Bronze is part of Emily Short's Fractured Fairy Tale series of interactive fiction games, adapted from Beauty and the Beast. In addition to being my favorite adaptation of BatB, it's also one of my favorite fairy-tale adaptations, period, and one of my favorite IF games due to its incredible descriptions of the Beast's castle. But let's stop talking about it and actually start playing.
When the seventh day comes and it is time for you to return to the castle in the forest, your sisters cling to your sleeves.
"Don't go back," they say, and "When will we ever see you again?" But you imagine they will find consolation somewhere.
Your father hangs back, silent and moody. He has spent the week as far from you as possible, working until late at night. Now he speaks only to ask whether the Beast treated you "properly." Since he obviously has his own ideas about what must have taken place over the past few years, you do not reply beyond a shrug.
You breathe more easily once you're back in the forest, alone.
Bronze
A fractured fairy tale by Emily Short
Release 11 / Serial number 060503 / Inform 7 build 3K27 (I6/v6.30 lib 6/10N)
Have you played interactive fiction before? >
I have, but this game has some special commands that other IF doesn't, so I'll say no.
Some extra command help is provided, though you may turn it off at any time.
Drawbridge
Even in your short absence, the castle has come to look strange to you again. When you came here first, you stood a long while on the drawbridge, unready to cross the moat, for fear of the spells that might bind you if you did. This time it is too late to worry about such things.
An iron-barred gate leads north.
Some options to try (to play without guidance, type novice mode off):
look
examine (X) the castle, the moat, or yourself
think about a specific room or object to get a clue
help to see a more complete set of instructions
Ah, some things to examine, and some commands to try out. It should be noted that as long as we remain in novice mode, this list of options will appear after every command input, but I'll do you the favor of not including it. You're welcome.
Bronze has a few special commands not found in every game.
GO TO {any room} will allow you to travel automatically, assuming that there are no locked doors or other impediments in your way.
FIND {any object} will similarly take you to any items you have seen already (but not find anything that you haven't seen yet).
LOOK {a direction} will tell you what lies that way without your having to go there.
ROOMS will list all the rooms you have visited so far; OBJECTS will similarly list all the things you have seen in the course of the game.
THINK ABOUT {any object} will provide extra information and sometimes context-sensitive hints, depending on what you have done so far.
NOVICE MODE ON and NOVICE MODE OFF toggle the functioning of novice mode, which puts in bold-face the names of objects the player might want to attend to, and offers some command suggestions each turn. The game runs very slightly more slowly in novice mode because it is also calculating what the player might like to do at each turn. It is recommended that the novice player try this for a while, then turn it off when he gets the hang of the command-driven interface. Novice mode does not list every possible command, only those that seem especially obvious or relevant at any given moment.
And now to actually examine some of the things that the game suggested examining.
>x castle
The drawbridge looks longer than it actually is; the towers are so high that the tops are lost in cloud, and looking east or west, you cannot see the furthest extent of the walls. An optical illusion: it is smaller inside.
Probably.
>x moat
The moat is full of slightly oily brown water. If you had been physically imprisoned, you might have tried to swim across; so it is just as well that you were not.
>x me
You are nontrivially the worse for your journey -- hungry, dirty, and tired. But all that can be seen to later.
Now to try thinking about things.
>think about castle
You can't think of anything further on the topic.
>think about moat
You are too far from the moat to do anything but look.
>think about me
You'll be well enough, if you can settle matters here.
Not much else here, and there's only one way to go, so let's go…
>north
(first opening the iron-barred gate)
You shouldn't be able to open it, heavy as it is, but it swings aside lightly at your touch. The Beast said that it knows friend from enemy; and the castle, at least, still regards you as friend.
Entrance Hall
There is no fire in the big fireplace, and no one is waiting for you here; the air is very cold. Over the gate, the old familiar warning sign is painted.
Various passages lead deeper into the castle: north towards the central courtyard, southwest to the guard tower, east and west into the libraries, the offices, the galleries. Somewhere in this maze, he waits; and he should be told as soon as possible that you did return.
An iron-barred gate leads south to the drawbridge.
More directions to visit, but there are also some things to examine, so let's do that.
>x fireplace
Unlit, vacant. It is almost as though you are not expected.
>x sign
You know the words by heart, having heard them first from your father, and then studied them yourself on many more recent occasions.
You read: Those who seek to leave the castle depart at peril of their lives and souls, unless another servant be provided in exchange, or a fixed term of absence be granted by their master.
>x gate
It stands open and unlocked.
And, with that out of the way, which way should we go first?
Current puzzles:
None yet.
Maps
Unexplored paths:
North from Entrance Hall.
East from Entrance Hall.
Southwest from Entrance Hall.
West from Entrance Hall.
Inventory:
Nothing.
When the seventh day comes and it is time for you to return to the castle in the forest, your sisters cling to your sleeves.
"Don't go back," they say, and "When will we ever see you again?" But you imagine they will find consolation somewhere.
Your father hangs back, silent and moody. He has spent the week as far from you as possible, working until late at night. Now he speaks only to ask whether the Beast treated you "properly." Since he obviously has his own ideas about what must have taken place over the past few years, you do not reply beyond a shrug.
You breathe more easily once you're back in the forest, alone.
Bronze
A fractured fairy tale by Emily Short
Release 11 / Serial number 060503 / Inform 7 build 3K27 (I6/v6.30 lib 6/10N)
Have you played interactive fiction before? >
I have, but this game has some special commands that other IF doesn't, so I'll say no.
Some extra command help is provided, though you may turn it off at any time.
Drawbridge
Even in your short absence, the castle has come to look strange to you again. When you came here first, you stood a long while on the drawbridge, unready to cross the moat, for fear of the spells that might bind you if you did. This time it is too late to worry about such things.
An iron-barred gate leads north.
Some options to try (to play without guidance, type novice mode off):
look
examine (X) the castle, the moat, or yourself
think about a specific room or object to get a clue
help to see a more complete set of instructions
Ah, some things to examine, and some commands to try out. It should be noted that as long as we remain in novice mode, this list of options will appear after every command input, but I'll do you the favor of not including it. You're welcome.
Bronze has a few special commands not found in every game.
GO TO {any room} will allow you to travel automatically, assuming that there are no locked doors or other impediments in your way.
FIND {any object} will similarly take you to any items you have seen already (but not find anything that you haven't seen yet).
LOOK {a direction} will tell you what lies that way without your having to go there.
ROOMS will list all the rooms you have visited so far; OBJECTS will similarly list all the things you have seen in the course of the game.
THINK ABOUT {any object} will provide extra information and sometimes context-sensitive hints, depending on what you have done so far.
NOVICE MODE ON and NOVICE MODE OFF toggle the functioning of novice mode, which puts in bold-face the names of objects the player might want to attend to, and offers some command suggestions each turn. The game runs very slightly more slowly in novice mode because it is also calculating what the player might like to do at each turn. It is recommended that the novice player try this for a while, then turn it off when he gets the hang of the command-driven interface. Novice mode does not list every possible command, only those that seem especially obvious or relevant at any given moment.
And now to actually examine some of the things that the game suggested examining.
>x castle
The drawbridge looks longer than it actually is; the towers are so high that the tops are lost in cloud, and looking east or west, you cannot see the furthest extent of the walls. An optical illusion: it is smaller inside.
Probably.
>x moat
The moat is full of slightly oily brown water. If you had been physically imprisoned, you might have tried to swim across; so it is just as well that you were not.
>x me
You are nontrivially the worse for your journey -- hungry, dirty, and tired. But all that can be seen to later.
Now to try thinking about things.
>think about castle
You can't think of anything further on the topic.
>think about moat
You are too far from the moat to do anything but look.
>think about me
You'll be well enough, if you can settle matters here.
Not much else here, and there's only one way to go, so let's go…
>north
(first opening the iron-barred gate)
You shouldn't be able to open it, heavy as it is, but it swings aside lightly at your touch. The Beast said that it knows friend from enemy; and the castle, at least, still regards you as friend.
Entrance Hall
There is no fire in the big fireplace, and no one is waiting for you here; the air is very cold. Over the gate, the old familiar warning sign is painted.
Various passages lead deeper into the castle: north towards the central courtyard, southwest to the guard tower, east and west into the libraries, the offices, the galleries. Somewhere in this maze, he waits; and he should be told as soon as possible that you did return.
An iron-barred gate leads south to the drawbridge.
More directions to visit, but there are also some things to examine, so let's do that.
>x fireplace
Unlit, vacant. It is almost as though you are not expected.
>x sign
You know the words by heart, having heard them first from your father, and then studied them yourself on many more recent occasions.
You read: Those who seek to leave the castle depart at peril of their lives and souls, unless another servant be provided in exchange, or a fixed term of absence be granted by their master.
>x gate
It stands open and unlocked.
And, with that out of the way, which way should we go first?
Current puzzles:
None yet.
Maps
| -b- /| aa=Drawbridgeb=Entrance HallUnexplored paths:
North from Entrance Hall.
East from Entrance Hall.
Southwest from Entrance Hall.
West from Entrance Hall.
Inventory:
Nothing.
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