Hitchhikers Guide To Galaxy by L&T
- ANIC! - ELAX, BECAUSE EVERYTHING YOU NEED TO KNOW ABOUT PLAYING - IS CONTAINED IN THE PAGES OF THIS MANUAL. - N THIS STORY, YOU WILL BE - ENT, A RATHER ORDINARY EARTH CREATURE WHO GETS SWEPT UP IN A WHIRLWIND OF INTERSTELLAR ADVENTURES ALMOST BEYOND COMPREHENSION. - S THE STORY BEGINS, BULLDOZERS ARE WAITING TO REDUCE YOUR HOUSE TO RUBBLE TO MAKE WAY FOR A MOTORWAY BYPASS. - HILEYOU ATTEMPT TO DEAL WITH THIS PROBLEM, YOUR RATHER STRANGE FRIEND - REFECT DROPS BY TO TELL YOU THAT THE - ARTH IS ABOUT TO BE DEMOLISHED TO MAKE WAY FOR AN INTERSTELLAR BYPASS! - F YOU SURVIVE THIS DOUBLE THREAT, YOU'LL EMBARK ON A - * LIVE IN LENINGRAD BY TDM OF TRIAD (INSPIRED BY YNGWIE MALMSTEEN) * - - ANIC! - ELAX, BECAUSE EVERYTHING YOU NEED TO KNOW ABOUT PLAYING - IS CONTAINED IN THE PAGES OF THIS MANUAL. - N THIS STORY, YOU WILL BE - ENT, A RATHER ORDINARY EARTH CREATURE WHO GETS SWEPT UP IN A WHIRLWIND OF INTERSTELLAR ADVENTURES ALMOST BEYOND COMPREHENSION. - S THE STORY BEGINS, BULLDOZERS ARE WAITING TO REDUCE YOUR HOUSE TO RUBBLE TO MAKE WAY FOR A MOTORWAY BYPASS. - HILEYOU ATTEMPT TO DEAL WITH THIS PROBLEM, YOUR RATHER STRANGE FRIEND - REFECT DROPS BY TO TELL YOU THAT THE - ARTH IS ABOUT TO BE DEMOLISHED TO MAKE WAY FOR AN INTERSTELLAR BYPASS! - F YOU SURVIVE THIS DOUBLE THREAT, YOU'LL EMBARK ON A SERIES OF INTER-GALACTIC MISADVENTURES EVEN FUNNIER THAN YOUR WORST NIGHTMARES! - ND, BECAUSE ANYTHING IS POSSIBLE IN - , YOU MAY SOON NOT EVEN BE SURE OF YOUR OWN IDENTITY! - F YOU'RE EXPERIENCED WITH - NFOCOM'S INTERACTIVE FICTION, YOU MAY NOT FEEL LIKE READING THE ENTIRE MANUAL. - OWEVER,YOU SHOULD AT LEAST READ THE APPENDICES OF IMPORTANT COMMANDS AND RECOGNIZED VERBS. - HE SAMPLE TRANSCRIPTION WILL GIVE YOU IDEAS FOR SOME OF THE WEIRD THINGS YOU CAN DO IN - . - SPECIAL NOTE FOR PEOPLE WHO HAVE READ THE BOOK - LTHOUGH THE OPENING OF THE GAMEIS FAIRLY SIMILAR TO THE BOOK, THE STORYQUICKLY DIVERGES, WITH LOTS OF NEW MATERIAL AND DIFFERENT TWISTS. - AMILIARITY WITH THE STORY MAY MAKE A FEW OF THE EARLY PUZZLES EASIER, BUT IF YOU RELY TOO HEAVILY ON THIS PREVIOUS KNOWLEDGE, YOU WILL CERTAINLY BEFUDDLE YOURSELF. - VERVIEW - NTERACTIVE FICTION IS A STORY IN WHICH YOU ARE THE MAIN CHARACTER. - OUR OWN THINKING AND IMAGINATION DETEMINE THE ACTIONS OF THAT CHARACTER AND GUIDE THE STORY FROM START TO FINISH. - ACH WORK OF INTERACTIVE FICTION, SUCH AS - PRESENTS YOU WITH A SERIES OF LOCATIONS, ITEMS, CHARACTERS, AND EVENTS. - OU CAN INTERACT WITH THESE IN A VARIETY OF WAYS. - O MOVE FROM PLACE TO PLACE, TYPE THE DIRECTION YOU WANT TO GO. - HEN YOU FIND YOURSELF IN A NEW LOCATION, IT'S A GOOD IDEA TO BECOME FAMILIAR WITH YOUR SURROUNDINGS BY EXPLORING THE NEARBY ROOMS AND READING EACH DESCRIPTION CARE-FULLY. ( - OU MAY NOTICE THAT - OCCASIONALLY REFERS TO A LOCATION AS A "ROOM," EVEN IF YOU ARE OUTDOORS.) - S YOU EXPLORE, IT IS HELPFUL TO MAKE A MAPOF THE GEOGRAPHY. - N IMPORTANT ELEMENT OF INTERACTIVE FICTION IS PUZZLE-SOLVING. - OU SHOULD THINK OF A LOCKED DOOR OR A FEROCIOUS BEAST NOT AS A PERMANENT OBSTACLE, BUT MERELY AS A PUZZLE TO BE TACKLED. - OLVING PUZZLES WILL FREQUENTLY INVOLVE BRINGING A CERTAIN ITEM WITH YOU AND THEN USING IT IN THE PROPER WAY. - , TIME PASSES ONLY IN RESPONSE TO YOUR INPUT. - OU MIGHT IMAGINE A CLOCK THAT TICKS ONCE FOR EACHSENTENCE YOU TYPE, AND THE STORY PRO- GRESSES ONLY AT EACH TICK. - OTHING HAPPENS UNTIL YOU TYPE A SENTENCE AND PRESS THE - ) KEY, SO YOU CAN PLAN YOUR TURNS AS SLOWLY AND CARE- FULLY AS YOU WANT. - O MEASURE YOUR PROGRESS, - KEEPS TRACK OF YOUR SCORE. - OU MAY GET POINTS FOR SOLVING PUZZLES, PERFORMING CERTAIN ACTIONS, OR VISITING CERTAIN LOCATIONS. - EEPING TRACK OF WHAT ACTIONSINCREASE YOUR SCORE WILL HELP YOU LEARN WHAT THE GOAL OF THE STORY IS. - OVICES 1. - T SHOULD INCLUDE EACH LOCATION, THE DIRECTIONS CONNECTING IT TO OTHER LOCATIONS, AND ANY INTERESTING OBJECTS THERE. ( - EE THE SMALL SAMPLE MAPTHAT GOES ALONG WITH THE SAMPLE TRAN- SCRIPT). - OTE THAT THERE ARE 10 POSSIBLEDIRECTIONS, PLUS - . 2. - OST OBJECTS THAT YOU CAN PICK UP AREIMPORTANT FOR SOLVING ONE OR MORE OF THEPUZZLES YOU'LL RUN INTO IN THE STORY. 3. - AVE YOUR PLACE OFTEN. - HAT WAY, IF YOU GET "KILLED" OR HOPELESSLY MUCKED UP, YOU WON'T HAVE TO START OVER FROM THE BEGINNING. 4. - EAD THE STORY CAREFULLY. - HERE ARE OFTEN CLUES IN THE DESCRIPTIONS OF LOCATIONS AND OBJECTS, AS WELL AS IN LABELS, ENGRAVINGS, BOOKS, AND SO ON. - VEN STRANGE OR DANGEROUS ACTIONS MAY PROVIDE CLUES, AND MIGHT PROVE TO BE FUN! - OU CAN ALWAYS SAVE YOUR POSITION FIRST IF YOU WANT. - ERE'S A SILLY EXAMPLE: > - - HE USHER LOOKS UNIMPRESSED, AND BEGINS LEADING YOU TOWARD THE LAST ROW OF THE THEATRE. - OU'VE JUST LEARNED THERE IS SOMETHING (SUCH AS THE CRISP BILL) WHICH MIGHT CONVINCE THE USHER TO GIVE YOU A FRONT ROW SEAT... PERHAPS EVEN A FRONT ROW SEAT NEXT TO - SAMEERA AND HER DREADFULLY EXPENSIVE AND EASY-TO-STEAL DIAMOND-STUDDED TIARA. 5. - NLIKE OTHER "ADVENTURE GAMES" THAT YOU MAY HAVE PLAYED, THERE ARE MANY POSSIBLE ROUTES TO THE END OF - OME PUZZLES HAVE MORE THAN ONE SOLUTION; OTHERS DON'T NEED TO BE SOLVED AT ALL. - OMETIMES YOU WILL HAVE TO SOLVE ONE PUZZLE IN ORDER TO OBTAIN THE ITEM(S) OR INFORMATION YOU NEED TO SOLVE ANOTHER. 6. - OU MAY FIND IT HELPFUL TO PLAY - WITH ANOTHER PERSON. - IFFERENT PEOPLE MAY FIND DIFFERENT PUZZLES EASY AND OFTEN COMPLEMENT EACH OTHER. 7. - F YOU GET REALLY STUCK, YOU CAN ORDER A HINT BOOKLET AND A COMPLETE MAP USING THE ORDER FORM IN YOUR PACKAGE. - OU DON'T NEED THIS BOOKLET TO ENJOY THESTORY, BUT IT WILL MAKE SOLVING - OU CAN ALSO TRY TYPING - DURING THE GAME. 8. - EAD THE SAMPLE TRANSCRIPT TO GET A FEEL FOR HOW INTERACTIVE FICTION WORKS. 9. - OU CAN WORD A COMMAND IN MANY DIFFERENT WAYS. - OR EXAMPLE, TO PUT ON THE DRESSING GOWN, YOU COULD USE ANY OF THE FOLLOWING: > - . > - . - N FACT, IF THE GOWN IS THE ONLY ARTICLEOF CLOTHING PRESENT, JUST TYPING - ISENOUGH, SINCE - WILL ASSUME YOU MEAN THE GOWN. - UT MORE ABOUT THAT IN THE NEXT SECTION... - OMMUNICATING WITH - - , YOU TYPE YOUR SENTENCE IN PLAIN - NGLISH EACH TIME YOU SEE THE PROMPT ( > ). - USUALLY ACTSAS IF YOUR SENTENCE BEGINS " - WANT TO...," ALTHOUGH YOU SHOULDN'T ACTUALLY TYPE THOSE WORDS. - OU CAN USE WORDS LIKE" - " IF YOU WANT, AND YOU CAN USE CAPITAL LETTERS IF YOU WANT; - DOESN'T CARE EITHER WAY. - HEN YOU FINISH TYPING A SENTENCE, PRESSTHE - WILL RESPOND BY TELLING YOU WHETHER YOURREQUEST IS POSSIBLE AT THIS POINT IN THESTORY AND WHAT HAPPENED AS A RESULT. - RECOGNIZES YOUR WORDS BY THEIR FIRST SIX LETTERS, AND ALL SUB- SEQUENT LETTERS ARE IGNORED. - CKPOKINGHAM (A SMALL TOWN IN - OCKPOKINGHAMSHIRE) WOULD ALL BE TREATEDAS THE SAME WORD BY - . - O MOVE AROUND, JUST TYPE THE DESIRED DIRECTION. - OU CAN USE THE EIGHT COMPASSDIRECTIONS: - OU CAN ABBREVIATE THESE TO - , RESPEC- TIVELY. - WILL ALSO WORK IN CERTAIN PLACES. - N BOARD A SHIP, YOU'LL WANT TO USE THE DIRECTION - . - UNDERSTANDS MANY DIFFERENT KINDS OF SENTENCES. - ERE ARE SOME EXAMPLES. ( - OTE THAT SOME OF THESE ITEMSDO NOT ACTUALLY APPEAR IN - .) > - > - > - > - > - > - > - > - > - > - > - > - - OU CAN USE MULTIPLE OBJECTS WITH CERTAIN VERBS IF YOU SEPARATE THEM BY THE WORD - OR BY A COMMA. - OME EXAMPLES: > - > - > - - REFERS TO EVERY VISIBLE OBJECT EXCEPT THOSE INSIDE SOMETHING ELSE. - F THERE WERE AN APPLE ON THE GROUND AND AN ORANGE INSIDE A CABINET, - WOULD TAKE THE APPLE BUT NOT THE ORANGE. > - > - > - > - > - - OU CAN INCLUDE SEVERAL SENTENCES IN ONEINPUT LINE IF YOU SEPARATE THEM BY THE WORD - OR BY A PERIOD. ( - OTE THAT EACH SENTENCE WILL STILL COUNT AS A TURN.) - OU DON'T NEED A PERIOD AT THE END OF THE INPUT LINE. - OR EXAMPLE, YOU COULD TYPE ALL OF THE FOLLOWING AT ONCE,BEFORE PRESSING THE - ) KEY: > - - DOESN'T UNDERSTAND ONE OF THE SENTENCES ON YOUR INPUT LINE, OR IF SOMETHING UNUSUAL HAPPENS, IT WILL IGNORE THE REST OF YOUR INPUT LINE (SEE " - OMPLAINTS"). - HERE ARE THREE KINDS OF QUESTIONS THAT - ERE ARE EXAMPLES THAT YOU CAN TRY IN - : > - ? > - ? - OU WILL MEET OTHER PEOPLE AND CREATURESIN - OU CAN "TALK" TO SOME OF THESE BEINGS BY TYPING THEIR NAME, THEN A COMMA, THEN WHATEVER YOU WANT THEM TO DO. - ERE ARE SOME EXAMPLES: > - > - - OTICE THAT IN THE LAST TWO EXAMPLES, YOU ARE GIVING A PERSON MORE THAN ONE COMMAND ON THE SAME INPUT LINE. - OU CAN USE QUOTATION MARKS TO ANSWER A QUESTION, SAY SOMETHING "OUT LOUD," OR TYPE SOMETHING ON A KEYBOARD. - OR EXAMPLE: > - " > - " > - " - TRIES TO GUESS WHAT YOU REALLY MEAN WHEN YOU DON'T GIVE ENOUGH INFORMATION. - OR EXAMPLE, IF YOU SAY THAT YOU WANT TO DO SOMETHING, BUT NOT WHAT YOU WANT TO DO IT TO OR WITH, - WILL SOMETIMES DECIDE THAT THERE IS ONLY ONE POSSIBLE OBJECT THAT YOU COULD MEAN. - HEN IT DOES SO, IT WILLTELL YOU. - OR EXAMPLE: > - (WITH THE RAY GUN) - HE CUTE LITTLE DOGGIE IS INCINERATED. OR > - (TO THE HITCHHIKER) - HE HITCHHIKER NATURALLY ALREADY HAS A TOWEL, BUT THANKS YOU POLITELY FOR YOUR OFFER. - F YOUR SENTENCE IS AMBIGUOUS, - WILL ASK WHAT YOU REALLY MEAN. - OU CAN ANSWER MOST OF THESE QUESTIONS BRIEFLY BY SUPPLYING THE MISSING INFORMATION, RATHER THAN TYPING THE ENTIRE INPUT AGAIN. - OU CAN DO THIS ONLYAT THE VERY NEXT PROMPT. - OME EXAMPLES: > - - HAT DO YOU WANT TO CUT THE BREAD WITH? > - - HE BREAD IS STALE TO THE POINT OF BEING PETRIFIED. OR > - - HICH AXE DO YOU MEAN, THE TEENSY AXE ORTHE ATOMIC-POWERED SUPERSONIC PLANET- SMASHING AXE? > - - HE FLY EXPIRES. - USES MANY WORDS IN ITS DESCRIPTIONS THAT IT WILL NOT RECOGNIZE IN YOUR SENTENCES. - OR EXAMPLE, YOU MIGHT READ, " - ISGUSTING GOBS OF YELLOW GOO OOZE OUT OF THE MONSTER'S ELBOWS." - DOESN'T RECOGNIZE THE WORDS - IN YOUR INPUT, YOU CAN ASSUME THAT THEY ARENOT IMPORTANT TO YOUR COMPLETION OF THE STORY, EXCEPT TO PROVIDE YOU WITH A MOREVIVID DESCRIPTION OF WHERE YOU ARE OR WHAT IS GOING ON. - RECOG- NIZES OVER 800 WORDS, NEARLY ALL THAT YOU ARE LIKELY TO USE IN YOUR SENTENCES. - DOESN'T KNOW A WORD YOU USED, OR ANY OF ITS COMMON SYNONYMS, YOUARE ALMOST CERTAINLY TRYING SOMETHING THAT IS NOT IMPORTANT IN CONTINUING THE STORY. - TOPPING - OW THAT YOU KNOW WHAT TO EXPECT WHEN YOU VENTURE INTO - , IT'S TIME FOR YOU TO "BOOT" YOUR DISK. - OLLOWING THE COPYRIGHT NOTICE AND THE RELEASE NUMBER OF THE STORY, YOU WILL SEE THE OPENING MESSAGE. - ERE ARE A COUPLE OF QUICK EXERCISES TO HELP YOU GET ACCUSTOMED TO INTERACTING WITH - RY THE FOLLOWING COMMAND FIRST: > - - WILL RESPOND WITH: - OOD START TO THE DAY. - ITY IT'S GOING TO BE THE WORST ONE OF YOUR LIFE. - HE LIGHT IS NOW ON. - OU WILL ALSO NOW SEE THE DESCRIPTION OFTHE - EDROOM, THE OPENING LOCATION OF THESTORY. - EXT TRY: > - - FTER YOU PRESS THE - WILL RESPOND: - OU CAN'T REACH IT FROM THE BED. - HE EFFORT OF REACHING IS ALMOST TOO MUCH FOR YOU TO STAND. - T WILL PROBABLY TAKE YOU MANY DAYS TO COMPLETE - FEATURE, YOU CANCONTINUE AT A LATER TIME WITHOUT HAVING TO START OVER FROM THE BEGINNING, JUST AS YOU CAN PLACE A BOOKMARK IN A BOOK YOU ARE READING. - PUTS A "SNAPSHOT" OF YOUR PLACE IN THE STORY ONTO ANOTHER DISK. - F YOU ARE A CAUTIOUS PLAYER, YOU MAY WANT TO SAVE YOUR PLACE BEFORE (OR AFTER) TRYING SOMETHING DANGEROUS OR TRICKY. - HAT WAY, YOU CAN GO BACK TO THAT POSITION LATER, EVEN IF YOU HAVE GOTTEN LOST OR "KILLED" SINCE THEN. - O SAVE YOUR PLACE IN THE STORY, TYPE - AT THE PROMPT ( > ). - OU WILL NEED A BLANK DISK, INITIALIZED AND FORMATTED,FOR SAVES. - SING A DISK WITH DATA ON IT (NOT COUNTING OTHER - SAVES) RESULTS IN THE LOSS OF THAT DATA. - OU CAN RESTORE A SAVED POSITION ANY TIME YOU WANT. - ATTHE PROMPT ( > ). - OU CAN THEN CONTINUE THE STORY FROM THE POINT WHERE YOU USED THE - FOR A DESCRIPTION OF WHERE YOU ARE. - F YOU WANT TO START OVER FROM THE BEGINNING, TYPE - HIS IS USUALLY FASTER THAN RE-BOOTING.) - UST TO MAKE SURE, - WILL ASK IF YOU REALLY WANT TO START OVER. - . - F YOU WANT TO STOP ENTIRELY, TYPE - WILL ASK IF THIS IS REALLY WHAT YOU WANT TO DO. - EMEMBER WHEN YOU - : IF YOU WANT TO BE ABLE TO RETURN TO YOUR CURRENT POSITION, YOU MUST FIRST DO A - . - OMMANDS - HERE ARE A NUMBER OF ONE-WORD COMMANDS WHICH YOU CAN TYPE INSTEAD OF A SENTENCE. - OU CAN USE THEM OVER AND OVERAS NEEDED. - OME COUNT AS A TURN, OTHERS DO NOT. - YPE THE COMMAND AFTER THE PROMPT ( > ) AND PRESS THE - ) KEY. - WILL USUALLY RESPOND AS IF YOU HAD REPEATED YOUR PREVIOUS SENTENCE. - MONG THE CASES WHERE - WILL NOT WORK IS IF YOU WERE JUST TALKING TO ANOTHER CHARACTER. - OU CAN ABBREVIATE - . - TO GIVE YOU THE FULL DESCRIPTIONS OF A LOCATION ONLY THE FIRST TIME YOU ENTER IT. - N SUBSEQUENT VISITS, - WILL TELL YOU ONLY THE NAME OF THE LOCATION AND THE OBJECTS PRESENT. - WILL NORMALLY ACT, UNLESS YOU TELL IT OTHERWISE USING THE - COMMANDS. - WILL GIVE YOU A BRIEF MEDICAL REPORT OF YOUR PHYSICAL CONDITION. - CCASIONALLY, THE TEXT IN - WILL MENTION THE EXISTENCE OF A FOOTNOTE. - O READ THE FOOTNOTE, SIMPLY TYPE - FOLLOWED BY THE APPROPRIATE FOOTNOTE NUMBER (FOR EXAMPLE, - HIS WILL NOT COUNT AS A TURN. - WILL LIST WHAT YOU HAVE. - OU CAN ABBREVIATE - . - TO DESCRIBE YOUR LOCATION IN FULL DETAIL. - OU CAN ABBREVIATE - . - HIS LETS YOU STOP. - F YOU WANT TO SAVE YOUR POSITION BEFORE QUITTING, FOLLOW THE INSTRUCTIONS IN THE " - TOPPING" SECTION. - OU CAN ABBRE- VIATE - . - HIS STOPS THE STORY AND STARTS IT OVER FROM THE BEGINNING. - HIS RESTORES A SAVED POSITIONMADE USING THE - TOPPING" FOR MORE DETAILS. - HIS MAKES A "SNAPSHOT" OF YOUR CURRENT POSITION ONTO YOUR STORAGE DISK. - OU CAN RETURN TO A SAVED POSITION IN THE FUTURE USING THE - TOPPING" FOR MORE DETAILS. - WILL SHOW YOUR CURRENT SCORE AND THE NUMBER OF TURNS YOU HAVE TAKEN. - HIS COMMAND TELLS YOUR PRINTER TO BEGIN MAKING A TRANSCRIPT OF THE STORY AS YOU GO ALONG. - TRANSCRIPT MAY AID YOUR MEMORY BUT IS NOT NECES- SARY. - TO DISPLAY ONLY THE NAME OF A PLACE YOU HAVE ENTERED, EVEN IF YOU HAVE NEVER BEEN THERE BEFORE. - WILL NOT EVEN MENTION WHICH OBJECTS ARE PRESENT. - F COURSE, YOU CAN ALWAYS GET A DESCRIPTION OF YOUR LOCA- TION, AND THE ITEMS THERE, BY TYPING - MODE, THE BLANK LINEBETWEEN TURNS WILL BE ELIMINATED. - HIS MODE IS MEANT FOR PLAYERS WHO ALREADY KNOW THEIR WAY AROUND. - . - HIS COMMANDS YOUR PRINTER TOSTOP MAKING A TRANSCRIPT. - THAT YOU WANT A COMPLETE DESCRIPTION OF EACH LOCATION, AND THE OBJECTS IN IT, EVERY TIME YOU ENTER A LOCATION, EVEN IF YOU'VE BEEN THERE BEFORE. - . - RESPONDS BY SHOWING YOU THE RELEASE NUMBER AND THE SERIAL NUMBER OF YOUR COPY OF THE STORY. - LEASE INCLUDE THIS INFORMATION IF YOU EVER REPORT A "BUG." - HIS WILL CAUSE TIME IN THE STORYTO PASS. - ORMALLY, BETWEEN TURNS, NOTHING HAPPENS IN THE STORY. - OU COULD LEAVE YOUR COMPUTER, HAVE A SNACK, TAKE A WALK AROUND THE BLOCK, HITCHHIKE TO - , SPEND FOURTEEN YEARS WORKING IN THE SLIME PITS, AND RETURN TOFIND THAT NOTHING HAS CHANGED. - TO MAKE TIME PASS IN THE STORY WITHOUT DOING ANYTHING. - OR EXAMPLE, IF YOU ENCOUNTER AN ALIEN BEING, YOU COULD - TO SEE WHAT IT WILL DO. - R, IF YOU ARE IN A MOVING VEHICLE, YOU COULD - TO SEE WHERE IT WILL GO. - OU CAN ABBRE- VIATE - . - ERBS - HESE ARE ONLY SOME OF THE VERBS THAT - HERE ARE MANYMORE. - EMEMBER THAT YOU CAN USE A VARIETY OF PREPOSITIONS WITH THEM. - , AND SO ON. - - OMPLAINTS - WILL COMPLAIN IF YOU TYPE ASENTENCE THAT CONFUSES IT COMPLETELY. - WILL THEN IGNORE THE REST OF THE INPUT LINE. ( - NUSUAL EVENTS, SUCHAS BEING ATTACKED, MAY ALSO CAUSE - TO IGNORE THE REST OF THE SENTENCES YOU TYPED, SINCE THE EVENT MAYHAVE CHANGED YOUR SITUATION DRASTI- CALLY.) - 'S COMPLAINTS: - "(YOUR WORD)." - HEWORD YOU TYPED IS NOT IN THE STORY'S VOCABULARY. - OMETIMES USING A SYNONYM ORREPHRASING WILL HELP. - PROBABLY DOESN'T KNOW THE IDEA YOU WERE TRYING TO GET ACROSS. - KNOWS THE WORD YOU TYPED, BUT COULDN'T USE IT IN THAT SENSE. - SUALLY, THIS IS BECAUSE - KNOWS THE WORD AS ADIFFERENT PART OF SPEECH. - OR EXAMPLE, IF YOU TYPED - AS AN ADJECTIVE, BUT - ONLY AS A VERB, AS IN - . - HESENTENCE YOU TYPED MAY HAVE BEEN GIBBERISH, SUCH AS - R, YOU MAY HAVE TYPED A REASON- ABLE SENTENCE BUT USED A SYNTAX THAT - DOES NOT RECOGNIZE, SUCH AS - RY REPHRASING THESENTENCE. - NLESS YOU ARE ANSWERING A QUESTION, EACH SENTENCE MUST HAVE A VERB (OR A COMMAND) IN IT SOMEWHERE. - HIS USUALLY MEANS THAT YOUR SENTENCE WAS INCOMPLETE, SUCH AS - . - , WHICH HAS THREE NOUN "PHRASES," ONE MORE THAN - CAN DIGEST IN A SINGLE ACTION. - "(YOUR VERB)." - OU CAN USE MULTIPLE OBJECTS (THAT IS, NOUNS OR NOUNPHRASES SEPARATED BY - OR A COMMA) OR THE WORD - ONLY WITH CERTAIN VERBS. - MONG THE MORE USEFUL OF THESE VERBS ARE - N EXAMPLE OF A VERB THAT WILL NOT WORK WITH MULTIPLE OBJECTS IS - ; YOU COULDN'T SAY - . - HE ITEM YOU REFERRED TO WAS NOT VISIBLE. - TMAY BE SOMEWHERE ELSE, INSIDE A CLOSED CONTAINER, AND SO ON. - OU REFERRED TO TWOOR MORE ITEMS IN THE SAME SENTENCE, AND AT LEAST ONE OF THEM WASN'T VISIBLE TO YOU IN YOUR PRESENT LOCATION. - ISN'T SURE WHAT PERSON OR OBJECT YOU MEANT. - OU PRESSED THE - ) KEY WITHOUT TYPING ANYTHING. - N THE STORY, THERE WAS NOT ENOUGH LIGHT TO PERFORM YOUR ACTION. - HERE WAS NO PASSAGE OR EXIT IN THE DIRECTION YOU TRIED TO MOVE. - AP - HIS TRANSCRIPT IS NOT FROM - , BUT IT DOES SHOW MOST OF THE THINGS YOU CAN DO IN THE STORY. - T CONTAINS SEVERAL SIMPLE PUZZLES AND THEIR SOLUTIONS, AND IT WILL GIVE YOU A GOOD IDEA OF HOW INTERACTIVE FICTION WORKS. - HE PLAYER'S SENTENCES APPEAR IN CAPITAL LETTERS AFTER EACH PROMPT ( > ). - HE MAP REPRESENTS THE TERRAIN IN THE SAMPLE TRANSCRIPT AS YOU MIGHT HAVE DRAWN IT. - - - - - - - - - ^ - - - ^ - - - - HE DOOR IS LOCKED. " - EY, THAT'S FOUR POUNDS THIRTY, OLD CHAP." > - HANKS, CHUM." > - - HE TAXI DOOR IS NOW UNLOCKED. > - - ORNER - OU ARE ON A STREET CORNER ON THE OUTSKIRTS OF - SIGNPOST REVEALS THAT YOU ARE ON THE CORNER OF - HE SIDEWALK CONTINUES NORTH AND EAST. - ECAUSE OF THE HEAVY TRAFFIC HERE, CROSSING THE STREET IS OUTOF THE QUESTION. > - - MITH, AN UNEMPLOYED GRANOLA SALESMAN. > - ELL, THE SUPERFICIAL OBJECT OF THE GAMEIS TO GET TO THE END OF THE STORY AND ACHIEVE THE MAXIMUM SCORE. - HE REAL OBJECT OF THE GAME IS TO SHOW ABUNCH OF NOVICES HOW INTERACTIVE FICTIONWORKS. > - - ANK - OU ARE IN THE MIDDLE OF THE BLOCK ON A STREET THAT RUNS NORTH-SOUTH. - MMEDIA- TELY TO THE EAST IS THE ENTRANCE TO A MASSIVE GRANITE ( - OOTNOTE 9) BUILDING. - EXT TO THE ENTRANCE IS A SIGN AND A DOORBELL. > - 9 - ELL, CONCRETE ACTUALLY. - E WANTED A GRANITE BUILDING FOR THE STORY, BUT WE COULDN'T AFFORD IT BECAUSE CONSTRUCTING THAT GIANT SPACESHIP FOR THE - ATTLE SCENE TOOK SUCH A BIG BITE OUT OFTHE BUDGET. - UT THE CONCRETE - COVERED WITH A PLASTIC VENEER THAT DOES - A LOT LIKE GRANITE. > - " - E PAY /30 FOR A PINT OF BLOOD. - AINLESS, TAKESONLY AN HOUR. - ING DOORBELL FOR ADMITT- ANCE." > - - ANK DOOR IS CLOSED. > - - T'S LOCKED. > - - OU ALREADY DID THAT, DIDN'T YOU? > - - THINK YOU'RE WRONG. - 'M A COMPUTER, SO - HAVE A REALLY TERRIFIC MEMORY, AND - 'MALMOST POSITIVE YOU ALREADY RANG THE DOORBELL. - OULDN'T YOU BE MISTAKEN? > - - JUST LOOKED BACK, AND - GUESS YOU DIDN'T RING THE DOORBELL AFTERALL. - O YOU STILL WANT TO RING THE DOOR-BELL? > - - MINUTE LATER, A STOOPED MAN OPENS THE DOOR AND BECKONS YOU TO ENTER. > - - OOM - HIS IS A DIM ROOM WITH EXITS TO THE EAST AND WEST. - NARROW, WINDING STAIR LEADS DOWNWARD. - HE ROOM IS SPARSELY FURNISHED WITH SEVERAL UNCOMFORTABLE- LOOKING BENCHES. - HERE IS NO ONE WAITINGAHEAD OF YOU. - HERE IS A BOTTLE OF SMELLING SALTS HERE. - HE STOOPED MAN SLAMS THE FRONT DOOR ANDBOLTS IT. " - LEASE... HAVE A SEAT. - T WILL ONLY BE SEVERAL... MINUTES." - E EXITS TO THE EAST. > - - HAT DO YOU WANT TO SIT DOWN ON? > - - OU ARE NOW SITTING ON THE BENCH. > - - ASIER SAID THAN DONE, CONSIDERING HOW HARD AND UNCOMFORTABLE THE BENCH IS. > - OU CAN'T REACH IT FROM THE BENCH. > - - OU ARE ON YOUR OWN FEET AGAIN. > - OUR LOAD IS TOO HEAVY. > - - OU HAVE: A BRIEFCASE A SUIT - T LOOKS LIKE THE SUIT CONTAINS: A TEN-POUND NOTE A GRAPEFRUIT > - - PENING THE BRIEFCASE REVEALS AN ARRAY OF GRANOLA SAMPLES. > - - ROPPED. - AKEN. > - - FTER ALL, WHAT'S A WAITING ROOM FOR? - HE STOOPED MAN ENTERS, PUSHING A WHEELBARROW FULL OF BONES. - OU'RE NO EXPERT ON THIS SUBJECT, BUT THEY SURE DON'T LOOK LIKE CHICKEN BONES. - E SPILLS THE BONES DOWN THE WINDING STAIRWAY. > - - HE FRONT DOOR IS CLOSED. > - - HICH DOOR DO YOU MEAN, THE FRONT DOOR OR THE LABORATORY DOOR? > - - T'S BOLTED. > - - OOM - HIS IS A DIM ROOM WITH EXIST TO THE EAST AND WEST. - NARROW, WINDING STAIR LEADS DOWNWARD. - HE ROOM IS SPARSELY FURNISHED WITH SEVERAL UNCOMFORTABLE- LOOKING BENCHES. - HERE IS NO ONE WAITING AHEAD OF YOU. - HERE IS A GRAPEFRUIT HERE. - HE STOOPED MAN IS HERE, PUSHING A WHEELBARROW. > - HO ARE YOU CALLING STOOPED? - 'VE GOT ANAME YOU KNOW - - GOR." > - ON'T BE NERVOUS. - T'S COMPLETELY... PAINLESS. - HERE'S NOTHING TO WORRY ABOUT." > - M, THEY'RE JUST... FAKE BONES... WE USE FOR THE... ANATOMY CLASS ON - EDNESDAYS!" > - HIS RESULTS IN A VERY SORE SHOULDER. " - F YOU'LL JUST... STEP THIS WAY," SAYS - GOR, PRODUCING A CATTLE PROD. > - - OU BRAVELY HOLD YOUR GROUND. - GOR POKESYOU WITH THE PROD. - OU FEEL LESS BRAVE. > - - ABORATORY - HIS IS AN EVEN DIMMER ROOM FILLED WITH STRANGE APPARATUS. - PERSON-SIZED TABLE FILLS THE CENTER OF THE ROOM. - HE MAD SCIENTIST IS HERE, RUBBING HIS HANDS. - GOR ENTERS BEHIND YOU AND LOCKS THE DOOR. > - - OU TRY YOUR BEST. - OU FAIL. " - HE TABLE... PLEASE LIE DOWN... ON THE TABLE," SAYS - GOR, FONDLING THE PROD. > - - OU ARE NOW LYING ON THE TABLE. - HE MAD SCIENTIST QUICKLY SHACKLES YOUR WRIST AND ANKLES. > - " - HO ARE YOU CALLING MAD? - HEY CALLED MEMAD AT - XFORD ALSO, BUT - HE MAD SCIENTIST PRODUCES A HYPODERMIC NEEDLE FILLED WITH A BUBBLING GREEN FLUID. - E SLOWLY INSERTS THE NEEDLE INTOYOUR ARM. - VERYTHING BECOMES DARK AND FUZZY... > - - VERYTHING IS DARK AND FUZZY. > - - F YOU RECALL, YOU PASSED OUT A FEW MOVES AGO. > - - F YOU RECALL, YOU PASSED OUT A FEW MOVS AGO. > - - VERYTHING IS DARK AND FUZZY. > - - IME PASSES... - HE FUZZINESS CLEARS, AND YOU FIND YOUR-SELF IN A STRANGE NEW LOCATION. (CONTINUED IN #2 OF THE DOCS) -