How to play The Count of Monte Cristo

A short introduction for anybody who has never played a story you have to type at. Version 2.0.0, for TIFE Core 2.3.0.

How to begin

Press BEGIN on the title card. Before you do, you can tick two boxes: one reads the story aloud, the other plays sound. Nothing is heard until you press the button, and both can be changed later from the ACCESSIBILITY panel at the foot of the screen.

You start on the deck of a merchant ship coming into Marseilles in February 1815, in command of her because the captain died at sea, on the morning of the best day of your life. Then the game waits for you, and it will wait as long as you like: nothing in this story is timed.

Controls

Type short commands and press Enter:

> read the log
> take packet
> talk to danglars
> down

Small words are ignored, so read the log and read log are the same. Capitals do not matter.

If you would rather not type, you do not have to. Under the transcript there are four rows of buttons: ACTIONS, DIRECTIONS, INFORMATION and HERE. Choose an action and the things you can do it to appear in the HERE row. The whole story can be finished this way.

LOOKDescribe the room again. Free.
EXAMINE xLook closely at one thing. Worth doing often.
TAKE x / DROP xPick something up, or put it down.
USE xDo the obvious thing to something. See below.
OPEN xA lid, a wardrobe, a chest.
SEARCH xTurn over, look under, go through.
READ xRead something written.
TALK TO xSpeak to somebody. Ask again; people say more.
WAITLet time pass. A real action in this story.
INVENTORYWhat you are carrying. I for short.
ERRANDSWhat is being asked of you.
JOURNALWhat has happened, in order.
SCOREWhere you stand. Free.
HINTThree graded rungs for where you are standing.
SAVE / RESTOREKeep a game; come back to one.
RESTARTBegin again from the deck of the Pharaon.

This story adds seven verbs of its own, and every one of them is a nickname for USE, so DIG WALL and USE WALL are the same command. You are told about each one in the room where you first need it.

BECOMEPut on one of the names you have earned.
DIGWork at stone or ground with whatever edge you have.
HIDEPut yourself where you will not be seen.
CUTUse a blade on what is holding you.
DIVEGo into the water. Consider this carefully.
SIGNALSend word, by hand or by lantern.
HOPEThe second of the two words. Also spelled WAIT.

Turn order

Every command is answered in the same order:

  1. The story decides whether anything special happens because of what you typed, where you are, and what you are carrying.
  2. If something does, you are told about it.
  3. The ordinary meaning of the command is carried out.
  4. Consequences follow: an errand ticked on, a point, a journal entry, a way opening.

So you are always told that you have left a place before you are told where you have arrived. LOOK, INVENTORY, JOURNAL, ERRANDS, SCORE, STATS, ACHIEVEMENTS and HELP are all free and cost no move.

One exception. On this engine HINT does cost a turn. That is the engine's own accounting and has been left alone, on the grounds that asking for help is a real decision.

Movement

Type a compass direction: north, south, east, west, the four diagonals, and up or down. N, S, E and W work too. The WAYS OUT panel always lists them, and marks any that are shut.

The story is in five acts:

IMarseilles, 18154 rooms
IIThe Denunciation4 rooms
IIIThe Chateau d'If4 rooms
IVThe Treasure and the Count4 rooms
VThe Reckoning4 rooms

Shut is not locked. 9 of the 31 ways between rooms start shut, and none of them needs a key. Each is opened by something you do, and each tells you in plain words why it will not open yet. If a way is shut, the thing to do is somewhere else in the room.

Some doors do not come back. The stair down from the garden at La Reserve, and the road north from the island, are both one-way. Nothing you need is ever left behind, but two of the four keepsakes exist only in the first act, so pick things up as you find them.

The four names

Halfway through you stop being one person. You earn other names, one at a time, and from then on the important command is:

> become the count
> become busoni

Whoever you are is who the room believes you to be. In the second half every door in Paris opens to exactly one of your names and stays shut to the others: a steward will confess to a priest and to nobody else, a banker will open his ledger to a rich foreign nobleman and to nobody else. Working out which name a room wants is the puzzle of the fifth act.

The NAMES YOU CAN WEAR panel lists them and marks the one you have on. BECOME a name you have not earned and you will be told so.

There is one house in Paris where saying your own true name will get you killed. You are warned about it, plainly, by somebody who has every reason to know, before you can walk in.

Scoring

150 points.

Bring the Pharaon home15
Learn who is writing15
Be married15
The abbe's legacy15
Leave the Chateau d'If15
The treasure of Spada15
The four names15
The reckoning15
The house of Morrel (optional)10
Keepsake: Catalan ring5
Keepsake: your father's letter5
Keepsake: the abbe's treatise5
Keepsake: the Spada signet5
Everything150

Eight errands are required and one is optional. The four keepsakes are things nobody asks you for and nothing depends on. A complete winning game scores 93; all 150 takes about 115 moves.

Winning

The last act settles three accounts, one at a time, and when they are settled the story lets you go somewhere quiet and hands you something to read. The command that ends the game is a single ordinary English word, and by then the story will have said it to you more than once.

Losing

Six commands in this game end the story badly, and every one of them is described to you in the room before you are able to type it: the water below the landing stage, the shot sewn into the sack, the gale off Tiboulen, and the man in Paris who would know your face anywhere.

There is no UNDO on this engine. What there is instead is unlimited saving, and a save can be restored even after the story has ended. Save before you try anything you have just been warned about.

Saving and restarting

SAVE name, or the SAVE MANAGER in the footer, keeps as many games as you like on this device. RESTORE name or the RESTORE button brings one back, from anywhere, including after an ending. RESTART begins again from the deck of the Pharaon.

Saves live in this browser's local storage. Nothing is sent anywhere; there are no accounts and no network requests at any point. The TRANSCRIPT button will give you the whole game so far as a text file.

Sound and accessibility

Six profiles, from the ACCESSIBILITY button: standard, low vision, blind / screen reader, hard of hearing, motor assistance and cognitive support. Each changes the layout and not only the colours. Text size and each individual setting can also be adjusted on their own.

There are 8 sound cues. Every one of them is also written on screen when captions are on, which they are by default in the hard-of-hearing and cognitive profiles. Nothing in this game is signalled by sound alone, and the whole story can be finished in silence.

harbourRigging, gulls, and a crowd on the jetty.
stoneWater on stone, a long way underground.
seaOpen water and canvas.
salonA clock, and carriages on gravel outside.
scoreA point of reckoning.
unlockA way opens.
deathA bell, once.
click(no caption: a button click)

If you get stuck

  1. LOOK, then EXAMINE everything the description mentions. This solves most of it.
  2. TALK TO everybody, more than once. People run out of things to say eventually, and what they say last is usually what matters.
  3. ERRANDS tells you what is being asked of you right now.
  4. HINT gives three rungs: a nudge, a direction, then the answer. There are 49 ladders and they cover every room in the game.
  5. Think about who you are. In the second half the answer is very often a different name.