On the Porch
Once the conversation is over, the adventure is not quite over. To finish the quest, you must get into your car. This is fairly easy and probably does not need a map. Still, during the development of the game I drew up a quick map so it is only fitting that I put the map into this walkthrough.
When you reach the car you are presented with your final score. Some people may disagree with my logic behind the scoring, but being able to decide things like how scoring works is one advantage of designing and making games yourself. Scoring is handled as follows:
- Asking if landlord is serious -2. If someone has legal papers they are handing you, the seriousness is implied making the question redundant and as such punishable by two points.
- Threatening court action -5. While today’s society might be overly interested in lawsuits, I think it is always best to know facts before taking rash actions.
- Asking why +5. Knowledge is power. Finding out why something is happening before taking possibly rash action is almost always the best way of handling problems. Sometimes knowing what the problem is may lead to a mutually beneficial solution. Other times, like this, you will at least learn how futile the situation is.
- Calling the landlord a Joker -5. Never burn bridges, besides the landlord has little choice in his actions.
- Calling the landlord spineless +2. My logic here was that you were confirming that the landlord is doing this out of fear of Gartony not as an insult. The limited responses that the choices present probably didn’t make this clear.
- Taking landlord to court -10. While normally wrongful evictions should be taken to court, in cases where mobsters are involved you are probably best not invoking them and quietly going to the police. If the bad guys know you are going against their plans, they may do something bad, but if you do it quietly, there is a better chance you will be prepared and will survive the encounter.
- Agreeing to leave +10.
- Openning garage door +1.
- Getting into car +2.