THE INVISIBLE MAN

Tutorial & player's guide — version 1.0.0 — TIFE Core 2.3.0

THE FIRST FIVE MINUTES

You are Griffin, in a third-floor lodging in Great Portland Street, on the last evening of your ordinary life. The apparatus is finished. It wants two things: power, and something to put through it.

Try these, in order:

TypeWhat happens
LOOKRe-reads the room and lists what is here and where the exits go.
EXAMINE APPARATUSAnything named in a description can be examined.
TAKE PHIALPuts the drug in your hands.
SEARCH APPARATUSSearching furniture is how most of this story is found.
USE DYNAMOSStarts the radiator.
USE PHIALThe point of no return.

COMMANDS

MovementN S E W U D IN OUT, or GO NORTH
HandlingLOOK EXAMINE TAKE DROP USE OPEN CLOSE SEARCH READ TALK TO WAIT
This storySTRIP (also UNDRESS, UNWRAP, UNMASK)
BURN (also LIGHT)
InformationINVENTORY JOURNAL QUESTS ACHIEVEMENTS STATS SCORE
SystemHINT SAVE name RESTORE name TRANSCRIPT RESTART HELP ABOUT

Short forms work: X for examine, I for inventory, L for look, Z for wait, GET for take. DRINK, FIRE and OPERATE all fold into USE. Articles are ignored, so TAKE THE PHIAL is fine.

IF YOU PREFER NOT TO TYPE

Under the terminal there are four button rows. Pick a verb in ACTIONS and the CONTEXT row immediately fills with every legal target within reach — you can play the whole story without touching the keyboard. DIRECTIONS shows only exits that exist from where you stand. Turn on Reduced typing in the Accessibility panel to enlarge those rows.

THE TWO VERBS THAT MATTER

USE is the workhorse. USE DYNAMOS, USE PHIAL, USE GLASSWARE, USE MATCHES, USE PAPER, USE REVOLVER, USE CHALK PIT. If you are holding something and the situation is obviously what it was for, use it.

SEARCH is the other one. Three cipher notebooks, a coil of the story's most important equipment, and all of the money are found by searching furniture that looks like scenery. If a room mentions a bed, a bureau, a crate or a pit, search it.

HINTS

HINT gives you help for exactly where you are standing, in three escalating levels: a nudge, then the method, then the literal commands. Ask again for the next level. Every one of the twenty locations has a ladder, including ones you can reach out of sequence, so the hint button is never a dead end either.

DANGER

Three places in this story can end it. All three are described plainly in the room text before you get there, and all three warn you again on the turn before they close: Nothing else will kill you, nothing can be permanently lost, and there are no dead ends. Guards refuse an action and explain why rather than wasting the item. Save before you go anywhere that has just been described as fatal.

SCORING

The seven quests135 points — required, in story order
Burning the lodging5 points — optional, and only possible once all three notebooks are safe
The Epoch One proclamation10 points — optional, in Kemp's study after he has heard you out
Total150

The reference solution reaches 135 points in 61 moves, or 150 in 69 with both optional objectives. Fourteen achievements track the things worth doing along the way, and the JOURNAL panel keeps Griffin's own account of it.

SAVING

SAVE griffin and RESTORE griffin, or use the SAVE MANAGER button for named slots with the room, score and move count on each. Saves live in this browser on this device under tronsoft_the_invisible_man_saves. The TRANSCRIPT button downloads your whole playthrough as a text file.

ACCESSIBILITY

Six presets — Standard, Low Vision, Blind / Screen Reader, Hard of Hearing, Motor Assistance, Cognitive Support — each of which can then be adjusted switch by switch. Narration reads the story aloud; captions mirror sound cues in text; contrast, control size and text scale are all adjustable, and your settings persist on this device.

All audio is generated in the browser, there are no sound files, and no puzzle in this story requires hearing anything. Playing with sound off costs you nothing.