Snatches
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About the game
The manor sits alone on a mountain, surrounded by pine forest, with a single winding road down to the town in the valley. It used to be a grand place. Now the curtains are yellowing, the floors are scratched and the family rents out its rooms as a bed and breakfast to a handful of guests. The evening starts quietly enough: a glass of scotch in a guest room, a few gunshots from somebody practising out in the woods, the setting sun lighting up the dust in the entryway.
Then something starts hunting the people in the house. Snatches tells its story through many of them, one after another, and the status bar shows whose eyes you are looking through at the moment. Each character sees the same rooms differently and can do different things, and the picture of what is happening in the manor is put together from all of those scenes.
Gregory Weir wrote Snatches for the 2005 Interactive Fiction Competition. It is a suspenseful horror story with some violence, a menu-based conversation system and several endings, and can be finished in an evening.
Playing it here
Click Play now and press a key to get past the title. Type a command after
the > prompt and press Enter. The game is in English and understands short
sentences that start with a verb, such as examine bottle or open door.
Commands
| Command | What it does |
|---|---|
north, south, east, west, up, down (or n, s, e, w, u, d) |
walk |
look (l) |
describe where you are again |
examine (x) something |
look closer |
take, open, drink something |
everyday actions |
greet someone |
start a conversation |
a, b, c |
pick one of the lines offered during a conversation |
talk about topic / goodbye |
change the subject, end the conversation |
about |
help for newcomers, game notes and hints |
save / restore |
keep your progress in this browser and load it back |
A few things worth knowing
Watch the status bar. The name on the right tells you who you are playing right now; it changes as the story moves on.
The early scenes are short and guided. Each character has something small to do before the story moves on; later the game opens up and the puzzles take more exploring. If you are unsure what to do, examine what the current character is carrying.
Listen to the house. Sounds from outside and from other rooms are part of the story and often point to where things are happening.
Conversations are not mazes. You will not see every line in one playthrough, and the choices you make shape how each talk goes.
Credits and licence
Snatches was written by Gregory Weir. The version served here is Release 1 (serial 050930), the IFComp 2005 story file from the IF Archive, without changes. The game is licensed under the Creative Commons Attribution-ShareAlike 2.5 licence, as stated in its own License Information menu; the licence is linked from this page.