The watch you have when this adventure begins tells you how many moves you have made but is of no other use whatsoever, therefore the first thing you should do in the Social Room is DROP WATCH to free up that vital inventory space. Then MOVE COUCH (Underneath it is a light rod), GET ROD, S, CLOSE DOOR (An auto-illow appears), GO BUNK, MOVE PILLOW (You find a circuit board), GET BOARD, D, N, W, GO BUNK, GO VENT (The deadly dust is randomised), N, E, GO CONSOLE, INSERT BOARD, N, EXAMINE CONSOLE (It has two buttons), PRESS WHITE, N, N, E, E, E, GO LATHE, EXAMINE COMPARTMENT, GET BLADE, N, D, TURN ROD (It glows).
S, D, GET WOOD, MAKE SCREWDRIVER (from blade and wood), GET HAMMER, U, GET TIN, E, S, W, W, SMASH LOCKER, USE HAMMER, EXAMINE LOCKER, GET SUIT, E, N, E, N, W, N, E, U, SEARCH WRECKAGE (Here is a bunk), GO BUNK, EXAMINE CEILING (You see a grill), REMOVE GRILL, JUMP, DROP HAMMER, GET CABLE, W, N, GO CRATE, GET SQUARE, W, S, E, D, D, W, S, E, N, U, FIX LATHE, TURN SQUARE (It is now round and fits the oven!), GET ROUND, D, N, W, N, U, N, N, E, GO BUNK, EXAMINE BUNK, GET TABLETS, D, W, W, DROP SUIT, FIX OVEN (With the round block), GET BOTTLE, EMPTY BOTTLE (into the tin).
GO LARDER, GET FLOUR, GET RAISINS, N, MIX CAKE (of tablets, water, flour and raisins - the tablets are sleeping pills!), BAKE CAKE, GET SUIT, E, E, E, E, D, N, W, U, GIVE CAKE (The creature falls asleep!), GET BOOTS, D, N, U, N, N, E, GO BUNK, EXAMINE CEILING (Another grill!), REMOVE PANEL (With the screwdriver), JUMP, U, WEAR SUIT, WEAR BOOTS, PRESS RED (The hatch opens), GO DOOR, GO HATCH, PULL LEVER, GO CRAFT, PRESS YELLOW and finally you have escaped the base!