Jail cell: Difference between revisions
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==Classic Examples== | ==Classic Examples== | ||
* [[Anchorhead]] ([[Michael Gentry]]; 1998; [[Z-code]]) | * ''[[Anchorhead]]'' ([[Michael Gentry]]; 1998; [[Z-code]]). | ||
* [[Lock & Key]] ([[Adam Cadre]]; 2002; [[Glulx]]) | * ''[[Lock & Key]]'' ([[Adam Cadre]]; 2002; [[Glulx]]). | ||
==See Also== | |||
[[Jailbreak games]] | |||
[[Category:Tropes]][[Category:Game help]] | [[Category:Tropes]][[Category:Game help]] | ||
{{stub}} | {{stub}} |
Latest revision as of 15:33, 9 September 2007
A common IF set-piece is imprisonment of the PC, usually in a single room with few apparent features; to advance the plot, a means of escape must be found. Multiple solutions are rare but not unknown in this kind of puzzle.
Escaping
- If there is a guard of some kind within sight, you may be able to trick or deal with them somehow. If there isn't a guard, try attracting the attention of one by making noise.
- Examine every mentioned object - the bars over the window, the floor, yourself - in minute detail.
- If all else fails, sometimes an NPC will eventually come and let you out. But don't count on it.
Classic Examples
- Anchorhead (Michael Gentry; 1998; Z-code).
- Lock & Key (Adam Cadre; 2002; Glulx).
See Also
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