If you've never played lnfocom's interac­ TABLE OF CONTENTS SECTION I: However, you need more than the stone tive fiction before, you should read this ABOUT WISHBRINGER to make the wishes come true. According to entire instruction manual. If you're an The Legend ofWislzbringer, you also need experienced player, just read Preface to the Story a different object for each wish. These are Section I: About Wislzbri11fier. Section/: About Wishbringer Welcome to the world of lnfocom 's inter­ described below. active fiction, a world where: To WISH FOR ADVICE, you need both Preface to the Story 3 •you are the hero or heroine in a story, Wishbringer and a sea shell. As long as • you use your own thinking and you're holding both, you'll continue to Hints 3 imagination to guide the story from start rece ive ADVICE periodically. to fini sh, To WISH FOR DARKNESS, you need to Wishing for Magic 3 •you meet other people, who may or may drink 's milk and hold the stone. You not help you, and must w ish for DARKNESS soon after drinking the milk; otherwise the wish won't Sample Transcript and Map 3 • you can go to new places, figure out mysteries and puzzles, and fight again st come true. enemies. To WISH FOR FLIGHT, you need to sit About the Author In Wishbringer, you're a postal clerk in a on a broomstick while holding the stone. small seaside village called Festeron. You In the story, flying on the broomstick will Section 11: About Infocom's deliver a strange envelope to a magic always take you to the Magick Shoppe. shop, and discover that an old woman's To WISH FOR FORESIGHT, you must black cat has been kidnapped by " the Evil be holding the stone while wearing a pair of glasses. Your wish· won't come true if An Overview: What Is One." The old woman asks for your help. You awake suddenly from a deep sleep. you're simply holding the glasses; you Interactive Fiction? and when you leave the magic shop. you You are about to roll over and doze off be find yourself trapped in a nightmare world. must wearing them. again when you hear your unicorn, Harry, To WISH FOR FREEDOM, you must Starting and Stopping 5 Your once-quiet town is now full of neighing outside. You get out of bed, turn hold the stone and eat candy. Like .''Booting Up" goons, trolls, vultures, fortress-like towers, on the light, and look under the pillow . DARKNESS, you have to WISH FOR and assorted wickedness. You become en­ Whew! There's Wishbringer, where you left • Saving and Restoring FREEDOM soon after eating the candy: tangled in the struggle between Good and it. But your wallet, which had been on the • Quiting and Restarting otherwise your wi sh won't come true. Evil; extraordinary help is found only in bedside table, is missing! unusual places. Everyone seeks to possess To WISH FOR LUCK, you must be 6 Communi~ting with a magic stone of dreams known as holding both the stone and a horseshoe. Bedroom Infocom s Interactive Fiction Wishbringer, but only you can find it and Your luck will be broken whenever you You're standing in your bedroom, which is • Basic Sentences use its powers to make your town safe drop either the horseshoe or the stone, but small but comfortable. A closed door leads • Complex Sentences again. And you only have a few hours! will come back whenever you pick them up south into the living room. In a corner of Iha • Talking to characters in the story again. room sits a bedside table. Under the pillow Hints To WISH FOR RAIN, you need to be on your bed is the magical stone, Wishbrin­ holding an open umbrella and the stone. Special Commands 7 IBM version only ger. This version of Wishbringer includes This wish won't work indoors. >TAKE WISHBRINGER hints! If you ever get stuck, you can type Remember that most wishes can be used Tips for Novices 8 Taken. HINT and press the RETURN (or ENTER) only once. If you get trapped and use your Eleven useful pointers about WISH FOR FREEDOM successfully, you key. Then follow the instructions on your >GO SOUTH Interactive Fiction won't be able to use it again later. So use screen. Most of the hints are nudges in the The bedroom door is closed. right direction; the last hint in the your wishes carefully; you don' t want to Common Complaints 9 waste them. ' >OPEN THE BEDROOM DOOR sequence is usually a complete answer. Okay, the bedroom door is now open. Running the Story 10 >GO SOUTH on your Computer Wishing for Magic Sample Transcript and Map Living Room Wishbringer is a powerful and magical This transcript is not from Wishbringer. but This is your Cozy Living Room, one of the Quick Reference Guide 14 stone. If you're holding Wishbringer, you will give you a good feeling for how latest models from the Frobozz Magic can make seven special wishes come true. Infocom's interactive fiction works. It Cozy Living Room Company. Two rocking The most Imponant things to contains some simple puzzles and their know about You can wish for ADVICE, DARKNESS, chairs sit in front of a fireplace at one end FLIGHT, FORESIGHT, FREEDOM, LUCK, solutions. The player's commands appear of the room; a telephone rests on an oak lteractive Fiction or RAIN . You wish for these simply by in capital letters after each prompt (>). The desk at the other end. A small picture typing WISH FOR ADVICE, WISH FOR map represents the terrain in the sample hangs above the fireplace. The closet door DARKNESS, etc. transcript as you might have drawn it. on the west wall is closed. A cool breeze blows through the open front door, which leads east onto your porch. 3 >LOOK AT THE PICTURE >GO OUT THEN WALK EAST THEN >WISH FOR RAIN >GO NORTH THEN WEST About the Author SECTION II: The picture above the fireplace shows a SOUTH A searing bolt of lightning shatters the sky( Porch "Professor" built hi s ABOUT INFOCOM'S small white farmhouse, not unlike your Living Room It strikes the glowing Stone of Dreams, and You hear the phone ringing inside the first computer in the fifth grade. This early INTERACTIVE FICTION own. In red letters above the house are fractures the sky into a billion raindrops. house. experience with electronics led him to seek the words "Home Sweet Home." Porch Everything around you is soaked in a brief a degree in English Literature at South­ An Overview: The cool breeze continues to blow through but savage downpour. The raging fire dies Living Room eastem Massachusetts University, where What is interactive fiction? the open front door, making Outside Barn down and is extinguished. The phone is ringing. he graduated in 1978. He is an active Interactive fiction is a story in which you you shiver. Your red-and-black barn is here. That's member of the Science Fiction Writers of are the main character. Each interactive odd; you thought your barn was yellow and >GO INTO THE BARN >ANSWER THE PHONE America and the Nathaniel Hawthorne story, such as Wishbringer, presents you >CLOSE THE FRONT DOOR green. You look again. Ah. That explains it Barn You pick up the receiver. It's the police Society. His interactive fiction titles for with a series of locations, items. charac­ You push the door against the wind and - the red is the flames licking the walls of The inside of the barn is scorched and calling! They tell you that they've just caught lnfocom include: ters, and events. You can affect the close it. Ah , that's better! the silo, and the black is the thick smoke charred. Some smoking embers are a thief, the Mad Arsonist of Festeron, and WishhrinRer ( 1985) direction of the story by moving from billowing from the door and windows. A scattered on the floor. A blackened horse­ they found your wallet! You thank them and Trinity (1986) place to place, using the objects you find, >FIND THE WALLET bucket and a pump sit nearby. shoe lies on the ground. hang up the phone. Then you hear some­ Beyond (1987) and interacting with the other characters. You can't see any wallet here. one - or something - outside. An important element of interactive Again, you hear your unicorn Harry neigh­ >GO INTO THE BARN >TAKE THE HORSESHOE fiction is puzzle-solving. Think of a locked ing. The flames are too hot. The horseshoe is still too hot to pick up. >GO OUTSIDE door Or a ferocious beast not as a penna­ Porch nent obstacle, but merely as a puzzle to be >GO OUTSIDE >TAKE THE BUCKET. PUMP WATER >OUT Here's Harry! He's soaking wet, which tackled. (Find the key that unlocks the The front door is closed. INTO THE BUCKET THEN POUR THE Outside Barn unicorns hate, but he's obviously happy to door, or figure out what tune will chann WATER ON THE BARN see you . and tame that beast.) >OPEN THE DOOR Taken. >PUMP WATER INTO THE BUCKET In Wishhringer, time passes only in (Which door do you mean, the closet door You rhythmically pump water into the >PET HARRY response to your input. Nothing happens or the front door?) You rhythmically pump water into the bucket. There I The bucket is full of water. Harry nudges you fondly with his horn and until you type a sentence and press the bucket. There! The bucket is full of water. looks at you lovingly with his·gentle brown RETURN (or ENTER) key, so you can plan >FRONT >GO IN THE BARN. POUR THE WATER eyes. your turns as slowly and carefully as you Okay, the front door is now open. A cool You pour the water on the barn and douse ONTO THE HORSESHOE want. breeze blows into the room. a few embers. However, the fire is out of Barn Wishbringer measures your progress by control, and the blazing barn continues to A blackened horseshoe lies on the ground. giving you a score. You'll get points for >GO OUTSIDE burn. solving puzzles and for reaching new Porch At first the hOrseshoe sizzles as you pour locations. A perfect score of I 00 is your You're standing on the front porch of your >LOOK FOR HARRY the water over it. Then it cools and just gets goal; making sure you have fun getting home. The white paint is chipped, and the You can't see Harry here. wet. there is ours. floorboards creak. To the south is the barn. It's chilly out here. You better not go >NORTH. WEST. GO IN THE CLOSET >TAKE THE HORSESHOE Starting and Stopping anywhere without your coat. THEN TAKE THE UMBRELLA You're carrying too many things already! Starting the story: To load Wishbringer. Porch follow the instructions >INVENTORY >GO INSIDE in the relevant section in lhe manual. Living Room Living Room You're carrying Wishbringer, an umbrella, a On your screen, you will see a descrip­ coat (being worn) and a bucket. tion of the opening location of the story, >OPEN THE CLOSET DOOR Closet Hilltop, followed by the prompt(>), >DROP THE UMBREKKA Okay, the closet door is now open. indicating that Wishbringer is waiting for Okay, you're now holding the umbrella. (Sorry, but this story doesn't recognize the your first input. >GO INTO THE CLOSET word "umbrekka".) Here are a few inputs for you to try at the Closet >GO INTO THE LIVING ROOM THEN GO first several prompts. After typing each This is your cedar-lined closet. The aromas OUT. SOUTH. OPEN THE UMBRELLA >OOPS UMBRELLA input, don't forget to hit the RETURN (or Dropped. make you light-headed. Your coat and an Living Room ENTER) key. umbrella are here. Porch >TAKE THE HORSESHOE >READ THE SIGNPOST >TAKE THE COAT. PUT IT ON Taken. >INVENTORY Taken. Outside Barn >LISTEN TO THE VOICE Again, you hear your unicorn Harry >WISH FOR LUCK >LOOK AT THE POST OFFICE neighing. The umbrella is now open. The Stone of Dreams brightens as you >GO SOUTH speak the Wish, and the edges of the Okay, you're now wearing the coat. blackened horseshoe begin to twinkle with You should now have a feel for interacting Luck. You hear the phone ringing inside the with the story. You decide what to do next. house. 4 5 Saving and restoring: It will probably Communicating with Infocom's >TAKE THE BLACK UMBRELLA, THE Keep in mind, however, that many Special Commands NOTIFY - Normally the game will notify c re~ tu res ~o n ' t care for idle chatter; your you whenever your score goes up or down. t a~ e yo ~ several _days to complete Interactive Fiction HAT, AND THE COIN Below are explanations for a number of acMns wdl spea_k louder than your words. Y ~ u can tum off this notification feature by W1sh bn~ger. Using the SAVE feature, you In Wishbringer, you type your commands >DROP THE LETIER AND THE useful one-word commands. In many cases can contmue the story at a later time ENVELOPE Wtshhrmger tnes to guess your intention these will not count as a tum. T ype the ' usmg the NOTIFY command. Typing in plain English each time you see the when you give incomplete information. NOTIFY a second time turns the feature without having to start over from the prompt (>). The computer usually acts as if command after the prompt (>) and press the beginning, j ust as you can place a book­ You can include several inputs on one line When it does so, it will tell you. For RETURN (or ENTER) key. back on. your commands begin with "I want to ... " example: mark m a book you are reading. Even if although you shouldn't actually type those if you se parate them by the word THEN or you aren't abou t 10 stop playing, it's useful by a period. Each input will be handled in AGAIN - This will repeat your previous OOPS - If you mistype a word, such tha1 words. You can use words like THE if you >GIVE TROMBONE to SAVE before (or after) trying something order, as though you had typed them input. For instance, typing KNOCK ON Wishhringer doesn' t understand it. you can want, and you can use capital letters if you (to the musician) dangerous or tncky. Thal way, even if you individually at separate prompts. For THE DOOR then typing .AGAIN would be correct yourse lf at the nex t prompt by wan4 the computer doesn't care either way. The musician accepts your kind offer and typmg OOPS and the correct word. For get lost or " killed" in the story, you can . When you have finished typing your example, you could type all of the follow­ hke trymg to knock on the door twice in a return to your saved position. ing at once, before pressing the RETURN starts playing "Dixie." row. You can abbreviate AGAIN to G. example, if you typed GIVE THE LETIER m~ul, p_ress the_RETURN (or ENTER) key. To save your place, type SAVE at the (or ENTER) key: TO THE LIBARIAN and were told "[I don't W1shbr1nger will then respond, telling you If your command is ambiguous, know th e word 'l ibarian'"] you could type prompt(>), and then press RETURN (or whether your request is possible at this BRIEF - This command tells Wishbringer ENTER). Then follow the instructions for >OPEN THE MAILBOX THEN PUT THE Wishbrin11er will ask you to clarify. Y ou to fully describe a location only the first OOPS LIBRARIAN at the next prompt only, r.:~ t .in the story, and what happened as a saving and restoring. LETIER IN IT THEN CLOSE THE can a n ~we r the s~ q ~ est:i o n s simply by ti me you enter It. On subsequent visits rather than retyping th e entire sentence. Some computers require a blank 1 1 MAILBOX. GO SOUTH supplying the m 1ssmg information at the Wishbringer will tell you only the n a ~e of Wishbringer recognizes your words by very next prompt. For example: QUIT - This lets you s1op. If you want to SAVE disk, initialized and formatted. Using their first nine letters, and all subsequent the location and any objects present. a disk with data on it (other than If Wishbrin1:er doesn't understand one of Wishbri1111er will begin in BRIEF mode sav~ your p_ositi c:>n before quitting, fo llow letters are ignored. For example >OPEN THE DOOR the mstrucuons m the "Starting and Wishbri11 ger saves) may resuh in the loss of Wishbringer would not be able io distin­ the sentences on your input line, or if an and remain in BRIEF mode unless you ~se that data, depending on your computer. unusual event occurs, it will ignore the rest (Which door do you mean, the sliding door the VERBOSE or SUPERBRIEF Stopping" section . You can guish between DEMONSTRAtion or the storage room door?) abbreviate QUIT to Q. ~ ou can s.ave yo "!r. position as often as yo u DEMONSTRAtive, and DEMONS,TRAtor. of your input line. commands. SUPERBRIEF tells hke by usmg add1uonal blank disks To move around, j ust type the direction The words IT and ALL can be very Wishbringer to display only the name of a Any time you want to return to a ~aved useful. For example: >SLIDING pl ace you have entered, even if you have ~EST ART - This stops the story and starts you want to go. Directions can be The sliding door is now open. 1t over from the beginning. position, just type RESTORE at the prompt abbreviated: NORTH to N, SOUTH to S, never bee n there before. In this mode. (>),and hit RETURN (or ENTER). Then >TAKE BOX. OPEN IT. PUT IT ON THE Wisltbringer will not even mention which EAST to E, WEST to W, NORTHEAST to RESTORE - This restores a previously follow the instructions in the relevant section NE, NORTHWEST to NW, SOUTHEAST to TABLE objects are present. Of course, you can You can then continue the story from · >CLOSE THE HEAVY METAL DOOR. al wars get a full _description of your saved position. See " Starting and Stopping" SE, SOUTHWEST to SW, UP to U, and for more details. your save. You can type LOOK for a DOWN to D. IN and OUT will also work in LOCK IT loca110n and the items there by typing descri ption of where you are. >KNOCK ON THE LIBRARY DOOR THEN LOOK. In SUPERBRIEF mode, the blank cenain places. SAVE -Thi_s_ puts a "snapshot" of your Wishbringer understands many different OPEN IT lme Jx:tween turns will be eliminated. This Quitting and restarting: If you wane to current posn1 on on your storage disk. You kir:ids of sente nces. Here are examples >TAKE ALL mode 1s meant for players who are already start over from the beginning, type >DROP ALL BUT CANDLE familiar with the geography. The can return to a saved position in the future using objects and characters that don't using the RESTORE command. See RESTART and press the RETURN (or actually appear in Wishhringer: >TAKE ALL FROM THE CARTON VERBOSE command tells Wishbrin8er that ENTER) key. (This is usually faster than re­ >GIVE ALL BUT THE FISH TO THE you want a complete descri ption of each "Starting and Stopping" for more details. booting.) Wishbringer will ask you to >WALK TO THE NORTH PELICAN location, and the objects in it, every time confinn this command. >WEST you enter a location, even if you've been If you want to stop entirely, type QUIT The word ALL refers to every visible there before. SCRIPT - This command tells your printer >NE to begin making_a transcript of the story. A and_pr ess RETURN (or ENTER). Once >DOWN object except those inside something else. transcnpt may aid your memory. but is not ag_a 1~ , W1shbrmger wi ll ask to make sure >TAKE THE FOUR-LEAF CLOVER lfthere were an apple on the ground and IBM version only this 1s really what you want to do. necessary, and will work onl y on certain >PUT ON HAT an orange inside a cabinet, TAKE ALL HINT - If you have difficulty while playing Remember: when you RESTART or computers. >READ THE MANUAL would take the apple but not the orange. the story, and you can' t fi gure out what to QUIT, you must SAVE if you ever want to Refer to the relevant section for details. >LOOK UNDER THE GLASS CASE do. j ust type HINT. Then follow the return to your current point in the story. When you meet intelligent creatures in >WISH FOR RAIN directions at the top of your screen to read SO_UND - You can disable the "beep" >EXAMINE THE PELICAN Wishhringer, you can talk to them by typing their name, then a comma, then the hint of your choice. w ~1 c h accompani es score notifications by >PUSH THE RED BUTION using the SOUND command. Typing >WALK INTO POLICE STATION whatever you want to say to them. Here are some examples: INVENTORY - Wishbringer will list what SOUND a second time turns the beeps >DROP THE ENVELOPE ONTO THE you are carrying and wearing. You can back on. COUNTER >ASK MISS VOSS ABOUT THE VIOLET abbreviate INVENTORY to I. >GIVE BOOK TO LIBRARIAN NOTE SUPERBRIEF - This command 1ells >ASK SERGEANT MACGUFFIN FOR LOOK - This wiH give you a full descrip­ Wishhringer to give you the sparsest level You can use multiple objects with certain THE CHOCOLATE . tion of your location. You can abbreviate of description. See BRIEF above. verbs if you separate them by the word >QUESTION THE OLD WOMAN LOOK to L. AND or by a comma. Some examples: >BETIY, TELL ME ABOUT STEVE TIME - This will give you the current time >GRAVEDIGGER, UNLOCK THE GATE 111 the story. >ALICE, SIT DOWN 6 7 UNSCRIPT - This tells your printer to stop Tips for Novices 8. Play Wishbringer with a friend! You Common Complaints There aren't any verbs In that sentence! making a transcript. I. Draw a map. It should include each might find a cenain puzzle hard while your Wishbringer will complain if your input Un less you are answering a question, each Jocat~on, the connections to adjoining friend might find it easy, so two or more confuses it completely. Wishbri11ger would sentence must have a verb (or one of the VERBOSE - This command tells locauons, and any interesting objects players can often have more fun, and do then ignore any further sentences on your special commands). Among the most Wishbringer to give you the wordiest level there. Remember, there are 10 possible better, than one player alone. input line. (Cenain events, such as being important verbs that Wislrbringer under­ of description. See BRIEF above. directions (NORTH, SOUTH, EAST, attacked, will also cause Wishbri11ger to stands are TAKE, DROP, PUT, GIVE , WEST, NORTHEAST, NORTHWEST, IBM users ignore any additional sentences on your LOOK, READ, EXAMINE, OPEN, CLOSE, WAIT - Causes time in the story to pass. SOUTHEAST, SOUTHWEST, UP, and 9. If you really have difficulty, you can input line, since the event may have ENTER, EXIT, EAT and WEAR. There are Since nothing happens until you type a DOWN) plus IN and OUT. type HINT. The screen will then show you changed your situation drastically.) Some many more. Remember: you can use a sentence and press RETURN (or ENTER), a list of questions to whic h you can get of Wislrbringer' s complai nts: variety of prepositions with your verbs. you could leave your computer, take a nap, 2. EXAMINE all objects you come across answers. (S imply follow the instructions at (For example, LOOK can become LOOK then return to the story to find that nothing in the story. the top of your screen to see the hint of Sorry, but this story doesn't recognize AT, LOOK INSIDE, LOOK BEHIND, LOOK has changed. You can use WAIT to make your choice.) You don't need to use the the word " ". That word is not in UNDER , LOOK THROUGH, and so on. ) time pass in the story without doing 3. TAKE as many things as you can carry. hints to enjoy the story, but it will make the story's vocabulary. Usi ng a synonym or anything. For example, if you met a Most objects that you find are imponant solving the puzzles easier. rephrasing may help; more likely, you' re There aren't enough nouns In that monster, you might WAIT to see if it will t for solving the puzzles that you'll run into. just barking up the wrong tree. Wishbrin11er sentence. This usually means your say anything; if you were aboard a moving t 0. Read the sample transcript to recognizes over I OOO words, all that you sentence was incomplete, such as EAT boat, you might WAIT to see where it goes. 4. SAVE your place often, so that if you get a feel for how interactive fiction works. J need to use and most that you're likely to THE BLUE or PUT THE BOOK IN THE. You can abbreviate WAIT to z. mess up or get "killed," you won't have to use. However, Wishbri11ger uses many stan over from the beginning. 11 . You can word a command in many words in its de~criptions that it will not There were too many nouns In that different ways. For example, if you wanted recognize in your inputs. Thus, you might sentence. An example is CARVE MY 5. Read the story carefully! There are to pick up a shiny hammer that was sitting read, "The moon casts violet shadows INITIALS ON THE TREE WITH THE often clues in the descriptions of locations on a table, you could type in any of the across the crater" but discover that KNIFE, which has three noun "phrases," and objects. following: Wishbringer doesn' t understand the words one more than Wishbringer can digest in a MOON or SHADOW or CRATER in your single acri on. 6. Try everything you can think of-even >TAKE HAMMER input. When this happens, you can assume strange or dangerous actions are fun and >TAKE THE HAMMER FROM THE TABLE that ypu don't need to refer to those things I beg your pardon? You pressed the may provide clues; you can always save >PICK UP THE SHINY HAMMER to complete the story; they are only there to RETURN (or ENTER) key without typing your position first. Here's a sill y example: >GET THE HAMMER create a more vivid image of your location. anything.

>G IVE THE ROLLER SKATES TO THE If you type a sentence that Wishbringer This story can't understand the word You can't use more than one object at a VULTURE doesn't understand, try rephrasing it cir " ____.. when you use it that way. time with " ". You can use The vulture attempts to eat the roller using synonyms. If Wishbringer still Wislrbringer knows the word but couldn't multiple objects {that is. nouns or noun skates, but eventually gives up. It contin­ doesn't understand, you're probably trying use it in that sense. Usually this is because phrases separated by AND or a comma) or ues to peck you on the head. something that isn't important for complet­ Wislrbringer knows it as a different pan of the word ALL onl y with cen ain verbs, such ing the story. speech. For example, if you typed GO TO' as TAKE , DROP, and PUT. For example, Thus, you discover that maybe givi ng THE LOWER LEVEL, you are using EXAM INE will not work with multiple something more edible to the vulture (that LOWER as an adjecti ve, but Wishbringer objects; you couldn' t say EXAMINE ALL or slab of raw meat?) would be better. l might know LOWER only as a verb, as in EXAMINE THE BOWL AND THE SWORD. LOWER THE WINDOW SHADE. 7. There are many possible routes to the That sentence didn't make sense. end of Wishbringer. If you get stuck on You can't see any ____ here! The Please reword It or try something else. one puzzle. move on to another. Some object you referred to was not visible. It The syntax {sentence structure) you used is puzzles have more than one solution; other may be somewhere else. or it may be not among the 300 or so syntaxes that puzzles don't need to be solved at all. present but in a closed container. Wishbringer understands. For example, Sometimes you will have lo solve one SIT UNDER THE TREE and SKIP puzzle in order to obtain the item(s) or The other object(s] that you mentioned AROUND THE MAYPOLE are syntaxes information you need to solve another isn't (aren't] here. You referred to several that wouldn't be recognized by puzzle. objects in the same sentence, and at least Wishbringer. There' s a limited amount of . one wasn't visible. space in the program, so syntaxes that are less common or not useful aren't included. Try rephrasing the sentence.

8 9 Running the Story on Your Computer ATARI ST SAVING/RESTORING A STORY POSITION 1be following keys are useful for editing items in the file selection This tells you how to run your lnfocom story on your computer, and Tum on your Atari ST and wait for the desktop to appear. Insert the You can save your current story position to any disk in any drive, box: provides a few other handy bilS of infonnalion. story disk and open the disk window. Click once with the mouse on the space pennitting. No other data on the save disk will be affected. You - up and down cursor keys - select item to ediL program (.PRG) icon to select it, then choose OPEN from the File menu. must use a previously formatted save disk. - left and right cursor keys - position cursor within item. WHAT YOU NEED A standard shoncut is to double·click on the program icon. - backspace and delete keys - erase the character before or after the cursor. IBM PC AND COMPATIBLES COMMODORE AMI GA IBM PC - ESC key - erase the whole item. Required - computer running MS-DOS (version 2.0 or higher) Tum on the and wait for the Workbench to appear. Insert the I. Type: SAVE . A message will appear similar to this: 192 kbytcs ofRAM story disk and open the disk window, then double-click on the story icon. Enter save file name. (Default is A:STORY.SAV): Restoring a Saved Story Position blank disk or hard disk (for your play di sk) The story can also be started from within the Command Line 2. Enter a new file name (legal OOS please) or use the default provided. To retwn to a previously saved story position, type RESTORE at the Optional - printer (for SCRWfing) Interpreter (CLD. If the default drive and directory are not the same as the You may also specify a new default drive along with the file name. If prompt(>). A standard dialog box will appear, showing a list of your blank fonnaucd disk (for SA VEs) stories, they must be changed with the "CD" command (for example, CD no drive is specified in lhe default message, and you don't specify one, saved positions on the indicated disk. If there are more save files on the ATARI ST dfl:) Then type in the story name. the Save will be made to the drive you are currently using. If you want Required - Atari ST series computer to use the default just press . disk than will fit in the window, the scroll bar becomes active. If you want Optional - blank 3.5'' disks (for SAVEs) compatible printer (for TALKING TO THE STORY When the save is finished the story will respond with a message such to restore from a different disk, change disks as described in Section on SCRIPTing) as COMPLETED. If it responds with FAILED, consult the SAVING. Click once over the name of the position you want to restore, Whenever you see the (>) prompt, the story is waiting for you to enter COMMODORE AMIGA Troubleshooting section. then click on the OK button, or press the RETIJRN key. If you want to a command. If you make a mistake use the backspace key to erase the Required - Amiga computer Initial default file name (the one displayed the first time you type cancel the restore operation, click on the CANCEL button. error. After you have typed your command, press . The story Optional - 256 K memory expansion cartridge (for faster execution) SAVE) is always "STORY".SAV. Whenever you entera new file will respond and the prompt(>) will reappear. extra 3.5'' double-sided disks (for SA VEs) name, it becomes your default if the SA VE succeeds. For your COMMODORE AMI GA If a description will not not fit on the screen all at once, [MORE] will compatible printer (for SCRIPTing) convenience, SA VE and RESTORE share the same defaults. I. Type SAVE at the prompt(>). A message will appear asking you to appear at the bouorn of the screen. After reading the screen, press any key choose a name for the save file. MAKING A BACKUP COPY to sec the rest of the description. ATARI ST 2. If you want to SA VE to the story disk itself,just enter a file name and Using a Single Drive press RETURN. We recommend that you make a backup copy of the original SlOI)' disk Type SAVE at the prompt(>). The standard Atari ST dialog box for THE STATUS LINE 3. If you want to SA VE to another disk, you must prefix the file name for your personal use. Sec your hardware manual for instructions on how selecting files will be displayed. The directory in which your save will be At the top of the screen is an area reserved for the status line. This area with either the name of the second disk (e.g., Saves:) or the name of lO make disk copies. Put the original away in a safe place and always use stored (including drive identifier) appears near the top of the box. is used to display your present location in the story and it is updated aftcr the drive containing it (e.g., dfO:~. The prefix is needed even if the two the copy as your regular play disk. If you want to SA VE to the story disk itself, simply choose a file each move_ ·The status line may also display (depending on the game) disks were swapped using a single drive. If the save succeeds, the prefix name under which to save your position and type it into the selection area. various other typeS of information including score, total moves, time, or becomes the default prefix, and need not be typed again for the next LOADING THE STORY It is not necessary to type ".SA V" after the name, this is added character anributes. save. IBM PC automatically. One Drive or Two Drive System SCRIPTING To use a different save disk, remove the story disk from the drive and The disk drive will spin for several seconds. If all is well, the story will I. lnscn the play disk (this is the disk you made in the previous section) insert the new disk. IMPORTANT: You must click with the mouse on the respond: in drive A or your only drive) and tum on the computer. You can use the SCRIPT command to print out a transcript of your shaded "title bar" area of the inner directory window to display the directory OK 2. until you are at the DOS drive prompt (> ). Press twice or moves in the story. The SCRIPT function is an optionaJ fealUJ'C which is of the new disk. If it responds: 3. Type in the title of your story (for example WRK) ot the first eight not necessary lO complete the story and may not be available with certain After typing in the file name, click on the OK buuon, or press the FAILED letters of iL Do not include spaces between two word tiL1es .(e.g., hardware. The transcript can be started at any point during the game. RETURN key. If you want to cancel the save operation, click on the consult the Troubleshooting sccLion. After saving your position, you may HITCHH!KER'S GUIDE TO TilE GALAXY would be HITCHHIK). CANCEL button. The disk drive will spin for several seconds, and if all is continue with the story. At I.his point you might want to one or more of I.he optional also use Scripting Procedure well, the slOry will eventually respond: NOTE: The file "Icon.Data" is used to create icons for new save fi.lcs_ If command line switches (sec section on Command Options - switches) Check to see if your printer is ready and has paper. then cype: SCRIPT OK you delete this file, new save.files will not have visible icons. that arc available. . A message will appear asking you whether you would like If it responds: 4. Press . In a few moments I.he story will begin. If it fails to SCRIPT to a printer or to a file. If you want to use a printer just press FAILED Restoring a Saved Story Position to appear consult the Troubleshooting sccLion. . consult the Troubleshooting section. After saving your story position, you You can return to a previously saved story position at any time. Type Hard-Drive System IBM PC ONLY - To save the transcript to a disk file, enter a legal OOS may continue the story. RESTORE at the prompt(>). The most recently saved or restored position I. TWTI on the computer. . file name and press . Remember, there is no output to the will be displayed as the dcfaulL Then enter the name of a save file, as in 2. Connect to the directory into which you copied the files from I.he printer when you elect to write the transcript to a disk file _ Using Multiple Drives Section on SAVING. original story disk. COMMODORE AMIGA ONLY - If a problem occurs with the If your save disk is in a different drive from the story disk, the save If you want to return Lo the default position, you can just press the 3. Type in the title of the story (e.g., ZORK) or the fir.;t eight letters or printer, the story will "Limeout" (appear to hang) for 30 seconds or so, procedure is identical to using a single drive except that you must identify RETURN key. it. Do not include spaces between two word titles then a printer error message will appear. If you don't correct the problem the second drive by changing the directory specif1cation (the line near the (e.g. ,HITCHHIKER'S GUIDE TO THE GALAXY would be before the 30 seconds arc up, scripting is automatically cancelled. top of the dialog box). When the dialog box appears, edit the directory HITCHHfK). At I.his point you might also want to use one or more of To stop the transcript type UNSCRIPT. specification so that the drive letter corresponds to the drive containing the command line switches that are available. your save disk. IMPORT ANT: You must click with the mouse anywhere 4. Press INSIDE the inner directory window to display the directory of the save disk. 10 11 TROUBLESHOOTING 2. "DISK FAILED" ~r "DISK READ ERROR." This reply indicarcs Other Switches If the story fails to load properly, or SAVFJRESTORE or SCRIPT fails, either hardware trouble or disk damage. Repeat the SVERIFY process /p - If SCRIPTing to the printer isn't working well, type UNSCRIPT, check each or the following items. several times. Also try $VERIFY on another computer. If the story SA VE your position, and quit the story. Then reload the story using the/p ever replies "DISK CORRECT", the data is intact. If you repeatedly switch and try SCRIPTing again. IBMPC get an internal error message on more than one computer, the disk has 1. Make sure all connections on your computer are plugged in, coMecred most likely been damaged. properly, and that all power switches are turned oil. 2. Make sure all disks are inscned correctly and that all drive doors are COMMODORE AMIGA closed. I. Inspect all disks carefully for any visible damage. 3. Inspect all disks for any visible damage. 2. For SAVEs, make sure the save disk is not write-protected (the small /f - Disables the UNDO feature in stories that use iL This switch is 4. For SA VE problems, make sure the Save disk is not write-protected. opening in the comer or the disk should be covered). useful on machines with 256 kbyrcs or less or memory in the sense that it Also, make sure the disk has enough room for a Save file (approx. 35k 3. For SCRIPTing, make sure the printer is connected properly, enabled frees some memory (but disables a useful feature) thereby giving you per Save) and that it has been fonnatted properly. As a last resort, try a for printing, not out or paper etc. somewhat faster game play. The UNDO feature is automatically disabled if different disk. 4. Try again; the problem may only be momentary. there is not enough memory to support it Machines with more than 256k will have enough memory to load the entire game wilh lhe UNDO feature, You can check to see if your game is damaged by using the $VERIFY If the story produces an error message; run the following procedure: in which case the specdup is negligible. Command. Restart the story. When the initial screen appears, type $VERIFY and /k - allows you to specify how much memory the story can use in Type: $VERIFY at the story prompt(>) and press . If press the RETURN key. The disk drive will spin for a minute or so, and a kbyrcs. (e.g., /kl28) Nonnally it uses as much as it can get This switch your story is currently frozen (ie. you are unable to type from the message similar to one of the following will appear. might be useful if you think that the story is affecting or being alfected by keyboard) you will have to reboot the disk, restart the story, and then type I. "DISK CORRECT." The disk has not been damaged; the data is other memory resident programs that you have loaded. $VERIFY. intact. This may indicate a problem with your hardware (usually with After you soccessfully issue the $VERIFY command the disk will spin the disk drive). It is also possible the story contains a bug. COLOUR DISPLAY· ATARI ST ONLY for approximately a minute and then a message, similar lO one of the 2. "DISK FAILED" or "DISK READ ERROR." This reply indicarcs If you are using a colour monitor, you can change the colours used in following will appear: either hardware trouble or disk damage. Repeat the $VERIFY process the display. At the prompt(>), hold down the SHIFf key and use the four GOOD - The disk has not been damaged and the data is intact If you are several times. Also try the $VERIFY process on another computer. If curscr keys to cycle through the available combinations. having problems, they arc most lilcely hardware related It is also possible the story ever replies "DISK CORRECT," the problem is in your If you are using a monochrome monitor, you can reverse the video in that there is a bug in the program. hardware. If you repeatedly get an emir message on more than one the same way. NO GOOD - This indicates that the data on the disk is damaged. Repeat computer, the disk has most lilcely been damaged. the SVERIFY procedure several times. If possible, repeat the $VERIFY AMIGA PREFERENCES· AMIGA ONLY procedure on another computer. If the game ever replies positively, the data COMMAND OPTIONS (switches)· IBM PC ONLY Several aspects of the story presentation can be changed using the is intact and you must look elsewhere for any problems you are You may issue command options, by using switches, when you load Amiga Preferences tool, including text size (60 or 80 columns) and colour. encountering. the story. The switches allow you to tell the story exua infonnation about The size can be changed only before the story is started. You also use All disk and printer errors are handled within the story. if you the hardware you are using and how you want the story to be displayed on Preferences to specify your type or printer and the port to which it is encounter an error message you will be given the option to A (abort) or R your computer's screen. connected. The Amiga supports both parallel and serial devices. (retry). In most cases choosing Abort will not throw you out of the game Switches are entered at the same time and on the same line as the story and cause you to lose your position. However, if you get an ClTOr message title when you load the story. They arc all entered in the form"title" I MEMORY USAGE AND MULi-TASKING when the game is either Restoring or reading infonnation from the disk (a command (e.g. HITCHHIK/r ) with a space between the story ·AMIGAONLY probable indication of a damaged disk) choosing Abort will throw you title and the/. On a multi-taslcing computer such as the Amiga, tasks must share the Here is a list of switches which you tnay use. back into DOS. In this case consult the section on Troubleshooting. available memory. Some tasks may require that a certain amount of free ATARI ST Display Switches memory be available at aU times. Also, actions lilce opening, resizing and I. Inspect all disks carefully for any visible damage. In most cases, your story will be displayed in the most efficient and hiding windows can rcmporarily require large amounts or memory. 2. For SCRIPTing, make sure the printer is connected properly, enabled aesthetic manner posible. However, because of numerous types of hardware When the lnfocom soory loods, it will always leave a specified amount configurations and the dilTercnt graphics characteristics or each story plus for printing, not Ot,&l out of paper, etc. of memory free. The default minimum amount is 64 Kbytes. This can be 3. Try again: the problem may only be only momentary. your own wants in terms or how the story display should look, you might changed by starting the story from the CLI with a special argwnent or the try the following options: fonn "Fin," where n is the new minimum nwnber of bytes to leave free If you continue to experience problems, follow this proocdure. /c - selects colour output provided colour compatibility and a colour (for example, Z.OCk F/32000). If you supply an argumen~ memory use Reboot the diskette. When the initial screen is displayed, type $VERIFY monitor are available. The /c switch also allows you to select foreground statistics will be displayed when the story loads. at the prompt The disk drive will spin for a minute or less and one or the and background colours after the switch (e.g., /c71 gives white on bloo, You may need to inacase the amount of free memory if, for example, following messages will appear. which is the default). Refer to the system documentation for numbers to you are running several ~ and swi1ehing between them fails or causes I. "DISK CORRECT." The disk has not been damaged and the data is use. the system to hang. On the other hand, you can probably decrease free intact. The problem may be with your hardware, probably the disk /m - prohibits colour input. This is the default on machines without memory if you are running only the story. This may reduce or eliminate drive. It is also possible the program contains a bug. colour capability. disk activity on versions of the Amiga with Limited memory. 13 Quick Reference Guide 3. After typing your input, you musi press NOW THE ONLY LIMIT IS YOUR IMAGINATION I . T o sian the story ("boot up" ), see the the RETURN (or ENTER) key before lnFOCOll\ relevant section in the manual. Wishbringer will respond. --FROM-- 2. When you see the prompt (>) on your 4. Your screen display includes a status Classic lnfocom Interactive fiction is back - at an irresistable price. screen, Wishhringer is waiting fo r your line which tell s you your current location, MASTERTRONiC input. There are four kinds of sentences or your score, and the current time (if commands that Wishbringer understands: known). HITCHHIKER'S GUIDE TO THE GALAXY - Written by , the author of the radio series, book and A. Directions: To move from place to 5. You can pick up and carry many of the TV series of the same name, this is.the most mind-bogglingly hilarious game ever produced by lnfocom. Mr items you' ll find in the story. For example, place, just type the direction you want to Adams wrote new material and designed problems specially for this interactive story, which follows the plot of the go: NORTH, SOUTH, EAST, WEST, if you type TAKE THE TUBE OF JELLY, NORTHEAST, NORTHWEST, SOUTH­ you will then be carrying it. T ype original (with one or two deviations!). As the story begins, you are Arthur Dent, and a bulldozer is about to level EAST, SOUTHWEST, UP, DOWN, IN , or INVENTORY m see what items you have. your house. Grab a pint of bitter and join Ford Prefect, Trillian, Zaphod Beeblebrox and Marvin The Paranoid OUT. Android on a cosmic jaunt into the regions where anything can - and does - happen. And don't forget your towel! 6. When you want to stop, save your place B. Actions: Just type what you want to do. in the story. or start over, read "Startin g Some examples: READ THE BOOK or and Stopping" . - The great underground empire beckons you into a world fraught with danger and discovery. Using all OPEN THE DOOR or LOOK THROUGH the cunning you can muster, you'll plunge far below the surface of the earth in search of the incomparable THE WINDOW or GIVE THE BALL TO THE 7. If you have trouble, refer to the spec ific treasures of Zork. In this, the original lnfocom adventure, you'll come face to face with creatures so ou~andish section of the manual fo r more detailed CAT. More complex sentences are de­ they defy description. And you'll wander through an underground domain so vast, with so many twists and turns, scribed in "Communicating with lnfocom's instructions. Interacti ve Fiction" . that it will offer you new surprises no matter how many times you explore it.

C. Commands to other characters: Talk to - 'Join the Patrol and see the Galaxy'. You took the poster's advice and marched into the characters in the story by typing their name, recruitment station near your home on the backwater planet of Gallium. PLANETFALL teleports you 100 then a comma, then what ypu want to say to th em. For example: FRED, HI or OLD centuries into the future, onto a Stellar Patrol ship where your rank is Ensign 7th dass - about as low as you can MAN, GIVE ME THE TROMBONE. go. But then the ship explodes, and you are jettisoned onto a world plagued by floods, pestilence and a mutant Wild Kingdom. Luckily, you are accompanied by Floyd the mischievous robot - who might help you find the D. Special commands: These give you seaet to saving it... infonnation, such as INVENTORY, or affect the state of the program, such as VERBOSE. A list of these appears in the LEATHER GOD ESSES OF PHO BOS - A hilarious spoof of 1930s pulp science fiction, you're kidnapped by the "Special Commands" section. evil Leather Godesses. They take you back to Phobos as an experimental subject, while preparations continue to turn earth into their private pleasure playground. Playing the role of a male or female, you'll embark on a bawdy, rousing and very amusing romp across the solar system. With three 'naughtiness levels', the game will please everyone - from the lewd to the crude.

AVAILABLE ON: PC, Amlga and ST £9.99 (PC versions contain both 5.25" and 3.5" disks) lnFOCOll\ --FROM-- MASTERTRONiC For Further Information pleaH contact: CACTIVISION 1990 0 VIRGIN MASTERTRON IC LTD 1990 CUSTOMER SERVICES, VIRGIN MASTERTRONIC LID, 16 PORTLAND ROAD, LONDON W11 2LA TEL: 071-727-8070 14