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T H E R O A D T O H E L L
A Tale of Grief, Fog, and Choice
by Rogerio Biondi
Engine: PunyInform 6.4.1 / Inform 6
Targets: ZX Spectrum, C64, CPC, MSX, Amiga, PC
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| "The road allows no rest. |
| But it allows choices." |
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1. HOW TO RUN THE GAME
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- See the readme.txt file shipped with the game for installation
and platform instructions.
SAVING AND RESTORING
Use the SAVE and RESTORE commands to save and restore your game,
following the conventions of your platform.
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2. THE DEATH ROAD
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There is a place, in the heart of the Bolivian mountains, where
asphalt surrenders to mud and mud surrenders to the abyss. The
ancients called it Camino de los Yungas. The world named it the
Death Road.
Three and a half meters wide. Twelve hundred meters of fall. A
single mistake from the driver, a single curve poorly judged,
and the vehicle disappears into the clouds that sleep below.
Hundreds of crosses mark the asphalt. Some bear names. Others
only flowers. Others... well... no one is left to visit them.
When the fog descends, it does not descend alone. Truckers say
they hear the engines of buses long gone. That they see passengers
standing at the curve where the 1983 bus fell. That, on certain
nights, someone knocks on the passenger window asking to come in.
And everyone in Bolivia knows: you do not give rides on the Death
Road.
The Yungas. Where the mountain whispers. Where Supay walks. Where
Pachamama remembers her dead.
It is onto this road that you will set out tonight.
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3. INTRODUCTION
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Your name does not matter much now. What matters is that your wife,
Clara, has been dead for eleven weeks. Sunday morning. Drowning,
the certificate says. Recovered on the shoulder of km 47. You have
read those two lines a thousand times and they have never made
sense together.
There is someone on the other side of the Yungas. A defendant. A
name on the summons that presses against the inner pocket of your
coat. The judge asked you to deliver it yourself, by hand. Strange.
No one else wanted to go. Maybe because it is the Death Road.
Maybe because the defendant has friends. Maybe because the judge
does not like you very much.
The car waits outside, at the zero marker of the Broken Wheel Bar.
Warm beer on the table, matches, an old newspaper. The briefcase
with the documents. A photo of Clara, heavy with longing. And,
three years behind her, the silence of a house with a pool that
no one enters anymore.
More than a hundred kilometers of mud, fog, and abyss separate
you from the defendant. Several stretches with choices. Each
curve with paths, and none of them safe.
Some stops will comfort you. Others will not.
The road is waiting. You are not alone on it.
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4. HOW TO PLAY
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The Road to Hell is a work of interactive fiction: you talk to the
game by typing short sentences in English, and the game answers
with text describing what happens. There are no graphics. Your
imagination does the heavy lifting, and nothing works better
than that.
--- Basic commands ---
LOOK or L Look around
EXAMINE X or X X Look at an object/person in detail
INVENTORY or I See what you are carrying
TAKE X Pick up X
DROP X Drop X
OPEN X / CLOSE X Open / close
READ X Read
GIVE X TO Y Give X to Y
TALK TO X Talk to X
SAVE / RESTORE Save / restore
QUIT Quit
--- Movement ---
N, S, E, W North, South, East, West
UP, DOWN Go up, go down
ENTER X / EXIT Enter / exit
--- Driving verbs (in the car) ---
DRIVE or N Go ahead
TURN LEFT or W Take the left path
TURN RIGHT or E Take the right path
BRAKE or B Brake
ACCELERATE or A Accelerate
SWERVE or R Swerve left/right
PRAY Pray (in critical moments)
--- Useful verbs in the world ---
KNOCK Knock (on doors)
BURN X Burn / light
EAT X / DRINK X Eat / drink
SIT X Sit
CARVE Carve (with a sharp object)
DIG Dig
SHOOT X / KILL X Shoot / kill
FIX Reinforce an object
PULL / PUSH X Pull / push
--- Goal ---
Reach the Defendant's House by 9 a.m. the next morning and
deliver the summons.
--- Inner mechanics ---
The game shows no numbers, but it watches you closely.
SANITY Rises with comfort, prayer, and rest. Falls in
the face of horror, alcohol, and voices that
should not be there. Your sanity changes what
you see, read, and recognize. Very low states
open dark doors. High states reveal subtle
messages.
GRIEF Longing has weight. It rises with triggers,
falls with small acts of redemption. In some
places, grief decides whom you recognize and
whom you do not.
PHYSICAL Hunger, cold, fatigue, wounds. Take care of
the body.
BALANCE Each stop tips you toward the light or the
darkness. At the end of the road, this balance
determines the ending.
There is no "right path". There is the path you chose.
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5. ESSENTIAL TIPS
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* EXAMINE EVERYTHING. In interactive fiction, X (EXAMINE) reveals
more than LOOK. Look at the table. Look at the bench. Examine
everything you come across.
* READ EVERYTHING. Letters, newspapers, walls, signs, books.
Important clues live in the margins. Some only appear when
you are sane.
* SAVE OFTEN. Use SAVE before any choice that feels dramatic.
RESTORE brings you back. This road does not forgive.
* TAKE NOTES ON PAPER. Like the old days. Names, mileage,
strange clues, recurring phrases. Draw a map. The game
rewards those who pay attention.
* YOUR STATE CHANGES THE GAME. High sanity opens one layer of
meaning. Low sanity opens another. High grief makes you see
people and things in a darker light. Low grief makes you
doubt. Neither the player nor the character can fully trust
their own eyes.
* NOT EVERY FAMILIAR FACE IS WHAT IT SEEMS. If something looks
too good to be there, perhaps it is not.
* THE PATH ONLY MOVES FORWARD. You cannot return to places
already visited. Explore each one well, and look for objects
that may be used elsewhere.
* KEEP OBJECTS. Items may be used later. They may have more
than one use. Before spending the last one, think where else
it might fit.
* USE THE BRIEFCASE WELL. The briefcase lets you carry more
than the player can with empty hands. Use it wisely.
* THE PATHS ARE DIFFERENT. The roads of each stretch, and how
you travel them, tell different stories. In a single run you
will not see everything. Play several times and try other
choices.
* REPLAY. The game can be finished in a little under an hour
and has seven different endings. Play several times to
discover them all.
* STOP AND PRAY. PRAY is not decorative. At the right moments
it opens passages that other commands do not.
* THE CAR IS NOT JUST TRANSPORT. Read the manual in the glove
compartment. It matters.
* BE CAREFUL WHAT YOU DRINK, HEAR, OR TURN ON. Some temptations
cost dearly.
* TIME MOVES. In some places, lingering kills. Find a quick
way out.
* THE END HAS MORE THAN ONE FACE. There is no single ending.
Everything you did on the road will collect its bill at the
finish. Or its reward.
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6. REPORTING BUGS
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Every interactive story has corners the author did not look into.
If you find a bug, an odd line of text, or behavior that seems
wrong, your help is welcome.
--- What to note before reporting ---
1. Platform and interpreter version
(e.g., Frotz 2.54 on Linux, Spectaculator on ZX Spectrum,
VICE on C64, Frotz/Z-machine on PC, etc.)
2. Game version (release number, if visible)
3. The exact command you typed
(copy it verbatim, typos and all)
4. The description of the place where it happened
(use LOOK and copy the text)
5. Your inventory at the time (use INVENTORY)
6. The steps to reproduce the problem
(preferably starting from a known SAVE point)
7. What you expected to happen and what actually happened
8. If possible, attach the SAVE file from just before the bug
--- How to report ---
Visit my page:
rbiondi.itch.io
Go to The Road to Hell and leave a private message (PM)
directly to the author. Private messages are read carefully
and answered whenever possible.
Reporting bugs is an act of generosity. Thank you.
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7. CREDITS
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Design, writing and code: Rogerio Biondi
Engine: PunyInform 6.4.1
Language: Inform 6
Targets: ZX Spectrum, Commodore 64,
Amstrad CPC, MSX, Amiga, PC
Author page: rbiondi.itch.io
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| The road is waiting. Safe travels. |
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(c) Rogerio Biondi - All rights reserved
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