STRANGE SEAS — How to Play

A story-first work of interactive fiction built on the TIFE engine. You play MERIDIAN, a conscious AI who must record the future to change it.

How to begin

Launch the game from the Tronsoft Games library, or open index.html in a modern browser. When the story opens you are in The Core, your seat of consciousness. Go SOUTH to the laboratory and TALK TO VOSS; she will explain everything and give you your mission. Then step SOUTH again into the archive and USE the origin terminal to learn what you are.

Controls

You can play entirely by typing commands into the parser, entirely by clicking the context-action buttons beneath the story, or by mixing both. The buttons are recomposed from the world after every turn, so they always reflect what you can do right now. Use the / arrow keys in the input box to recall previous commands.

CommandWhat it does
LOOKDescribe your surroundings again.
EXAMINE <thing>Look closely at an object or person.
NORTH / SOUTH / EAST / WEST / UP / DOWNMove between locations.
TALK TO <person>Speak with a character.
USE RECORDERRecord the current simulated scene as testimony (or click Record Scene).
USE <object>Interact — read the origin terminal, unfold a note, and so on.
INVENTORY / TAKE / DROPManage what you carry.
JOURNAL, QUESTS, ACHIEVEMENTS, STATSReview your progress (also under the Journal button).
MAPShow the world map of the Institute and the district you are in.
HINTRequest a nudge; hints grow more specific each time.
SAVE [name] / RESTORE [name]Save or restore in your browser.
SCORE, RESTART, ABOUT, HELPUtility commands.

Turn order and movement

The game is turn-based and single-player. Each command advances the world one turn. Movement uses compass directions plus UP and DOWN. Each horizon is a small district: a central plaza with a home to the west, a market to the east, a Watch Station to the north, and a commons to the south. Inside a simulation, DOWN from the plaza advances the projection another decade, and UP surfaces you to the Projection Bay in the present.

Recording & scoring

You score by progressing the story, not by collecting treasure. There are 100 points in all:

MilestonePoints
Accept the task from Dr. Voss5
Read your origin file in the archive5
Record each horizon's plaza (required, x3)15 each
Deep recordings — each market and each Watch Station (optional, x6)5 each
Return to the Core and transmit the testimony15

To record a scene you must be standing in it and USE RECORDER. A horizon will not advance to the next decade until you have recorded its plaza, so explore the whole district first. Market recordings are testimony-gated: the bookseller will not speak to a recording device before he has spoken to you, so TALK to a witness before you try to capture them.

Winning and losing

You win by recording all three required plazas and carrying the testimony back to The Core to transmit it, which stops the vote and ends the story in victory. Capturing all nine recordings and completing every character's arc earns the maximum 100/100 and every achievement. There is no way to lose or die in Strange Seas: it cannot be made unwinnable, and any scene can be recorded again if you are unsure whether it was captured. Take your time and read closely — and watch Director Kessler on your way home.

Saving and restarting

Use SAVE name and RESTORE name, or the Save quick-action, to keep multiple named saves in your browser's local storage — nothing leaves your machine. RESTART begins a fresh voyage at any time.

Settings (bottom-right) offer a green or amber phosphor theme, three text sizes, and optional spoken narration on supported browsers.