[Next: Writing IF] [Prev: Commands]
Be sure to read any game-specific instructions (often with the about command) and check for special commands used in the game. Some games come with a readme file containing this kind of information.
When the game starts, one of the first commands you might want to try is x me, which can provide useful information about the character you are playing (called the Player Character, or PC). If the description is "As good-looking as ever", it sounds like the author has been lazy! (This is the built-in response for Inform games).
Typing inventory (i) will also let you know if you are carrying anything.
Some games start you off inside another object, such as a bed. In these games, you won’t be able to do much until you get up or go out. If you can’t see anything at all, you might need to switch on light.
And if you are unsure of your initial surroundings, just type look (l).
There are certain conventions in the world of IF. These may be broken by individual games, but it is still helpful to know what they are.
In general, objects have a use. If you find a hammer or a brass ring, you should take it. If the object is edible, it would be wisest not to eat it, since it will probably come in handy later on — unless the game tells you that you are hungry, in which case you may have to eat regularly or else die of starvation (fortunately this kind of unrealistic “hunger puzzle” is not so popular these days).
As well as taking whatever you can, it is also wise to examine (x) everything. More information about a place or object may be available than is displayed in its initial description. If you suspect that an object is concealing something, you can search it or look in, under or behind it.
Watch out for clues in the text. If the game draws attention to an object, it is probably worth further investigation; this can be by having a longer description than usual, or being on a line by itself, or just being the last thing mentioned in a location. There can also be clues in the game’s response when something you try doesn’t work, pointing you to an action that will work.
If something seems like a puzzle (ie. an obstacle to be overcome), it probably is. The fact that it exists is meant to prompt you to solve it, even if you don’t have an obvious in-game motivation to do so (this isn’t very good game design, but happens quite a lot).
Try everything you can think of to solve a puzzle; it may need a bit of lateral thinking (or totally off the wall thinking, depending on the author of the game). Try thinking of non-standard uses for objects or ways of using the environment. If you get totally stuck, it is possible that some other puzzle needs to be solved first before you can make any progress with this one.
Unfortunately, some games do not include enough synonyms for commands and objects in the game. If you try something you think is reasonable and the game doesn’t let you, you just might need to word things differently.
Some games are more cruel than others, and let you put yourself in an “unwinnable situation” where it is not possible to finish the game successfully. If you suspect that you are playing such a game, remember to save your progress regularly (with different filenames).
There is some good advice about playing IF games here:
As a last resort, a “walkthrough” containing the complete solution is available for some games. If there is one, you can usually find a link to it in Baf’s guide.
A warning, though — walkthroughs can easily spoil your enjoyment of a game, especially if you are just looking for the solution to a particular puzzle and you read something else by mistake.
There is a collection of walkthroughs at David Welbourn’s Key & Compass, as well as the Adventure Games Coalition. Walkthroughs are also available for the commercial games by Infocom, Magnetic Scrolls and Level 9, as well as many others.
Or you can check if there is a solution in the IF Archive.
Next: Writing your own IF.
Prev: IF Commands.