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:
| Type | What happens |
|---|---|
LOOK | Re-reads the room and lists what is here and where the exits go. |
EXAMINE APPARATUS | Anything named in a description can be examined. |
TAKE PHIAL | Puts the drug in your hands. |
SEARCH APPARATUS | Searching furniture is how most of this story is found. |
USE DYNAMOS | Starts the radiator. |
USE PHIAL | The point of no return. |
COMMANDS
| Movement | N S E W U D IN OUT, or GO NORTH |
|---|---|
| Handling | LOOK EXAMINE TAKE DROP USE OPEN CLOSE SEARCH READ TALK TO WAIT |
| This story | STRIP (also UNDRESS, UNWRAP, UNMASK)BURN (also LIGHT) |
| Information | INVENTORY JOURNAL QUESTS ACHIEVEMENTS STATS SCORE |
| System | HINT 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 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
- standing about in Great Portland Street once the snow starts;
- going through the door of the Jolly Cricketers empty-handed;
- being caught in the open on the downs with nothing to break the ring.
SCORING
| The seven quests | 135 points — required, in story order |
|---|---|
| Burning the lodging | 5 points — optional, and only possible once all three notebooks are safe |
| The Epoch One proclamation | 10 points — optional, in Kemp's study after he has heard you out |
| Total | 150 |
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.