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Key & Compass presents:
Death Number Four
by Dave Footitt

Death Number Four is a Z-machine interactive fiction game written with Inform 6 and is © 2021 by Dave Footitt. It was an entry in PunyJam #1 where it took 4th place.

In this short game, you play as a heavily bandaged supernatural entity, summoned back into existence inside a pub's broom closet. The local police inspector needs you to get inside the locked graveyard and speak to the dead.

This solution is by David Welbourn, and is based on Release 1 of the game.

SPOILERS AHEAD. Reading a walkthrough prematurely can sometimes diminish one's enjoyment of an interactive fiction game. Please make an honest effort to play the game before reading this walkthrough.


Map

PoliceStation Riverbank Outsidethe Pub Street BroomCloset Pub Pubbathroom Beercellar South onthe river Clearing d u (to grave-yard) 🛶

Walkthrough

Broom Closet

> take knife. x it. (What brought you into existence.)

> take note. x it. (Meet someone at the station.)

> take pile.

> open door. e.

Pub

> x barman. x pump.

> d.

Beer cellar

> x cask. x pipe. x hole.

> put fabric on hole. (+1)

> u.

Pub

The barman, in a better mood, unlocks the door and throws a hat and raincoat your way.

> x hat. wear it. x coat. wear it.

> e.

Pub bathroom

> x toilet. x sink. x sunglasses. wear them.

> x mirror. (You are covered in bandages.)

> w.

Pub

> open pub door. n.

Outside the Pub

> x post. e.

Street

> x graveyard. (gate locked; key on hook)

> x key. x hook. x station.

> n.

Police Station

> x counter. (steps down on other side)

> x painting. x stick. (has hook)

> take stick. x inspector.

> show note to inspector.

Because of a pattern in recent deaths, he wants you to communicate with the most recent person, now buried in the graveyard.

> give knife to inspector. (+1)

> d. (He stops you.)

> s.

Street

Note that 'take' doesn't work as well as 'get' here.

> get key with stick. (not quite)

> w. w.

River bank

> x water. x boat. enter boat. (+1)

> s.

South on the river

> x reeds.

> leave boat. e.

Clearing

> x tree. x nest.

> climb tree. (can't: no low branches)

> throw stick at nest. (+1)

> look. x magnet. take all.

> w. enter boat. n. leave boat. e. e.

Street

> put magnet on stick. get key with stick. (+1)

> unlock gate with key. open gate. e.

*** You have won ***

This story really needs to be continued, in my humble opinion.


Extras

Characters

Mentioned:


Endings


Inventory


Score

This is the response to SCORE:

You have so far scored your-score out of a possible 5, in several turns.

Points are awarded as follows:


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