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- INFIDEL
-
- Buried Alive In a Phantom Pyramid!
-
- Even how the horrors or the tomb's dread chambers and catacombs are too
- agonizingly fresh in my memory for me to commit the whole shocking story to
- paper. That others might be spared this fate worse than death, however, I
- hereby disclose to future adventurers my secret techniques for survival.
-
- Know Your Objective Before You Set Out
-
- Make certain that you understand what your goal is - to discover the
- ancient pyramid, make your way to the burial chamber, and uncover the
- sarcophagus. In doing so, you will earn vast riches and influence.
-
- It's Not the Score, It's How You Play The Game
-
- INFIDEL keeps track of your score as a rough measure of your progress in
- the game. You can strive for a perfect score, but of course the ultimate
- goal, to uncover the sarcophagus, is all that matters. You should consult
- the score only to measure progress towards your goal.
-
- Get Your Directions Straight
-
- Your physical abilities and environment restrict you to mundane forms of
- transportation, such as walking. You should not consider yourself above
- snooping around, as your surroundings are almost always dangerous. The
- best way to move from place to place is to type the direction in which you
- want to move. you can use all eight compass directions, which you can
- abbreviate to N, E, S, W, NE, SE, NW, and SW. UP and DOWN are also
- important, and you can abbreviate them to U and D. IN and OUT may also
- work in certain places.
-
- Familiarize Yourself With Your Surroundings
-
- INFIDEL calls each location a "room". When you enter a room for the first
- time INFIDEL normally displays the name of the room, its description, and
- descriptions of any interesting objects in the room with which you might
- want to interact. Normally, when you return to a room, only the name of
- the room and names of the objects in it are displayed. Walking around a
- room is unnecessary; anything inside a room is always within reach.
- (Unless, of course, you are sitting down.)
-
- The VERBOSE command tells INFIDEL to display the full description
- of every room and every object each time you see them, not just the first
- time. The SUPERBRIEF command tells INFIDEL to show only the name of the
- room, even the first time you enter the room, and not even to mention any
- of the objects in it. When you are in Superbrief mode, you can still get a
- description of the room and the objects present by typing LOOK or L. The
- BRIEF command tells INFIDEL to return to the initial mode, in which you
- receive descriptions only on your first visit to a room.
-
- An Explorer Without A Map Is Like A Camel Without A Hump
-
- Exploring any area can be a tricky and dangerous thing. Even the most
- experienced and capable adventurer finds it wise to keep track of where
- he's been and where he found objects. For this reason, you should make a
- map showing where you have been and what connecting passages you've found.
- Remember that there are 10 possible directions, plus IN and OUT.
-
- Curiosity May Kill The Cat, But Save and Restore Will Bring Him Back
-
- Many objects in the game are important because they provide nourishment or
- information, or you can use them as tools. Examine or read every object
- that seems important - it is the only way you can expect to survive your
- encounter. Even life-threatening actions may lead to new insights.
- Besides, you can always start over again, or SAVE your position first.
- (See the section on Eternal Youth for details on Saving, Restoring, and
- Restarting.) Trying the bizarre can be fun and often will give you a clue.
-
- Here's a nonsense example:
-
- >GIVE THE PLAID GERANIUM TO THE WOLF
- The wolf considers, for a moment, eating the geranium instead of you. Then
- he decides the better of it. He comes closer and closer.
-
- In addition to learning something useful about the culinary preferences of
- wolves, you have a clue that perhaps feeding something else (a steak?) to
- the wolf would be more useful.
-
- Many Are The Paths To Success
-
- There are many possible routes to the successful completion of INFIDEL.
- Some problems that you encounter along the way have more than one solution;
- others may not need solutions at all. Sometimes using one way to solve a
- problem will make it harder to solve another, and other times, a certain
- technique employed on one problem will render another one blissfully easy.
-
- Don't Die A Lonely Death. Bring A Friend
-
- Until you have mastered those death traps of the pyramid, you might find it
- useful to play INFIDEl with another person. One person might find a
- problem difficult while another might find it easy, so two players often
- complement each other.
-
- Big Game Hunters Stumble On Incredible Discovery:
-
- Mysterious Plastic Disk Can Talk!
-
- "It's True!" says a very famous expert. "We've found a way to communicate
- with this 'Infidel' thing - and what's more, it can talk back!" Here's how
- to do it....
-
- When you see the prompt (>) INFIDEL is waiting for you to type in
- your instructions. When you have finished doing so, press the RETURN or
- ENTER key. INFIDEL will respond, and the prompt will reappear for your
- next action.
-
- "Freak Of Science" Understands Plain English
-
- When you play INFIDEL, or any other INTERLOGIC game, you type your commands
- in plain English. You can pretend that all your sentences begin with "I
- want to..." although you should not type those words explicitly. INFIDEL
- will digest your request, then tell you whether what you command is
- possible in the current situation, and also whether anything interesting
- happens as a result.
-
- All words are distinguished by their first six letters, and all
- subsequent letters are ignored. Hence, the words TWENTY and TWENTY-SEVEN
- would look like the same word to INFIDEL.
-
- Sentence Syntax Provides A Key To Getting "Infy" To Respond To All Kinds Of
- Commands.
-
- INFIDEL understands many different kinds of sentences. Here are some
- examples using objects or situations that do not necessarily occur in
- INFIDEL.
-
- TAKE THE KNAPSACK.
- PUT ON THE KNAPSACK.
- TAKE THE MATCHBOOK.
- GO OUT.
- DROP THE MATCHBOOK INTO THE FIRE PIT.
- WEST.
- EXAMINE THE LARGE CRATE.
- PUSH THE TRUNK.
- BREAK THE LOCK WITH MY HANDS.
- DESTROY THE MAP.
- LOOK UNDER THE COT.
- READ THE COUPON.
-
- You must separate multiple objects of a verb by the word AND or by a comma.
- The word ALL is useful with a few verbs. For example:
-
- DROP THE ROPE AND THE BRONZE TORCH.
- TAKE THE ALABASTER JAR, THE TORCH, AND THE MATCHBOOK.
- PUT THE TORCH AND THE MAP IN THE KNAPSACK.
- THROW THE ROPE AND THE ALTAR IN THE HOLE.
- EXAMINE ALL THE JEWELED CLUSTERS.
- PUT ALL THE CLUSTERS BUT THE GOLD CLUSTER IN THE KNAPSACK.
-
- You can include several sentences on one input line if you separate them by
- the word THEN (not AND) or by a period. No period is necessary at the end
- of the input line. For example, you could type the following all on one
- input line:
-
- READ THE MATCHBOOK.
- BURN THE MAP WITH THE MATCH.
- OPEN THE DOOR THEN S THEN CLOSE THE DOOR THEN LOCK IT
-
- Using the word IT can save you a lot of time:
-
- LOOK AT THE BOOK.
- OPEN IT UP.
- READ IT.
- PUT IT IN THE BOOKSHELF
-
- Answers Two Types Of Questions With Astounding Accuracy
-
- There are two kinds of questions that INFIDEL understands. The first is
- WHAT IS (something), and the other is WHERE IS (something). For example:
- WHAT IS AN AIRPLANE? WHERE IS THE BOOK?
-
- Reports of Clairvoyance Confirmed
-
- INFIDEL tries to be clever about what you really mean when you don't give
- enough information. If you type that you want to do something, but you
- don't specify what to do it with or to, INFIDEL will sometimes decide that
- there was only one possible object you could have meant. When it does this,
- it will tell you. For example:
-
- >UNLOCK THE DOOR
- (with the key)
- The door is now unlocked.
-
- Insufficient Input Cited As Leading Cause Of Miscommunication
-
- If your sentence is ambiguous, INFIDEL will ask what you really meant. You
- can answer most questions briefly. For example:
-
- >BURN THE MAP
- What do you want to burn the map with?
-
- >A MATCH
- You'd better light a match first.
-
- Completely mystifying sentences will cause infidel to complain in one way
- or another. Here are some of the more common INFIDEl 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, INFIDEL probably doesn't know the idea you were trying to get across.
- Remember INFIDEL recognizes your words by their first nine letters.
-
- YOU USED THE WORD "_______" IN A WAY THAT I DON'T UNDERSTAND. INFIDEL
- knows the word you typed, but couldn't use it in that sense. Usually this
- is because INFIDEL knows the word as a different part of speech. For
- example, if you typed PRESS THE LOWER BUTTON, you are using LOWER as an
- adjective, but INFIDEL might know LOWER only as a verb, as in LOWER THE
- BOOM.
-
- 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 that
- 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
- INFIDEL can digest in a single action.
-
- I BEG YOUR PARDON? You pressed the RETURN (or ENTER) key without typing
- anything.
-
- YOU CAN'T SEE ANY ________ HERE! The item you referred to was not
- visible. It may be somewhere else, inside a closed container, and so on.
- THE OTHER OBJECT(S) THAT YOU MENTIONED ISN'T (AREN'T) HERE. You referred
- to two or more items in the same sentence, and at least one of them wasn't
- visible to you in your present location.
-
- 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 couldn't say ATTACK ALL or
- ATTACK THE PRIEST AND THE POLICEMAN.
-
- YOU CAN'T GO THAT WAY. There was no passage or exit in the direction you
- tried to move.
-
- THAT SENTENCE ISN'T ONE I RECOGNIZE. The sentence you typed may have been
- gibberish, such as TAKE ROPE WITH READ. Or, you may have typed a
- reasonable sentence but used a syntax that INFIDEL does not recognize, such
- as WAVE OVER THE MOUNTAIN. Try rephrasing the sentence.
-
- After making the complaint, INFIDEl will ignore the rest of the input line.
- Unusual events, such as being attacked, will also make INFIDEL ignore the
- rest of the sentence you typed, since the event may have changed your
- situation dramatically.
-
- INFIDEL uses many more words than it will accept in your inputs.
- INFIDEL recognizes a vocabulary of hundreds of words - nearly all the words
- that you would be likely to use in playing the game. However, descriptions
- of rooms, objects, or events may use words that INFIDEl won't recognize.
- It uses these words only to enhance your mental imagery, and you need not
- use them to complete the game. If you find that INFIDEL doesn't know a
- word you wish to use or its likely synonyms, you almost certainly don't
- need that word to finish the game.
-
- "It's true!" the adventurer recalls of his dizzy rise to power.
- "I'd come to the next dimension quite by chance, but soon I learned how
- easy adventuring can be.
-
- "I found I could order my INFIDEL to give me information merely by
- typing specific commands, and that these commands could be used again and
- again as needed. Quickly I realized (as you soon will) that some commands
- constitute a move, and cause time to elapse; others don't cost any time. It
- was all so simple; all I had to to was type my commands after the prompt
- (>) appeared..."
-
- Important Commands To Adventure By
-
- AGAIN - INFIDEL will respond as though you had exactly 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 tells INFIDEL to give you a full description of a location
- only the first time you enter a it. On subsequent visits, INFIDEL will
- tell you only the name of the location and any objects present. This is how
- INFIDEL will normally act, unless you tell it otherwise using the VERBOSE
- or SUPERBRIEF commands.
-
- INVENTORY - INFIDEL will list what you are holding. You can abbreviate
- INVENTORY to I.
-
- LOOK - This will give you a full description of your current location. You
- can abbreviate LOOK to L.
-
- QUIT - This lets you stop. If you want to save your position before
- quitting, follow the instructions in "Starting and Stopping" section on
- page 18. 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" on page 16 for more details.
-
- SAVE - This puts a "snapshot" of your current position onto a storage
- disk. You can return to a saved position in the future using the RESTORE
- command. See "Starting and Stopping" on page 16 for more details.
-
- SCORE - INFIDEL will show your current score.
-
- SCRIPT - This command tells your printer to begin making a transcript of
- the story as you venture onwards. 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 commands INFIDEL to display only the name of a place you
- have entered, even if you have never been there before. In this mode,
- INFIDEL 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 already know their away
- around. Also see VERBOSE and BRIEF.
-
- UNSCRIPT - This tells your printer to stop making a transcript.
-
- VERBOSE - This tells INFIDEL 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 - INFIDEL responds by showing you the release number and serial
- number of your copy of the story. Please include this information if you
- ever report a "bug" in the story.
-
- WAIT - This will cause time in the story to pass. Normally, between turns,
- nothing happens in the story. You could leave your computer, take a nap,
- and return to find that nothing has changed. You can use WAIT to make
- time pass in the story without doing anything. For example, you can wait
- for a specific time, or wait for an event to happen, etc. You can
- abbreviate WAIT to Z.
-
- There are many other useful words and phrases, including: TAKE, DROP, EAT,
- DRINK, COMPARE, INSERT, WEDGE, EXAMINE, SEARCH, TURN ON, TURN OFF, PUSH,
- PULL, ATTACK SLEEP... There are many more.
-
- 95-Year-Old Treasure Hunter Reveals Secrets Of Eternal Youth!
-
- "It's true!" I saved my life and restored my healthy by quitting a
- $500,000-a-year job and starting over as a pearl diver."
-
- If you want to stop playing INFIDEl for now, but continue from the same
- position at a later time, use the SAVE command. Since it takes many hours
- to complete INFIDEl, you will almost certainly not finish it in one
- sitting. By using the SAVE command, you can continue playing 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 makes a "snapshot" of your
- position in the game. If you are a cautious or prudent player, you may
- want to save your position before you try something dangerous or tricky.
- You can then return to the SAVEd point, even if you are "killed" or lost
- since that point. To save a game position, type SAVE at the game prompt
- (>) and then follow the instructions on your Reference Card.
-
- Remember that some systems require a blank initialized/formatted
- disk for storage.
-
- When you want to continue playing from where you made a SAVE,
- follow the RESTORE procedure. It's possible to RESTORE any SAVEd snapshot
- of your position at any time during play. When the prompt (>) appears,
- just type RESTORE and follow the instructions on your Reference Card. You
- can then continue playing from your RESTOREd position. You can type LOOK
- to get a description of where you are.
-
- If you want to stop playing, and not continue playing from this
- particular position at a later time, type QUIT. INFIDEL will ask you if
- you really want to leave the game. Type Y for YES.
-
- To start over from the beginning, type RESTART. Once again,
- INFIDEL will ask to make sure that this is really what you want to do.
-
- Famous Adventure Scribe Vanishes As Helpless Friends Look On!
-
- "It's true!" his friends remember. Michael S. Berlyn, author of
- INFIDEL, did indeed work day in and day out, honing and perfecting his
- adventures at Infocom headquarters, just as previous Berlyn biographers
- have claimed. But until now, the reason behind this self-imposed
- quarantine was never known.
-
- Through his work on INFIDEL, Berlyn became obsessed with the
- Egyptian ideal of eternal life. "I want to live forever," he often
- declared, "or at least until next Thursday." He sequestered himself in a
- totally decontaminated working environment, surrounded himself with a
- multitude of pyramid-shaped objects (which were supposed to emit
- revitalizing power), and always wore the secret scarab amulet he'd won at a
- penny arcade.
-
- When people asked if he wouldn't like to visit the scenes of some
- of the harrowing experiences he depicted so vividly, Berlyn would respond,
- "You mean outdoors?! Do you have any idea how many bacteria are floating
- around out there? Now go away and quit breathing on me." But wouldn't he
- find it inspirational to get back to the forest primeval? "And get eaten by
- Sasquatch?" Are you crazy or something?" Berlyn would reply.
-
- Concerned for his health, Michael's comrades at last decided to
- force him to take fresh air. As they jovially gave him the bum's rush out
- the front door of Infocom, Berlyn turned to protest - but at that very
- moment, a straphylococcus bacterium flew up his nose and caused him to be
- convulsed with a sneeze, so that he was unable to dodge when Bigfoot leapt
- from a nearby maple sapling and bore him away to his forest lair.
-
- His friends immediately decided to erect the Berlyn Monument on the
- spot. After passing the hat, they agreed on a cunning little
- pyramid-shaped statuette made from styrofoam; and though it blew away down
- the street with the first gust of wind, their hearts went with it.
-
- Where Michael is, and whether he's alive or dead, no one knows. No
- one's really inquired much. But this we do know; that wheresoever that
- little non-biodegradable pyramid blows, there goes Michael - and in this he
- has achieved at least some small measure of immortality
-
- The Essentials Laid Bare For All To See!
-
- "It's true!" Every last scrap of this adventurer's bible is the
- gospel truth! So before you start out, be sure you've thoroughly digested
- this INFIDEL manual. The following lists of reminders are provided as
- handy references once you've embarked on your adventure.
-
- Loading Up For Your Expedition
-
- To Load INFIDEl, follow the instructions on the Reference Card included in
- the game package.
-
- A brief introductory passage should appear, followed by the
- copyright notice and release number. You will then see the description of
- the game's starting location. Finally, the prompt (>) will appear. If you
- have finished reading the manual, you are now ready to play INFIDEL.
-
- A Quick Look At Your Command Options
-
- The following commands can be entered when the prompt (>) has appeared on
- the screen. (For explanations of these commands, see the section entitled
- Important Commands.)
-
- AGAIN or G SCORE
- BRIEF SCRIPT
- INVENTORY or I SUPERBRIEF
- LOOK or L UNSCRIPT
- QUIT or Q VERBOSE
- RESTART VERSION
- RESTORE WAIT or Z
- SAVE
-
- Language Of The Infidel
-
- An INFIDEL sentence must contain at least a verb or a command (e.g.,
- INVENTORY).
-
- Multiple objects of the verb must be separated by the word AND oar
- by a comma.
-
- Several sentences typed on the same input line must be separated by
- a period or the word THEN. A period is not needed at the end of a line of
- input.
-
- Only two kinds of questions may be asked: WHAT and WHERE.
-
- For the shortest abbreviations of directions, use N (North), S
- (South), E (East), W (West), NE (Northeast), SE (Southeast), NW
- (Northwest), SW (Southwest), U (Up), D (Down), IN and OUT may also be
- helpful.
-
- Messages From The Tomb!
-
- It's true! Here at Infocom, we spent month after month scrutinizing our
- games for errors, honing them to perfection, forcing them on hordes of
- terrorized testers, and calling down powerful expurgative curses on scarabs
- and other tiny bugs.
-
- Even after the marketing division sends Boris Karloff swaddled in
- gauze bandages to seize the game disks from us, we continue striving to
- perfect our games. So if you find yourself trapped within the pyramid and
- beset by a bug, or happen to unearth a little inconsistency in a
- description, or think a problem is too hard or too easy, or feel that
- INFIDEl has unjustly rejected some of your input, or wish to organize a
- rescue party to go after Michael Berlyn, or just have some interesting
- comments about the game, dash off a letter today to:
-
- Infocom, Inc.
- 55 Wheeler St.
- Cambridge, MA 02138
- Attn: Nephthys
-
- Copyright and Warranty Information
-
- Limited Warranty
-
- This software product and the attached instructional materials are sold
- "AS IS", without warranty as to their performance. The entire risk as to
- the quality and performance of the computer software program is assumed by
- the user. However, to the original purchases of a disk prepared by
- Infocom and carrying the Infocom label on the disk jacket, Infocom warrants
- the medium on which the program is recorded to be free from defects in
- materials and faulty workmanship under normal use and service for a period
- of ninety (90) days from the date of purchase. If during this period a
- defect on the medium should occur, the medium may be returned to Infocom
- or to an authorized Infocom dealer, and Infocom will replace the medium
- without charge to you. Your sole and exclusive remedy in the event of a
- defect is expressly limited to replacement of the medium as provided
- above. This warranty gives you specific legal rights and you may also
- have other rights which vary from state to state.
-
- N.B. After the warranty period, a defective Infocom disk may be
- returned to Infocom with a check or money order for $5.00 U.S. funds for
- replacement.
-
- 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 expansion cartridge (for faster execution;
- especially recommended for Interactive Fiction PLUS)
- Extra 3-1/2 double-sided disks (for SAVEs)
- A 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 a 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.
-
- VI. 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's 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 position in the story to any disk in any drive,
- space permitting. The save disk 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 your 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, all tasks share the
- available memory. Some tasks may require that a certain amount of memory
- be available to work correctly. Also, actions like opening and resizing
- windows or loading a printer driver can use large blocks of memory.
-
- When the Infocom story loads, it will normally leave a minimum of
- 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 free bytes (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 causes
- the system to hang. On 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.
-
- Hieroglyphic Symbol English Translation
- ----------------------------------------------------------
- # the
-
- #. this
-
- :: and
-
- (( )) all
-
- !@! queen
- ____
- / sit/lies/rests
-
- ____\ to/toward/through
- /
-
- !----!
- ! ! entrance/door/treasure
- // \\
-
- ============================================================================
- DOCS PROVIDED BY -+*+-THE SOUTHERN STAR-+*+- for M.A.A.D.
- ============================================================================
-
-