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Obermaier_IFver2.0
by
Joe Obermaier
Played 1,779 times
View game source
(spoilers!)
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.z8 file
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"J'Accuse! Revised Version" by Joe Obermaier Use no scoring. Chapter 1 - The Physical World Section 1 - Rooms and Objects in them The Foyer is a room. "You are standing in the Foyer of the mansion. An exquisite persion rug is beneath your feet, and you glance up to see a chandelier hanging down from the twenty foot ceiling. A a grand archway is open to the NORTH, and you can see into the Ballroom from here. There is also a door to the NORTHWEST with a brass plaque on it." A chandelier is here. The chandelier is scenery. A persian rug is here. The persian rug is scenery. Understand "rug" as persian rug. A brass plaque is here. The brass plaque is scenery. Understand "plaque" as brass plaque. Instead of taking or examining persian rug, say "The rug is lovely, but not really worth further examination. Time is running out and there's a murder to be solved here." Instead of taking or examining chandelier, say "The chandelier is made up of dozens of cut crystal prisms. Probably weighs half a ton. It would probably do a lot of damage if it fell. But there's no time for daydreaming. The victim wasn't killed by a chandelier. C'mon, there's a murder to be solved here." Instead of taking or examining brass plaque, say "The shiny, engraved brass plaque says [italic type]Water Closet[roman type]. How classy." The Ballroom is north of the Foyer, south of the Dining Room, west of the Library and east of the Billiards Room. "This is the Grand Ballroom and it is aptly named. There is a doorway to the NORTH, from which some wonderful smells are coming. There is a door to the WEST and another door to the EAST. Behind you there is an open archway back to the Foyer." The Lavatory is northwest of the Foyer and southwest of the Billiards Room. "It's a bathroom all right. There is a door leading to the Foyer to the SOUTHEAST. There is a door opposite that to the NORTHWEST." The Billiards Room is northwest of the Lavatory, southwest of the Smoking Room and west of the Ballroom. "You enter an old fashioned Billiards Room. In the center of the room is a gorgeous, prewar felt Billiards table. Along the wall are racks of pool cues. and signed memoribilia from Minnesota Fats and Willie Mosconi. There is a door to the SOUTHEAST leading to the Lavatory. There is a door to the NORTHEAST, from which a faint scent of pipe tobacco is coming." A billiards table is here. The billiards table is scenery. Understand "pool table","table", and "billiards" as billiards table. A fats is here. The fats is scenery. Understand "picture","pictures","mosconi","willie","Minnesota","memoribilia" as fats. A pool rack is here. The pool rack is scenery. Understand "racks","cues" as pool rack. Instead of taking or examining pool rack, say "The racks are hand carved Mahogony. Each slot is filled with a pool cue, with different colors, sizes and sometimes ornate designs on them. Each slot, that is, except one. One pool cue is missing." Instead of taking or examining fats, say "There are scores of pictures, each inscribed to 'Jimmy,' presumably the deceased. 'Remember Cleveland, Jimmy? Your cellmate, Willie Mosconi.' says one. 'Hey Jimmy, F*ck you! Minnesota Fats' is on another. I bet there are some fascinating stories there, but we don't have time! There's still a murder to be solved." Instead of taking or examining billiards table, say "The table is an H.W. Collender, from about the 1870s - definitely before the merger with Brunswick & Balke. This massive cast iron table still has the original stove black finish with painted gold highlights. Simply gorgeous." The Dining Room is north of the Ballroom and northwest of the Kitchen. "The Dining Room is set for dinner. There are seven places set, and it looks like the first course is already on the plates. Fried Calamari - your favorite! There is a door to the SOUTH leading back to the Ballroom. There is door to the SOUTHEAST from where even more wonderful scents are coming. Must be the Kitchen. You didn't realize how hungry you are." A Calamari is here. The Calamari is scenery. Understand "Fried","Fried Calamari","Course","First" as Calamari. Instead of taking or examining or eating Calamari, say "You steal a quick bite. It's delicious. But you really don't have time to chow down." The Library is east of the Ballroom and northeast of the Study. "The walls of this room are covered floor to ceiling in bookshelves. There must be a thousand volumes in here! There is a door to the WEST leading back to the Ballroom. There is another door to the SOUTHWEST." Some books are here. The books are scenery. Understand "book" as books. Instead of taking or examining books, say "There's no time for that. There's a murder to be solved here." The Smoking Room is northeast of the Billiards Room. "You have entered a nineteenth century man-cave, filled with overstuffed leather chairs, tasteful nudes on the walls and the deep rich scent of premium tobacco that's become enfused in the paneling. There is a door to the SOUTHWEST which leads back to the Billiards Room." Some chairs are here. The chairs are scenery. Understand "overstuffed","leather","chair" as chairs. Some nudes are here. The nudes are scenery. Understand "picture","nude","walls" as nudes. A paneling is here. The paneling is scenery. Instead of taking or examining chairs, say "You plop down into a chair, just to see what it feels like. It's better than you imagined. You wish you had a chair like this back at home. There is probably no way to sneak one out of here. You stand back up and reluctantly decide to go back to working the case." Instead of taking or examining nudes, say "These are actually high quality paintings, full of emotion and artistic expression. At least that's what you'll tell people when they ask why you spent so much time in here." Instead of taking or examining paneling, say "Elegant oak paneling. Very nice." The Kitchen is southeast of the Dining Room. "You enter a working Kitchen. The rest of the evening meal, swordfish and paella, is prepared and waiting. This is going to be a hard room to leave. There is a door to the NORTHWEST leading back to the Dining Room." A Swordfish is here. The Swordfish is scenery. Understand "fish" as swordfish. A paella is here. The Paella is scenery. Understand "meal" as paella. Instead of taking or examining or eating Swordfish, say "You cut off a small piece, 'just to taste.' As you put it into your mouth the thought of poison crosses your mind. But as you taste the Swordfish, you realize you don't care. It's incredible." Instead of taking or examining or eating paella, say "You grab a spoon and dig in to the paella. Did this guy eat like this every night?" The Study is southwest of the Library. "The Study is a traditional office, dominated by a large maple desk off to one side. There is a fireplace, with some white-gray ash spilled across the hearth and onto the floor. There is a door to the NORTHEAST leading back to the Library." The footprint is here. A desk is here. The desk is scenery. Understand "maple" as desk. A fireplace is here. The fireplace is scenery. Understand "white","gray","ash","hearth" as fireplace. Instead of taking or examining desk, say "It's an heirloom, hand-carved maple desk - the kind you see in those fancy decorating magazines. A desk this big must have been assembled here in the room. There's no way it fit through the door in one piece." Instead of taking or examining fireplace, say "The ash has created quite a mess. There is some kind of impression in the middle of the ash. Is that a footprint? I should take a closer look at that." ClueRooms is a region. Dining Room, Kitchen, Library, Study, Lavatory, Billiards Room, and Smoking Room are in ClueRooms. Section 2 - Clues and Weapons A clue is a kind of thing. A torn letter is a clue. The description of the torn letter is "It is the corner of a letter, apparently written by the deceased, to a law firm directing his attorneys to change his will. The edges of the piece you have are charred, as if it has been lit on fire. You only have one small portion of the letter, but what you have includes instructions to 'remove any chance of [if murderer is Candace] C' [end if][if murderer is Charles] C'[end if][if murderer is George] G' [end if][if murderer is Genevieve] G' [end if][if murderer is James] J' [end if][if the murderer is Julia] J' [end if], presumably from receiving any inheritance. Whoever that is must have really ticked the old man off. This could be important. You should take it." A footprint is a clue. The description of the footprint is "The clearly legible footprint is in the ash spilled from in front of the fireplace. Perhaps from a struggle? The footprint [if murderer is Julia]comes to a narrow point and has an almost non-existent heel. This is a woman's footprint.[end if][if murderer is James]is long and broad, with a pronounced square heel. A man's size 10, I should think. [end if][if murderer is Candace]comes to a narrow point and has an almost non-existent heel. This is a woman's footprint.[end if][if murderer is Charles]is short and narrow, with a plain heel. It could be a man's shoe. Or maybe a woman in flats.[end if][if murderer is Genevieve]is short and narrow, with a plain heel. It could be a man's shoe. Or maybe a woman in flats.[end if][if murderer is George]is long and broad, with a pronounced square heel. A man's size 10, I should think. [end if] I should make a note of it." It is fixed in place. A bloodstain is a clue. The description of the bloodstain is "Some blood has stained a portion of the floor in this room. The bloodstain is almost dry. [if the murderweapon is the fireplace poker] Gee that's a lot of blood. This wasn't exactly a surgical strike.[end if][if the murderweapon is the pool cue] Gee that's a lot of blood. This wasn't exactly a surgical strike.[end if][if the murderweapon is the knife] There's not too much blood. Must have been a sharp weapon, well placed.[end if][if the murderweapon is the letter opener] There's not too much blood. Must have been a sharp weapon, well placed.[end if] Wonder what caused that? Maybe this is the murder room? I should make a note of that. Now which of my suspects was in [location]?'" It is fixed in place. A weapon is a kind of thing. A knife is a weapon. The description of the knife is "The knife is a large kitchen knife with a blade about seven inches long. You run a finger along its edge and immediately regret it. It is exceedingly sharp. It's been wiped clean, however, since the only blood on it is your own." A fireplace poker is a weapon. The description of the fireplace poker is "The fireplace poker is a long, heavy cast iron implement. It has a thick handle connected to a long neck that tapers down to the crooked hook at the end. Is that dried blood or rust on the end? You're not sure, but hopefully the lab will be able to tell." A letter opener is a weapon. The description of the letter opener is "The letter opener is a long piece of steel, thin and narrow, and made in a fashion to resemble a fencing foil. You test the end and confirm that it is far sharper than it looks. You could do some real damage with this." A pool cue is a weapon. The description of the pool cue is "You see that it is the bottom half of a pool cue that has been broken in two. The break is actually pretty narrow, and the cue swells into a heavy rounded end. Even as half a stick, it seems heavier than it should be. You're not sure what wood it is made of." Chapter 2 - The Chief and the Suspects A suspect is a kind of person. Julia, James, Charles, Candace, George and Genevieve are suspects. Julia, Candace and Genevieve are female. The description of Julia is "Julia is a woman with a sad and lovely face, bright eyes, a passionate mouth and a low, thrilling voice. She has on a pale blue evening dress, with bright pearl earrings and necklace, and drop-dead dark stilleto high heeled shoes. Her laugh is both grating and infectious. She's the best thing you can be in this world, a beautiful little fool." The description of James is "James is a large, sturdy, straw-haired man of thirty with a hard mouth and shining, arrogant eyes. He wears a seer sucker suit that does little to hide the great packs of muscle covering his cruel body." The description of Charles is "Charles is slender and almost girlish, with grey sun-strained eyes accenting a charming discontented face. His hands and feet seem too small for even his smallish body. And yet, it seems to you that you have seen him, or a picture of him, somewhere before." The description of Candace is "Candace is a slender, small-breasted girl with an erect carriage which she accentuated by throwing her body backward at the shoulders like a young cadet. She is wearing a black cocktail dress that clings dangerously to her, simple gold earrings and sharp, shiny pumps with an unnaturally high heel." The description of George is "George is blonde, spiritless, anaemic, and faintly handsome with a damp gleam of hope in his light blue eyes. He is slender, but very tall, wearing a subtle pinstripe wool suit, white shirt, red tie and long, shiny black shoes." The description of Genevieve is "Genevieve is a woman in her mid-thirties, faintly stout, but she carries her surplus flesh sensuously as some women can. She is wearing a simple A line dress that flares out and covers most of her legs, with only occasional glimpses of plain, low shoes sticking out below." The Police Chief is a man in the Ballroom. The description of the Police Chief is "You recognize Chief Dunham of the County Police. He is a heavyset man of some fifty years, with droopy eyes and graying hair. The uniform hasn't fit him properly in the decade and his shirt buttons are losing the battle to keep him contained. He doesn't like you much, but he respects your talent." Julia, James, Charles, Candace, George and Genevieve are in the Ballroom. The ghost is a man in the Study. The description of the ghost is "More of a wisp than a vision, the ghost is hard to discern even in this light. The ghost has a tightly drawn face , short hair, and has one of those rare smiles with a quality of eternal reassurance in it." Table of the ghost's Movement destination Library Kitchen Dining Room Smoking Room Billiards Room Lavatory Foyer Study Every turn: if the ghost is active: repeat through the Table of the ghost's Movement: let last space be the location of the ghost; if the ghost can be seen by the player, say "The ghost of the murdered man goes to [the destination entry]."; move the ghost to destination entry; if the ghost can be seen by the player, say "The ghost of the murdered man arrives from [the last space]."; blank out the whole row; break. The ghost can be active or passive. The ghost is active. After asking the ghost about something: say "[italic type]'I was alone in the [murderlocation]. I thought I smelled a faint scent of [if the murderer is female]perfume[end if][if the murderer is male]aftershave[end if]. Then...nothing.'[roman type]". Before doing something to the ghost: now the ghost is passive; After asking the Julia about something: say "[if Julia is murderer]I was in the [murderlocation]. [end if][if Julia is not the murderer]I was in the [JuliaRoom]. [end if] I thought I heard a noise coming from the [one of][weaponsite][or][murderlocation][or][random room][at random]. I'm not sure I can be of any help to you.". After asking the James about something: say "[if James is murderer]I was in the [murderlocation]. [end if][if James is not the murderer]I was in the [JamesRoom]. [end if] I thought I heard a noise coming from the [one of][weaponsite][or][murderlocation][or][random room][at random]. I'm not sure I can be of any help to you.". After asking the Charles about something: say "[if Charles is murderer]I was in the [murderlocation]. [end if][if Charles is not the murderer]I was in the [CharlesRoom]. [end if] I thought I heard a noise coming from the [one of][weaponsite][or][murderlocation][or][random room][at random]. I'm not sure I can be of any help to you.". After asking the Candace about something: say "[if Candace is murderer]I was in the [murderlocation]. [end if][if Candace is not the murderer]I was in the [CandaceRoom]. [end if] I thought I heard a noise coming from the [one of][weaponsite][or][murderlocation][or][random room][at random]. I'm not sure I can be of any help to you.". After asking the George about something: say "[if George is murderer]I was in the [murderlocation]. [end if][if George is not the murderer]I was in the [GeorgeRoom]. [end if] I thought I heard a noise coming from the [one of][weaponsite][or][murderlocation][or][random room][at random]. I'm not sure I can be of any help to you.". After asking the Genevieve about something: say "[if Genevieve is murderer]I was in the [murderlocation]. [end if][if Genevieve is not the murderer]I was in the [GenevieveRoom]. [end if] I thought I heard a noise coming from the [one of][weaponsite][or][murderlocation][or][random room][at random]. I'm not sure I can be of any help to you.". Chapter 3 - Handling Accusations The murderer and last accused suspect are people that vary. The murderlocation and last accused location are rooms that vary. The murderweapon and last accused weapon are weapons that vary. The weaponsite is a room that varies. The number of accusations is a number that varies. The solution time is a number that varies. The warning about giving up is a number that varies. JamesRoom is a room that varies. JuliaRoom is a room that varies. GeorgeRoom is a room that varies. GenevieveRoom is a room that varies. CandaceRoom is a room that varies. CharlesRoom is a room that varies. Accusing is an action applying to two things. Understand "accuse [someone] using [something]", "accuse [someone] of using [something]", "accuse [someone] with [something]", "accuse [someone] with using [something]" and "accuse [someone] [something]" as accusing. Understand "j'accuse [someone] using [something]", "j'accuse [someone] of using [something]", "j'accuse [someone] with [something]", "j'accuse [someone] with using [something]" and "j'accuse [someone] [something]" as accusing. Check accusing: if noun is not a suspect, say "You can only accuse suspects." instead. Check accusing: if second noun is not a weapon, say "You can only accuse suspects of using a weapon." instead. Carry out accusing: increase number of accusations by 1; increase solution time by 1; now last accused suspect is noun; now last accused weapon is second noun; now last accused location is location. Report accusing: if noun is murderer and second noun is murderweapon begin; say "Congratulations! You solved it in [solution time] minutes!"; say "You smile smugly at the Police Chief as he leads [murderer] away in cuffs."; say "Another mystery solved. Now where was that paella?"; end the story; otherwise; say "'What!? Me, [noun], with the [second noun]?' "; if noun is murderer or second noun is murderweapon begin; say "You sense that something about your accusation is true."; otherwise; say "You sense that your accusation is COMPLETELY wrong."; end if; end if. Chapter 4 - Other commands Helping is an action applying to nothing. Understand "help" as helping. Instead of helping: decrease solution time by 1; say "Your goal is to figure out the murderer and the murderweapon. When you accuse someone, you must say 'j'accuse' then the name or partial name of the person you're accusing followed by 'with' something. (for example, [italic type]j'accuse Daisy with the gun,[roman type]. You'll be able to determine if there is something true or not about the accusation. Here are some useful commands: north, south, east, west: Go that direction. Also, northeast, northwest, southeast, southwest. Or just use the first letter as an abbreviation (n for north, s for south, and so on). get (object) or take (object): Collect that object. j'accuse (someone) with (something): Accuse 'someone' of committing the murder using 'something'. You can actually omit the 'with' and 'using'. quit: Give up, and be told what the solution was." Carry out quitting the game: end the story saying "Sorry you couldn't solve it; the murder was committed by [murderer] using [the murderweapon] in [the murderlocation]." Understand "give up" as quitting the game. Chapter 4 - Gameplay When play begins: Now solution time is 0; Now the warning about giving up is 0; Now the right hand status line is "Time: Unstarted"; Now murderer is a random suspect; Now murderlocation is a random room in ClueRooms; Move bloodstain to murderlocation; Move torn letter to random room in ClueRooms; repeat with this weapon running through weapons begin; move this weapon to a random room in ClueRooms; end repeat; Now JamesRoom is a random room in ClueRooms; Now JuliaRoom is a random room in ClueRooms; Now GeorgeRoom is a random room in ClueRooms; Now GenevieveRoom is a random room in ClueRooms; Now CandaceRoom is a random room in ClueRooms; Now CharlesRoom is a random room in ClueRooms; Now weaponsite is location of murderweapon; say "Welcome, detective! This is a rough draft of a murder mystery game. In this draft, there are six suspects and four possible murder weapons. You must wander through the crime scene collecting clues and weapons where you find them. Ask the suspects about the murder and listen closely to their responses. Then go to the Ballroom where all the suspects are gathered and accuse (j'accuse!) someone of the crime. The multi-millionaire Jimmy Gatz has been found dead in his mansion, the Octogon. The police have rounded up the suspects and are keeping them in the Ballroom. You've been asked to look over the mansion, gather clues and evidence, and figure out who the guilty party is. Good luck. Type [italic type]'help' for more.[roman type] "; if JamesRoom is weaponsite, now JamesRoom is Lavatory[endif]; if JuliaRoom is weaponsite, now JuliaRoom is Lavatory[endif]; if GeorgeRoom is weaponsite, now GeorgeRoom is Lavatory[endif]; if GenevieveRoom is weaponsite, now GenevieveRoom is Lavatory[endif]; if CandaceRoom is weaponsite, now CandaceRoom is Lavatory[endif]; if CharlesRoom is weaponsite, now CharlesRoom is Lavatory[endif]. Every turn: Increase solution time by 1; if solution time > 0, now right hand status line is "Time: [solution time] minute[if solution time > 1]s[end if]". After reading a command: if the player's command includes "please" begin; say "(Very polite, but you don't need to say please.)"; cut the matched text; end if. Rule for deciding whether all includes scenery: it does not. Instead of going nowhere for the third time: say "There's no need to bump into walls, I'll tell you if there's an exit in a certain direction." Taking inventory is acting confused. Looking is acting confused. After acting confused for the sixth turn: say "Are you having trouble? Type 'help' to get more information."