Solution to "The Life (and Deaths) of Doctor M" by Edmund Wells


=================
TABLE OF CONTENTS
=================
 1. Introduction
 2. The Windy Meadow
 3. The Man and His Hat
 4. The Innkeeper and Tavern Residents
 5. Searching the Shelves for Biographies
 6. Recovering the Mirror
 7. Repairing the Inferno
 8. Repairing the Window of Light
 9. Delivering John Doe
10. Delivering Janet Evans
11. Delivering Thomas York
12. Delivering Ourselves
13. Ending I: M is Mercy
14. Ending II: M is for Murder
15. Ending III: M is for Middle Ground
 
=============== 
1. INTRODUCTION
===============
This is a minimal walkthrough of the Interactive Fiction, "The Life (and Deaths) of Doctor M". Although this walkthrough attempts to give you enough background to understand the puzzles and their solutions, this walkthrough does not go into the game in any depth. That is, there is much more to be seen and heard. A thorough appreciation of the game can only be accomplished by thorough exploration. Examine everything. Ask the NPCs about their listed topics.

Despite its minimalist approach, the walkthrough is complete and utter spoilage: Follow the commands and notes, and they will take you through the game and its multiple endings. 

Welcome to "The Life (and Deaths) of Doctor M."

===================
2. The Windy Meadow
===================
Wherein we take stock of our possessions and navigate through the initial environment.

X ME
X COAT
LOOK IN POCKET
TAKE LOCKET
X LOCKET

The following puzzle is procedurally generated, so there is no single solution. We must examine the signpost, then follow the arrow that points "TO THERE" three times. The following is an example...

X SIGNPOST  [If "TO THERE" points SE]
SE
X SIGNPOST  [If "TO THERE" points N]
N 
X SIGNPOST  [If "TO THERE" points N]
N 

At this point, we find ourselves outside the Everlast Inn.

ENTER INN

======================
3. The Man and His Hat
======================
Wherein we meet an odd gentleman who is searching for his hat.

N
TALK TO MAN
ASK MAN ABOUT HAT [He hints that the hat is "HERE"]
BYE
S
EXIT
W

Again, this puzzle is procedurally generated. After talking with the man about his hat, we follow the signpost arrow that points "TO HERE", which is opposite of "TO THERE". Upon finding the hat, we make our way back to the Inn.

X SIGNPOST [If "TO THERE" points north...]
S       
TAKE HAT
X HAT
TAKE HATPIN
X HATPIN
X DAFFODIL
X SIGNPOST  [If "TO THERE" points west...]
W
ENTER INN
N
GIVE HAT TO MAN
X GOLD CHAIN
X LOCKET
ATTACH CHAIN TO LOCKET

=====================================
4. The Innkeeper and Tavern Residents
=====================================
Wherein we meet the "innkeeper" and pour some drinks for some other residents of the Everlast Inn.

S
TAKE CANDLE
OPEN LEDGER
RING BELL
X FIGURE
X HAND

The "innkeeper" is clearly demanding payment. Where to find some?

NW
TALK TO ANGEL
ASK ANGEL ABOUT INN  [Asking angel about inn opens ladder to attic]
BYE
TALK TO DEVIL
ASK DEVIL ABOUT INN  [Devil mentions the fireplace stone]
BYE
TAKE COINS

While in the tavern, we may have noticed that both the angel and the devil are trying to serve themselves drinks... and failing... They hint they will reward us if we can fix things.

E
X FIREPLACE
SEARCH FIREPLACE
PUSH STONE
D
X METAL
GO IN
TAKE DELIVERANCE DEVICE
OPEN CABINETS
TAKE COOLER
TAKE GUIDE
X DASHBOARD
TAKE STEERING WHEEL
OUT
W

Here we discover the problem of the tavern drinks: The valves from the cask of spirits has been shut off. Time to turn them on.
 
X COPPER SPIGOT
TURN COPPER SPIGOT

Oops. We need to replace the handle with something... like a steering wheel. Each spigot has a coupling, which can be tightened (closed) or loosened (open). We insert the wheel into the open coupling, tighten the coupling, then turn the wheel.

OPEN COPPER COUPLING
PUT WHEEL IN COPPER COUPLING
TURN WHEEL
CLOSE COPPER COUPLING
TURN WHEEL
OPEN COPPER COUPLING
TAKE WHEEL
OPEN STEEL COUPLING
PUT WHEEL IN STEEL COUPLING
CLOSE STEEL COUPLING
TURN WHEEL

The spirits are flowing. Back to the tavern.

E
U
W
PULL BLACK TAP    [Receive iron coin as a reward]
PULL WHITE TAP    [Receive silver coin as a reward]
SE
GIVE SILVER COIN TO FIGURE
GIVE IRON COIN TO FIGURE
TAKE KEY

========================================
5. Searching the Shelves for Biographies
========================================
Wherein we start learning about the patients of Doctor M.

READ LEDGER 
N
TALK TO MAN
ASK MAN ABOUT HIMSELF
ASK MAN ABOUT LIBRARY
ASK MAN ABOUT BIOGRAPHY OF DOCTOR M
ASK MAN ABOUT JOHN DOE
ASK MAN ABOUT JANET EVANS
ASK MAN ABOUT THOMAS YORK
ASK MAN ABOUT DOCTOR M
BYE

At this point, we now have enough information to deduce the birth years of John Doe, Janet Evans, and Thomas York. We use the ladder to peruse the bookshelves and find each biography.

X LADDER
PULL LADDER
U
U
U
LOOK UP JANET EVANS
PUSH LADDER
PUSH LADDER
D
LOOK UP JOHN DOE
D
LOOK UP THOMAS YORK
D
READ BIOGRAPHY OF JOHN DOE
READ BIOGRAPHY OF JANET EVANS
READ BIOGRAPHY OF THOMAS YORK

Each of the biographies has an interesting "bookmark": A lily, a shard of glass, and a long-stemmed match. We now put these to use.

========================
6. Recovering the Mirror
========================
Wherein we recover a "lost" mirror.

X MANTEL
PUT LILY IN SILVER VASE
PUT DAFFODIL IN GOLD VASE
X MIRROR
LOOK IN MIRROR
TOUCH MIRROR
TAKE RUSTY KEY
ENTER MIRROR      [Note that we can't seem to enter the mirror yet.]

========================
7. Repairing the Inferno
========================
Wherein we enter the boiler room and help the devil repair the furnace.

D
W
S
X PIT
D
X FURNACE
X DIALS
OPEN PANEL
X TINY HOLE
X RED BUTTON
LIGHT MATCH WITH RED CANDLE
PUSH RED BUTTON
PUT MATCH IN TINY HOLE  [We get a key from this incident]
ENTER INFERNO    [Note that we can't seem to enter the inferno yet.]

================================
8. Repairing the Window of Light
================================
Wherein we go to the attic and help the angel repair a broken window.

U
N
E
U
S
U
U
U
X WINDOW
LOOK THROUGH WINDOW
PUT SHARD IN WINDOW
TAKE TARNISHED KEY [We get another key]
ENTER LIGHT  [Note that we can't seem to enter the light yet.]
D
W

At this point, we have recovered four keys: The ivory key (from the "innkeeper"), the rusty key, the scorched key, and the tarnished key. Time to put them to use.

======================
9. The Viewing Chamber
======================
Wherein we discover that we need to confront three significant shadows of our past.

OPEN DOOR
UNLOCK DOOR WITH IVORY KEY
W
OPEN COFFIN
X EASTERN SPECTER
X  NORTHWESTERN SPECTER
X SOUTHWESTERN SPECTER
E

=======================
10. Delivering John Doe
=======================
Wherein we revisit the time when we delivered John Doe.

CLOSE DOOR
LOCK DOOR WITH IVORY KEY
UNLOCK DOOR WITH RUSTY KEY
W
X MAN

We have by now hopefully concluded that we are, indeed, Doctor M, the notorious individual who euthanized patients. It's our task to relive some of those experiences. First we must prep the Deliverance Device, which we use to send our patients to the afterlife. For a full understanding of how the Deliverance Device works, we can talk to the man with the hat about the Device. Or we can just...

X DEVICE
X PUMP
X NEEDLE
OPEN COOLER
X WHITE BOTTLE
LOOK UP RINGER'S SOLUTION IN PHARMACEUTICAL GUIDE
X GRAY BOTTLE
LOOK UP SODIUM PENTOTHAL IN PHARMACEUTICAL GUIDE
X BLACK BOTTLE
LOOK UP POTASSIUM CHLORIDE IN PHARMACEUTICAL GUIDE
LOOK UP PANCORIUM BROMIDE IN PHARMACEUTICAL GUIDE
PUT RINGER'S SOLUTION IN LEFT SLOT
PUT SODIUM PENTOTHAL IN MIDDLE SLOT
PUT POTASSIUM CHLORIDE IN RIGHT SLOT
CLOSE LID
INSERT NEEDLE INTO MAN

Before delivering the homeless man, we must make him comfortable.

I
REMOVE RAIN COAT
PUT RAIN COAT ON MAN
INSERT NEEDLE INTO MAN
REMOVE HAT
FILL HAT
GIVE WATER TO MAN
INSERT NEEDLE INTO MAN

Time for the deliverance...

DROP DELIVERANCE DEVICE
INSERT NEEDLE INTO MAN
PUSH BUTTON
WAIT
WAIT
WAIT
WAIT
WAIT
WAIT

We return to the strange door.
==========================
10. Delivering Janet Evans
==========================
Wherein we return to the viewing chamber, discover we have vanquished a shadow, and realize we must vanquish two more.

TAKE DEVICE
UNLOCK STRANGE DOOR WITH IVORY KEY
W
OPEN COFFIN
E
CLOSE STRANGE DOOR
LOCK STRANGE DOOR WITH IVORY KEY

Back to the past...

UNLOCK STRANGE DOOR WITH TARNISHED KEY
W
PUT DELIVERANCE DEVICE ON SHELF
INSERT NEEDLE INTO WOMAN

The woman, Janet Evans, is looking for a photograph. 

OPEN CABINETS
TAKE PURSE
OPEN PURSE
TAKE PHOTOGRAPH
GIVE PHOTOGRAPH TO JANET EVANS
INSERT NEEDLE INTO JANET EVANS
JANET, KILL YOURSELF
HYPNOTIZE JANET WITH GOLD LOCKET
JANET, KILL YOURSELF
WAIT
WAIT
WAIT
WAIT
WAIT
WAIT

==========================
11. Delivering Thomas York
==========================
Wherein we return to the viewing chamber, discover we have vanquished yet another shadow, and realize there is one more to face.

TAKE DEVICE
UNLOCK STRANGE DOOR WITH IVORY KEY
W
OPEN COFFIN
E
CLOSE STRANGE DOOR
LOCK STRANGE DOOR WITH IVORY KEY

Back to the past...

UNLOCK STRANGE DOOR WITH SCORCHED KEY
W
PUSH INTERCOM
SIT ON COUCH
DROP DEVICE
INSERT NEEDLE INTO THOMAS YORK
HYPNOTIZE THOMAS YORK WITH GOLD LOCKET
THOMAS YORK, KILL YOURSELF
WAIT
WAIT
WAIT
WAIT
WAIT
WAIT

=======================
12. Delivering Doctor M
=======================
Wherein we return to the viewing chamber, and realize we have one more person to deliver...

TAKE DEVICE
UNLOCK STRANGE DOOR WITH IVORY KEY
W
X PEDESTAL
GET IN COFFIN
DROP ALL BUT DEVICE
E
DROP ALL BUT DEVICE
W
PUT DEVICE ON PEDESTAL
INSERT NEEDLE INTO ME
GET IN COFFIN
INSERT NEEDLE INTO ME
COMMIT SUICIDE

We can do whatever we want as we fall, land, and rise through the next six turns.

X GLINT
TAKE LOCKET
TAKE LOCKET
X FLOWERS
X LOCKET
X CLOUDS

We find ourselves back in the Everlast Inn, but in a new, spiritual form. We must now chose what sort of person we were in the past.

========================
13. Ending I: M is Mercy
========================
Wherein we decide that we were merciful.

E
E
U
ENTER LIGHT

==============================
14. Ending II: M is for Murder
==============================
Wherein we decide that we were murderous.

UNDO
D
D
D
N
D
W
S
D
ENTER INFERNO

=======================================
15. Ending III: M is for Middle Ground
=======================================
Wherein we decide that the answer is not so black and white...

UNDO 
U
N
E
U
ENTER MIRROR

