This is a walkthrough for my Ludum Dare #27 entry, In Vivo. It’s a puzzle game of sorts where you have 10 seconds to act out your plans, but unlimited time to make them within your memory. There are five upgrades that stick with you between runs and you need all five to beat the game. Read ahead if you are starting from the beginning, or use the links to jump ahead.
- Upgrade #1: Cloning
- Upgrade #2: Xenobiology
- Upgrade #3: Chronostasis
- Upgrade #4: Telekinetics
- Upgrade #5: Xenolinguistics
- To Victory
You start out in the cloning lab. The main goal here is to get the cloning upgrade, just run up and hit space. When you start you aren’t given any real guidance, You are supposed to feel a bit panicked. Pick up the syringe and you will inject it, ending you run and giving you access to your genetic memory. This is where you can explore any part of the map you have seen while awake, with no time limit. This is core to beating the game without the walkthrough, as you can inspect everything and plan out your next turn. Anyway once you’ve read the text, and done any exploring you can, hit escape to start the next run.
This upgrade lets you interact with the various switches located around the ship. Start by grabbing the forceps on the left, then head over and grab the scalpel on the right. Head down to the grate and hit space to go through it. This will break your scalpel, as it’s good for one grate use only. Head up the hallway and you’ll see a door on the left. Open it with your forceps, which just like the scalpel are good for one use only. Grab the screwdriver, a more sturdy version of the scalpel, and head back down. Use the grate on the right to get into the next lab. Grab the syringe in the top right corner to end your turn. From here on out, each run will take a bit of planning, and you have about 2 seconds of wiggle room, so it might take a few tries.
This upgrade lets you slow down time by holding shift. It also slows you down, but not by as much, so you get a bit of a speed boost overall.
Start by grabbing the forceps on the left, then use your new upgrade to go out the door on left. Head up and use the switches to open the door. Run up and grab the fuse on the counter, then go through the doors on the left and use the fuse on the panel (just hit space). Head down to the lab on the left and you’ll see the doors are now open. Run in and grab the syringe.
This upgrade lets you interact with the various switches from a distance. You can use this to activate any switch that you have a clear line to, just hold control and press an arrow key, or you can tap control while holding one of the arrow keys. Only walls block this, you can do it through vats, beds and most importantly the laser walls that are coming up.
Grab the forceps and head out to the right. Run up and grab the screwdriver then head right to the double set of grates. Go through both and grab the wrench. Head back through the grates and open the gear door with your new wrench. Head up and pop through the grates there, and the syringe is on the right side of this room.
This upgrade lets you read the various texts scattered about the ship. If you’ve inspected any of the wall charts of clipboards and gotten some message about not being able to read it, this fixes that. It also gives you a slight speed boost which is necessary to make the final run.
As with the last few runs, forceps to screwdriver, then head up to the laser wall just above the screwdriver. Use your telekinetics (hold control and press up, or tap control while holding up) to hit the switch on the other side to turn it off. Run in and grab the keycard by the door, then head back out and up. Use the keycard to open the door, head up through both sets of grates and into the lab. The syringe is in the top center of the lab.
Now that you have all of the upgrades, you can make the final run. Run over and grab the scalpel, then out the right side. Just above this room is an alcove with a probe on the counter, grab it head left again. Telekinetics the laser door down, then run up to the right to grab the sonosphere. Move left and pick up the laser code on the way. Turn up when you can, then take the hallway to the right. Hug the top to grab the remote charge and open the laser door, then go a bit past it to put the sonosphere into the vibrostand. Head through the now-open laser door and hit the grate on the right. You are now on the deck of the ship. Use the switch above you (you can use telekinetics if you are low on time) to get rid of the guard. Then walk over to the captain and use the probe. You have to be next to him, not on him. The screen should turn purple and fade to black. Congratulations, you beat the game.