>>00100000 01100110 01101111 01110010 00100000 01110111 01101000 <<next>>01100101 01101110 00100000 01111001 01101111 01110101 00100000 <<next>>01100101 01100001 01110100 00100000 01100110 01110010 01101111 <<next>>01101101 00100000 01101001 01110100 00100000 01111001 01101111 <<next>>01110101 00100000 01110111 01101001 01101100 01101100 00100000 <<next>>01100011 01100101 01110010 01110100 01100001 01101001 01101110 <<next>>01101100 01111001 00100000 01100100 01101001 01100101 00101110 <<next>>11100010 10000000 10011101<</timed>></span> <<timed 1.9s>><<goto $goto>><<set $goto to false>><</timed>><<set _count to 0>>\ <h3>MORE INFO</h3><span id="comp">WHAT IS THIS?</span> This is a text-based interactive story – it contains elements of adventure, mystery, and some puzzle solving too! You should never find yourself in a position where you’re unable to complete the game. Even if you make a choice that ends the game early, you’ll be given the chance to go back a few steps and try something else. Allow around 1.5 - 2 hours to play through from start to finish (but your mileage may vary). The game autosaves at key points and you can also manually save the game whenever you want. Use the ‘saves’ button in the sidebar to save, load – or load the most recent autosave. On mobile screens, the sidebar will be hidden. Just use the arrow in the top left corner to show or hide it. At a certain point in the game, there will be an important option in there that you’ll need to use. <<linkreplace "Mild content warnings (could be considered spoilers)">><span id="sub3">Content warnings: • Contains Christian religious references • Contains references to the Covid pandemic</span><</linkreplace>> [[Back|Intro]]<<nobr>>\ <<set $keys to "">> <<set $keys1 to ["ABOVE", "AWARE", "BEGIN", "BEING", "BRAND", "CAUSE", "CHAIN", "CHASE", "CRASH", "DOCKS", "DOORS", "EMBER", "EQUAL", "FALSE", "FINAL", "FOUND", "GIVEN", "GRACE", "LIGHT", "MATCH", "METAL", "MODEL", "NIGHT", "NOISE", "PLANT", "PROVE", "RANGE", "RAPID", "READY", "SENSE", "SHAPE", "SMALL", "TEACH", "TODAY", "VALUE", "VITAL"]>> <<set $keys2 to ["ALARM", "ALERT", "ALONE", "AVOID", "AWARE", "BEING", "BLOOD", "BRAND", "CAUSE", "CHAIN", "CHASE", "CRASH", "CROSS", "DECAY", "DOCKS", "DUMMY", "EMBER", "ERROR", "EXIST", "FALSE", "FIGHT", "FINAL", "FOUND", "GRACE", "GROWN", "HEART", "HELIX", "JEWEL", "KNAVE", "LEVEL", "LIGHT", "LOGIC", "LUCKY", "MATCH", "NIGHT", "NOISE", "PLANT", "PRIME", "PHASE", "PROVE", "RADIO", "RANGE", "READY", "RIVER", "SENSE", "SLAVE", "SMALL", "SPARE", "TEACH", "THERE", "TODAY", "TOTAL", "UNITY", "VALUE", "VITAL", "YIELD"]>> <<set $keys3 to ["ABOVE", "AHEAD", "ALERT", "ALONE", "ARRAY", "AVOID", "AWARE", "BEGIN", "BEING", "BLOOD", "BRAIN", "BRAND", "CAUSE", "CHAIN", "CHASE", "CRASH", "CROSS", "DEATH", "DOCKS", "DOORS", "DUMMY", "EMBER", "ERROR", "EQUAL", "EXIST", "FAITH", "FALSE", "FIGHT", "FINAL", "FOUND", "FRUIT", "GIVEN", "GRACE", "GROWN", "HEART", "HELIX", "HUMAN", "IRONY", "JEWEL", "LEVEL", "LIGHT", "LOGIC", "MATCH", "MAGIC", "METAL", "MODEL", "NIGHT", "NOISE", "OPTIC", "PLANT", "PHASE", "PROVE", "RADIO", "RANGE", "RAPID", "READY", "RIVER", "SENSE", "SHAPE", "SKILL", "SMALL", "SOLVE", "SPACE", "SPARE", "SPLIT", "STORY", "SUPER", "TAKEN", "TEACH", "THERE", "TODAY", "TOTAL", "TRUTH", "UNITY", "VALUE", "VENOM", "VITAL", "WORLD", "YIELD", "ZEBRA"]>> <<set $keys4 to ["ABOVE", "AHEAD", "ALARM", "ALERT", "ALONE", "APPLE", "ARRAY", "AVOID", "AWARE", "BIBLE", "BEGIN", "BEING", "BLOOD", "BRAIN", "BRAND", "CAUSE", "CHAIN", "CHASE", "CRASH", "CROSS", "DEATH", "DECAY", "DOCKS", "DOORS", "DRONE", "DUMMY", "EMBER", "ERROR", "EQUAL", "EVILS", "EXIST", "FAITH", "FALSE", "FIGHT", "FINAL", "FOUND", "FRUIT", "GIVEN", "GRACE", "GROWN", "HEART", "HELIX", "HUMAN", "IRONY", "JEWEL", "KNAVE", "LEVEL", "LIGHT", "LOGIC", "LUCKY", "MATCH", "MAGIC", "METAL", "MODEL", "NIGHT", "NOISE", "OPTIC", "PLANT", "PRIME", "PHASE", "PROVE", "RADIO", "RANGE", "RAPID", "READY", "RIVER", "SENSE", "SHAPE", "SKILL", "SLAVE", "SMALL", "SNAKE", "SOLVE", "SPACE", "SPARE", "SPLIT", "STORY", "SUPER", "TAKEN", "TEACH", "THERE", "TODAY", "TOTAL", "TRUTH", "UNITY", "VALUE", "VENOM", "VIRUS", "VITAL", "WORLD", "YIELD", "ZEBRA"]>> <<set $tempgame to true>> <<endnobr>>\ <<type 5ms skipkey "Enter">><span id="comp">THE DECRYPTION KEY MINI-GAME <span id="main">You can practice the ‘Decryption key’ mini-game here.</span> Choose a difficulty level: <<button " 1 ">><<set $keys to $keys1>><<set $attempts to 6>><<goto "decrypt game">><</button>> <<button " 2 ">><<set $keys to $keys2>><<set $attempts to 6>><<goto "decrypt game">><</button>> <<button " 3 ">><<set $keys to $keys3>><<set $attempts to 6>><<goto "decrypt game">><</button>> <<button " 4 ">><<set $keys to $keys4>><<set $attempts to 6>><<goto "decrypt game">><</button>> <<link "Back" "Intro">><</link>></span><</type>><span id="hack">\ <<set $ansx to $keys.random()>>\ <<set $ans to $ansx.toLowerCase()>>\ <<set _corr to 0>>\ <<set $tries to []>>\ <<set _input to "">>\ <<set $goto to "dec_win">>\ <<type 5ms skipkey "Enter">><div class="cols"><<for $i=0; $i<$keys.length; $i++>>\ <<print $keys[$i]>><br> <</for>></div><</type>> <<include "hack">> <<link "BACK">><<goto "dec_game start">><</link>></span><span id="comp">\ <<type 5ms skipkey "Enter">>THE DECRYPTION GAME <b>GAME OVER</b> The word was: $ansx [[Try again?|dec_game start]] <<link "Back to the title screen" "Intro">><</link>><</type>></span><span id="comp">\ <<type 5ms skipkey "Enter">>THE DECRYPTION GAME <b>CORRECT!</b> The word was: $ansx and you managed to get it with $attempts attempts remaining. [[Play again?|dec_game start]] <<link "Back to the title screen" "Intro">><</link>><</type>></span><b>GENERAL HINTS & USEFUL INFORMATION</b> [[› Using the 'Commscreens'|The Commscreens]] [[› Link symbols|Symbols]] [[› Game duration and progress|Progress]] [[› Station contents and locations|Stations]] [[› The decryption keys|Decryption]] [[Back|Intro]]<b>THE COMMSCREENS</b> If you're ever unsure what to do or where to go next, just get Aiden and Vee to talk to each other using the computer 'Commscreens'. That will help keep them (and you) up to date! You can only get this to work when they're both at one of the computers. They don't have to be doing anything in particular, as long as they're online. When they're both available, the ‘commscreen’ option will flash. If it's not flashing, then the other person is elsewhere. You can just switch to them, and then find the nearest computer. Do this regularly, as it will allow them to talk to each other – this helps add to the story too. This will usually highlight your next objective and may occasionally contain a hint as to where they need to go next. [[Back|Start]]<b>TRACKING YOUR PROGRESS</b> The first chapter is fairly linear and covers Aiden’s journey waking up on the upper floor, unlocking the door, and then heading down to meet Vee. It ends with Vee crawling through the crack into the new room. Once inside, you'll switch over to Vee and fairly soon after that, you'll get the option to switch between them both at will. Every computer (or 'Station') will contain a [[Stations list|Stations]] showing which ones you’ve managed to unlock. You can use this to get a rough idea of how far you are through the game. As a guide, Stations 1, 2, 4 and 5 are all fairly straightforward. Once you manage to unlock Station 6, you're then well over half-way through the game. Fixing Station 3 is more complex, and requires several steps to get there, but once you’ve done that, Stations 7 and 8 will follow fairly soon after. Finding Station 9 then involves some more steps, but once that's done, you're probably about 10-15 mins from the end. [[Back|Start]]<b>DECRYPTION KEYS</b> Each station has some additional settings or controls that can only be accessed by finding the correct decryption key. Figuring out how this works is part of the puzzle. Firstly you'll need to unlock the 'admin controls' on each station. Do this by using the Database Repair option at Station 5. You then need to find a way to access this via a special command. Once found, access 'Admin control' and type in 'debug'. Then you need to guess the correct decryption key. If you’ve ever played a popular 5 letter word guessing game <i>(rhymes with 'hurdle')</i> – you'll be right at home. You'll be shown a list of words at the top of the screen. Just take a guess, then look at the error code. The code is 5 characters, and each character relates to a letter of the word you just typed in. The error code shows: 1 - for a correct letter in the correct position O - for a correct letter, but in the wrong position X - incorrect letter (this letter doesn't appear anywhere in the key) You'll get 5 more tries to get it right. If you run out of tries - it's game over. But you can always back out and restart (however the decryption key will change). If you'd like to practice the mini-game with no in-game pressure, click <<link "here" "dec_game start">><</link>>. <<linkreplace "Skipping the puzzle">>After unlocking the first 4 stations, you will be able to read 'Alpha's final user logs. In there he mentions another code word: 'enter'. After entering 'debug', you can then simply use 'enter' to skip the puzzles entirely. You can actually use this code at any point to skip the mini-game if you prefer.<</linkreplace>> [[Back|Start]]<b>LINK SYMBOLS</b> As you explore the den, sometimes there will be a small symbol shown by some of the options. This usually takes the form of either a ✓ (tick) or a 🔒 (lock) symbol. A ✓ means that location has been completed. You can always check back in there, but you’ve now completed everything you need to do at that location. If there's no tick, then there may still be something to find or do in there (either now, or later). A 🔒 means that you’ve checked the door and it's locked. But it also means that there's going to be a way to unlock it somehow. If you find that the lock vanishes later, then the door is now unlocked. [[Back|Start]]<b>STATIONS</b> Here's all the stations, their locations and the additional controls they contain. <b>Station 1: Living room</b> Contains: Arcade game, Door status (living room) <b>Station 2: The farm</b> Contains: Air flow and Fan 1 control, Compost feed <b>Station 3: The ward</b> Contains: Test reports, Door control (Research) <b>Station 4: The library</b> Contains: Arcade game <b>Station 5: Server room</b> Contains: Database repair, Air flow status <b>Station 6: Medical research</b> Contains: Door control (living room), Lift: surface access <b>Station 7: Recharge</b> Contains: Lift: override controls, VCU access <b>Station 8: Air filtration</b> Contains: Air flow and Fan 2 control <b>Station 9: Geothermal</b> Contains: Power reset control [[Back|Start]]<<nobr>> <<set _corr to 0>> <<set _input to "">> <<set _x0 to "X">><<set _x1 to "X">><<set _x2 to "X">><<set _x3 to "X">><<set _x4 to "X">><<set _y0 to true>><<set _y1 to true>><<set _y2 to true>><<set _y3 to true>><<set _y4 to true>> <span class="text"><<textbox "_input" "" autofocus>> </span> <span class="textenter"> <<button "ENTER">> <<set _input to _input.replaceAll(/[^\w-]/g, "").toLowerCase()>> <<set _inputx to _input.toUpperCase()>> <<if _input[0] is $ans[0]>><<set _corr ++>><<set _x0 to 1>><<set _y0 to false>><</if>>\ <<if _input[1] is $ans[1]>><<set _corr ++>><<set _x1 to 1>><<set _y1 to false>><</if>>\ <<if _input[2] is $ans[2]>><<set _corr ++>><<set _x2 to 1>><<set _y2 to false>><</if>>\ <<if _input[3] is $ans[3]>><<set _corr ++>><<set _x3 to 1>><<set _y3 to false>><</if>>\ <<if _input[4] is $ans[4]>><<set _corr ++>><<set _x4 to 1>><<set _y4 to false>><</if>>\ <<if _x0 is "X">> <<if _input[0] is $ans[1] && _y1>><<set _x0 to 0>><<set _y1 to false>> <<elseif _input[0] is $ans[2] && _y2>><<set _x0 to 0>><<set _y2 to false>> <<elseif _input[0] is $ans[3] && _y3>><<set _x0 to 0>><<set _y3 to false>> <<elseif _input[0] is $ans[4] && _y4>><<set _x0 to 0>><<set _y4 to false>> <</if>><</if>> <<if _x1 is "X">>\ <<if _input[1] is $ans[0] && _y0>><<set _x1 to 0>><<set _y0 to false>>\ <<elseif _input[1] is $ans[2] && _y2>><<set _x1 to 0>><<set _y2 to false>>\ <<elseif _input[1] is $ans[3] && _y3>><<set _x1 to 0>><<set _y3 to false>>\ <<elseif _input[1] is $ans[4] && _y4>><<set _x1 to 0>><<set _y4 to false>>\ <</if>><</if>>\ <<if _x2 is "X">>\ <<if _input[2] is $ans[1] && _y1>><<set _x2 to 0>><<set _y1 to false>>\ <<elseif _input[2] is $ans[0] && _y0>><<set _x2 to 0>><<set _y0 to false>>\ <<elseif _input[2] is $ans[3] && _y3>><<set _x2 to 0>><<set _y3 to false>>\ <<elseif _input[2] is $ans[4] && _y4>><<set _x2 to 0>><<set _y4 to false>>\ <</if>><</if>>\ <<if _x3 is "X">>\ <<if _input[3] is $ans[1] && _y1>><<set _x3 to 0>><<set _y1 to false>>\ <<elseif _input[3] is $ans[2] && _y2>><<set _x3 to 0>><<set _y2 to false>>\ <<elseif _input[3] is $ans[0] && _y0>><<set _x3 to 0>><<set _y0 to false>>\ <<elseif _input[3] is $ans[4] && _y4>><<set _x3 to 0>><<set _y4 to false>>\ <</if>><</if>>\ <<if _x4 is "X">>\ <<if _input[4] is $ans[1] && _y1>><<set _x4 to 0>> <<elseif _input[4] is $ans[2] && _y2>><<set _x4 to 0>> <<elseif _input[4] is $ans[3] && _y3>><<set _x4 to 0>> <<elseif _input[4] is $ans[0] && _y0>><<set _x4 to 0>> <</if>><</if>>\ <<set _error to ""+_x0+_x1+_x2+_x3+_x4>> <<if _corr gte 5 or (_input is "enter" and !$tempgame and $keyfound)>> <<replace "#output">>INPUT ACCEPTED<</replace>> <<timed 0.9s>><<goto "code">><</timed>> <<else>> <<if $attempts is 99>> <<if _input.length lt 5>> <<replace "#output">>Error: Too few characters<</replace>> <<elseif _input.length gt 5>> <<replace "#output">>Error: Entry out of bounds<</replace>> <<else>> <<replace "#output">>Admin user not recognised <br>Error code: _error<</replace>> <</if>> <<elseif $keys.includes(_inputx)>> <<set $attempts -->> <<set _test to ""+_inputx>> <<run $tries.push(_test)>> <<replace "#output">>Error code: _error <br><<if $attempts lte 1>> WARNING. ONE ATTEMPT REMAINING. <<else>> $attempts attempts remaining <</if>> <br>Previous entries: $tries <</replace>> <<elseif _input.length gt 0>> <<replace "#output">>Error: Entry not in database<</replace>> <</if>> <<if $attempts lte 0>> <<replace "#output">>Error code: _error <br>USER LOCKED OUT<br>Reporting to Sysadmin<</replace>> <<timed 3s>><<if $tempgame>><<goto "dec_end">><<else>><<goto "Fail">><</if>><</timed>> <</if>> <<set _corr to 0>>\ <<set _x0 to "X">><<set _x1 to "X">><<set _x2 to "X">><<set _x3 to "X">><<set _x4 to "X">><<set _y0 to true>><<set _y1 to true>><<set _y2 to true>><<set _y3 to true>><<set _y4 to true>> <<set _input to "">> <<replace ".text">><<textbox "_input" "" autofocus>><</replace>> <</if>> <</button>></span><<endnobr>> <span id="output"></span><b>WALKTHROUGH</b> This is a complete walkthrough for The Den. It's split into sections so you can jump to the part you might be stuck on. This focusses on the puzzle solutions – story spoilers are kept to a minimum. <<linkreplace "Part 1. The den">><b>Part 1. The den</b> You start the game as Aiden. Explore his room, then head out into the corridor. Head to the living room. Look around the room (and tidy up if you want). Search the kitchen and then take the key you find in there. Now leave the room and head back up the corridor to the lift. Use the key on the access door to open it. Take the stairs down and open the door. Talk to Vee, then follow her. She'll squeeze through the crack in the wall, but Aiden can't fit through.<</linkreplace>> <<linkreplace "Part 2: The admin username">><b>Part 2: The admin username</b> You'll now switch to Vee – she's inside the new room. You'll find a door, but it's locked. There's also an air vent in the wall, but Vee can't reach it – at least not yet. If Vee tries entering a username into the computer, it will show that anything more or less than 5 characters is rejected. You may have already figured out the right name – if so, type it in! When you get the opportunity, switch back to Aiden. He's now in the Library and has access to a bookshelf and another computer. Use the Commscreen again (remember, as long as both characters are at a computer, they'll be able to talk to each other). This will unlock character switching – you can now switch between Aiden and Vee at will by using the button in the sidebar. If you didn't previously, get Aiden to play the arcade game. He keeps mentioning 'Alpha' – the name at the top of the high score table. Just like 'Aiden', 'Alpha' is another 5-letter name. Switch back to Vee and try 'Alpha' as the admin username.<</linkreplace>> <<linkreplace "Part 3: 'H / 117'">><b>Part 3: 'H / 117'</b> There are now some new options on the computer. Read the 'Admin message' (it mentions 'H / 117'). Then choose 'Database repair' and type 'Y' (or 'yes'). It will find 3 user logs it's trying to repair, however, you'll need to access other 'stations' to rebuild them. Now select 'Lift access' – again, just type 'Y' (or 'yes'). Stay on the computer and switch to Aiden. Use the Commscreen, and Vee and Aiden can update each other on what's happened. As Aiden, leave the computer. Under the library description, there's a new hint: <i>"Aiden wondered if there was anything else in here that could help them."</i> Look out for other hints like this throughout the game! Examine the books and look for H, 117. ie. volume: G-H and pages 100-120. That gives you the message <i>'Look behind the picture of Echo and I'</i>. Where has Aiden seen a picture? If you're not sure, just open the computer and talk to Vee on the Commscreen. She'll mention the picture in Aiden's room.<</linkreplace>> <<linkreplace "Part 4: The vent and 'Fan 1'">><b>Part 4: The vent and 'Fan 1'</b> Now Vee has got what she needed from the computer, she can move the desk over and climb up to the vent. This will trigger a short change of POV. Once that's done, Vee can climb up and into the vent. Unfortunately, her way is blocked by a big spinning fan (with a '1' written by it). You'll have to find a way to turn that off if Vee is going to get any further. It looks like, for now at least, Vee is stuck here.<</linkreplace>> <<linkreplace "Part 5: The lift and the key">><b>Part 5: The lift and the key</b> Switch to Aiden and head to the lift - it's now working and once he's got there, Aiden can use it to 'fast travel' around the den. From now on this becomes Aiden's main 'hub' and will be critical to his progress (and eventual escape!). Go to Aiden's room and examine the picture on the wall. Rip it off to find a new message written on the back. There are some scratches on the wall behind, but he'll need to use something else to reveal their message – maybe Vee's notepad? Go back to the lift and down to the 'abandoned classroom'. Explore the room and pick up Vee's notepad. Head back to Aiden's bedroom and use the notepad on the scratches. That gives you the word <b><i>'debug'.</i></b> Vee and Aiden can now use 'debug' to access 'Admin control' on any of the computers. This will rebuild some of the user logs and may also unlock new settings.<</linkreplace>> <<linkreplace "Part 6: 'Debug'">><b>Part 6: 'Debug'</b> Choose either Aiden or Vee, head to one of the computers and select 'Admin control'. Now type in 'Debug' to bring up the list of possible 'keys'. To find out more about how the decryption keys work: [[Decryption keys|Decryption]] Once unlocked, the station should have recovered some of the user logs. You'll start with Alpha's logs, but you will uncover others the more stations you access.<</linkreplace>> <<linkreplace "Part 7: The Farm and the Fan">><b>Part 7: The Farm and the Fan</b> Once Vee has fully unlocked Station 5, check the 'Air flow status'. It seems that there's no way to turn Fan 1 off from here, but you can see which fans are controlled by which stations – it looks like Fan 1 is controlled at Station 2. Talk to Aiden on the commscreen and she'll tell him to check 'Station 2'. If you check the [[Stations list|Stations]] on any of the computers, you can see that Station 2 is in the Farm. Switch back to Aiden and head down there. Explore the space and find the computer. Now use the same 'debug' trick to access the controls - this unlocks more user logs in the process. Access the vent controls and turn off 'fan 1'.<</linkreplace>> <<linkreplace "Part 8: Medical research">><b>Part 8: Medical research</b> Switch to Vee and climb back up to the vent. The fan is now off and she's able to climb through. She will find herself in a completely dark room. Head over to the computer and access it. There's an option there to turn the lights on. Have a good search around the room, and look through the options on the computer too. Access Admin control and make sure to enable lift access. You also need to use the Door access controls to open the Storeroom and the Refuse room doors in the living room. This option also shows that the the door in this room is opened at Station 3.<</linkreplace>> <<linkreplace "Part 9: The screwdriver #1">><b>Part 9: The screwdriver #1</b> Switch back to Aiden, head back to the lift and now search the Ward. It looks like he'll need to fix the computer – and he'll need to find a screwdriver to repair the plug. Head back up to the living room. The doors to the refuse room and the storeroom are now open. Check inside them both. Inside the refuse room, there are two chutes. The one on the right leads down to the incinerator. However, there's something stuck down the chute on the left. It looks like that's the missing screwdriver! You'll need to combine two different items in order to retrieve it. If you’ve already searched most of the other rooms, you may already have what you need. If not, it's time to go exploring…<</linkreplace>> <<linkreplace "Part 10: The screwdriver #2">><b>Part 10: The screwdriver #2</b> Now explore the rest of the rooms that Aiden has access to. Many of them just require a single visit to retrieve something. Once you’ve found what you need, you'll see a tick next to the location. You need to find the <b>ball of twine</b> ( in the upper classroom) and the <b>small magnet</b> (inside Vee's room – but you'll need the tiny key from the lower bathroom). Now head back to the living room, and back to the chute. Combine the <b>twine</b> and the <b>magnet</b>. This will free the screwdriver, but will unfortunately drop it down to the bottom of the chute. You won't be able to fish it out from up here. Maybe it's ended up somewhere on the lower level?<</linkreplace>> <<linkreplace "Part 11: The screwdriver #3">><b>Part 11: The screwdriver #3</b> Head to back to the lift and then down to the farm. Head over to the left and peer in to the room – there's the screwdriver! Head over to the right-hand side, use the computer and access 'Crop status'. Activate the 'Compost feed' – this will push some more compost out through the small hatch. Head back to the compost area on the left. Now you can finally pick up the screwdriver.<</linkreplace>> <<linkreplace "Part 12: Fixing the plug">><b>Part 12: Fixing the plug</b> You can now head back to the Ward and open the plug. You have a couple of options when fixing the plug. You can either research it first or just take a guess. If you wanted to research how to fix a plug, talk to Vee, she might have a suggestion. Head to the library, and check the books. Look up 'plugs' in volume 'P' – just take a guess on the page number. However, if you prefer, you can also choose to skip this step – if so, you'll have a 50/50 chance of getting it right. Either way you solve it, you'll then need to replace the <b>fuse</b> - you should have already picked that up from the lower classroom. Once that's done, the plug is fixed and you can turn the computer back on. Access the computer and unlock the Medical research door.<</linkreplace>> <<linkreplace "Part 13: The white corridor">><b>Part 13: The white corridor</b> Switch back to Vee. The door to that room should now be open. Vee steps through and into a new area - the white corridor. Examine the doors. It looks like the 'VCU' is locked. Head to the 'Recharge' room. Use the computer in there and unlock the 'VCU'. You should also use the lift override controls to unlock Basement access. You can use this screen to send the lift up or down directly from here. If you do that while Aiden is in the lift, it will automatically switch to him. This might come in useful later. <</linkreplace>> <<linkreplace "Part 14: The basement">><b>Part 14: The basement</b> Switch back to Aiden and take the lift down to the basement. He will find a locked door to the 'Geothermal' room, however, there's an air vent inside, so that might be an alternative way in. Head further down the corridor to find the door to the Incinerator. Use the <b>broken handle</b> (found in the upper bathroom) at the door to turn the incinerator off, then head back to the lift and back up to the living room. Go back inside the refuse room, but make sure you’ve already picked up the <b>torch</b> from the storeroom first. Open the chute and jump down! <</linkreplace>> <<linkreplace "Part 15: The incinerator">><b>Part 15: The incinerator</b> You'll be in the incinerator room. Search around for the battery. Eventually, you'll find it and you can turn the torch on. Exit the room and head back to the lift. However, it looks like you're stuck, as the lift is still on the upper level. Switch back to Vee and access the computer in the Recharge room. Send the lift down to the basement and then switch back to Aiden. He can now step inside. <</linkreplace>> <<linkreplace "Part 16: The vent and Air filtration">><b>Part 16: The vent and Air filtration</b> Now Aiden is armed with the <b>screwdriver</b> and a <b>working torch</b>, he can finally explore the vent in the Ward. Head up there, unscrew the vent cover and crawl inside. Use the 'working torch' to discover that the vent continues up. However, the route is blocked by another fan – 'fan 2'. Switch to Vee. Take a risk and climb up to the vent in the Recharge room. There's a view down onto the farm and the missing tree on the way. Eventually, she will end up in the Air filtration room. Unlock the door, then access the computer in here to turn off 'fan 2'. Switch back to Aiden – the fan has stopped and he can now continue his climb. Just keep going, eventually he will come to a junction. If you take the right passage, you will find your way blocked by 'fan 3'. Turn back and take the other route to find yourself down in the 'Geothermal' room.<</linkreplace>> <<linkreplace "Part 17: Power reset">><b>Part 17: Power reset</b> Aiden has now found a way in to the Geothermal generator room. This is the last room you need to find and contains the final computer: Station 9. Unlock the computer and access Admin control. Use the 'Power reset' option and the countdown will begin. Don't panic! You have plenty of time to get both of them out. It's worth using the Commscreen one last time just to make sure they're both aware of what needs to be done. <</linkreplace>> <<linkreplace "Part 18: Escape #1: Aiden">><b>Part 18: Escape #1: Aiden</b> This is the final puzzle and the pressure is on as the timer counts down. You'll need to find a way for Aiden to escape first, so leave the computer and make sure to read the room description. There's a hint there about the vent, so head back inside and back up to the junction. Carry on to discover that the fan that blocked your way has now been disabled. Keep going to discover an exit into the main lift shaft. What happens next will depend on where you left the lift. If it's not at the basement level, switch back to Vee and get her to send the lift down using the computer in the Recharge room (mind your head!). Switch back to Aiden and jump down onto the lift (and stay there). Then switch to Vee and send the lift up to the surface. Aiden has made it out!<</linkreplace>> <<linkreplace "Part 19: Escape #2: Vee">><b>Part 19: Escape #2: Vee</b> It's now up to Vee to find her own way out. Leave the room and head back to the corridor. If you haven't been inside yet, visit the 'VCU' - don't worry, you'll still have time. Head inside to discover that Vee has to make a choice – the choice is up to you, but it may be worth taking the risk. Exit and head back into the Air filtration room. Examine the ducts. Now the power is off, Vee can climb inside. With Aiden free, she's now able to climb up to freedom.<</linkreplace>> <<linkreplace "Part 20: The End">><b>Part 20: The End</b> The final section is more straightforward and you should have no issue getting to the end. Once Vee has made her escape, you're only about 5 minutes from the final screen. You will have a couple more choices to make (if in doubt, choose to leave the den, and trust Vee). Once the game is complete, you'll be shown a survival rating. You don't have to worry about this too much, the main thing is that they both escaped. However, for more info on how this score is reached: [[The survival rating|Survival Rating]]. <</linkreplace>> [[Back|Intro]]<b>SURVIVAL RATING</b> At the end of the game, you're given a survival rating – out of a maximum of 97%. As a guide: The highest ratings are given out for: • Vee's final choice • Aiden's final choice, and • Accessing all the user-logs Additional bonus points are awarded for: • ‘Diligence’ <i>(1 point)</i> • ‘Electrical research’ <i>(3 points)</i> • ‘Casual theft’ <i>(3 points)</i> • ‘A glimpse from above’ <i>(1 point)</i> [[Back|Walkthrough]]