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- WISHBRINGER
-
- THE LEGEND OF WISHBRINGER
-
- FESTERON TOWN LIBRARY
-
- 12/11/63 05/14/23
- 01/32/64 07/07/53
- 08/18/70 11/12/54
- 10/10/88 09/20/57
- 03/01/96
- 06/31/12
- 10/24/19
-
- CHAPTER THE FIRST
-
- Of Morning-Star's birth and great beauty, and how she was abducted
- by the envious Queen Alexis.
-
- It happened in the reign of mighty Anatinus, King of Misty Island, that
- there was born into a peasant home a daughter, blessed with rare and
- perfect Beauty. Morning-Star they names her; and the legend of her beauty
- spread through all the kingdom, even to the court of Anatinus.
-
- There beside the throne sat Queen Alexis, heavy-hearted. For her newborn
- daughter, cursed by fate and prophecy, was sightless. Loth the Queen to
- look upon her blind child's face! And how the baby Morning-Star, more
- beautiful and perfect, made her jealous!
-
- Envy breedeth Evil: Queen Alexis caused the simple peasant home of
- Morning-Sate to burn. The sleeping family perished, all but Morning-Star,
- who, being rescued by the Queen's design, became her daughter, sight
- restored by Prayer.
-
- (The one true Princess, left behind to fill the vacant cradle, perished
- too, and never saw her mother.)
-
- CHAPTER THE SECOND
-
- Of Morning-Star's coming of age, and of the many knights who sought
- her fair hand in Marriage.
-
- The years were kind to Morning-Star. Her beauty blossomed like the fragrant
- water-lily into full, abundant maidenhood. Anon befell her ten-and seventh
- birthday.
-
- Anatinus made it know that whosoever might desire to win the hand of
- Morning-Star, should now come forth to claim it. To prove his worth, the
- groom must first by needs fulfill a Love-Quest, of the Queen's own
- choosing, according to the custom of the kingdom.
-
- Many were the eager knights who journeyed to the royal palace, hoping there
- to win the love of Princess Morning-Star. Alexis, dark with envy, watched
- the lusty swains descend like vultures 'round her daughter and vowed in
- secret not to let them have her.
-
- From the knights assembled, Six were chosen, and stood before the heartless
- Queen for testing.
-
- CHAPTER THE THIRD
-
- Of the Impossible Love-Quests devised by the crafty Queen Alexis,
- and how the six knights fared by them.
-
- One brave knight, a lad but one-and-twenty, was sent across the sea to beg
- Lord Nimbus, God of Rain, to quench the thirsting fields of Frotzen. But
- the God, not sympathetic, smote his vessel with a bolt of lightning.
-
- The second knight, a weapons-bearer, strong of limb and spirit, scaled the
- mountain peak of Matter-Horn, to seek Advice from spirits. The hopes of
- Princess Morning-Star fell with him.
-
- A third knight ventured forth to try the fabled Wings of Icarus, and learn
- the secret method of their Flight, to please Alexis. But alas! the joyful
- knight, whist soaring home to claim the Princess, flew into the open maw of
- Thermofax, a Dragon.
-
- Alexis sent the fourth knight deep into the Mines of Mendon, there to slay
- a Grue, and drag the carcass up where all might see it. But Darkness
- overcame the hapless knight, who, lost without a map, was soon Devoured.
-
- Another knight, the fifth, directed by the Queen to steal the Cocoa-Nut of
- Quendor, chanced upon a lair of hungry Implementors, and did not Foresee
- his peril.
-
- Lastly stood before the Queen a gentle boy, no older than the Princess.
- Morning-Star liked well his beardless smile, and beggar her mother not to
- test his Luck too harshly. But Alexis caused the youth to spend an evening
- midst an unclean Cemetery, from whence he ne'er returned; for eldritch
- Vapors carried him away, and gave no reason.
-
- CHAPTER THE FOURTH
-
- Of the Edict of Alexis, the demise of Morning-Star, and the
- discovery many years after, of a Magick Stone, called Wishbringer.
-
- Queen Alexis cried, "Is no man in the kingdom fit to wed my only daughter?
- Methinks she must remain unmarried, then, and Virgin all her days." So it
- was Written.
-
- Morning-Star hoped death might grant her Freedom from the Edict of Alexis,
- by her mother's timely passing. But the Reaper (busy elsewhere with a
- Plague) heard not her praying; so Alexis lived, and laughed, and watched
- her daughter's beauty fade away, and all her Wishes dwindle in her bosom.
-
- Many kingdoms after, when the reign of Anatinus was forgotten, and the
- names of Morning-Star and Queen Alexis lost in Time, there came unto the
- Misty Isle a Scholar, who, amid the crumbling tombs of monarchs, chanced
- upon the mortal relic of the Princess. All was Dust, except her Heart,
- which, hard and shrunken to a pebble in the grave, was shining brightly
- with the stifled Wishes of her lifetime.
-
- Thus, the Magick Stone of Dreams discovered.
-
- CHAPTER THE FIFTH
-
- Of the Seven Wishes, and what ye must know to invoke them.
-
- Seven is the number of the Wishes bound into the Stone; and if ye speak a
- Wish, that wish is Spent, and lost forever. Also know, that ye must hold
- the Wishing-Stone within thy hands to wield its Magick. Look ye, then,
- upon the Seven Wishes:
-
- RAIN falls only for the bearer of the Stone who standeth under an Umbrella.
-
- ADVICE may bring wise counsel to the bearer of the Stone who listeneth to
- Sea-Shells.
-
- FLIGHT shall bear the Magick-wielder swiftly home, if ye be sitting on a
- Broom-Stick.
-
- DARKNESS, blacker than the Night, shall fall across the land if Milk of
- Grue thou drinkest.
-
- FORESIGHT lifts the veil of Time, and shows the Future, but prepare thy
- eyes with Glasses.
-
- LUCK will bring good Fortune, if ye hold a Horseshoe and the Stone in thy
- possession.
-
- FREEDOM springs the dreamer from confinement, but mark well that ye first
- hath eaten Candy.
-
- Now ye know the Origins
- and Magick
- of the Wishing Stone,
- But know ye also,
- bold Adventurer,
- that every problem
- ye encounter in thy travels
- may be also bested
- by the spell of Logick.
- Exercise thy Brain,
- and work they Wits!
- Forget ye not that Morning-Star,
- a Princess,
- who threw away her Youth
- in easy Wishing
- died in vain.
- Let her fate be thy Warning.
-
-
- INSTRUCTION MANUAL FOR WISHBRINGER
-
- Welcome to the world of Infocom's interactive fiction, a world where:
-
- You are the hero or heroine in a story.
-
- You use your own thinking and imagination to guide the story from
- start to finish.
-
- You meet other people, who may or may not help you, and
-
- You go to new places, figure out mysteries and puzzles, and fight
- against enemies.
-
- In Wishbringer, you're a postal clerk in a small seaside village
- called Festeron. You deliver a strange envelope to a magic show, and
- discover that an old woman's black cat has been kidnapped by "the Evil
- One." The old woman asks for your help, and when you leave the magic shop,
- you find yourself trapped in a nightmare world. Your once-quiet town is now
- full of nasty trolls, vultures, fortress-like towers, and assorted
- wickedness. You become entangled in the struggle between Good and Evil;
- extraordinary help is found only in unusual places. Others seek to possess
- a magic stone of dreams known as Wishbringer; but only you can find it and
- use its powers to make your town safe again. And you only have a few hours!
-
- If you're experienced with Infocom's interactive fiction, you may
- not feel like reading this entire manual. However, you should at least read
- about wishing for magic. Also look at the appendix of recognized verbs;
- some of them can be used in all Infocom stories, but others are special for
- Wishbringer. If you study the postal map, you will know where you are and
- where you can go. That will make it easier to decide what to do next.
-
- Table of Contents
-
- An Overview. . . . . . . . . . . . . . . . . . .Page 12
- What is interactive fiction?
- Moving around
- Turns and scoring
-
- Tips for Novices . . . . . . . . . . . . . . . . . . 13
- Nine useful pointers about interactive fiction.
-
- Communicating with WISHBRINGER. . . . . . . . . . . 14
- Basic sentences
- Complex sentences
- Why doesn't it know that word?
-
- Wishing for Magic . . . . . . . . . . . . . . . . . .16
-
- Starting and Stopping. . . . . . . . . . . . . . . . 16
- Starting WISHBRINGER ("Booting Up")
- Saving and Restoring
- Quitting and Restarting
-
- Appendix A: Important Commands . . . . . . . . . . . 17
-
- Appendix B: Some Recognized Verbs. . . . . . . . . . 18
-
- Appendix C: WISHBRINGER Complaints. .. . . . . . . . 18
-
- Appendix D: Sample Transcript and Map. . . . . . . . 20
-
- Appendix E: We're Never Satisfied. . . . . . . . . . 22
-
- Appendix F: If You Have Technical Problems . . . . . 23
-
- Appendix G: About the Author . . . . . . . . . . . . 23
-
- Appendix H: Copyright Warranty Information . . . . . 23
-
- Appendix I: Quick Reference Guide. . . . . . . . . . 24
- This briefly describes the most important things to know about interactive
- fiction. It is vital to know all these things before you begin your
- adventure.
-
- 11
-
- 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 WISHBRINGER, 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 WISHBRINGER
- 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 WISHBRINGER, 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, WISHBRINGER 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.
-
- 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:
-
- >GIVE THE ROLLER SKATES TO THE VULTURE
- The vulture attempts to eat the roller skates, but eventually gives up. It
- continues to peck you on the head.
-
- Here you have learned that this vulture doesn't like to eat roller skates,
- and you have a clue that maybe giving something else to the vulture (some
- raw meat?) would be better.
-
- 5. Unlike other "adventure games" you may have played, there are many ways
- to get to the end of WISHBRINGER. Some puzzles that you find along the way
- may have more than one solution; and you may not need to solve others at
- all. Sometimes solving a puzzle one way will make it harder to solve
- another, and sometimes it will make it easier.
-
- 6. You'll like playing WISHBRINGER with a friend, because different people
- may find different puzzles easy or hard. So two or more players can often
- have more fun, and do better, than one player alone.
-
- 7. If you really have trouble, 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 21 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:
-
- >TAKE HAMMER
- >TAKE THE HAMMER FROM THE TABLE
- >PICK UP THE SHINY HAMMER
- >GET THE HAMMER
-
- In fact, if the hammer is the only thing in sight that you can take, just
- typing TAKE would have been enough. But more about that in the next
- section...
-
- Communicating with WISHBRINGER
-
- In WISHBRINGER you type your sentence in plain English each time you see
- the prompt (>). WISHBRINGER 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;
- WISHBRINGER doesn't care either way.
-
- When you finish typing a sentence, press the RETURN (or ENTER)
- key. WISHBRINGER will respond by telling you whether your request is
- possible at this point in the story, and what happened as a result.
-
- WISHBRINGER recognizes your words by their first nine letters, and
- all subsequent letters are ignored. Therefore, HYPNOTist, HYPNOTize, and
- HYPNOTic would all be treated as the same word by WISHBRINGER.
-
- 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.
-
- WISHBRINGER understands many different kinds of sentences. Here
- are some examples. (Note that some of these items do not actually appear in
- WISHBRINGER.)
-
- >WALK NORTH
- >DOWN
- >NE
- >GO UP
- >TAKE THE FOUR-LEAF CLOVER
- >PUT ON THE HAT
- >WISH FOR RAIN
- >LOOK UNDER THE GLASS CASE
- >DROP THE ENVELOPE ONTO THE COUNTER
- >EXAMINE THE PELICAN
- >PUSH THE RED BUTTON
- >LOOK AT THE TREE
- >WALK INTO THE POLICE STATION
- >GO TO THE POST OFFICE
- >GIVE THE BOOK TO THE LIBRARIAN
-
- If you want to TAKE or DROP more than one object, you can do it in
- one command by separating the objects with a comma or the word AND. Here
- are some examples:
-
- >TAKE THE BLACK UMBRELLA, THE HAT, AND THE COIN
- >DROP THE LETTER AND THE ENVELOPE
-
- You can type several sentences on one 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. If
- Wishbringer doesn't understand one of the sentences, or if something
- unusual happens, it will ignore the rest of your input line (see
- "Wishbringer Complaints"). For example, you could type all of the following
- at once, before pressing the RETURN (or ENTER) key:
-
- >OPEN THE MAILBOX THEN PUT THE LETTER IN IT. CLOSE THE MAILBOX THEN GO
- SOUTH THEN TAKE THE GLASS OF WATER THEN GO NORTH. DRINK THE WATER
-
- The words IT and ALL can be very useful. For example:
-
- >TAKE THE BOX. OPEN IT. PIT IT ON THE TABLE
- >CLOSE THE HEAVY METAL DOOR. LOCK IT
- >KNOCK ON THE LIBRARY DOOR THEN OPEN IT
- >GIVE THE LETTER TO THE WOMAN THEN ASK HER FOR A BOOK
-
- You will meet other people and creatures in WISHBRINGER. You can
- ask them questions of talk to them like this:
-
- >ASK MISS VOSS ABOUT THE VIOLET NOTE
- >ASK SERGEANT MACGUFFIN FOR THE CHOCOLATE
- >QUESTION THE OLD WOMAN
- >BETTY, TELL ME ABOUT STEVE
- >ALICE, SIT DOWN
-
- But remember: Most people in the story don't have time for idle chatter.
- Your deeds will speak louder than your words.
-
- WISHBRINGER 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, WISHBRINGER may decide that
- there is only one possible object you could mean. When it does so, it will
- tell you. For example:
-
- >GIVE TROMBONE
- (to the musician)
- The musician accepts your kind gift and starts playing "Dixie."
-
- If your command is not clear enough, WISHBRINGER will ask what you
- really mean. You can answer by typing just the missing information, not
- the whole sentence again. You can do this only at the very next prompt.
- For example:
-
- >OPEN THE DOOR
- (Which door do you mean, the sliding door or the storage room door?)
- >SLIDING
- The sliding door is now open
-
- WISHBRINGER 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
- WISHBRINGER 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. WISHBRINGER recognizes over 900 words, nearly all that you are
- likely to use in your commands. If WISHBRINGER doesn't know a word you
- used, or any of its common synonyms, you are almost certainly trying
- something that you don't need to do.
-
- Wishing for Magic
-
- Wishbringer is a powerful and magical stone. If you're holding Wishbringer,
- you can make seven special wishes come true. You can wish for ADVICE,
- DARKNESS, FLIGHT, FORESIGHT, FREEDOM, LUCK or RAIN. You wish for these
- simply by typing WISH FOR ADVICE, WISH FOR DARKNESS, etc.
-
- However, you need more than the stone to make the wishes come true.
- According to The Legend of Wishbringer, you also need a different object
- for each wish. These are described below.
-
- To WISH FOR ADVICE, you need both Wishbringer and a sea shell. As
- long as you're holding both, you'll continue to receive ADVICE
- periodically.
-
- To WISH FOR DARKNESS, you need to drink grue's milk and hold the
- stone. You must WISH FOR DARKNESS soon after drinking the milk; otherwise
- the wish won't come true.
-
- To WISH FOR FLIGHT, you need to sit on a broomstick while holding
- the stone. In the story, flying on the broomstick will always take you to
- the Magick Shoppe.
-
- To WISH FOR FORESIGHT, you must be holding the stone while wearing
- a pair of glasses. Your wish won't come true if you're simply holding the
- glasses; you must be wearing them.
-
- To WISH FOR FREEDOM, you must hold the stone and eat candy. Like
- DARKNESS, you have to WISH FOR FREEDOM soon after eating the candy;
- otherwise your wish won't come true.
-
- To WISH FOR LUCK, you must be holding both the stone and a
- horseshoe. Your luck will be broken whenever you drop either the horseshoe
- or the stone, but will come back whenever you pick them up again.
-
- To WISH FOR RAIN, you need to be holding an open umbrella and the
- stone. This wish won't work indoors.
-
- Remember that most wishes can be used only once. If you get trapped
- and use your WISH FOR FREEDOM successfully, you won't be able to use it
- again later. So use your wishes carefully; you don't want to waste them.
-
- Starting and Stopping
-
- Starting the Story: Now that you know what to expect when you venture
- into WISHBRINGER, it's time for you to "boot" your disk. To load
- WISHBRINGER, follow the instructions on the Reference Card in your package.
-
- First the program will display the title of the story, followed by
- the first bit of action and a description of the place where the story
- begins. (Your Reference Card tells what to do when a full screen of lines
- rolls by and the program waits until you're ready to go on.) Then the
- prompt (>) will appear. The prompt (>) means that Wishbringer is ready for
- your command.
-
- Each time you finish typing a command, press the RETURN (or ENTER)
- key. The program will carry out your command(s), and another prompt will
- appear.
-
- Here's a quick exercise to help you get used to WISHBRINGER. For
- your first command after the story begins, type in next to the prompt (>):
-
- GO WEST
-
- Then press the RETURN (or ENTER) key. WISHBRINGER will respond with:
-
- Outside Cemetery
-
- You're standing next to an open iron gate that leads west into the Festeron
- Cemetery. A road runs east to the top of Post Office Hill. What next?
-
- Maybe you'd like to try climbing the gate, so at the next prompt (>) type:
-
- CLIMB THE GATE
-
- After you press the RETURN (or ENTER) key, WISHBRINGER will respond:
-
- The iron gate is much too high!
-
- Saving and restoring: It will probably take you several days to complete
- WISHBRINGER. 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. If you are cautious, you may
- want to save your place before (or after) trying something dangerous or
- tricky. That way, you can go back to that position later, even if you
- have gotten lost or "killed" since then.
-
- 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. Most computers need a blank
- disk, initialized and formatted, for snapshots. If you use a disk with
- data on it (not counting other WISHBRINGER snapshots) that data may be
- destroyed.
-
- 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, WISHBRINGER 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, WISHBRINGER 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.
-
- Appendix A
-
- 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 - WISHBRINGER 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 WISHBRINGER to give you a full description of a
- location only the first time you enter a it. On subsequent visits,
- WISHBRINGER will tell you only the name of the location and any objects
- present. This is how WISHBRINGER will normally act, unless you tell it
- otherwise using the VERBOSE or SUPERBRIEF commands.
-
- INVENTORY - WISHBRINGER 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 - WISHBRINGER 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 WISHBRINGER to display only the name of a place
- you have entered, even if you have never been there before. In this mode,
- WISHBRINGER 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.
-
- TIME - This tells you the current time of day in the story. (You can use
- the abbreviation T instead.)
-
- UNSCRIPT - This tells your printer to stop making a transcript.
-
- VERBOSE - This tells WISHBRINGER 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 - WISHBRINGER 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.
-
- Appendix B
-
- Some Recognized Verbs
-
- These are only some of the verbs that WISHBRINGER understands. There are
- many more. 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.
-
- ATTACK ENTER LISTEN SHOW
- BLOW EXAMINE LOOK SIT
- BREAK EXIT MOVE TAKE
- CLIMB FIND OPEN TELL
- CLOSE FOLLOW PULL THROW
- DESTROY GIVE PUSH UNLOCK
- DIVE KICK PUT WAIT
- DRINK KILL RAISE WALK
- DROP KISS READ YELL
- EAT KNOCK SEARCH
-
- Appendix C
-
- WISHBRINGER Complaints
-
- WISHBRINGER will complain if you type a sentence that confuses it
- completely, and will then ignore the rest of the input line. (Certain
- events in the story may also cause WISHBRINGER to ignore the rest of the
- sentences you typed, since the event may have changed your situation
- drastically.) WISHBRINGER's complaints always appear in brackets "[like
- this]" to distinguish them from the text of the story. Some of
- WISHBRINGER'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, WISHBRINGER probably doesn't know the idea you were trying to get
- across. Remember WISHBRINGER recognizes your words by their first nine
- letters.
-
- YOU USED THE WORD "_______" IN A WAY THAT I DON'T UNDERSTAND. WISHBRINGER
- knows the word you typed, but couldn't use it in that sense. Usually this
- is because WISHBRINGER 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 WISHBRINGER 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
- WISHBRINGER 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 WISHBRINGER does not recognize,
- such as WAVE OVER THE MOUNTAIN. Try rephrasing the sentence.
-
- Appendix D
-
- Sample Transcript and Map
-
- This transcript is not from WISHBRINGER, but it does show most of
- the usual things you can do in the story. It contains several 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.
-
- You awake suddenly from a deep sleep. You are about to roll over and doze
- off again when you hear your unicorn, Harry, neighing outside. You get out
- of bed, turn on the light, and look under the pillow. Whew! There's
- Wishbringer, where you left it. But your wallet, which had been on the
- bedside table is missing!
-
- !----------!
- ! Bedroom !
- ! !
- ! !
- !----|-----!
- |Wishbringer
- !----------! !----|-----! !-------------!
- ! Closet ! ! Living ! ! !
- ! !-------! Room !---! Porch !
- !----------! !----------! ! !
- Coat !----|--------!
- Umbrella |
- !---|------!
- N ! Outside !
- | ! Barn !
- W------|------E /!----------!
- | / In Bucket
- S !-----------! Out Pump
- ! Barn !
- !-----------!
- Horseshoe
-
- Bedroom
- You're standing in your bedroom, which is small but comfortable. A closed
- door leads south into the living room. In a corner of the room sits a
- bedside table. Under the pillow on your bed is the magical stone,
- Wishbringer.
-
- >TAKE WISHBRINGER
- Taken
-
- >GO SOUTH
- The bedroom door is closed
-
- >OPEN THE BEDROOM DOOR
- Okay, the bedroom door is now open.
-
- >GO SOUTH
- Living Room
- This is your Cozy Living Room, one of the latest models from the Frobozz
- Magic Cozy Living Room Company. Two rocking chairs sit in front of a
- fireplace at one end of the room; a telephone rests on an oak desk at the
- other end. A small picture hangs above the fireplace. The closet door on
- the west wall is closed. A cool breeze blows through the open front door,
- which leads east onto your porch.
-
- >LOOK AT THE PICTURE
- The picture above the fireplace shows a small white farmhouse, not unlike
- your won. In red letters above the house are the words "Home Sweet Home."
- The cool breeze continues to blow through the open front door, making you
- shiver.
-
- >CLOSE THE FRONT DOOR
- You push the door against the wind and close it. Ah, that's better!
-
- >FIND THE WALLET
- You can't see any wallet here. Again, you hear your unicorn Harry neighing.
-
- >GO OUTSIDE
- The front door is closed.
-
- >OPEN THE DOOR
- (Which door do you mean, the closet door or the front door?)
-
- >FRONT
- Okay, the front door is now open. A cool breeze blows into the room.
-
- >GO OUTSIDE
- Porch
- You're standing on the front porch of your home. The white paint is
- chipped, and the floorboards creak. To the south is the barn. It's chilly
- out here. You better not go anywhere without your coat.
-
- >GO INSIDE
- Living Room
-
- >OPEN THE CLOSET DOOR
- Okay, the closet door is now open.
-
- >GO INTO THE CLOSET
- Closet
- This is your cedar-lined closet. The aromas make you light-headed. Your
- coat and an umbrella are here.
-
- >TAKE THE COAT, PUT IT ON
- Taken
- Again, you hear your unicorn Harry neighing.
-
- Okay, you're now wearing the coat.
-
- >GO OUT THEN WALK EAST THEN SOUTH
- Living Room
-
- Porch
-
- Outside Barn
- Your red-and-black barn is here. That's odd; you thought your barn was
- yellow and green. You look again. Ah. That explains it - the red is the
- flames licking the walls of the silo, and the black is the thick smoke
- billowing from the door and windows. A bucket and a pump sit nearby.
-
- >GO INTO THE BARN
- The flames are too hot.
-
- >TAKE THE BUCKET. PUMP WATER INTO THE BUCKET THEN POUR THE WATER ON THE
- BARN
- Taken
-
- You rhythmically pump water into the bucket. There! The bucket is full of
- water.
-
- You pour the water on the barn and douse a few embers. However, the fire is
- out of control, and the blazing barn continues to burn.
-
- >LOOK FOR HARRY
- You can't see Harry here.
-
- >NORTH. WEST. GO IN THE CLOSET THEN TAKE THE UMBRELLA
- Living Room
-
- Porch
-
- Outside Barn
- The umbrella is now open.
-
- >WISH FOR RAIN
- A searing bolt of lightning shatters the sky! It strikes the glowing Stone
- of Dreams, and fractures the sky into a billion raindrops. Everything
- around you is soaked in a brief but savage downpour. The raging fire dies
- down and is extinguished.
-
- >GO INTO THE BARN
- Barn
- The inside of the barn is scorched and charred. Some smoking embers are
- scattered on the floor. A blackened horseshoe lies on the ground.
-
- >TAKE THE HORSESHOE
- The horseshoe is still too hot to pick up.
-
- >OUT
- Outside Barn
-
- >PUMP WATER INTO THE BUCKET
- You rhythmically pump water into the bucket. There! The bucket is full of
- water.
-
- >GO IN THE BARN. POUR THE WATER ONTO THE HORSESHOE
- Barn
- A blackened horseshoe lies on the ground.
-
- At first the horseshoe sizzles as you pour the water over it. Then it cools
- and just gets wet.
-
- >TAKE THE HORSESHOE
- You're carrying too many things already!
-
- >INVENTORY
- You're carrying Wishbringer, an umbrella, a coat (being worn) and a bucket.
-
- >DROP THE UMBRELLA
- Dropped
-
- >TAKE THE HORSESHOE
- Taken
-
- >WISH FOR LUCK
- The Stone of Dreams brightens as you speak the Wish, and the edges of the
- blackened horseshoe begin to twinkle with Luck. You hear the phone ringing
- inside the house.
-
- >GO NORTH THEN WEST
- Porch
- You hear the phone ringing inside the house
-
- Living Room
- The phone is ringing
-
- >ANSWER THE PHONE
- You pick up the receiver. It's the police calling! They tell you that
- they've just caught a thief, the Mad Arsonist of Festeron, and they found
- your wallet! You thank them and hang up the phone. Then you hear someone -
- or something - outside.
-
- >GO OUTSIDE
- Porch
- Here's Harry! He's soaking wet, which unicorns hate, but he's obviously
- happy to see you.
-
- >PET HARRY
- Harry nudges you fondly with his horn and looks at you lovingly with his
- gentle brown eyes.
-
- Appendix E
-
- We're Never Satisfied
-
- Here at the Infocom Game Writers Clown Society, we take great pride in the
- quality of our products. Even after our stories are "out the door," we're
- constantly improving, honing and perfecting.
-
- 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: Mr. Crisp
-
- Appendix F
-
- 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 WISHBRINGER package if you'd like to be on our
- mailing list and receive our newsletter, The New Zork Times.
-
- Appendix G
-
- About the Author
-
- "Professor" Brian Moriarty built his first computer in the fifth grad. 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, does not hate
- children, and is a member in good standing of the Nathaniel Hawthorne
- Society. Wishbringer is his first work of interactive fiction.
-
- Appendix H
-
- 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.
-
- 23
-
- Appendix I
-
- Quick Reference Guide
-
- 1. To start the story ("boot up"), see the separate Reference Card in your
- WISHBRINGER package.
-
- 2. When you see the prompt (>) on your screen, WISHBRINGER is waiting for
- your input. There are four basic kinds of sentences or commands that
- WISHBRINGER 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 WISHBRINGER" on page 14.
-
- C Special one-word commands: Some one-word commands, such as INVENTORY or
- DIAGNOSE, give you specific information or affect your output. A list of
- these appears in the "Important Commands" appendix on page 17.
-
- 3. Important! After typing your input, you must press the RETURN (or ENTER)
- key before WISHBRINGER 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.
-
- 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" on page 18.
-
- 7. If you have trouble, refer to the specific section of the manual for
- more detailed instructions.
-
- 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.
- ============================================================================
-
-