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story.ni
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"PataNoir" by Simon Christiansen
The story genre is "Mystery". The release number is 8. The story creation year is 2011.
Release along with cover art.
Use full-length room descriptions, American dialect, no scoring, and the serial comma.
Include Basic Help Menu by Emily Short.
Include Numbered Disambiguation Choices by Aaron Reed.
Include Quip-Based Conversation by Michael Martin.
Include Punctuation Removal by Emily Short.
Include Unicode Full Character Names by Graham Nelson.
Include Interactive Tutorial by Jimmy Maher.
To say only bold: say "[bold type]".
[To do:
Change the standard assimilation failure messages into check rules, so they can be more easily overridden by instead rules.]
Part 1 - Rules
When play begins:
now the Tutor-introduction is "Welcome to PataNoir! This is the tutorial. I will be with you for just a little while, to familiarize you a bit with interacting with the story. If you grow tired of me at any time, type [only bold]tutorial off[tutor type] at any prompt and I'll go away. You should probably complete this tutorial at least once, to learn how to interact with the game. Experienced interactive fiction players can skip the tutorial, and instead read the 'Introduction to PataNoir' section in the [only bold]help[tutor type] menu."
To say desk instruction:
say "Notice the cursor following the > prompt at the bottom of the window? (If you can't see it, just tap the spacebar to scroll the window.) This is where you will interact with the story. Above the cursor you can see a description of your current location, in this case your office. You can interact with everything mentioned in the room description. To examine an object closer, simply type its name, and press enter.
Let's start by taking a closer look at some of the things in the office. Type [only bold]desk[tutor type] and press enter. "
To say drawer instruction:
say "That drawer might contain something useful. Type [only bold]drawer[tutor type] to check it out. "
To say drawer open instruction:
say "Typing the name of the drawer resulted in a description, but you probably wanted to know what's inside. Once you have examined an object, typing its name again will make you interact with it. Interacting with something will perform a default action tied to that object. In the case of the drawer this means opening it. Type [only bold]drawer[tutor type] again to open the drawer. "
To say revolver instruction:
say "A weapon might certainly come in handy! Type [only bold]revolver[tutor type] twice to examine the revolver, and then pick it up. "
To say drawer close instruction:
say "The default action for most objects is to pick them up, but other objects, like the drawer, have different actions associated with them. Interacting with the drawer caused us to open it, but maybe now we can try to take it? Type [only bold]drawer[tutor type] again, and see what happens. "
To say drawer take instruction:
say "Well, that didn't work. The default action associated with the drawer is to open or close it. I'll do my best to predict what you want to do with an object, but sometimes you may need to try something more unusual than the default action. To do this, you can specify the exact action you want to perform by adding a verb in front of the noun. For example, you can try to take the drawer by typing [only bold]take drawer[tutor type]. Try that now. "
To say looking instruction:
say "It would be silly to carry around a desk drawer anyway. The game understands a wide variety of verbs, but the most common ones are [only bold]take[tutor type] and [only bold]examine[tutor type]. The latter can be shortened to just [only bold]x[tutor type], so you can reexamine objects by typing [only bold]x object[tutor type]. Feel free to experiment with other verbs. You never know what might happen.
Some verbs don't require an object. For example, you can always repeat the description of your surroundings by typing [only bold]look[tutor type], or just [only bold]l[tutor type], for short. Try typing [only bold]l[tutor type] now. "
To say cigarette instruction:
say "Let's take a closer look at some of the other objects in the office. There is a cigarette smoldering in the ashtray. Try interacting with it, by typing [only bold]cigarette[tutor type] twice, or just [only bold]take cigarette[tutor type], if you can't be bothered to examine it closely. If you get bored with typing the same commands twice, you can always repeat the previous command, by typing [only bold]g[tutor type]."
To say embers instruction:
say "The cigarette doesn't seem to be useful. Remember when I said that you can interact with anything mentioned in the room description? The cigarette is described as being like 'the last embers from a dying camp fire', but that's just a simile. Surely, that doesn't count as an object. Why not give it a try, for the hell of it? Try interacting with the camp fire, and the embers. "
To say simile instruction:
say "What the hell just happened? Type [bold type]look[tutor type] to inspect the room again. "
To say inventory instruction:
say "The cigarette is now just a cigarette. What happened to the simile? You can always inspect what you are carrying by typing [only bold]inventory[tutor type], or just [only bold]i[tutor type] for short. Try doing that now. "
To say door instruction:
say "You are now carrying the simile of the smoldering ember! You will soon learn how that can be useful. First, let's check out who is at the door. You can open the door by either typing [only bold]door[tutor type] twice, or just [only bold]open door[tutor type]. "
To say talking instruction:
say "Looks like a case might be forthcoming! Try to interact with the visitor, in the usual way. "
To say allan instruction:
say "Notice that interacting with a person causes you to initiate a conversation. As with other objects, you are free to try different actions, if you feel that conversation isn't getting you anywhere. Try talking to Mr. Jameson again. Maybe you can convince him to hire you. ";
choose row 15 in the Table of Tutorial Actions;
now the Done entry is false.
To say revolver examination instruction:
say "Conversation doesn't seem to be working in this case, anyway. You can try talking to him some more, but it probably won't help. Let's try something different. Remember that revolver you picked up earlier? Let's check it out again, by typing [only bold]revolver[tutor type]. Since you are already carrying the revolver, typing its name will examine it. "
To say wesson instruction:
say "Apparently, you think of your revolver as a trusty servant. Remember what happened with the smoldering ember earlier? Try interacting with the servant. "
To say hint instruction:
say "Curiouser and curiouser! As Mr. Wesson just informed you, you can give him instructions by typing his name, followed by a comma, followed by the action you want him to perform. Note that when giving commands, you will always need to use a verb to specify the action. Mr. Wesson does not have any default actions.
Mr. Wesson's primary purpose, however, is to give you hints when you are stuck. Maybe he has some advice on our current predicament. Try talking to Mr. Wesson again. "
To say marble instruction:
say "Of course! It seems that we can interact with figurative objects, so why not try the same with the marble that's making Mr. Jameson so hard. You can always ask Mr. Wesson for advice if you get stuck. His advice is tied to the location you're in, so if he doesn't have anything useful to say, try going somewhere else and talking to him there.
For now, let's follow his current advice. Try interacting with the marble. ";
choose row 19 in the Table of Tutorial Actions;
now the Done entry is false.
To say jameson examination instruction:
say "That seemed to do something, but it's hard to tell if anything changed. Perhaps we should take another look at Mr. Jameson? Since you have already examined him, typing his name will continue the conversation, so you will have to use a verb. You can examine him again by typing [only bold]examine Jameson[tutor type], or just [only bold]x Jameson[tutor type] for short. "
To say second talking instruction:
say "He no longer seems as cold! Try talking to him some more. "
To say second inventory instruction:
say "He still seems a bit too reserved, even without the marble. Maybe there is a way to make him warm up to you? Try checking your inventory, by typing [only bold]inventory[tutor type], or just [only bold]i[tutor type], for short. "
To say application instruction:
say "If the marble made him cold, perhaps the ember can make him warm? To use an object on another, you can simply type out the names of the objects in order. Type [bold type]ember allan[tutor type] to use the ember on Mr. Jameson. "
Tutorial read is a truth state variable. Tutorial read is false.
To say persuasion instruction:
say "That seemed to do the trick! Let's try talking to him again. You can examine him first, if you like. ";
now tutorial read is true.
To say tutor conclusion:
say "That worked wonders! You now have a case, and a larger game world to explore. Movement in the game is handled by typing in the direction you want to go. The directions understood by the game are [only bold]north, south, east, west, up, down, in[tutor type] and [only bold] out[tutor type]. For convenience, you only need to type the first letter of the direction word, except in the case of [only bold]in/out[tutor type], where the full word is needed. Sometimes, choosing a direction will result in a list of possible locations. Just type in the number corresponding to the location you would like to visit.
That's all I have for now! Typing [only bold]n[tutor type] will take you inside the mansion of the baron who wants to hire you. You can also return to your office by typing [only bold]s[tutor type]. There is plenty of other stuff in the office. You should probably fix that old chair at some point, for example.
If you need more help, typing [only bold]help[tutor type] will take you to a menu with more information about the game, as well as a walkthrough, in case you get completely stuck. Don't forget to talk to Mr. Wesson first, though. He will usually be able to help you.
Good luck with the case! "
When play begins:
now the Tutor-conclusion is "[tutor conclusion]".
Table of Tutorial Actions
Command Done Where Check Pre-Text After-Text
trying examining the desk false Your Office a rule "[desk instruction]" some text
trying examining the drawer false Your Office -- "[drawer instruction]" --
trying opening the drawer false Your Office -- "[drawer open instruction]" --
trying taking the revolver false Your Office -- "[revolver instruction]" --
trying closing the drawer false Your Office -- "[drawer close instruction]" --
trying taking the drawer false Your Office -- "[drawer take instruction]" --
trying looking false Your Office -- "[looking instruction]" --
trying taking the cigarette false Your Office -- "[cigarette instruction]" --
trying taking the embers false Your Office -- "[embers instruction]" --
trying looking false Your Office -- "[simile instruction]" --
trying taking inventory false Your Office -- "[inventory instruction]" --
trying opening the office door false Your Office -- "[door instruction]" --
trying talking to jameson false Your Office -- "[talking instruction]" --
trying talking to jameson false Your Office -- "[allan instruction]" --
trying examining the revolver false Your Office -- "[revolver examination instruction]" -- [row 15]
trying talking to wesson false Your Office -- "[wesson instruction]" --
trying talking to wesson false Your Office -- "[hint instruction]" --
trying taking the marble false Your Office -- "[marble instruction]" --
trying examining jameson false Your Office -- "[jameson examination instruction]" -- [row 19]
trying talking to jameson false Your Office -- "[second talking instruction]" --
trying taking inventory false Your Office -- "[second inventory instruction]" --
trying applying the ember to jameson false Your Office -- "[application instruction]" --
trying talking to jameson false Your Office -- "[persuasion instruction]" -- [row 23]
Table of Tutorial Locations
Where First Last
Your Office 1 23
Chapter 1 - Game Rules
Test Introduction with "open drawer / take gun / talk to wesson / talk to wesson / take blood / take ember / open door"
Test Visitation with "test introduction / x man / talk to man / talk to wesson / take marble / put marble on wheels / move chair / get coin / get knife / get marble / x man / talk to man / talk to wesson / give coal to man / x man / talk to man"
Test Meeting with "test visitation / n / u / e / talk to wesson /get strand / talk to wesson / x baron / talk to baron / get record / w / get coal / d / talk to wesson / talk to wesson / drop coal / n / talk to wesson / talk to wesson / kill snakes with strand / talk to wesson / get manna / talk to wesson / get scale / s / s / talk to wesson / talk to wesson / talk to wesson / poke giant with strand / n / u / w / talk to wesson / get cocoon / e / talk to wesson / close western door / l / talk to wesson / get light / e / talk to wesson / enter eyes / talk to wesson / d / d / d / talk to wesson / put strand in padlock / open chest / get treasure / u / u / u / talk to wesson / give treasure to baron / talk to baron / get treasure"
Test Apartment with "test meeting / w / d / s / s / 1 / empty cocoon / get oil / n / 3 / talk to wesson /get rag / talk to wesson /get letter / e / talk to wesson / enter city / u / talk to wesson / call to prayer / d / talk to wesson / talk to wesson / give manna to beggar / exit / take bottles / get pencil / open cabinet / get knife / put needle on bowie knife"
Test Bar with "test apartment / w / s / 4 / talk to wesson / talk to wesson / give letter to bartender / talk to wesson / talk to wesson / cut fog with knife / talk to ronald / talk to wesson / talk to wesson / show knife to ronald / talk to ronald / talk to wesson / talk to wesson / take toupee / talk to wesson / give coagulated blood to ronald / get blood / talk to ronald / talk to ronald"
Test Gambling with "test bar / s / 3 / talk to wesson / talk to wesson / talk to wesson /smith, get icicle / x poker game / get putty / give marble to man / z / z / z / z / z"
Test Camino with "test gambling / talk to wesson / talk to camino / show letter to camino / e / talk to wesson / take brick / wipe paint with rag / pour oil on brick / talk to camino / talk to camino / e / talk to wesson / give record to camino / talk to camino"
Test Assault with "Test camino / w / 1 / talk to wesson / talk to wesson / x alfono / x businessman / give knife to wesson / wesson, attack businessman / talk to wesson / talk to wesson / wesson, give me the knife / put sharp knife on coin / throw coin at alfono / talk to wesson / talk to wesson / put putty on scale / put scale on snake / pull moustache"
Test Assault1 with "Test camino / w / 1 / talk to wesson / talk to wesson / x alfono / x businessman / give knife to wesson / wesson, attack businessman / talk to wesson / talk to wesson /talk to alfono / talk to wesson / talk to wesson / put putty on scale / put scale on snake / pull moustache"
Test Copernik with "test assault1 / talk to copernik / talk to copernik / talk to copernik / talk to wesson / talk to wesson / x man / x walls / x man / wrap icicle in rag / touch man with icicle / x walls / talk to copernik / talk to copernik / talk to wesson / talk to wesson / give toupee to copernik / talk to copernik / talk to copernik "
Test Climax with "Test Copernik / w / 6 / talk to wesson / take silver / n / x lisa / u / n / w / talk to wesson / talk to wesson / show cocoon to officer / w / exit / enter cabin / talk to wesson / talk to wesson / drink brandy / yes / w / enter car / n / e / s / throw oil in river / grab wound / talk to lisa"
Test thruline with "Test Climax / x baron / x lisa / u / n / w / exit / e / talk to wesson / w / enter car / n / e / s / take marble / give marble to baron / x baron / talk to baron / open door / talk to doctor"
Test AlternateA with "Test Climax / talk to baron / open door / talk to doctor"
Test FreeLisa with "Test copernik / w / 6 / n / throw brick in river / grab wound / talk to lisa / yes / open door / talk to doctor"
Test oiling with "test meeting / w / d / s / s / 1 / drop fluid / get oil / put oil on wheels"
Test leaving with "n / open door / enter door"
Test barontalk with "test meeting / talk to baron / x photo / take photo"
Test alfonobug with "test copernik / w / 1 / x man" [He should be gone at this point.]
Test AssaultTrigger with "test camino / drop coin / w / 1 / s / 2 / get coin / w / 1"
Test TriggerB with "test camino / drop gun / w / 1 / s / 2 / get gun / w / 1"
Test discovery with "Test copernik / w / 6 / x windows / s / 6 / talk to copernik / talk to copernik / talk to copernik / w / 1 / n / u / e / talk to baron / talk to baron / talk to baron"
Test snakeknife with "Test visitation / n / n / attack snake with knife"
Test CaminoBugs with "test apartment / w / s / 3 / x poker game / take putty / give marble to man / z / z / z / z / z / talk to camino / talk to camino / talk to camino / talk to camino / talk to camino / show letter to camino / e / take brick / wipe paint with rag / pour oil on brick / talk to camino / talk to camino / grab wound / throw brick in river / grab wound"
Test bricktake with "test gambling / talk to camino / talk to camino / e / talk to camino / give record to camino / show letter to camino / talk to camino / wipe brick / wipe brick"
Test StrandWeapon with "test visitation / n / u / e / take strand / w / attack western door with steel strand"
Test Gknife with "test visitation / attack giant with knife / attack giant with knife"
Test KnifeKnight with "take ember / open door / talk to allan / get blood / put marble on wheels / move chair / get coin / get knife / attack knight with knife"
Test knifebug with "test apartment / put bowie knife in cabinet / give knife to wesson / take knife" [Disambiguation should select the literal knife]
Test letterbug with "test gambling / talk to camino / show letter to camino / x letter"
Test heldknife with "test meeting / w / d / s / s / 4 / give knife to wesson / cut fog / tell wesson to give me the sharp knife / cut fog"
Test MarbleBug with "test copernik / w / 1 / n / u / get marble / d / s / s / 6 / take silver / n / x lisa / u / n / w / talk to wesson / talk to wesson / show cocoon to officer / w / exit / enter cabin / talk to wesson / talk to wesson / drink brandy / yes / w / enter car / n / e / s / throw brick in river / grab wound / talk to lisa / take marble"
Test Businessman with "test camino / w / 1 / l" [The businessman should not be mentioned in the room description]
Test BarBug with "test meeting / w / d / s / s / 3 / e / open cabinet/ take knife / w / s / 4 / x bowie knife / s / x bowie knife" [The knife should not be returned when attempting to exit the bar]
Test CabinHint with "test copernik / w / 6 / take silver / n / x lisa / u / n / give silver / w / exit / e / drink brandy / yes / talk to wesson / talk to wesson / talk to wesson / talk to wesson / talk to wesson / talk to wesson / talk to wesson"
Test BrickBug with "test gambling / talk to camino / talk to camino / e / take brick / wipe paint with rag / pour oil on brick / throw brick in river / show letter to camino / give record to camino / talk to camino / x brick" [The brick should be gone by now]
Test FirstTalk with "take ember / open door / take marble / talk to allan" [It should not be possible to take marble without first talking to Allan]
Test LastTalk with "test climax / talk to detective / talk to jameson / talk to lisa" [It should not be possible to talk to anyone but the Baron]
Test DropBug with "take ember / drop ember" [It should not be possible to drop the ember]
Test Sattack with "test visitation / n / u / e / take strand / w / take coal / d / drop coal / s / attack giant with strand / n / u / w / get cocoon / e / close western door / get light / e / swim / d / d / pick lock with strand / open chest / get treasure / u / u / u / give treasure to baron / talk to baron / x baron / talk to baron / w / d / s / s / 3 / e / open cabinet / get knife / w / s / 1 / n / n / attack snakes with literal knife / shoot snakes" [Attacking the snakes with a literal weapon should imply that the player will need a figurative weapon instead.]
Test CheckOut with "test visitation / n / u / e / talk to baron / check him out / talk to baron" [The first talking reply should be printed, not the second]
Test CDrop with "test gambling / talk to camino / talk to camino / e / drop all" [It should not be possible to drop anything in Camino's office]
Test ShowLetter with "test gambling / talk to camino / show letter to camino / e / show letter to camino" [Showing the letter a second time should not have any effect.]
When play begins:
say "Pataphor (noun):
1. An extended metaphor that creates its own context.
2. That which occurs when a lizard's tail has grown so long it breaks off and grows a new lizard.
- Pablo Lopez
He scribbles in a small notepad. 'And you are still taking your medication?'
'Of course.'
It's a lie. You work much better without it.".
When play begins:
choose row 1 in Table of Basic Help Options;
now the title entry is "Introduction to PataNoir";
now description entry is "PataNoir is a surreal noir game, which differs from an ordinary noir story in ways that should become clear early on. Make sure you try to examine and interact with everything in your surroundings, including things that are not literally there. Especially those. Every time something is 'like' something else, you can try to interact with both things. Once you have some things, try giving them to people or putting them on other things.
If you are stuck, you can talk to your trusty servant. He might be able to provide some hints. If you cannot find him, check the desk drawer.
If you are having trouble with the puzzle system, you can read the 'Similes and You' chapter in this hint menu, for more detailed instructions. You may find it more rewarding to figure things out yourself, though.
PataNoir also contains some parser optimizations, to cut down on repetitive typing. You can interact with objects by simply typing the name of the object. The first time you do this, you will examine the object. If you type the name of an examined object, you will perform a default action associated with that object. The default action for most objects is for you to take them, but other objects have different default actions, tied to their function. You will open doors, talk to people, and so on.
If you want to apply an object to another, whether this means combining them or giving an object to a person, you can simply type the names of the objects in order. It is still necessary to type verbs if you want to do something out of the ordinary, but the default actions take care of the most common interactions.
If you are still stuck, the final chapter contains a detailed walkthrough, divided into sections corresponding to scenes in the game. Some scenes expect you to be carrying things from earlier scenes, so a walkthrough section may not always work out of context. For convenience, typing 'WALKTHRU' in the command prompt will print the entire walkthrough on the screen.";
choose row 2 in Table of Basic Help Options;
now the title entry is "Similes and You";
blank out the subtable entry;
now description entry is "The puzzles in PataNoir involve manipulating similes and metaphors to achieve effects. Whenever something is described as being 'like' something else, you will be able to interact with the figurative object, as well as the literal. For example, if someone's eyes are described as 'sparkling like diamonds', you will be able to take the diamonds like any other object. This will cause the eyes to stop sparkling, which may change the personality of the person in question. The diamonds can then be given to other persons, or put on other things, which will cause them to sparkle like diamonds instead. In this way, figurative objects can be used to change the properties of real objects and persons.
Real and figurative objects cannot affect each other directly, but figurative objects can affect each other, just like real objects. For example, a figurative knife cannot cut a real watermelon, but it could cut a figurative watermelon. This might provide you with a figurative slice of watermelon, which could be used to change the properties of a real object.
If you are stuck, look at your revolver. Did you notice how it is like a trusty servant? You can talk to him for hints.
If you experiment a bit, this will hopefully begin to make sense.
Have fun!".
Table of Walkthrough
title description
"Introduction" "Optional verbs are included in paranthesis, to make it more clear what's going on. If you are following the walkthrough from start to end, it's not necessary to type in those verbs:[line break](examine) drawer, (open) drawer, revolver, (take) revolver, (examine) servant, (talk to) servant, (examine) wheels, (examine) blood, (take) blood, (examine) camp fire, (examine) ember, (take) ember, (examine) door, (open) door, (examine) man, (talk to) man, (examine) marble, (take) marble, marble wheels, x wheels, move chair, (examine) coin, (take) coin, (examine) knife, (take) knife, (take) marble, x allan, coal allan, x allan, (talk to) allan."
"Meeting the Baron" "n, u, e, (examine) baron, (examine) strand, (take) strand, (talk to) baron, (examine) record, (take) record, w, (take) coal, d, coal floor, n, strand snakes, (examine) fountain, (examine) manna, (take) manna, (examine) scale, (take) scale, s, (take) strand, s, strand giant, l, n, u, w, (examine) cocoon, (take) cocoon, e, close western door, (examine) light, (take) light, e, (examine) lakes, (enter) lakes, d, d, strand lock, (examine) chest, (open) chest, (examine) treasure, (take) treasure, u, u, u, treasure baron, (talk to) baron."
"The Apartment" "First, we take a short trip back to the office, to pick up something we couldn't get earlier:[line break]w, d, s, s, 1, (take) fluid, (examine) oil, (take) oil, n, 3, (examine) rag, (take) rag, (examine) jacket, (examine) letter, (take) letter, e, (examine) cabinet, (open) cabinet, (examine) literal knife, (take) literal knife, (examine) city, (enter) city, u, call, d, manna beggar, out, needle bowie knife, x bowie knife."
"The Bar" "w ,s, 4, letter bartender, figurative knife fog, l, (examine) man, (talk to) man, bowie knife man, (talk to) ronald, (examine) toupee, (take) toupee, blood ronald, (talk to) ronald."
"The Gambling Joint" "s, 3, (examine) icicle, Wesson, take the icicle, (examine) poker game, (examine) man, (examine) putty, (take) putty, marble man, wait, g, g, g, g, (examine) camino, (talk to) camino, letter camino, e, (examine) brick , (take) brick, (talk to) camino, (talk to) camino, e, record camino, (talk to) camino.[line break]Note: If you give the record to Camino right away, you do not need to re-enter the office. The failed attempt is included to demonstrate the effects of the record."
"The Assault" "To trigger this scene you must be carrying: The icicle, the dirty rag, the coin, the revolver, and the scale. Also, Alfono must have kicked you out of Camino's office. The scene starts in front of the Baron's Mansion:[line break]w, 1, (examine) man, (examine) businessman, knife wesson, wesson, attack businessman, x alfono, (talk to) alfono, putty scale, scale snake, (examine) moustache, (take) moustache."
"Copernik's office" "(examine) copernik, (talk to) copernik, (examine) walls, (examine) dying man, rag icicle, icicle man, (talk to) copernik, toupee copernik, (talk to) copernik."
"Climax" "w, 6, rag brick, oil brick, (examine) silver, (take) silver, n, (examine) lisa, (examine) mountain road, u, n, w, silver officer, w, out, e, (examine) brandy, (take) brandy, yes, w, (examine) car, (enter) car, n, e, s, (examine) camino, (examine) canyon, (examine) river, (examine) brick, brick canyon, (examine) camino, (examine) wound, (take) wound, (talk to) lisa."
"Ending" "(take) marble, marble baron, (talk to) baron, (open) door, (examine) doctor, (talk to) doctor."
Table of Basic Help Options (continued)
title subtable description
"Contacting the author" -- "Feedback can be sent to [email protected]."
"Walkthrough" Table of Walkthrough --
"Credits" -- "Writing and coding by Simon Christiansen.
Cover art by Tom Siddell (gunnerkrigg.com).
In-game art by Lauri Ahonen (munportfolio.com).
Theme song is 'PataNoir' by William Steffey.
Testing and proofreading done by Joel Webster, Utkonos, Dacharya, John P. Murphy, Colin Sandel, Amanda Allen, James Matthew Campbell, George Oliver, Jacek Pudlo, Joey Jones, Marius Müller, Andrew Schultz, Sam Kabo Ashwell, David J. Hastings, Morten Larsen and Hanon Ondricek.
Special thanks to the Goons of the SomethingAwful.com forums for feedback provided during a 'Let's Play' playthrough of the game."
Commenting is an action applying to one topic. Understand "comment [text]", "c [text]", "* [text]", "** [text]" and "*** [text]" as commenting.
Requesting the Walkthrough is an action out of world. Understand "Walkthrough" and "Walkthru" as requesting the Walkthrough.
Report requesting the Walkthrough:
say "Introduction (Optional verbs are included in paranthesis, to make it more clear what's going on. If you are following the walkthrough from start to end, it's not necessary to type in those verbs):[line break](examine) drawer, (open) drawer, revolver, (take) revolver, (examine) servant, (talk to) servant, (examine) wheels, (examine) blood, (take) blood, (examine) campfire, (examine) ember, (take) ember, (examine) door, (open) door, (examine) man, (talk to) man, (examine) marble, (take) marble, marble wheels, x wheels, move chair, (examine) coin, (take) coin, (examine) knife, (take) knife, (take) marble, x allan, coal allan, x allan, (talk to) allan.
Meeting the Baron:[line break]n, u, e, (examine) baron, (examine) strand, (take) strand, (talk to) baron, (examine) record, (take) record, w, (take) coal, d, coal floor, n, strand snakes, (examine) fountain, (examine) manna, (take) manna, (examine) scale, (take) scale, s, (take) strand, s, strand giant, l, n, u, w, (examine) cocoon, (take) cocoon, e, close western door, (examine) light, (take) light, e, (examine) lakes, (enter) lakes, d, d, strand lock, (examine) chest, (open) chest, (examine) treasure, (take) treasure, u, u, u, treasure baron, (talk to) baron.
The Apartment (First, we take a short trip back to the office, to pick up something we couldn't get earlier):[line break]w, d, s, s, 1, (take) fluid, (examine) oil, (take) oil, n, 3, (examine) rag, (take) rag, (examine) jacket, (examine) letter, (take) letter, e, (examine) cabinet, (open) cabinet, (examine) literal knife, (take) literal knife, (examine) city, (enter) city, u, call, d, manna beggar, out, needle bowie knife, x bowie knife.
The Bar:[line break]w ,s, 4, letter bartender, figurative knife fog, l, (examine) man, (talk to) man, bowie knife man, (talk to) ronald, (examine) toupee, (take) toupee, blood ronald, (talk to) ronald.
The Gambling Joint:[line break]s, 3, (examine) icicle, Wesson, take the icicle, (examine) poker game, (examine) man, (examine) putty, (take) putty, marble man, wait, g, g, g, g, (examine) camino, (talk to) camino, letter camino, e, (examine) brick , (take) brick, (talk to) camino, (talk to) camino, e, record camino, (talk to) camino.[line break]Note: If you give the record to Camino right away, you do not need to re-enter the office. The failed attempt is included to demonstrate the effects of the record.";
say "[line break]The Assault (To trigger this scene you must be carrying: The icicle, the dirty rag, the coin, the revolver, and the scale. Also, Alfono must have kicked you out of Camino's office. The scene starts in front of the Baron's Mansion):[line break]w, 1, (examine) man, (examine) businessman, knife wesson, wesson, attack businessman, x alfono, (talk to) alfono, putty scale, scale snake, (examine) moustache, (take) moustache.
Copernik's office:[line break](examine) copernik, (talk to) copernik, (examine) walls, (examine) dying man, rag icicle, icicle man, (talk to) copernik, toupee copernik, (talk to) copernik.
Climax:[line break]w, 6, rag brick, oil brick, (examine) silver, (take) silver, n, (examine) lisa, (examine) mountain road, u, n, w, silver officer, w, out, e, (examine) brandy, (take) brandy, yes, w, (examine) car, (enter) car, n, e, s, (examine) camino, (examine) canyon, (examine) river, (examine) brick, brick canyon, (examine) camino, (examine) wound, (take) wound, (talk to) lisa.
Ending:[line break](take) marble, marble baron, (talk to) baron, (open) door, (examine) doctor, (talk to) doctor."
After reading a command:
remove stray punctuation;
resolve punctuated titles.
A pataphor is a kind of container. A pataphor can be either hollow or solid. Understand "figurative" as a pataphor.
A patason is a kind of person. Understand "figurative" as a patason.
Definition: A thing is figurative if it is a pataphor or it is a patason.
A thing can be liquid or illiquid.
Check inserting something into a pataphor:
if the second noun is solid:
say "That can't contain things." instead;
otherwise if the noun is not a pataphor:
say "[The second noun] is just a simile. It can't contain literal objects." instead.
Check searching a pataphor:
if the pataphor is solid:
say "You find nothing of interest." instead.
Rule for printing the name of a pataphor (called the current pataphor) while taking inventory: say "figurative [the printed name of the current pataphor]".
To say the pataphor rejection: say "It's such a nice simile. You might forget it if you leave it behind."
Instead of dropping a pataphor, say the pataphor rejection.
Rule for deciding whether all includes scenery: it does not.
A door is usually scenery.
Does the player mean taking something enclosed by someone: it is unlikely.
A person has a text called the mention. The mention of a person is usually "".
Rule for writing a paragraph about a person:
say the mention;
say "[line break]".
Rule for printing a parser error when the latest parser error is the can't see any such thing error:
say "That is either not here or doesn't need to be referred to at the moment."
Rule for printing a parser error when the latest parser error is the not a verb I recognise error :
say "That command did not match a visible object or a known verb."
The description of the player is "You are a bit worse for wear, but you are still the best detective in town."
Singing is an action applying to nothing. Understand "sing" as singing.
Instead of singing, say "This is not 'The Singing Detective', although it was a major inspiration. You should definitely watch the original BBC mini-series if you can find it. The Robert Downey Jr. movie is also supposed to be all right, but I haven't seen that one yet. Anyway, where was I? Oh, right, I was writing this game."
Understand "xyzzy" as a mistake("Honestly, don't you think it's about time we retired this hoary in-joke?")
Instead of jumping, say "You jump up and down a bit."
The examine devices rule is not listed in any rulebook.
The can't take component parts rule is not listed in any rulebook.
The reject commanding for talking rule is not listed in any rulebook.
The reject answering for talking rule is not listed in any rulebook.
[The stripping failed with rule is not listed in any rulebook.]
The describe room stood up into rule is not listed in any rulebook.
Describing relates various pataphors to various things.
The verb to describe (he describes, they describe, he described, it is described, he is described) implies the describing relation.
Assimilating it into is an action applying to two visible things.
A thing can be either simple or complex. A thing is usually simple.
Before assimilating something into something:
if the player is not carrying the noun and the player is not carrying a container containing the noun:
say "(first taking [the noun])";
silently try taking the noun;
if the player is not carrying the noun and the player is not carrying a container containing the noun:
stop the action.
Check assimilating it into:
if the player is not carrying the noun and the player is not carrying a container containing the noun:
say "You need to be carrying [the noun] first." instead;
otherwise if the noun does not describe the second noun:
if the second noun is not figurative:
say "That would not be a very good simile." instead;
otherwise:
say "That would not accomplish anything." instead;
otherwise if a pataphor (called the blocking pataphor) is part of the second noun and the second noun is simple:
say "[The blocking pataphor] is in the way." instead.
Carry out assimilating it into:
now the noun is part of the second noun.
Instead of giving a pataphor to something:
try assimilating the noun into the second noun.
Instead of inserting a pataphor into something which is not a pataphor:
try assimilating the noun into the second noun.
Instead of putting a pataphor on something:
try assimilating the noun into the second noun.
Instead of tying a pataphor to something:
try assimilating the noun into the second noun.
Before giving something to a patason when the noun is not figurative:
say "[The noun] is real. [The second noun] [are] not." instead.
Instead of taking a liquid pataphor when the player is carrying a hollow pataphor ( called the current container ) and the noun is not in a container:
if the current container does not contain anything:
say "Taken.";
now the player is carrying the noun;
try inserting the noun into the current container;
otherwise:
say "[The current container] is already full.".
Instead of taking a liquid pataphor when the player is not carrying a hollow pataphor, say "You will need some kind of container to carry it."
Instead of showing a pataphor to someone, say "For some reason, you seem to be the only one capable of seeing these things."
Understand "ignite [something] with [something]" as putting it on (with nouns reversed).
Oiling is an action applying to one thing.
Understand "oil [something]" as oiling.
Carry out oiling:
if the oil is visible:
try putting the oil on the noun;
otherwise:
say "You need some oil to do that.".
The generic ask quip is "You can't think of anything to say."
Instead of answering someone that:
say "[bracket]Use TALK TO to interact with characters.[close bracket][line break]";
Understand "fix [something]" as rubbing.
Instead of searching something, try examining the noun.
Shooting is an action applying to one thing.
Understand "shoot [something]"and "shoot [something] with gun/revolver" as shooting.
Check shooting:
if the player is not carrying the revolver:
say "You don't have a gun." instead.
Report shooting:
say "You don't like using your gun."
Attacking it with is an action applying to one thing and one carried thing. Understand "Attack [something] with [something]", "kill [something] with [something]", "assault [something] with [something]", "poke [something] with [something]", "prick [something] with [something]", "cut [something] with [something]" and "wake [something] with [something]" as attacking it with.
A thing can be either a weapon or not a weapon.
Check attacking it with:
if the second noun is not a weapon:
say "You can't use [the second noun] as a weapon." instead;
otherwise if the noun is not figurative and the second noun is figurative:
say "[The second noun] is just a simile. It can't hurt literal things." instead;
otherwise if the noun is figurative and the second noun is not figurative:
say "[The second noun] is real. [The noun] [are] not." instead.
Report attacking it with:
say "Attacking [the noun] seems like a bad idea."
Stabbing is an action applying to one thing. Understand "stab [something]" as stabbing.
Understand "stab [something] with [something]" as attacking it with.
Check stabbing:
if the player is not carrying the knife:
say "You don't have a knife." instead.
Carry out stabbing:
try attacking the noun with the knife.
Instead of attacking something (this is the default attacking rule):
say "You were never much of a pugilist. If you want to use a weapon, use the ATTACK SOMETHING WITH SOMETHING syntax instead."
The default attacking rule is listed last in the instead rules.
Emptying is an action applying to one thing. Understand "empty [something]" as emptying.
Check emptying:
if the noun is not a container:
say "That is not something you can empty." instead.
Carry out emptying:
repeat with content running through things in the noun:
try taking the content.
Instead of dropping a liquid pataphor when the noun is in a container:
try taking the noun.
[Quality of life actions]
[Use normal lonely noun behavior.]
A thing can be examined or unexamined. A thing is usually unexamined. After examining something: now the noun is examined.
Intexamining is an action applying to one thing. Understand "[something]" as Intexamining.
Carry out intexamining:
if the noun is unexamined or the player is holding the noun:
try examining the noun;
otherwise:
try interacting with the noun.
Interacting with is an action applying to one thing.
Carry out interacting with:
if the noun is openable:
if the noun is closed:
try opening the noun;
otherwise:
try closing the noun;
otherwise if the noun is a person:
try talking to the noun;
otherwise:
try taking the noun.
Applying it to is an action applying to two things. Understand "[something] [something]" as applying it to.
Carry out applying it to:
if the noun is a weapon and (the second noun is a person or the second noun is an animal):
try attacking the second noun with the noun;
otherwise if the noun is not a pataphor and the second noun is a person:
try giving the noun to the second noun;
otherwise if the noun is a pataphor and the second noun is a patason:
try giving the noun to the second noun;
otherwise:
try putting the noun on the second noun.
Table of Quip Texts (continued)
quip quiptext
selftalk "You are not [italic type]that[roman type] unstable."
location_office "You head back to your office."
location_house "You decide to visit the Baron again."
location_gambling "You head towards the gambling joint."
location_apartment "You decide to check out McAllister's apartment."
location_bar "You head towards the seedy bar."
location_police "You head back to the police station."
location_vacation "You head towards the vacation house."
Table of Possible Locations
prompt response enabled
"The Baron's Mansion" location_house 0
"Your Office" location_office 1
with five blank rows
[
"The Gambling Joint" location_gambling 0
"McAllister's Apartment" location_apartment 0
"The Bar" location_bar 0
"The Police Station" location_police 0
"The Vacation House" location_vacation 0]
To start the investigation:
choose a blank row in the table of Possible Locations;
now the prompt entry is "The Gambling Joint";
now the response entry is location_gambling;
now the enabled entry is 1;
choose a blank row in the table of Possible Locations;
now the prompt entry is "McAllister's Apartment";
now the response entry is location_apartment;
now the enabled entry is 1;
choose a blank row in the table of Possible Locations;
now the prompt entry is "The Bar";
now the response entry is location_bar;
now the enabled entry is 1.
To enable all locations:
repeat through the Table of Possible Locations:
now the enabled entry is 1.
After quipping when the current quip is location_house:
enable all locations;
disable the location_house quip;
now the player is in Outside The Mansion;
terminate the conversation.
After quipping when the current quip is location_office:
enable all locations;
disable the location_office quip;
now the player is in your office;
terminate the conversation.
[After quipping when the current quip is location_gambling for the first time:
append "Gambling" to the File of Images;
say "[picture unlocked]".]
After quipping when the current quip is location_gambling:
enable all locations;
disable the location_gambling quip;
now the player is in The Butterfly Club;
terminate the conversation.
After quipping when the current quip is location_apartment:
enable all locations;
disable the location_apartment quip;
now the player is in The Entrance;
terminate the conversation.
The bouncer is a person. The bouncer is in StorageArea.
To frisk the player:
say "The bouncer pats you down in front of the entrance.";
if the player is carrying the revolver:
say "The bouncer locates the revolver and confiscates it. 'Sorry, Mister. No guns in the bar.' Mr. Wesson manages to sneak in with you anyway.";
now the bouncer is carrying the revolver;
if the player is carrying the literalknife and the needle is not part of the literalknife:
say "The bouncer easily locates the large conspicuous bowie knife. 'Well, wadda we got here? Sorry, Mister. Can't have ya stabbin['] the other patrons.'";
now the bouncer is carrying the literalknife;
if the bouncer is carrying the revolver or the bouncer is carrying the literalknife:
say "'Your belongings will be returned to you when you leave, Mister.'"
After quipping when the current quip is location_bar:
enable all locations;
disable the location_bar quip;
frisk the player;
now the player is in The Bar;
terminate the conversation.
After quipping when the current quip is location_police:
enable all locations;
disable the location_police quip;
now the player is in Copernik's office;
terminate the conversation.
[After quipping when the current quip is location_vacation for the first time:
append "Vacation" to the File of Images;
say "[picture unlocked]".]
After quipping when the current quip is location_vacation:
enable all locations;
disable the location_vacation quip;
now the player is in OutsideVacation;
terminate the conversation.
The greeting of yourself is selftalk.
Before going somewhere:
terminate the conversation.
Part 2 - Scenes
Chapter 1 - Simple Scenes
A scene can be solved or unsolved. A scene is usually unsolved. When a scene (called the current scene ) ends: now the current scene is solved.
Introduction is a scene. Introduction begins when play begins. Introduction ends when the player is carrying the smoldering ember.
Visitation is a scene. Visitation begins when introduction ends. Visitation ends when the player is in Outside the Mansion.
When visitation begins: say "There is a knock at the door."
The knock counter is a number variable. The knock counter is zero.
Every turn when Allan Jameson is not in your office during visitation:
if the knock counter is even and the knock counter is greater than one:
say "The knocking on the door continues.";
increase the knock counter by one.
Meeting the Baron is a scene. Meeting the Baron begins when visitation ends.
When Meeting the Baron begins:
say "'Here we are, sir,' says Jameson. 'If you will just follow me.'
He opens the doors and disappears into the mansion.";
now Allan Jameson is in The Hall.
Meeting the Baron ends when Meeting the Baron is solved.
Investigation is a scene. Investigation begins when Meeting the Baron ends.
When investigation begins:
start the investigation.
Investigation ends when Lisa Von Bülow is not in the LivingRoom.
Conversation is a scene. Conversation begins when the fog is in StorageArea and the bartender is friendly. Conversation ends when Conversation is solved.
When Conversation begins:
now Ronald Ericksson is in The Bar.
Chapter 2 - Assault
Carlo Alfono is a person. Understand "man", and "killer" as Alfono. The description of Alfono is "[if the businessman is visible]His tailored pinstripe suit makes him seem like a businessman on his way to accept his next promotion[otherwise]He wears a pinstripe suit[end if]. The suit contains an ordinary looking Italian-American man with a moustache resting above his lips, like a small black snake. [if the coin is part of Alfono]Blood trickles from a tiny wound on his neck. His hand covers the wound. The gun in the hand points towards the heavens. Time seem to be standing still; waiting for your next move[otherwise if alfono is distracted]He strokes the moustache pensively[otherwise]He points a gun at you. His face is expressionless[end if]."
The mention of Alfono is "The man in the pinstripe suit is holding you at gunpoint."
Carlo Alfono is wearing a pinstriped suit. The description of the pinstriped suit is "It fits him perfectly."
Instead of taking the pinstriped suit:
say "Undressing him doesn't seem like the best strategy.".
Instead of pulling the pinstriped suit:
try taking the noun.
Does the player mean doing something to the suit: it is likely.
Does the player mean doing something to Alfono: it is likely.
Alfono can be activated. Alfono is not activated.
Alfono is carrying a gun. Understand "revolver" and "22" as the gun. The description of the gun is "A small .22 revolver. Bad news; it means he is good enough to get by with that much gun." The printed name of the gun is "22 revolver"
Does the player mean doing something to the gun: it is likely.
Instead of taking the gun, try attacking alfono.
Definition: A person (called the protagonist) is well equipped if the protagonist is carrying the icicle and the protagonist is carrying the dirty rag and the protagonist is carrying the coin and the protagonist is carrying the scale and the protagonist is carrying the revolver.
Assault is a scene. Assault begins when Alfono is activated and the player is in Outside The Mansion and the player is well equipped.
When Assault begins:
say "The shadows part and the man in the pinstripe suit steps forward. He is holding a gun.";
now Alfono is in the location;
now the businessman is in the location.
Instead of going during assault (this is the shooting rule):
say "His gun barks once, and once is enough. If only you could have distracted him somehow.";
end the story saying "You have died."
The shooting rule is listed first in the instead rules.
Alfono can be distracted. Alfono is not distracted.
Instead of talking to alfono:
if the businessman is visible:
say "His stern businessmanlike demeanor tells you that there is nothing to be gained by talking. If only he wasn't so professional.";
otherwise if Alfono is not distracted:
say "'You can kill me if you want to, Mister, but it's going to bring down a whole lot of heat on your employer. Are you sure that's what he wants?'
He strokes his moustache and lowers the gun slightly. 'Maybe not, but that's not my decision. I'm just following orders.'";
now Alfono is distracted;
otherwise:
say "Now is the time for action, not talking."
Instead of wesson attacking alfono when Alfono is not distracted:
say "For once, Mr. Wesson is too slow.";
end the story saying "You have died."
Instead of Wesson attacking Alfono when Alfono is not distracted:
say "'I might kill him, sir. Don't you think it is better to take him alive?' He is right. Now that Mr. Alfono is distracted, you should be able to take him."; the rule succeeds.
Instead of attacking Alfono when Alfono is not distracted:
say "With your bare hands? When he is holding you at gunpoint? No. You will have to distract him somehow."
Instead of attacking Alfono with the LiteralKnife, say "Bringing a knife to a gunfight is rarely a good idea."
Instead of shooting Alfono when Alfono is not distracted:
say "He is holding you at gunpoint. You would be dead before you could even the gun out of your pocket. You will have to distract him somehow."
Instead of shooting Alfono when Alfono is distracted:
say "It's tempting, but dead men tell no tales. You want to take him alive."
The businessman is a patason. Understand "business man" and "business" as the businessman. The description of the businessman is "A well dressed gentleman who looks like he never lets his emotions interfere with business." The businessman is undescribed.
Instead of talking to the businessman, say "'Please don't take this personal, sir. It's just business.'"
Instead of dropping the coin during Assault:
try throwing the coin at alfono.
Instead of throwing the LiteralKnife at Alfono:
say "Nice try, but he executes you as soon as you pull the knife. Perhaps you should try a more discreet object?";
end the story saying "You have died".
Instead of throwing the coin at alfono:
if Alfono is distracted:
say "He is already distracted.";
otherwise:
say "You expertly flick the coin at Alfono. It glides through the air, like a tiny flying disc, and [if the knife is part of the coin]the sharp edge embeds itself in his neck[otherwise]bounces harmlessly off his neck. If only it was sharper[end if]. [if the businessman is visible]He doesn't even blink. He executes you with as much emotion as a businessman conducting a deal. If only you could get rid of the businessman, he might be less efficient[otherwise if the knife is not part of the coin]He seems slightly annoyed, but the blunt coin is hardly a distraction. He shoots you before you have a chance to decide what to do next[otherwise]He cries out in pain, and instinctively reaches for the wound. His gun points towards the clear night sky. His moustache gleams in the moonlight[end if].";
if the businessman is visible or the knife is not part of the coin:
end the story saying "You have died.";
otherwise:
now the coin is part of Alfono;
now Alfono is distracted.
Instead of doing something to the coin when the coin is part of Alfono:
say "It's embedded in his neck."
Instead of doing something to the knife when the coin is part of Alfono:
say "You can't reach it."
Does the player mean assimilating the knife into the coin:
it is very likely.
Does the player mean putting the knife on the coin:
it is very likely.
Does the player mean inserting the knife into the coin:
it is very likely.
Instead of attacking the businessman with a weapon which is a pataphor:
say "The businessman deftly avoids your attacks. 'There is no need to get aggressive, sir. It's just business.' If only you were a better fighter, you might be able to take him down. Maybe Mr. Wesson would have better luck?"
Instead of Wesson attacking the businessman when wesson is not carrying a weapon:
say "Mr. Wesson wrestles with the businessman, but neither is able to get the upper hand. Eventually, Mr. Wesson withdraws. 'I am sorry, sir, but I am going to need you to give me some kind of weapon if you want me to take him down.'"; the rule succeeds.
Does the player mean giving the knife to wesson:
it is very likely.
Instead of giving the knife to Wesson:
say "'Thank you, sir. Let me know if you want me to attack someone.'";
now wesson is carrying the knife;
the rule succeeds.
Instead of applying the knife to wesson:
try giving the knife to wesson.
Does the player mean applying the knife to wesson:
it is very likely.
Persuasion rule for asking wesson to try giving something to the player: rule succeeds.
Persuasion rule for asking wesson to try attacking someone with something: rule succeeds.
Instead of wesson attacking someone with something:
try wesson attacking the noun;
the rule succeeds.
Instead of wesson giving the knife to the player:
say "'Of course, sir. Here you are.'";
now the player is carrying the knife;
the rule succeeds.
Instead of asking wesson to try taking something that is enclosed by the player:
say "'If you want me to have [the noun], you should give it to me, sir.'".
Instead of Wesson attacking the businessman when wesson is carrying the knife:
say "You both advance on the businessman. Mr. Wesson brandishes the knife. You follow not far behind him. The businessman looks from one of you to the other, and his professional demeanor evaporates. 'Look, I don't want any trouble. This really isn't any of my business.' With that, he disappears into the shadows.";
remove the businessman from play;
the rule succeeds.
Instead of pulling Alfono:
say "You are going to have to be more specific. Is there some part of him you could pull?"
Understand "grab [something]" as pulling.
Instead of attacking Alfono when Alfono is distracted:
say "You rush him while he is distracted. For a moment it seems like you might have the upper hand, but he is tougher than he looks. He pulls you off, throws you to the ground and executes you. If only there was something you could have grabbed hold off.";
end the story saying "You have died.".
The black moustache is part of Alfono. Understand "mustache" as the black moustache. The description of the moustache is "[if the scale is not part of the black snake]A neat black moustache, as smooth as a slimy black snake[otherwise]His scraggly unkempt moustache rests above his lips, like a scaly snake[end if]."
The black snake is a patason. The description of the black snake is "[if the scale is not part of the black snake]A smooth black snake[otherwise]A scaly black snake[end if]." The black snake is part of the moustache.
Instead of taking the black snake:
say "The smooth snake slithers between your fingers and escapes."
Instead of attacking the black snake with the knife, say "The snake nimbly avoids your attacks."
Instead of attacking the black snake with the literalknife, say "The knife is real. The snake is not."
Does the player mean taking the black snake:
it is very likely.
Does the player mean doing something to the black snake:
it is very likely.
Does the player mean assimilating into the black snake:
it is very likely.
Does the player mean putting the scale on the black snake:
it is very likely.
Does the player mean inserting the scale into the black snake:
it is very likely.
Does the player mean putting the putty on the scale:
it is very likely.
Instead of pulling the moustache, try taking the moustache.
Instead of taking the moustache when Alfono is not distracted:
say "You reach for the moustache. As you drop to the ground with a bullet in your chest, you wonder what you were thinking. If you could distract him first, you might have a chance.";
end the story saying "You have died."
Instead of taking the moustache when the scale is not part of the black snake and Alfono is distracted:
say "You try to grab his moustache, but your fingers slide across the smooth hairs. He pushes you to the ground and executes you with a single shot to the head. If only the snake wasn't so smooth.";
end the story saying "You have died."
The scale describes the black snake.
The putty describes the scale.
Understand the commands "scale", "light" and "oil" as something new.
Instead of assimilating the scale into the black snake when the putty is not part of the scale:
say "You put the scale on the black snake, but it just slides off the smooth skin. If only you had some way of making it stick."
After assimilating the putty into the scale:
say "You carefully attach the putty to the back of the scale. Now it should be able to stick to anything.".
Instead of assimilating the scale into the putty:
try assimilating the putty into the scale.
Instead of taking the putty when the putty is part of the scale:
say "You are afraid you might ruin the scale if you try tearing off the putty."
After assimilating the scale into the black snake:
say "The black snake is rough and scaly."
Instead of assimilating the putty into the black snake when the putty is part of the scale:
try assimilating the scale into the black snake.
Instead of taking the scale when the scale is part of the black snake:
say "It fits so perfectly."
Instead of taking the black snake when the scale is part of the black snake:
say "'Hissss,' You quickly withdraw your hand.".
Instead of taking the moustache when the scale is part of the black snake and Alfono is distracted:
say "While he is distracted, you grab his moustache and pull as hard as you can. He roars in pain and the gun drops to the ground. It doesn't take long before your roles are reversed.
'Who sent you?' He merely stares at you, without a word. 'Tell me what I want to know, and I might let you live.' You can tell he knows you are bluffing. You are no murderer.
It's a moot point anyway. You hear distant sirens approaching. Someone from the mansion must have noticed the commotion. The police will have to deal with this guy.";
now Assault is solved.
Assault ends when Assault is solved.
When Assault ends:
remove Alfono from play;
now the player is on your chair.
Instead of talking to introduced wesson when assault is happening and the businessman is in the location for the first time:
say "'He is too efficient, sir. Maybe you can scare away the businessman that makes him so? Try attacking the businessman.'"
Instead of talking to introduced wesson when assault is happening and the businessman is in the location for the second time:
say "'Maybe I can do better, sir. Tell me to attack the businessman.'"
Instead of talking to introduced wesson when assault is happening and the businessman is in the location at least thrice:
say "'I am going to need a weapon, sir. Give me the figurative knife, then tell me to attack the businessman.'"
Instead of talking to introduced wesson when assault is happening and the businessman is not in the location and the Alfono is not distracted for the first time:
say "'It's still futile to attack him while he is holding us at gunpoint, sir. You will have to distract him somehow.'"
Instead of talking to introduced wesson when assault is happening and the businessman is not in the location and Alfono is not distracted at least twice:
say "'Try talking to him. That might distract him.'"
Instead of talking to introduced wesson when assault is happening and Alfono is distracted for the first time:
say "'You can try attacking him while he is distracted, sir.'"
Instead of talking to introduced wesson when assault is happening and Alfono is distracted for the second time:
say "'A normal assault clearly won't do. You will have to find a weak spot. His moustache looks sensitive. Try pulling it.'"
Instead of talking to introduced wesson when assault is happening and Alfono is distracted for the third time:
say "'His moustache is too slippery. It's that darn slippery snake. Maybe you can change it by putting the scale on the snake?'"
Instead of talking to introduced wesson when assault is happening and Alfono is distracted for the fourth time:
say "'It just slides off. Do you have something that might make the scale stick to the snake?'"
Instead of talking to introduced wesson when assault is happening and Alfono is distracted at least five times:
say "'Put the putty on the scale. Then put the scale on the snake. Now try pulling his moustache.'"
Instead of taking inventory:
if the number of things enclosed by the player is 0, say "You are carrying nothing." instead;
say "You are carrying: [line break]";