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AH's Help Sherlock!
by
Douglas Kiang
Played 1,770 times
View game source
(spoilers!)
Download the
.z8 file
Source Code
"Help Sherlock!" by Ale Hedlund Use no scoring. Rule for deciding whether all includes something: it does not. [found this in Chapter 6 of Inform Manuals] Rule for printing a parser error when the latest parser error is the nothing to do error: say "Um…..no." instead. [Thank you for helping me with that, Mr. Kiang] [commands] Understand the command "use" as something new. Understand "use [thing]" as using. Using is an action applying to one thing. Understand the command "combine" as something new. Understand "combine [something] with [something]" as combining it with. Combining it with is an action applying to two carried things. Understand the command "turn on" as something new. Understand "turn [something] on" as turning it on. Turning it on is an action applying to one thing. Understand the command "turn off" as something new. Understand "turn [something] off" as turning it off. Turning it off is an action applying to one thing. Understand the command "ring" as something new. Understand "ring [something]" as ringing it. Ringing it is an action applying to one thing. Understand the command "talk" as something new. Understand "talk to [someone]" as talking. Talking to is an action applying to one thing. Understand the command "ask" as something new. Understand "ask [someone] about [text]" as asking it about. [Understand the command "tell" as something new. Understand "tell [someone] [text]" as telling. [Inform 7, extensions, Eric Eve, Conversation Framework] Report telling Sherlock "yes" (this is the block informing rule): say "RAWR"] [wanted to make Sherlock respond to things like "yes" but couldn't figure it out] Understand "push open" as pushing. Understand the command "give" as something new. Understand "give [something] to [someone]" as giving it to. Giving is an action applying to one thing. Understand the command "ride" as something new. Understand "ride [something]" as riding. Riding is an action applying to one thing. Understand the command "grab" as something new. Understand "grab [something]" as grabbing. Grabbing is an action applying to one thing. Understand the command "put" as something new. Understand "put [something] in [something]" as putting it in. Putting it in is an action applying to two things. [this took so long to figure out, I kind of just did trial and errorf] Understand the command "attach" as something new. Understand "attach [something] with [something]" as combining it with. Understand the command "connect" as combine. [things] A staircase is a kind of door. A staircase is always open. A staircase is never openable. [partially trial and error, partially Inform Manual] The blahd is a thing. The blahdk is a container. The blahdp is a container. [couldn't figure out how to make a different thing be said, so I decided to make a random object and move it places and say Ifs and Otherwises] When play begins: say "Here you are, standing in front of 221B Baker Street. You take a deep breath. Maybe you shouldn't be doing this. It's only a lost phone after all, the great Sherlock Holmes probably won't be interested in such a mundane problem. You've heard so many things about his reputation…he's not exactly the nicest of people. You start to turn away when a car pulls up beside you. On the right side of the street I might add. You're in London, what kind of idiot is this? The window rolls down and you can see a clean-shaven man who really should be on a diet… 'Here with an enquiry for Sherlock Holmes?' he asks. You are about to answer, but he cuts you off, 'Don't be discouraged by whatever you've heard of him. Oh, no, his reputation is all true. My brother can be incredibly vexatious, but he will assist you in finding your phone.' Before you are able to ask how he knows that, the man (Sherlock Holmes' brother?) silences you with a look. 'Go up there. His flatmate is in Dublin for the week and he'll starve himself if no one's there to force-feed him.' With that, the window rolls down and the car drives away, returning to the correct side of the street." [too much text…?] The Front Steps is a room. "You stand on the steps of 221B Baker Street, the home of Sherlock Holmes and Dr. John Watson. Next door, you can see Speedy's Cafe. A black wooden door leads into the flat." The front door is north of the Front Steps and south of the Entrance Hall. The front door is a door. The front door is scenery. The front door is a closed, openable door. The description is "[If the player is in the Front Steps]A plain black wooden door. There is a doorbell in the wall beside it. The flat's number is picked out in brass figures and below it is a brass door knocker. It seems to be unlocked [end if]. [if the player is in the Entrance Hall] A black door. It's back is much less interesting than its front. [end if]." [experimented with ifs] Understand "door" as front door. Instead of going north in Front Steps: If front door is open: move player to Entrance Hall; say "You should really close the door behind you, it's the polite thing to do."; Otherwise: say "If you can't even think to open the door first, you're probably too dense to walk through it." The brass numbers is scenery in the Front Steps. The description is "Your ordinary brass numbers. I'm sure you'd be able to find them in any hardware store. You can see places where the coating has been rubbed and it no longer looks new." Understand "numbers" as brass numbers. Understand "number" as brass numbers. Understand "flat's number" as brass numbers. Understand "brass figures" as brass numbers. Understand "figures" as brass numbers. Understand "flat number" as brass numbers. The doorknocker is scenery in the Front Steps. [figured out] The printed name is "door knocker". The description is "A generic brass door knocker. I bet it would make a loud noise if you were to use it." [figured out that if you said "door knocker" it would ask you what door you were referring to, so I had to change it to something else] Understand "door knocker" as doorknocker. Understand "knocker" as doorknocker. The doorbell is scenery in the Front Steps. The description is "A normal doorbell. I assume it would ring if you pushed it." The flat is scenery in the Front Steps. The description is "Well, you can't see the flat yet! You're outside! All you see is the front of 221B Baker Street." The FSwall is scenery in the Front Steps. The printed name is "wall". The description is " A wall. It seems to go up a few stories. There is a door and a doorbell." Understand "wall" as FSwall. [use door knocker and make Sherlock say 'SHUT UP!'] Instead of using doorknocker: If blahd is in blahdk: say "The door knocker makes a loud banging noise when you use it. From upstairs, the same voice yells 'SHUT UP!'"; Otherwise: say "The door knocker makes a loud banging noise when you use it. From upstairs, a voice yells 'SHUT UP!'"; move blahd to blahdp. Instead of pushing doorbell: If blahd is in blahdp: say "The doorbell causes a rather annoying ringing sound. From upstairs, the same voice yells 'BE QUIET!'"; Otherwise: say "The doorbell causes a rather annoying ringing sound. From upstairs, a voice yells 'BE QUIET!'"; move blahd to blahdk. [wanted to do something like "if player has used doornocker say something different" for each of them, but I kept trying it and couldn't figure it out.] SC is scenery in the Front Steps. The printed name of SC is "Speedy's Cafe". The description is "The little cafe next door. It has pretty good food and is a nice place to talk about a certain dominatrix." Understand "Speedy's Cafe" as SC. Understand "Speedy's" as SC. Understand "Cafe" as SC. The fsteps are scenery in the Front Steps. The printed name is "steps". The description is "A few short steps lead up to the front door." Understand "steps" as fsteps. The Entrance Hall is a room. It is north of the front door. "Ah, the entrance hall. A pretty cramped room. It merely functions as a place to hang coats and leave umbrellas. In fact, you can even see an umbrella stand! To the south, the black door leads outside. To the north, you can see another room." The umbrellastand is scenery in the Entrance Hall. It is an open container. The printed name is "umbrella stand". The description is "A lovely little umbrella stand. It holds some objects" An every turn rule: If the player carries the umbrella: If the player carries the cane: If the player carries the broomhandle: now the description of the umbrellastand is "A lovely little umbrella stand. It holds an object." [figured out thanks to Assassin] Understand "umbrella stand" as umbrellastand. Understand "stand" as umbrellastand The umbrella is an object. It is in the umbrellastand. The description is "A dark blue umbrella with a hooked metal handle. It's leaning against the cane." [when you open it you go to the TARDIS] The cane is an object. It is in the umbrellastand. The description is "A fairly used silver cane. Perfect for someone who has a psychosomatic limp." The broomhandle is an object. It is in the umbrellastand. The printed name is "wooden stick". The description is "This beautiful broken mahogany stick was once picked up by Sherlock in an alley and has sat here ever since. It seems as if you would be able to attach something to it at the broken end." Understand "wooden stick" as broomhandle. Understand "stick" as broomhandle. The harpoon is an object. It is in the umbrellastand. The description is "That harpoon looks pretty dangerous. I don't think any cabbie would let you in there cab carrying that, no matter how much you paid them." Instead of taking harpoon: say "What do you expect you'll be doing, spearing pigs? You don't need that." The EHwall is scenery in the Entrance Hall. The printed name is "wall". The description is "The dark walls on either side of you are quite interesting." Understand "wall" as EHwall. The coat is scenery in the Entrance Hall. The description is "Oh, wow. Look at this coat. It's absolutely wonderful. Nice and majestic. There seems to be a lump in one of its pockets." Understand "coats" as coat. Instead of taking coat: say "You're just going to steal someone's coat? Um, no." The pocket is scenery in the Entrance Hall. It is an open container. Understand "lump" as pocket. The cellphone is an object. The printed name is "cell phone". The description is "An iPhone with a pink case." Understand "cell phone" as cellphone. Understand "phone" as cellphone. Understand "cell" as cellphone. Instead of examining the pocket: say "The lump in the pocket seems to be a cell phone!"; move cellphone to pocket. The First Floor Landing is a room. It is north of the Entrance Hall. "Oh, a really very boring room. You can see a staircase in one corner. And that could be a table there by the door to the east. To the south is the Entrance Hall" The FFLwall is scenery in the First Floor Landing. The printed name is "wall". The description is "White rigged on one side, while the others are covered in wallpaper." Understand "wall" as FFLwall. The wallpaper is scenery in the First Floor Landing. The description is "A vine pattern climbing its ways up the walls." The Lstair is up of the First Floor Landing and down of the Second Floor Landing. The Lstair is a staircase. The printed name is "staircase". The description is "A wooden staircase that leads up to the second floor." Understand "staircase" as Lstair. Understand "stair" as Lstair. Understand "the staircase" as Lstair. Understand "the stair" as Lstair. Understand "the stairs" as Lstair. Understand "stairs" as Lstair. Instead of climbing the Lstair: say "The wood boards creak slightly as you ascend to the next floor."; move player to Second Floor Landing. The table is scenery in the First Floor Landing. The description is "A small dark wooden table with a lamp on it." The lamp is scenery in the First Floor Landing. The description is "A lamp. I don't think there's more to describe." Instead of turning lamp on: say "It's already on!" Instead of turning lamp off: say "Why in the world would you want to turn off the lamp? What good is it then?" The Right Door is a door. It is east of the First Floor Landing and west of Mrs Hudson's Room. It is closed and openable. It is locked and lockable. The printed name is "door". The description is "A wooden door to the right of the First Floor Landing." Instead of going through the Right Door for the first time: If Right Door is locked: say "Now, are you sure you want to do that? Normally, it's not a good idea to go opening random doors in unfamiliar houses."; Otherwise: say "Now, are you sure you want to do that? Normally, it's not a good idea to go opening random doors in unfamiliar houses. Anyway, you need to unlock the door to go through it and you don't have any key. I suppose you could pick the lock…" Instead of going through the Right Door for the second time: move the player to Mrs Hudson's Room; say "I guess opening closed doors is your division." [Speedy's Cafe is a room. It is northeast of the Front Steps. "Speedy's is a nice little cafe. It sits to the east of the front steps of 221B Baker Street. The owner of the store, Mr. Chaterjee, stands behind a counter in the back." The SCwall is scenery in Speedy's Cafe. Understand "wall" as SCwall.] [realized it was too much and I couldn't finish with this too] Mrs Hudson's Room is a room. It is east of the Right Door. The printed name of Mrs Hudson's Room is "Mrs. Hudson's Room". The description is "Mrs. Hudson's room contains a bed, table, shelves, a large dresser, and a window looking out onto a small garden." An every turn rule: If player is in Mrs Hudson's Room: say "Sherlock decided to make sure you weren't doing anything stupid. And what did he find? You're breaking into Mrs. Hudson's room! Honestly, you should know better than to go into other people's rooms without their permission. Well, Sherlock doesn't really like listening to explanations when Mrs. Hudson's safety is at risk. You see him stalk towards you… … You wake up in a hospital. According to the doctors, you fell out of a window. Possibly more than once, due to the severity of your injuries."; end the game in death. [Also meant to do something with this room, but didn't have time…] The Second Floor Landing is a room. It is up of the [figured out I had to say that a room was up/down/east/west/etc of a door or a staircase and not of the other room] Lstair. "This room resembles the one below it. Nothing more than a room with a staircase. There is a potted plant in one corner, and two doors. One leads southeast and the other east." The SFLwall is scenery in the Second Floor Landing. The printed name is "wall". The description is "Your normal wall covered with plant wallpaper." Understand "wall" as SFLwall. The potted plant is scenery in the Second Floor Landing. The description is "A plant in a pot. Its leaves branch out and touch the walls, seeming to be a part of the wall." Understand "plant" as potted plant. The pot is scenery in the Second Floor Landing. It is an open container. The description is "A large dark pot. You see something in it…" The hairpin is an object. It is in the pot. It unlocks the Right Door. The description is "A normal black hairpin. Perhaps, if it was used in a certain way…it might serve useful…" The KitchenDoor is a door. It is east of the Second Floor Landing and west of the Kitchen. The printed name is "[if player is in the Second Floor Landing] East Door [end if] [if player is in the Kitchen] West Door [end if]". The description is "A brown door. It doesn't seem like it is locked. Who would lock up their kitchen?" Understand "east door" as KitchenDoor. Understand "west door" as KitchenDoor. The Living Room is a room. It is southeast of the Main Door. "As living rooms go, this one is pretty large. It's a good thing, as there are all kinds of random objects cluttered around on the floor, walls, chairs, tables. Is that a skull on the mantelpiece? It is south of the Kitchen." The LRwall is scenery in the Living Room. The printed name is "wall". The description is "Brick wall that you can barely see, there's so much clutter! One wall is mostly covered by shelves and the fireplace. Another's has four windows and a rather large wooden moose head. The last one is the only one covered in wallpaper, and sports a yellow smiley face…with bullet holes…" Understand "wall" as LRwall. Understand "walls" as LRwall. The lrfloor is scenery in the Living Room. The description is "Floor that can barely be seen because of all the stuff." Understand "floor" as lrfloor. The chairs is scenery in the Living Room. The description is "A couple chairs sit in front of the fireplace." The tables is scenery in the Living Room. The description is "The tables support piles of random things." The MainDoor is a door. It is southeast of the Second Floor Landing and northwest of the Living Room. It is closed and openable. The printed name is "Main Door". The description is "A dark door." Understand "Main Door" as MainDoor. Understand "dark door" as MainDoor. The lrshelves are scenery in the Living Room. The description is "Tall shelves reach up to the ceiling. They hold a lot of things." Understand "shelves" as lrshelves. The fireplace is scenery in the Living Room. The description is "No fire roars at the moment." The mantelpiece is scenery in the Living Room. The description is "Above the fire, the mantelpiece holds a few things." The skull is a thing. It is on the mantelpiece. The description is "A human skull that was once donated to St. Bart's hospital for research. No one was using it, so Sherlock decided to adopt it as his sounding board." The Lwindows is scenery in the Living Room. The printed name is "windows". The description is "Large windows looking out over the street." The moosehead is scenery in the Living Room. The printed name is "moose head". the description is "A rather large wooden moose head. It is apparently wearing headphones." Understand "moose head" as moosehead. The headphones is scenery in the Living Room. the description is "Your normal white headphones. Apparently Sherlock stuck them on the moose at one point and they've never left." The lrwallpaper is scenery in the Living Room. The description is "A lovely dark pattern. It's marked with a few bullet holes hear and there." Understand "wallpaper" as lrwallpaper. The bulletholes is scenery in the Living Room. The description is "When Sherlock gets bored, well, he shoots the wall. What else is there to do?" Understand "bullet holes" as bulletholes. The smile is scenery in the Living Room. The description is "A yellow smiley face Sherlock once painted on the wall with spray paint. It gives the room some personality." Understand "smiley face" as smile. Understand "face" as smile. Understand "yellow smiley face" as smile. Understand "smiley" as smile. Understand "yellow smiley" as smile. Understand "yellow face" as smile. The Kitchen is a room. It is north of the Living Room and east of the Kitchen Door. "Not your normal kitchen. It seems to have been turned into a sort of makeshift laboratory. There's lab equipment on the center table, where a man is sitting, and random vials on the drying rack. Thank God for the fridge and shelves, reminding you that this is a kitchen. There is an open doorway to the north and an opening that leads to the Living Room in the south." The Kwall is scenery in the Kitchen. The printed name is "wall". The description is "Walls that are primarily made up of shelves on one side." Understand "wall" as Kwall. The labequipment is scenery in the Kitchen. The description is "Various equipment that you would expect to see in a lab- beakers, petree dishes and the like." Understand "lab equipment" as labequipment. The shelves is scenery in the Kitchen. the description is "White shelves that line the walls." The vials is scenery in the Kitchen. the description is "Glass vials that hold some weird liquids." The drying rack is scenery in the Kitchen. the description is "A drying rack holding vials and other equipment that needs to be dried, along with tableware." The fridge is scenery in the Kitchen. It is a closed openable container. The description is "A small white fridge." The sheet is scenery in the Kitchen. The description is "A white sheet that Sherlock is wearing. He must have been too lazy to put anything else on." Instead of taking sheet: say "Ahaha, no. Sorry." An every turn rule: If fridge is open: now the description of fridge is "A small white fridge, it holds some things. There is a obvious space and it looks like something could fit there."; If jam is in fridge: now the description of fridge is "A small white fridge, it holds some things." Sherlock is a man. He is in the Kitchen. The description of Sherlock is "Sitting at the kitchen table, Sherlock is a rather tall, dark haired man with stunning cheekbones. You'd probably cut yourself slapping that face. The most interesting thing about his appearance is his..well…outfit. It seems that the only thing Sherlock is wearing at the moment is a sheet." Instead of talking to Sherlock for the first time: say "Sherlock looks up slowly from his microscope. 'You need me to assist you in finding something, correct?' He looks back down, not caring to catch your answer. 'Lovely, well, before that I'll need your help.'" Instead of talking to Sherlock: say "Maybe you should try asking him about something. Perhaps the last word in his last sentence." [I really hope this words…I kind of just figured that text would be in quotations…] Instead of asking Sherlock about "help": say "He sighs and looks back up at you. 'I'm in the middle of something here. If you could go and do some things for me it would be appreciated. Here's a list.'"; move list to player. The list is a thing. The description is "The list reads: I need… [line break] Phone [line break] Skull [line break] Book You'll find these somewhere in the house. I can't be bothered to remember. It's not important. Also, I'd like you to bring me the jam." Instead of giving the cellphone to Sherlock: say "Sherlock takes the phone from you, opens it and seems to send a text. Finally, he sends it and looks at you."; move cellphone to Sherlock. Instead of giving the skull to Sherlock: say "Sherlock takes the phone from you, opens it and seems to send a text. Finally, he sends it and looks at you. 'Where's the rest?'"; move skull to Sherlock. Instead of giving the book to Sherlock: say "'Ah, yes,' he says, taking the book from your hands."; move book to Sherlock. Instead of giving the jam to Sherlock: say "Sherlock looks at the jam, then back at you. 'Why are you giving this to me? I'm not that partial to jam. It's all John's. Put it in the fridge.'" Instead of putting jam in fridge: say "You place the jam in the fridge. It looks right at home. Sadly, it's life will most certainly come to an end as soon as John returns."; move jam to fridge. An every turn rule: If Sherlock has cellphone: If Sherlock has book: If Sherlock has skull: If jam is in fridge: say "Sherlock looks you up and down. 'Well done,' he says, 'Of course, John would have been much better, but you were fine.' He tells you where your phone is and you can't believe you were so stupid. You also can't believe he can tell that by just observing you. You bid him farewell, but he's already gone back to his experiments. As you walk down the steps you begin to hear a loud drumming noise coming from the roof and outside. When you open the front door and exit the house, you are almost immediately pelted with rain. Jumping back inside the house, you try to figure out how you can evade it!"; move player to Entrance Hall; remove cellphone from play. Sherlock's Bedroom is a room. It is north of the Kitchen. "After observing how Sherlock keeps his living room, you are surprised to see how neat his bedroom is. His bed is made and everything on its side table seems to have a place. Although the lights are all off, the room is lit by windows on the north and east walls. The first things that catch your eye are the framed periodic table on one wall." The bed is scenery in Sherlock's Bedroom. The description is "A normal bed. It's made." The sidetable is scenery in Sherlock's Bedroom. The description is "A table. It sits beside the bed." Understand "side table" as sidetable. The windows is scenery in Sherlock's Bedroom. The description is "A few windows line the walls." The SBwall is scenery in Sherlock's Bedroom. The printed name is "wall". The description is "Soft green walls. One has a framed periodic table on it." Understand "wall" as SBwall. The Periodic Table is scenery in Sherlock's Bedroom. The description is "A framed Periodic Table of Elements. What kind of chemistry nerd would have framed periodic table? It looks fairly normal, except for a few barely visible cracks around some of the squares." The squares is scenery in Sherlock's Bedroom. The description is "Squares in the Periodic Table. Some have cracks around them." The cracks is scenery in Sherlock's Bedroom. The description is "These cracks seem to only go around a few of the elements on the periodic table. The Mg, C, H, I and O are the only ones with these cracks. I wonder what that means." The I is scenery in Sherlock's Bedroom. It is a closed openable container. The description is "A square with the element's name, letter, number and mass. It has cracks around it, unlike most of the other ones. Maybe it holds something?" The O is scenery in Sherlock's Bedroom. It is a closed openable container. The description is "A square with the element's name, letter, number and mass. It has cracks around it, unlike most of the other ones. Maybe it holds something?" The U is scenery in Sherlock's Bedroom. It is a closed openable container. The description is "A square with the element's name, letter, number and mass. It has cracks around it, unlike most of the other ones. Maybe it holds something?" The H is scenery in Sherlock's Bedroom. It is a closed openable container. The description is "A square with the element's name, letter, number and mass. It has cracks around it, unlike most of the other ones. Maybe it holds something?" The C is scenery in Sherlock's Bedroom. It is a closed openable container. The description is "A square with the element's name, letter, number and mass. It has cracks around it, unlike most of the other ones. Maybe it holds something?" The Mg is scenery in Sherlock's Bedroom. It is a closed openable container. The description is "A square with the element's name, letter, number and mass. It has cracks around it, unlike most of the other ones. Maybe it holds something?" The book is a thing. The description is "A book of Grimm's fairy tales." The key is a thing. It unlocks the cube. The description is "A strange looking black key. You can't tell what it's made of. You might even say it's…alien?" The jam is a thing. The description is "Strawberry jam! It looks delicious." The seeker is a thing. The description is "The seeker is one of the fastest things imaginable. It's faster than a golden snitch…maybe it can even catch one…" [can use it to catch snitch…if you can find it] The note is a thing. The description is "The note reads: 'You've figured out how to open my periodic table compartments. Not that impressive. Any fool could notice the cracks. I applaud you on your idea of pushing the square, however.'" The browncase is a thing. The printed name is "brown case". The description is "A polished brown leather case. You probably don't want to be going through Sherlock's private things." Understand "brown case" as browncase. Understand "case" as browncase. Instead of taking browncase: say "You don't want to take random things that you can't open!" Instead of opening browncase: say "I wouldn't open that if I were you. Best not to see things you ought not to have seen. If that makes sense." Instead of opening I: say "I don't think you can just open it! That's too easy. There also doesn't seem to be a handle to pull it open…" Instead of pushing I: say "The square gives way to your fingers, sliding backwards. When you release your hold, it smoothly pops towards you, revealing a key."; Now I is open; move key to I. Instead of opening O: say "I don't think you can just open it! That's too easy. There also doesn't seem to be a handle to pull it open..." Instead of pushing O: say "The square gives way to your fingers, sliding backwards. When you release your hold, it smoothly pops towards you, revealing a container of jam."; Now O is open; move the jam to the O. [sort of cheat if people get the whole I O U thing…] Instead of opening U: say "I don't think you can just open it! That's too easy. There also doesn't seem to be a handle to pull it open..." Instead of pushing U: say "The square gives way to your fingers, sliding backwards. When you release your hold, it smoothly pops towards you, revealing a seeker."; Now U is open; move the seeker to the U. Instead of opening H: say "I don't think you can just open it! That's too easy. There also doesn't seem to be a handle to pull it open..." Instead of pushing H: say "The square gives way to your fingers, sliding backwards. When you release your hold, it smoothly pops towards you, revealing a book."; Now H is open; move the book to the H. Instead of opening C: say "I don't think you can just open it! That's too easy. There also doesn't seem to be a handle to pull it open..." Instead of pushing C: say "The square gives way to your fingers, sliding backwards. When you release your hold, it smoothly pops towards you, revealing a brown case."; Now C is open; move the browncase to the C. Instead of opening Mg: say "I don't think you can just open it! That's too easy. There also doesn't seem to be a handle to pull it open..." Instead of pushing Mg: say "The square gives way to your fingers, sliding backwards. When you release your hold, it smoothly pops towards you, revealing a note."; Now Mg is open; move the note to the Mg. The TARDIS is a room. It is south of the Front Steps. "What. This room is huge. But. You just stepped into a Police Box. A small Police Box. It couldn't have been more than four feet wide. But here you are in a cavernous room. What seems to be a console sits in the middle of the room, reaching up to connect with the high ceiling above. Using your knowledge of British television, you realize that this is the TARDIS (Time And Relative Dimensions In Space), a time and space ship used by the alien known as The Doctor." [too much text?] The Doctor is a man in the TARDIS. The description of The Doctor is "A tallish looking man wearing a quite odd assortment of clothes. The trousers and shirt are normal, but on top of those, he is wearing a bow tie, suspenders and a tweed jacket." Instead of talking to the Doctor: say "The Doctor looks up at you. 'Oh, hello there!' he says, smiling at you. 'Sorry, but who exactly are you?' You try to answer but he waves his hands around his head, 'It doesn't really matter right now actually, thanks for dropping by, I need someone to help me with something.' You can't believe what you're hearing. Another person needs your help today? 'Yes, there seems to be a small golden ball flying around my TARDIS. I'd like someone to catch it and get rid of it…would you be able to do that?' As he says this, you notice the little golden ball- a snitch? -whizzing around above you."; move snitch to TARDIS. Instead of using umbrella: say "You open the umbrella, but just as you do, the wind picks up and catches it. You manage to keep hold, but only by chasing it across the street. The wind is still roaring around you, threatening to rip the umbrella away. The only shelter left is a blue 1963 style Police Box. You duck into it!"; move player to TARDIS. The console is scenery in the TARDIS. It is a supporter. The description is "A roundish console sticking out of the ground and reaching up to the ceiling. It's covered in weird contraptions and just plain random stuff. Leaning against it is some kind of weird bundle of straw." The cube is a thing. It is a closed openable container. It is on the console. It is locked and lockable. It is unlocked by the key. The description is "A pure black cube. [if player is carrying key] It seems to resemble the black key you found in 221B! [end if]". Understand "black box" as cube. Understand "box" as cube. The straw is a thing. It is in the TARDIS. The description is "A bundle of straw. It looks like you would be able to attach it to something…maybe a stick?" Understand "bundle of straw" as straw. Understand "bundle" as straw. Understand "straw bundle" as straw. Instead of combining broomhandle with straw: say "You just made a broomstick!"; remove broomhandle from play; remove straw from play; move flyingbroom to player. The flyingbroom is a thing. The printed name is "flying broom". The description is "Wow! It's a magic flying broomstick! You can use it to get high enough to catch the snitch!" Understand "broom" as flyingbroom. Understand "broomstick" as flyingbroom. Understand "magic flying broomstick" as flyingbroom. Understand "magic broom" as flyingbroom. Understand "magic broomstick" as flyingbroom. Understand "flying broomstick" as flyingbroom. The snitch is a thing. Instead of examining the snitch: If a random chance of 1 in 4 succeeds: say "The winged golden ball is zooming about right above your head!"; Otherwise: If a random chance of 1 in 4 succeeds: say "The winged golden ball hovers just below the ceiling."; Otherwise: If a random chance of 1 in 4 succeeds: say "The winged golden ball whooshes around the many levers and buttons and random objects on the TARDIS console."; Otherwise: If a random chance of 1 in 4 succeeds: say "The winged golden ball whizzes in front of the door, seeming to taunt you." [mix of Assassin and index] [you can probably tell I liked a lot of the things used in Assassin] Instead of riding flyingbroom: say "You jump on the broomstick and immediately take off straight for the golden snitch. It tries to evade you, but it is no match for you! It's right within your grasp! You can just reach out and grab it…" Instead of grabbing snitch: say "You snatch wildly at the snitch and end up grabbing it! Fantastic! Now you just need to put it somewhere…" Instead of putting snitch in cube: say "You stuff the snitch into the cube and shut it. The snitch battles fiercely against the sides! You notice that the cube's lid seems to be opening again..."; move snitch to cube; now the cube is closed. An every turn rule: If snitch is in the cube: If cube is locked: say "Success! You hear clapping and look up to see The Doctor applauding you from his console. That was absolutely brilliant! You're wonderful! Thank you! Here is there anywhere I can drop you off? Maybe we could go to to the 1970's and watch the first Star Wars? I've always wanted to do that… Or we could go to 1993 and try to program with the first version of Inform! All of time and space; everywhere and anywhere; every star that ever was. Where do you want to start?'"; end the game in victory.