Game walkthrough for DORM
Game walkthrough for DORM
Here be spoilers. Click the button below to download a complete game map for DORM, showing all locations and initially visible items. It does not show concealed items, but it does indicate secret passages and hidden rooms.
This is a complete walkthrough for the game DORM. It will spoil all the puzzles. The walkthrough includes all moves necessary to get a score of 100 out of 100, but you'll miss out on the flavour text and background details of the story.
Part 1: enter Concoction Hall
Armed with only adhesive putty and our wiles, we'll get into the dorm.
x protest x placards take flyer read it x stairs w x door open door x vestibule x attendees knock decorate door with flyer n e knock
Part 2: get your key, meet Woz, and find your room
Starts in Concoction Hall's vestibule, ends in your room
read banner s s x scrum put hand in scrum put card in scrum w look at ceiling x speaker x label ask receptionist about keys ask shirt about keys take key e e e e e unlock door with key open door n
Part 3: explore Concoction Hall
Starts in your room. We'll open the panel for later, and since we won't need the business card again we'll make it our first door decoration. Then we'll meet the totally normal wall, and get the dictionary to use later.
unscrew panel using card s decorate door with card w w w w w w w x south wall wall, tell me about yourself search wall wall, tell me about photograph e e n u n x table x scratchings take dictionary
Part 4: the pirate
Heading to the basement we'll drop in on the tie contest, which unlocks some areas on the second floor. We'll also pick up the microphone for repairing later, then end up defeating a pirate!
s d d s w s read sign x stack take catalog n e e e n x chalkboard x judges x contest x ties ask judges about contest ask judges about ties s e x av equipment x organizers x boxes x wishbringer x screen x computer x mouse unplug microphone take it w w w n u s s x volkswagen x pirate x sword show catalog to pirate
Part 5: explore campus
Starting at the bridge, now that the pirate is gone we can access campus and our first step will be to improve our balance with a hammock. Then we'll find a missing photo for a totally normal wall that didn't ask for it, because it's a wall.
s e enter hammock g g exit enter hammock exit w s x bull w w x map s u w x trophy case x trophies push case take photo x photo s
Part 6: garage giveaway
Starting in the cafeteria, we'll grab an ice cream cone (first of two times we'll do that) and let it melt to make our hands sticky enough that we can grab something in the garage giveaway.
take ice cream n e d n e e n n n e n enter arch open box drop it take floppy take stone
Part 7: the totally normal wall
Starting in the lounge, we'll give the photo to the wall and get something in return. We'll also get a very special bookmark.
s w w w show photo to wall decorate wall with photo w n x box put dictionary in box take redbook open it take bookmark drop redbook s e x south wall search south wall take something x something
Part 8: bite the bag contest
Time to win another contest. We can win the bite the bag contest because we improved our balance earlier.
e e n u e n x contest enter contest bite the bag x cap wear it
Part 9: beating the gamer
We'll drop by the hardware hacker to learn what he wants in return for fixing the broken microphone. Then it's off to the expert gamer to play the one game we can't lose.
s e e read note n x hacker show microphone to hacker ask hacker about microphone ask hacker about treat drop microphone s w w w w w w n x gamer ask gamer about games play tic-tac-toe again again take paper
Part 10: fixing the showers
Starting in the gamer's room, we'll head outside to charge up the stone. That way we'll have light for the area beyond the access panel, where we can fix the showers. Fixing the showers will reveal a secret message in the bathroom which will help animate the bull.
s e e e d s s drop stone x it g g take it n e e e e e decorate door with something n n x temperature dial x pressure dial turn temperature down turn pressure up turn temperature up s drop stone s w n w x mirror
Part 11: the tie contest
Since we beat the gamer earlier, we have what we need to win the tie contest.
s w w w n d s e e n wear tie game enter contest wear novelty tie x it
Part 12: the bull
Starting at the tie contest, we'll move to the bull via the lower exit so we can see the hidden message near the rubbish. That's the final clue needed to tell us how to animate the bull. We'll ride the bull safely because of what we won in the tie contest, and find both a poster and a vintage Apple sign we can use to decorate our door.
s e open door e s x bin x graffiti s s w w push platform pull tail turn ear pull nose push tail turn horn switch on novelty tie ride bull x sign take it push beam search detritus take poster x it
Part 13: repairing the microphone
We now have what we need to win the door contest, but on the way we'll pop by the cafeteria to get a second ice cream cone to bribe the hardware hacker.
n w w s up w s x salad bar take olive x pizza counter take pizza take pepperoni take ice cream n e d n put arrow on concoction n u e e e n give ice cream to hacker take microphone give it to hacker
Part 14: the door contest
Now we'll win the door contest. We already placed a couple of decorations on the door earlier, so these new ones will be enough to win the contest.
s w x presentation w w d s e e e e e decorate door with poster decorate door with sign x shirt
Part 15: giving your presentation
With all 3 contests completed, it's time to give our presentation. We'll plug in the mic that we had repaired earlier, and fix the mouse, then we can give our presentation to a rapt audience. But things won't quite go as planned.
w w w w w n d s e e e x screen plug microphone into speaker turn microphone on x mouse open mouse insert olive into mouse click mouse give presentation to audience x presentation drop presentation
Part 16: meeting the warlocks
Time to see where everyone has gone, and to finally figure out what the warlocks have been up to.
x screen e s s s s x figure x lines wear red shirt enter red line exit n w s x mist x figures w w n take arrow put arrow on bleachers
Part 17: a change of clothes
Now let's do laundry! With the help of a makeshift coin, we'll wash a red and yellow item together to get that elusive orange shirt.
e e n n n n d s s open washer put hat into washer put shirt into washer close washer put pepperoni in coin slot open washer take all
Part 18: endgame
Finally let's put on our robe and wizard hat, I mean our orange shirt and baseball cap, and save the day.
n e e e e s s w s s wear orange hat wear orange shirt enter orange line
DORM: Adventure at the 8-Bit Assembly was created by Carrington Vanston. It may be copied, distributed, and played freely.