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- THE HITCHHIKER'S GUIDE TO THE GALAXY
-
- INSTRUCTION MANUAL
-
- Don't Panic!
-
- Relax, because everything you need to know about playing THE
- HITCHHIKER'S GUIDE TO THE GALAXY is contained in the pages of this manual.
- In this story, you will be Arthur Dent, a rather ordinary earth creature
- who gets swept up in a whirlwind of interstellar adventures almost beyond
- comprehension. As the story begins, bulldozers are waiting to reduce your
- house to rubble to make way for a motorway bypass. While you attempt to
- deal with your problem, your rather strange friend Ford Prefect drops by to
- tell you that the Earth is about to be demolished to make way for an
- interstellar bypass! If you survive this double threat, you'll embark on a
- series of inter-galactic misadventures even funnier than your worst
- nightmares! And, because anything is possible in THE HITCHHIKER'S GUIDE TO
- THE GALAXY, you may soon not even be sure of your own identity!
-
- If you're experienced with Infocom's interactive fiction, you may
- not feel like reading the entire manual. However, you should at least read
- the appendices of important commands and recognized verbs. The sample
- transcript will give you ideas for some of the weird things you can do in
- HITCHHIKER'S.
-
- A special note for people who have read the book THE HITCHHIKER'S
- GUIDE TO THE GALAXY: Although the opening of the game is fairly similar to
- the book, the story quickly diverges, with lots of new material and
- different twists. Familiarity 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.
-
- TABLE OF CONTENTS
-
- An Overview
- What is interactive fiction?
- Moving around
- Turns and scoring
-
- Tips for Novices
- Nine useful pointers about interactive fiction
-
- Communicating with HITCHHIKER'S
- Basic sentences
- Complex sentences
- Talking to characters in the story
- Vocabulary limitations
-
- Starting and Stopping
- Starting HITCHHIKER'S
- "Booting up"
- Saving and restoring
- Quitting and restarting
-
- Appendix A: Quick Reference Guide
- This is a brief summary of the most important things to know about
- interactive fiction. It is VITAL to know all these things before you begin
- playing.
-
- Appendix B: Important Commands
- Appendix C: Some Recognized Verbs
- Appendix D: HITCHHIKER'S Complaints
- Appendix E: Sample Transcript and Map
- Appendix F: We're Never Satisfied
- Appendix G: If You Have Technical Problems
- Appendix H: Author Biographies
- Appendix I: Copyright and Warranty Information
-
- An Overview
-
- Interactive fiction is a story in which you are the main character. Your
- own thinking and imagination determine the actions of that character and
- guide the story from start to finish.
-
- Each work of interactive fiction, such as HITCHHIKER'S, presents
- you with a series of locations, items, characters, and events. You can
- interact with these in a variety of ways.
-
- To move from place to place, type the direction you want to go.
- When 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 carefully. (You may notice that HITCHHIKER'S occasionally
- refers to a location as a "room", even if you are outdoors.) As you
- explore, it is helpful to make a map of the geography.
-
- An important element of interactive fiction is puzzle-solving. You
- should think of a locked door or a ferocious beast not as a permanent
- obstacle, but merely as a puzzle to be tackled. Solving puzzles will
- frequently involve bringing a certain item with you and then using it in
- the proper way.
-
- In HITCHHIKER'S, time passes only in response to your input. You
- might imagine a clock that ticks once for each sentence you type, and the
- story progresses only at each tick. Nothing happens until you type a
- sentence and press the RETURN (or ENTER) key, so you can plan your turns as
- slowly and carefully as you want.
-
- To measure your progress, HITCHHIKER'S keeps track of your score.
- You may get points for solving puzzles, performing certain actions, or
- visiting certain locations. Keeping track of what actions increase your
- score will help you learn what the goal of the story is.
-
- Tips for Novices
-
- 1. Draw a map. It should include each location and the directions
- connecting it to adjoining locations. When you find yourself in a new
- location, make a note of any interesting objects there. (See the small
- sample map that goes along with the sample transcript.) There are 10
- possible directions plus IN and OUT.
-
- 2. Most objects that you can pick up are important for solving one or more
- of the puzzles you'll run into in the story.
-
- 3. Save your place often. That way, if you mess up or get "killed," you
- won't have to start over from the beginning.
-
- 4. Read the story carefully! There are often clues in the descriptions of
- locations and objects, as well as in labels, engravings, books, and so on.
- Even strange or dangerous actions may provide clues, and might prove to be
- fun! You can always save your position first if you want. Here's a silly
- example:
-
- >GIVE THE TARNISHED COIN TO THE USHER
- The user looks unimpressed, and begins leading you toward the last row of
- the theatre.
- You'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 Queen Isameera and her dreadfully expensive and easy-to-steal
- diamond-studded tiara.
-
- 5. Unlike other "adventure games" you may have played, there are many
- possible routes to the end of HITCHHIKER'S. Some puzzles have more than
- one solution; other puzzles don't need to be solved at all. Sometimes you
- will have to solve one puzzle in order to obtain the item(s) or information
- you need to solve another puzzle.
-
- 6. You might find it helpful to go through HITCHHIKER'S with another
- person. Different people may find different puzzles easy and can often
- complement each other.
-
- 7. If you really get stuck, you can order a hint booklet and a complete map
- using the order form in your package. You don't need this booklet to enjoy
- the story, but it will make solving HITCHHIKER'S easier.
-
- 8. Read the sample transcript to get a feel for how Infocom's interactive
- fiction works.
-
- 9. You can word a command in different ways. For example, if you were
- tired, or wanted to climb between the sheets for some other reason, you can
- type in any of the following:
-
- >PUT ON THE GOWN
- >WEAR THE TATTY DRESSING GOWN
- >DON GOWN
-
- In fact, if the gown is the only article of clothing present, just typing
- WEAR is enough, since HITCHHIKER'S will assume you mean the gown. But more
- about that in the next section.
-
- Communicating with HITCHHIKER'S
-
- In HITCHHIKER'S, you type your commands in plain English each time you see
- the prompt (>). HITCHHIKER'S usually acts as if your commands begin with
- "I want to...," although you shouldn't actually type those words. You can
- use the words like THE if you want, and you can use capital letters if you
- want; HITCHHIKER'S doesn't care either way.
-
- When you have finished typing a sentence, press the RETURN (or
- ENTER) key. HITCHHIKER'S will then respond, telling you whether your
- request is possible at this point in the story, and what happened as a
- result.
-
- HITCHHIKER'S recognizes your words by their first six letters, and
- all subsequent letters are ignored. Therefore BULLDOg, BULLDOgs,
- BULLDOzer, and BULLDOckpokingham (a small town in Dockpokinghamshire) would
- all be treated as the same word by HITCHHIKER'S.
-
- To move around, just type the desired direction. You can use the
- eight compass directions: NORTH, SOUTH, EAST, WEST, NORTHEAST, NORTHWEST,
- SOUTHEAST, and SOUTHWEST. You can abbreviate these to N, S, E, W, NE, NW,
- SE, and SW respectively. You can use UP (or U), and DOWN (or D). IN and
- OUT will also work in certain places. On board a ship, you'll want to use
- the directions PORT (or P), STARBOARD (of SB), FORE (or F), and AFT.
-
- HITCHHIKER'S understands many different kinds of sentences. Here
- are several examples. (Note that some of these objects do not actually
- appear in HITCHHIKER'S.)
-
- >WALK TO THE NORTH
- >GO DOWN
- >NE
- >GO AFT
- >U
- >TAKE BOX
- >PICK UP THE CARDBOARD BOX
- >DROP IT
- >PUSH THE BUTTON
- >OPEN THE AIRLOCK DOOR
- >EXAMINE THE PRESSURE SUIT
- >LOOK UNDER THE TABLE
- >ENJOY THE RHODODENDRON BUSH
- >SHOOT THE BEAST WITH THE PEA SHOOTER
- >ATTACK THE BUREAUCRAT WITH THE COURT ORDER
- >PUT THE BANANA PEEL IN FRONT OF THE BEGGAR
-
- You can use multiple objects with certain verbs if you separate
- them by the word AND or by a comma. Some examples:
-
- >TAKE PENCIL, PAPER, STAMP
- >DROP THE MAP, THE FORK, AND THE THERMO-NUCLEAR WEAPON
- >PUT THE EGGS AND THE BACON IN THE FRYING PAN
- >GIVE THE SHINY PENNY AND THE TARNISHED PENNY TO THE MONKEY
-
- The word ALL refers to every visible object except those inside
- something else. If there were an apple on the ground and an orange inside
- a cabinet, TAKE ALL would take the apple but not the orange.
-
- >TAKE ALL
- >TAKE ALL STAMPS
- >TAKE ALL THE STAMPS EXCEPT THE RED STAMP
- >TAKE ALL FROM THE DESK
- >GIVE ALL BUT THE PENCIL TO THE ROBOT
- >DROP ALL EXCEPT THE PEA SHOOTER
-
- You can include several sentences on one input line if you separate
- them by the word THEN or by a period. (Note that each sentence will still
- count as a turn.) You don't need a period at the end of the input line.
- For example, you could type all of the following at once, before pressing
- the RETURN (or ENTER) key:
-
- >EAST, TAKE THE GUN THEN PUT THE BULLET IN IT. SHOOT GERTRUDE
-
- If HITCHHIKER'S doesn't understand one of the sentences on your input line,
- or of something unusual happens, it will ignore the rest of your input line
- (see "HITCHHIKER'S Complaints").
-
- There are three kinds of questions that HITCHHIKER'S understands:
- WHAT, WHERE and WHO. Here are examples that you can try in HITCHHIKER'S:
-
- >WHAT IS ADVANCED TEA SUBSTITUTE?
- >WHERE IS THE TOWEL>
- >WHO IS ZAPHOD BEEBLEBROX?
-
- You will meet other people and creatures in HITCHHIKER'S You can
- "talk" to these beings by typing their name, then a comma, then whatever
- you want to say to them. Here are some examples:
-
- >BARTENDER, GIVE ME A BEER
- >FORD, OPEN THE SATCHEL
- >CAPTAIN, WHAT ABOUT THE METEOR HOLE?
- >FRED, TAKE THE TOWEL THEN FOLLOW ME
- >MARVIN, KILL THE ALIEN. ENTER THE CLOSET
-
- Notice that in the last two examples, you are giving a person more than one
- command on the same input line.
-
- You can use quotation marks to answer a question or say something
- "out loud," or type something on a keyboard. For example:
-
- >SAY "HELLO"
- >ANSWER "ZEKE FITZBERRY"
- >TYPE "LOGOUT"
-
- HITCHHIKER'S tries to guess what you really mean when you don't
- give enough information. For example, if you say that you want to do
- something, but not what you want to do it to or with, HITCHHIKER'S will
- sometimes decide that there is only one possible object you could mean.
- When it does so, it will tell you. For example:
-
- >SHOOT THE DOGGIE
- (with the ray gun)
- The cute little doggie is incinerated.
-
- or
-
- >GIVE THE TOWEL
- (to the hitchhiker)
- The hitchhiker naturally already has a towel, but thanks you politely for
- your offer.
-
- If your sentence is ambiguous, HITCHHIKER'S will ask what you
- really mean. You can answer most of these questions briefly by supplying
- the missing information, rather than typing the entire input again. You
- can do this only at the very next prompt. For example:
-
- >CUT THE BREAD
- What do you want to cut the bread with?
-
- >THE KNIFE
- The bread is stale to the point of being petrified.
-
- or
-
- >KILL THE FLY WITH THE AXE
- Which axe do you mean, the teensy axe or the atomic-powered supersonic
- planet-smashing axe?
-
- >TEENSY
- The fly expires.
-
- HITCHHIKER'S uses many words in its descriptions that it will not
- recognize in your sentences. For example, you might read, "Disgusting gobs
- or yellow goo ooze out of the monster's elbows." However, if HITCHHIKER'S
- doesn't recognize the words GOO or ELBOWS in your input, you can assume
- that they are not important to your completion of the story, except to
- provide you with a more vivid description of where you are or what is going
- on. HITCHHIKER'S recognizes over 800 words, nearly all that you are likely
- to use in your sentences. If HITCHHIKER'S doesn't know a word you
- used, or any of its common synonyms, you are almost certainly trying
- something that is not important in continuing the story.
-
- Starting and Stopping
-
- Starting the story: Now that you know what to expect when you venture into
- HITCHHIKER'S, it's time for you to "boot" your disk. To load HITCHHIKER'S,
- follow the instructions on the Reference Card in your package.
-
- Following the copyright notice and the release number of the story,
- you will see the opening message.
-
- Here are a couple of quick exercises to help you get accustomed to
- interacting with HITCHHIKER'S. Try typing the following next to the prompt
- (>):
-
- >TURN ON THE LIGHT
-
- Then press the RETURN (or ENTER) key. HITCHHIKER'S will respond with:
-
- Good start to the day. Pity it's going to be the worst one of your life.
- The light is now on.
-
- You will also now see the description of the Bedroom, the opening location
- of the story. Try typing:
-
- >TAKE THE TATTY DRESSING GOWN
-
- After you press the RETURN (or ENTER) key, HITCHHIKER'S
- will respond:
-
- You can't reach it from the bed. The effort of reaching is almost too much
- for you to stand.
-
- Saving and restoring: It will probably take you many days to complete
- HITCHHIKER'S. Using the SAVE feature, you can continue the story 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. SAVE puts a "snapshot" of your
- place in the story onto another disk. You should also save your place
- before (or after) trying something dangerous or tricky. That way, even if
- you get lost or "killed" in the story, you can return to your saved
- position.
-
- To save your place in the story, type SAVE at the prompt (>), and
- press the RETURN (or ENTER) key. Then follow the instructions for saving
- and restoring on your Reference Card. Some computers require a blank disk,
- initialized and formatted, or saves. Using a disk with data on it (not
- counting other Leather Goddesses of Phobos saves) may result in the loss of
- that data, depending on your computer. You can save your position as often
- as you like by using additional blank disks.
-
- You can restore a saved position any time you want. To do so, type
- RESTORE at the prompt (>), and press the RETURN (or ENTER) key. Then
- follow the instructions on your Reference Card. You can then continue the
- story from the point where you used the SAVE command. You can type LOOK
- for a description of where you are.
-
- Quitting and restarting: If you want to start over from the beginning,
- type RESTART and press the RETURN (or ENTER) key. (This is usually faster
- than re-booting.) Just to make sure, HITCHHIKER'S will ask if you really
- want to start over. If you do, type Y or YES and press the RETURN (or
- ENTER) key.
-
- If you want to stop entirely, type QUIT. Once again, HITCHHIKER'S
- will ask if this is really what you want to do.
-
- Remember when you RESTART or QUIT: if you want to be able to return
- to your current position, you must first do a SAVE.
-
- APPENDIX A
- Quick Reference Guide
-
- 1. To start the story ("boot up"), see the separate Reference Card in your
- HITCHHIKER'S package.
-
- 2. When you see the prompt (>) on your screen, HITCHHIKER'S is waiting
- for your input. There are four kinds of sentences or commands that
- HITCHHIKER'S understands:
-
- A. Direction commands: to move from place to place, just type
- the direction you want to go: NORTH, SOUTH, EAST, WEST,
- NORTHEAST, NORTHWEST, SOUTHWEST, SOUTHEAST, UP, DOWN, IN or
- OUT, P (or PORT), SB, F, AFT.
-
- B. Actions: Just type whatever you want to do. Some
- examples: READ THE BOOK or OPEN THE DOOR or LOOK THROUGH THE
- WINDOW or GIVE THE BALL OT THE CAT. Once you're familiar with
- simple commands, try the more complex ones described in
- "Communicating with HITCHHIKER'S."
-
- C. Commands given to other characters: To talk to characters
- in the story, type their name, then a comma, then what you
- want to say to them. For example: RALPH, GIVE ME THE WELDING
- TORCH or YOUNG MAN, GO WEST.
-
- D. Special one-word commands, such as INVENTORY or
- DIAGNOSE:
-
- A list of these appears in the "Special Commands" section.
-
- 3. Important! After typing your sentence or command, you must press the
- RETURN (or ENTER) key before HITCHHIKER'S will respond.
-
- 4. On most computers, your screen will have a special line called the
- status line. It tells you the name of your current location, your score,
- and the number of turns you have taken so far in the story.
-
- 5. You can pick up and carry many of the items you'll find in the story.
- For example, if you type TAKE THE SPOON, you will be carrying it. Type
- INVENTORY to see a list of the items you are carrying.
-
- 6. When you want to stop, save your place for later, or start over, read
- the "Starting and Stopping" section.
-
- 7. If you have trouble, refer to the specific section of the manual for
- more detailed instructions.
-
- APPENDIX B
- Important Commands
-
- There are a number of one-word commands which you can type instead of a
- sentence. You can use them over and over as needed. Some count as a turn,
- others do not. Type the command after the prompt (>) and press the RETURN
- (or ENTER) key.
-
- AGAIN - HITCHHIKER'S will usually respond as if you had repeated your
- previous sentence. Among the cases where AGAIN will not work is if you
- were just talking to another character. You can abbreviate AGAIN to G.
-
- BRIEF - This command tells HITCHHIKER'S to give you the full description of
- a location only the first time you enter it. On subsequent visits,
- HITCHHIKER'S will tell you only the name of the location and the objects
- present. This is how HITCHHIKER'S will normally act, unless you tell it
- otherwise using the VERBOSE or SUPERBRIEF commands.
-
- DIAGNOSE - HITCHHIKER'S will give you a brief medical report of your
- physical condition.
-
- FOOTNOTE - Occasionally, the text in HITCHHIKER'S will mention the
- existence of a footnote. To read the footnote, simply type FOOTNOTE
- followed by the appropriate footnote number (for example, FOOTNOTE 7).
- This will not count as a turn.
-
- INVENTORY - HITCHHIKER'S will list what you have You can abbreviate
- INVENTORY to I.
-
- LOOK - This tells HITCHHIKER'S to describe your location in full detail.
- You can abbreviate LOOK to L.
-
- QUIT - This lets you stop. If you want to save your position before
- quitting, follow the instructions in the "Starting and Stopping" section.
- You can abbreviate QUIT to Q.
-
- RESTART - This stops the story and starts it over from the beginning.
-
- RESTORE - This restores a saved position made using the SAVE command. See
- "Starting and Stopping" for more details.
-
- SAVE - This makes a "snapshot" of your current position onto your storage
- disk. You can return to a saved position in the future using the RESTORE
- command. See "Starting and Stopping" for more details.
-
- SCORE - HITCHHIKER'S will show your current score and the number of turns
- you have taken.
-
- SCRIPT - This command tells your printer to begin making a transcript of
- the story as you go along. A transcript may aid your memory but is not
- necessary. It will work only on certain computers; read your Reference
- Card for details.
-
- SUPERBRIEF - This command tells HITCHHIKER'S to display only the name of a
- place you have entered, even if you have never been there before. In this
- mode, HITCHHIKER'S will not even mention which objects are present. Of
- course, you can always get a description of your location and the items
- there by typing LOOK. In SUPERBRIEF mode, the blank line between turns will
- be eliminated. This mode is meant for players who are already know their
- way around. Also see VERBOSE and BRIEF.
-
- UNSCRIPT - This commands your printer to stop making a transcript.
-
- VERBOSE - The VERBOSE command tells HITCHHIKER'S 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. Also see BRIEF and SUPERBRIEF.
- VERSION - HITCHHIKER'S responds by showing you the
- release number and the serial number of your copy of the story. Please
- include this information is you ever report a "bug".
-
- WAIT - This will cause time in the story to pass. Normally, between turns,
- nothing happens in the story. You could leave your computer, have a snack,
- take a walk around the block, hitchhike to Procyon VII, spend fourteen
- years working in the slime pits, and return to the story to find that
- nothing has changed. You can use WAIT to make time pass in the story
- without doing anything. For example, if you encounter an alien being, you
- could WAIT to see what it will do. Or, if you are in a moving vehicle, you
- could WAIT to see where it will go. You can abbreviate WAIT to Z.
-
- APPENDIX C
- Some Recognized Verbs
-
- These are only some of the verbs that HITCHHIKER'S understands. There are
- many more. Remember you can use a variety of prepositions with them. For
- example, LOOK can become LOOK INSIDE, LOOK BEHIND, LOOK UNDER, LOOK
- THROUGH, LOOK AT, and so on.
-
- ANSWER ENJOY LIGHT SAY
- APPROACH ENTER LISTEN SHOOT
- ASK ESCAPE LOOK SHOW
- BLOCK EXAMINE MOVE SIT
- BUY EXIT PANIC SLEEP
- CARVE FILL PULL SMELL
- CLIMB FIND OPEN STAND
- CLOSE FOLLOW PICK TAKE
- CONNECT GIVE PLUG TASTE
- CONSULT HANG POINT THROW
- COVER HIDE PUSH TOUCH
- DANGLE JUMP PUT TURN
- DESTROY KILL READ TYPE
- DRINK KNOCK RELAX WAKE
- DROP LIE REMOVE WALK
-
- APPENDIX D
- HITCHHIKER'S Complaints
-
- HITCHHIKER'S will complain if you type a command that confuses it
- completely. HITCHHIKER'S will then ignore the rest of the input line.
- (Certain events, such as being attacked or walking into a wall, may also
- cause Leather Goddesses of Phobos to ignore the rest of your command, since
- the event may have changed your situation drastically.) Some of
- HITCHHIKER'S complaints:
-
- I don't know the word "______________." The word you typed is not in the
- story's vocabulary. Sometimes using a synonym or rephrasing will help. If
- not, HITCHHIKER'S probably doesn't know the idea you were trying to get
- across.
-
- You used the word "__________" in a way that I don't understand.
- HITCHHIKER'S knows the word you typed, but couldn't use it in that sense.
- Usually this is because HITCHHIKER'S knows the word as a different
- part of speech. For example, if you typed LOWER THE FLAG, you are using
- LOWER as a verb, but HITCHHIKER'S might know LOWER only as an adjective, as
- in LOWER THE BOOM.
-
- That sentence isn't one I recognize. The sentence you typed may have been
- gibberish, such as GIVE TROLL WITH SWORD. Or, you may have typed a
- reasonable sentence but used a syntax that HITCHHIKER'S does not recognize,
- such as SMELL UNDER THE ROCK. Try rephrasing the sentence.
-
- There was no verb in that sentence! Unless you are answering a question,
- each sentence must have a verb (or a command) in it somewhere.
-
- There seems to be a noun missing in that sentence. This usually means your
- sentence was incomplete, such as EAT THE BLUE.
-
- There were too many nouns in that sentence. An example is PUT THE SOUP IN
- THE BOWL WITH THE LADLE, which has three noun "phrases," one more than
- HITCHHIKER'S can digest in a single action.
-
- You can't use multiple (in)direct objects with __________. You can use
- multiple objects (that is, nouns or noun phrases separated by AND or a
- comma) or the word ALL only with certain verbs. Among the more useful of
- these verbs are TAKE, DROP, and PUT. An example of a verb that will not
- work with multiple objects is ATTACK; you say ATTACK ALL or ATTACK THE
- ALIEN AND THE ROBOT>
-
- You can't see any ___________ here! The object you referred to was not
- accessible. It may be somewhere else, for instance, or present but in a
- closed container.
-
- The other object(s) that you mentioned isn't (aren't) here. You referred
- to one or more objects in the same sentence, some of which aren't present
- or accessible.
-
- Be Specific: What do you want to ___________? You used HIM, HER,or IT, but
- HITCHHIKER'S isn't sure what person or object you meant.
-
- I beg your pardon? You pressed the RETURN (or ENTER) key without typing
- anything.
-
- It's too dark to see! In the story, there was not enough light to perform
- your action.
-
- You can't go that way. There is no passage or exit in the direction you
- want to move.
-
- APPENDIX E
- Sample Transcript and Map
-
- This transcript is not from HITCHHIKER'S, but it does show many of the
- typical commands you might use in the story. it contains some simple
- puzzles and their solutions, and it will give you a good idea of how
- Infocom's interactive fiction works. The player's command appears in
- capital letters after each prompt (>). The map represents the terrain in
- the sample transcript as you might have drawn it.
-
-
- Table
- Workbench
- Hypodermic needle
- rock
- !---------! !---------! !------------!
- ! Outside !-----! Waiting ! ! !
- ! Blood ! ! Room !-----! Laboratory !
- ! Bank ! ! ! ! !
- !----!----! !----|----! !-----|------!
- !Sign Bench To Taxi
- !Doorbell Smelling
- ! Salts
- !
- !
- !-----|----!
- ! !
- !Street !
- !Corner !
- !----|-----!
- ! From Taxi
-
- >GET OUT OF THE TAXI
- The door is locked
- "Hey, that's four pounds thirty, old chap."
- >GIVE THE FIVE POUND NOTE TO THE DRIVER
- "Thanks, chum."
- >UNLOCK THE DOOR
- The taxi door is now unlocked.
- >GET OUT OF THE TAXI
- Street Corner
- You are on a street corner on the outskirts of London. A signpost reveals
- that you are on the corner of Foomingster and Frobbington. The sidewalk
- continues north and east. Because of the heavy traffic here, crossing the
- street is out of the question.
- >WHO AM I?
- You are Chester Smith, an unemployed granola salesman.
- >WHAT IS THE OBJECT OF THE GAME?
- Well, the superficial object of the game is to get to the end of the story
- and achieve the maximum score.
-
- The real object of the game is to show a bunch of novices how interactive
- fiction works.
- >WALK NORTH
- Outside Blood Bank
- You are in the middle of the block on a street that runs north-south.
- Immediately to the east is the entrance to a massive granite (Footnote 9)
- building. Next to the entrance is a sign and a doorbell.
- >FOOTNOTE 9
- Well, concrete actually. We wanted a granite building for the story, but
- we couldn't afford it because constructing that giant spaceship for the
- Aldebaran Battle scene took such a big bite our of the budget. But the
- concrete IS covered with a plastic veneer that does LOOK a lot like
- granite.
- >READ THE SIGN
- "OUTSKIRTS OF LONDON BLOOD BANK: We pay $30 for a pint of blood. Painless,
- takes only an our. Ring doorbell for admittance.
- >EAST
- The Blood Bank door is closed.
- >OPEN IT
- It's locked
- >RING THE DOORBELL
- You already did that, didn't you?
- >NO
- I think you're wrong. I'm a computer, so I have a really terrific memory,
- and I'm almost positive you already range the doorbell. Couldn't you be
- mistaken?
- >NO
- Hmmm...well, I just looked back, and I guess you didn't ring the doorbell
- after all. Do you still want to ring the doorbell?
- >YES
- The bell rings. A minute later, a stooped man opens the door and beckons
- you to enter.
- >ENTER THE BLOOD BANK
- Waiting Room
- This is a dim room with exits to the east and west. A narrow, winding
- stair leads downward. The room is sparsely furnished with several
- uncomfortable-looking benches. There is no one waiting ahead of you.
- There is a bottle of smelling salts here.
-
- The stooped man slams the front door and bolts it.
- "Please...have a seat. It will only be several...minutes." He exits to
- the east.
- >SIT DOWN
- What do you want to sit down on?
- >THE BENCH
- You are now sitting on the bench.
- >ENJOY THE BENCH
- Easier said than done, considering how hard and uncomfortable the bench is.
- >TAKE THE BOTTLE OF SMELLING SALTS
- You can't reach it from the bench.
- >STAND UP
- You are on your own feet again.
- >TAKE THE BOTTLE OF SMELLING SALTS
- Your load is too heavy
- >INVENTORY
- You have:
- a briefcase
- a suit
- it looks like the suit contains:
- a ten-pound note
- a grapefruit
- >OPEN THE BRIEFCASE
- Opening the briefcase reveals an array of granola samples
- >DROP THE GRAPEFRUIT THEN TAKE THE BOTTLE OF SMELLING SALTS
- Dropped
- Taken
- >WAIT
- After all, what's a waiting room for? Time passes... The stooped man
- enters, pushing a wheelbarrow full of bones. You're no expert on the
- subject, but they sure don't look like chicken bones. He spills the bones
- down the winding stairway.
- >WEST
- The front door is closed
- >OPEN THE DOOR
- Which door do you mean, the front door or the laboratory door?
- >FRONT
- It's bolted
- >LOOK
- Waiting Room
- This is a dim room with exits to the east and west. A narrow, winding
- stair leads downward. The room is sparsely furnished with several
- uncomfortable-looking benches.
- There is no one waiting ahead of you.
- There is a grapefruit here.
- The stooped man is here, pushing a wheelbarrow.
- >STOOPED MAN, OPEN THE FRONT DOOR
- "Who are you calling stooped? I've got a name you know--Igor."
- >IGOR, OPEN THE FRONT DOOR
- Igor chuckles. "Don't be nervous. It's completely...painless. There's
- nothing to worry about."
- >IGOR, WHAT ABOUT THE BONES?
- "Oh! Um, they're just...fake bones...we use for the ...anatomy class on
- Wednesdays!"
- A gaunt man emerges from the doorway to the east.
- "Igor, bring in the next subject." He exits.
- >BREAK DOWN THE STREET DOOR
- This results in a very sore shoulder.
- "If you'll just...step this way," says Igor, producing a cattle prod.
- >DON'T WALK EAST
- You bravely hold your ground. Igor pokes you with the prod. You feel less
- brave.
- >WALK EAST
- Laboratory
- This is an even dimmer room filled with strange apparatus. A person-sized
- table fills the center of the room.
- The mad scientist is here, rubbing his hands. Igor enters behind you and
- locks the door.
- >DON'T PANIC
- You try your best. You fail.
- "The table...please lie down...on the table," says Igor, fondling the prod.
- >LIE DOWN ON THE TABLE
- You are now lying on the table. The mad scientist quickly shackles your
- wrists and ankles.
- >MAD SCIENTIST, LET ME GO
- "Who are you calling mad? They called me mad at Oxford also, but I'll show
- them!" The mad scientist produces a hypodermic needle filled with a
- bubbling green fluid. He slowly inserts the needle into your arm.
- Everything becomes dark and fuzzy...
- >LOOK
- Everything is dark and fuzzy.
- >NORTH
- If you recall, you passed out a few moves ago.
- >DIAGNOSE
- If you recall, you passed out a few moves ago.
- >LOOK ST ME
- Everything is dark and fuzzy.
- >WAIT
- Time passes...
- The fuzziness clears, and you find yourself in a strange new location.
- >LOOK
- West of House
- You are standing in an open field west of a white house, with a boarded
- front door. There is a small mailbox here.
- >OPEN THE MAILBOX
- Opening the small mailbox reveals a leaflet.
- >INVENTORY
- You have:
- a briefcase
- it looks like the briefcase contains:
- an array of granola samples
- a suit
- It looks like the suit contains:
- a ten-pound note
- a bottle of smelling salts
- >SMELL THE SMELLING SALTS
- It smells just like the lid of a bottle of smelling salts.
- >OPEN THE BOTTLE
- Opened
- >SMELL THE SMELLING SALTS
- The smell is overpowering. Your surroundings blur and grow indistinct...
- Laboratory
- Sitting on the table are:
- some bones
- Sitting on your workbench is:
- a hypodermic needle
- a book
- >IGOR, REMOVE THE BONES
- "Yes, master." Igor clears the table. 'There's another subject waiting
- outside."
- >IGOR, BRING IN THE NEXT SUBJECT
- "Yes, master."
- >WHO AM I?
- You are Baron von Edelstein, the "Mad Professor of Oxford."
- >EXAMINE THE HYPODERMIC NEEDLE
- It is filled with a bubbling green fluid, your identity transfer serum.
- >READ THE BOOK
- (taking the book first)
- The book is entitled "Who's Who in Interactive Fiction Sample Transcripts."
- It would take hours and hours to read the whole thing; perhaps you'd like
- to consult the book about a specific individual?
- >CONSULT THE BOOK ABOUT ME
- The entry about Baron von Edelstein reads, "A minor and poorly developed
- character in the HITCHHIKER'S sample transcript."
- Igor prods the subject into the room and onto the table.
- >INJECT SUBJECT WITH THE SERUM
- You're not holding the hypodermic needle
- >TAKE THE HYPODERMIC NEEDLE
- Taken
- >INJECT THE SUBJECT WITH THE SERUM
- The subject, whom you forgot to shackle to the table, pushes you away. In
- the ensuing struggle, you accidentally inject yourself with the serum.
- Lights whirl around your head. Especially red, yellow, and green lights.
- The lights slow down and finally stop whirling, and you realize that...
- Your taxi is stopped at a traffic light. It's been an hour since your last
- fare. Suddenly, someone pulls open the door and slides into the back seat.
- "Corner of Frobbington and Foominster, please."
-
- APPENDIX F
- We're Never Satisfied
-
- Here at Infocom, we take great price in the quality of our stories,
- spending months on the tiniest detail. Even after the disks are "out the
- door", we keep improving, honing, and perfecting.
-
- Your input is important. Despite a load of testing, some "bugs"
- lie dormant until thousands of you begin brutally assaulting the program in
- your various inimitable fashions. If you find a bug, or if you think a
- certain puzzle was too hard or too easy, or if you just want to tell us
- what a lascivious group of degenerate perverts we are, drop us a note! We
- love every excuse to stop working, and a letter from you is just such an
- excuse! Write to:
-
- Infocom, Inc.
- 125 CambridgePark Drive
- Cambridge, MA 02140
- Attn: MARVIN
-
- APPENDIX G
- If You Have Technical Problems
-
- You can call the Infocom Technical Support Team to report "bugs" and
- technical problems, but not for hints to solve puzzles, at (617) 576-3190.
- If your disk develops a problem within ninety (90) days after purchase, we
- will replace it at no charge. Otherwise, there is a replacement fee of $5
- (U.S. funds). If you call to report a bug, please provide your release
- number, which you can find by typing VERSION. Please return your
- registration card if you'd like to be on our mailing list and receive our
- newsletter.
-
- APPENDIX H
- Author Biographies
-
- Douglas Adams. Douglas Adams graduated from Cambridge in 1974, where he
- was an active member of the Footlights Club, which has launched the careers
- of many of Britain's great comics. He has collaborated on several projects
- with Monty Python's Graham Chapman, and has served as a writer and script
- editor for the TV series "Dr. Who". THE HITCHHIKER'S GUIDE TO THE GALAXY
- began in 1978 as a BBS radio serial, and its popularity soon propelled it
- into four books, a television series, two records, and a stage show. Adams
- has the distinction of being the number one entry (thanks to alphabetical
- order) in the "British Guide to Tall Zany Comic Space Fiction Writers,"
- where his entry reads "Mostly harmless."
-
- Steven Meretzky. Steven Meretzky was born in mid-1957, frightening the
- Soviet union into the early launching of its Sputnik satellite. Meretzky's
- gestalt was shaped by a number of painful childhood experiences, including
- rooting for the New York Mets. He blames his interactive fiction on a
- combination of growing up in Yonkers and studying at MIT. (We use
- "studying" in the most general sense.) Meretzky has never been a rutabaga
- farmer, and believes that eating granola is a decision that should be left
- to the individual's conscience. Meretzky now lives near Boston, and has
- been working for Infocom since 1982 as an experimental alternative
- lifestyle to unemployment. He apologizes for PLANETFALL and SORCERER.
-
- Interactive Fiction Reference Card for the Commodore Amiga
-
- This booklet tells you how to run your Infocom story on your computer and
- provides a few other handy bits of information.
-
- I. What You Need
- Required
- Amiga computer
- For Interactive Fiction PLUS only; a monitor that
- supports an 80-column display, such as an RGB-type
- monitor.
-
- Optional
- 256K memory exapansion cartridge (for faster execution;
- especially recommended for Interactive Fiction PLUS)
- Extra 3.5" double-sided disks (for SAVEs)
- Second disk drive (for convenience with SAVEs)
- Compatible printer (for SCRIPTing)
-
- II. Making a Backup Copy
-
- In accordance with the licensing agreement in your package, we recommend
- that you make a backup copy of the original story disk for your personal
- use. See your hardware manual for instructions on how to make disk copies.
- Store your original disk in a safe place and always start the story from
- the backup.
-
- III. Starting the Story
-
- Turn on the Amiga and wait for the Workbench to appear. Insert the story
- disk and open the disk icon into a window, then double-click on the story
- icon.
-
- The story can also be started from within the Command Line Interpreter
- (CLI). If the default drive and directory are not the same as the story's,
- they must first be changed with the "CD" command (for example, CD df1:)
- Then type in the story name.
-
- IV. Talking to the Story
-
- Whenever you see the prompt (>), the story is waiting for your
- instructions. If you make a mistake, use the backspace key to erase the
- error. When you have finished typing in your instructions, press the
- RETURN key. The story will respond and the prompt (>) will reappear.
-
- If a description will not fit on the screen all at once, "[MORE]" will
- appear at the bottom of the screen. After reading the screen, press any
- key to see the rest of the description.
-
- V. The Status Line
-
- At the top of the screen is a status line. This line is updated after
- every move to show your current position in the story. Depending upon the
- type of story, it may also show other information.
-
- Score and Moves
-
- In stories that keep a score, such as the ZORK underground adventures, the
- right side of the status line will show something like this:
- Score 245/920
- The first number is your score and the second is the total number of moves
- you have made. In the example above, you have 245 points in 920 moves.
-
- Time
-
- In stories that keep track of the time, such as the mystery thriller
- DEADLINE, the right side of the status line will look something like the
- following:
- Time: 9:22 a.m.
- This shows the current time of day in the story.
-
- VII. Scripting
-
- You can use the SCRIPT command to print out a transcript of your moves as
- you go along. SCRIPTing is an optional feature which is not necessary to
- complete the story and may not be available with certain hardware.
-
- 1. Connect the printer to the appropriate port at the back of the computer.
- Use the Preferences tool (see Section IX) to make sure the system is
- configured correctly for your printer.
-
- 2. Turn on the printer and make sure it is ready.
-
- 3. Type SCRIPT at the prompt (>) to start the transcript. To stop the
- transcript type UNSCRIPT.
-
- 4. SCRIPT and UNSCRIPT may be used as often as desired.
-
- If a problem occurs with the printer, the story will "timeout" (appear to
- hang) for 30 seconds or so, then a printer error message will appear. If
- you don't correct the problem before the 30 seconds are up, scripting is
- automatically cancelled.
-
- VII. Saving a Story Position
-
- You can save your current story position to a disk in any drive, space
- permitting. The save disk must have been previously initialized and must
- not be write-protected. No other data on the save disk will be affected.
-
- 1. Type SAVE at the prompt (>). A message will appear asking you to choose
- a name for the save file.
-
- 2. If you want to SAVE to the story disk itself, just enter a file name and
- press RETURN.
-
- 3. If you want to SAVE to another disk, you must prefix the file name with
- either the name of the second disk (e.g. Saves:) or the name of the drive
- containing it (e.g. df0:). The prefix is needed even if the two disks were
- swapped using a single drive. If the save succeeds, the prefix becomes the
- default prefix, and need not be typed again for the next save.
-
- The disk drive will spin for several seconds. If all is well, the story
- will respond:
-
- OK
- If it responds:
- FAILED
- consult the Troubleshooting section (see Section XI).
-
- After saving the position, you may continue with the story.
-
- NOTE: The file "Icon.Data" is used to create icons for new save files. If
- you delete this file, new save files will not have visible icons.
-
- VIII. Restoring a Saved Story Position
-
- You can return to a previously saved story position at any time. Type
- RESTORE at the prompt (>). The most recently saved or restored position
- will be displayed as the default. Then enter the name of a save file, as
- in Section VII.
-
- If you want to return to the default position, you can just press the
- RETURN key.
-
- IX. Amiga Preferences
-
- Several aspects of the story presentation can be changed using the Amiga
- Preferences tool, including text size (60 or 80 columns, except for
- Interactive Fiction PLUS, which requires 80 columns) and color. The size
- can be changed only before the story is started. You also use Preferences
- to specify your type of printer and the port to which it is connected. The
- Amiga supports both parallel and serial devices.
-
- X. Memory Usage and Multi-tasking
-
- On a multi-tasking computer such as the Amiga, tasks must share the
- available memory. Some tasks may require that a certain amount of free
- memory be available at all times. Also, actions like opening, resizing and
- hiding windows can temporarily require large amounts of memory.
-
- When the Infocom story loads, it will always leave a specified amount of
- memory free. The default minimum amount is 64 Kbytes (32 Kbytes for
- Interactive Fiction PLUS). This can be changed by starting the story from
- the CLI with a special argument of the form "F/n" where n is the new
- minimum number of bytes to leave free (for example, Deadline F/32000. If
- you supply an argument, memory use statistics will be displayed when the
- story loads.
-
- You may need to increase the amount of free memory if, for example, you are
- running several tasks and switching between them fails or causes the system
- to hang. One the other hand, you can probably decrease free memory if you
- are running only the story. This may reduce or eliminate disk activity on
- versions of the Amiga with limited memory.
-
- XI. Troubleshooting
-
- A. If the story fails to load properly, or if SAVE, RESTORE, or SCRIPT
- fails, check each of the following items. If none of these offers a
- solution, consult your Commodore Amiga dealer for assistance.
-
- 1. Inspect all disks carefully for any visible damage.
-
- 2. For SAVEs, make sure the save disk is not write-protected (the small
- opening in the corner of the disk should be covered).
-
- 3. For SCRIPTing, make sure the printer is connected properly, enabled for
- printing, not out of paper, etc.
-
- 4. Try again: the problem may only be momentary.
-
- If all else fails you can call the Infocom Technical Hotline at (617)
- 576-3190. Please note that this number is for technical problems, not
- hints.
-
- B. If the story produces an error message, run the following procedure:
-
- Restart the story. When the initial screen appears, type $VERIFY and press
- the RETURN key. The disk drive will spin for a minute or so, and a message
- similar to one of the following will appear.
-
- 1. "DISK CORRECT". The disk has not been damaged: the data is intact.
- This may indicate a problem with your hardware (usually with the disk
- drive). It is also possible the story contains a bug. If you suspect a
- bug call the Infocom Technical Hotline.
-
- 2. "DISK FAILED" or "DISK READ ERROR". This reply indicates either
- hardware trouble or disk damage. Repeat the $VERIFY process several times.
- Also try the $VERIFY process on another computer (such as your dealer's).
- If the story ever replies "DISK CORRECT," the problem is your hardware.
-
- If you repeatedly get an error message on more than one computer, the disk
- has most likely been damaged. Please send the disk only to Infocom for
- testing and replacement.
-
- ============================================================================
- DOCS PROVIDED BY -+*+-THE SOUTHERN STAR-+*+- for M.A.A.D.
- ============================================================================
-
-