1239 lines
43 KiB
Groff
1239 lines
43 KiB
Groff
@Style[TabWidth 8 chars]
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If you've never played Infocom's interactive fiction before, you will have
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more fun if you
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read this manual.
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But if you're an experienced Infocom player, just read @U[Section I: About
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Moonmist].
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@Heading[TABLE OF CONTENTS]
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@U[Section I: About Moonmist]
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Preface to the Story
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Some Verbs You Can Use
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Variations
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Sample Transcript and Map
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About the Authors
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@U[Section II: About Infocom's Interactive Fiction]
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An Overview
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@Verbatim[
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* What is interactive fiction?
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* Moving around
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* Turns and score]
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Starting and Stopping
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@Verbatim[
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* "Booting up"
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* Saving and restoring
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* Quitting and starting over]
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How to "Talk" to Infocom's Interactive Fiction
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@Verbatim[
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* Simple sentences
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* Complex sentences
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* Talking to characters in the story
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* Words you can use]
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Special Commands
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Tips for New Players
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@Verbatim[
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Ten useful pointers about interactive fiction]
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Common Complaints
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We're Never Satisfied
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If You Have Technical Problems
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Copyright and Warranty Information
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Quick Reference Guide
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@Verbatim[
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The most important things to know about interactive fiction.]
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@Unnumbered[SECTION I: ABOUT MOONMIST]
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@Heading[Preface to the Story]
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Welcome to the world of Infocom's interactive fiction, a world where:
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- you become the heroine or hero in a story,
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- you can use your own thinking and imagination to guide the story from
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start to finish,
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- you can meet other people, who may or may not help you, and
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- you can go to new places, figure out mysteries and puzzles, and
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outsmart enemies.
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In @U[Moonmist], you are a famous young American detective. An old
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friend, Tamara Lynd, has written you a letter (which is in this
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package), asking for your help. And so you have travelled to England to
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test your detective skills.
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As the story begins, you are outside Tresyllian Castle -- the old, dark,
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hauntingly beautiful castle where Tamara now lives. Tamara greets you,
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and you meet some interesting guests. But your
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visit soon turns to mystery, as a trail of riddles and clues leads you
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to a hidden valuable treasure.
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But Tamara is worried about a ghost that is tormenting her. What
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does the ghost want? Is it jealous of her? Does the ghost want the
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hidden treasure for itself? Or is the ghost a fake -- just someone
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dressing up to frighten Tamara? If so, why?
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These mysteries and others are waiting to test your wits in
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@U[Moonmist].
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@Unnumbered[Some Verbs You Can Use]
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This is a list of some of the verbs that @U[Moonmist] knows.
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There are many more.
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And you can use a preposition with many verbs -- for
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example, LOOK can become LOOK IN, LOOK BEHIND, LOOK UNDER, LOOK
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THROUGH, LOOK AT, and so on.
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You can use some of these verbs in all
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Infocom stories; you can use others only in @U[Moonmist].
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@Verbatim[
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ADJUST
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ANSWER
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APOLOGIZE
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ARREST
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ASK
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ATTACK
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BLOW
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BOW
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CALL
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CHANGE
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CHECK
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CLEAN
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CLIMB
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CLOSE
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COMPARE
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CURTSY
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DANCE
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DESCRIBE
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DIG
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DRESS
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DROP
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EAT
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ENTER
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EXAMINE
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FEEL
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FIND
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FOLLOW
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GET
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GIVE
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GO
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HIDE
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JUMP
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KISS
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KNOCK
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LEAVE
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LIE
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LISTEN
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LOCK
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LOOK (or L)
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MOVE
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NOD
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OPEN
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PLAY
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POINT
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PULL
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PUSH
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PUT
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READ
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REMOVE
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SEARCH
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SHAKE
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SHOOT
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SHOW
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SIT
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SLAP
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SMELL
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SMILE
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STAND
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TAKE
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TALK
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TELL
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THANK
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THROW
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TURN
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UNLOCK
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USE
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WAIT (or Z)
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WAKE
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WALK
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WASH
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WEAR
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WRITE
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YELL]
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@Unnumbered[Variations]
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To finish @U[Moonmist], you will figure out riddles or clues,
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find a hidden treasure, and solve the mystery of the ghost. But after
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you do that, you can play @U[Moonmist] again, and there will be
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different clues, a different treasure, and a new ghost mystery to
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solve!
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Near the start of @U[Moonmist], the butler will ask you for your name
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and your favorite color. If you
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answer RED, then you will play "the red variation" of the story. If you
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answer BLUE, then you will play the blue variation of the
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story, somewhat different from the
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red one. Answering GREEN will mean the green variation, and
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answering YELLOW will mean the yellow one.
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You can actually pick @U[any] color as your favorite: you can answer
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PURPLE, or VERMILION, or anything you like. If you choose a color
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that's not red, blue, green, or yellow, then the computer will pick one of
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the four variations for you to play. Similar colors with different names
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may or may not give you the same variation. But you can always find out
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which variation you are playing by using the VERSION command.
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If you give a title with your name -- such as Ms. or Mr. -- then the
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computer will try to figure out whether you are female or male, and
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some of the people you meet will treat you differently.
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Most players like to play one variation until they finish it. And
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some players like to make up a new name when they play a new variation.
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Then they can remember what's different in the story, by pretending
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that the story is about a new detective, who has a new mystery to solve.
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@Unnumbered[Sample Transcript and Map]
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This transcript is not from @U[Moonmist], but it does show many of the
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usual things you can do in the story. It shows some simple
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puzzles and their solutions, and it will give you a good idea of how
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Infocom's interactive fiction works. The player's commands appear in
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capital letters after each prompt (>). The comments inside brackets []
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explain what is happening and are not real parts of the transcript.
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The map shows the layout of rooms in
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the sample transcript, as you might have drawn it. NOTE: In this sample
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transcript, you play a female character. In @U[Moonmist] you can be
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either a male or a female character.
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[Diagram #1, the sample transcript map, goes here]
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(outside museum)
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You are at the front door of the Hollywood Classic Movie Museum. A
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gold-colored star decorates the big wooden front door.
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>GO IN
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The door is locked.
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>EXAMINE THE STAR
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The star sticks out a little from the surface of the door.
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>PUSH THE STAR
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The door swings open.
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>GO IN
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(lobby)
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This is the air-conditioned lobby of the museum, decorated with old
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movie posters and autographed photos of movie stars. Through the glass
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doors leading outside you can see the sidewalk glaring in the heat of
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the California sun. North of you, under a large poster of "Gone with
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the Wind," is the entrance to the exhibits. Across the linoleum floor,
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under a sign that says "Tours Meet Here," you can see a small group of
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people.
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A tour guide beckons for you to join the group. "Welcome to the museum,"
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she says, shaking your hand. "I'm glad you could join us. Tell me, what was
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your favorite movie creature?"
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>KING KONG
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"Did you say King Kong?"
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>YES
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"That's wonderful," she enthuses. "It just happens that our special exhibit
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this week features King Kong."
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The tour guide points to her name tag, saying, "My name's Spencer. What's
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your name?"
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>MS. DANIELLE CROMPTON
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"Did you say, Ms. Danielle Crompton?"
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>YES
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"Feel free to ask me questions about any of the exhibits you see. Let's begin
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the tour." Spencer leads you and three other people north into the first
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exhibition hall.
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(Errol Flynn room)
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Errol Flynn made quite a few movies in his heyday in Hollywood, and from the
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amount of props, costumes and photographs crammed into this room, there's
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something here from every single one of those movies. There are doors on
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the east and south walls.
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>LOOK AT GROUP
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Besides yourself and the tour guide, there are three people in the group: a
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good-looking man you judge to be about your age, an older woman and an older
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man.
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>LOOK AT WOMAN
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(Which woman do you mean, the tour guide or the older woman?)
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>OLDER
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The older woman is wearing a white silk dress with large purple flowers
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on it. She has a hat to match. And the woman is carrying an oversized
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purple tote bag.
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"This is an older section of the museum," Spencer says. "It was built as
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a memorial to Errol Flynn. The case on the north wall contains several of
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the swords he used in his swashbuckling roles. Against the west wall there
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are several pairs of his trademark boots. Let's move on."
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Spencer walks through the door on the east side of the room.
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>GO EAST
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You walk into the next room. The other people follow you.
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(horror movie room)
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Among the different props in the room, your eyes are drawn to the large
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pendulum swinging overhead. There is an open iron maiden near the entrance
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to the south, assorted coffins, and several glass jars on a shelf against the
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west wall. Doors lead west and north.
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Spencer is waiting for you.
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>INVENTORY
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You are holding a linen suit (actually, wearing it). In the pocket of the
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suit you see keys, money, and a magnet.
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"This room is a collection of props from the old horror movies," Spencer says,
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when the whole group has gathered. "There is a card in front of each piece
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explaining what movie it is from, when the picture was released, and what part
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the prop played in the film."
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>LOOK IN THE GLASS JARS
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You notice that each jar contains a pair of false vampire teeth.
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>TAKE THE VAMPIRE TEETH
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You would have to open the jar to do that.
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>OPEN THE JAR
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You're not holding the glass jar.
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>TAKE THE GLASS JAR
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"Please don't touch the exhibits," Spencer says. "Many of them are very old
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and fragile."
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>LOOK AT SPENCER
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She is wearing a navy blue jacket and skirt with a cream-colored blouse.
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You assume this is the museum uniform.
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>ASK SPENCER AOBUT THE PENDULUM
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(I don't know the word "aobut".)
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>OOPS ABOUT
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@U{[You can fix a misspelled word if you type OOPS then the word that was
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misspelled.]}
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"Oh, we were very lucky to get that piece," she says. "Many museums wanted
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it, but our curator happens to be a personal friend of Vincent Price, who
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donated it."
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"Our next room," continues Spencer, "is our special exhibit of the week,
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the King Kong exhibit. I'm sure you'll enjoy it, Danielle." Your group
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follows Spencer through the door in the north wall into the next room.
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(King Kong room)
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This room is filled with gorilla suits, comic books, and cartoons. You find
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yourself drawn to the center of the room, where there is an amazing model of
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New York City with the Empire State Building rising up from it.
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>LOOK AT THE MODEL
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The other people in the group must have been waiting to see this too, because
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before you can get close enough to the model, they crowd in front of you.
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>YELL
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(Whom do you want to yell at?)
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>THE GROUP
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(You can't use more than one direct object with "yell"!)
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>YELL AT THE OLDER WOMAN
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The older woman glares at you in a way that reminds you of your second grade
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teacher.
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Someone moves away from the model, leaving room for you. In your excitement,
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you inadvertently step on the toes of the good-looking man.
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>ASK YOUNG MAN ABOUT THE MODEL
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Too bad, but he is peeved with you.
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>APOLOGIZE TO HIM
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"Apology accepted. By the way, my name's Ed."
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>LOOK AT THE MODEL
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You marvel at the detail in the towering skyscrapers and miniature cars. As
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your eyes move over the model, you focus on the Empire State Building. The
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spire is perfectly crafted, the antenna so thin and fragile... You gasp!
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King Kong is missing from his customary perch!
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>SPENCER, TELL ME ABOUT KING KONG
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"He really was one of my favorite movie creatures too, Danielle."
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>SPENCER, LOOK AT THE MODEL
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Spencer stands next to you, surveying the model. Her face whitens and she
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trembles slightly. "King Kong is missing!" she gasps. "I've got to
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find that statuette. This model is one of our most valuable pieces!"
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Immediately, she presses a button on the wall, which begins to glow red.
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You hear a voice from a hidden speaker ask, "What's the problem?"
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Spencer urgently replies, "King Kong is missing from the Empire State
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Building model. Come quickly!"
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>SPENCER, DESCRIBE THE MODEL
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"It was built in 1979 by a local artist. He used papier mache for most of
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the buildings and metal for the framework of Kong. All the details are
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handpainted," she says.
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>SEARCH THE MODEL
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You peer closely at each tiny building. Clinging to the antenna of the
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Empire State Building is a small scrap of what appears to be white silk.
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>G
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@U{[Using the letter "G" this way is a short way to say "again".
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The program will repeat your previous action.]}
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A second search of the model reveals a strand of grayish hair between two
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of the miniature skyscrapers.
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>TAKE THE SCRAP AND THE STRAND OF HAIR
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Strand of hair: Gently you lift the strand of hair from the model.
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Scrap of silk: Gently you lift the scrap of fabric from the model.
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>COMPARE SCRAP TO THE OLDER WOMAN'S DRESS
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Holding the scrap of fabric near her dress, it looks like the same material!
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>LOOK AT THE WOMAN'S DRESS
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Near the cuff on her right hand you notice a small hole.
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>ASK WOMAN ABOUT KING KONG
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"I'm not as interested as you are in that ragged chimp, dear. Errol Flynn
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was my one and only movie favorite. Furthermore, " she adds, "you may
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address me as Mrs. Vanderbiltmoore if you wish any further conversation
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with me." Mrs. Vanderbiltmoore casually walks south out of the room.
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The guard arrives, circles the model slowly, looks under the table, then
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begins questioning people separately.
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>LOOK AT THE STRAND OF HAIR
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It appears to be from someone with gray hair.
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>ASK ED ABOUT KING KONG
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"Definitely one of my favorites. I say, has anyone ever told you that
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you look like Fay Raye?"
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>NO
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"Well, maybe if you had a blond wig."
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>I
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@U{[You can use the short word "I" instead of INVENTORY.]}
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You are holding a scrap of silk and a strand of hair, and a linen suit
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(actually, wearing it). In the pocket of the suit you see keys, money, and
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a magnet.
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>LOOK AT THE OLDER MAN
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From the possessive way Mrs. Vanderbiltmoore was holding onto his arm, you
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assume the older man to be Mr. Vanderbiltmoore. He is quite distinguished
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looking in his tan suit with red paisley ascot.
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>GO TO ERROL FLYNN ROOM
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@U{[You can type "GO TO (a room)" if you know the name of the room you wish to
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go to, and the program will take you there.]}
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(Errol Flynn room)
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Mrs. Vanderbiltmoore is here gazing at one of the many portraits of Errol
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Flynn.
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>SHOW THE SCRAP TO MRS. VANDERBILTMOORE
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Mrs. Vanderbiltmoore glances nervously at the fabric. "It looks like a
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pretty piece of fabric."
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She leaves the room to the east.
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>FOLLOW HER
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(horror movie room)
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Mrs. Vanderbiltmoore is here, tightly clutching her bag to her.
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She leaves the room, heading north.
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>G
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(King Kong room)
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The security guard is questioning Ed.
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Mr. Vanderbiltmoore is smoothing his ascot.
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Mrs. Vanderbiltmoore is tapping her foot anxiously.
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Spencer is searching the room.
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>THROW THE KEYS TO MRS. VANDER
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@U{[If you want to save time while typing, you can always shorten words to
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six letters.]}
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(You take the keys out of your pocket first.)
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The keys sail through the air toward Mrs. Vanderbiltmoore, who catches them
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somewhat clumsily with her right hand.
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>PUT THE MAGNET ON MRS. VANDER'S BAG
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You can't put the magnet on the bag, but when you pass the magnet near it,
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something inside the bag is attracted to the magnet and clunks against
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the bag.
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>COMPARE STRAND TO MRS. VANDER'S HAIR
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The strand of hair matches almost exactly to Mrs. Vanderbiltmoore's hair.
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>ACCUSE MRS. VANDERBILTMOORE
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You call the guard over to you. Realizing the jig is up, Mrs. Vanderbiltmoore
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rushes south from the room into the horror movie room.
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>RUN SOUTH
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(horror movie room)
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Apparently Mrs. Vanderbiltmoore ran too closely past the iron maiden. Her
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white silk dress is stuck on one of the spikes protruding from the iron
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maiden. The large purple tote bag lies open at her feet.
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Mrs. Vanderbiltmoore is tugging frantically at her dress, trying to get away
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from the iron maiden.
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>LOOK IN THE BAG
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Among the scattered coins, tissues, and make-up, you see the metallic
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statuette of King Kong.
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|
|
The guard and Spencer arrive just as Mrs. Vanderbiltmoore begins sobbing. He
|
|
removes the statuette from the bag and hands it to Spencer.
|
|
|
|
Spencer thanks you for solving the mystery of the missing King Kong and gives
|
|
you a lifetime pass to the museum. Congratulations, Danielle!
|
|
|
|
|
|
@Unnumbered[About the Authors]
|
|
|
|
Stu Galley was a student of physics and journalism when he discovered
|
|
computers, which at the time were mostly just big number-crunchers. At
|
|
first he thought computers were too much fun to be taken seriously,
|
|
until he decided that physics was too little fun to be taken seriously.
|
|
At MIT he discovered computer games and LISP-like languages and met the
|
|
other founders of Infocom. He began writing interactive fiction in 1982 and
|
|
has authored @U[The Witness], @U[Seastalker], and @U[Moonmist], all for
|
|
Infocom. His son enjoys interactive fiction more than his wife does.
|
|
|
|
Jim Lawrence has written fiction extensively for both children and
|
|
adults in a variety of media: books, magazine articles, film and radio
|
|
scripts, and comic strips, including "decision" strips. He estimates
|
|
that he has written some sixty books of fiction, many of them under pen
|
|
names for series like @U[Tom Swift Jr.] and @U[Nancy Drew]. His radio
|
|
credits include weekly scripts for @U[Sergeant Preston of the Yukon],
|
|
@U[The Green Hornet], and @U[Sky King]. He has written for, and in some
|
|
cases created and illustrated, the comic strips @U[Dallas, Joe Palooka,
|
|
Captain Easy, Friday Foster], and @U[Buck Rogers]. To date, he has
|
|
authored two works of interactive fiction published by Infocom:
|
|
@U[Seastalker], published in 1984, and @U[Moonmist], in 1986.
|
|
|
|
@Unnumbered[SECTION II: ABOUT INFOCOM'S INTERACTIVE FICTION]
|
|
@Heading[An Overview]
|
|
|
|
Interactive fiction is a story in which @U{you} are the main character.
|
|
Your own thinking and imagination guide the actions of that character
|
|
and guide the story from start to finish.
|
|
|
|
Each work of interactive fiction, such as @U[Moonmist], tells you
|
|
about a series of places, things, people, and events. You can move
|
|
from place to place, use the things you find, and interact with the
|
|
other people, to affect the outcome of the story.
|
|
|
|
An important
|
|
part of interactive fiction is solving puzzles. If you find a locked
|
|
door or a scary ghost, don't think of it as an obstacle; it's just a
|
|
puzzle to be tackled. Often the best way to solve a puzzle is to find a
|
|
certain thing in the story, bring it with you, and use it the right way.
|
|
|
|
When you play @U[Moonmist], the story goes on only from the time you
|
|
press the RETURN (or ENTER) key until you see the next prompt (>). Nothing
|
|
happens until you type a sentence and press the RETURN (or ENTER) key.
|
|
You could leave your computer, eat lunch, take a nap, and return to the
|
|
story to find that nothing has changed. So you can think and plan your
|
|
turns as slowly and carefully as you want.
|
|
|
|
|
|
@Unnumbered[Starting and Stopping]
|
|
|
|
@U{Starting the story}: To start @U[Moonmist], follow the instructions on
|
|
the Reference Card in your package. The computer will display the title
|
|
of the story, followed by the first bit of action and a description of
|
|
the place where the story begins: you are sitting in your car
|
|
outside the closed castle gate.
|
|
(The Reference Card tells what to do if a full screen of text appears
|
|
and the computer waits until you're ready to go on.) Then the prompt (>)
|
|
will appear, which means that the computer is ready for your command.
|
|
|
|
Here's a quick exercise to help you get used to
|
|
@U[Moonmist]. Type the following command first:
|
|
@Verbatim[
|
|
>GET OUT OF THE CAR]
|
|
|
|
Then press the RETURN (or ENTER) key. The computer will respond with:
|
|
@Verbatim[
|
|
(You are now in the driveway.)
|
|
You are by the front gate of the castle. Your new little
|
|
sports car is parked here. The castle is on a coastal
|
|
headland. Far below, you can hear the rolling breakers beating
|
|
against the rocks.]
|
|
|
|
Then try:
|
|
@Verbatim[
|
|
>OPEN THE GATE]
|
|
|
|
After you press the RETURN (or ENTER) key, the computer will again
|
|
respond. Now @U{you} decide what to do next.
|
|
|
|
@U{Saving and restoring}: You will probably have many hours of fun
|
|
before you finish
|
|
@U[Moonmist]. If you use the SAVE command, 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. The SAVE command
|
|
puts a
|
|
"snapshot" of your place in the story onto another disk. You can also
|
|
save your place before (or after) trying something dangerous or tricky.
|
|
That way, you can go back to that point later, even if you get
|
|
lost or "killed" in the story.
|
|
|
|
To save your place in the story, type SAVE at the prompt (>), and then
|
|
press the RETURN (or ENTER) key. Then follow the instructions on your
|
|
Reference Card for saving and restoring. Most computers need a blank
|
|
disk, already initialized and formatted, for saving your
|
|
place. If you use a disk with other data on it
|
|
(not counting other @U[Moonmist] saved places), the
|
|
data may be destroyed. You can save your place as many times
|
|
as you like, if you use more blank disks.
|
|
|
|
You can restore a saved place any time you want. To do so, type
|
|
RESTORE at the prompt (>), and then 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.
|
|
|
|
@U{Quitting and starting over}: If you want to start over from the
|
|
beginning, type RESTART at the prompt (>), and
|
|
then press the RETURN (or ENTER) key. (This is
|
|
usually faster than "booting up" again.) Just to make sure, the computer will
|
|
ask if you really want to start over. If you do, type Y or YES and press
|
|
the RETURN (or ENTER) key.
|
|
|
|
If you want to stop entirely, type QUIT at the prompt (>) and then
|
|
press the RETURN (or ENTER)
|
|
key. Once again, the computer will ask if this is really what you want
|
|
to do.
|
|
|
|
Remember when you RESTART or QUIT: if you want to be able to return to
|
|
this point again, you must first use the SAVE command.
|
|
|
|
@Unnumbered[How to "Talk" to Infocom's Interactive Fiction]
|
|
|
|
In @U[Moonmist], you type your commands in plain English each time you
|
|
see the prompt (>). The computer usually acts as if your commands begin
|
|
with "I want to...," but 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; the computer doesn't care either way.
|
|
|
|
When you have finished typing a command, press the RETURN (or ENTER)
|
|
key. The computer will then respond, telling you whether your command is
|
|
possible at this point in the story, and what happened as a result.
|
|
|
|
The computer looks at only the first six letters of each of your words, and it
|
|
ignores any letters after the sixth. For example, the computer would think
|
|
that CLOTHEs, CLOTHEsline, and CLOTHEspin are all the same word.
|
|
|
|
One way to move around is to type the direction you want to go.
|
|
You can use the eight compass directions: NORTH, EAST, SOUTH, WEST,
|
|
NORTHEAST, SOUTHEAST, SOUTHWEST, and NORTHWEST. You can also use
|
|
IN and OUT, and in some places UP or DOWN.
|
|
Or you can use these short words:
|
|
N for NORTH, E for EAST, S for SOUTH, W for WEST, NE for NORTHEAST,
|
|
SE for SOUTHEAST, SW for SOUTHWEST, NW for NORTHWEST, U for UP, and
|
|
D for DOWN.
|
|
|
|
If you know which room you want to go to, and you don't want to see
|
|
things along the way, just type GO TO (wherever it is you want to go),
|
|
and press the RETURN (or ENTER) key. For example:
|
|
@Verbatim[
|
|
>GO TO THE DINING ROOM]
|
|
|
|
You can find the names of some places by looking at the map in
|
|
your @U[Moonmist] package, but there are many other rooms in and around
|
|
Tresyllian Castle.
|
|
|
|
You don't need to walk
|
|
around or turn around in a place; anything that you can see there is
|
|
within your reach.
|
|
|
|
The computer recognizes many different kinds of sentences. Here are
|
|
several examples. (Some of these things do not actually
|
|
appear in @U[Moonmist].)
|
|
|
|
@Verbatim[
|
|
>WALK TO THE NORTH
|
|
|
|
>GO DOWN
|
|
|
|
>NE
|
|
|
|
>TAKE THE GLASSES
|
|
|
|
>READ THE BOOK
|
|
|
|
>LIE DOWN ON THE BED
|
|
|
|
>EXAMINE THE SILVER TRAY
|
|
|
|
>PULL THE LEVER
|
|
|
|
>PUT THE KEY IN MY POCKET
|
|
|
|
>GO TO TAMARA'S ROOM
|
|
|
|
>TAKE THE CANDLE
|
|
|
|
>SHOOT THE GHOST WITH THE BLOW GUN
|
|
|
|
>PUT THE ROCK INTO THE WELL
|
|
|
|
>CLIMB THE FENCE
|
|
|
|
>SEARCH THE CEILING]
|
|
|
|
If you want to TAKE, DROP, or EXAMINE more than one thing, you can do
|
|
it in one command if you separate the things with a comma or the word
|
|
AND. Here are some examples:
|
|
@Verbatim[
|
|
>TAKE THE LETTER AND THE GLASS
|
|
|
|
>DROP THE BRASS LANTERN, THE PEARLS, AND THE BROCHURE
|
|
|
|
>EXAMINE THE DINNER OUTFIT, THE EXERCISE OUTFIT, AND THE TRAY]
|
|
|
|
You can type several sentences on one line if you separate them with a period
|
|
or the word THEN. (Each sentence will still count as a turn.)
|
|
You don't need a period at the end of the line. If the computer doesn't
|
|
recognize one of your sentences, or if something unusual happens, it
|
|
will ignore the rest of your sentences on that line (see "Common
|
|
Complaints" on page N). For example, you could type all of these
|
|
sentences at once, before pressing the RETURN (or ENTER) key:
|
|
@Verbatim[
|
|
>READ THE BOOK. GO NORTH THEN CLIMB THE LADDER. WAKE JACK]
|
|
|
|
The words IT, HIM, HER, and ALL can be very useful. For example:
|
|
@Verbatim[
|
|
>CLOSE THE HEAVY METAL DOOR. LOCK IT
|
|
|
|
>TAKE THE BOTTLE OF PILLS. CLOSE IT. PUT IT IN THE DRAWER
|
|
|
|
>SMILE AT JACK. SHOW HIM THE CARD
|
|
|
|
>TAKE ALL
|
|
|
|
>TAKE ALL FROM THE CUPBOARD
|
|
|
|
>DROP ALL BUT THE PIPE AND THE STICK
|
|
|
|
>GIVE ALL BUT THE LETTER TO DR. WENDISH]
|
|
|
|
The word ALL refers to every visible thing 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 many interesting people in @U[Moonmist,] and you can
|
|
"talk" to them and give them commands. Read the letter in your @U[Moonmist]
|
|
package for a
|
|
description of some of the people you will meet. There are simple rules
|
|
to follow when "talking" to people. To "talk" to a person, type the
|
|
person's name, then a comma, then whatever you want them to do. For
|
|
example:
|
|
@Verbatim[
|
|
>JACK, TELL ME ABOUT THE CASTLE
|
|
|
|
>IRIS, FOLLOW ME
|
|
|
|
>DR. WENDISH, DESCRIBE THE GHOST]
|
|
|
|
You can ask a question by typing ASK (someone) ABOUT (someone or
|
|
something). For instance:
|
|
@Verbatim[
|
|
>ASK JACK ABOUT THE LETTER
|
|
|
|
>ASK VIVIEN ABOUT DEIRDRE]
|
|
|
|
The computer will try to guess what you really mean if you
|
|
don't give it enough information. For example, if you say that you want to
|
|
do something, but not what you want to do it to or with, the computer
|
|
may decide that there is only one possible thing that you could
|
|
mean. When it does so, it will tell you. For example:
|
|
@Verbatim[
|
|
>GET OUT
|
|
|
|
(out of the closet)
|
|
|
|
You get out of the closet and are now standing in the foyer.]
|
|
|
|
If your command is not clear enough, the computer will ask what you
|
|
really mean. You can answer by typing the missing information, not the
|
|
whole sentence again. You can do this only at the very next prompt (>). For
|
|
example:
|
|
@Verbatim{
|
|
>KNOCK ON THE DOOR
|
|
|
|
[Which door do you mean, Ian's bedroom door or
|
|
Iris's bedroom door?]
|
|
|
|
>IAN'S
|
|
|
|
You knock on the door, but there is no answer.}
|
|
|
|
The computer recognizes almost 1,000 different words, nearly all
|
|
that you are likely to use in your commands. However, there are many
|
|
words in the descriptions in @U[Moonmist] that the computer will not
|
|
recognize in your sentences. For example, you might read, "Moonlit
|
|
clouds flit across the evening sky." If the computer doesn't recognize
|
|
the words MOONLIT or CLOUDS when you type them, then you know that you
|
|
don't need them to finish the story; they just give you a more vivid
|
|
description of where you are or what is going on.
|
|
|
|
@Unnumbered[Special Commands]
|
|
|
|
This is a list of useful one-word commands and their explanations.
|
|
You can use them whenever you want.
|
|
Type the command after the prompt (>) and press the RETURN (or ENTER) key.
|
|
INVENTORY, LOOK, and WAIT will count as a turn.
|
|
|
|
AGAIN - The computer will act as if you had typed your previous
|
|
command again. For instance, if you type GO TO THE LIBRARY, and some
|
|
character stops you on the way, then you can type AGAIN instead of
|
|
typing the whole command again.
|
|
(You can use the short word G instead of AGAIN.)
|
|
|
|
BRIEF - After this command, the computer will tell you all about a place or a thing
|
|
only the first time you see it. If you see it again later, the computer
|
|
will tell you only that it is there. This is the normal way that the computer
|
|
will act, unless you use the VERBOSE or SUPERBRIEF commands. SUPERBRIEF
|
|
tells the computer to tell you only the name of a place you have entered,
|
|
even the first time you see it. Of course, you can always type LOOK to get a
|
|
description of a place, and the things there. In
|
|
SUPERBRIEF mode, there is no blank line between turns. SUPERBRIEF is
|
|
for players who are already very familiar with the story. VERBOSE
|
|
tells the computer to tell you all about a place or thing every time you
|
|
see it.
|
|
|
|
INVENTORY - The computer will tell you what you are carrying. (You can use
|
|
the short word I instead of INVENTORY.)
|
|
|
|
LOOK - This tells the computer to describe your location in full detail.
|
|
(You can use the short word L instead of LOOK.)
|
|
|
|
OOPS - If you misspell a word, and the computer doesn't recognize it,
|
|
you can fix it at the next prompt (>) by typing OOPS and the correct
|
|
word. For example, if you typed GIVE THE MAGAXINE TO MS. PENTREATH, and
|
|
the computer responded "[I don't know the word 'magaxine']," you could
|
|
type OOPS MAGAZINE instead of typing the whole sentence again.
|
|
|
|
QUIT - This lets you stop. If you want to save your place before
|
|
stopping, follow the instructions in the "Starting and Stopping" section
|
|
on page N. (You can use the short word Q instead of QUIT.)
|
|
|
|
RESTART - This stops the story and starts it over from the beginning.
|
|
|
|
RESTORE - This lets you continue from any point where you used the SAVE
|
|
command. See "Starting and Stopping" on page N for details.
|
|
|
|
SAVE - This puts a "snapshot" of your place in the story onto a storage
|
|
disk. You can use the RESTORE command at a later time to continue from the
|
|
same place. See "Starting and Stopping" on page N for details.
|
|
|
|
SCORE - The computer will give you a report on what you have done so far
|
|
in the story and what you need to do to finish.
|
|
|
|
SCRIPT - This command tells your printer to begin making a transcript of
|
|
the story as you play. A transcript may help you remember, but you don't
|
|
need it to play. It will work only on some computers; read your
|
|
Reference Card for details.
|
|
|
|
SUPERBRIEF - After this command, the computer will give you the briefest
|
|
kind of descriptions. For details, read about the BRIEF command.
|
|
|
|
TIME - This tells you the time of night in the story.
|
|
|
|
UNSCRIPT - This commands your printer to stop making a transcript.
|
|
|
|
VERBOSE - After this command, the computer will give you the wordiest
|
|
kind of descriptions. For details, read about the BRIEF command.
|
|
|
|
VERSION - The computer responds by showing you the release number and
|
|
the serial number of your copy of the story. Please send us this
|
|
information if you ever report a "bug" in the story.
|
|
|
|
WAIT - This will make time pass in the story while you do nothing. For
|
|
example, if you meet a ghost, you might WAIT to see what it will do; or
|
|
if you listen to a tape, you might WAIT to hear what it says. (You can
|
|
use the short word Z instead of WAIT.)
|
|
|
|
@Unnumbered[Tips for New Players]
|
|
|
|
1. EXAMINE anything and everything that you come across in the story.
|
|
Many things that you'll discover in @U[Moonmist] are important because
|
|
they give you clues about the puzzles you want to solve.
|
|
|
|
2. TAKE anything that you can in the story. Most things that you
|
|
can pick up give you clues that help you solve the mystery.
|
|
|
|
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 N for
|
|
instructions.
|
|
|
|
4. Read the story carefully! There are often clues in the descriptions
|
|
of places and things. It helps to examine or read anything that might
|
|
be important. Even a silly or dangerous action may give you a clue, and
|
|
it might even be fun! You can always save your place first if you want.
|
|
Here's an example:
|
|
@Verbatim[
|
|
>ASK THE MAID ABOUT THE WINE CELLAR
|
|
|
|
"I never go down there myself. I work on the first floor
|
|
only." She continues to fidget nervously with the mirror.]
|
|
|
|
Here you have a clue that maybe asking someone else about the wine
|
|
cellar (maybe the butler?) would be more helpful, and that maybe you
|
|
could ask the maid about the mirror.
|
|
|
|
5. Draw a complete map of the castle and its grounds. The map
|
|
in your @U[Moonmist] package shows only the rooms on the ground floor of the castle.
|
|
A complete map would have @U[all] locations (including upstairs rooms) and
|
|
the directions that connect them together. When you find
|
|
yourself in a new location, make a note of any interesting things
|
|
there. (See the small sample map that goes along with the sample
|
|
transcript on page N.) There are 10 possible directions -- NORTH, SOUTH,
|
|
EAST, WEST, NORTHEAST, NORTHWEST, SOUTHEAST, SOUTHWEST, UP, and DOWN --
|
|
plus IN and OUT.
|
|
|
|
6. Unlike other "adventure games" you may have played, there are many
|
|
possible ways to finish @U[Moonmist]. If you get stuck on one
|
|
puzzle, move on to another. Some puzzles have more than one solution,
|
|
and you may not need to solve other puzzles at all. Sometimes you will have
|
|
to solve one puzzle in order to get the thing(s) or information you
|
|
need to solve another puzzle. Remember to keep asking different people
|
|
about different things -- they may give you clues or information.
|
|
|
|
7. You'll like playing @U[Moonmist] with a friend, because you may find
|
|
a certain puzzle hard while a friend may find it easy. So two or more
|
|
players can often have more fun, and do better, than one player alone.
|
|
|
|
8. If you really have difficulty, you can buy a hint
|
|
booklet and a complete map, either at a store or by using the order form in
|
|
your @U[Moonmist] package. You don't @U{need} this booklet to enjoy the
|
|
story, but it will make solving the mystery easier.
|
|
|
|
9. Read the sample transcript on page N to get a feel for how Infocom's
|
|
interactive fiction works. The computer will @U[not] understand questions
|
|
or statements, such as "When did you go to sleep?" or "I want some root beer."
|
|
|
|
10. You can word a command in many different ways. For example, if you
|
|
wanted to pick up a shiny hammer that was sitting on a table, you could
|
|
type any of the following:
|
|
@Verbatim[
|
|
>TAKE HAMMER
|
|
|
|
>TAKE THE HAMMER FROM THE TABLE
|
|
|
|
>PICK UP THE SHINY HAMMER
|
|
|
|
>GET THE HAMMER]
|
|
|
|
If you type a sentence that the computer doesn't recognize, try
|
|
re-wording the sentence or using other words that mean the same thing. If
|
|
the computer still doesn't recognize your sentence, you are almost
|
|
certainly trying to do something that you don't need to do.
|
|
|
|
@Unnumbered[Common Complaints]
|
|
|
|
The computer will complain if you type a command that confuses it
|
|
completely. It will then ignore the rest of the input line, if there
|
|
are any more commands. (Certain events, such as being attacked or
|
|
walking into a wall, may also cause the computer to ignore the rest of
|
|
your commands, since the event may have changed your situation
|
|
drastically.)
|
|
|
|
Here are some of the computer's complaints:
|
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I don't know the word "________". The word you typed is not in the
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story's list of words. Sometimes you can use another word that means the
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same. If not, the computer probably can't understand what you were
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trying to do.
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Sorry, I don't understand the word "________" when you use it that way.
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The computer knows the word you typed, but couldn't understand it in
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that sense. Usually this is because the computer knows the word as a
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different part of speech. For example, if you type LOWER THE FLAG, you
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are using LOWER as a verb, but the computer might know LOWER only as an
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adjective, as in PRESS THE LOWER BUTTON.
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I think there's a verb missing in that sentence! Unless you are
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answering a question, each sentence must have a verb (or one of the
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special commands).
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I think there's a noun missing in that sentence! This usually means your
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sentence was incomplete, such as EAT THE BLUE or PUT THE BOOK IN THE.
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I found too many nouns in that sentence! An example is PUT THE SOUP IN
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THE BOWL WITH THE LADLE, which has three noun "phrases," one more than
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the computer can digest in a single action.
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I beg your pardon? You pressed the RETURN (or ENTER) key without typing
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anything.
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You can't see any ________ here. The thing in your sentence was not
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visible. It may be somewhere else, or inside a closed
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container.
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You can't use more than one direct [or indirect] object with "________."
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You can use multiple objects (that is, nouns or noun phrases separated
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with AND or a comma) or the word ALL only with certain verbs, like TAKE,
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DROP, and PUT. You can't use more than one object with most verbs, like
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SHOOT; so you can't SHOOT THE GHOST AND THE DART GUN.
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I assume you mean the ________. You typed a pronoun, or an adjective
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without a noun, or a command to a person without their name.
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The computer is just telling you what it thinks you meant.
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You can't go in that direction. There was no way to go in the direction
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you tried.
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Sorry, but I don't understand. Please reword that or try something
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else. The computer thought the sentence you typed was nonsense, such as
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GIVE HIM WITH LANTERN. Or, you may have typed a reasonable sentence but
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used a syntax that the computer does not recognize, such as WAVE OVER
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THE FENCE. Try typing what you want to do in a different way.
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@Unnumbered[We're Never Satisfied]
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Here at Infocom, we take great pride in the quality of our stories,
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honing and perfecting them down to the tiniest detail. Even after
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they're in your hands, we still want to make them better.
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Your input is important. No matter how much testing we do, it seems that some
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"bugs" never crawl into view until thousands of you begin doing
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wild and crazy things in the story. If you find a "bug," or if
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you think a certain puzzle was too hard or too easy, or if you have some
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other suggestion, or if you'd just like to tell us your opinion of the
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story, write to us! We love every excuse to stop working, and a
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letter from you would be a perfect excuse! Write to:
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@Verbatim[
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Infocom, Inc.
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125 CambridgePark Drive
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Cambridge, MA 02140
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Attn: BOLITHO]
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@Heading[If You Have Technical Problems]
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You can call the Infocom Technical Support Team to report "bugs" and
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technical problems, but @U{not} for hints to solve puzzles, at (617)
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576-3190. If your disk fails to work within ninety (90) days after
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purchase, we will replace it at no charge. Otherwise, we will replace it
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for a fee of five dollars (U.S. funds). If you call to report a "bug,"
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please provide your release number, which you can find by typing the
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command VERSION. Please mail us your registration card if you'd like to
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be on our mailing list and receive our newsletter, @U{The New Zork
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Times.}
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@Heading[Copyright and Warranty Information]
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@U[Limited Warranty]
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This software product and the attached instructional materials are sold
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"AS IS," without warranty as to their performance. The entire risk as to
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the quality and performance of the computer software program is assumed
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by the user.
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However, to the original purchaser of a disk prepared by Infocom and
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carrying the Infocom label on the disk jacket, Infocom, Inc. warrants
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the medium on which the program is recorded to be free from defects in
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materials and faulty workmanship under normal use and service for a
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period of ninety (90) days from the date of purchase. If during this
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period a defect on the medium should occur, the medium may be returned
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to Infocom, Inc. or to an authorized Infocom, Inc. dealer, and Infocom,
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Inc. will replace the medium without charge to you. Your sole and
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exclusive remedy in the event of a defect is expressly limited to
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replacement of the medium as provided above. This warranty gives you
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specific legal rights and you may also have other rights which vary from
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state to state.
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THE ABOVE WARRANTIES FOR GOODS ARE IN LIEU OF ALL WARRANTIES, EXPRESS,
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IMPLIED, OR STATUTORY, INCLUDING, BUT NOT LIMITED TO, ANY IMPLIED
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WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE AND
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OF ANY OTHER WARRANTY OBLIGATION ON THE PART OF INFOCOM, INC. SOME
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STATES DO NOT ALLOW LIMITATIONS ON HOW LONG AN IMPLIED WARRANTY LASTS,
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SO THE ABOVE LIMITATION MAY NOT APPLY TO YOU. IN NO EVENT SHALL
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INFOCOM, INC. OR ANYONE ELSE WHO HAS BEEN INVOLVED IN THE CREATION AND
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PRODUCTION OF THIS COMPUTER SOFTWARE PROGRAM BE LIABLE FOR INDIRECT,
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SPECIAL, OR CONSEQUENTIAL DAMAGES, SUCH AS, BUT NOT LIMITED TO, LOSS OF
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ANTICIPATED PROFITS OR BENEFITS RESULTING FROM THE USE OF THIS PROGRAM,
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OR ARISING OUT OF ANY BREACH OF THIS WARRANTY. SOME STATES DO NOT ALLOW
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THE EXCLUSION OR LIMITATION OF INCIDENTAL OR CONSEQUENTIAL DAMAGES, SO
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THE ABOVE LIMITATION MAY NOT APPLY TO YOU.
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N.B. After the warranty period, a defective Infocom disk may be returned
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to Infocom, Inc. with a check or money order for $5.00 U.S. funds for
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replacement.
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@U[Copyright]
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The enclosed software product is copyrighted and all rights are reserved
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by Infocom, Inc. It is published exclusively by Infocom, Inc. The
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distribution and sale of this product are intended for the use of the
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original purchaser only and for use only on the computer system
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specified. Lawful users of this program are hereby licensed only to read
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the program from its medium into memory of a computer solely for the
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purpose of executing the program. Copying (except for one backup copy on
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those systems which provide for it -- see Reference Card), duplicating,
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selling, or otherwise distributing this product is a violation of the
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law.
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This manual and all other documentation contained herein are copyrighted and
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all rights reserved by Infocom, Inc. These documents may not, in whole or in
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part, be copied, photocopied, reproduced, translated, or reduced to any
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electronic medium or machine-readable form without prior consent, in writing,
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from Infocom, Inc.
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Willful violations of the Copyright Law of the United States can result
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in civil damages of up to $50,000 in addition to actual damages, plus
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criminal penalties of up to one year imprisonment and/or $10,000 fine.
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@U[Moonmist] is a trademark of Infocom, Inc. @U[The Witness] and
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@U[Seastalker] are registered trademarks of Infocom, Inc.
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(c) 1986 Infocom, Inc.
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Printed in U.S.A.
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@Unnumbered[Quick Reference Guide]
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1. To start the story ("boot up"), see the separate Reference Card in
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your @U[Moonmist] package.
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2. When you see the prompt (>) on your screen, the computer is waiting
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for your command. There are four kinds of sentences or commands that
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the computer recognizes:
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@Verbatim[
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A. Direction commands: To move from place to place, just type
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the direction you want to go: NORTH, SOUTH, EAST, WEST,
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NORTHEAST, NORTHWEST, SOUTHEAST, SOUTHWEST, UP, DOWN, IN, or
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OUT. Or type GO TO (a place).
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B. Actions: Just type whatever you want to do. Some examples:
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READ THE BOOK or OPEN THE DOOR or LOOK THROUGH THE WINDOW or
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GIVE THE BALL TO THE CAT. Once you're familiar with simple
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commands, try the more complex ones described in
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"How to 'Talk' to Infocom's Interactive Fiction" on page N.
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C. Commands given to people: To talk to characters
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in the story, type their name, then a comma, then what you want
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them to do. For example: FRED, GIVE ME THE AXE or OLD MAN,
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DESCRIBE THE GHOST.
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D. Special commands: Some commands, such as INVENTORY or
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VERSION, give you specific information or affect your output.
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A list of these appears in the "Special Commands" section on
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page N.]
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3. Important! After typing your sentence or command, you must press the
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RETURN (or ENTER) key before the computer will respond.
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4. On most computers, your screen will display a special line called the
|
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status line. It tells you the name of the place you're in and the time
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of night in the story.
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5. You can pick up and carry many of the things you'll find in the story.
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For example, if you type TAKE THE LARGE BOOK, you will be carrying it.
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Type INVENTORY to see a list of the things you are carrying.
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6. When you want to stop, save your place for later, or start over, read
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the "Starting and Stopping" section on page N.
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7. If you have trouble, look at a specific section of the manual for
|
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more detailed instructions. |