An Escape To Remember

An interactive fiction by the IF Whispers Team (2006) - the Inform 7 source text

Home page

Contents
Previous
Next

Complete text
Section 8 - Debug stuff - Not for release

Test wh2 with "swing / e / search mess / open door/ e / fill tube / put crystal in tube / n / e / get mop / w / pour tube on sheen / z / mop sheen / n"

[Test Place is north of Corridor. When Whisper 2 ends, say "Fini!"]

[ Note for Part 3: the following items are explicitly under-implemented and available for your use

* the locked door south of the corridor leads to an undescribed Service Access (you can
even rename that using 'the printed name of'). There is no key for the locked door,
so you can either create one in your part, or just ignore the whole thing.

* the elevator system is not used, but probably hard to try to make use of, since you'd
need to override my definitions.

* there's not much in the maintenence closet

* define a room north of Corridor. Whisper 2 ends when the player travels there; but the
player is then still free to go back through my rooms to access the above things (unless
you choose to prevent that), or anything else you should choose to add to my area.

Other then the last one, there is no harm if you choose not to use them, they just become
red herrings.
]