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- TRINITY
-
- The Illustrated Story of
-
- The
-
- ATOM BOMB
-
- The Atom - Friend or Foe
-
- Within the tiny atom lies a tremendous power. This power first
- entered the modern world as a means of destruction, unleashing a terrible
- fury on countless thousands.
-
- But like any great force, the atom can also be used to serve man.
- Atomic power plants provide clean, dependable energy. Nuclear-powered
- submarines glide beneath the North Pole. Numerous lives are saved by
- radiation treatment. And radio-isotopes analyze soil, plants, and animals
- to help increase food production around the world.
-
- How did we first harness this amazing power? Let's go back in time
- to find out...
-
- Atomic Facts: Stranger Than Fiction!
-
- If you wanted to make a necklace of atoms 25 inches long, and
- strung them together at the rate of one atom per second, it would take over
- 200 years to complete the strand.
-
- A drop of water contains 6,000,000,000,000,000,000,000 atoms.
-
- There are 25,000,000,000,000,000,000,000 atoms in a breath of air.
-
- Atoms travel all around the world and even through outer space.
- With each breath you inhale atoms that were once a part of great men such
- as Leonardo da Vinci, celestial objects such as Halley's Comet, and nuclear
- explosions such as the Trinity Test.
-
- 2
-
- The year is 1939. The free world watches with growing alarm as the shadow
- of Nazi Germany spreads across Europe, led by the man who will one day be
- known as History's Greatest Villain.
-
- "The Master Race will prevail!" "Sieg Heil!" "Sieg Heil!"
-
- In January, the great Danish physicist Niels Bohr comes to Washington, D.C.
- "The Germans have split the atom!" "My God!" "Incredible!"
-
- "If Hitler builds an atom bomb, nothing will stop him!" "The world will be
- plunged into a thousand years of darkness!"
-
- "We must be the first!"
-
- 3
-
- The scientists draft an urgent letter to the president. "We're unknown
- immigrants! Roosevelt will never listen to us!" "Will you sign our
- letter?"
-
- Albert Einstein
-
- President Roosevelt decides to take immediate steps... "This requires
- action!"
-
- ...and not a moment too soon! Pearl Harbor, Dec. 7, 1941.
-
- The army appoints Colonel Leslie R. Groves, the man who built the Pentagon,
- to head the atom bomb project. "If you do the job right, it can win the
- war!" "We'll make you a Brigadier General!"
-
- "It's my patriotic duty!" "I accept!" Top Secret - Manhattan Project.
-
- 4
-
- On December 2, 1942, scientists at the University of Chicago, led by Enrico
- Fermi, produce the world's first atomic chain reaction. "The reaction is
- self-sustaining!" "It works!" "Now we can make nuclear fuel for the
- bomb!"
-
- A secret laboratory is set up in the mountains of New Mexico to design and
- build the new weapon. "I'll get you anything you need. Men! Money!
- Materials! Will you do it?"
-
- Dr. J. Robert Oppenheimer becomes director of Los Alamos. "It's my
- patriotic duty! I accept!"
-
- 5
-
- Oppenheimer and his fellow scientists work long and hard to make the atom
- bomb a reality. "Plutonium will make a bigger explosion!" "It'll never
- work! Let's stick with uranium!" "There's no time to argue! Try both!"
-
- "Oppie, did you hear the news?" "Not now, Kitty! We're so close!" [Berlin
- falls, V.E. Day]
-
- After two years, the bomb is almost ready. "Here's an isolated place, but
- we still need a code-name for the test." "Let's call it..."
-
- "...TRINITY!"
-
- 6
-
- A 100-foot steel tower is erected in the New Mexico desert, miles from the
- nearest town. "What do they call this place anyway?" "Jornada del Muerto"
- -- the Journey of Death!"
-
- The "gadget" is in a shack at the top of the tower.
-
- Final assembly takes place in a deserted ranch house nearby. "Hand me that
- screwdriver." "It'll never work!"
-
- 7
-
- In the pre-dawn hours of July 16, 1945, V.I.P.'s from all over the country
- gather on a hillside twenty miles from the tower. "This suntan lotion will
- protect us from atomic rays!" "I must be alert. The Russians will want a
- detailed account."
-
- The tension is almost unbearable. "Zero minus twenty minutes!" "Keep an
- eye on him!"
-
- "Four...three...two...one..."
-
- ZERO!!! [clock reads 5:30:45]
-
- 8
-
- [atom bomb explodes successfully]
-
- "The war is over."
-
- Truman and Churchill are jubilant with the news. "The Japs will have no
- choice but to surrender!" "It's the second coming in wrath!"
-
- "...and America will prevail!"
-
- 9
-
- On August 6, 1945, an American B-29 bomber exacts a terrible vengeance on
- the city of Hiroshima. "Bomb away!"
-
- "It...it's my patriotic duty."
-
- Nagasaki meets the same fate three days later. "I hear an airplane."
-
- Truman addresses the world after V-J Day. "It is a harnessing of the basic
- power of the universe!"
-
- 10
-
- But the American monopoly on A-bombs is short-lived. "Ready to test,
- Comrade!" "Our spies did their job well!" "It'll never work!"
-
- American is shocked by the news. "The world will be plunged into a
- thousand years of darkness!" "Our national security is in jeopardy!"
- [newspaper headlines: Reds Explode A-Bomb]
-
- But Dr. Edward Teller is a man with a vision. "If we find a way to fuse
- hydrogen, we can build a super-bomb!" "Impossible!" "It would require a
- temperature of millions of degrees."
-
- "I can provide such temperatures!"
-
- 11
-
- November 1, 1952, on a remote island in the South Pacific... "It's all set
- to go!" "Let's get out of here!" "It'll never work!"
-
- ...Teller's H-Bomb is born.
-
- 12
-
- Today, underground tests help us to build more and better nuclear weapons.
- "Four...three...two...one..."
-
- Our scientific know-how helps us to defend the free world behind an
- orbiting "umbrella" of high technology. "We could intercept and destroy
- strategic ballistic missiles before they reached our own soil." "We could
- Intercept and destroy strategic ballistic missiles before they reached our
- own soil." "It'll never work!"
-
- 13
-
- Now that America's new space defense system is in place, the entire planet
- is safe from the threat of atomic war. "It's Peter Pan, dear...'The boy
- who would not grow up!'"
-
- "Our children can live secure in the knowledge that these thousands and
- thousands of obsolete missiles, built in the old days of mutual fear and
- distrust, will never need to be used!"
-
- The End.
-
- Instruction Manual for Trinity
-
- If you've never played Infocom's interactive fiction before, you should
- read this entire instruction manual.
-
- If you're an experienced Infocom player, just read Section I: About
- Trinity.
-
- TABLE OF CONTENTS
-
- Section I: About Trinity
-
- Preface to the Story . . . . . . . . . . . Page 15
- Some Recognized Verbs. . . . . . . . . . . . . .16
- Sample Transcript and Map. . . . . . . . . . . .16
- About the Author . . . . . . . . . . . . . . . .18
- Acknowledgements . . . . . . . . . . . . . . . .18
- Bibliography . . . . . . . . . . . . . . . . . .18
-
- Section II: About Infocom's Interactive Fiction
-
- An Overview. . . . . . . . . . . . . . . . . . .19
- What is interactive fiction?
- Moving around
- Turns and scoring
-
- Starting and Stopping. . . . . . . . . . . . . .19
- "Booting Up"
- Saving and Restoring
- Quitting and Restarting
-
- Communicating with Infocom's Interactive
- Fiction. . . . . . . . . . . . . . . . . . . . .20
- Basic sentences
- Complex sentences
- Talking to characters in the story
- Vocabulary limitations
-
- Special Commands . . . . . . . . . . . . . . . .22
-
- Tips for Novices . . . . . . . . . . . . . . . .23
- Eleven useful pointers about interactive fiction.
-
- Common Complaints. . . . . . . . . . . . . . . .24
-
- We're Never Satisfied. . . . . . . . . . . . . .24
-
- If You Have Technical Problems . . . . . . . . .24
-
- Copyright and Warranty Information . . . . . . .25
-
- Quick Reference Guide. . . . . . . . . . . . . .25
- This is a brief summary of the most important things to know about
- interactive fiction.
-
- Section I: About Trinity
-
- Preface to the Story
-
- You're neither an adventurer nor a professional thrill-seeker. You're
- simply an American tourist in London, enjoying a relaxing stroll through
- the famous Kensington Gardens. When World War III starts and the city is
- vaporized moments after the story begins, you have no hope of survival.
-
- Unless you enter another time, another place, another dimension.
-
- Escaping the destruction of London is not the end of your problems,
- but rather the beginning of new, more bizarre riddles. You'll find
- yourself in an exotic world teeming with giant fly traps, strange
- creatures, and other inconveniences. Time and space will behave with their
- own intricate and mischievous logic. You'll visit fantastic places and
- acquire curious objects as you seek to discover the logic behind your
- newfound universe.
-
- And if you can figure out the pattern of events, you'll wind up in
- the New Mexico desert, minutes before the culmination of the greatest
- scientific experiment of all time: the world's first atomic explosion,
- code-named Trinity.
-
- 15
-
- Some Recognized Verbs
-
- This is only a partial list of the verbs that Trinity understands. There
- are many more. Some of the verbs listed can be found in all Infocom
- stories; others are included especially for Trinity. Remember that 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.
-
- ASK EXAMINE POUR TOUCH
- ATTACK EXIT PULL UNFOLD
- CLIMB FILL PUSH UNLOCK
- COUNT FOLLOW RAISE UNSCREW
- CUT KNOCK SHAKE UNTIE
- DIG LIE SHOW WAKE
- DRINK LISTEN SMELL
- DROP LOOK STAND
- EAT OFFER THROW
- ENTER OPEN TIE
-
- Sample Transcript and Map
-
- This transcript is not from Trinity, but it does show many of the typical
- things you might use in the story. It contains some simple puzzles and
- their solutions, and will give you a good idea of how Infocom's interactive
- fiction works. The player's sentences appear in capital letters after each
- prompt (>). The map represents the terrain in the sample transcript as you
- might have drawn it.
-
- !------------!
- ! Pond !
- ----------! Shore !------
- !-----|------!
- / Down |
- / |
- / !-----------!
- / ! Sunny !
- / ! Hill !
- / !-----------!
- !----------!
- ! Pit !
- ! Bottom !Table
- !--|-------!
- |in
- |
- !---|-------!
- ! Garden !
- !-----------!
- Sunny Hill
-
- Here atop Sunny Hill, a great beech tree grows. From the top of the tree
- you can see old Mr. Langosy's farm to the west and your parents' farm to
- the east. But as you lie on your back under the copper-colored leaves, you
- are oblivious to everything but the warm lazy breeze and a faint shout in
- the distance.
-
- >LISTEN TO THE SHOUT
- You can hear your mother calling you, and your brothers, sisters, and
- father, to lunch.
-
- >GO EAST
- You'll have to stand up first.
-
- >STAND UP
- Reluctantly, you get to your feet. A platypus crawls down out of the beech
- tree and waddles hurriedly north.
-
- >FOLLOW THE PLATYPUS
- Pond Shore
-
- You're standing by the southern shore of Berube Pond. You can ascend Sunny
- Hill to the south, go to old Mr. Langosy's raspberry patch to the west, or
- follow a path to your family's farmhouse to the east.
-
- The platypus crawls down into a semi-hidden pit and disappears.
-
- >LOOK IN THE PIT
- It's dark as a new-moon night in the pit. You can see only a few feet
- down, but not the bottom of the pit.
-
- >INVENTORY
- You are empty-handed
-
- >JUMP INTO THE PIT
- You jump feet-first into the pit, and fall a few feet... ...and fall some
- more... ...and some more... ...and some more... and finally land with a
- slight "thud."
-
- Pit Bottom
- You're standing in a small round room. A long dark passage above you
- disappears into black nothingness. In a corner of the room is a square
- glass-topped table, and in the south wall is a tiny door, not more than 12
- inches tall.
-
- >OPEN THE DOOR
- The door is locked.
-
- >PUSH THE DOOR
- The door won't budge.
-
- 16
-
- >LOOK AT THE TABLE
- The table is about 3 feet tall, with spindly wooden legs and a clear glass
- top. On the table is a white mushroom with a label attached.
-
- >READ THE LABEL
- The label says, "Eat me."
-
- >SMELL THE MUSHROOM
- It smells just like a white mushroom.
-
- >EAT THE MUSHROOM
- [taking the white mushroom first[
-
- Despite warnings from...from someone (your sister? your mother?_ about
- eating unfamiliar fungi, you take a tentative bite from the mushroom. Then
- you notice that the table is growing larger, and larger still. The white
- mushroom you're carrying gets heavier and heavier, and you notice that it
- too is growing. The door in the sough wall grows in height, and the room
- itself seems to expand in every direction. Suddenly, everything stops
- growing (or perhaps you stop shrinking). You notice that the door (which
- is now slightly taller than you) has a keyhole.
-
- >LOOK THROUGH THE KETHOLE
- [This story doesn't recognize the word "kethole."]
-
- >OOPS KEYHOLE
- Through the keyhole, you can see a lovely garden on the other side of the
- door. Platypuses cavort happily on the lawns and in the pools.
-
- >KNOCK ON THE DOOR
- Still peering through the keyhole, you see a smiling platypus wearing a
- party hat waddle over to the door. "Hello," it says cheerfully.
-
- >PLATYPUS, UNLOCK THE DOOR
- "The key is on the table." The platypus waddles away from the door.
-
- >LOOK AT THE TABLE
- The table looms over you like Everest over Hillary. Way overhead, you see
- a key through the glass, which you're sure wasn't there before.
-
- >TAKE THE KEY
- The key is out of reach.
-
- >CLIMB THE TABLE
- Don't let that Sir Hillary analogy get to your head. The legs of the table
- are too smooth and slippery.
-
- >LOOK AROUND
- Pit Bottom
- You're standing in a small round room. A long dark passage above you
- disappears into black nothingness. In a corner of the room is a square
- glass-topped table which looms over you like Goliath over David. Way
- overhead, you see a key through the glass. In the south wall is a closed
- door. In the shadows of another corner is a black mushroom
-
- >TAKE THE BLACK MUSHROOM THEN EAT IT
- taken
-
- You take a timorous taste of the black mushroom Then you notice that the
- table is growing smaller, and smaller still. The mushrooms you're carrying
- get lighter and lighter, and you notice that they too are shrinking. The
- door in the south wall gets tinier and tinier, and the room itself seems to
- contract in every direction. Suddenly, everything seems to stop shrinking
- (or perhaps you stop growing).
-
- >TAKE THE KEY
- Taken.
-
- >EAT THE MUSHROOM
- [Which mushroom do you mean, the white mushroom or the black mushroom?]
-
- >WHITE
- You take a confident chomp from the white mushroom. As expected, the table
- grows larger, the mushrooms get heavier, the door in the south wall grows,
- and the room itself expands in every direction. Eventually, everything
- stops growing (or perhaps you stop shrinking).
-
- >UNLOCK THE DOOR WITH THE KEY THEN OPEN THE DOOR
- Okay, the door is now unlocked. You swing open the door.
-
- >GO IN
- Garden
-
- As you enter the garden, platypuses start to file out the door, talking
- excitedly to each other. "Great party! To bad you missed it!" one
- platypus mentions to you. The last platypus turns off a light and closes
- the door behind him, leaving you in the dark.
-
- 17
-
- About the Author
-
- "Professor" Brian moriarty built his first computer in the fifth grade.
- This early experience with electronics led him to seek a degree in English
- Literature at Southeastern Massachusetts University, where he graduated in
- 1978. He lives near the bridge in Historic Concord, is a member in good
- standing of the National Hawthorne Society, and accepts full responsibility
- for his previous Infocom title, Wishbringer.
-
- Acknowledgements
-
- The author wishes to thank Ferenc Szasz, Professor of History at the
- University of New Mexico at Albuquerque, for his valuable advice and
- assistance.
-
- Grateful acknowledgement is also made to Richard Ray and Loretta
- Helling of the National Atomic Museum, Kirtland AFB; Bill Jack Rogers, Los
- Alamos National Laboratory; and the Public Information Office of White
- Sands Millile Range, whose cooperation helped to make this story possible.
-
- The photograph of the Trinity Site monument is by the author.
-
- Bibliography
-
- Curious readers may find the following materials of interest. [did not
- list]
-
- 18
-
- Section II: About Infocom's Interactive Fiction
-
- 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 Trinity, 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. The first time you find yourself in a new
- region, 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 Trinity 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 Trinity, 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, Trinity keeps track of your score. You
- may get points for solving puzzles, performing certain actions, or visiting
- certain locations. A perfect score is to be strived for, but of course
- having fun is much more important.
-
- Starting and Stopping
-
- Starting the Story: To load Trinity, follow the instructions on the
- Reference Card in your package.
-
- After a brief introduction to the story, you'll see a description
- of the Palace Gate, the opening location. Then the prompt (>) will appear,
- indicating that Trinity is waiting for your first command.
-
- Here's a quick exercise to help you get accustomed to interacting
- with Trinity. Try the following command first:
-
- >GO NORTH
-
- Then press the RETURN (or ENTER) key. Trinity will respond with:
-
- Broad Walk
-
- A brooding statue of Queen Victoria faces east, where the waters of the
- Round Pond sparkle in the morning sun. Peering between the perambulators,
- you see Black Lion Gate far to the north, and Palace Gate to the south.
-
- A sudden cloud of pigeons fills the air! They circle overhead and
- congregate around a nearby bench, where an aged woman is selling bags of
- crumbs.
-
- Then try:
-
- >LOOK AT THE OLD WOMAN
-
- After you press the RETURN (or ENTER) key, Trinity will respond:
-
- You get the feeling that she's been selling crumbs on this same bench, year
- after year, since well before you were born. Her face is lined with care
- for her feathered charges, who perch on her round shoulders without fear.
- "Feed the hungry birds!" cries the bird woman.
-
- Saving and restoring: It will probably take you several days to complete
- Trinity. 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 have gotten lost or "killed" in the story, you can return to your saved
- position.
- 19
-
- To save your place in the story, type SAVE at the prompt (>), and
- then 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, for saves. Using a disk with data
- on it (not counting other Trinity 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, Trinity will ask if you really want
- to start over. If you do, type Y for YES and press the RETURN (or ENTER)
- key.
-
- If you want to stop entirely, type QUIT and press the RETURN (or
- ENTER) key. Once again, Trinity will ask to make sure 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 use the SAVE command.
-
- Communicating with Infocom's Interactive Fiction
-
- In Trinity you type your sentence in plain English each time you see the
- prompt (>). Trinity usually acts as if your sentence begins "I want
- to.....," although you shouldn't actually type those words. You can use
- words like THE if you want, and you can use capital letters if you want;
- Trinity doesn't care either way.
-
- When you finish typing a sentence, press the RETURN (or ENTER)
- key. Trinity will respond by telling you whether your request is possible
- at this point in the story, and what happened as a result.
-
- Trinity recognizes your words by their first nine letters, and all
- subsequent letters are ignored. Therefore, DEMONSTRAte, DEMONSTRAtor, and
- DEMONSTRAtion would all be treated as the same word by Trinity.
-
- 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.
-
- Trinity understands many different kinds of sentences. Here are
- some examples. (Note that some of these items do not actually appear in
- Trinity.)
-
- >WALK NORTH
- >DOWN
- >NE
- >GO UP
- >GET THE LEDGER BOOK
- >READ THE SIGN
- >LOOK UNDER THE BED
- >GO OUT
- >POUR THE WATER INTO THE POT
- >EXAMINE THE LARGE RED MACHINE
- >PUSH THE BLACK BUTTON
- >GIVE THE SHOE TO THE SALESMAN
- >SHOOT THE ELEPHANT WITH THE GUN
- >GIVE THE FLY TO THE FROG
- >CLIMB THE FENCE
- >JUMP INTO THE PIT
-
- 20
-
- You can use multiple objects with certain verbs if you separate
- them by the word AND or a comma. Some examples:
-
- >TAKE THE BOOK AND KNIFE
- >DROP THE YELLOW BALL, THE SPOTTED FROG, AND THE PEANUT
- >PUT THE LADYBUG AND THE SPIDER IN THE JAR
-
- You can include several sentences on one input line if you
- separate them by the word THEN or by a period. (Each sentence will still
- cause time to pass.) 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:
-
- >READ THE SIGN. GO NORTH THEN TAKE THE CROWBAR AND MALLET
-
- If Trinity 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 "Common Complaints" on page 23).
-
- The words IT and ALL can be very useful. For example:
-
- >TAKE THE APPLE. POLISH IT. PUT IT IN THE BOX
- >CLOSE THE HEAVY METAL DOOR. LOCK IT
- >TAKE THE SHOE. EMPTY IT. PUT IT ON
- >TAKE ALL
- >TAKE ALL EXCEPT THE WET EGG AND THE KEY
- >TAKE ALL FROM CABINET
- >DROP ALL BUT THE PENCIL
-
- 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.
-
- You will meet other people and creatures in Trinity. You can
- "talk" to some of these beings by typing their name, then a comma, then
- whatever you want to say to them. Here are some examples:
-
- >LOIS, HELLO
- >SALESMAN, TELL ME ABOUT THE PLATYPUS
- >WILLY, PUT ON THE GLOVE THEN THROW THE BALL
- >HARRY, TAKE THE GUN, SHOOT THE PENGUIN
-
- Notice that in the last two examples, you are giving a person more than one
- command on the same input line. But remember: most people in the story
- don't care for idle chatter. Your deeds will speak louder than your words.
-
- There are three kinds of questions that Trinity understands: WHO IS
- (someone), WHERE IS (something), and WHAT IS (something). For example:
-
- >MELVIN, WHO IS HOWARD?
- >ANITA, WHERE IS THE MAP?
- >OLD WOMAN, WHAT IS PLUTONIUM?
-
- Trinity 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, Trinity will sometimes decide
- that there is only one possible object you could mean. When it does so, it
- will tell you. For example:
-
- >UNLOCK THE DOOR
- (with the key)
- The door is now unlocked
-
- If your command is ambiguous, Trinity 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 ROPE
- What do you want to cut the rope with?
- >THE KNIFE
- As you cut the rope, you hear a loud crash in the tent.
-
- or
-
- >TAKE THE BUTTERFLY
- Which butterfly do you mean, the delicate magenta butterfly or the fat
- yellow butterfly?
- >DELICATE The delicate magenta butterfly flutters away as you reach for it.
-
- Trinity recognizes over 2000 words, nearly all that you are likely
- to use in your commands. However, Trinity uses many words in its
- descriptions that it will not recognize in your commands. For example, you
- might read, "The full moon is bright and clean, and the wagons case eerie
- shadows." However, if Trinity doesn't recognize the words MOON or SHADOWS
- in your input, you can assume 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.
-
- 21
-
- Special Commands
-
- There are a number of commands which have special meanings. 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 - Trinity will respond as though you had exactly repeated your
- previous command. For instance, typing SHOOT THE MONSTER WITH THE LASER
- GUN then typing AGAIN would be like shooting the monster twice in a row.
- You can abbreviate AGAIN to G.
-
- BRIEF - This tells Trinity to give you a full description of a location
- only the first time you enter a it. On subsequent visits, Trinity will
- tell you only the name of the location and any objects present. This is how
- Trinity will normally act, unless you tell it otherwise using the VERBOSE
- or SUPERBRIEF commands. The SUPERBRIEF command tells Trinity to display
- only the name of a place you have entered, even if you have never been
- there before. In this mode, Trinity 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 very familiar with the geography. The VERBOSE command tells
- Trinity 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.
-
- DIAGNOSE - Trinity will give you a brief report of your physical condition.
-
- INVENTORY - Trinity will list what you are carrying. You can abbreviate
- INVENTORY to I.
-
- LOOK - This tells Trinity to describe your location in full detail. You can
- abbreviate LOOK to L.
-
- OOPS - If you accidentally mistype a word, such that Trinity doesn't
- understand the word, you can correct yourself on the next line by typing
- OOPS and the correct word. Suppose for example, you typed TAKE THE CLUB
- FROM THE GIAMT and were told "[I don't know the word 'giamt'.]" You could
- type OOPS GIANT rather than retyping the entire sentence.
-
- 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 18 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 18 for more details.
-
- SCORE - Trinity 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 - See BRIEF above.
-
- TIME - This gives you the current time of day in the story. In Trinity,
- using this command does not advance the story's internal "clock". You can
- abbreviate TIME to T.
-
- UNSCRIPT - This tells your printer to stop making a transcript.
-
- VERBOSE - See BRIEF above.
-
- VERSION - Trinity 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.
-
- 22
-
- Tips for Novices
-
- 1. Draw a map. It should include each location, the directions connecting
- it to adjoining locations, and any interesting objects there. (See the
- small sample map that goes along with the sample transcript on page 20.)
- Note there are 10 possible directions plus IN and OUT.
-
- 2. Examine all objects you come across. Most objects in the story that you
- can pick up are important for solving one or more of the puzzles you'll run
- into.
-
- 3. Save your place often. That way, if you mess up or get "killed," you
- won't have to start over from the beginning. See page 16 for instructions.
-
- 4. Read the story carefully. There are often clues in the descriptions of
- locations and objects. Even strange or dangerous actions may provide
- clues, and might prove to be more fun! You can always save your position
- first if you want. Here's a silly example:
-
- >PUT THE SADDLE ON THE PONY
- As you drop the heavy saddle onto the pony, the animal is crushed by the
- weight, and it falls down, legs splayed.
-
- Here you have a clue that you should find either a lighter saddle or a
- sturdier horse.
-
- 5. Unlike other "adventure games" you may have played, there are many
- possible routes to the end of Trinity. 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 may find it helpful to go through Trinity with another person.
- Different people may find different puzzles easy and can often complement
- each other.
-
- 7. If you really have difficulty, 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 the puzzles easier.
-
- 8. Read the sample transcript on page 20 to get a feel for how Infocom's
- interactive fiction works.
-
- 9. You can word a command in many different ways. For example, if you
- wanted to pick up a yellow hoop, you could type in any of the following:
-
- >GET HOOP
- >TAKE THE HOOP
- >PICK UP THE YELLOW HOOP
-
- If you type in a command that Trinity doesn't understand, try rephrasing
- the command or using synonyms. If Trinity still doesn't understand your
- command, you are almost certainly trying something that is not important in
- continuing your adventure.
-
- 23
-
- Common Complaints
-
- Trinity will complain if you type a sentence that confuses it completely,
- and will then ignore the rest of the input line. (Unusual events, such as
- being attacked, may also cause Trinity to ignore the rest of the sentences
- you typed, since the event may have changed your situation drastically.)
- Some of Trinity's complaints:
-
- THIS STORY DOESN'T RECOGNIZE THE WORD "__________". The word you typed is
- not in the story's vocabulary. Sometimes using a synonym or rephrasing
- will help. If not, Trinity probably doesn't know the idea you were trying
- to get across.
-
- THIS STORY CAN'T UNDERSTAND THE WORD "_______" WHEN YOU USE IT THAT WAY.
- Trinity knows the word you typed, but couldn't use it in that sense.
- Usually this is because Trinity 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 Trinity might know LOWER only as a verb, as in
- LOWER THE FLAG.
-
- THERE AREN'T ENOUGH NOUNS IN THAT SENTENCE. This usually means your
- sentence was incomplete, such as EAT THE BLUE or PUT THE BOOK IN THE.
-
- 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
- Trinity can digest in a single action. YOU CAN'T SEE ANY ________ HERE!
- The item you referred to is not accessible to you. 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 one or more items in the same sentence, some of which aren't present or
- accessible.
-
- YOU CAN'T REFER TO MORE THAN ONE OBJECT AT A TIME 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 EXAMINE; you couldn't say EXAMINE ALL or
- EXAMINE THE BOWL AND THE SWORD.
-
- THAT SENTENCE DIDN'T MAKE SENSE. PLEASE REWORD IT OR TRY SOMETHING ELSE.
- 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
- Trinity does not recognize, such as WAVE OVER THE MOUNTAIN. Try rephrasing
- the sentence.
-
- We're Never Satisfied
-
- Here at the Infocom, we take great pride in the quality of our stories.
- Even after they're "out the door," we're constantly improving, honing and
- perfecting them.
-
- Your input is important. No matter how much testing we do, it
- seems that some bugs never crawl into view until thousands of you begin
- doing all those wild and crazy things to the story. If you find a bug, or
- if you think a certain puzzle was too hard or too easy, or if you have some
- other suggestion, or if you'd just like to tell us your opinion of the
- story, drop us a letter! We love every excuse to stop working, and a
- letter from you is just such an excuse! Write to:
-
- Infocom
- 125 CambridgePark Drive
- Cambridge, MA 02140
- Attn: OPPIE
-
- 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 90 days after purchase, we will
- replace it at no charge. Otherwise, there is a replacement fee fo $5.00
- (U.S. funds). If you call to report a bug, please provide your version
- number, which you can find by typing VERSION. Please return the
- registration card from you Ballyhoo package if you'd like to be on our
- mailing list and receive our newsletter, The New Zork Times.
-
- 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.
-
- Quick Reference Guide
-
- 1. To start the story ("boot up"), see the separate Reference Card in your
- Trinity package.
-
- 2. When you see the prompt (>) on your screen, Trinity is waiting for your
- input. There are four basic kinds of sentences or commands that Trinity
- understands:
-
- A. Direction commands: To move from place to place, just type the
- direction you want to go: N (or NORTH), S, E, W, NE, NW, SE, SW, U (or UP),
- D, IN, or OUT.
-
- B. Actions: Just type what you want to do. Some examples: READ THE BOOK
- or OPEN THE DOOR or LOOK THROUGH THE WINDOW or GIVE THE BALL TO THE CAT.
- Once you're familiar with simple commands, you'll want to use more complex
- sentences are described in "Communicating with Infocom's Interactive
- Fiction" on page 19.
-
- C. Commands given to other characters: Talk to characters in the story by
- typing their name, then a comma, then what you want to say to them. For
- example: FRED, GIVE ME THE AXE or OLD MAN, HELLO.
-
- D. Special commands: Some commands, such as INVENTORY or VERBOSE, give you
- specific information or affect your output. A list of these appears in the
- "Special Commands" section on page 21.
-
- 3. After typing your input, you must press the RETURN (or ENTER) key before
- Trinity will respond.
-
- 4. Your location in the story is displayed at the top of your screen on a
- special line called the status line.
-
- 5. You can pick up and carry many of the items you'll find in the story.
- For example, if you type TAKE THE FLASK, 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
- "Starting and Stopping" section on page 18.
-
- 7. If you have trouble, refer to the specific section of the manual for
- more detailed instructions.
-
- 25
-
- Trinity Site
- Where
- The World's First
- Nuclear Device
- Was Exploded On
- July 16, 1945
-
- "On that moment hung eternity. Time stood still. Space contracted
- to a pinpoint. It was as though the earth had opened and the skies split.
- One felt as though he had been privileged to witness the birth of the
- world." William L. Laurence, Eyewitness
-
- 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.
-
- X. Troubleshooting - Load, SAVE, RESTORE and Other Problems
-
- A. If the story fails to load properly, or SAVE/RESTORE or SCRIPT fails,
- check each of the following items. If none of these offers a solution,
- consult your Commodore 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 be only 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 only, 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 and the data is intact.
- If you are having problems, they are most likely hardware related. It is
- also possible that there is a bug in the program. If you suspect that
- there is 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 procedure 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 a negative response 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.
- ============================================================================
-