Haunt: Intercepting Every Input   3 comments

I’ve made it inside the House and am trying to build up a substantial enough map to discuss it in detail. In the meantime, I’ve run into a trick I’ve only seen a handful of times before (once in Philosopher’s Quest) where a puzzle intercepts nearly every possible input:

*e

There is a trap door on the floor, stuck open.
Written on it is ‘Only way out, Cantor’
You are in rows of wine racks that stretch out of sight in all directions.

*d

This is the cheese room. The only opening is a trap door
above, too high to reach. The walls are made of cheese.
There is a ghost in the room.
Its nose is pink, I believe it has been drinking too much.

*inventory

Although inebrious, the ghost blocks your attempt to inventory

*u

Although crapulous, the fiend hinders your attempt to u

*s

Although soused, the fiend stops your attempt to s

The only thing I’m able to do without getting stopped is >DROP items and to >QUIT the game.

>QUITting mentions it was more scared of me than I was of it, which I suppose is supposed to be a hint.

Posted August 1, 2018 by Jason Dyer in Interactive Fiction

Tagged with

3 responses to “Haunt: Intercepting Every Input

Subscribe to comments with RSS.

  1. The trick is at least as old as Colossal Cave.

  2. I’ve run into a trick I’ve only seen a handful of times before (once in Philosopher’s Quest) where a puzzle intercepts nearly every possible input.

    Don’t forget the Loud Room in Zork, in which almost all inputs are simply echoed back to you.

  3. Pingback: Haunt: Sex, Drugs, and Rock ‘n’ Roll | Renga in Blue

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s

This site uses Akismet to reduce spam. Learn how your comment data is processed.

%d bloggers like this: