NewBrain game

Attic Lamp

A gentle text adventure: one sleepy house, a new chapter every day.

Your best
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Attic Lamp

Attic Lamp

A gentle text adventure: one sleepy house, a new chapter every day.

Press any key or tap

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How to play

  1. Read the story at the top. It types itself in; tap it or press a key to hurry it.
  2. Type a command and press Enter, or tap a verb, then the thing you want to use it on.
  3. Go places with NORTH, SOUTH, EAST, WEST, UP and DOWN, or just N, S, E, W, U and D.
  4. Finish a chapter to see the next part of the house. A new chapter wakes each day for seven days.
  5. HINT gives the next step. The map and the shelf of things you carry sit at the bottom.

Controls

Keyboard

  • A–Z and Space type a command, Enter to do it
  • Backspace delete, Page Up and Page Down scroll the story
  • ↑ ↓ ← → and Enter or Space pick a word below instead
  • Esc pause

Touch

  • Tap an exit to walk that way
  • Tap a verb such as TAKE or USE, then the thing (and for USE, the second thing)
  • Tap a thing on your shelf to look at it; drag the story to read back

Controller

  • D-pad or left stick to move
  • A / Cross for action, B / Circle for secondary
  • Start to pause

Tips for a better score

  • EXAMINE everything that sounds interesting. Several things only turn up when you look closely at what they are hiding in.
  • USE joins two things together: USE KEY ON DOOR, USE CAN ON TAP. Plain English works too, such as LIGHT RANGE, FILL KETTLE or FEED MOUSE.
  • Stuck? HINT tells you the next step of the chapter you are on, and costs nothing.
  • Each new room is worth 10 points, each puzzle step 25 and each finished chapter 100. Keep the things you pick up: several are needed again on higher floors.
  • Dark rooms hide what is in them. Bring a light.

About Attic Lamp

Attic Lamp is an original text adventure. Aunt Wren's tall, quiet house has gone to sleep a room at a time, and her letter asks you to wake it and light the great lamp in the attic. Explore 24 rooms over seven chapters, from the garden gate to the cellar and up through the landing, the top floor and the attic, taking things, using them on other things and solving small puzzles: a clock to wind, a thirsty fern, a shy mouse, a boiler that has forgotten how to be warm. Type commands such as GO NORTH, EXAMINE FLOWERPOT or USE KEY ON DOOR on a keyboard, or tap the exits, verbs and things on a phone. A little map draws each room as you find it and a shelf shows what you are carrying. Chapter one is open straight away and a new chapter wakes on each real day after your first visit. Missing a day costs nothing, and after seven days the whole house stays open. Progress saves after every move.

A free text adventure game that runs in your browser. Category: Brain games. Made for RetroWorld with original art and sound.

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