The KLF Adventure

User Manual

How to play the KLF Adventure the easy way

Welcome

The KLF Adventure is a text-based adventure game. You play by typing commands into the prompt at the bottom of the screen and pressing Enter. The game describes your surroundings, reports the result of your actions, and plays music that shifts with each location and event.

Your ultimate goal is to complete The Work and help the KLF leave the music industry. The path is not straightforward. Explore widely, carry everything that isn't nailed down, and pay attention to what you read.

Saving your game Type save 1, save 2, or save 3 to save to one of three slots. Type load 1 to restore a save. Save often — especially before entering the alternate worlds described below. Type over and out to reset the game completely from the beginning.

Basic Commands

CommandWhat it does
look  / lDescribe your current surroundings and list visible items.
go [direction]Move in a direction. Common directions: north, south, east, west, up, down. Many exits have specific names shown in the room description — type them exactly, e.g. plains, theatre, shack.
take [item]Pick up an item and add it to your inventory.
drop [item]Leave an item in the current room.
inventory  / iList everything you are carrying.
read [item]Read a note, book, or document for clues.
examine [item]Look more closely at something in the room or your inventory.
search [object]Search an object or area for hidden items.
open [object]Open a door, chest, or package.

Interaction Commands

CommandWhat it does
use [item]Use an item you are carrying, often to trigger an event or solve a puzzle.
use [item] with [object]Use one thing on another — e.g. use biro with papers.
give [item]Give an item to a character present in the room.
talk [person]Start a conversation with a character.
say [phrase]Speak a specific phrase out loud. Saying the right thing in the right place can have surprising consequences — e.g. say set sail, say exterminate, say chill.
sing [song]Sing. Some situations call for it.
bury [item]Bury something in the ground. Relevant at certain locations.
pull [object]Pull a lever or similar.
drink [item]Drink something from your inventory.
eat [item]Eat something. Results may be unexpected.

Game Commands

CommandWhat it does
save [1-3]Save your current game to a numbered slot.
load [1-3]Restore a previously saved game.
name [your name]Set your name for the leaderboard. Do this before you finish!
leaderboardDisplay the top completion times.
helpShow a summary of available commands.
mapToggle the fog-of-war map showing rooms you have visited.
over and outReset the entire game. Use with caution — this cannot be undone.

The Game World

The KLF Adventure spans multiple locations and time periods. You begin in Trancentral — a dusty recording studio that serves as the heart of the game. From there, the world opens out: a desolate road, a burning boathouse, a music venue, a lighthouse, and paths leading to Liverpool, Stonehenge, Hammersmith, and far beyond.

The Main Areas

Explore freely, but be aware that some areas are very large. Save before entering any of the worlds below.

Trancentral & The Road The starting hub. Most major locations are reached from the road that lies to the south of Trancentral.
Liverpool — Bold Street & Mathew Street A web of timeslips connects the present day to 1925, 1961, 1977, and 2017. The Cavern Club, Eric's, and News From Nowhere are all here.
Sample City Reached by train from Trancentral Station. A living mixtape of a city. Home to Fleetwood Mac Records, Petula's Club, the Stranger on the Short jazz bar, and the enigmatic Mother Last.
Tunisia '96 A complete mini-adventure. Arrive at Monastir Airport on 26 June 1996 — the night England lost to Germany on penalties — and find your way to Sousse, Club Tropicana, and eventually home.
The Lost Continent Reached by Viking Longboat. A chain of atmospheric locations — black-sand shores, a glacier that thinks, a drowned archive, a sky-high gate — leading toward the far future.
Orbville An alternate dimension of fractured sound. Home to the U.F.Orb Control Room, the Ultraworld Elevator, and connections to every other world in the game. Reached via the Sample City stairway.
Longtown & Birkenhead Park The far future. Longtown (2045) is a post-collapse landscape. Birkenhead Park (2370) is where the completed People's Pyramid stands. A path home from both the Lost Continent and the Coding Room.
Big in Japanland Accessible from Eric's Club or the Ultraworld Elevator. A single rehearsal space in Liverpool at the height of punk — with an implausibly talented lineup.

Tips for Success

The Boss Key If someone walks in while you are playing, press the Boss button to display a convincing work-related document. Press Escape (or tap the document on mobile) to return to the game. The music mutes automatically.

A Note on the Map

The fog-of-war map in the top-right of the screen shows every room you have visited and the connections between them. It builds up as you explore. The map resets if you type over and out.

Completing the Game

The game is finished when The Work is done. Your completion time is submitted to the leaderboard automatically. The fastest times are displayed for all to see.

Good luck. The Justified Ancients of Mu Mu are counting on you.