ClubFloyd Transcript:
The Prongleman Job by Arthur DiBianca
As played on ifMUD on April 26, 2020

The idea behind ClubFloyd is that each week at a pre-arranged time, a group of people meet online to cooperatively play a game of interactive fiction.

Below is a transcript of The Prongleman Job. The Prongleman Job was an entrant to the Main Festival, Spring Thing 2020. You can learn more about the game, including how to download it, by visiting IFDB.


WARNING! Below you will find a transcript of people playing this game, and it goes without saying that the transcript is full of spoilers. So, if you've never played this game, and think you might like to at some point, I do not recommend reading any further. Instead, you might want to return to the interactive fiction page.


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Knight_Otu says (to ClubFloyd), "load sleepmask prongleman"
CF |
CF |
CF |
CF | The Prongleman Job
CF | A game by Arthur DiBianca
CF | Release 1 / Serial number 200326 / Inform 7 build 6L38 (I6/v6.33
CF | lib
CF | 6/12N)
CF |
CF | Special thanks to Andy Fleming, Lorne Harris, Hall Hood, Isaac Orf,
CF | Luke Pebler, and Brian Rushton for testing, and to Nadia Bellazola
CF | for
CF | cover art.
CF |
CF |
CF |
CF | You've been a member of the Thieves' Society of Greater Bintucket
CF | for
CF | almost a year, but they just got around to giving your first real
CF | assignment. It's a neat job. You're to enter the home of the
CF | reasonably wealthy Claude L. Prongleman and steal ten valuable
CF | items.
CF | According to the society's Investigation Committee, he'll be gone
CF | for
CF | a couple of hours.
CF |
CF | It's a warm spring night. As you see Prongleman leave the house,
CF | you
CF | sneak up and get a rear window open without much trouble. You slip
CF | inside....
CF |
CF | (Note: This game is a little unusual.)
CF |
CF | Press SPACE to begin! Knight_Otu exclaims, "Thanks!"
Knight_Otu pushes the green 'space' button.
CF | Press SPACE to begin!
CF |
CF |
CF |
CF | Bedroom
CF | This looks like the guest bedroom. There's a neatly made queen-size
CF | bed, a small chest of drawers, and a closet. In one corner you see
CF | a
CF | wooden figurine. A door leads east.
CF |
CF | > DavidW says, "about, please"
Knight_Otu says, "A little unusual."
Knight_Otu says (to ClubFloyd), "about"
CF | >
CF | > ABOUT
CF |
CF | That's not a verb I recognise.
CF |
CF | > Knight_Otu says, "Huh."
DavidW says, "His games are almost always with limited vocab. I'm very surprised there's no mention."
Knight_Otu says (to ClubFloyd), "x me"
CF | >
CF | > X ME
CF |
CF | You don't need to use EXAMINE or X in this game. Just type the name
CF | of
CF | the object you want to interact with.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "me"
CF | >
CF | > ME
CF |
CF | You're wearing the traditional attire of a cat burglar.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "i"
CF | >
CF | > I
CF |
CF | You haven't acquired any valuables yet.
CF |
CF | > DavidW says, "so, figurine"
Knight_Otu says, "So we just use the noun. Got it."
Knight_Otu says (to ClubFloyd), "figurine"
CF | >
CF | > FIGURINE
CF |
CF | It's a painted wooden carving, about three feet tall. It's hard to
CF | tell what it's supposed to depict���maybe a moose on its hind legs
CF | holding two spoons? You check it over, but there don't seem to be
CF | any
CF | hidden compartments.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "bed"
CF | >
CF | > BED
CF |
CF | The bed is topped with a dark-blue spread and a couple of pillows.
CF | You
CF | look underneath the bed and discover a cardboard box, which you
CF | pull
CF | out.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "box"
CF | >
CF | > BOX
CF |
CF | You go through the box. It contains some old books, but no
CF | valuables.
CF |
CF | > Knight_Otu says, "I guess there is no status bar."
Knight_Otu says (to ClubFloyd), "chest"
CF | >
CF | > CHEST
CF |
CF | You go through the drawers one by one. They're all empty.
CF |
CF | > DavidW says, "This is strongly reminding me of Out of the Study."
DavidW says, "Don't forget the books. Also try spoons."
Jacqueline says, "I'm still trying to figure out why you would make all the nouns verbs and subvert examine as a default verb."
Knight_Otu says (to ClubFloyd), "closet"
CF | >
CF | > CLOSET
CF |
CF | You look inside the closet. It's totally empty.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "books"
CF | >
CF | > BOOKS
CF |
CF | You go through the box again, but you don't find anything.
CF |
CF | Suddenly you hear the sound of the front door opening! What?
CF | Prongleman has come back already? But the Investigation Committee
CF | told
CF | you he'd be gone for hours!
CF |
CF | Feeling a little irritated, you leap out the window.
CF |
CF | Press SPACE to continue.
Knight_Otu pushes the green 'space' button.
CF | Press SPACE to continue.
CF |
CF |
CF |
CF | You return to the Thieves' Society. Unfortunately, you have nothing
CF | to
CF | deliver. Let's just say, they aren't very impressed.
CF |
CF | You didn't steal any valuables. That gives you the rank of
CF | Non-Thief.
CF |
CF | (Try again! You can do this!)
CF |
CF | Would you like to RESTART (R) or QUIT (Q)?
CF | > Knight_Otu says, "Well that was a surprise."
DavidW says, "huh. Short game."
Jacqueline says, "huh"
Jacqueline asks, "Is it, though?"
Knight_Otu says, "Tight time limit."
Knight_Otu says (to ClubFloyd), "r"
CF |
CF |
CF |
CF | The Prongleman Job
CF | A game by Arthur DiBianca
CF | Release 1 / Serial number 200326 / Inform 7 build 6L38 (I6/v6.33
CF | lib
CF | 6/12N)
CF |
CF | Special thanks to Andy Fleming, Lorne Harris, Hall Hood, Isaac Orf,
CF | Luke Pebler, and Brian Rushton for testing, and to Nadia Bellazola
CF | for
CF | cover art.
CF |
CF |
CF |
CF | You've been a member of the Thieves' Society of Greater Bintucket
CF | for
CF | almost a year, but they just got around to giving your first real
CF | assignment. It's a neat job. You're to enter the home of the
CF | reasonably wealthy Claude L. Prongleman and steal ten valuable
CF | items.
CF | According to the society's Investigation Committee, he'll be gone
CF | for
CF | a couple of hours.
CF |
CF | It's a warm spring night. As you see Prongleman leave the house,
CF | you
CF | sneak up and get a rear window open without much trouble. You slip
CF | inside....
CF |
CF | (Note: This game may or may not be playing fair.)
CF |
CF | Press SPACE to begin! Jacqueline says, "I mean, maybe it is. Maybe you learn each playthrough."
DavidW says, "Unless there's a way to gain time."
Knight_Otu pushes the green 'space' button.
CF | Press SPACE to begin!
CF |
CF |
CF |
CF | Bedroom
CF | This looks like the guest bedroom. There's a neatly made queen-size
CF | bed, a small chest of drawers, and a closet. In one corner you see
CF | a
CF | wooden figurine. A door leads east.
CF |
CF | > Jacqueline says, "Or that, yeah"
DavidW | (Note: This game may or may not be playing fair.)
Jacqueline asks, "Should we take the figurine?"
Knight_Otu says, "I mean, I'm not sure how we'd keep Prongleman away."
DavidW says, "I don't know if we have TAKE."
Jacqueline says, "oh, ah."
Knight_Otu says, "Not sure if we actually can... right."
Knight_Otu says (to ClubFloyd), "take figurine"
CF | >
CF | > TAKE FIGURINE
CF |
CF | You don't need to use GET or TAKE in this game. Just type the name
CF | of
CF | the object you want to interact with.
CF |
CF | > Knight_Otu says, "Yeah."
Jacqueline says, "I guess that discounts my next theory of getting to the front door really quickly and blocking his ability to enter the house."
DavidW says, "Try SPOONS."
Knight_Otu says (to ClubFloyd), "spoons"
CF | >
CF | > SPOONS
CF |
CF | That's not a command I know, and it's not a nearby object. (Type
CF | HELP
CF | for commands.)
CF |
CF | > DavidW says, "ok, EAST"
Knight_Otu says (to ClubFloyd), "e"
CF | >
CF | > E
CF |
CF |
CF | Hallway
CF | You're in a dimly-lit hallway near the back of the house. It
CF | continues
CF | north. Doors lead east and west.
CF |
CF | > Knight_Otu asks, "Another east?"
DavidW says, "yes please"
Knight_Otu says (to ClubFloyd), "e"
CF | >
CF | > E
CF |
CF | You try that door, but it's locked.
CF |
CF | > Knight_Otu says, "Well that just leaves north."
DavidW says, "hm"
DavidW says, "yes try it"
Knight_Otu says, "Unless we want to DOOR."
DavidW says, "not yet"
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Hallway
CF | You're in a hallway near the middle of the house. It continues
CF | north
CF | and south. Doors lead east and west.
CF |
CF | > Knight_Otu asks, "East?"
DavidW says, "okay"
Knight_Otu says (to ClubFloyd), "e"
CF | >
CF | > E
CF |
CF |
CF | Bedroom
CF | This looks like the master bedroom. It has an old-fashioned
CF | four-post
CF | bed, complete with canopy and even curtains. There's also a chest
CF | of
CF | drawers, a nightstand, and a closet. A picture hangs on the wall. A
CF | door leads west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "bed"
CF | >
CF | > BED
CF |
CF | The bed has a couple of pillows. You take a good look on top of the
CF | bed and under it, but you don't find anything.
CF |
CF | Suddenly you hear the sound of the front door opening! What?
CF | Prongleman has come back already? But the Investigation Committee
CF | told
CF | you he'd be gone for hours!
CF |
CF | Feeling a little irritated, you throw open the window and leap out.
CF |
CF | Press SPACE to continue. Knight_Otu says, "Darn, too slow."
Knight_Otu pushes the green 'space' button.
CF | Press SPACE to continue.
CF |
CF |
CF |
CF | You return to the Thieves' Society. Unfortunately, you have nothing
CF | to
CF | deliver. Let's just say, they aren't very impressed.
CF |
CF | You didn't steal any valuables. That gives you the rank of
CF | Non-Thief.
CF |
CF | (Keep trying! You can do this!)
CF |
CF | Would you like to RESTART (R) or QUIT (Q)?
CF | >
Knight_Otu says (to ClubFloyd), "r"
CF |
CF |
CF |
CF | The Prongleman Job
CF | A game by Arthur DiBianca
CF | Release 1 / Serial number 200326 / Inform 7 build 6L38 (I6/v6.33
CF | lib
CF | 6/12N)
CF |
CF | Special thanks to Andy Fleming, Lorne Harris, Hall Hood, Isaac Orf,
CF | Luke Pebler, and Brian Rushton for testing, and to Nadia Bellazola
CF | for
CF | cover art.
CF |
CF |
CF |
CF | You've been a member of the Thieves' Society of Greater Bintucket
CF | for
CF | almost a year, but they just got around to giving your first real
CF | assignment. It's a neat job. You're to enter the home of the
CF | reasonably wealthy Claude L. Prongleman and steal ten valuable
CF | items.
CF | According to the society's Investigation Committee, he'll be gone
CF | for
CF | a couple of hours.
CF |
CF | It's a warm spring night. As you see Prongleman leave the house,
CF | you
CF | sneak up and get a rear window open without much trouble. You slip
CF | inside....
CF |
CF | (Note: This game may or may not be playing fair.)
CF |
CF | Press SPACE to begin!
Knight_Otu pushes the green 'space' button.
CF | Press SPACE to begin!
CF |
CF |
CF |
CF | Bedroom
CF | This looks like the guest bedroom. There's a neatly made queen-size
CF | bed, a small chest of drawers, and a closet. In one corner you see
CF | a
CF | wooden figurine. A door leads east.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF | >
CF | > E
CF |
CF |
CF | Hallway
CF | You're in a dimly-lit hallway near the back of the house. It
CF | continues
CF | north. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Hallway
CF | You're in a hallway near the middle of the house. It continues
CF | north
CF | and south. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF | >
CF | > E
CF |
CF |
CF | Bedroom
CF | This looks like the master bedroom. It has an old-fashioned
CF | four-post
CF | bed, complete with canopy and even curtains. There's also a chest
CF | of
CF | drawers, a nightstand, and a closet. A picture hangs on the wall. A
CF | door leads west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "bed"
CF | >
CF | > BED
CF |
CF | The bed has a couple of pillows. You take a good look on top of the
CF | bed and under it, but you don't find anything.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "chest"
CF | >
CF | > CHEST
CF |
CF | The first drawer is full of clothes. You go through it, but find
CF | nothing. (The Thieves' Society has a rule about minimizing the
CF | ransacking, and clothes drawers always pose the biggest challenge.)
CF |
CF | >
Knight_Otu says (to ClubFloyd), "nightstand"
CF | >
CF | > NIGHTSTAND
CF |
CF | There's an empty glass on the nightstand. It has a pair of doors,
CF | which you open to reveal a box of crackers.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "crackers"
CF | >
CF | > CRACKERS
CF |
CF | There's nothing in the box but crackers. Taped to the side is a
CF | note
CF | that says, "Button before knob before crank. Switch before handle
CF | before crank. Button before switch."
CF |
CF | > Jacqueline says, "Maybe the true treasure is the crackers we ate along the way."
Knight_Otu exclaims, "But then we don't have them anymore!"
Jacqueline says, "Sorry. Just finished breakfast. Apparently I am still snacky."
Knight_Otu says (to ClubFloyd), "closet"
CF | >
CF | > CLOSET
CF |
CF | You open the closet. Several suits are hanging on a rod inside.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "suits"
CF | >
CF | > SUITS
CF |
CF | You run your hands over the suits. They don't seem to have anything
CF | in
CF | them. On the wall behind them, however, you discover a red button.
CF |
CF | > Knight_Otu says, "Ah hah."
Knight_Otu says (to ClubFloyd), "picture"
CF | >
CF | > PICTURE
CF |
CF | It's a framed print of the painting Flowers with Bugs by
CF | Penny Ascorth. There's nothing behind it.
CF |
CF | Suddenly you hear the sound of the front door opening! What?
CF | Prongleman has come back already? But the Investigation Committee
CF | told
CF | you he'd be gone for hours!
CF |
CF | Well, mustn't get caught! You throw open the window and leap out.
CF |
CF | Press SPACE to continue. Jacqueline says, "oooooooh\"
DavidW says, "I want you to try BUTTON from the first room."
Jacqueline says, "Yeah"
Jacqueline asks, "Can we just undo?"
Knight_Otu pushes the green 'space' button.
CF | Press SPACE to continue.
CF |
CF |
CF |
CF | You return to the Thieves' Society. Unfortunately, you have nothing
CF | to
CF | deliver. Let's just say, they aren't very impressed.
CF |
CF | You didn't steal any valuables. That gives you the rank of
CF | Non-Thief.
CF |
CF | (Keep trying! You can do this!)
CF |
CF | Would you like to RESTART (R) or QUIT (Q)?
CF | >
Knight_Otu says (to ClubFloyd), "r"
CF |
CF |
CF |
CF | The Prongleman Job
CF | A game by Arthur DiBianca
CF | Release 1 / Serial number 200326 / Inform 7 build 6L38 (I6/v6.33
CF | lib
CF | 6/12N)
CF |
CF | Special thanks to Andy Fleming, Lorne Harris, Hall Hood, Isaac Orf,
CF | Luke Pebler, and Brian Rushton for testing, and to Nadia Bellazola
CF | for
CF | cover art.
CF |
CF |
CF |
CF | You've been a member of the Thieves' Society of Greater Bintucket
CF | for
CF | almost a year, but they just got around to giving your first real
CF | assignment. It's a neat job. You're to enter the home of the
CF | reasonably wealthy Claude L. Prongleman and steal ten valuable
CF | items.
CF | According to the society's Investigation Committee, he'll be gone
CF | for
CF | a couple of hours.
CF |
CF | It's a warm spring night. As you see Prongleman leave the house,
CF | you
CF | sneak up and get a rear window open without much trouble. You slip
CF | inside....
CF |
CF | (Note: This game may or may not be playing fair.)
CF |
CF | Press SPACE to begin! Jacqueline says, "We cannot undo."
Jacqueline says, "Thank you, Arthur."
DavidW says, "I doubt UNDO is a good idea."
Jacqueline says, "Yeah, yeah. I realize."
Knight_Otu pushes the green 'space' button.
CF | Press SPACE to begin!
CF |
CF |
CF |
CF | Bedroom
CF | This looks like the guest bedroom. There's a neatly made queen-size
CF | bed, a small chest of drawers, and a closet. In one corner you see
CF | a
CF | wooden figurine. A door leads east.
CF |
CF | > Knight_Otu asks, "So you want button here, or in the master bedroom?"
DavidW says, "Here"
Knight_Otu says (to ClubFloyd), "button"
CF | >
CF | > BUTTON
CF |
CF | That's not a command I know, and it's not a nearby object. (Type
CF | HELP
CF | for commands.)
CF |
CF | > DavidW says, "See if we run there immediately. Okay, we don't"
Knight_Otu says (to ClubFloyd), "e"
CF | >
CF | > E
CF |
CF |
CF | Hallway
CF | You're in a dimly-lit hallway near the back of the house. It
CF | continues
CF | north. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Hallway
CF | You're in a hallway near the middle of the house. It continues
CF | north
CF | and south. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF | >
CF | > E
CF |
CF |
CF | Bedroom
CF | This looks like the master bedroom. It has an old-fashioned
CF | four-post
CF | bed, complete with canopy and even curtains. There's also a chest
CF | of
CF | drawers, a nightstand, and a closet. A picture hangs on the wall. A
CF | door leads west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "button"
CF | >
CF | > BUTTON
CF |
CF | That's not a command I know, and it's not a nearby object. (Type
CF | HELP
CF | for commands.)
CF |
CF | > DavidW asks, "Have we typed HELP?"
Knight_Otu says, "We hadn't."
Knight_Otu says (to ClubFloyd), "help"
CF | >
CF | > HELP
CF |
CF | You can move around the house with directions: N, W, E, S.
CF | Type LOOK (L) to look at the room you're in.
CF | Type INVENTORY (I) to see what you've picked up.
CF | Type LEAVE at any time to conclude your burglary.
CF |
CF | To examine or fiddle with something in the house, just type its
CF | name,
CF | like BED. You don't need to use a verb. Please don't use a verb.
CF | The
CF | verbs all walked out on me.
CF |
CF | > DavidW says, "You revealed the button via closet then suits."
Jacqueline says, "Oh wow."
Knight_Otu says, "Look is a verb."
Jacqueline says, "The verbs... they just left him. I wonder what he did to the verbs."
Knight_Otu says, "I was hoping the button could be pressed without having to go through the whole closet, but of course it can't."
Knight_Otu says (to ClubFloyd), "closet"
CF | >
CF | > CLOSET
CF |
CF | You open the closet. Several suits are hanging on a rod inside.
CF |
CF | Suddenly you hear the sound of the front door opening! What?
CF | Prongleman has come back already? But the Investigation Committee
CF | told
CF | you he'd be gone for hours!
CF |
CF | Well, there's nothing for it. You throw open the window and leap
CF | out.
CF |
CF | Press SPACE to continue.
Knight_Otu pushes the green 'space' button.
CF | Press SPACE to continue.
CF |
CF |
CF |
CF | You return to the Thieves' Society. Unfortunately, you have nothing
CF | to
CF | deliver. Let's just say, they aren't very impressed.
CF |
CF | You didn't steal any valuables. That gives you the rank of
CF | Non-Thief.
CF |
CF | (Try again! You can do this!)
CF |
CF | Would you like to RESTART (R) or QUIT (Q)?
CF | >
Knight_Otu says (to ClubFloyd), "r"
CF |
CF |
CF |
CF | The Prongleman Job
CF | A game by Arthur DiBianca
CF | Release 1 / Serial number 200326 / Inform 7 build 6L38 (I6/v6.33
CF | lib
CF | 6/12N)
CF |
CF | Special thanks to Andy Fleming, Lorne Harris, Hall Hood, Isaac Orf,
CF | Luke Pebler, and Brian Rushton for testing, and to Nadia Bellazola
CF | for
CF | cover art.
CF |
CF |
CF |
CF | You've been a member of the Thieves' Society of Greater Bintucket
CF | for
CF | almost a year, but they just got around to giving your first real
CF | assignment. It's a neat job. You're to enter the home of the
CF | reasonably wealthy Claude L. Prongleman and steal ten valuable
CF | items.
CF | According to the society's Investigation Committee, he'll be gone
CF | for
CF | a couple of hours.
CF |
CF | It's a warm spring night. As you see Prongleman leave the house,
CF | you
CF | sneak up and get a rear window open without much trouble. You slip
CF | inside....
CF |
CF | (Note: This game is a little unusual.)
CF |
CF | Press SPACE to begin!
Knight_Otu pushes the green 'space' button.
CF | Press SPACE to begin!
CF |
CF |
CF |
CF | Bedroom
CF | This looks like the guest bedroom. There's a neatly made queen-size
CF | bed, a small chest of drawers, and a closet. In one corner you see
CF | a
CF | wooden figurine. A door leads east.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF | >
CF | > E
CF |
CF |
CF | Hallway
CF | You're in a dimly-lit hallway near the back of the house. It
CF | continues
CF | north. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Hallway
CF | You're in a hallway near the middle of the house. It continues
CF | north
CF | and south. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF | >
CF | > E
CF |
CF |
CF | Bedroom
CF | This looks like the master bedroom. It has an old-fashioned
CF | four-post
CF | bed, complete with canopy and even curtains. There's also a chest
CF | of
CF | drawers, a nightstand, and a closet. A picture hangs on the wall. A
CF | door leads west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "closet"
CF | >
CF | > CLOSET
CF |
CF | You open the closet. Several suits are hanging on a rod inside.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "suit"
CF | >
CF | > SUIT
CF |
CF | You run your hands over the suits. They don't seem to have anything
CF | in
CF | them. On the wall behind them, however, you discover a red button.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "button"
CF | >
CF | > BUTTON
CF |
CF | You push the red button in, and it clicks.
CF |
CF | >
Jacqueline It... Jacqueline asks, "It... clicks?"
Jacqueline asks, "That's all?"
Knight_Otu says, "It clicks."
Jacqueline blinks.
DavidW says, "Now we need to find the knob or the switch."
Knight_Otu says, "There's still the knob, the crank, the sitch, and the handle."
Knight_Otu asks, "So, west and west?"
DavidW says, "sure"
Jacqueline says, "gives the game some side-eye."
Knight_Otu says (to ClubFloyd), "w"
CF | >
CF | > W
CF |
CF |
CF | Hallway
CF | You're in a hallway near the middle of the house. It continues
CF | north
CF | and south. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF | >
CF | > W
CF |
CF |
CF | Bathroom
CF | The floor of this bathroom is gray-and-white checkered tile, and
CF | the
CF | walls are sky blue. The amenities include a toilet, a sink, and a
CF | bathtub. Above the sink is a mirror. A door leads east.
CF |
CF | > Jacqueline learns how to emote.
Knight_Otu says (to ClubFloyd), "mirror"
CF | >
CF | > MIRROR
CF |
CF | You realize the mirror is hinged. You pull it open to reveal a
CF | medicine cabinet sunk into the wall. The cabinet contains a large
CF | bottle of aspirin and a nail clipper.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "sink"
CF | >
CF | > SINK
CF |
CF | You take a good look in and under the sink, but you don't find
CF | anything.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "toilet"
CF | >
CF | > TOILET
CF |
CF | You take the lid off the tank. Inside you see a submerged tan
CF | plastic
CF | bag.
CF |
CF | > Knight_Otu blinks.
Jacqueline says, "I was thinking there was gonna be a sekrit compartment in the closet behind the suits and we would just hang in Narnia until Mr Prongleman found the wallet he'd left behind and left again."
DavidW says, "Drugs!"
Jacqueline says, "Golly"
Knight_Otu says (to ClubFloyd), "bag"
CF | >
CF | > BAG
CF |
CF | You fish the sealed bag out of the toilet tank. You tear it open
CF | and
CF | pull out an old parchment!
CF |
CF | (First item purloined!)
CF |
CF | >
Knight_Otu says (to ClubFloyd), "parchment"
CF | >
CF | > PARCHMENT
CF |
CF | It looks like an original letter from 18th-century French poet
CF | Maurice
CF | Valdier. Not sure the toilet was the wisest storage location, but
CF | the
CF | letter seems undamaged.
CF |
CF | > Jacqueline says, "Oh, sure. That's where I keep all my old parchments."
Knight_Otu blinks some more.
Knight_Otu says, "Well, we have our first treasure. We're not a total failure as a thief now."
Jacqueline says, "True."
Knight_Otu says (to ClubFloyd), "bathtub"
CF | >
CF | > BATHTUB
CF |
CF | One nice thing about a bathtub is that it's very easy to tell
CF | whether
CF | it's got anything in it. This one is empty.
CF |
CF | Suddenly you hear the sound of the front door opening! What?
CF | Prongleman has come back already? But the Investigation Committee
CF | told
CF | you he'd be gone for hours!
CF |
CF | Well, mustn't get caught! You throw open the window and leap out.
CF |
CF | Press SPACE to continue.
Knight_Otu pushes the green 'space' button.
CF | Press SPACE to continue.
CF |
CF |
CF |
CF | You return to the Thieves' Society and hand your loot over to
CF | Athena
CF | LaMarche of the Fencing Committee. "You were supposed to get ten
CF | valuables," she says, shaking her head. "We should have sent
CF | Pendergrass."
CF |
CF | You stole one valuable item. That gives you the rank of Slight
CF | Thief.
CF |
CF | (Keep trying! You can do this!)
CF |
CF | Would you like to RESTART (R) or QUIT (Q)?
CF | > Jacqueline says, "We are now slightly a thief."
Jacqueline says, "Just slightly."
DavidW asks, "wait, we gave the parchment already?"
Knight_Otu says, "C'mon Athena. You give us bad intel, we give you bad loot."
DavidW says, "oh we haven't restarted yet."
Knight_Otu says (to ClubFloyd), "r"
CF |
CF |
CF |
CF | The Prongleman Job
CF | A game by Arthur DiBianca
CF | Release 1 / Serial number 200326 / Inform 7 build 6L38 (I6/v6.33
CF | lib
CF | 6/12N)
CF |
CF | Special thanks to Andy Fleming, Lorne Harris, Hall Hood, Isaac Orf,
CF | Luke Pebler, and Brian Rushton for testing, and to Nadia Bellazola
CF | for
CF | cover art.
CF |
CF |
CF |
CF | You've been a member of the Thieves' Society of Greater Bintucket
CF | for
CF | almost a year, but they just got around to giving your first real
CF | assignment. It's a neat job. You're to enter the home of the
CF | reasonably wealthy Claude L. Prongleman and steal ten valuable
CF | items.
CF | According to the society's Investigation Committee, he'll be gone
CF | for
CF | a couple of hours.
CF |
CF | It's a warm spring night. As you see Prongleman leave the house,
CF | you
CF | sneak up and get a rear window open without much trouble. You slip
CF | inside....
CF |
CF | (Note: This game may or may not be playing fair.)
CF |
CF | Press SPACE to begin!
Knight_Otu pushes the green 'space' button.
CF | Press SPACE to begin!
CF |
CF |
CF |
CF | Bedroom
CF | This looks like the guest bedroom. There's a neatly made queen-size
CF | bed, a small chest of drawers, and a closet. In one corner you see
CF | a
CF | wooden figurine. A door leads east.
CF |
CF | > Knight_Otu asks, "So north from bathroom/master bedroom for now?"
DavidW says, "yes"
DavidW says, "We can look at lesser things like rods, tile, doors later, if we must."
Knight_Otu says, "Until we find the other contraptions, we have xhausted those rooms I belirve."
DavidW says, "canopy, curtains."
Knight_Otu says, "Man my typing."
Knight_Otu says (to ClubFloyd), "e"
CF | >
CF | > E
CF |
CF |
CF | Hallway
CF | You're in a dimly-lit hallway near the back of the house. It
CF | continues
CF | north. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Hallway
CF | You're in a hallway near the middle of the house. It continues
CF | north
CF | and south. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Hallway
CF | You're in a hallway near the front of the house. It continues
CF | south.
CF | Framed doorways lead north, east, and west.
CF |
CF | A grandfather clock stands near one wall.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "clock"
CF | >
CF | > CLOCK
CF |
CF | It's a tall, ornate clock with a steady tick. You open the front
CF | panel
CF | and peer inside. You don't find anything unusual.
CF |
CF | > Knight_Otu exclaims, "But, that would be the perfect spot for a crank or something!"
Knight_Otu asks, "East?"
DavidW says, "sure"
Knight_Otu says (to ClubFloyd), "e"
CF | >
CF | > E
CF |
CF |
CF | Dining Room
CF | This is probably the most nicely furnished room in the house. A
CF | fine
CF | chandelier hangs over a polished mahogany dining table and six
CF | elegant
CF | chairs. A sideboard stands against the wall, and next to it is a
CF | small
CF | display case. A painting hangs on another wall. A doorway leads
CF | west,
CF | and there is a door to the north.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "case"
CF | >
CF | > CASE
CF |
CF | The display case is a brass frame with reinforced glass. There's a
CF | small red light on the side. Inside you see a jade turtle.
CF |
CF | You try to open the case, but it's locked.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "light"
CF | >
CF | > LIGHT
CF |
CF | There's a small red light on the side of the display case.
CF |
CF | Suddenly you hear the sound of the front door opening! What?
CF | Prongleman has come back already? But the Investigation Committee
CF | told
CF | you he'd be gone for hours!
CF |
CF | Well, mustn't get caught! You throw open the window and leap out.
CF |
CF | Press SPACE to continue. Knight_Otu says, "Good thing all the rooms have windows."
DavidW says, "The hallways don't."
Knight_Otu pushes the green 'space' button.
CF | Press SPACE to continue.
CF |
CF |
CF |
CF | You return to the Thieves' Society. Unfortunately, you have nothing
CF | to
CF | deliver. Let's just say, they aren't very impressed.
CF |
CF | You didn't steal any valuables. That gives you the rank of
CF | Non-Thief.
CF |
CF | (Try again! You can do this!)
CF |
CF | Would you like to RESTART (R) or QUIT (Q)?
CF | > DavidW says, "Odd that the dining room has a south door."
Knight_Otu says, "Yeah, I'm tempted to spend some time in them to see what happns there."
Knight_Otu says (to ClubFloyd), "r"
CF |
CF |
CF |
CF | The Prongleman Job
CF | A game by Arthur DiBianca
CF | Release 1 / Serial number 200326 / Inform 7 build 6L38 (I6/v6.33
CF | lib
CF | 6/12N)
CF |
CF | Special thanks to Andy Fleming, Lorne Harris, Hall Hood, Isaac Orf,
CF | Luke Pebler, and Brian Rushton for testing, and to Nadia Bellazola
CF | for
CF | cover art.
CF |
CF |
CF |
CF | You've been a member of the Thieves' Society of Greater Bintucket
CF | for
CF | almost a year, but they just got around to giving your first real
CF | assignment. It's a neat job. You're to enter the home of the
CF | reasonably wealthy Claude L. Prongleman and steal ten valuable
CF | items.
CF | According to the society's Investigation Committee, he'll be gone
CF | for
CF | a couple of hours.
CF |
CF | It's a warm spring night. As you see Prongleman leave the house,
CF | you
CF | sneak up and get a rear window open without much trouble. You slip
CF | inside....
CF |
CF | (Note: This game may or may not be playing fair.)
CF |
CF | Press SPACE to begin!
Knight_Otu pushes the green 'space' button.
CF | Press SPACE to begin!
CF |
CF |
CF |
CF | Bedroom
CF | This looks like the guest bedroom. There's a neatly made queen-size
CF | bed, a small chest of drawers, and a closet. In one corner you see
CF | a
CF | wooden figurine. A door leads east.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF | >
CF | > E
CF |
CF |
CF | Hallway
CF | You're in a dimly-lit hallway near the back of the house. It
CF | continues
CF | north. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Hallway
CF | You're in a hallway near the middle of the house. It continues
CF | north
CF | and south. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Hallway
CF | You're in a hallway near the front of the house. It continues
CF | south.
CF | Framed doorways lead north, east, and west.
CF |
CF | A grandfather clock stands near one wall.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF | >
CF | > E
CF |
CF |
CF | Dining Room
CF | This is probably the most nicely furnished room in the house. A
CF | fine
CF | chandelier hangs over a polished mahogany dining table and six
CF | elegant
CF | chairs. A sideboard stands against the wall, and next to it is a
CF | small
CF | display case. A painting hangs on another wall. A doorway leads
CF | west,
CF | and there is a door to the north.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "sideboard"
CF | >
CF | > SIDEBOARD
CF |
CF | The sideboard contains a lot of nice dishes, but they don't seem to
CF | be
CF | concealing anything. A newspaper lies on top.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "newspaper"
CF | >
CF | > NEWSPAPER
CF |
CF | It's yesterday's issue of the Bintucket Bullhorn. The
CF | front
CF | page story catches your eye. Apparently the vandals who were
CF | etching
CF | strange messages in windows and cars all over town have been
CF | arrested.
CF | They were not Bintucketers at all, but college students from nearby
CF | Pengsbury. The two who were caught were wearing green robes and
CF | headbands. They quickly ratted out the others.
CF |
CF | Their motives in writing such things as, "It's happening soon" and
CF | "Don't be left off the bus" remain unclear. No similar messages
CF | appeared in Pengsbury, and none of the students gave a clear
CF | explanation of why they chose Bintucket. Three claimed to be
CF | starting
CF | a cult, but one said they were just "goof-etching."
CF |
CF | Oscar Links, owner of a downtown restaurant, expressed relief. "I
CF | think I was the hardest hit. All my windows were covered with this
CF | weird stuff. It makes me mad. But I guess when I was a kid, I did a
CF | lot of pranks myself. Nothing weird, though."
CF |
CF | You glance through the rest of the first section. It's the
CF | pedestrian
CF | stuff you normally find in the Bullhorn.
CF |
CF | > Jacqueline says, "werid"
Jacqueline says, "weird, even"
Knight_Otu says, "Very much so."
DavidW asks, "So we should be examining windows?"
Knight_Otu says (to ClubFloyd), "window"
CF | >
CF | > WINDOW
CF |
CF | There is a window in this room. It may be useful for escaping the
CF | house, should the need arise.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "painting"
CF | >
CF | > PAINTING
CF |
CF | It's a painting of a tall ship in harbor. It's not valuable, and
CF | there's nothing behind it.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "table"
CF | >
CF | > TABLE
CF |
CF | It's a very nice table. There is nothing on it, and you can't find
CF | anything under it.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "chairs"
CF | >
CF | > CHAIRS
CF |
CF | You carefully examine one of the chairs, but you find nothing.
CF |
CF | > DavidW says, "chandelier"
Knight_Otu says (to ClubFloyd), "chandelier"
CF | >
CF | > CHANDELIER
CF |
CF | The chandelier is a complicated construction of little pieces of
CF | glass. It might be worth something, but you would never be able to
CF | carry it.
CF |
CF | Suddenly you hear the sound of the front door opening! What?
CF | Prongleman has come back already? But the Investigation Committee
CF | told
CF | you he'd be gone for hours!
CF |
CF | Well, there's nothing for it. You throw open the window and leap
CF | out.
CF |
CF | Press SPACE to continue. Knight_Otu says, "Thanks, I knew I was forgetting something."
Knight_Otu says, "I guess next stop is north from the dining room."
Knight_Otu pushes the green 'space' button.
CF | Press SPACE to continue.
CF |
CF |
CF |
CF | You return to the Thieves' Society. Unfortunately, you have nothing
CF | to
CF | deliver. Let's just say, they aren't very impressed.
CF |
CF | You didn't steal any valuables. That gives you the rank of
CF | Non-Thief.
CF |
CF | (Try again! You can do this!)
CF |
CF | Would you like to RESTART (R) or QUIT (Q)?
CF | > DavidW says, "Logically, a kitchen."
Knight_Otu says, "Most likely, yes."
Knight_Otu says (to ClubFloyd), "r"
CF |
CF |
CF |
CF | The Prongleman Job
CF | A game by Arthur DiBianca
CF | Release 1 / Serial number 200326 / Inform 7 build 6L38 (I6/v6.33
CF | lib
CF | 6/12N)
CF |
CF | Special thanks to Andy Fleming, Lorne Harris, Hall Hood, Isaac Orf,
CF | Luke Pebler, and Brian Rushton for testing, and to Nadia Bellazola
CF | for
CF | cover art.
CF |
CF |
CF |
CF | You've been a member of the Thieves' Society of Greater Bintucket
CF | for
CF | almost a year, but they just got around to giving your first real
CF | assignment. It's a neat job. You're to enter the home of the
CF | reasonably wealthy Claude L. Prongleman and steal ten valuable
CF | items.
CF | According to the society's Investigation Committee, he'll be gone
CF | for
CF | a couple of hours.
CF |
CF | It's a warm spring night. As you see Prongleman leave the house,
CF | you
CF | sneak up and get a rear window open without much trouble. You slip
CF | inside....
CF |
CF | (Note: This game is a little unusual.)
CF |
CF | Press SPACE to begin!
Knight_Otu says (to ClubFloyd), "push space" Knight_Otu asks, "Am I lagging?"
DavidW says, "er, don't tell the bot"
Knight_Otu pushes the green 'space' button.
CF | Press SPACE to begin!
CF |
CF |
CF |
CF | Bedroom
CF | This looks like the guest bedroom. There's a neatly made queen-size
CF | bed, a small chest of drawers, and a closet. In one corner you see
CF | a
CF | wooden figurine. A door leads east.
CF |
CF | > Knight_Otu says, "Sorry."
Knight_Otu says (to ClubFloyd), "e"
CF | >
CF | > E
CF |
CF |
CF | Hallway
CF | You're in a dimly-lit hallway near the back of the house. It
CF | continues
CF | north. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Hallway
CF | You're in a hallway near the middle of the house. It continues
CF | north
CF | and south. Doors lead east and west.
CF |
CF | > DavidW says, "Easy mistake to make."
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Hallway
CF | You're in a hallway near the front of the house. It continues
CF | south.
CF | Framed doorways lead north, east, and west.
CF |
CF | A grandfather clock stands near one wall.
CF |
CF | > Knight_Otu says, "True."
Knight_Otu says (to ClubFloyd), "e"
CF | >
CF | > E
CF |
CF |
CF | Dining Room
CF | This is probably the most nicely furnished room in the house. A
CF | fine
CF | chandelier hangs over a polished mahogany dining table and six
CF | elegant
CF | chairs. A sideboard stands against the wall, and next to it is a
CF | small
CF | display case. A painting hangs on another wall. A doorway leads
CF | west,
CF | and there is a door to the north.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Kitchen
CF | The furnishings in here seem older than the rest of the house. In
CF | particular, the refrigerator and the oven must have seen better
CF | days.
CF | A counter runs along one wall. It contains a sink, and there are
CF | several cabinets above it and drawers below it. A door leads south.
CF |
CF | > Jacqueline asks, "What happens if we're in a hallway when dude comes back?"
Knight_Otu says, "That's something I want to try out."
Knight_Otu says, "Later, though."
Jacqueline says, "sure"
Knight_Otu says (to ClubFloyd), "fridge"
CF | >
CF | > FRIDGE
CF |
CF | You take a look inside the refrigerator. You see a container of
CF | bean
CF | dip and a few other run-of-the-mill items. The freezer is pretty
CF | empty.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "oven"
CF | >
CF | > OVEN
CF |
CF | You open the oven. There's nothing inside. It could use a good
CF | cleaning, though.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "counter"
CF | >
CF | > COUNTER
CF |
CF | The light-brown laminate counter is bare.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "dip"
CF | >
CF | > DIP
CF |
CF | The bean dip in the refrigerator is neither valuable nor useful.
CF |
CF | > DavidW says, "sez you"
Jacqueline says, "Yeah"
Knight_Otu says (to ClubFloyd), "sink"
CF | >
CF | > SINK
CF |
CF | There's a stack of dishes in the sink. Nothing interesting.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cabinets"
CF | >
CF | > CABINETS
CF |
CF | You open one cabinet. It contains nothing but some glasses.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "drawers"
CF | >
CF | > DRAWERS
CF |
CF | You open one drawer. It has a lot of odds and ends, but nothing of
CF | value.
CF |
CF | > DavidW asks, "if you open ANOTHER drawer?"
Knight_Otu says (to ClubFloyd), "drawers"
CF | >
CF | > DRAWERS
CF |
CF | You open another drawer. It contains nothing but placemats.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "drawers"
CF | >
CF | > DRAWERS
CF |
CF | You open the third drawer. It's full of cutlery. It occurs to you
CF | that
CF | a steak knife might be useful, so you grab one.
CF |
CF | > Knight_Otu says, "My."
Knight_Otu says (to ClubFloyd), "drawers"
CF | >
CF | > DRAWERS
CF |
CF | The last drawer contains ladles, spatulas, things like that.
CF | Nothing
CF | valuable.
CF |
CF | Suddenly you hear the sound of the front door opening! What?
CF | Prongleman has come back already? But the Investigation Committee
CF | told
CF | you he'd be gone for hours!
CF |
CF | Feeling a little irritated, you throw open the window and leap out.
CF |
CF | Press SPACE to continue. Jacqueline exclaims, "!!"
Jacqueline asks, "Are we about to do a murder??"
Jacqueline says, "Oh, I guess not."
Knight_Otu says, "Nope, we skeedaddled."
Jacqueline says, "Darn."
Knight_Otu pushes the green 'space' button.
CF | Press SPACE to continue.
CF |
CF |
CF |
CF | You return to the Thieves' Society. Unfortunately, you have nothing
CF | to
CF | deliver. Let's just say, they aren't very impressed.
CF |
CF | You didn't steal any valuables. That gives you the rank of
CF | Non-Thief.
CF |
CF | (Try again! You can do this!)
CF |
CF | Would you like to RESTART (R) or QUIT (Q)?
CF | > DavidW says, "There's more than one use for a knife, y'know, than MUR_DER"
Jacqueline asks, "Perhaps the steak knife is used to pry something?"
Jacqueline says (to DW), "Yeah"
Knight_Otu says (to ClubFloyd), "r"
CF |
CF |
CF |
CF | The Prongleman Job
CF | A game by Arthur DiBianca
CF | Release 1 / Serial number 200326 / Inform 7 build 6L38 (I6/v6.33
CF | lib
CF | 6/12N)
CF |
CF | Special thanks to Andy Fleming, Lorne Harris, Hall Hood, Isaac Orf,
CF | Luke Pebler, and Brian Rushton for testing, and to Nadia Bellazola
CF | for
CF | cover art.
CF |
CF |
CF |
CF | You've been a member of the Thieves' Society of Greater Bintucket
CF | for
CF | almost a year, but they just got around to giving your first real
CF | assignment. It's a neat job. You're to enter the home of the
CF | reasonably wealthy Claude L. Prongleman and steal ten valuable
CF | items.
CF | According to the society's Investigation Committee, he'll be gone
CF | for
CF | a couple of hours.
CF |
CF | It's a warm spring night. As you see Prongleman leave the house,
CF | you
CF | sneak up and get a rear window open without much trouble. You slip
CF | inside....
CF |
CF | (Note: This game is a little unusual.)
CF |
CF | Press SPACE to begin!
Knight_Otu pushes the green 'space' button.
CF | Press SPACE to begin!
CF |
CF |
CF |
CF | Bedroom
CF | This looks like the guest bedroom. There's a neatly made queen-size
CF | bed, a small chest of drawers, and a closet. In one corner you see
CF | a
CF | wooden figurine. A door leads east.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF | >
CF | > E
CF |
CF |
CF | Hallway
CF | You're in a dimly-lit hallway near the back of the house. It
CF | continues
CF | north. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Hallway
CF | You're in a hallway near the middle of the house. It continues
CF | north
CF | and south. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Hallway
CF | You're in a hallway near the front of the house. It continues
CF | south.
CF | Framed doorways lead north, east, and west.
CF |
CF | A grandfather clock stands near one wall.
CF |
CF | > Knight_Otu asks, "Do we want west, or another run through the kitchen?"
DavidW asks, "So there's multiple cabinets. How many chairs were in the dining room?"
Knight_Otu says, "Six I believe."
DavidW says, "We want both eventually. Feel free to try west."
Knight_Otu says (to ClubFloyd), "w"
CF | >
CF | > W
CF |
CF |
CF | Living Room
CF | This room is wallpapered and carpeted. It's furnished with a sofa,
CF | a
CF | recliner, and a small end table. A large television is mounted on
CF | the
CF | wall. A floor lamp stands in one corner. A door leads north, and
CF | there
CF | is a doorway to the east.
CF |
CF | On the end table you see a remote control and a fancy box.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "sofa"
CF | >
CF | > SOFA
CF |
CF | You feel around the cushions and pillows. One of the pillows
CF | definitely has a lump.
CF |
CF | > Jacqueline asks, "A ... fancy ... box?"
Knight_Otu says (to ClubFloyd), "lump"
CF | >
CF | > LUMP
CF |
CF | One of the pillows has a suspicious lump. You don't have an obvious
CF | way of getting to it.
CF |
CF | > Jacqueline asks, "How fancy?"
Jacqueline says, "Maybe we could use a knife."
Knight_Otu says, "There the knife may come in.. right."
Knight_Otu says (to ClubFloyd), "box"
CF | >
CF | > BOX
CF |
CF | The box is made of lacquered wood, inlaid with an intricate
CF | pattern.
CF | On top you see a button, a crank, a switch, a knob, and a handle.
CF |
CF | > Knight_Otu says, "Oh."
Knight_Otu says, ""Button before knob before crank""
Knight_Otu says, "Switch before handle before crank. Button before switch.""
DavidW asks, "where did this box come from?"
Knight_Otu says, "Just sitting around here it seems."
DavidW asks, "Did you just guess 'box' and get lucky?"
Knight_Otu says, "No, it was mentioneed in the room."
Jacqueline says, "Yeah."
Jacqueline says, "It was fancy."
DavidW says, "oh, I missed the line."
Jacqueline says, "What I missed is how you all know the order of button, switch, crank, etc"
DavidW says, "It was on a note on the crackers."
DavidW says, "2nd bedroom's nightstand."
Knight_Otu says, "So button must be first, crank last if I'm not totally wrong."
Jacqueline says, "ah"
Jacqueline says, "That's what you all were talking about when we pushed the button."
Jacqueline says, "Okay, yeah. I missed that bit. Thanks."
DavidW says, "There's three possible orders. BKSHC, BSKHC, or BSHKC."
Knight_Otu says, "We probably don't have enough time to go through even one order now, but let's see."
Knight_Otu says (to ClubFloyd), "button"
CF | >
CF | > BUTTON
CF |
CF | You push the button. It clicks.
CF |
CF | Suddenly you hear the sound of the front door opening! What?
CF | Prongleman has come back already? But the Investigation Committee
CF | told
CF | you he'd be gone for hours!
CF |
CF | Well, there's nothing for it. You throw open the window and leap
CF | out.
CF |
CF | Press SPACE to continue. Knight_Otu says, "Yeah."
Knight_Otu pushes the green 'space' button.
CF | Press SPACE to continue.
CF |
CF |
CF |
CF | You return to the Thieves' Society. Unfortunately, you have nothing
CF | to
CF | deliver. Let's just say, they aren't very impressed.
CF |
CF | You didn't steal any valuables. That gives you the rank of
CF | Non-Thief.
CF |
CF | (Keep trying! You can do this!)
CF |
CF | Would you like to RESTART (R) or QUIT (Q)?
CF | >
Knight_Otu says (to ClubFloyd), "r"
CF |
CF |
CF |
CF | The Prongleman Job
CF | A game by Arthur DiBianca
CF | Release 1 / Serial number 200326 / Inform 7 build 6L38 (I6/v6.33
CF | lib
CF | 6/12N)
CF |
CF | Special thanks to Andy Fleming, Lorne Harris, Hall Hood, Isaac Orf,
CF | Luke Pebler, and Brian Rushton for testing, and to Nadia Bellazola
CF | for
CF | cover art.
CF |
CF |
CF |
CF | You've been a member of the Thieves' Society of Greater Bintucket
CF | for
CF | almost a year, but they just got around to giving your first real
CF | assignment. It's a neat job. You're to enter the home of the
CF | reasonably wealthy Claude L. Prongleman and steal ten valuable
CF | items.
CF | According to the society's Investigation Committee, he'll be gone
CF | for
CF | a couple of hours.
CF |
CF | It's a warm spring night. As you see Prongleman leave the house,
CF | you
CF | sneak up and get a rear window open without much trouble. You slip
CF | inside....
CF |
CF | (Note: This game is a little unusual.)
CF |
CF | Press SPACE to begin!
Knight_Otu pushes the green 'space' button.
CF | Press SPACE to begin!
CF |
CF |
CF |
CF | Bedroom
CF | This looks like the guest bedroom. There's a neatly made queen-size
CF | bed, a small chest of drawers, and a closet. In one corner you see
CF | a
CF | wooden figurine. A door leads east.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF | >
CF | > E
CF |
CF |
CF | Hallway
CF | You're in a dimly-lit hallway near the back of the house. It
CF | continues
CF | north. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Hallway
CF | You're in a hallway near the middle of the house. It continues
CF | north
CF | and south. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Hallway
CF | You're in a hallway near the front of the house. It continues
CF | south.
CF | Framed doorways lead north, east, and west.
CF |
CF | A grandfather clock stands near one wall.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF | >
CF | > W
CF |
CF |
CF | Living Room
CF | This room is wallpapered and carpeted. It's furnished with a sofa,
CF | a
CF | recliner, and a small end table. A large television is mounted on
CF | the
CF | wall. A floor lamp stands in one corner. A door leads north, and
CF | there
CF | is a doorway to the east.
CF |
CF | On the end table you see a remote control and a fancy box.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "button"
CF | >
CF | > BUTTON
CF |
CF | You push the button. It clicks.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "switch"
CF | >
CF | > SWITCH
CF |
CF | You slide the switch. It clicks.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "knob"
CF | >
CF | > KNOB
CF |
CF | You twist the knob. It clicks.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "handle"
CF | >
CF | > HANDLE
CF |
CF | You pull the handle out slightly. It clicks.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "crank"
CF | >
CF | > CRANK
CF |
CF | You rotate the crank until it clicks.
CF |
CF | After a moment, all the controls return to their former positions.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "box"
CF | >
CF | > BOX
CF |
CF | The box is made of lacquered wood, inlaid with an intricate
CF | pattern.
CF | On top you see a button, a crank, a switch, a knob, and a handle.
CF |
CF | > Jacqueline says, "huh"
Knight_Otu says, "Wrong order."
Knight_Otu says (to ClubFloyd), "recliner"
CF | >
CF | > RECLINER
CF |
CF | You examine the recliner closely. It's not hiding anything.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "television"
CF | >
CF | > TELEVISION
CF |
CF | The television is mounted firmly on the wall.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "lamp"
CF | >
CF | > LAMP
CF |
CF | It's a five-foot steel lamp with a cloth shade. You don't find
CF | anything of interest.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "remote"
CF | >
CF | > REMOTE
CF |
CF | Using the remote, you turn on the TV. A local news report is
CF | airing.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "tv"
CF | >
CF | > TV
CF |
CF | The television is currently showing a local news report.
CF |
CF | > Knight_Otu says, "Well, thanks for the detailed news report. :p"
DavidW asks, "Do you have to say REPORT?"
Knight_Otu says (to ClubFloyd), "button"
CF | >
CF | > BUTTON
CF |
CF | You push the button. It clicks.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "report"
CF | >
CF | > REPORT
CF |
CF | That's not a command I know, and it's not a nearby object. (Type
CF | HELP
CF | for commands.)
CF |
CF | > Jacqueline says, "Guess we don't get more cult news"
Knight_Otu says, "(Also, I'm surprised we haven't been disturbed by the owner yet.)"
Knight_Otu says (to ClubFloyd), "knob"
CF | >
CF | > KNOB
CF |
CF | You twist the knob. It clicks.
CF |
CF | Suddenly you hear the sound of the front door opening! What?
CF | Prongleman has come back already? But the Investigation Committee
CF | told
CF | you he'd be gone for hours!
CF |
CF | Well, mustn't get caught! You throw open the window and leap out.
CF |
CF | Press SPACE to continue. Knight_Otu says, "Speak of them."
Knight_Otu pushes the green 'space' button.
CF | Press SPACE to continue.
CF |
CF |
CF |
CF | You return to the Thieves' Society. Unfortunately, you have nothing
CF | to
CF | deliver. Let's just say, they aren't very impressed.
CF |
CF | You didn't steal any valuables. That gives you the rank of
CF | Non-Thief.
CF |
CF | (Try again! You can do this!)
CF |
CF | Would you like to RESTART (R) or QUIT (Q)?
CF | > Knight_Otu asks, "We may have barely enough time for two combinations?"
Knight_Otu says (to ClubFloyd), " r"
CF |
CF |
CF |
CF | The Prongleman Job
CF | A game by Arthur DiBianca
CF | Release 1 / Serial number 200326 / Inform 7 build 6L38 (I6/v6.33
CF | lib
CF | 6/12N)
CF |
CF | Special thanks to Andy Fleming, Lorne Harris, Hall Hood, Isaac Orf,
CF | Luke Pebler, and Brian Rushton for testing, and to Nadia Bellazola
CF | for
CF | cover art.
CF |
CF |
CF |
CF | You've been a member of the Thieves' Society of Greater Bintucket
CF | for
CF | almost a year, but they just got around to giving your first real
CF | assignment. It's a neat job. You're to enter the home of the
CF | reasonably wealthy Claude L. Prongleman and steal ten valuable
CF | items.
CF | According to the society's Investigation Committee, he'll be gone
CF | for
CF | a couple of hours.
CF |
CF | It's a warm spring night. As you see Prongleman leave the house,
CF | you
CF | sneak up and get a rear window open without much trouble. You slip
CF | inside....
CF |
CF | (Note: This game is a little unusual.)
CF |
CF | Press SPACE to begin!
Knight_Otu pushes the green 'space' button.
CF | Press SPACE to begin!
CF |
CF |
CF |
CF | Bedroom
CF | This looks like the guest bedroom. There's a neatly made queen-size
CF | bed, a small chest of drawers, and a closet. In one corner you see
CF | a
CF | wooden figurine. A door leads east.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF | >
CF | > E
CF |
CF |
CF | Hallway
CF | You're in a dimly-lit hallway near the back of the house. It
CF | continues
CF | north. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Hallway
CF | You're in a hallway near the middle of the house. It continues
CF | north
CF | and south. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Hallway
CF | You're in a hallway near the front of the house. It continues
CF | south.
CF | Framed doorways lead north, east, and west.
CF |
CF | A grandfather clock stands near one wall.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF | >
CF | > W
CF |
CF |
CF | Living Room
CF | This room is wallpapered and carpeted. It's furnished with a sofa,
CF | a
CF | recliner, and a small end table. A large television is mounted on
CF | the
CF | wall. A floor lamp stands in one corner. A door leads north, and
CF | there
CF | is a doorway to the east.
CF |
CF | On the end table you see a remote control and a fancy box.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "button"
CF | >
CF | > BUTTON
CF |
CF | You push the button. It clicks.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "knob"
CF | >
CF | > KNOB
CF |
CF | You twist the knob. It clicks.
CF |
CF | > DavidW says, "I wonder how we manage to steal ten items in such a short time frame."
Knight_Otu says (to ClubFloyd), "switch"
CF | >
CF | > SWITCH
CF |
CF | You slide the switch. It clicks.
CF |
CF | > Jacqueline says, "yeah"
Knight_Otu says, "Probably we don't."
Knight_Otu says (to ClubFloyd), "handle"
CF | >
CF | > HANDLE
CF |
CF | You pull the handle out slightly. It clicks.
CF |
CF | > Jacqueline asks, "Maybe we just find the best of the things?"
Knight_Otu says (to ClubFloyd), "crank"
CF | >
CF | > CRANK
CF |
CF | You rotate the crank until it clicks.
CF |
CF | With a chime, the front of the box pops out like a cash register!
CF | You
CF | see a ruby pin inside, and you take it.
CF |
CF | (First item purloined!)
CF |
CF | > DavidW says, "Or Prongleman is in on it."
Knight_Otu says, "Possibly."
Jacqueline says, "Oh, snap."
Knight_Otu says, "There we have it."
Knight_Otu asks, "North?"
DavidW says, "sure. Or examine the pin."
Knight_Otu says (to ClubFloyd), "pin"
CF | >
CF | > PIN
CF |
CF | It's a lapel pin shaped like an apple tree, with rubies for apples.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Study
CF | A massive oak desk commands this room. A Turkish rug lies on the
CF | floor
CF | in front of it. One wall is lined with bookshelves, and a portrait
CF | hangs on the opposite wall. A door leads south.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "desk"
CF | >
CF | > DESK
CF |
CF | A few uninteresting papers are lying on the desk. There are also
CF | four
CF | drawers.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "drawers"
CF | >
CF | > DRAWERS
CF |
CF | You open a drawer. It's empty.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "drawers"
CF | >
CF | > DRAWERS
CF |
CF | You open another drawer. It contains a stapler.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "drawers"
CF | >
CF | > DRAWERS
CF |
CF | You open a third drawer. It's empty.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "drawers"
CF | >
CF | > DRAWERS
CF |
CF | You open the fourth drawer. It contains a blurry photo.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "photo"
CF | >
CF | > PHOTO
CF |
CF | It's too blurry to make out.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "rug"
CF | >
CF | > RUG
CF |
CF | You look underneath the rug and see an outline. You fold the rug
CF | over,
CF | revealing a small hatch in the floor!
CF |
CF | > Knight_Otu says, "Oh hoh."
Jacqueline exclaims, "!"
Knight_Otu says (to ClubFloyd), "hatch"
CF | >
CF | > HATCH
CF |
CF | You lift open the hatch. Inside a small compartment in the floor
CF | you
CF | see a collectible model car! You grab it.
CF |
CF | (Second item purloined!)
CF |
CF | Suddenly you hear the sound of the front door opening! What?
CF | Prongleman has come back already? But the Investigation Committee
CF | told
CF | you he'd be gone for hours!
CF |
CF | Feeling a little irritated, you throw open the window and leap out.
CF |
CF | Press SPACE to continue. Jacqueline says, "Oh. It's ... I keep wanting a hiding place."
Knight_Otu exclaims, "Hey, two treasures!"
Knight_Otu asks, "Perhaps we may find one later?"
DavidW says, "yes, congrats"
Jacqueline exclaims, "True!"
Jacqueline asks, "We haven't slit open the pillow yet, right?"
Knight_Otu pushes the green 'space' button.
CF | Press SPACE to continue.
CF |
CF |
CF |
CF | You return to the Thieves' Society and hand your loot over to
CF | Athena
CF | LaMarche of the Fencing Committee. "You were supposed to get ten
CF | valuables," she says, shaking her head. "We should have sent
CF | Pendergrass."
CF |
CF | You stole two valuables. That gives you the rank of Mild
CF | Thief.
CF |
CF | (Try again! You can do this!)
CF |
CF | Would you like to RESTART (R) or QUIT (Q)?
CF | > DavidW says (to Jacqueline), "correct"
Knight_Otu says, "Yeah."
Knight_Otu says, "We now have a mild case of thievery."
Knight_Otu says (to ClubFloyd), "r"
CF |
CF |
CF |
CF | The Prongleman Job
CF | A game by Arthur DiBianca
CF | Release 1 / Serial number 200326 / Inform 7 build 6L38 (I6/v6.33
CF | lib
CF | 6/12N)
CF |
CF | Special thanks to Andy Fleming, Lorne Harris, Hall Hood, Isaac Orf,
CF | Luke Pebler, and Brian Rushton for testing, and to Nadia Bellazola
CF | for
CF | cover art.
CF |
CF |
CF |
CF | You've been a member of the Thieves' Society of Greater Bintucket
CF | for
CF | almost a year, but they just got around to giving your first real
CF | assignment. It's a neat job. You're to enter the home of the
CF | reasonably wealthy Claude L. Prongleman and steal ten valuable
CF | items.
CF | According to the society's Investigation Committee, he'll be gone
CF | for
CF | a couple of hours.
CF |
CF | It's a warm spring night. As you see Prongleman leave the house,
CF | you
CF | sneak up and get a rear window open without much trouble. You slip
CF | inside....
CF |
CF | (Note: This game may or may not be playing fair.)
CF |
CF | Press SPACE to begin!
Knight_Otu pushes the green 'space' button.
CF | Press SPACE to begin!
CF |
CF |
CF |
CF | Bedroom
CF | This looks like the guest bedroom. There's a neatly made queen-size
CF | bed, a small chest of drawers, and a closet. In one corner you see
CF | a
CF | wooden figurine. A door leads east.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF | >
CF | > E
CF |
CF |
CF | Hallway
CF | You're in a dimly-lit hallway near the back of the house. It
CF | continues
CF | north. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Hallway
CF | You're in a hallway near the middle of the house. It continues
CF | north
CF | and south. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Hallway
CF | You're in a hallway near the front of the house. It continues
CF | south.
CF | Framed doorways lead north, east, and west.
CF |
CF | A grandfather clock stands near one wall.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF | >
CF | > W
CF |
CF |
CF | Living Room
CF | This room is wallpapered and carpeted. It's furnished with a sofa,
CF | a
CF | recliner, and a small end table. A large television is mounted on
CF | the
CF | wall. A floor lamp stands in one corner. A door leads north, and
CF | there
CF | is a doorway to the east.
CF |
CF | On the end table you see a remote control and a fancy box.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Study
CF | A massive oak desk commands this room. A Turkish rug lies on the
CF | floor
CF | in front of it. One wall is lined with bookshelves, and a portrait
CF | hangs on the opposite wall. A door leads south.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "portrait"
CF | >
CF | > PORTRAIT
CF |
CF | It's a painted portrait of an elderly lady. Sure enough, there's a
CF | safe behind it! You remove the portrait and set it on the floor.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "safe"
CF | >
CF | > SAFE
CF |
CF | Time for a little safecracking! You place your fingers lightly on
CF | the
CF | dial.
CF |
CF | It currently points to 0.
CF |
CF | Press L to turn the dial left, R to turn it right, S to spin
CF | and
CF | reset it, or F to finish:
CF | >> Knight_Otu exclaims, "Darn, why is it locked!"
Knight_Otu says (to ClubFloyd), "f"
CF | >> Finish
CF |
CF | You let go of the dial. The safe is still locked.
CF |
CF | > DavidW says, "Such a mean safe."
Knight_Otu says, "No point just guessing I would guess."
Knight_Otu says (to ClubFloyd), "bookshelves"
CF | >
CF | > BOOKSHELVES
CF |
CF | You examine one section of the bookshelves. Just regular old books.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "bookshelves"
CF | >
CF | > BOOKSHELVES
CF |
CF | You examine another part of the shelves. You don't see anything
CF | suspicious.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "bookshelves"
CF | >
CF | > BOOKSHELVES
CF |
CF | You notice a few books that aren't flush with the others. You pull
CF | them out and discover a red button mounted on the back of the
CF | shelf!
CF |
CF | > DavidW says, "well, if we had a stethoscope, we might hear the tumblers."
Knight_Otu exclaims, "Another button!"
Knight_Otu says (to ClubFloyd), "button"
CF | >
CF | > BUTTON
CF |
CF | You push the red button in, and it clicks.
CF |
CF | > Knight_Otu says, "Hm."
DavidW says, "Perhaps when both red buttons are pressed, a secret panel opens somewhere. Or that locked door."
Knight_Otu says, "Possibly."
Knight_Otu says (to ClubFloyd), "rug"
CF | >
CF | > RUG
CF |
CF | You look underneath the rug and see an outline. You fold the rug
CF | over,
CF | revealing a small hatch in the floor!
CF |
CF | Suddenly you hear the sound of the front door opening! What?
CF | Prongleman has come back already? But the Investigation Committee
CF | told
CF | you he'd be gone for hours!
CF |
CF | Well, there's nothing for it. You throw open the window and leap
CF | out.
CF |
CF | Press SPACE to continue. DavidW says, "There's still a door north of the northern end of the hallway."
DavidW says, "where the ... front door ought to be."
Jacqueline says, "huh"
Knight_Otu says, "I'm not sure Prongleman returns at a consistent time."
Knight_Otu says, "Yeah, that should be the next target."
DavidW says, "Maybe we can bar the front door so P can't get back in."
Knight_Otu pushes the green 'space' button.
CF | Press SPACE to continue.
CF |
CF |
CF |
CF | You return to the Thieves' Society. Unfortunately, you have nothing
CF | to
CF | deliver. Let's just say, they aren't very impressed.
CF |
CF | You didn't steal any valuables. That gives you the rank of
CF | Non-Thief.
CF |
CF | (Keep trying! You can do this!)
CF |
CF | Would you like to RESTART (R) or QUIT (Q)?
CF | >
Knight_Otu says (to ClubFloyd), "r"
CF |
CF |
CF |
CF | The Prongleman Job
CF | A game by Arthur DiBianca
CF | Release 1 / Serial number 200326 / Inform 7 build 6L38 (I6/v6.33
CF | lib
CF | 6/12N)
CF |
CF | Special thanks to Andy Fleming, Lorne Harris, Hall Hood, Isaac Orf,
CF | Luke Pebler, and Brian Rushton for testing, and to Nadia Bellazola
CF | for
CF | cover art.
CF |
CF |
CF |
CF | You've been a member of the Thieves' Society of Greater Bintucket
CF | for
CF | almost a year, but they just got around to giving your first real
CF | assignment. It's a neat job. You're to enter the home of the
CF | reasonably wealthy Claude L. Prongleman and steal ten valuable
CF | items.
CF | According to the society's Investigation Committee, he'll be gone
CF | for
CF | a couple of hours.
CF |
CF | It's a warm spring night. As you see Prongleman leave the house,
CF | you
CF | sneak up and get a rear window open without much trouble. You slip
CF | inside....
CF |
CF | (Note: This game is a little unusual.)
CF |
CF | Press SPACE to begin!
Knight_Otu pushes the green 'space' button.
CF | Press SPACE to begin!
CF |
CF |
CF |
CF | Bedroom
CF | This looks like the guest bedroom. There's a neatly made queen-size
CF | bed, a small chest of drawers, and a closet. In one corner you see
CF | a
CF | wooden figurine. A door leads east.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF | >
CF | > E
CF |
CF |
CF | Hallway
CF | You're in a dimly-lit hallway near the back of the house. It
CF | continues
CF | north. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Hallway
CF | You're in a hallway near the middle of the house. It continues
CF | north
CF | and south. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Hallway
CF | You're in a hallway near the front of the house. It continues
CF | south.
CF | Framed doorways lead north, east, and west.
CF |
CF | A grandfather clock stands near one wall.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Foyer
CF | This is where most people enter the Prongleman house. A thick round
CF | rug occupies the middle of the oak floor. A fancy chair sits up
CF | against the wall, next to a small writing table. A coat rack and a
CF | potted plant stand in one corner. The front door is to the north,
CF | and
CF | a doorway leads south.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "front"
CF | >
CF | > FRONT
CF |
CF | A thief would never leave by the front door!
CF |
CF | > Jacqueline says, "ah"
Knight_Otu says, "Now some would argue that, I'm sure."
Knight_Otu says (to ClubFloyd), "rug"
CF | >
CF | > RUG
CF |
CF | It's a somewhat dull beige rug. You take a good look underneath it,
CF | but you discover nothing.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "floor"
CF | >
CF | > FLOOR
CF |
CF | (Note, you will never need to refer directly to the floor.)
CF |
CF | >
Knight_Otu says (to ClubFloyd), "chair"
CF | >
CF | > CHAIR
CF |
CF | The chair has a carved wooden back and legs, and a green
CF | upholstered
CF | seat. You get down and look under it. Taped to the bottom of the
CF | seat
CF | you find a key! You take it, of course.
CF |
CF | > Knight_Otu says, "Oh key."
DavidW says, "hooray"
Knight_Otu says (to ClubFloyd), "table"
CF | >
CF | > TABLE
CF |
CF | You find nothing on or under the table. It has one drawer, which
CF | you
CF | open to reveal a pile of old notes and receipts.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "notes"
CF | >
CF | > NOTES
CF |
CF | You sift through them all, but there's nothing interesting or
CF | valuable.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "rack"
CF | >
CF | > RACK
CF |
CF | A red jacket is hanging on the coat rack.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "jacket"
CF | >
CF | > JACKET
CF |
CF | You carefully go through the pockets of the jacket, but they're all
CF | empty.
CF |
CF | > Knight_Otu says, "Not the wallet Prongleman forgot."
Knight_Otu says (to ClubFloyd), "plant"
CF | >
CF | > PLANT
CF |
CF | You're not sure what kind of plant it is, but it's pretty tall. The
CF | large pot is full of dirt.
CF |
CF | > DavidW says, "Maybe he forget the jacket."
Knight_Otu says, "Possibly."
DavidW says, "DIRT"
Knight_Otu says, "Also, no convenient hiding space for us here."
Knight_Otu says (to ClubFloyd), "dirt"
CF | >
CF | > DIRT
CF |
CF | You don't have a good way of searching through the dirt.
CF |
CF | Suddenly you hear the sound of a key rattling in the front
CF | door! What? Prongleman has come back already? But the
CF | Investigation Committee told you he'd be gone for hours!
CF |
CF | Well, there's nothing for it. You race over to the living room,
CF | throw
CF | open the window, and leap out.
CF |
CF | Press SPACE to continue.
Knight_Otu pushes the green 'space' button.
CF | Press SPACE to continue.
CF |
CF |
CF |
CF | You return to the Thieves' Society. Unfortunately, you have nothing
CF | to
CF | deliver. Let's just say, they aren't very impressed.
CF |
CF | You didn't steal any valuables. That gives you the rank of
CF | Non-Thief.
CF |
CF | (Keep trying! You can do this!)
CF |
CF | Would you like to RESTART (R) or QUIT (Q)?
CF | >
Knight_Otu says (to ClubFloyd), "r"
CF |
CF |
CF |
CF | The Prongleman Job
CF | A game by Arthur DiBianca
CF | Release 1 / Serial number 200326 / Inform 7 build 6L38 (I6/v6.33
CF | lib
CF | 6/12N)
CF |
CF | Special thanks to Andy Fleming, Lorne Harris, Hall Hood, Isaac Orf,
CF | Luke Pebler, and Brian Rushton for testing, and to Nadia Bellazola
CF | for
CF | cover art.
CF |
CF |
CF |
CF | You've been a member of the Thieves' Society of Greater Bintucket
CF | for
CF | almost a year, but they just got around to giving your first real
CF | assignment. It's a neat job. You're to enter the home of the
CF | reasonably wealthy Claude L. Prongleman and steal ten valuable
CF | items.
CF | According to the society's Investigation Committee, he'll be gone
CF | for
CF | a couple of hours.
CF |
CF | It's a warm spring night. As you see Prongleman leave the house,
CF | you
CF | sneak up and get a rear window open without much trouble. You slip
CF | inside....
CF |
CF | (Note: This game may or may not be playing fair.)
CF |
CF | Press SPACE to begin!
Knight_Otu pushes the green 'space' button.
CF | Press SPACE to begin!
CF |
CF |
CF |
CF | Bedroom
CF | This looks like the guest bedroom. There's a neatly made queen-size
CF | bed, a small chest of drawers, and a closet. In one corner you see
CF | a
CF | wooden figurine. A door leads east.
CF |
CF | > DavidW asks, "Using the key or the knife next?"
Knight_Otu says, "So, we nab the key and go... yeah."
DavidW says, "okay"
Knight_Otu says (to ClubFloyd), "e"
CF | >
CF | > E
CF |
CF |
CF | Hallway
CF | You're in a dimly-lit hallway near the back of the house. It
CF | continues
CF | north. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Hallway
CF | You're in a hallway near the middle of the house. It continues
CF | north
CF | and south. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Hallway
CF | You're in a hallway near the front of the house. It continues
CF | south.
CF | Framed doorways lead north, east, and west.
CF |
CF | A grandfather clock stands near one wall.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Foyer
CF | This is where most people enter the Prongleman house. A thick round
CF | rug occupies the middle of the oak floor. A fancy chair sits up
CF | against the wall, next to a small writing table. A coat rack and a
CF | potted plant stand in one corner. The front door is to the north,
CF | and
CF | a doorway leads south.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "chair"
CF | >
CF | > CHAIR
CF |
CF | The chair has a carved wooden back and legs, and a green
CF | upholstered
CF | seat. You get down and look under it. Taped to the bottom of the
CF | seat
CF | you find a key! You take it, of course.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF | >
CF | > S
CF |
CF |
CF | Hallway
CF | You're in a hallway near the front of the house. It continues
CF | south.
CF | Framed doorways lead north, east, and west.
CF |
CF | A grandfather clock stands near one wall.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF | >
CF | > S
CF |
CF |
CF | Hallway
CF | You're in a hallway near the middle of the house. It continues
CF | north
CF | and south. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF | >
CF | > S
CF |
CF |
CF | Hallway
CF | You're in a dimly-lit hallway near the back of the house. It
CF | continues
CF | north. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "door"
CF | >
CF | > DOOR
CF |
CF | Doors lead east and west. The east door is locked, but you unlock
CF | it
CF | with the key.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF | >
CF | > E
CF |
CF |
CF | Storage Room
CF | This room stores a variety of things. A heap in the middle of the
CF | floor is covered by a large white cloth. A battered chest sits
CF | against
CF | one wall, and there's a shelf high on the opposite wall. One corner
CF | is
CF | filled with lumber.
CF |
CF | > Knight_Otu says, "But we're leaving the box with the ruby pin in the living room, and the parchment in the toilet tank. Okay."
Knight_Otu says (to ClubFloyd), "heap"
CF | >
CF | > HEAP
CF |
CF | You pull off the cloth and throw it aside. You see a big sheet of
CF | plywood with a variety of items piled on it. The plywood seems to
CF | be
CF | lying on something else.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "plywood"
CF | >
CF | > PLYWOOD
CF |
CF | On top of the plywood you see a paint can, a cinderblock, a bowling
CF | ball bag, a suitcase, an old grill, and a cardboard box. The
CF | plywood
CF | appears to be resting on something else, possibly a folded ladder.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "ladder"
CF | >
CF | > LADDER
CF |
CF | You can't get to the ladder while the plywood is lying on it.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "suitcase"
CF | >
CF | > SUITCASE
CF |
CF | You move the suitcase off of the plywood.
CF |
CF | > DavidW asks, "oh geez, is this for an attic access?"
Knight_Otu asks, "Maybe?"
Jacqueline says, "Maybe THAT is where we hide."
Jacqueline says, "I know, I know. We're not going to be allowed to hide."
Knight_Otu says, "I don't recall seeing an access point."
Knight_Otu says (to ClubFloyd), "lumber"
CF | >
CF | > LUMBER
CF |
CF | You poke around the lumber, and you discover a small note on the
CF | wall
CF | behind it.
CF |
CF | Suddenly you hear the sound of the front door opening! What?
CF | Prongleman has come back already? But the Investigation Committee
CF | told
CF | you he'd be gone for hours!
CF |
CF | Well, there's nothing for it. You throw open the window and leap
CF | out.
CF |
CF | Press SPACE to continue. Jacqueline says, "But it's the only way I can think of to stay and get all ten things is to hide"
Jacqueline asks, "But! But! NOTE!?"
DavidW says, "Maybe the red buttons open the attic door? Also, we've never checked the ceilings."
Knight_Otu says, "I'm pretty sure now that Prongleman's return is random."
Knight_Otu pushes the green 'space' button.
CF | Press SPACE to continue.
CF |
CF |
CF |
CF | You return to the Thieves' Society. Unfortunately, you have nothing
CF | to
CF | deliver. Let's just say, they aren't very impressed.
CF |
CF | You didn't steal any valuables. That gives you the rank of
CF | Non-Thief.
CF |
CF | (Try again! You can do this!)
CF |
CF | Would you like to RESTART (R) or QUIT (Q)?
CF | >
Knight_Otu says (to ClubFloyd), "r"
CF |
CF |
CF |
CF | The Prongleman Job
CF | A game by Arthur DiBianca
CF | Release 1 / Serial number 200326 / Inform 7 build 6L38 (I6/v6.33
CF | lib
CF | 6/12N)
CF |
CF | Special thanks to Andy Fleming, Lorne Harris, Hall Hood, Isaac Orf,
CF | Luke Pebler, and Brian Rushton for testing, and to Nadia Bellazola
CF | for
CF | cover art.
CF |
CF |
CF |
CF | You've been a member of the Thieves' Society of Greater Bintucket
CF | for
CF | almost a year, but they just got around to giving your first real
CF | assignment. It's a neat job. You're to enter the home of the
CF | reasonably wealthy Claude L. Prongleman and steal ten valuable
CF | items.
CF | According to the society's Investigation Committee, he'll be gone
CF | for
CF | a couple of hours.
CF |
CF | It's a warm spring night. As you see Prongleman leave the house,
CF | you
CF | sneak up and get a rear window open without much trouble. You slip
CF | inside....
CF |
CF | (Note: This game may or may not be playing fair.)
CF |
CF | Press SPACE to begin!
Knight_Otu pushes the green 'space' button.
CF | Press SPACE to begin!
CF |
CF |
CF |
CF | Bedroom
CF | This looks like the guest bedroom. There's a neatly made queen-size
CF | bed, a small chest of drawers, and a closet. In one corner you see
CF | a
CF | wooden figurine. A door leads east.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF | >
CF | > E
CF |
CF |
CF | Hallway
CF | You're in a dimly-lit hallway near the back of the house. It
CF | continues
CF | north. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Hallway
CF | You're in a hallway near the middle of the house. It continues
CF | north
CF | and south. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Hallway
CF | You're in a hallway near the front of the house. It continues
CF | south.
CF | Framed doorways lead north, east, and west.
CF |
CF | A grandfather clock stands near one wall.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Foyer
CF | This is where most people enter the Prongleman house. A thick round
CF | rug occupies the middle of the oak floor. A fancy chair sits up
CF | against the wall, next to a small writing table. A coat rack and a
CF | potted plant stand in one corner. The front door is to the north,
CF | and
CF | a doorway leads south.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "chair"
CF | >
CF | > CHAIR
CF |
CF | The chair has a carved wooden back and legs, and a green
CF | upholstered
CF | seat. You get down and look under it. Taped to the bottom of the
CF | seat
CF | you find a key! You take it, of course.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF | >
CF | > S
CF |
CF |
CF | Hallway
CF | You're in a hallway near the front of the house. It continues
CF | south.
CF | Framed doorways lead north, east, and west.
CF |
CF | A grandfather clock stands near one wall.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF | >
CF | > S
CF |
CF |
CF | Hallway
CF | You're in a hallway near the middle of the house. It continues
CF | north
CF | and south. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF | >
CF | > S
CF |
CF |
CF | Hallway
CF | You're in a dimly-lit hallway near the back of the house. It
CF | continues
CF | north. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF | >
CF | > E
CF |
CF | The door is locked, but you unlock it with the key.
CF |
CF | Storage Room
CF | This room stores a variety of things. A heap in the middle of the
CF | floor is covered by a large white cloth. A battered chest sits
CF | against
CF | one wall, and there's a shelf high on the opposite wall. One corner
CF | is
CF | filled with lumber.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "lumber"
CF | >
CF | > LUMBER
CF |
CF | You poke around the lumber, and you discover a small note on the
CF | wall
CF | behind it.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "note"
CF | >
CF | > NOTE
CF |
CF | The note says, "Study - Bedroom - Kitchen".
CF |
CF | > Knight_Otu says, "Okay, I guess there's a button in the kitchen, too."
DavidW says, "yeah."
Knight_Otu says (to ClubFloyd), "chest"
CF | >
CF | > CHEST
CF |
CF | The lid of the chest creaks open, revealing a lot of junk.
CF |
CF | > Jacqueline says, "huh"
DavidW says, "Probably in one of those cabinets we skipped."
Knight_Otu says (to ClubFloyd), "junk"
CF | >
CF | > JUNK
CF |
CF | You search through a portion of the junk. Nothing valuable so far.
CF |
CF | > Knight_Otu says, "Yeah."
Knight_Otu says (to ClubFloyd), "junk"
CF | >
CF | > JUNK
CF |
CF | You search through some more junk. Still nothing.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "junk"
CF | >
CF | > JUNK
CF |
CF | You search through some more junk. Who keeps junk like this?
CF |
CF | >
Knight_Otu says (to ClubFloyd), "junk"
CF | >
CF | > JUNK
CF |
CF | You finish searching through the junk. At the bottom of the chest
CF | you
CF | find a small garden spade!
CF |
CF | > DavidW says, "For the DIRT"
Knight_Otu asks, "That could be for the dirt, but do we have the time?"
Knight_Otu says (to ClubFloyd), "spade"
CF | >
CF | > SPADE
CF |
CF | It's a small steel garden spade, about five inches long.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF | >
CF | > W
CF |
CF |
CF | Hallway
CF | You're in a dimly-lit hallway near the back of the house. It
CF | continues
CF | north. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Hallway
CF | You're in a hallway near the middle of the house. It continues
CF | north
CF | and south. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Hallway
CF | You're in a hallway near the front of the house. It continues
CF | south.
CF | Framed doorways lead north, east, and west.
CF |
CF | A grandfather clock stands near one wall.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Foyer
CF | This is where most people enter the Prongleman house. A thick round
CF | rug occupies the middle of the oak floor. A fancy chair sits up
CF | against the wall, next to a small writing table. A coat rack and a
CF | potted plant stand in one corner. The front door is to the north,
CF | and
CF | a doorway leads south.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "dirt"
CF | >
CF | > DIRT
CF |
CF | Using the spade, you dig around in the dirt and find a platinum
CF | coin!
CF |
CF | (First item purloined!)
CF |
CF | > Knight_Otu asks, "What's this, DnD?"
Knight_Otu says (to ClubFloyd), "s"
CF | >
CF | > S
CF |
CF |
CF | Hallway
CF | You're in a hallway near the front of the house. It continues
CF | south.
CF | Framed doorways lead north, east, and west.
CF |
CF | A grandfather clock stands near one wall.
CF |
CF | Suddenly you hear the sound of the front door opening! What?
CF | Prongleman has come back already? But the Investigation Committee
CF | told
CF | you he'd be gone for hours!
CF |
CF | Well, there's nothing for it. You run to the dining room, throw
CF | open
CF | the window, and leap out.
CF |
CF | Press SPACE to continue. DavidW says, "The ladder might also be for the high shelf in the storage room."
Knight_Otu says, "Okay. There was still a shelf in the storage room (and the ladder), and the lump in the living room."
Knight_Otu pushes the green 'space' button.
CF | Press SPACE to continue.
CF |
CF |
CF |
CF | You return to the Thieves' Society and hand your loot over to
CF | Athena
CF | LaMarche of the Fencing Committee. "You were supposed to get ten
CF | valuables," she says, shaking her head. "We should have sent
CF | Pendergrass."
CF |
CF | You stole one valuable item. That gives you the rank of Slight
CF | Thief.
CF |
CF | (Try again! You can do this!)
CF |
CF | Would you like to RESTART (R) or QUIT (Q)?
CF | > Knight_Otu says, "Also, we know what happens when Prongleman returns while we're in the hallway."
Knight_Otu says (to ClubFloyd), "r"
CF |
CF |
CF |
CF | The Prongleman Job
CF | A game by Arthur DiBianca
CF | Release 1 / Serial number 200326 / Inform 7 build 6L38 (I6/v6.33
CF | lib
CF | 6/12N)
CF |
CF | Special thanks to Andy Fleming, Lorne Harris, Hall Hood, Isaac Orf,
CF | Luke Pebler, and Brian Rushton for testing, and to Nadia Bellazola
CF | for
CF | cover art.
CF |
CF |
CF |
CF | You've been a member of the Thieves' Society of Greater Bintucket
CF | for
CF | almost a year, but they just got around to giving your first real
CF | assignment. It's a neat job. You're to enter the home of the
CF | reasonably wealthy Claude L. Prongleman and steal ten valuable
CF | items.
CF | According to the society's Investigation Committee, he'll be gone
CF | for
CF | a couple of hours.
CF |
CF | It's a warm spring night. As you see Prongleman leave the house,
CF | you
CF | sneak up and get a rear window open without much trouble. You slip
CF | inside....
CF |
CF | (Note: This game may or may not be playing fair.)
CF |
CF | Press SPACE to begin!
Knight_Otu pushes the green 'space' button.
CF | Press SPACE to begin!
CF |
CF |
CF |
CF | Bedroom
CF | This looks like the guest bedroom. There's a neatly made queen-size
CF | bed, a small chest of drawers, and a closet. In one corner you see
CF | a
CF | wooden figurine. A door leads east.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "ceiling"
CF | >
CF | > CEILING
CF |
CF | (Note, you will never need to refer directly to the ceiling.)
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF | >
CF | > E
CF |
CF |
CF | Hallway
CF | You're in a dimly-lit hallway near the back of the house. It
CF | continues
CF | north. Doors lead east and west.
CF |
CF | > Jacqueline says, "High shelf seems more likely than ceiling hatch to the attic."
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Hallway
CF | You're in a hallway near the middle of the house. It continues
CF | north
CF | and south. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Hallway
CF | You're in a hallway near the front of the house. It continues
CF | south.
CF | Framed doorways lead north, east, and west.
CF |
CF | A grandfather clock stands near one wall.
CF |
CF | > DavidW says, "agreed"
Knight_Otu says (to ClubFloyd), "e"
CF | >
CF | > E
CF |
CF |
CF | Dining Room
CF | This is probably the most nicely furnished room in the house. A
CF | fine
CF | chandelier hangs over a polished mahogany dining table and six
CF | elegant
CF | chairs. A sideboard stands against the wall, and next to it is a
CF | small
CF | display case. A painting hangs on another wall. A doorway leads
CF | west,
CF | and there is a door to the north.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Kitchen
CF | The furnishings in here seem older than the rest of the house. In
CF | particular, the refrigerator and the oven must have seen better
CF | days.
CF | A counter runs along one wall. It contains a sink, and there are
CF | several cabinets above it and drawers below it. A door leads south.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cabinet"
CF | >
CF | > CABINET
CF |
CF | You open one cabinet. It contains nothing but some glasses.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cabinet"
CF | >
CF | > CABINET
CF |
CF | You open another cabinet. It has some stacks of plates, nothing
CF | else.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cabinet"
CF | >
CF | > CABINET
CF |
CF | You open the third cabinet. It has a lot of spices and condiments.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cabinet"
CF | >
CF | > CABINET
CF |
CF | The last cabinet contains more glasses and mugs. Behind them you
CF | catch
CF | sight of a red button!
CF |
CF | > Knight_Otu says, "There it is."
Jacqueline asks, "Gosh! Really?"
Knight_Otu says (to ClubFloyd), "drawers"
CF | >
CF | > DRAWERS
CF |
CF | You open one drawer. It has a lot of odds and ends, but nothing of
CF | value.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "drawers"
CF | >
CF | > DRAWERS
CF |
CF | You open another drawer. It contains nothing but placemats.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "drawers"
CF | >
CF | > DRAWERS
CF |
CF | You open the third drawer. It's full of cutlery. It occurs to you
CF | that
CF | a steak knife might be useful, so you grab one.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF | >
CF | > S
CF |
CF |
CF | Dining Room
CF | This is probably the most nicely furnished room in the house. A
CF | fine
CF | chandelier hangs over a polished mahogany dining table and six
CF | elegant
CF | chairs. A sideboard stands against the wall, and next to it is a
CF | small
CF | display case. A painting hangs on another wall. A doorway leads
CF | west,
CF | and there is a door to the north.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF | >
CF | > W
CF |
CF |
CF | Hallway
CF | You're in a hallway near the front of the house. It continues
CF | south.
CF | Framed doorways lead north, east, and west.
CF |
CF | A grandfather clock stands near one wall.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF | >
CF | > W
CF |
CF |
CF | Living Room
CF | This room is wallpapered and carpeted. It's furnished with a sofa,
CF | a
CF | recliner, and a small end table. A large television is mounted on
CF | the
CF | wall. A floor lamp stands in one corner. A door leads north, and
CF | there
CF | is a doorway to the east.
CF |
CF | On the end table you see a remote control and a fancy box.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "sofa"
CF | >
CF | > SOFA
CF |
CF | You feel around the cushions and pillows. One of the pillows
CF | definitely has a lump.
CF |
CF | Using your steak knife, you cut open the pillow. You feel around
CF | inside and pull out a strange jewel!
CF |
CF | (First item purloined!)
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF | >
CF | > E
CF |
CF |
CF | Hallway
CF | You're in a hallway near the front of the house. It continues
CF | south.
CF | Framed doorways lead north, east, and west.
CF |
CF | A grandfather clock stands near one wall.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Foyer
CF | This is where most people enter the Prongleman house. A thick round
CF | rug occupies the middle of the oak floor. A fancy chair sits up
CF | against the wall, next to a small writing table. A coat rack and a
CF | potted plant stand in one corner. The front door is to the north,
CF | and
CF | a doorway leads south.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "chair"
CF | >
CF | > CHAIR
CF |
CF | The chair has a carved wooden back and legs, and a green
CF | upholstered
CF | seat. You get down and look under it. Taped to the bottom of the
CF | seat
CF | you find a key! You take it, of course.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF | >
CF | > S
CF |
CF |
CF | Hallway
CF | You're in a hallway near the front of the house. It continues
CF | south.
CF | Framed doorways lead north, east, and west.
CF |
CF | A grandfather clock stands near one wall.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF | >
CF | > S
CF |
CF |
CF | Hallway
CF | You're in a hallway near the middle of the house. It continues
CF | north
CF | and south. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF | >
CF | > S
CF |
CF |
CF | Hallway
CF | You're in a dimly-lit hallway near the back of the house. It
CF | continues
CF | north. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF | >
CF | > E
CF |
CF | The door is locked, but you unlock it with the key.
CF |
CF | Storage Room
CF | This room stores a variety of things. A heap in the middle of the
CF | floor is covered by a large white cloth. A battered chest sits
CF | against
CF | one wall, and there's a shelf high on the opposite wall. One corner
CF | is
CF | filled with lumber.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "shelf"
CF | >
CF | > SHELF
CF |
CF | It looks like there's something on the shelf, but it's too high to
CF | reach.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "heap"
CF | >
CF | > HEAP
CF |
CF | You pull off the cloth and throw it aside. You see a big sheet of
CF | plywood with a variety of items piled on it. The plywood seems to
CF | be
CF | lying on something else.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "plywood"
CF | >
CF | > PLYWOOD
CF |
CF | On top of the plywood you see a paint can, a cinderblock, a bowling
CF | ball bag, a suitcase, an old grill, and a cardboard box. The
CF | plywood
CF | appears to be resting on something else, possibly a folded ladder.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "can"
CF | >
CF | > CAN
CF |
CF | You lift the paint can off the plywood and set it aside. It feels
CF | like
CF | it's almost full.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "can"
CF | >
CF | > CAN
CF |
CF | It's a nearly full can of Gorner & Donaldson #45 Pea Green.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cinderblock"
CF | >
CF | > CINDERBLOCK
CF |
CF | With a grunt, you pick up the cinderblock and set it down next to
CF | the
CF | plywood.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "bag"
CF | >
CF | > BAG
CF |
CF | You pick up the bag and set it next to the plywood.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "suitcase"
CF | >
CF | > SUITCASE
CF |
CF | You move the suitcase off of the plywood.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "grill"
CF | >
CF | > GRILL
CF |
CF | You drag the grill off of the plywood.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "box"
CF | >
CF | > BOX
CF |
CF | You pick up the box, which is pretty heavy, and set it down next to
CF | the plywood.
CF |
CF | > DavidW says, "We still need to find the combo or an aid to unlocking the safe."
Knight_Otu says, "Yeah, that too."
Knight_Otu says (to ClubFloyd), "plywood"
CF | >
CF | > PLYWOOD
CF |
CF | You lift up one edge of the plywood and slide it over to the wall.
CF | A
CF | stepladder is revealed.
CF |
CF | Suddenly you hear the sound of the front door opening! What?
CF | Prongleman has come back already? But the Investigation Committee
CF | told
CF | you he'd be gone for hours!
CF |
CF | Feeling a little irritated, you throw open the window and leap out.
CF |
CF | Press SPACE to continue. Knight_Otu exclaims, "Almost!"
Knight_Otu pushes the green 'space' button.
CF | Press SPACE to continue.
CF |
CF |
CF |
CF | You return to the Thieves' Society and hand your loot over to
CF | Athena
CF | LaMarche of the Fencing Committee. "You were supposed to get ten
CF | valuables," she says, shaking her head. "We should have sent
CF | Pendergrass."
CF |
CF | You stole one valuable item. That gives you the rank of Slight
CF | Thief.
CF |
CF | (Keep trying! You can do this!)
CF |
CF | Would you like to RESTART (R) or QUIT (Q)?
CF | >
Knight_Otu says (to ClubFloyd), "r"
CF |
CF |
CF |
CF | The Prongleman Job
CF | A game by Arthur DiBianca
CF | Release 1 / Serial number 200326 / Inform 7 build 6L38 (I6/v6.33
CF | lib
CF | 6/12N)
CF |
CF | Special thanks to Andy Fleming, Lorne Harris, Hall Hood, Isaac Orf,
CF | Luke Pebler, and Brian Rushton for testing, and to Nadia Bellazola
CF | for
CF | cover art.
CF |
CF |
CF |
CF | You've been a member of the Thieves' Society of Greater Bintucket
CF | for
CF | almost a year, but they just got around to giving your first real
CF | assignment. It's a neat job. You're to enter the home of the
CF | reasonably wealthy Claude L. Prongleman and steal ten valuable
CF | items.
CF | According to the society's Investigation Committee, he'll be gone
CF | for
CF | a couple of hours.
CF |
CF | It's a warm spring night. As you see Prongleman leave the house,
CF | you
CF | sneak up and get a rear window open without much trouble. You slip
CF | inside....
CF |
CF | (Note: This game is a little unusual.)
CF |
CF | Press SPACE to begin!
Knight_Otu pushes the green 'space' button.
CF | Press SPACE to begin!
CF |
CF |
CF |
CF | Bedroom
CF | This looks like the guest bedroom. There's a neatly made queen-size
CF | bed, a small chest of drawers, and a closet. In one corner you see
CF | a
CF | wooden figurine. A door leads east.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF | >
CF | > E
CF |
CF |
CF | Hallway
CF | You're in a dimly-lit hallway near the back of the house. It
CF | continues
CF | north. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Hallway
CF | You're in a hallway near the middle of the house. It continues
CF | north
CF | and south. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Hallway
CF | You're in a hallway near the front of the house. It continues
CF | south.
CF | Framed doorways lead north, east, and west.
CF |
CF | A grandfather clock stands near one wall.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Foyer
CF | This is where most people enter the Prongleman house. A thick round
CF | rug occupies the middle of the oak floor. A fancy chair sits up
CF | against the wall, next to a small writing table. A coat rack and a
CF | potted plant stand in one corner. The front door is to the north,
CF | and
CF | a doorway leads south.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "chair"
CF | >
CF | > CHAIR
CF |
CF | The chair has a carved wooden back and legs, and a green
CF | upholstered
CF | seat. You get down and look under it. Taped to the bottom of the
CF | seat
CF | you find a key! You take it, of course.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF | >
CF | > S
CF |
CF |
CF | Hallway
CF | You're in a hallway near the front of the house. It continues
CF | south.
CF | Framed doorways lead north, east, and west.
CF |
CF | A grandfather clock stands near one wall.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF | >
CF | > S
CF |
CF |
CF | Hallway
CF | You're in a hallway near the middle of the house. It continues
CF | north
CF | and south. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF | >
CF | > S
CF |
CF |
CF | Hallway
CF | You're in a dimly-lit hallway near the back of the house. It
CF | continues
CF | north. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF | >
CF | > E
CF |
CF | The door is locked, but you unlock it with the key.
CF |
CF | Storage Room
CF | This room stores a variety of things. A heap in the middle of the
CF | floor is covered by a large white cloth. A battered chest sits
CF | against
CF | one wall, and there's a shelf high on the opposite wall. One corner
CF | is
CF | filled with lumber.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "heap"
CF | >
CF | > HEAP
CF |
CF | You pull off the cloth and throw it aside. You see a big sheet of
CF | plywood with a variety of items piled on it. The plywood seems to
CF | be
CF | lying on something else.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "plywood"
CF | >
CF | > PLYWOOD
CF |
CF | On top of the plywood you see a paint can, a cinderblock, a bowling
CF | ball bag, a suitcase, an old grill, and a cardboard box. The
CF | plywood
CF | appears to be resting on something else, possibly a folded ladder.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "can"
CF | >
CF | > CAN
CF |
CF | You lift the paint can off the plywood and set it aside. It feels
CF | like
CF | it's almost full.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cinderblock"
CF | >
CF | > CINDERBLOCK
CF |
CF | With a grunt, you pick up the cinderblock and set it down next to
CF | the
CF | plywood.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "bag"
CF | >
CF | > BAG
CF |
CF | You pick up the bag and set it next to the plywood.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "suitcase"
CF | >
CF | > SUITCASE
CF |
CF | You move the suitcase off of the plywood.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "grill"
CF | >
CF | > GRILL
CF |
CF | You drag the grill off of the plywood.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "box"
CF | >
CF | > BOX
CF |
CF | You pick up the box, which is pretty heavy, and set it down next to
CF | the plywood.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "plywood"
CF | >
CF | > PLYWOOD
CF |
CF | You lift up one edge of the plywood and slide it over to the wall.
CF | A
CF | stepladder is revealed.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "ladder"
CF | >
CF | > LADDER
CF |
CF | You pick up the ladder, open it, and place it below the shelf.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "shelf"
CF | >
CF | > SHELF
CF |
CF | You climb the ladder and take a golden trophy from the
CF | shelf!
CF |
CF | (First item purloined!)
CF |
CF | >
Knight_Otu says (to ClubFloyd), "suitcase"
CF | >
CF | > SUITCASE
CF |
CF | You unlatch the suitcase and look inside. It's empty.
CF |
CF | > Knight_Otu says, "Had to check."
Knight_Otu says (to ClubFloyd), "box"
CF | >
CF | > BOX
CF |
CF | You open the cardboard box, revealing a lot of books.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "books"
CF | >
CF | > BOOKS
CF |
CF | You go through the books, but there's nothing useful or valuable.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF | >
CF | > W
CF |
CF |
CF | Hallway
CF | You're in a dimly-lit hallway near the back of the house. It
CF | continues
CF | north. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Hallway
CF | You're in a hallway near the middle of the house. It continues
CF | north
CF | and south. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF | >
CF | > W
CF |
CF |
CF | Bathroom
CF | The floor of this bathroom is gray-and-white checkered tile, and
CF | the
CF | walls are sky blue. The amenities include a toilet, a sink, and a
CF | bathtub. Above the sink is a mirror. A door leads east.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "toilet"
CF | >
CF | > TOILET
CF |
CF | You take the lid off the tank. Inside you see a submerged tan
CF | plastic
CF | bag.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "bag"
CF | >
CF | > BAG
CF |
CF | You fish the sealed bag out of the toilet tank. You tear it open
CF | and
CF | pull out an old parchment!
CF |
CF | (Second item purloined!)
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF | >
CF | > E
CF |
CF |
CF | Hallway
CF | You're in a hallway near the middle of the house. It continues
CF | north
CF | and south. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Hallway
CF | You're in a hallway near the front of the house. It continues
CF | south.
CF | Framed doorways lead north, east, and west.
CF |
CF | A grandfather clock stands near one wall.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF | >
CF | > W
CF |
CF |
CF | Living Room
CF | This room is wallpapered and carpeted. It's furnished with a sofa,
CF | a
CF | recliner, and a small end table. A large television is mounted on
CF | the
CF | wall. A floor lamp stands in one corner. A door leads north, and
CF | there
CF | is a doorway to the east.
CF |
CF | On the end table you see a remote control and a fancy box.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Study
CF | A massive oak desk commands this room. A Turkish rug lies on the
CF | floor
CF | in front of it. One wall is lined with bookshelves, and a portrait
CF | hangs on the opposite wall. A door leads south.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "rug"
CF | >
CF | > RUG
CF |
CF | You look underneath the rug and see an outline. You fold the rug
CF | over,
CF | revealing a small hatch in the floor!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "hatch"
CF | >
CF | > HATCH
CF |
CF | You lift open the hatch. Inside a small compartment in the floor
CF | you
CF | see a collectible model car! You grab it.
CF |
CF | (Third item purloined!)
CF |
CF | >
Knight_Otu says (to ClubFloyd), "drawers"
CF | >
CF | > DRAWERS
CF |
CF | A few uninteresting papers are lying on the desk. There are also
CF | four
CF | drawers.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "drawers"
CF | >
CF | > DRAWERS
CF |
CF | You open a drawer. It's empty.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "drawers"
CF | >
CF | > DRAWERS
CF |
CF | You open another drawer. It contains a stapler.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "stapler"
CF | >
CF | > STAPLER
CF |
CF | It's a regular old stapler. It's of no use to you.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "drawers"
CF | >
CF | > DRAWERS
CF |
CF | You open a third drawer. It's empty.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "drawers"
CF | >
CF | > DRAWERS
CF |
CF | You open the fourth drawer. It contains a blurry photo.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "photo"
CF | >
CF | > PHOTO
CF |
CF | It's too blurry to make out.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "photo"
CF | >
CF | > PHOTO
CF |
CF | It's too blurry to make out.
CF |
CF | > DavidW says, "We never found glasses for the photo."
Knight_Otu asks, "Nothing on the back, eh?"
Knight_Otu says, "Shame we can't just TAKE the cushion and the box with us."
Jacqueline says, "yeah"
Knight_Otu says (to ClubFloyd), "s"
CF | >
CF | > S
CF |
CF |
CF | Living Room
CF | This room is wallpapered and carpeted. It's furnished with a sofa,
CF | a
CF | recliner, and a small end table. A large television is mounted on
CF | the
CF | wall. A floor lamp stands in one corner. A door leads north, and
CF | there
CF | is a doorway to the east.
CF |
CF | On the end table you see a remote control and a fancy box.
CF |
CF | Suddenly you hear the sound of the front door opening! What?
CF | Prongleman has come back already? But the Investigation Committee
CF | told
CF | you he'd be gone for hours!
CF |
CF | Well, there's nothing for it. You throw open the window and leap
CF | out.
CF |
CF | Press SPACE to continue. DavidW asks, "So, does acquiring a treasure give us more time?"
Knight_Otu says, "Oh, yeah, the display case. I bet that's what the buttons are for."
Knight_Otu pushes the green 'space' button.
CF | Press SPACE to continue.
CF |
CF |
CF |
CF | You return to the Thieves' Society and hand your loot over to
CF | Athena
CF | LaMarche of the Fencing Committee. "You were supposed to get ten
CF | valuables." She sighs. "Maybe we should have sent Pendergrass."
CF |
CF | You stole three valuables. That gives you the rank of Casual
CF | Thief.
CF |
CF | (Try again! You can do this!)
CF |
CF | Would you like to RESTART (R) or QUIT (Q)?
CF | > DavidW says, "oh, right, the jade turtle"
Jacqueline says (to DW), "It rather feels like it, doesn't it? The time extensions, I mean."
Jacqueline says, "Clever, the lack of a statusline."
Knight_Otu says (to ClubFloyd), "r"
CF |
CF |
CF |
CF | The Prongleman Job
CF | A game by Arthur DiBianca
CF | Release 1 / Serial number 200326 / Inform 7 build 6L38 (I6/v6.33
CF | lib
CF | 6/12N)
CF |
CF | Special thanks to Andy Fleming, Lorne Harris, Hall Hood, Isaac Orf,
CF | Luke Pebler, and Brian Rushton for testing, and to Nadia Bellazola
CF | for
CF | cover art.
CF |
CF |
CF |
CF | You've been a member of the Thieves' Society of Greater Bintucket
CF | for
CF | almost a year, but they just got around to giving your first real
CF | assignment. It's a neat job. You're to enter the home of the
CF | reasonably wealthy Claude L. Prongleman and steal ten valuable
CF | items.
CF | According to the society's Investigation Committee, he'll be gone
CF | for
CF | a couple of hours.
CF |
CF | It's a warm spring night. As you see Prongleman leave the house,
CF | you
CF | sneak up and get a rear window open without much trouble. You slip
CF | inside....
CF |
CF | (Note: This game may or may not be playing fair.)
CF |
CF | Press SPACE to begin! Knight_Otu says, "Oh, hm."
Knight_Otu says, "I hadn't considered that treasures could give us more time."
Jacqueline says, "Sadly, I'm not willing to pull up a transcript and tally moves."
Knight_Otu asks, "Should I get the treasures in the toilet, the box, and the study before pressing the study button?"
Knight_Otu says, "Then we may have a better idea."
Jacqueline says, "Well, if we are curious, I could look at just the first runthrough and then a runthrough where we got a thing and count."
Jacqueline says, "I guess I am willing."
Jacqueline says, "I would be away for a second though."
DavidW says, "I'm trying to see how many treasures we've seen. I count 7, including the jade turtle."
Knight_Otu says, "Parhment, pin, coin, turtle, trophy, diamond? from the cushion, model car..."
DavidW says, "parchment, pin, car, coin, jewel, trophy, turtle. And the safe *must* have a treasure."
Knight_Otu says, "We have the same list it seems."
DavidW says, "We should examine all the treasures in case there's a secret theme a-foot."
Knight_Otu pushes the green 'space' button.
CF | Press SPACE to begin!
CF |
CF |
CF |
CF | Bedroom
CF | This looks like the guest bedroom. There's a neatly made queen-size
CF | bed, a small chest of drawers, and a closet. In one corner you see
CF | a
CF | wooden figurine. A door leads east.
CF |
CF | > Knight_Otu says, "True."
Knight_Otu asks, "We good to go?"
DavidW asks, "Is the current plan to try for the turtle?"
Knight_Otu says, "That and nab some treasures on the way. Perhaps not the pin though. That's a bit of a time investment."
Jacqueline says, "I did not go away to count things in transcripts, if that's what you're asking."
Knight_Otu says, "Okay, then let's go push some buttons."
Knight_Otu says (to ClubFloyd), "e"
CF | >
CF | > E
CF |
CF |
CF | Hallway
CF | You're in a dimly-lit hallway near the back of the house. It
CF | continues
CF | north. Doors lead east and west.
CF |
CF | > DavidW says, "please"
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Hallway
CF | You're in a hallway near the middle of the house. It continues
CF | north
CF | and south. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF | >
CF | > W
CF |
CF |
CF | Bathroom
CF | The floor of this bathroom is gray-and-white checkered tile, and
CF | the
CF | walls are sky blue. The amenities include a toilet, a sink, and a
CF | bathtub. Above the sink is a mirror. A door leads east.
CF |
CF | Suddenly you hear the sound of the front door opening! What?
CF | Prongleman has come back already? But the Investigation Committee
CF | told
CF | you he'd be gone for hours!
CF |
CF | Well, mustn't get caught! You throw open the window and leap out.
CF |
CF | Press SPACE to continue. Knight_Otu says, "What."
DavidW says, "weird"
Knight_Otu pushes the green 'space' button.
CF | Press SPACE to continue.
CF |
CF |
CF |
CF | You return to the Thieves' Society. Unfortunately, you have nothing
CF | to
CF | deliver. Let's just say, they aren't very impressed.
CF |
CF | You didn't steal any valuables. That gives you the rank of
CF | Non-Thief.
CF |
CF | (Keep trying! You can do this!)
CF |
CF | Would you like to RESTART (R) or QUIT (Q)?
CF | > Knight_Otu says, "I mean, that proves the return is at least partially random."
Knight_Otu says, "But not whether getting a treasure extends the timer."
Knight_Otu says (to ClubFloyd), "r"
CF |
CF |
CF |
CF | The Prongleman Job
CF | A game by Arthur DiBianca
CF | Release 1 / Serial number 200326 / Inform 7 build 6L38 (I6/v6.33
CF | lib
CF | 6/12N)
CF |
CF | Special thanks to Andy Fleming, Lorne Harris, Hall Hood, Isaac Orf,
CF | Luke Pebler, and Brian Rushton for testing, and to Nadia Bellazola
CF | for
CF | cover art.
CF |
CF |
CF |
CF | You've been a member of the Thieves' Society of Greater Bintucket
CF | for
CF | almost a year, but they just got around to giving your first real
CF | assignment. It's a neat job. You're to enter the home of the
CF | reasonably wealthy Claude L. Prongleman and steal ten valuable
CF | items.
CF | According to the society's Investigation Committee, he'll be gone
CF | for
CF | a couple of hours.
CF |
CF | It's a warm spring night. As you see Prongleman leave the house,
CF | you
CF | sneak up and get a rear window open without much trouble. You slip
CF | inside....
CF |
CF | (Note: This game may or may not be playing fair.)
CF |
CF | Press SPACE to begin!
Knight_Otu pushes the green 'space' button.
CF | Press SPACE to begin!
CF |
CF |
CF |
CF | Bedroom
CF | This looks like the guest bedroom. There's a neatly made queen-size
CF | bed, a small chest of drawers, and a closet. In one corner you see
CF | a
CF | wooden figurine. A door leads east.
CF | DavidW asks, "Have you tried to go to the bathroom immediately before?"
CF | > Knight_Otu asks, "I think I did?"
Knight_Otu says (to ClubFloyd), "e"
CF | >
CF | > E
CF |
CF |
CF | Hallway
CF | You're in a dimly-lit hallway near the back of the house. It
CF | continues
CF | north. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Hallway
CF | You're in a hallway near the middle of the house. It continues
CF | north
CF | and south. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF | >
CF | > W
CF |
CF |
CF | Bathroom
CF | The floor of this bathroom is gray-and-white checkered tile, and
CF | the
CF | walls are sky blue. The amenities include a toilet, a sink, and a
CF | bathtub. Above the sink is a mirror. A door leads east.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "toilet"
CF | >
CF | > TOILET
CF |
CF | You take the lid off the tank. Inside you see a submerged tan
CF | plastic
CF | bag.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "bag"
CF | >
CF | > BAG
CF |
CF | You fish the sealed bag out of the toilet tank. You tear it open
CF | and
CF | pull out an old parchment!
CF |
CF | (First item purloined!)
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF | >
CF | > E
CF |
CF |
CF | Hallway
CF | You're in a hallway near the middle of the house. It continues
CF | north
CF | and south. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Hallway
CF | You're in a hallway near the front of the house. It continues
CF | south.
CF | Framed doorways lead north, east, and west.
CF |
CF | A grandfather clock stands near one wall.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF | >
CF | > W
CF |
CF |
CF | Living Room
CF | This room is wallpapered and carpeted. It's furnished with a sofa,
CF | a
CF | recliner, and a small end table. A large television is mounted on
CF | the
CF | wall. A floor lamp stands in one corner. A door leads north, and
CF | there
CF | is a doorway to the east.
CF |
CF | On the end table you see a remote control and a fancy box.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Study
CF | A massive oak desk commands this room. A Turkish rug lies on the
CF | floor
CF | in front of it. One wall is lined with bookshelves, and a portrait
CF | hangs on the opposite wall. A door leads south.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "rug"
CF | >
CF | > RUG
CF |
CF | You look underneath the rug and see an outline. You fold the rug
CF | over,
CF | revealing a small hatch in the floor!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "hatch"
CF | >
CF | > HATCH
CF |
CF | You lift open the hatch. Inside a small compartment in the floor
CF | you
CF | see a collectible model car! You grab it.
CF |
CF | (Second item purloined!)
CF |
CF | >
Knight_Otu says (to ClubFloyd), "bookcase"
CF | >
CF | > BOOKCASE
CF |
CF | That's not a command I know, and it's not a nearby object. (Type
CF | HELP
CF | for commands.)
CF |
CF | >
Knight_Otu says (to ClubFloyd), "bookshelf"
CF | >
CF | > BOOKSHELF
CF |
CF | You examine one section of the bookshelves. Just regular old books.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "bookshelf"
CF | >
CF | > BOOKSHELF
CF |
CF | You examine another part of the shelves. You don't see anything
CF | suspicious.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "bookshelf"
CF | >
CF | > BOOKSHELF
CF |
CF | You notice a few books that aren't flush with the others. You pull
CF | them out and discover a red button mounted on the back of the
CF | shelf!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "button"
CF | >
CF | > BUTTON
CF |
CF | You push the red button in, and it clicks.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF | >
CF | > S
CF |
CF |
CF | Living Room
CF | This room is wallpapered and carpeted. It's furnished with a sofa,
CF | a
CF | recliner, and a small end table. A large television is mounted on
CF | the
CF | wall. A floor lamp stands in one corner. A door leads north, and
CF | there
CF | is a doorway to the east.
CF |
CF | On the end table you see a remote control and a fancy box.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF | >
CF | > E
CF |
CF |
CF | Hallway
CF | You're in a hallway near the front of the house. It continues
CF | south.
CF | Framed doorways lead north, east, and west.
CF |
CF | A grandfather clock stands near one wall.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF | >
CF | > S
CF |
CF |
CF | Hallway
CF | You're in a hallway near the middle of the house. It continues
CF | north
CF | and south. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF | >
CF | > E
CF |
CF |
CF | Bedroom
CF | This looks like the master bedroom. It has an old-fashioned
CF | four-post
CF | bed, complete with canopy and even curtains. There's also a chest
CF | of
CF | drawers, a nightstand, and a closet. A picture hangs on the wall. A
CF | door leads west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "closet"
CF | >
CF | > CLOSET
CF |
CF | You open the closet. Several suits are hanging on a rod inside.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "suits"
CF | >
CF | > SUITS
CF |
CF | You run your hands over the suits. They don't seem to have anything
CF | in
CF | them. On the wall behind them, however, you discover a red button.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "button"
CF | >
CF | > BUTTON
CF |
CF | You push the red button in, and it clicks.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF | >
CF | > W
CF |
CF |
CF | Hallway
CF | You're in a hallway near the middle of the house. It continues
CF | north
CF | and south. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Hallway
CF | You're in a hallway near the front of the house. It continues
CF | south.
CF | Framed doorways lead north, east, and west.
CF |
CF | A grandfather clock stands near one wall.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF | >
CF | > E
CF |
CF |
CF | Dining Room
CF | This is probably the most nicely furnished room in the house. A
CF | fine
CF | chandelier hangs over a polished mahogany dining table and six
CF | elegant
CF | chairs. A sideboard stands against the wall, and next to it is a
CF | small
CF | display case. A painting hangs on another wall. A doorway leads
CF | west,
CF | and there is a door to the north.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Kitchen
CF | The furnishings in here seem older than the rest of the house. In
CF | particular, the refrigerator and the oven must have seen better
CF | days.
CF | A counter runs along one wall. It contains a sink, and there are
CF | several cabinets above it and drawers below it. A door leads south.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cabinet"
CF | >
CF | > CABINET
CF |
CF | You open one cabinet. It contains nothing but some glasses.
CF |
CF | > Jacqueline says, "Okay, I have looked at a handful of transcripts and have a theory that it's not necessarily treasures, but certain actions that, instead of giving us points, give us turns."
Knight_Otu says (to ClubFloyd), "cabinet"
CF | >
CF | > CABINET
CF |
CF | You open another cabinet. It has some stacks of plates, nothing
CF | else.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cabinet"
CF | >
CF | > CABINET
CF |
CF | You open the third cabinet. It has a lot of spices and condiments.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cabinet"
CF | >
CF | > CABINET
CF |
CF | The last cabinet contains more glasses and mugs. Behind them you
CF | catch
CF | sight of a red button!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "button"
CF | >
CF | > BUTTON
CF |
CF | You push the red button in, and it clicks. You hear an angry buzz.
CF |
CF | > Knight_Otu says, "Possibly."
Jacqueline says, "Like, each button seems to give us moves, I think."
Knight_Otu says (to ClubFloyd), "s"
CF | >
CF | > S
CF |
CF |
CF | Dining Room
CF | This is probably the most nicely furnished room in the house. A
CF | fine
CF | chandelier hangs over a polished mahogany dining table and six
CF | elegant
CF | chairs. A sideboard stands against the wall, and next to it is a
CF | small
CF | display case. A painting hangs on another wall. A doorway leads
CF | west,
CF | and there is a door to the north.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "case"
CF | >
CF | > CASE
CF |
CF | The display case is a brass frame with reinforced glass. There's a
CF | small red light on the side. Inside you see a jade turtle.
CF |
CF | You try to open the case, but it's locked.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "light"
CF | >
CF | > LIGHT
CF |
CF | There's a small red light on the side of the display case.
CF |
CF | > Knight_Otu says, "Hm."
DavidW asks, "Wrong order of button-pushing?"
Knight_Otu |The note says, "Study - Bedroom - Kitchen".
DavidW asks, "Could the note randomize the order?"
Knight_Otu asks, "I hope that isn't random?"
Knight_Otu says (to ClubFloyd), "w"
CF | >
CF | > W
CF |
CF |
CF | Hallway
CF | You're in a hallway near the front of the house. It continues
CF | south.
CF | Framed doorways lead north, east, and west.
CF |
CF | A grandfather clock stands near one wall.
CF |
CF | Suddenly you hear the sound of the front door opening! What?
CF | Prongleman has come back already? But the Investigation Committee
CF | told
CF | you he'd be gone for hours!
CF |
CF | Well, mustn't get caught! You run to the dining room, throw open
CF | the
CF | window, and leap out.
CF |
CF | Press SPACE to continue.
Knight_Otu pushes the green 'space' button.
CF | Press SPACE to continue.
CF |
CF |
CF |
CF | You return to the Thieves' Society and hand your loot over to
CF | Athena
CF | LaMarche of the Fencing Committee. "You were supposed to get ten
CF | valuables," she says, shaking her head. "We should have sent
CF | Pendergrass."
CF |
CF | You stole two valuables. That gives you the rank of Mild
CF | Thief.
CF |
CF | (Keep trying! You can do this!)
CF |
CF | Would you like to RESTART (R) or QUIT (Q)?
CF | > Knight_Otu says, "Though I guess it would be an example of not playing fair."
DavidW says, "We might try to fiddle with the safe."
Knight_Otu says, "Yeah."
Knight_Otu says (to ClubFloyd), "r"
CF |
CF |
CF |
CF | The Prongleman Job
CF | A game by Arthur DiBianca
CF | Release 1 / Serial number 200326 / Inform 7 build 6L38 (I6/v6.33
CF | lib
CF | 6/12N)
CF |
CF | Special thanks to Andy Fleming, Lorne Harris, Hall Hood, Isaac Orf,
CF | Luke Pebler, and Brian Rushton for testing, and to Nadia Bellazola
CF | for
CF | cover art.
CF |
CF |
CF |
CF | You've been a member of the Thieves' Society of Greater Bintucket
CF | for
CF | almost a year, but they just got around to giving your first real
CF | assignment. It's a neat job. You're to enter the home of the
CF | reasonably wealthy Claude L. Prongleman and steal ten valuable
CF | items.
CF | According to the society's Investigation Committee, he'll be gone
CF | for
CF | a couple of hours.
CF |
CF | It's a warm spring night. As you see Prongleman leave the house,
CF | you
CF | sneak up and get a rear window open without much trouble. You slip
CF | inside....
CF |
CF | (Note: This game may or may not be playing fair.)
CF |
CF | Press SPACE to begin! DavidW says, "Maybe a glass from the kitchen will help."
Knight_Otu pushes the green 'space' button.
CF | Press SPACE to begin!
CF |
CF |
CF |
CF | Bedroom
CF | This looks like the guest bedroom. There's a neatly made queen-size
CF | bed, a small chest of drawers, and a closet. In one corner you see
CF | a
CF | wooden figurine. A door leads east.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF | >
CF | > E
CF |
CF |
CF | Hallway
CF | You're in a dimly-lit hallway near the back of the house. It
CF | continues
CF | north. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Hallway
CF | You're in a hallway near the middle of the house. It continues
CF | north
CF | and south. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Hallway
CF | You're in a hallway near the front of the house. It continues
CF | south.
CF | Framed doorways lead north, east, and west.
CF |
CF | A grandfather clock stands near one wall.
CF |
CF | > DavidW says, "Or with the photo"
Knight_Otu says (to ClubFloyd), "e"
CF | >
CF | > E
CF |
CF |
CF | Dining Room
CF | This is probably the most nicely furnished room in the house. A
CF | fine
CF | chandelier hangs over a polished mahogany dining table and six
CF | elegant
CF | chairs. A sideboard stands against the wall, and next to it is a
CF | small
CF | display case. A painting hangs on another wall. A doorway leads
CF | west,
CF | and there is a door to the north.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Kitchen
CF | The furnishings in here seem older than the rest of the house. In
CF | particular, the refrigerator and the oven must have seen better
CF | days.
CF | A counter runs along one wall. It contains a sink, and there are
CF | several cabinets above it and drawers below it. A door leads south.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cabinet"
CF | >
CF | > CABINET
CF |
CF | You open one cabinet. It contains nothing but some glasses.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "glasses"
CF | >
CF | > GLASSES
CF |
CF | They don't seem useful.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "drawer"
CF | >
CF | > DRAWER
CF |
CF | You open one drawer. It has a lot of odds and ends, but nothing of
CF | value.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "drawer"
CF | >
CF | > DRAWER
CF |
CF | You open another drawer. It contains nothing but placemats.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "drawer"
CF | >
CF | > DRAWER
CF |
CF | You open the third drawer. It's full of cutlery. It occurs to you
CF | that
CF | a steak knife might be useful, so you grab one.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "drawer"
CF | >
CF | > DRAWER
CF |
CF | The last drawer contains ladles, spatulas, things like that.
CF | Nothing
CF | valuable.
CF |
CF | > DavidW says, "Also, I wonder about the suits in the master bedroom, if they need double inspection."
Knight_Otu says (to ClubFloyd), "s"
CF | >
CF | > S
CF |
CF |
CF | Dining Room
CF | This is probably the most nicely furnished room in the house. A
CF | fine
CF | chandelier hangs over a polished mahogany dining table and six
CF | elegant
CF | chairs. A sideboard stands against the wall, and next to it is a
CF | small
CF | display case. A painting hangs on another wall. A doorway leads
CF | west,
CF | and there is a door to the north.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF | >
CF | > W
CF |
CF |
CF | Hallway
CF | You're in a hallway near the front of the house. It continues
CF | south.
CF | Framed doorways lead north, east, and west.
CF |
CF | A grandfather clock stands near one wall.
CF |
CF | > Knight_Otu says, "Maybe."
Knight_Otu says (to ClubFloyd), "w"
CF | >
CF | > W
CF |
CF |
CF | Living Room
CF | This room is wallpapered and carpeted. It's furnished with a sofa,
CF | a
CF | recliner, and a small end table. A large television is mounted on
CF | the
CF | wall. A floor lamp stands in one corner. A door leads north, and
CF | there
CF | is a doorway to the east.
CF |
CF | On the end table you see a remote control and a fancy box.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "sofa"
CF | >
CF | > SOFA
CF |
CF | You feel around the cushions and pillows. One of the pillows
CF | definitely has a lump.
CF |
CF | Using your steak knife, you cut open the pillow. You feel around
CF | inside and pull out a strange jewel!
CF |
CF | (First item purloined!)
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Study
CF | A massive oak desk commands this room. A Turkish rug lies on the
CF | floor
CF | in front of it. One wall is lined with bookshelves, and a portrait
CF | hangs on the opposite wall. A door leads south.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "painting"
CF | >
CF | > PAINTING
CF |
CF | It's a painted portrait of an elderly lady. Sure enough, there's a
CF | safe behind it! You remove the portrait and set it on the floor.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "safe"
CF | >
CF | > SAFE
CF |
CF | Time for a little safecracking! You place your fingers lightly on
CF | the
CF | dial.
CF |
CF | It currently points to 0.
CF |
CF | Press L to turn the dial left, R to turn it right, S to spin
CF | and
CF | reset it, or F to finish:
CF | >>
Knight_Otu says (to ClubFloyd), "l"
CF | >> Left
CF |
CF | You turn the dial left to 39.
CF |
CF | Press L to turn the dial left, R to turn it right, S to spin
CF | and
CF | reset it, or F to finish:
CF | >>
Knight_Otu says (to ClubFloyd), "l"
CF | >> Left
CF |
CF | You turn the dial left to 38.
CF |
CF | Press L to turn the dial left, R to turn it right, S to spin
CF | and
CF | reset it, or F to finish:
CF | >>
Knight_Otu says (to ClubFloyd), "l"
CF | >> Left
CF |
CF | You turn the dial left to 37.
CF |
CF | Press L to turn the dial left, R to turn it right, S to spin
CF | and
CF | reset it, or F to finish:
CF | >>
Knight_Otu says (to ClubFloyd), "l"
CF | >> Left
CF |
CF | You turn the dial left to 36.
CF |
CF | Press L to turn the dial left, R to turn it right, S to spin
CF | and
CF | reset it, or F to finish:
CF | >>
Knight_Otu says (to ClubFloyd), "l"
CF | >> Left
CF |
CF | You turn the dial left to 35.
CF |
CF | Press L to turn the dial left, R to turn it right, S to spin
CF | and
CF | reset it, or F to finish:
CF | >>
Knight_Otu says (to ClubFloyd), "l"
CF | >> Left
CF |
CF | You turn the dial left to 34.
CF |
CF | Press L to turn the dial left, R to turn it right, S to spin
CF | and
CF | reset it, or F to finish:
CF | >>
Knight_Otu says (to ClubFloyd), "l"
CF | >> Left
CF |
CF | You turn the dial left to 33.
CF |
CF | Press L to turn the dial left, R to turn it right, S to spin
CF | and
CF | reset it, or F to finish:
CF | >> DavidW asks, "jeez, one digit at a time?"
Knight_Otu says, "I don't think that's useful right now."
Knight_Otu says, "And yeah."
Knight_Otu says (to ClubFloyd), "s"
CF | >> Spin
CF |
CF | You spin the dial a few times and leave it pointing to 0.
CF |
CF | Press L to turn the dial left, R to turn it right, S to spin
CF | and
CF | reset it, or F to finish:
CF | >>
Knight_Otu says (to ClubFloyd), "f"
CF | >> Finish
CF |
CF | You let go of the dial. The safe is still locked.
CF |
CF | > DavidW asks, "I suspect the photo has the combo?"
DavidW says, "Or maybe the receipts in the foyer."
Knight_Otu says, "Hm, maybe."
Knight_Otu says, "I'm not sure the photo helps with anything."
Knight_Otu says (to ClubFloyd), "s"
CF | >
CF | > S
CF |
CF |
CF | Living Room
CF | This room is wallpapered and carpeted. It's furnished with a sofa,
CF | a
CF | recliner, and a small end table. A large television is mounted on
CF | the
CF | wall. A floor lamp stands in one corner. A door leads north, and
CF | there
CF | is a doorway to the east.
CF |
CF | On the end table you see a remote control and a fancy box.
CF |
CF | Suddenly you hear the sound of the front door opening! What?
CF | Prongleman has come back already? But the Investigation Committee
CF | told
CF | you he'd be gone for hours!
CF |
CF | Well, mustn't get caught! You throw open the window and leap out.
CF |
CF | Press SPACE to continue. DavidW says, "I think the photo is important."
Knight_Otu pushes the green 'space' button.
CF | Press SPACE to continue.
CF |
CF |
CF |
CF | You return to the Thieves' Society and hand your loot over to
CF | Athena
CF | LaMarche of the Fencing Committee. "You were supposed to get ten
CF | valuables," she says, shaking her head. "We should have sent
CF | Pendergrass."
CF |
CF | You stole one valuable item. That gives you the rank of Slight
CF | Thief.
CF |
CF | (Try again! You can do this!)
CF |
CF | Would you like to RESTART (R) or QUIT (Q)?
CF | >
Knight_Otu says (to ClubFloyd), "r"
CF |
CF |
CF |
CF | The Prongleman Job
CF | A game by Arthur DiBianca
CF | Release 1 / Serial number 200326 / Inform 7 build 6L38 (I6/v6.33
CF | lib
CF | 6/12N)
CF |
CF | Special thanks to Andy Fleming, Lorne Harris, Hall Hood, Isaac Orf,
CF | Luke Pebler, and Brian Rushton for testing, and to Nadia Bellazola
CF | for
CF | cover art.
CF |
CF |
CF |
CF | You've been a member of the Thieves' Society of Greater Bintucket
CF | for
CF | almost a year, but they just got around to giving your first real
CF | assignment. It's a neat job. You're to enter the home of the
CF | reasonably wealthy Claude L. Prongleman and steal ten valuable
CF | items.
CF | According to the society's Investigation Committee, he'll be gone
CF | for
CF | a couple of hours.
CF |
CF | It's a warm spring night. As you see Prongleman leave the house,
CF | you
CF | sneak up and get a rear window open without much trouble. You slip
CF | inside....
CF |
CF | (Note: This game may or may not be playing fair.)
CF |
CF | Press SPACE to begin!
Knight_Otu pushes the green 'space' button.
CF | Press SPACE to begin!
CF |
CF |
CF |
CF | Bedroom
CF | This looks like the guest bedroom. There's a neatly made queen-size
CF | bed, a small chest of drawers, and a closet. In one corner you see
CF | a
CF | wooden figurine. A door leads east.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF | >
CF | > E
CF |
CF |
CF | Hallway
CF | You're in a dimly-lit hallway near the back of the house. It
CF | continues
CF | north. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Hallway
CF | You're in a hallway near the middle of the house. It continues
CF | north
CF | and south. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF | >
CF | > E
CF |
CF |
CF | Bedroom
CF | This looks like the master bedroom. It has an old-fashioned
CF | four-post
CF | bed, complete with canopy and even curtains. There's also a chest
CF | of
CF | drawers, a nightstand, and a closet. A picture hangs on the wall. A
CF | door leads west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "closet"
CF | >
CF | > CLOSET
CF |
CF | You open the closet. Several suits are hanging on a rod inside.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "suits"
CF | >
CF | > SUITS
CF |
CF | You run your hands over the suits. They don't seem to have anything
CF | in
CF | them. On the wall behind them, however, you discover a red button.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "suits"
CF | >
CF | > SUITS
CF |
CF | There's nothing else interesting about the suits.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "button"
CF | >
CF | > BUTTON
CF |
CF | You push the red button in, and it clicks.
CF |
CF | > DavidW says, "okay"
Knight_Otu says (to ClubFloyd), "drawers"
CF | >
CF | > DRAWERS
CF |
CF | The first drawer is full of clothes. You go through it, but find
CF | nothing. (The Thieves' Society has a rule about minimizing the
CF | ransacking, and clothes drawers always pose the biggest challenge.)
CF |
CF | >
Knight_Otu says (to ClubFloyd), "drawers"
CF | >
CF | > DRAWERS
CF |
CF | You find nothing but clothes in the second drawer.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "drawers"
CF | >
CF | > DRAWERS
CF |
CF | You find nothing but clothes in the third drawer.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "drawers"
CF | >
CF | > DRAWERS
CF |
CF | The fourth drawer is just more clothes.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "drawers"
CF | >
CF | > DRAWERS
CF |
CF | You feel under the clothes in the last drawer and discover a small
CF | bronze urn! You nab it.
CF |
CF | (First item purloined!)
CF |
CF | > Knight_Otu says, "New treasure."
Knight_Otu says (to ClubFloyd), "w"
CF | >
CF | > W
CF |
CF |
CF | Hallway
CF | You're in a hallway near the middle of the house. It continues
CF | north
CF | and south. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Hallway
CF | You're in a hallway near the front of the house. It continues
CF | south.
CF | Framed doorways lead north, east, and west.
CF |
CF | A grandfather clock stands near one wall.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF | >
CF | > W
CF |
CF |
CF | Living Room
CF | This room is wallpapered and carpeted. It's furnished with a sofa,
CF | a
CF | recliner, and a small end table. A large television is mounted on
CF | the
CF | wall. A floor lamp stands in one corner. A door leads north, and
CF | there
CF | is a doorway to the east.
CF |
CF | On the end table you see a remote control and a fancy box.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Study
CF | A massive oak desk commands this room. A Turkish rug lies on the
CF | floor
CF | in front of it. One wall is lined with bookshelves, and a portrait
CF | hangs on the opposite wall. A door leads south.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "shelves"
CF | >
CF | > SHELVES
CF |
CF | You examine one section of the bookshelves. Just regular old books.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "shelves"
CF | >
CF | > SHELVES
CF |
CF | You examine another part of the shelves. You don't see anything
CF | suspicious.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "shelves"
CF | >
CF | > SHELVES
CF |
CF | You notice a few books that aren't flush with the others. You pull
CF | them out and discover a red button mounted on the back of the
CF | shelf!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "shelves"
CF | >
CF | > SHELVES
CF |
CF | You examine the last section of books. Nothing of interest.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "button"
CF | >
CF | > BUTTON
CF |
CF | You push the red button in, and it clicks.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF | >
CF | > S
CF |
CF |
CF | Living Room
CF | This room is wallpapered and carpeted. It's furnished with a sofa,
CF | a
CF | recliner, and a small end table. A large television is mounted on
CF | the
CF | wall. A floor lamp stands in one corner. A door leads north, and
CF | there
CF | is a doorway to the east.
CF |
CF | On the end table you see a remote control and a fancy box.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF | >
CF | > E
CF |
CF |
CF | Hallway
CF | You're in a hallway near the front of the house. It continues
CF | south.
CF | Framed doorways lead north, east, and west.
CF |
CF | A grandfather clock stands near one wall.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF | >
CF | > E
CF |
CF |
CF | Dining Room
CF | This is probably the most nicely furnished room in the house. A
CF | fine
CF | chandelier hangs over a polished mahogany dining table and six
CF | elegant
CF | chairs. A sideboard stands against the wall, and next to it is a
CF | small
CF | display case. A painting hangs on another wall. A doorway leads
CF | west,
CF | and there is a door to the north.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Kitchen
CF | The furnishings in here seem older than the rest of the house. In
CF | particular, the refrigerator and the oven must have seen better
CF | days.
CF | A counter runs along one wall. It contains a sink, and there are
CF | several cabinets above it and drawers below it. A door leads south.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cabinets"
CF | >
CF | > CABINETS
CF |
CF | You open one cabinet. It contains nothing but some glasses.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cabinets"
CF | >
CF | > CABINETS
CF |
CF | You open another cabinet. It has some stacks of plates, nothing
CF | else.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cabinets"
CF | >
CF | > CABINETS
CF |
CF | You open the third cabinet. It has a lot of spices and condiments.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cabinets"
CF | >
CF | > CABINETS
CF |
CF | The last cabinet contains more glasses and mugs. Behind them you
CF | catch
CF | sight of a red button!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "button"
CF | >
CF | > BUTTON
CF |
CF | You push the red button in, and it clicks. You hear an angry buzz.
CF |
CF | > DavidW says, "I suppose you should multi-inspect the drawers in the guest bedroom too."
Knight_Otu says, "Nope, angry buzz. We probably need the note."
Knight_Otu says, "Yeah."
Knight_Otu says (to ClubFloyd), "w"
CF | >
CF | > W
CF |
CF | You can't go that way.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF | >
CF | > S
CF |
CF |
CF | Dining Room
CF | This is probably the most nicely furnished room in the house. A
CF | fine
CF | chandelier hangs over a polished mahogany dining table and six
CF | elegant
CF | chairs. A sideboard stands against the wall, and next to it is a
CF | small
CF | display case. A painting hangs on another wall. A doorway leads
CF | west,
CF | and there is a door to the north.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF | >
CF | > W
CF |
CF |
CF | Hallway
CF | You're in a hallway near the front of the house. It continues
CF | south.
CF | Framed doorways lead north, east, and west.
CF |
CF | A grandfather clock stands near one wall.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Foyer
CF | This is where most people enter the Prongleman house. A thick round
CF | rug occupies the middle of the oak floor. A fancy chair sits up
CF | against the wall, next to a small writing table. A coat rack and a
CF | potted plant stand in one corner. The front door is to the north,
CF | and
CF | a doorway leads south.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "chair"
CF | >
CF | > CHAIR
CF |
CF | The chair has a carved wooden back and legs, and a green
CF | upholstered
CF | seat. You get down and look under it. Taped to the bottom of the
CF | seat
CF | you find a key! You take it, of course.
CF |
CF | Suddenly you hear the sound of a key rattling in the front
CF | door! What? Prongleman has come back already? But the
CF | Investigation Committee told you he'd be gone for hours!
CF |
CF | Feeling a little irritated, you race over to the living room, throw
CF | open the window, and leap out.
CF |
CF | Press SPACE to continue. Knight_Otu says, "Darn."
Knight_Otu pushes the green 'space' button.
CF | Press SPACE to continue.
CF |
CF |
CF |
CF | You return to the Thieves' Society and hand your loot over to
CF | Athena
CF | LaMarche of the Fencing Committee. "You were supposed to get ten
CF | valuables," she says, shaking her head. "We should have sent
CF | Pendergrass."
CF |
CF | You stole one valuable item. That gives you the rank of Slight
CF | Thief.
CF |
CF | (Keep trying! You can do this!)
CF |
CF | Would you like to RESTART (R) or QUIT (Q)?
CF | >
Knight_Otu says (to ClubFloyd), "r"
CF |
CF |
CF |
CF | The Prongleman Job
CF | A game by Arthur DiBianca
CF | Release 1 / Serial number 200326 / Inform 7 build 6L38 (I6/v6.33
CF | lib
CF | 6/12N)
CF |
CF | Special thanks to Andy Fleming, Lorne Harris, Hall Hood, Isaac Orf,
CF | Luke Pebler, and Brian Rushton for testing, and to Nadia Bellazola
CF | for
CF | cover art.
CF |
CF |
CF |
CF | You've been a member of the Thieves' Society of Greater Bintucket
CF | for
CF | almost a year, but they just got around to giving your first real
CF | assignment. It's a neat job. You're to enter the home of the
CF | reasonably wealthy Claude L. Prongleman and steal ten valuable
CF | items.
CF | According to the society's Investigation Committee, he'll be gone
CF | for
CF | a couple of hours.
CF |
CF | It's a warm spring night. As you see Prongleman leave the house,
CF | you
CF | sneak up and get a rear window open without much trouble. You slip
CF | inside....
CF |
CF | (Note: This game may or may not be playing fair.)
CF |
CF | Press SPACE to begin!
Knight_Otu says (to ClubFloyd), "push space"
Knight_Otu pushes the green 'space' button.
CF | Press SPACE to begin!
CF |
CF |
CF |
CF | Bedroom
CF | This looks like the guest bedroom. There's a neatly made queen-size
CF | bed, a small chest of drawers, and a closet. In one corner you see
CF | a
CF | wooden figurine. A door leads east.
CF |
CF | > Knight_Otu says, "Darnit again."
Knight_Otu says (to ClubFloyd), "chest"
CF | >
CF | > CHEST
CF |
CF | You go through the drawers one by one. They're all empty.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "chest"
CF | >
CF | > CHEST
CF |
CF | The chest of drawers is completely empty.
CF |
CF | > Knight_Otu says, "Fully empty."
DavidW says, "okay"
Knight_Otu says (to ClubFloyd), "bed"
CF | >
CF | > BED
CF |
CF | The bed is topped with a dark-blue spread and a couple of pillows.
CF | You
CF | look underneath the bed and discover a cardboard box, which you
CF | pull
CF | out.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "box"
CF | >
CF | > BOX
CF |
CF | You go through the box. It contains some old books, but no
CF | valuables.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "box"
CF | >
CF | > BOX
CF |
CF | You go through the box again, but you don't find anything.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF | >
CF | > E
CF |
CF |
CF | Hallway
CF | You're in a dimly-lit hallway near the back of the house. It
CF | continues
CF | north. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Hallway
CF | You're in a hallway near the middle of the house. It continues
CF | north
CF | and south. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Hallway
CF | You're in a hallway near the front of the house. It continues
CF | south.
CF | Framed doorways lead north, east, and west.
CF |
CF | A grandfather clock stands near one wall.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Foyer
CF | This is where most people enter the Prongleman house. A thick round
CF | rug occupies the middle of the oak floor. A fancy chair sits up
CF | against the wall, next to a small writing table. A coat rack and a
CF | potted plant stand in one corner. The front door is to the north,
CF | and
CF | a doorway leads south.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "chair"
CF | >
CF | > CHAIR
CF |
CF | The chair has a carved wooden back and legs, and a green
CF | upholstered
CF | seat. You get down and look under it. Taped to the bottom of the
CF | seat
CF | you find a key! You take it, of course.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "table"
CF | >
CF | > TABLE
CF |
CF | You find nothing on or under the table. It has one drawer, which
CF | you
CF | open to reveal a pile of old notes and receipts.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "notes"
CF | >
CF | > NOTES
CF |
CF | You sift through them all, but there's nothing interesting or
CF | valuable.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "receipts"
CF | >
CF | > RECEIPTS
CF |
CF | You sift through them again, but there's nothing interesting or
CF | valuable.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF | >
CF | > S
CF |
CF |
CF | Hallway
CF | You're in a hallway near the front of the house. It continues
CF | south.
CF | Framed doorways lead north, east, and west.
CF |
CF | A grandfather clock stands near one wall.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "clock"
CF | >
CF | > CLOCK
CF |
CF | It's a tall, ornate clock with a steady tick. You open the front
CF | panel
CF | and peer inside. You don't find anything unusual.
CF |
CF | > DavidW says, "okay, notes = receipts. I wasn't sure."
Knight_Otu says (to ClubFloyd), "clock"
CF | >
CF | > CLOCK
CF |
CF | The grandfather clock ticks ominously.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "clock"
CF | >
CF | > CLOCK
CF |
CF | The grandfather clock ticks ominously.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF | >
CF | > S
CF |
CF |
CF | Hallway
CF | You're in a hallway near the middle of the house. It continues
CF | north
CF | and south. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF | >
CF | > S
CF |
CF |
CF | Hallway
CF | You're in a dimly-lit hallway near the back of the house. It
CF | continues
CF | north. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF | >
CF | > E
CF |
CF | The door is locked, but you unlock it with the key.
CF |
CF | Storage Room
CF | This room stores a variety of things. A heap in the middle of the
CF | floor is covered by a large white cloth. A battered chest sits
CF | against
CF | one wall, and there's a shelf high on the opposite wall. One corner
CF | is
CF | filled with lumber.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "lumber"
CF | >
CF | > LUMBER
CF |
CF | You poke around the lumber, and you discover a small note on the
CF | wall
CF | behind it.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "note"
CF | >
CF | > NOTE
CF |
CF | The note says, "Study - Kitchen - Bedroom".
CF |
CF | > DavidW says, "The order *does* change."
Knight_Otu says, "Yeah."
Knight_Otu says, "No way is it possible to get all ten treasures."
Knight_Otu says (to ClubFloyd), "w"
CF | >
CF | > W
CF |
CF |
CF | Hallway
CF | You're in a dimly-lit hallway near the back of the house. It
CF | continues
CF | north. Doors lead east and west.
CF |
CF | > DavidW says, "It must be possible."
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Hallway
CF | You're in a hallway near the middle of the house. It continues
CF | north
CF | and south. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Hallway
CF | You're in a hallway near the front of the house. It continues
CF | south.
CF | Framed doorways lead north, east, and west.
CF |
CF | A grandfather clock stands near one wall.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF | >
CF | > W
CF |
CF |
CF | Living Room
CF | This room is wallpapered and carpeted. It's furnished with a sofa,
CF | a
CF | recliner, and a small end table. A large television is mounted on
CF | the
CF | wall. A floor lamp stands in one corner. A door leads north, and
CF | there
CF | is a doorway to the east.
CF |
CF | On the end table you see a remote control and a fancy box.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Study
CF | A massive oak desk commands this room. A Turkish rug lies on the
CF | floor
CF | in front of it. One wall is lined with bookshelves, and a portrait
CF | hangs on the opposite wall. A door leads south.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "bookshelves"
CF | >
CF | > BOOKSHELVES
CF |
CF | You examine one section of the bookshelves. Just regular old books.
CF |
CF | Suddenly you hear the sound of the front door opening! What?
CF | Prongleman has come back already? But the Investigation Committee
CF | told
CF | you he'd be gone for hours!
CF |
CF | Well, mustn't get caught! You throw open the window and leap out.
CF |
CF | Press SPACE to continue.
Knight_Otu pushes the green 'space' button.
CF | Press SPACE to continue.
CF |
CF |
CF |
CF | You return to the Thieves' Society. Unfortunately, you have nothing
CF | to
CF | deliver. Let's just say, they aren't very impressed.
CF |
CF | You didn't steal any valuables. That gives you the rank of
CF | Non-Thief.
CF |
CF | (Keep trying! You can do this!)
CF |
CF | Would you like to RESTART (R) or QUIT (Q)?
CF | >
Knight_Otu says (to ClubFloyd), "r"
CF |
CF |
CF |
CF | The Prongleman Job
CF | A game by Arthur DiBianca
CF | Release 1 / Serial number 200326 / Inform 7 build 6L38 (I6/v6.33
CF | lib
CF | 6/12N)
CF |
CF | Special thanks to Andy Fleming, Lorne Harris, Hall Hood, Isaac Orf,
CF | Luke Pebler, and Brian Rushton for testing, and to Nadia Bellazola
CF | for
CF | cover art.
CF |
CF |
CF |
CF | You've been a member of the Thieves' Society of Greater Bintucket
CF | for
CF | almost a year, but they just got around to giving your first real
CF | assignment. It's a neat job. You're to enter the home of the
CF | reasonably wealthy Claude L. Prongleman and steal ten valuable
CF | items.
CF | According to the society's Investigation Committee, he'll be gone
CF | for
CF | a couple of hours.
CF |
CF | It's a warm spring night. As you see Prongleman leave the house,
CF | you
CF | sneak up and get a rear window open without much trouble. You slip
CF | inside....
CF |
CF | (Note: This game is a little unusual.)
CF |
CF | Press SPACE to begin!
Knight_Otu pushes the green 'space' button.
CF | Press SPACE to begin!
CF |
CF |
CF |
CF | Bedroom
CF | This looks like the guest bedroom. There's a neatly made queen-size
CF | bed, a small chest of drawers, and a closet. In one corner you see
CF | a
CF | wooden figurine. A door leads east.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF | >
CF | > E
CF |
CF |
CF | Hallway
CF | You're in a dimly-lit hallway near the back of the house. It
CF | continues
CF | north. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Hallway
CF | You're in a hallway near the middle of the house. It continues
CF | north
CF | and south. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Hallway
CF | You're in a hallway near the front of the house. It continues
CF | south.
CF | Framed doorways lead north, east, and west.
CF |
CF | A grandfather clock stands near one wall.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Foyer
CF | This is where most people enter the Prongleman house. A thick round
CF | rug occupies the middle of the oak floor. A fancy chair sits up
CF | against the wall, next to a small writing table. A coat rack and a
CF | potted plant stand in one corner. The front door is to the north,
CF | and
CF | a doorway leads south.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "chair"
CF | >
CF | > CHAIR
CF |
CF | The chair has a carved wooden back and legs, and a green
CF | upholstered
CF | seat. You get down and look under it. Taped to the bottom of the
CF | seat
CF | you find a key! You take it, of course.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF | >
CF | > S
CF |
CF |
CF | Hallway
CF | You're in a hallway near the front of the house. It continues
CF | south.
CF | Framed doorways lead north, east, and west.
CF |
CF | A grandfather clock stands near one wall.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF | >
CF | > S
CF |
CF |
CF | Hallway
CF | You're in a hallway near the middle of the house. It continues
CF | north
CF | and south. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF | >
CF | > S
CF |
CF |
CF | Hallway
CF | You're in a dimly-lit hallway near the back of the house. It
CF | continues
CF | north. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF | >
CF | > E
CF |
CF | The door is locked, but you unlock it with the key.
CF |
CF | Storage Room
CF | This room stores a variety of things. A heap in the middle of the
CF | floor is covered by a large white cloth. A battered chest sits
CF | against
CF | one wall, and there's a shelf high on the opposite wall. One corner
CF | is
CF | filled with lumber.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "lumber"
CF | >
CF | > LUMBER
CF |
CF | You poke around the lumber, and you discover a small note on the
CF | wall
CF | behind it.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "note"
CF | >
CF | > NOTE
CF |
CF | The note says, "Kitchen - Bedroom - Study".
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF | >
CF | > W
CF |
CF |
CF | Hallway
CF | You're in a dimly-lit hallway near the back of the house. It
CF | continues
CF | north. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Hallway
CF | You're in a hallway near the middle of the house. It continues
CF | north
CF | and south. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Hallway
CF | You're in a hallway near the front of the house. It continues
CF | south.
CF | Framed doorways lead north, east, and west.
CF |
CF | A grandfather clock stands near one wall.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF | >
CF | > E
CF |
CF |
CF | Dining Room
CF | This is probably the most nicely furnished room in the house. A
CF | fine
CF | chandelier hangs over a polished mahogany dining table and six
CF | elegant
CF | chairs. A sideboard stands against the wall, and next to it is a
CF | small
CF | display case. A painting hangs on another wall. A doorway leads
CF | west,
CF | and there is a door to the north.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Kitchen
CF | The furnishings in here seem older than the rest of the house. In
CF | particular, the refrigerator and the oven must have seen better
CF | days.
CF | A counter runs along one wall. It contains a sink, and there are
CF | several cabinets above it and drawers below it. A door leads south.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cabinets"
CF | >
CF | > CABINETS
CF |
CF | You open one cabinet. It contains nothing but some glasses.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cabinets"
CF | >
CF | > CABINETS
CF |
CF | You open another cabinet. It has some stacks of plates, nothing
CF | else.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cabinets"
CF | >
CF | > CABINETS
CF |
CF | You open the third cabinet. It has a lot of spices and condiments.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cabinets"
CF | >
CF | > CABINETS
CF |
CF | The last cabinet contains more glasses and mugs. Behind them you
CF | catch
CF | sight of a red button!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "button"
CF | >
CF | > BUTTON
CF |
CF | You push the red button in, and it clicks.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF | >
CF | > S
CF |
CF |
CF | Dining Room
CF | This is probably the most nicely furnished room in the house. A
CF | fine
CF | chandelier hangs over a polished mahogany dining table and six
CF | elegant
CF | chairs. A sideboard stands against the wall, and next to it is a
CF | small
CF | display case. A painting hangs on another wall. A doorway leads
CF | west,
CF | and there is a door to the north.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF | >
CF | > W
CF |
CF |
CF | Hallway
CF | You're in a hallway near the front of the house. It continues
CF | south.
CF | Framed doorways lead north, east, and west.
CF |
CF | A grandfather clock stands near one wall.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF | >
CF | > S
CF |
CF |
CF | Hallway
CF | You're in a hallway near the middle of the house. It continues
CF | north
CF | and south. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF | >
CF | > E
CF |
CF |
CF | Bedroom
CF | This looks like the master bedroom. It has an old-fashioned
CF | four-post
CF | bed, complete with canopy and even curtains. There's also a chest
CF | of
CF | drawers, a nightstand, and a closet. A picture hangs on the wall. A
CF | door leads west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "closet"
CF | >
CF | > CLOSET
CF |
CF | You open the closet. Several suits are hanging on a rod inside.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "suits"
CF | >
CF | > SUITS
CF |
CF | You run your hands over the suits. They don't seem to have anything
CF | in
CF | them. On the wall behind them, however, you discover a red button.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "button"
CF | >
CF | > BUTTON
CF |
CF | You push the red button in, and it clicks.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF | >
CF | > W
CF |
CF |
CF | Hallway
CF | You're in a hallway near the middle of the house. It continues
CF | north
CF | and south. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Hallway
CF | You're in a hallway near the front of the house. It continues
CF | south.
CF | Framed doorways lead north, east, and west.
CF |
CF | A grandfather clock stands near one wall.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF | >
CF | > W
CF |
CF |
CF | Living Room
CF | This room is wallpapered and carpeted. It's furnished with a sofa,
CF | a
CF | recliner, and a small end table. A large television is mounted on
CF | the
CF | wall. A floor lamp stands in one corner. A door leads north, and
CF | there
CF | is a doorway to the east.
CF |
CF | On the end table you see a remote control and a fancy box.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Study
CF | A massive oak desk commands this room. A Turkish rug lies on the
CF | floor
CF | in front of it. One wall is lined with bookshelves, and a portrait
CF | hangs on the opposite wall. A door leads south.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "bookshelves"
CF | >
CF | > BOOKSHELVES
CF |
CF | You examine one section of the bookshelves. Just regular old books.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "bookshelves"
CF | >
CF | > BOOKSHELVES
CF |
CF | You examine another part of the shelves. You don't see anything
CF | suspicious.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "bookshelves"
CF | >
CF | > BOOKSHELVES
CF |
CF | You notice a few books that aren't flush with the others. You pull
CF | them out and discover a red button mounted on the back of the
CF | shelf!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "button"
CF | >
CF | > BUTTON
CF |
CF | You push the red button in, and it clicks. You hear a cheerful
CF | beep.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF | >
CF | > S
CF |
CF |
CF | Living Room
CF | This room is wallpapered and carpeted. It's furnished with a sofa,
CF | a
CF | recliner, and a small end table. A large television is mounted on
CF | the
CF | wall. A floor lamp stands in one corner. A door leads north, and
CF | there
CF | is a doorway to the east.
CF |
CF | On the end table you see a remote control and a fancy box.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF | >
CF | > E
CF |
CF |
CF | Hallway
CF | You're in a hallway near the front of the house. It continues
CF | south.
CF | Framed doorways lead north, east, and west.
CF |
CF | A grandfather clock stands near one wall.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF | >
CF | > E
CF |
CF |
CF | Dining Room
CF | This is probably the most nicely furnished room in the house. A
CF | fine
CF | chandelier hangs over a polished mahogany dining table and six
CF | elegant
CF | chairs. A sideboard stands against the wall, and next to it is a
CF | small
CF | display case. A painting hangs on another wall. A doorway leads
CF | west,
CF | and there is a door to the north.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "case"
CF | >
CF | > CASE
CF |
CF | You open the case easily, and you swipe the jade turtle!
CF |
CF | (First item purloined!)
CF |
CF | > Knight_Otu says, "Whew."
Knight_Otu says (to ClubFloyd), "turtle"
CF | >
CF | > TURTLE
CF |
CF | It's a pretty large and obviously valuable jade turtle.
CF |
CF | > DavidW says, "congrats"
Knight_Otu says, "I don't think there's a hidden theme in the treasures."
Jacqueline says, "sweet"
Knight_Otu says (to ClubFloyd), "case"
CF | >
CF | > CASE
CF |
CF | The display case is a brass frame with reinforced glass. There's a
CF | small green light on the side. It's empty.
CF |
CF | Suddenly you hear the sound of the front door opening! What?
CF | Prongleman has come back already? But the Investigation Committee
CF | told
CF | you he'd be gone for hours!
CF |
CF | Feeling a little irritated, you throw open the window and leap out.
CF |
CF | Press SPACE to continue. Jacqueline says, "I'm trying to recall if I've ever seen a game like this where you earn turns."
DavidW says, "There's still one hiding spot we haven't found, right? Assuming the safe is one."
Jacqueline says, "Wait."
DavidW says, "Sugarlawn"
Knight_Otu says, "Yeah, there must still be something."
Jacqueline asks, "We got that turtle and then we were promptly tossed out the window?"
DavidW says, "There's A Snake In The Bathtub"
Knight_Otu says, "We may have had a low turncount to begin with."
Jacqueline says, "True. I wasn't sure if in my first few transcript counts if I was improperly counting mistakes / meta commands that don't count, or if the initial turn count is random."
Knight_Otu says, "There was one run-through where we went straight to the bathroom and got tossed out. there."
DavidW says, "On one of these runs, we need to check every chair in the dining room, not just one."
Knight_Otu says, "Right."
Knight_Otu pushes the green 'space' button.
CF | Press SPACE to continue.
CF |
CF |
CF |
CF | You return to the Thieves' Society and hand your loot over to
CF | Athena
CF | LaMarche of the Fencing Committee. "You were supposed to get ten
CF | valuables," she says, shaking her head. "We should have sent
CF | Pendergrass."
CF |
CF | You stole one valuable item. That gives you the rank of Slight
CF | Thief.
CF |
CF | (Keep trying! You can do this!)
CF |
CF | Would you like to RESTART (R) or QUIT (Q)?
CF | >
Knight_Otu says (to ClubFloyd), "r"
CF |
CF |
CF |
CF | The Prongleman Job
CF | A game by Arthur DiBianca
CF | Release 1 / Serial number 200326 / Inform 7 build 6L38 (I6/v6.33
CF | lib
CF | 6/12N)
CF |
CF | Special thanks to Andy Fleming, Lorne Harris, Hall Hood, Isaac Orf,
CF | Luke Pebler, and Brian Rushton for testing, and to Nadia Bellazola
CF | for
CF | cover art.
CF |
CF |
CF |
CF | You've been a member of the Thieves' Society of Greater Bintucket
CF | for
CF | almost a year, but they just got around to giving your first real
CF | assignment. It's a neat job. You're to enter the home of the
CF | reasonably wealthy Claude L. Prongleman and steal ten valuable
CF | items.
CF | According to the society's Investigation Committee, he'll be gone
CF | for
CF | a couple of hours.
CF |
CF | It's a warm spring night. As you see Prongleman leave the house,
CF | you
CF | sneak up and get a rear window open without much trouble. You slip
CF | inside....
CF |
CF | (Note: This game is a little unusual.)
CF |
CF | Press SPACE to begin!
Knight_Otu pushes the green 'space' button.
CF | Press SPACE to begin!
CF |
CF |
CF |
CF | Bedroom
CF | This looks like the guest bedroom. There's a neatly made queen-size
CF | bed, a small chest of drawers, and a closet. In one corner you see
CF | a
CF | wooden figurine. A door leads east.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF | >
CF | > E
CF |
CF |
CF | Hallway
CF | You're in a dimly-lit hallway near the back of the house. It
CF | continues
CF | north. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Hallway
CF | You're in a hallway near the middle of the house. It continues
CF | north
CF | and south. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Hallway
CF | You're in a hallway near the front of the house. It continues
CF | south.
CF | Framed doorways lead north, east, and west.
CF |
CF | A grandfather clock stands near one wall.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF | >
CF | > E
CF |
CF |
CF | Dining Room
CF | This is probably the most nicely furnished room in the house. A
CF | fine
CF | chandelier hangs over a polished mahogany dining table and six
CF | elegant
CF | chairs. A sideboard stands against the wall, and next to it is a
CF | small
CF | display case. A painting hangs on another wall. A doorway leads
CF | west,
CF | and there is a door to the north.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "chair"
CF | >
CF | > CHAIR
CF |
CF | You carefully examine one of the chairs, but you find nothing.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "chair"
CF | >
CF | > CHAIR
CF |
CF | You examine another chair, but you find nothing.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "chair"
CF | >
CF | > CHAIR
CF |
CF | You check a third chair, but nothing turns up.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "chair"
CF | >
CF | > CHAIR
CF |
CF | You examine a fourth chair. Nothing.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "chair"
CF | >
CF | > CHAIR
CF |
CF | You go over a fifth chair. Nothing.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "chair"
CF | >
CF | > CHAIR
CF |
CF | You carefully examine the last chair, but you find nothing. Rats!
CF |
CF | > DavidW says, "Rats!"
Knight_Otu says, "Darn."
Knight_Otu says (to ClubFloyd), "painting"
CF | >
CF | > PAINTING
CF |
CF | It's a painting of a tall ship in harbor. It's not valuable, and
CF | there's nothing behind it.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF | >
CF | > W
CF |
CF |
CF | Hallway
CF | You're in a hallway near the front of the house. It continues
CF | south.
CF | Framed doorways lead north, east, and west.
CF |
CF | A grandfather clock stands near one wall.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF | >
CF | > S
CF |
CF |
CF | Hallway
CF | You're in a hallway near the middle of the house. It continues
CF | north
CF | and south. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF | >
CF | > E
CF |
CF |
CF | Bedroom
CF | This looks like the master bedroom. It has an old-fashioned
CF | four-post
CF | bed, complete with canopy and even curtains. There's also a chest
CF | of
CF | drawers, a nightstand, and a closet. A picture hangs on the wall. A
CF | door leads west.
CF |
CF | > DavidW says, "The 'curtains' and 'canopy' of the master bed. Also 'posts'."
Knight_Otu says (to ClubFloyd), "closet"
CF | >
CF | > CLOSET
CF |
CF | You open the closet. Several suits are hanging on a rod inside.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "rod"
CF | >
CF | > ROD
CF |
CF | Several suits are hanging on a rod in the closet.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "curtains"
CF | >
CF | > CURTAINS
CF |
CF | The curtains are open, but they can be closed at night. This might
CF | be
CF | the first time you've ever seen actual bedcurtains.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "canopy"
CF | >
CF | > CANOPY
CF |
CF | The canopy is made of some fabric with a paisley pattern.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "posts"
CF | >
CF | > POSTS
CF |
CF | That's not a command I know, and it's not a nearby object. (Type
CF | HELP
CF | for commands.)
CF |
CF | >
DavidW says (to ClubFloyd), "post"
CF | >
CF | > POST
CF |
CF | The bed has a couple of pillows. You take a good look on top of the
CF | bed and under it, but you don't find anything.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "bed"
CF | >
CF | > BED
CF |
CF | The bed doesn't seem to be concealing anything.
CF |
CF | > DavidW says, "oh, Post = Bed"
DavidW asks, "The pillows?"
Knight_Otu says (to ClubFloyd), "pillows"
CF | >
CF | > PILLOWS
CF |
CF | You examine the pillows carefully, but find nothing.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "nightstand"
CF | >
CF | > NIGHTSTAND
CF |
CF | There's an empty glass on the nightstand. It has a pair of doors,
CF | which you open to reveal a box of crackers.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "nightstand"
CF | >
CF | > NIGHTSTAND
CF |
CF | There's an empty glass on the nightstand. Inside you see a box of
CF | crackers.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "crackers"
CF | >
CF | > CRACKERS
CF |
CF | There's nothing in the box but crackers. Taped to the side is a
CF | note
CF | that says, "Button before knob before crank. Switch before handle
CF | before crank. Button before switch."
CF |
CF | Suddenly you hear the sound of the front door opening! What?
CF | Prongleman has come back already? But the Investigation Committee
CF | told
CF | you he'd be gone for hours!
CF |
CF | Feeling a little irritated, you throw open the window and leap out.
CF |
CF | Press SPACE to continue. DavidW says, "We should inspect every window, unfortunately."
Knight_Otu says, "We can try."
Knight_Otu pushes the green 'space' button.
CF | Press SPACE to continue.
CF |
CF |
CF |
CF | You return to the Thieves' Society. Unfortunately, you have nothing
CF | to
CF | deliver. Let's just say, they aren't very impressed.
CF |
CF | You didn't steal any valuables. That gives you the rank of
CF | Non-Thief.
CF |
CF | (Try again! You can do this!)
CF |
CF | Would you like to RESTART (R) or QUIT (Q)?
CF | >
Knight_Otu says (to ClubFloyd), "r"
CF |
CF |
CF |
CF | The Prongleman Job
CF | A game by Arthur DiBianca
CF | Release 1 / Serial number 200326 / Inform 7 build 6L38 (I6/v6.33
CF | lib
CF | 6/12N)
CF |
CF | Special thanks to Andy Fleming, Lorne Harris, Hall Hood, Isaac Orf,
CF | Luke Pebler, and Brian Rushton for testing, and to Nadia Bellazola
CF | for
CF | cover art.
CF |
CF |
CF |
CF | You've been a member of the Thieves' Society of Greater Bintucket
CF | for
CF | almost a year, but they just got around to giving your first real
CF | assignment. It's a neat job. You're to enter the home of the
CF | reasonably wealthy Claude L. Prongleman and steal ten valuable
CF | items.
CF | According to the society's Investigation Committee, he'll be gone
CF | for
CF | a couple of hours.
CF |
CF | It's a warm spring night. As you see Prongleman leave the house,
CF | you
CF | sneak up and get a rear window open without much trouble. You slip
CF | inside....
CF |
CF | (Note: This game is a little unusual.)
CF |
CF | Press SPACE to begin!
Knight_Otu pushes the green 'space' button.
CF | Press SPACE to begin!
CF |
CF |
CF |
CF | Bedroom
CF | This looks like the guest bedroom. There's a neatly made queen-size
CF | bed, a small chest of drawers, and a closet. In one corner you see
CF | a
CF | wooden figurine. A door leads east.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "window"
CF | >
CF | > WINDOW
CF |
CF | There is a window in this room. It may be useful for escaping the
CF | house, should the need arise.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF | >
CF | > E
CF |
CF |
CF | Hallway
CF | You're in a dimly-lit hallway near the back of the house. It
CF | continues
CF | north. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Hallway
CF | You're in a hallway near the middle of the house. It continues
CF | north
CF | and south. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF | >
CF | > W
CF |
CF |
CF | Bathroom
CF | The floor of this bathroom is gray-and-white checkered tile, and
CF | the
CF | walls are sky blue. The amenities include a toilet, a sink, and a
CF | bathtub. Above the sink is a mirror. A door leads east.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "window"
CF | >
CF | > WINDOW
CF |
CF | There is a window in this room. It may be useful for escaping the
CF | house, should the need arise.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "tile"
CF | >
CF | > TILE
CF |
CF | That's not a command I know, and it's not a nearby object. (Type
CF | HELP
CF | for commands.)
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF | >
CF | > E
CF |
CF |
CF | Hallway
CF | You're in a hallway near the middle of the house. It continues
CF | north
CF | and south. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF | >
CF | > E
CF |
CF |
CF | Bedroom
CF | This looks like the master bedroom. It has an old-fashioned
CF | four-post
CF | bed, complete with canopy and even curtains. There's also a chest
CF | of
CF | drawers, a nightstand, and a closet. A picture hangs on the wall. A
CF | door leads west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "window"
CF | >
CF | > WINDOW
CF |
CF | There is a window in this room. It may be useful for escaping the
CF | house, should the need arise.
CF |
CF | > Knight_Otu says, "I would expect all windows to be the same."
Knight_Otu says (to ClubFloyd), "w"
CF | >
CF | > W
CF |
CF |
CF | Hallway
CF | You're in a hallway near the middle of the house. It continues
CF | north
CF | and south. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Hallway
CF | You're in a hallway near the front of the house. It continues
CF | south.
CF | Framed doorways lead north, east, and west.
CF |
CF | A grandfather clock stands near one wall.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF | >
CF | > W
CF |
CF |
CF | Living Room
CF | This room is wallpapered and carpeted. It's furnished with a sofa,
CF | a
CF | recliner, and a small end table. A large television is mounted on
CF | the
CF | wall. A floor lamp stands in one corner. A door leads north, and
CF | there
CF | is a doorway to the east.
CF |
CF | On the end table you see a remote control and a fancy box.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "window"
CF | >
CF | > WINDOW
CF |
CF | There is a window in this room. It may be useful for escaping the
CF | house, should the need arise.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Study
CF | A massive oak desk commands this room. A Turkish rug lies on the
CF | floor
CF | in front of it. One wall is lined with bookshelves, and a portrait
CF | hangs on the opposite wall. A door leads south.
CF |
CF | > DavidW asks, "Maybe the newspaper needs more than one look, then, because why the article?"
Knight_Otu says (to ClubFloyd), "window"
CF | >
CF | > WINDOW
CF |
CF | There is a window in this room. It may be useful for escaping the
CF | house, should the need arise.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF | >
CF | > S
CF |
CF |
CF | Living Room
CF | This room is wallpapered and carpeted. It's furnished with a sofa,
CF | a
CF | recliner, and a small end table. A large television is mounted on
CF | the
CF | wall. A floor lamp stands in one corner. A door leads north, and
CF | there
CF | is a doorway to the east.
CF |
CF | On the end table you see a remote control and a fancy box.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF | >
CF | > E
CF |
CF |
CF | Hallway
CF | You're in a hallway near the front of the house. It continues
CF | south.
CF | Framed doorways lead north, east, and west.
CF |
CF | A grandfather clock stands near one wall.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF | >
CF | > E
CF |
CF |
CF | Dining Room
CF | This is probably the most nicely furnished room in the house. A
CF | fine
CF | chandelier hangs over a polished mahogany dining table and six
CF | elegant
CF | chairs. A sideboard stands against the wall, and next to it is a
CF | small
CF | display case. A painting hangs on another wall. A doorway leads
CF | west,
CF | and there is a door to the north.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "window"
CF | >
CF | > WINDOW
CF |
CF | There is a window in this room. It may be useful for escaping the
CF | house, should the need arise.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "newspaper"
CF | >
CF | > NEWSPAPER
CF |
CF | It's yesterday's issue of the Bintucket Bullhorn. The
CF | front
CF | page story catches your eye. Apparently the vandals who were
CF | etching
CF | strange messages in windows and cars all over town have been
CF | arrested.
CF | They were not Bintucketers at all, but college students from nearby
CF | Pengsbury. The two who were caught were wearing green robes and
CF | headbands. They quickly ratted out the others.
CF |
CF | Their motives in writing such things as, "It's happening soon" and
CF | "Don't be left off the bus" remain unclear. No similar messages
CF | appeared in Pengsbury, and none of the students gave a clear
CF | explanation of why they chose Bintucket. Three claimed to be
CF | starting
CF | a cult, but one said they were just "goof-etching."
CF |
CF | Oscar Links, owner of a downtown restaurant, expressed relief. "I
CF | think I was the hardest hit. All my windows were covered with this
CF | weird stuff. It makes me mad. But I guess when I was a kid, I did a
CF | lot of pranks myself. Nothing weird, though."
CF |
CF | You glance through the rest of the first section. It's the
CF | pedestrian
CF | stuff you normally find in the Bullhorn.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "newspaper"
CF | >
CF | > NEWSPAPER
CF |
CF | You look through the lifestyle section. There are a few short
CF | articles
CF | about home decorating, a story on residents with unusually large
CF | pets,
CF | and an interview with Ramona Flis, Bintucket's oldest resident.
CF |
CF | This issue also has the weekly "Ask Bert" column. Bert Hinklis has
CF | been with the Bullhorn for at least twenty years, and he's
CF | well-known for his earnest advice. A young student writes in,
CF | asking
CF | what she should do after she discovered her classmate cheating.
CF | Bert
CF | says it depends whether the classmate is a friend or an enemy.
CF | Someone
CF | else asks about the etiquette of inviting people to a party when
CF | they
CF | know you're having the party, but you don't want them to come. Bert
CF | recommends hiring a bouncer.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "newspaper"
CF | >
CF | > NEWSPAPER
CF |
CF | The sports section is always the shortest, consisting mostly of
CF | stats
CF | and results for pro teams around the country. Apparently the
CF | Bintucket
CF | High basketball team has had no relief from its slump. If they lose
CF | one more, that will be two consecutive no-win seasons.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "newspaper"
CF | >
CF | > NEWSPAPER
CF |
CF | The business section comes last. National Scissors has been
CF | reconsidering its plans to open a branch office in Bintucket.
CF | Slower-than-expected scissors sales are to blame, but company
CF | representatives say there's still a chance. The mayor's office
CF | released a statement saying, "National Scissors, don't cut us out!"
CF | The CEO responded that the jokes get old fast.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "newspaper"
CF | >
CF | > NEWSPAPER
CF |
CF | You've finished reading through the newspaper.
CF |
CF | > DavidW says, "huh. I got nothing from any of that."
Knight_Otu says, "No circled numbers for the safe combination."
DavidW says, "The only number I remember seeing was on the paint can."
Knight_Otu says, "hm."
Knight_Otu says (to ClubFloyd), "w"
CF | >
CF | > W
CF |
CF |
CF | Hallway
CF | You're in a hallway near the front of the house. It continues
CF | south.
CF | Framed doorways lead north, east, and west.
CF |
CF | A grandfather clock stands near one wall.
CF |
CF | Suddenly you hear the sound of the front door opening! What?
CF | Prongleman has come back already? But the Investigation Committee
CF | told
CF | you he'd be gone for hours!
CF |
CF | Well, there's nothing for it. You run to the dining room, throw
CF | open
CF | the window, and leap out.
CF |
CF | Press SPACE to continue.
Knight_Otu pushes the green 'space' button.
CF | Press SPACE to continue.
CF |
CF |
CF |
CF | You return to the Thieves' Society. Unfortunately, you have nothing
CF | to
CF | deliver. Let's just say, they aren't very impressed.
CF |
CF | You didn't steal any valuables. That gives you the rank of
CF | Non-Thief.
CF |
CF | (Keep trying! You can do this!)
CF |
CF | Would you like to RESTART (R) or QUIT (Q)?
CF | >
Knight_Otu says (to ClubFloyd), "r"
CF |
CF |
CF |
CF | The Prongleman Job
CF | A game by Arthur DiBianca
CF | Release 1 / Serial number 200326 / Inform 7 build 6L38 (I6/v6.33
CF | lib
CF | 6/12N)
CF |
CF | Special thanks to Andy Fleming, Lorne Harris, Hall Hood, Isaac Orf,
CF | Luke Pebler, and Brian Rushton for testing, and to Nadia Bellazola
CF | for
CF | cover art.
CF |
CF |
CF |
CF | You've been a member of the Thieves' Society of Greater Bintucket
CF | for
CF | almost a year, but they just got around to giving your first real
CF | assignment. It's a neat job. You're to enter the home of the
CF | reasonably wealthy Claude L. Prongleman and steal ten valuable
CF | items.
CF | According to the society's Investigation Committee, he'll be gone
CF | for
CF | a couple of hours.
CF |
CF | It's a warm spring night. As you see Prongleman leave the house,
CF | you
CF | sneak up and get a rear window open without much trouble. You slip
CF | inside....
CF |
CF | (Note: This game is a little unusual.)
CF |
CF | Press SPACE to begin!
Knight_Otu pushes the green 'space' button.
CF | Press SPACE to begin!
CF |
CF |
CF |
CF | Bedroom
CF | This looks like the guest bedroom. There's a neatly made queen-size
CF | bed, a small chest of drawers, and a closet. In one corner you see
CF | a
CF | wooden figurine. A door leads east.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF | >
CF | > E
CF |
CF |
CF | Hallway
CF | You're in a dimly-lit hallway near the back of the house. It
CF | continues
CF | north. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Hallway
CF | You're in a hallway near the middle of the house. It continues
CF | north
CF | and south. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Hallway
CF | You're in a hallway near the front of the house. It continues
CF | south.
CF | Framed doorways lead north, east, and west.
CF |
CF | A grandfather clock stands near one wall.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Foyer
CF | This is where most people enter the Prongleman house. A thick round
CF | rug occupies the middle of the oak floor. A fancy chair sits up
CF | against the wall, next to a small writing table. A coat rack and a
CF | potted plant stand in one corner. The front door is to the north,
CF | and
CF | a doorway leads south.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "chair"
CF | >
CF | > CHAIR
CF |
CF | The chair has a carved wooden back and legs, and a green
CF | upholstered
CF | seat. You get down and look under it. Taped to the bottom of the
CF | seat
CF | you find a key! You take it, of course.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF | >
CF | > S
CF |
CF |
CF | Hallway
CF | You're in a hallway near the front of the house. It continues
CF | south.
CF | Framed doorways lead north, east, and west.
CF |
CF | A grandfather clock stands near one wall.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF | >
CF | > S
CF |
CF |
CF | Hallway
CF | You're in a hallway near the middle of the house. It continues
CF | north
CF | and south. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF | >
CF | > S
CF |
CF |
CF | Hallway
CF | You're in a dimly-lit hallway near the back of the house. It
CF | continues
CF | north. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF | >
CF | > E
CF |
CF | The door is locked, but you unlock it with the key.
CF |
CF | Storage Room
CF | This room stores a variety of things. A heap in the middle of the
CF | floor is covered by a large white cloth. A battered chest sits
CF | against
CF | one wall, and there's a shelf high on the opposite wall. One corner
CF | is
CF | filled with lumber.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "heap"
CF | >
CF | > HEAP
CF |
CF | You pull off the cloth and throw it aside. You see a big sheet of
CF | plywood with a variety of items piled on it. The plywood seems to
CF | be
CF | lying on something else.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "can"
CF | >
CF | > CAN
CF |
CF | You lift the paint can off the plywood and set it aside. It feels
CF | like
CF | it's almost full.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "can"
CF | >
CF | > CAN
CF |
CF | It's a nearly full can of Gorner & Donaldson #45 Pea Green.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "can"
CF | >
CF | > CAN
CF |
CF | It's a nearly full can of Gorner & Donaldson #45 Pea Green.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "plywood"
CF | >
CF | > PLYWOOD
CF |
CF | On top of the plywood you see a cinderblock, a bowling ball bag, a
CF | suitcase, an old grill, and a cardboard box. The plywood appears to
CF | be
CF | resting on something else, possibly a folded ladder.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "block"
CF | >
CF | > BLOCK
CF |
CF | With a grunt, you pick up the cinderblock and set it down next to
CF | the
CF | plywood.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "block"
CF | >
CF | > BLOCK
CF |
CF | If you've seen one cinderblock, you've seen them all.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "bag"
CF | >
CF | > BAG
CF |
CF | You pick up the bag and set it next to the plywood.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "bag"
CF | >
CF | > BAG
CF |
CF | You unzip the bag. It contains a 14-pound bowling ball.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "ball"
CF | >
CF | > BALL
CF |
CF | The bowling ball inside the bag is of no use to a thief like you.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "suitcase"
CF | >
CF | > SUITCASE
CF |
CF | You move the suitcase off of the plywood.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "grill"
CF | >
CF | > GRILL
CF |
CF | You drag the grill off of the plywood.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "grill"
CF | >
CF | > GRILL
CF |
CF | It's a sooty old charcoal grill, the kind that sits on the ground.
CF |
CF | > DavidW asks, "The suircase was empty, right?"
Knight_Otu says (to ClubFloyd), "box"
CF | >
CF | > BOX
CF |
CF | You pick up the box, which is pretty heavy, and set it down next to
CF | the plywood.
CF |
CF | > Knight_Otu says, "Yeah."
Knight_Otu says (to ClubFloyd), "plywood"
CF | >
CF | > PLYWOOD
CF |
CF | You lift up one edge of the plywood and slide it over to the wall.
CF | A
CF | stepladder is revealed.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "plywood"
CF | >
CF | > PLYWOOD
CF |
CF | The plywood is now leaning against the wall, out of the way.
CF |
CF | > Knight_Otu says, "Nothing on the bottom of the plywood"
Knight_Otu says (to ClubFloyd), "ladder"
CF | >
CF | > LADDER
CF |
CF | You pick up the ladder, open it, and place it below the shelf.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "ladder"
CF | >
CF | > LADDER
CF |
CF | You fold up the ladder and put it back on the floor.
CF |
CF | > Knight_Otu says, "Oops."
Knight_Otu says, "SHould have expected that, really."
DavidW asks, "I wouldn't. Why put it back?"
Jacqueline exclaims, "No undo!"
Knight_Otu asks, "Minimizing evidence that someone was at the shelf?"
Knight_Otu says, "Except of course the exposed ladder that we can't re-cover."
DavidW asks, "Is anything hidden in the lumber other than the note?"
Knight_Otu says (to ClubFloyd), "lumber"
CF | >
CF | > LUMBER
CF |
CF | You poke around the lumber, and you discover a small note on the
CF | wall
CF | behind it.
CF |
CF | Suddenly you hear the sound of the front door opening! What?
CF | Prongleman has come back already? But the Investigation Committee
CF | told
CF | you he'd be gone for hours!
CF |
CF | Feeling a little irritated, you throw open the window and leap out.
CF |
CF | Press SPACE to continue. Knight_Otu exclaims, "Darn it, Prongleman!"
Knight_Otu pushes the green 'space' button.
CF | Press SPACE to continue.
CF |
CF |
CF |
CF | You return to the Thieves' Society. Unfortunately, you have nothing
CF | to
CF | deliver. Let's just say, they aren't very impressed.
CF |
CF | You didn't steal any valuables. That gives you the rank of
CF | Non-Thief.
CF |
CF | (Keep trying! You can do this!)
CF |
CF | Would you like to RESTART (R) or QUIT (Q)?
CF | >
Knight_Otu says (to ClubFloyd), "r"
CF |
CF |
CF |
CF | The Prongleman Job
CF | A game by Arthur DiBianca
CF | Release 1 / Serial number 200326 / Inform 7 build 6L38 (I6/v6.33
CF | lib
CF | 6/12N)
CF |
CF | Special thanks to Andy Fleming, Lorne Harris, Hall Hood, Isaac Orf,
CF | Luke Pebler, and Brian Rushton for testing, and to Nadia Bellazola
CF | for
CF | cover art.
CF |
CF |
CF |
CF | You've been a member of the Thieves' Society of Greater Bintucket
CF | for
CF | almost a year, but they just got around to giving your first real
CF | assignment. It's a neat job. You're to enter the home of the
CF | reasonably wealthy Claude L. Prongleman and steal ten valuable
CF | items.
CF | According to the society's Investigation Committee, he'll be gone
CF | for
CF | a couple of hours.
CF |
CF | It's a warm spring night. As you see Prongleman leave the house,
CF | you
CF | sneak up and get a rear window open without much trouble. You slip
CF | inside....
CF |
CF | (Note: This game is a little unusual.)
CF |
CF | Press SPACE to begin!
Knight_Otu pushes the green 'space' button.
CF | Press SPACE to begin!
CF |
CF |
CF |
CF | Bedroom
CF | This looks like the guest bedroom. There's a neatly made queen-size
CF | bed, a small chest of drawers, and a closet. In one corner you see
CF | a
CF | wooden figurine. A door leads east.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF | >
CF | > E
CF |
CF |
CF | Hallway
CF | You're in a dimly-lit hallway near the back of the house. It
CF | continues
CF | north. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Hallway
CF | You're in a hallway near the middle of the house. It continues
CF | north
CF | and south. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Hallway
CF | You're in a hallway near the front of the house. It continues
CF | south.
CF | Framed doorways lead north, east, and west.
CF |
CF | A grandfather clock stands near one wall.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Foyer
CF | This is where most people enter the Prongleman house. A thick round
CF | rug occupies the middle of the oak floor. A fancy chair sits up
CF | against the wall, next to a small writing table. A coat rack and a
CF | potted plant stand in one corner. The front door is to the north,
CF | and
CF | a doorway leads south.
CF |
CF | > DavidW says, "I'm wondering what a prongle is, anyway."
Knight_Otu says (to ClubFloyd), "chair"
CF | >
CF | > CHAIR
CF |
CF | The chair has a carved wooden back and legs, and a green
CF | upholstered
CF | seat. You get down and look under it. Taped to the bottom of the
CF | seat
CF | you find a key! You take it, of course.
CF |
CF | > Knight_Otu asks, "Something like a Pringle?"
Knight_Otu says (to ClubFloyd), "s"
CF | >
CF | > S
CF |
CF |
CF | Hallway
CF | You're in a hallway near the front of the house. It continues
CF | south.
CF | Framed doorways lead north, east, and west.
CF |
CF | A grandfather clock stands near one wall.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF | >
CF | > S
CF |
CF |
CF | Hallway
CF | You're in a hallway near the middle of the house. It continues
CF | north
CF | and south. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF | >
CF | > S
CF |
CF |
CF | Hallway
CF | You're in a dimly-lit hallway near the back of the house. It
CF | continues
CF | north. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF | >
CF | > E
CF |
CF | The door is locked, but you unlock it with the key.
CF |
CF | Storage Room
CF | This room stores a variety of things. A heap in the middle of the
CF | floor is covered by a large white cloth. A battered chest sits
CF | against
CF | one wall, and there's a shelf high on the opposite wall. One corner
CF | is
CF | filled with lumber.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "lumber"
CF | >
CF | > LUMBER
CF |
CF | You poke around the lumber, and you discover a small note on the
CF | wall
CF | behind it.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "lumber"
CF | >
CF | > LUMBER
CF |
CF | There's a small note on the wall behind the lumber.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "note"
CF | >
CF | > NOTE
CF |
CF | The note says, "Kitchen - Study - Bedroom".
CF |
CF | > DavidW says, "okay, nothing else in the lumber region."
Knight_Otu says (to ClubFloyd), "w"
CF | >
CF | > W
CF |
CF |
CF | Hallway
CF | You're in a dimly-lit hallway near the back of the house. It
CF | continues
CF | north. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF | >
CF | > W
CF |
CF |
CF | Bedroom
CF | This looks like the guest bedroom. There's a neatly made queen-size
CF | bed, a small chest of drawers, and a closet. In one corner you see
CF | a
CF | wooden figurine. A door leads east.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "figurine"
CF | >
CF | > FIGURINE
CF |
CF | It's a painted wooden carving, about three feet tall. It's hard to
CF | tell what it's supposed to depict���maybe a moose on its hind legs
CF | holding two spoons? You check it over, but there don't seem to be
CF | any
CF | hidden compartments.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "figurine"
CF | >
CF | > FIGURINE
CF |
CF | You've examined the moose-like figurine, but it doesn't seem
CF | useful.
CF |
CF | > Knight_Otu says, "What else haven't we exhaustively examined? I guess the mirror in the bathroom."
Knight_Otu says (to ClubFloyd), "e"
CF | >
CF | > E
CF |
CF |
CF | Hallway
CF | You're in a dimly-lit hallway near the back of the house. It
CF | continues
CF | north. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Hallway
CF | You're in a hallway near the middle of the house. It continues
CF | north
CF | and south. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF | >
CF | > W
CF |
CF |
CF | Bathroom
CF | The floor of this bathroom is gray-and-white checkered tile, and
CF | the
CF | walls are sky blue. The amenities include a toilet, a sink, and a
CF | bathtub. Above the sink is a mirror. A door leads east.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "mirror"
CF | >
CF | > MIRROR
CF |
CF | You realize the mirror is hinged. You pull it open to reveal a
CF | medicine cabinet sunk into the wall. The cabinet contains a large
CF | bottle of aspirin and a nail clipper.
CF |
CF | > DavidW says, "We never inspected the spices/condiments."
Knight_Otu says, "True."
DavidW asks, "Look in the aspirin?"
Knight_Otu says (to ClubFloyd), "aspirin"
CF | >
CF | > ASPIRIN
CF |
CF | You open the bottle. It has a few aspirin tablets, but nothing
CF | else.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "tablets"
CF | >
CF | > TABLETS
CF |
CF | The bottle just has a few aspirin tablets in it.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "clipper"
CF | >
CF | > CLIPPER
CF |
CF | The nail clipper is definitely not valuable.
CF |
CF | Suddenly you hear the sound of the front door opening! What?
CF | Prongleman has come back already? But the Investigation Committee
CF | told
CF | you he'd be gone for hours!
CF |
CF | Feeling a little irritated, you throw open the window and leap out.
CF |
CF | Press SPACE to continue.
Knight_Otu pushes the green 'space' button.
CF | Press SPACE to continue.
CF |
CF |
CF |
CF | You return to the Thieves' Society. Unfortunately, you have nothing
CF | to
CF | deliver. Let's just say, they aren't very impressed.
CF |
CF | You didn't steal any valuables. That gives you the rank of
CF | Non-Thief.
CF |
CF | (Try again! You can do this!)
CF |
CF | Would you like to RESTART (R) or QUIT (Q)?
CF | >
Knight_Otu says (to ClubFloyd), "r"
CF |
CF |
CF |
CF | The Prongleman Job
CF | A game by Arthur DiBianca
CF | Release 1 / Serial number 200326 / Inform 7 build 6L38 (I6/v6.33
CF | lib
CF | 6/12N)
CF |
CF | Special thanks to Andy Fleming, Lorne Harris, Hall Hood, Isaac Orf,
CF | Luke Pebler, and Brian Rushton for testing, and to Nadia Bellazola
CF | for
CF | cover art.
CF |
CF |
CF |
CF | You've been a member of the Thieves' Society of Greater Bintucket
CF | for
CF | almost a year, but they just got around to giving your first real
CF | assignment. It's a neat job. You're to enter the home of the
CF | reasonably wealthy Claude L. Prongleman and steal ten valuable
CF | items.
CF | According to the society's Investigation Committee, he'll be gone
CF | for
CF | a couple of hours.
CF |
CF | It's a warm spring night. As you see Prongleman leave the house,
CF | you
CF | sneak up and get a rear window open without much trouble. You slip
CF | inside....
CF |
CF | (Note: This game may or may not be playing fair.)
CF |
CF | Press SPACE to begin!
Knight_Otu pushes the green 'space' button.
CF | Press SPACE to begin!
CF |
CF |
CF |
CF | Bedroom
CF | This looks like the guest bedroom. There's a neatly made queen-size
CF | bed, a small chest of drawers, and a closet. In one corner you see
CF | a
CF | wooden figurine. A door leads east.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF | >
CF | > E
CF |
CF |
CF | Hallway
CF | You're in a dimly-lit hallway near the back of the house. It
CF | continues
CF | north. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Hallway
CF | You're in a hallway near the middle of the house. It continues
CF | north
CF | and south. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Hallway
CF | You're in a hallway near the front of the house. It continues
CF | south.
CF | Framed doorways lead north, east, and west.
CF |
CF | A grandfather clock stands near one wall.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF | >
CF | > E
CF |
CF |
CF | Dining Room
CF | This is probably the most nicely furnished room in the house. A
CF | fine
CF | chandelier hangs over a polished mahogany dining table and six
CF | elegant
CF | chairs. A sideboard stands against the wall, and next to it is a
CF | small
CF | display case. A painting hangs on another wall. A doorway leads
CF | west,
CF | and there is a door to the north.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Kitchen
CF | The furnishings in here seem older than the rest of the house. In
CF | particular, the refrigerator and the oven must have seen better
CF | days.
CF | A counter runs along one wall. It contains a sink, and there are
CF | several cabinets above it and drawers below it. A door leads south.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cabinets"
CF | >
CF | > CABINETS
CF |
CF | You open one cabinet. It contains nothing but some glasses.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cabinets"
CF | >
CF | > CABINETS
CF |
CF | You open another cabinet. It has some stacks of plates, nothing
CF | else.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "plates"
CF | >
CF | > PLATES
CF |
CF | They don't seem useful.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cabinets"
CF | >
CF | > CABINETS
CF |
CF | You open the third cabinet. It has a lot of spices and condiments.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "spices"
CF | >
CF | > SPICES
CF |
CF | They don't seem useful.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "condiments"
CF | >
CF | > CONDIMENTS
CF |
CF | They don't seem useful.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "cabinets"
CF | >
CF | > CABINETS
CF |
CF | The last cabinet contains more glasses and mugs. Behind them you
CF | catch
CF | sight of a red button!
CF |
CF | >
Knight_Otu says (to ClubFloyd), "mugs"
CF | >
CF | > MUGS
CF |
CF | They don't seem useful.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "fridge"
CF | >
CF | > FRIDGE
CF |
CF | You take a look inside the refrigerator. You see a container of
CF | bean
CF | dip and a few other run-of-the-mill items. The freezer is pretty
CF | empty.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "items"
CF | >
CF | > ITEMS
CF |
CF | That's not a command I know, and it's not a nearby object. (Type
CF | HELP
CF | for commands.)
CF |
CF | >
Knight_Otu says (to ClubFloyd), "all"
CF | >
CF | > ALL
CF |
CF | One at a time, if you please.
CF |
CF | >
DavidW says (to ClubFloyd), "freezer"
CF | >
CF | > FREEZER
CF |
CF | You already searched the refrigerator and found nothing.
CF |
CF | > Knight_Otu says, "Darn."
Knight_Otu says (to ClubFloyd), "door"
CF | >
CF | > DOOR
CF |
CF | The door leads south.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "s"
CF | >
CF | > S
CF |
CF |
CF | Dining Room
CF | This is probably the most nicely furnished room in the house. A
CF | fine
CF | chandelier hangs over a polished mahogany dining table and six
CF | elegant
CF | chairs. A sideboard stands against the wall, and next to it is a
CF | small
CF | display case. A painting hangs on another wall. A doorway leads
CF | west,
CF | and there is a door to the north.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "door"
CF | >
CF | > DOOR
CF |
CF | A door leads north, and there is a doorway to the west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "doorway"
CF | >
CF | > DOORWAY
CF |
CF | A door leads north, and there is a doorway to the west.
CF |
CF | > Knight_Otu says, "Okay."
Knight_Otu says (to ClubFloyd), "w"
CF | >
CF | > W
CF |
CF |
CF | Hallway
CF | You're in a hallway near the front of the house. It continues
CF | south.
CF | Framed doorways lead north, east, and west.
CF |
CF | A grandfather clock stands near one wall.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF | >
CF | > W
CF |
CF |
CF | Living Room
CF | This room is wallpapered and carpeted. It's furnished with a sofa,
CF | a
CF | recliner, and a small end table. A large television is mounted on
CF | the
CF | wall. A floor lamp stands in one corner. A door leads north, and
CF | there
CF | is a doorway to the east.
CF |
CF | On the end table you see a remote control and a fancy box.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "tv"
CF | >
CF | > TV
CF |
CF | The television is mounted firmly on the wall.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "remote"
CF | >
CF | > REMOTE
CF |
CF | Using the remote, you turn on the TV. A local news report is
CF | airing.
CF |
CF | > DavidW asks, "wallpaper? carpet?"
Knight_Otu says (to ClubFloyd), "carpet"
CF | >
CF | > CARPET
CF |
CF | It's a tan wall-to-wall carpet. Hopefully it isn't concealing
CF | anything, because it would take too long to search every inch of
CF | it.
CF |
CF | Suddenly you hear the sound of the front door opening! What?
CF | Prongleman has come back already? But the Investigation Committee
CF | told
CF | you he'd be gone for hours!
CF |
CF | Well, mustn't get caught! You throw open the window and leap out.
CF |
CF | Press SPACE to continue. DavidW asks, "remote again to change the channel?"
Knight_Otu says, "Hm."
Knight_Otu pushes the green 'space' button.
CF | Press SPACE to continue.
CF |
CF |
CF |
CF | You return to the Thieves' Society. Unfortunately, you have nothing
CF | to
CF | deliver. Let's just say, they aren't very impressed.
CF |
CF | You didn't steal any valuables. That gives you the rank of
CF | Non-Thief.
CF |
CF | (Try again! You can do this!)
CF |
CF | Would you like to RESTART (R) or QUIT (Q)?
CF | >
Knight_Otu says (to ClubFloyd), "r"
CF |
CF |
CF |
CF | The Prongleman Job
CF | A game by Arthur DiBianca
CF | Release 1 / Serial number 200326 / Inform 7 build 6L38 (I6/v6.33
CF | lib
CF | 6/12N)
CF |
CF | Special thanks to Andy Fleming, Lorne Harris, Hall Hood, Isaac Orf,
CF | Luke Pebler, and Brian Rushton for testing, and to Nadia Bellazola
CF | for
CF | cover art.
CF |
CF |
CF |
CF | You've been a member of the Thieves' Society of Greater Bintucket
CF | for
CF | almost a year, but they just got around to giving your first real
CF | assignment. It's a neat job. You're to enter the home of the
CF | reasonably wealthy Claude L. Prongleman and steal ten valuable
CF | items.
CF | According to the society's Investigation Committee, he'll be gone
CF | for
CF | a couple of hours.
CF |
CF | It's a warm spring night. As you see Prongleman leave the house,
CF | you
CF | sneak up and get a rear window open without much trouble. You slip
CF | inside....
CF |
CF | (Note: This game is a little unusual.)
CF |
CF | Press SPACE to begin!
Knight_Otu pushes the green 'space' button.
CF | Press SPACE to begin!
CF |
CF |
CF |
CF | Bedroom
CF | This looks like the guest bedroom. There's a neatly made queen-size
CF | bed, a small chest of drawers, and a closet. In one corner you see
CF | a
CF | wooden figurine. A door leads east.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "e"
CF | >
CF | > E
CF |
CF |
CF | Hallway
CF | You're in a dimly-lit hallway near the back of the house. It
CF | continues
CF | north. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Hallway
CF | You're in a hallway near the middle of the house. It continues
CF | north
CF | and south. Doors lead east and west.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Hallway
CF | You're in a hallway near the front of the house. It continues
CF | south.
CF | Framed doorways lead north, east, and west.
CF |
CF | A grandfather clock stands near one wall.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "w"
CF | >
CF | > W
CF |
CF |
CF | Living Room
CF | This room is wallpapered and carpeted. It's furnished with a sofa,
CF | a
CF | recliner, and a small end table. A large television is mounted on
CF | the
CF | wall. A floor lamp stands in one corner. A door leads north, and
CF | there
CF | is a doorway to the east.
CF |
CF | On the end table you see a remote control and a fancy box.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "remote"
CF | >
CF | > REMOTE
CF |
CF | Using the remote, you turn on the TV. A local news report is
CF | airing.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "remote"
CF | >
CF | > REMOTE
CF |
CF | You change the channel. Now it's a basketball game.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "remote"
CF | >
CF | > REMOTE
CF |
CF | You change the channel. Now it's an old movie.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "tv"
CF | >
CF | > TV
CF |
CF | The television is currently showing an old movie.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "remote"
CF | >
CF | > REMOTE
CF |
CF | You change the channel. Now it's a poker tournament.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "remote"
CF | >
CF | > REMOTE
CF |
CF | You change the channel. Now it's a nature documentary.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "remote"
CF | >
CF | > REMOTE
CF |
CF | You change the channel. Now it's an animated sitcom.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "remote"
CF | >
CF | > REMOTE
CF |
CF | You change the channel. Now it's a local news report.
CF |
CF | > Knight_Otu says, "Hm."
Knight_Otu says (to ClubFloyd), "wallpaper"
CF | >
CF | > WALLPAPER
CF |
CF | The wallpaper has an understated crosshatch pattern.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "pattern"
CF | >
CF | > PATTERN
CF |
CF | The box is made of lacquered wood, inlaid with an intricate
CF | pattern.
CF | On top you see a button, a crank, a switch, a knob, and a handle.
CF |
CF | > DavidW asks, "set the safe to 45?"
Knight_Otu says (to ClubFloyd), "n"
CF | >
CF | > N
CF |
CF |
CF | Study
CF | A massive oak desk commands this room. A Turkish rug lies on the
CF | floor
CF | in front of it. One wall is lined with bookshelves, and a portrait
CF | hangs on the opposite wall. A door leads south.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "painting"
CF | >
CF | > PAINTING
CF |
CF | It's a painted portrait of an elderly lady. Sure enough, there's a
CF | safe behind it! You remove the portrait and set it on the floor.
CF |
CF | >
Knight_Otu says (to ClubFloyd), "safe"
CF | >
CF | > SAFE
CF |
CF | Time for a little safecracking! You place your fingers lightly on
CF | the
CF | dial.
CF |
CF | It currently points to 0.
CF |
CF | Press L to turn the dial left, R to turn it right, S to spin
CF | and
CF | reset it, or F to finish:
CF | >>
Knight_Otu says (to ClubFloyd), "l"
CF | >> Left
CF |
CF | You turn the dial left to 39.
CF |
CF | Press L to turn the dial left, R to turn it right, S to spin
CF | and
CF | reset it, or F to finish:
CF | >>
Knight_Otu says (to ClubFloyd), "l"
CF | >> Left
CF |
CF | You turn the dial left to 38.
CF |
CF | Press L to turn the dial left, R to turn it right, S to spin
CF | and
CF | reset it, or F to finish:
CF | >>
Knight_Otu says (to ClubFloyd), "r"
CF | >> Right
CF |
CF | You turn the dial right to 39.
CF |
CF | Press L to turn the dial left, R to turn it right, S to spin
CF | and
CF | reset it, or F to finish:
CF | >>
Knight_Otu says (to ClubFloyd), "r"
CF | >> Right
CF |
CF | You turn the dial right to 0.
CF |
CF | Press L to turn the dial left, R to turn it right, S to spin
CF | and
CF | reset it, or F to finish:
CF | >>
Knight_Otu says (to ClubFloyd), "r"
CF | >> Right
CF |
CF | You turn the dial right to 1.
CF |
CF | Press L to turn the dial left, R to turn it right, S to spin
CF | and
CF | reset it, or F to finish:
CF | >> Knight_Otu says, "No 45."
DavidW says, "oh, doesn't go that high."
Knight_Otu says, "I... think I'm out of ideas."
Jacqueline says, "I don't know why, but the tedium of the safe dial makes me smile instead of annoying me."
Jacqueline says, "Probably because I'm not driving."
DavidW asks, "We still never examined *every* window. Also we haven't examined *every* treasure. What if something is in the urn?"
Knight_Otu says (to ClubFloyd), "r"
CF | >> Right
CF |
CF | You turn the dial right to 2.
CF |
CF | Suddenly you hear the sound of the front do