Walkthrough for Sentient Beings by Tristin Grizel Dean walkthrough written for solutionarchive.com by Andrew Schultz This is a really good game! If there is one frustration, it'd be that the final specimen to find may be really tough, because you think you've looked everywhere. So this guide doubles as a relatively quick walkthrough and reference to what is missing and where. See the end for the locations of the specimens in the world and in storage. There's no one way to go through this game. In fact, it encourages thinking on your toes, if you want, for the light and dark phases, which change if you walk around. But ... BUT ... you can also manipulate the light cycles by looking a lot, since there is no time limit in daily cycles. >Z doesn't register a change of day, but >L does. This walkthrough focuses on minimal non-waiting moves and attempts to give a clear path through with just four trips. This is the minimum, as you have six jars, and thus a maximum of six specimens to take for any one trip. (There are small bugs as of January 2023, but we won't take them as a loophole. The key one is TAKE ALL if you have five specimens lets you hold over 6 items.) The walkthrough tries to play in a non-cheating manner, not taking advantage of the over-capacity bug or the ability to find a specimen and leave it for later. While a nocturnal specimen would, fully logically, disappear in the daytime, it would violate the spirit of TALP. Also, I believe the walkthrough I've chosen makes for the shortest number of rooms traversed, though you may want or need to sleep a bit in case of mis-typed commands or general miscalculation. The key meta-command to remember is SETTINGS and then 1. While >L.L.L.L.L.L is also possible, it's good to know there's an author-blessed method to fast-forward time. It's possible you will deviate from the walkthrough, which affects timing. Some things are present at only daytime or nighttime, and if you give a few extra commands the parser rejects, that counts as turns. Any one chunk of day or night lasts 24 turns, unless it's forced to end with the auto-sleep. One other thing: GET ALL and GET SPECIMEN seem to be the same thing, but GET ALL somehow blocks you from PUT SPECIMEN in the specimen collection. This seems like a nontrivial bug to find during testing, and I only found it because I hit the game REALLY hard trying to minimize a path through, and I got lazy. Perhaps Adventuron could handle the parsing better as well, and that should not be the programmer's responsibility. This is hopefully not to spread blame around, but to say--writing a programming language is tough. Writing a fun game is tough. Things slip through the cracks, especially when this isn't people's paid job. I want to make sure this guide doesn't put you in an unwinnable situation, and I want to give help in case you fell into my trap (GET ALL). However, GET SPECIMEN isn't that tough to type! Thanks to Adventuron's mouse-friendliness, typing is reduced by semi-permanently hovering your mouse over where SPECIMEN is. If you have this walkthrough open in another window, alt-tab to the window and use page up/down. Oh, also, it's slightly faster not to start with the tutorial. You avoid some timed text. Anyway, let's go! >>X FLASHLIGHT >>I >>X BADGE You see a number. It seems constant across games. >OPEN DRAWER >25594 (Or whatever the number is.) >X DRAWER >GET ALL >DROP FLASHLIGHT >CLOSE DRAWER >OUT >OUT Write all these below down. These are the diurnal things. We're going to assume it's light right now. You can, if you want, type >MEASURE as a command, have it rejected, and then use the up arrow to save a bit of time. Also, you can use an abbreviation. (Sadly, H and O aren't abbreviations!) >MEASURE TEMP >MEASURE LIGHT >>MEASURE OXYGEN >>MEASURE HYDROGEN Write down these numbers. They're random. Note there's also a nitrogen setting. It's useless for the purposes of this game, but the author makes sure hydrogen + oxygen + nitrogen = 100%. I always got hydrogen of 16 and oxygen of 26. >E >X HOOKS >GET HOOK >X POND Note we could GET SPECIMEN, but GET ALL is shorter. Note how we saved a turn by waiting for two specimens to appear. Hooray for chiseling! >GET ALL 2/24. Now for that one in the pond. >HOOK SPECIMEN 3/24. >X POND >GET ALL 4/24. >SETTINGS >1 This brings nighttime. Note from here, the exact moves of the walkthrough mean you find one specimen later on just before day breaks. I'll note it. >X POND >X HOOK >GET ALL 6/24. >MEASURE TEMP >MEASURE LIGHT These aren't recommended, as they cause day to break too soon in your journey. >>MEASURE OXYGEN >>MEASURE HYDROGEN Note there's a very slight bug here--HOOK SPECIMEN when you already have 6 lets you carry, technically, 7 specimens in 6 jars. I'm being Captain Nitpick here, but in case you use a different path through and somehow only bring 5 specimens, well, you can cheat a bit. A bit of a buffer. Also, for prospective authors: with regard to these very obscure bugs, they are worth fixing if you see them (or, more likely, your tester finds them,) but you don't want to fear missing them too much or stretch to find them. It obviously doesn't ruin the game, here, and in fact it's a bit of a neat loophole. And if people love the game, they'll maybe even feel bad noting something like this. (I do.) We have all we need from our first trip. >W >IN >SET CONTROLS >1 The numbers for light and temperature will almost certainly be different than what's below. If you forgot, well, then, go outside and scan again. >1 >18 >2 >13000 >3 >26 >4 >16 >5 >SET CONTROLS >2 >1 >5 >2 >72 >3 >26 >4 >16 >5 Now you can store stuff! >OPEN BOX >PUT SPECIMEN Note PUT ALL just drops everything. PUT SPECIMEN is needed to start putting stuff away. >OUT >E >HOOK SPECIMEN 7/24, now. Let's get some water for another area. >GET WATER >GET WATER You need to do this twice, as there are two places to pour water. >W >W You may wonder if we are skipping stuff. Yes, we are! But it's in service of a slightly shorter route overall. Trust me. No, really! I'm assuming it's night for this bit. >S >W Here this is a bit time-based. >X BULB (or, if it's day, CUT BULB--here I suppose TAKE BULB's warning message doesn't wholly conflict with CUT BULB, as the cut is only a small one.) >GET ALL 8/24. >W >CLIMB VINES >U There's stuff here on Cliff east, but the PUT SPECIMEN bug as of January 2023 may rear its head if we get the west cliff one last. >W >DROP WATER >X GRASS >GET ALL 9/24. >E >>X VIEW >>YELL >YELL COOEE >DROP WATER >X GRASS >GET ALL 11/24. >D >E If it's not daytime, wait until it is. >SMASH ROCKS >E >N >E >IN >OPEN BOX >PUT SPECIMEN Now you may see a power failure. If not after this errand, after the next. IN CASE OF POWER FAILURE: - If the first bulb is green, turn switch 1 on. - If the number of red bulbs is odd, turn switch 3 on. - If there is only one yellow bulb and more than one green bulb, turn switch 6 on. Otherwise, turn switch 7 on. - If a green bulb is next to a yellow bulb, turn switch 6 off. Otherwise, turn switch 8 on. - If there are two red bulbs next to each other, turn switch 4 on. Otherwise, turn switch 9 on. - If any even switches are turned on, turn switch 10 on. Step 1: do nothing Step 2: 3 is on Step 3: 7 is on Step 4: 8 is on Step 5: 4 is on Step 6: 10 is on >OPEN PANEL >FLIP 3 >FLIP 4 >FLIP 7 >FLIP 8 >FLIP 10 Okay, everything's good again. >OUT Since when the power failure occurs is random (I've had it from 10-14 specimens,) time for this walkthrough may be disrupted. >W >S >W >W >D >E Here some odd bugs related to GET ALL began to surface. Apparently GET SPECIMEN works okay, and even better, you can mouse-click. The best part about this is that you can just put the mouse over one incidence of SPECIMEN, and the next one will appear in the same place. So, no joke ... you want to type GET SPECIMEN or click on it. Again, GET ALL at your own risk, as of January 2023. Save beforehand. These next two parts must be done at night. >W >PUSH STONE >X AIR >GET SPECIMEN 14/24. >S >X PETALS >PUSH PETALS >GET SPECIMEN 16/24. >N If it's not day now, it needs to be. >>SETTINGS >>1 >X BUDS >GET SPECIMEN 17/24. >X GREENERY >GET SPECIMEN 18/24. >E >IN >OPEN BOX >PUT SPECIMEN Last go round! >OUT >W >S >GET THORN >W If it's not day... >>SETTINGS >>1 >X LEAVES >CUT BULB >GET SPECIMEN 20/24. This is the last time you need to manipulate day/night. >W >GET GLOB >D >PUSH MUSHROOM >GET SPECIMEN 21/24. >E >PUSH MUSHROOM >GLOB BURROW >X POOL >GET SPECIMEN 24/24. >W >U >E >E >N >E >IN >OPEN BOX >PUT SPECIMEN Endgame. >SECURE ROBOT >>LAUNCH The code is pond cave brambles vines vines cave. You may have to go out and explore. Whichever it is, you need to match the number with the area. field = 1 pond = 2 brambles = 3 vines = 4 cave = 5 cliff = 6 So the code is 253445. But you don't need to work through all this. You can just cut to the chase. >LAUNCH CODE >253445 >LIFT OFF And you win! Below is a list of what to find, where, in case you are missing one. Note diurnal storage is west, nocturnal east, and things are numbered 1-2-3-4-5-6 7-8-9-10-11-12 ============================== Diurnal-1: (Field East) X GREENERY, day only * Diurnal-2: (Field West): X BUDS, day only Diurnal-3: (Brambles East) PUSH PETALS, day or night Diurnal-4: (Brambles West) CUT BULB first, day only Diurnal-5: (Brambles West) SMASH ROCKS, day only Diurnal-6: (Pond) HOOK SPECIMEN, day only Diurnal-7: (Brambles West) X LEAVES, day only Diurnal-8: (Pond) X HOOK, during day Diurnal-9: (Field West) PUSH STONE, night (this may be a bug or may be me misunderstanding--it's only collectible at night, but you can see it in the day, and it's diurnal) Diurnal-10: (Cliff West) POUR WATER/X GRASS, day or night Diurnal-11: (Pond) X POND again, daytime Diurnal-12: (Pond) X POND, during day Nocturnal-1: (Cave West) PUSH MUSHROOMS, day or night Nocturnal-2: (Field West) X AIR, night Nocturnal-3: (Brambles East) X PETALS, night Nocturnal-4: (Brambles West) X BULBS, night Nocturnal-5, Nocturnal-6: (Cave East) X POND, day or night Nocturnal-7: (Pond) X HOOK, during night Nocturnal-8: (Cave East) PUSH MUSHROOMS/GLOB BURROW, day or night Nocturnal-9: (Cliff East) X GRASS, day or night * Nocturnal-10: (Cliff East) YELL COOEE, day or night Nocturnal-11: (Pond) HOOK SPECIMEN, during night Nocturnal-12: (Pond) X POND, during night ================================== Also "an exercise for the reader" is to figure a way through this game with just 3 trips, assuming the TAKE ALL loophole isn't closed. This may take longer to plan, but the basic idea is: --get 5 jars filled early, probably just to the west of the field. Then go to the pond. X HOOK and X POND at day and night. GET ALL. Then HOOK SPECIMEN and SETTINGS 1 and HOOK SPECIMEN. This first trip gets you 11. --the second trip, clear things out and go to the cave. With 4 or more specimens, GLOB BURROW and then X POND and then get all. Return. --get the remaining 6 items your next trip through. Note if I'm off by one, Cliff (East) allows TAKE ALL to get to 7 items. Also, trips of 9-8-7 seem possible, but we would need the 8 in the pool. The pond is critical to all this.