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moonmist.man
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@Style[TabWidth 8 chars]
@Style[Justification no]
If you've never played Infocom's interactive fiction before, you will have
more fun if you
read this manual.
But if you're an experienced Infocom player, just read @U[Section I: About
Moonmist].
@Heading[TABLE OF CONTENTS]
@U[Section I: About Moonmist]
Preface to the Story
Some Verbs You Can Use
Variations
Sample Transcript and Map
About the Authors
@U[Section II: About Infocom's Interactive Fiction]
An Overview
@Verbatim[
* What is interactive fiction?
* Moving around
* Turns and score]
Starting and Stopping
@Verbatim[
* "Booting up"
* Saving and restoring
* Quitting and starting over]
How to "Talk" to Infocom's Interactive Fiction
@Verbatim[
* Simple sentences
* Complex sentences
* Talking to characters in the story
* Words you can use]
Special Commands
Tips for New Players
@Verbatim[
Ten useful pointers about interactive fiction]
Common Complaints
We're Never Satisfied
If You Have Technical Problems
Copyright and Warranty Information
Quick Reference Guide
@Verbatim[
The most important things to know about interactive fiction.]
@Unnumbered[SECTION I: ABOUT MOONMIST]
@Heading[Preface to the Story]
Welcome to the world of Infocom's interactive fiction, a world where:
- you become the heroine or hero in a story,
- you can use your own thinking and imagination to guide the story from
start to finish,
- you can meet other people, who may or may not help you, and
- you can go to new places, figure out mysteries and puzzles, and
outsmart enemies.
In @U[Moonmist], you are a famous young American detective. An old
friend, Tamara Lynd, has written you a letter (which is in this
package), asking for your help. And so you have travelled to England to
test your detective skills.
As the story begins, you are outside Tresyllian Castle -- the old, dark,
hauntingly beautiful castle where Tamara now lives. Tamara greets you,
and you meet some interesting guests. But your
visit soon turns to mystery, as a trail of riddles and clues leads you
to a hidden valuable treasure.
But Tamara is worried about a ghost that is tormenting her. What
does the ghost want? Is it jealous of her? Does the ghost want the
hidden treasure for itself? Or is the ghost a fake -- just someone
dressing up to frighten Tamara? If so, why?
These mysteries and others are waiting to test your wits in
@U[Moonmist].
@Unnumbered[Some Verbs You Can Use]
This is a list of some of the verbs that @U[Moonmist] knows.
There are many more.
And you can use a preposition with many verbs -- for
example, LOOK can become LOOK IN, LOOK BEHIND, LOOK UNDER, LOOK
THROUGH, LOOK AT, and so on.
You can use some of these verbs in all
Infocom stories; you can use others only in @U[Moonmist].
@Verbatim[
ADJUST
ANSWER
APOLOGIZE
ARREST
ASK
ATTACK
BLOW
BOW
CALL
CHANGE
CHECK
CLEAN
CLIMB
CLOSE
COMPARE
CURTSY
DANCE
DESCRIBE
DIG
DRESS
DROP
EAT
ENTER
EXAMINE
FEEL
FIND
FOLLOW
GET
GIVE
GO
HIDE
JUMP
KISS
KNOCK
LEAVE
LIE
LISTEN
LOCK
LOOK (or L)
MOVE
NOD
OPEN
PLAY
POINT
PULL
PUSH
PUT
READ
REMOVE
SEARCH
SHAKE
SHOOT
SHOW
SIT
SLAP
SMELL
SMILE
STAND
TAKE
TALK
TELL
THANK
THROW
TURN
UNLOCK
USE
WAIT (or Z)
WAKE
WALK
WASH
WEAR
WRITE
YELL]
@Unnumbered[Variations]
To finish @U[Moonmist], you will figure out riddles or clues,
find a hidden treasure, and solve the mystery of the ghost. But after
you do that, you can play @U[Moonmist] again, and there will be
different clues, a different treasure, and a new ghost mystery to
solve!
Near the start of @U[Moonmist], the butler will ask you for your name
and your favorite color. If you
answer RED, then you will play "the red variation" of the story. If you
answer BLUE, then you will play the blue variation of the
story, somewhat different from the
red one. Answering GREEN will mean the green variation, and
answering YELLOW will mean the yellow one.
You can actually pick @U[any] color as your favorite: you can answer
PURPLE, or VERMILION, or anything you like. If you choose a color
that's not red, blue, green, or yellow, then the computer will pick one of
the four variations for you to play. Similar colors with different names
may or may not give you the same variation. But you can always find out
which variation you are playing by using the VERSION command.
If you give a title with your name -- such as Ms. or Mr. -- then the
computer will try to figure out whether you are female or male, and
some of the people you meet will treat you differently.
Most players like to play one variation until they finish it. And
some players like to make up a new name when they play a new variation.
Then they can remember what's different in the story, by pretending
that the story is about a new detective, who has a new mystery to solve.
@Unnumbered[Sample Transcript and Map]
This transcript is not from @U[Moonmist], but it does show many of the
usual things you can do in the story. It shows some simple
puzzles and their solutions, and it will give you a good idea of how
Infocom's interactive fiction works. The player's commands appear in
capital letters after each prompt (>). The comments inside brackets []
explain what is happening and are not real parts of the transcript.
The map shows the layout of rooms in
the sample transcript, as you might have drawn it. NOTE: In this sample
transcript, you play a female character. In @U[Moonmist] you can be
either a male or a female character.
[Diagram #1, the sample transcript map, goes here]
(outside museum)
You are at the front door of the Hollywood Classic Movie Museum. A
gold-colored star decorates the big wooden front door.
>GO IN
The door is locked.
>EXAMINE THE STAR
The star sticks out a little from the surface of the door.
>PUSH THE STAR
The door swings open.
>GO IN
(lobby)
This is the air-conditioned lobby of the museum, decorated with old
movie posters and autographed photos of movie stars. Through the glass
doors leading outside you can see the sidewalk glaring in the heat of
the California sun. North of you, under a large poster of "Gone with
the Wind," is the entrance to the exhibits. Across the linoleum floor,
under a sign that says "Tours Meet Here," you can see a small group of
people.
A tour guide beckons for you to join the group. "Welcome to the museum,"
she says, shaking your hand. "I'm glad you could join us. Tell me, what was
your favorite movie creature?"
>KING KONG
"Did you say King Kong?"
>YES
"That's wonderful," she enthuses. "It just happens that our special exhibit
this week features King Kong."
The tour guide points to her name tag, saying, "My name's Spencer. What's
your name?"
>MS. DANIELLE CROMPTON
"Did you say, Ms. Danielle Crompton?"
>YES
"Feel free to ask me questions about any of the exhibits you see. Let's begin
the tour." Spencer leads you and three other people north into the first
exhibition hall.
(Errol Flynn room)
Errol Flynn made quite a few movies in his heyday in Hollywood, and from the
amount of props, costumes and photographs crammed into this room, there's
something here from every single one of those movies. There are doors on
the east and south walls.
>LOOK AT GROUP
Besides yourself and the tour guide, there are three people in the group: a
good-looking man you judge to be about your age, an older woman and an older
man.
>LOOK AT WOMAN
(Which woman do you mean, the tour guide or the older woman?)
>OLDER
The older woman is wearing a white silk dress with large purple flowers
on it. She has a hat to match. And the woman is carrying an oversized
purple tote bag.
"This is an older section of the museum," Spencer says. "It was built as
a memorial to Errol Flynn. The case on the north wall contains several of
the swords he used in his swashbuckling roles. Against the west wall there
are several pairs of his trademark boots. Let's move on."
Spencer walks through the door on the east side of the room.
>GO EAST
You walk into the next room. The other people follow you.
(horror movie room)
Among the different props in the room, your eyes are drawn to the large
pendulum swinging overhead. There is an open iron maiden near the entrance
to the south, assorted coffins, and several glass jars on a shelf against the
west wall. Doors lead west and north.
Spencer is waiting for you.
>INVENTORY
You are holding a linen suit (actually, wearing it). In the pocket of the
suit you see keys, money, and a magnet.
"This room is a collection of props from the old horror movies," Spencer says,
when the whole group has gathered. "There is a card in front of each piece
explaining what movie it is from, when the picture was released, and what part
the prop played in the film."
>LOOK IN THE GLASS JARS
You notice that each jar contains a pair of false vampire teeth.
>TAKE THE VAMPIRE TEETH
You would have to open the jar to do that.
>OPEN THE JAR
You're not holding the glass jar.
>TAKE THE GLASS JAR
"Please don't touch the exhibits," Spencer says. "Many of them are very old
and fragile."
>LOOK AT SPENCER
She is wearing a navy blue jacket and skirt with a cream-colored blouse.
You assume this is the museum uniform.
>ASK SPENCER AOBUT THE PENDULUM
(I don't know the word "aobut".)
>OOPS ABOUT
@U{[You can fix a misspelled word if you type OOPS then the word that was
misspelled.]}
"Oh, we were very lucky to get that piece," she says. "Many museums wanted
it, but our curator happens to be a personal friend of Vincent Price, who
donated it."
"Our next room," continues Spencer, "is our special exhibit of the week,
the King Kong exhibit. I'm sure you'll enjoy it, Danielle." Your group
follows Spencer through the door in the north wall into the next room.
(King Kong room)
This room is filled with gorilla suits, comic books, and cartoons. You find
yourself drawn to the center of the room, where there is an amazing model of
New York City with the Empire State Building rising up from it.
>LOOK AT THE MODEL
The other people in the group must have been waiting to see this too, because
before you can get close enough to the model, they crowd in front of you.
>YELL
(Whom do you want to yell at?)
>THE GROUP
(You can't use more than one direct object with "yell"!)
>YELL AT THE OLDER WOMAN
The older woman glares at you in a way that reminds you of your second grade
teacher.
Someone moves away from the model, leaving room for you. In your excitement,
you inadvertently step on the toes of the good-looking man.
>ASK YOUNG MAN ABOUT THE MODEL
Too bad, but he is peeved with you.
>APOLOGIZE TO HIM
"Apology accepted. By the way, my name's Ed."
>LOOK AT THE MODEL
You marvel at the detail in the towering skyscrapers and miniature cars. As
your eyes move over the model, you focus on the Empire State Building. The
spire is perfectly crafted, the antenna so thin and fragile... You gasp!
King Kong is missing from his customary perch!
>SPENCER, TELL ME ABOUT KING KONG
"He really was one of my favorite movie creatures too, Danielle."
>SPENCER, LOOK AT THE MODEL
Spencer stands next to you, surveying the model. Her face whitens and she
trembles slightly. "King Kong is missing!" she gasps. "I've got to
find that statuette. This model is one of our most valuable pieces!"
Immediately, she presses a button on the wall, which begins to glow red.
You hear a voice from a hidden speaker ask, "What's the problem?"
Spencer urgently replies, "King Kong is missing from the Empire State
Building model. Come quickly!"
>SPENCER, DESCRIBE THE MODEL
"It was built in 1979 by a local artist. He used papier mache for most of
the buildings and metal for the framework of Kong. All the details are
handpainted," she says.
>SEARCH THE MODEL
You peer closely at each tiny building. Clinging to the antenna of the
Empire State Building is a small scrap of what appears to be white silk.
>G
@U{[Using the letter "G" this way is a short way to say "again".
The program will repeat your previous action.]}
A second search of the model reveals a strand of grayish hair between two
of the miniature skyscrapers.
>TAKE THE SCRAP AND THE STRAND OF HAIR
Strand of hair: Gently you lift the strand of hair from the model.
Scrap of silk: Gently you lift the scrap of fabric from the model.
>COMPARE SCRAP TO THE OLDER WOMAN'S DRESS
Holding the scrap of fabric near her dress, it looks like the same material!
>LOOK AT THE WOMAN'S DRESS
Near the cuff on her right hand you notice a small hole.
>ASK WOMAN ABOUT KING KONG
"I'm not as interested as you are in that ragged chimp, dear. Errol Flynn
was my one and only movie favorite. Furthermore, " she adds, "you may
address me as Mrs. Vanderbiltmoore if you wish any further conversation
with me." Mrs. Vanderbiltmoore casually walks south out of the room.
The guard arrives, circles the model slowly, looks under the table, then
begins questioning people separately.
>LOOK AT THE STRAND OF HAIR
It appears to be from someone with gray hair.
>ASK ED ABOUT KING KONG
"Definitely one of my favorites. I say, has anyone ever told you that
you look like Fay Raye?"
>NO
"Well, maybe if you had a blond wig."
>I
@U{[You can use the short word "I" instead of INVENTORY.]}
You are holding a scrap of silk and a strand of hair, and a linen suit
(actually, wearing it). In the pocket of the suit you see keys, money, and
a magnet.
>LOOK AT THE OLDER MAN
From the possessive way Mrs. Vanderbiltmoore was holding onto his arm, you
assume the older man to be Mr. Vanderbiltmoore. He is quite distinguished
looking in his tan suit with red paisley ascot.
>GO TO ERROL FLYNN ROOM
@U{[You can type "GO TO (a room)" if you know the name of the room you wish to
go to, and the program will take you there.]}
(Errol Flynn room)
Mrs. Vanderbiltmoore is here gazing at one of the many portraits of Errol
Flynn.
>SHOW THE SCRAP TO MRS. VANDERBILTMOORE
Mrs. Vanderbiltmoore glances nervously at the fabric. "It looks like a
pretty piece of fabric."
She leaves the room to the east.
>FOLLOW HER
(horror movie room)
Mrs. Vanderbiltmoore is here, tightly clutching her bag to her.
She leaves the room, heading north.
>G
(King Kong room)
The security guard is questioning Ed.
Mr. Vanderbiltmoore is smoothing his ascot.
Mrs. Vanderbiltmoore is tapping her foot anxiously.
Spencer is searching the room.
>THROW THE KEYS TO MRS. VANDER
@U{[If you want to save time while typing, you can always shorten words to
six letters.]}
(You take the keys out of your pocket first.)
The keys sail through the air toward Mrs. Vanderbiltmoore, who catches them
somewhat clumsily with her right hand.
>PUT THE MAGNET ON MRS. VANDER'S BAG
You can't put the magnet on the bag, but when you pass the magnet near it,
something inside the bag is attracted to the magnet and clunks against
the bag.
>COMPARE STRAND TO MRS. VANDER'S HAIR
The strand of hair matches almost exactly to Mrs. Vanderbiltmoore's hair.
>ACCUSE MRS. VANDERBILTMOORE
You call the guard over to you. Realizing the jig is up, Mrs. Vanderbiltmoore
rushes south from the room into the horror movie room.
>RUN SOUTH
(horror movie room)
Apparently Mrs. Vanderbiltmoore ran too closely past the iron maiden. Her
white silk dress is stuck on one of the spikes protruding from the iron
maiden. The large purple tote bag lies open at her feet.
Mrs. Vanderbiltmoore is tugging frantically at her dress, trying to get away
from the iron maiden.
>LOOK IN THE BAG
Among the scattered coins, tissues, and make-up, you see the metallic
statuette of King Kong.
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