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695 lines
27 KiB
Plaintext
695 lines
27 KiB
Plaintext
BALLYHOO
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1986 Mystery
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Difficulty: ***..
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Spurred by your natural curiosity, you stick around after the show in the
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big top, hoping to catch an after-hours performance. Perhaps you'll get a
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peek at an impromptu clown act, or watch the late-night feedings of the
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exotic animals you goggled at earlier. But life at the circus isn't
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glamorous after the audience has gone home: instead of flashy feats, you
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overhear a mysterious conversation: a little girl - the circus owner's
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daughter - has been kidnapped! Her father is too naive (or is he too
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pompously stupid?) to do more than hire an inept detective to find her. He
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remains blindly loyal to his overworked performers, but... could it be an
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inside job? The girl might be hidden somewhere on the circus grounds... and
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one of the performers might be her abductor!
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So you do what anyone would do in these circumstances: set out to rescue the
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damsel in distress. The odds aren't in your favor: you - a spectator, a
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bystander, an outsider in a defensive close-knit community - trying to find
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a girl you've never met, in a place you know nothing about, among bizarre
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people who want nothing to do with you. Some would call you brave. Some
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would call you foolish.
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Every circus has its seedy underside. But few are as dangerous as this.
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--
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CUTTHROATS
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1984 Adventure
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Difficulty: ***..
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In Cutthroats, you are a skilled diver living on Hardscrabble Island, a
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small seaport past its prime. You will try to salvage a treasure from one of
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four shipwrecks; if you are successful, you will be fabulously and
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enormously respected among old salts. Some characters in the story will help
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you; others will try to stop you any way they can. If you can think
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logically and keep your throat intact, the treasure can be yours.
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There is more than one shipwreck in Cutthroats, but in each story you will
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be trying to recover only one particular treasure. When you restart the
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story, you may find yourself diving for a different treasure.
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--
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DEADLINE
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1982 Mystery
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Difficulty: *****
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A wealthy industrialist, Mr. Marshall Robner, locked himself in the upstairs
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library of his New England colonial estate one night and committed suicide
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by taking a lethal overdose of anti-depressants. Or did he?
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You are the Chief of Detectives. You've been asked by Robner's attorney to
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make a thorough investigation of the case, simply to "quash the suspicions
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which are inevitable" when a moneyed man dies a sudden and unnatural
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death. The Medical Examiner found nothing unusual, and interviews with
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family members and family associates are consistent with the idea that
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Robner committed suicide. Everything fits neatly -- maybe too neatly. You
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smell foul play, and you have 12 hours to crack the case. If you arrest
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someone, you'd better have the three traditional ingredients to an ironclad
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case for the prosecution: the accused must have had a motive, a method, and
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ample opportunity to commit the crime. There are many possible endings to
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this case, and the one you reach is determined by your actions and by the
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deductions you draw from the evidence you gather. But one ending fits the
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facts better than any other, and you will know it when you reach it.
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--
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ENCHANTER
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1983 Fantasy
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Difficulty: ***..
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Welcome to the World of the Enchanter saga - a world where magic is
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commonplace, a world where guilds of professional magic-users spend their
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lifetimes mastering the intricacies of thaumaturgy, a world where great
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forces of evil must constantly be held at bay.
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An Evil Warlock has subjugated the land to his power. All who have opposed
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him have failed. But many years ago, in another age, the great Elders of the
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Circle of Enchanters foresaw the possibility of these dreaded occurences.
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They realized that no fully accomplished Enchanter could penetrate the
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Warlock's defenses unrecognized, and knew that the task of freeing the land
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would fall to a journeyman conjurer.
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You have been identified as the Apprentice Enchanter who must save the land
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from the Warlock.
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As a fledgling Enchanter, you have learned your lessons but have not faced
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all your tests. You possess great power, but in the ranks of necromancers
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you are a lowly and ignorant person indeed. You have been well trained in
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the basics of magic, and you will be greatly aided by the spells you know
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and the spells you will learn. But you must also rely on your powers of
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observation and quick wits.
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--
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HITCHHIKER'S GUIDE
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TO THE GALAXY
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1984 Sci-Fi
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Difficulty: ***..
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Don't Panic!
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In this story, you will be Arthur Dent, a rather ordinary earth creature who
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gets swept up in a whirlwind of interstellar adventures almost beyond
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comprehension. As the story begins, bulldozers are waiting to reduce your
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house to rubble to make way for a motorway bypass. While you attempt to deal
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with this problem, your rather strange friend Ford Prefect drops by to tell
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you that the Earth is about to be demolished to make way for an interstellar
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bypass! If you survive this double threat, you'll embark on a series of
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inter-galactic misadventures even funnier than your worst nightmares! And
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because anything is possible in The Hitchhiker's Guide to the Galaxy, you
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may soon not even be sure of your own identity!
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A special note for people who have read the book The Hitchhiker's Guide to
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the Galaxy: although the opening of the game is fairly similar to the book,
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the story quickly diverges, with lots of new material and different twists.
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Familiarity with the story may make a few of the early puzzles easier, but
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if you rely too heavily on this previous knowledge you will certainly
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befuddle yourself.
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--
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HOLLYWOOD HIJINX
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1987 Adventure
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Difficulty: ***..
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As a child, you spent most of your summers with your Aunt Hildegard and
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Uncle Buddy. What memories! Uncle Buddy was a Hollywood big-shot, Aunt
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Hildegard his loving (and very rich!) wife. They had no children on their
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own, but you and your cousins loved their house, their parties, the
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Hollywood memorabilia, and them. Sure, Buddy and Hildy were a bit eccentric
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- but that added to their charm.
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Aunt Hildegard kept the house when Uncle Buddy passed away. And now that
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she's suddenly died, you remember her unusual will. You will inherit the
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entire estate - probably worth millions - if you can spend one night in the
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house and on the grounds, and find a treasure or two. But if you can't, then
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you inherit nothing.
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And so Hollywood Hijinx begins with you being dropped off in front of a dark
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house, not too far from Hollywood...
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--
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INFIDEL
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1983 Adventure
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Difficulty: ****.
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You like to think of yourself as a bold and adventurous soldier of fortune,
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daring to brave the perils of the Egyptian Desert in search of a great lost
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pyramid. In fact, you're a small-time explorer, and you've just been
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marooned by your crew. Thoughts of getting lost, starving to death, or dying
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of thirst cross your mind, but you are sustained by the faint hope that you
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can somehow find the pyramid in this smouldering heat.
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You're all alone. Perhaps the sun has affected your thinking. Do you really
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expect to find a lost pyramid in this vast, endless desert, much less
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survive? Even if you do find it, can you get inside? Hardest of all, are
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you capable of matching wits with the ancient Egyptians?
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Still, you're driven onward against desperate odds. Undreamed-of riches and
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treasures beyond imagination await you. And your pride and dignity, your
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reputation and self-esteem, are at stake. For you are branded INFIDEL.
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--
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LEATHER GOODESSES
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OF PHOBOS
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1986 Comedy
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Difficulty: ***..
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1936. In the United States, a new miracle fabric called nylon is becoming
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popular, the Great Plains continue to suffer from a severe drought that is
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turning the region into a Dust Bowl, Alf Landon is running for President,
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Victor Hess is receiving the Nobel Prize for Physics for discovering cosmic
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radiation, Gone With the Wind is the best-selling novel, and steak is
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twenty-five cents a pound. Elsewhere, black track star Jesse Owen is
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embarrassing Adolph Hitler by winning four gold medals at the Olympic Games
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in Berlin, Edward the VIII of England is abdicating the throne to marry a
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commoner, the Spanish Civil War is beginning to heat up, and the Leather
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Goddesses of Phobos are completing plans to invade the Earth and turn it
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into their private pleasure world.
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Don't let anyone ever tell you that nothing happens in Upper Sandusky, Ohio,
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because on this day in 1936, you're snatched out of your favorite bar in
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Upper Sandusky - kidnapped by minions of the evil Leather Goddesses. You are
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brought back to Phobos as an experimental subject, as preparations continue
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to enslave every man and woman on Earth.
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If you succeed in escaping the clutches of the Leather Goddesses, you will
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begin an odyssey the likes of which you have never even imagined (except,
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perhaps, in certain very enjoyable dreams). With your loyal friend and
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fellow Earthmate at your side, you will begin a naughty, bawdy, rowdy,
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rousing and very, very amusing romp across the solar system. Your mission,
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should you be able to catch your breath long enough to think about it, is to
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collect the materials you'll need to ultimately defeat the Leather Goddesses
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of Phobos and save humanity! Are you "up" for the job?
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--
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THE LURKING HORROR
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1987 Horror
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Difficulty: ***..
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In The Lurking Horror, you are a student at G.U.E. Tech. You have braved a
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snowstorm to get to the Computer Center and finish work on an assignment.
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But the snowstorm has turned into a raging blizzard, and has trapped you in
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a complex of buildings late at night. You are not alone, fortunately ... or
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perhaps, unfortunately.
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In any event, you soon find yourself wandering away from your computer and
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into the dark nether regions of G.U.E. Tech. Suddenly, you're in a world
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that rivals your most hideous visions, a realm of horror lurking beneath the
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calm corridors and study halls.
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Shapes emerge from dark corners. Eerie sounds draw closer. Slimy passageways
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lead to sights so horrifying that they will feed your nightmares for weeks.
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--
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MOONMIST
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1986 Mystery
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Difficulty: **...
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In Moonmist, you are a famous young American detective. An old friend,
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Tamara Lynd, has written you a letter, asking for your help. And so you have
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travelled to England to test your detective skills.
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As the story begins, you meet some interesting guests. But your visit soon
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turns to mystery, as a trail of riddles and clues leads you to a hidden
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valuable treasure.
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But Tamara is worried about a ghost that is tormenting her. What does the
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ghost want? Is it jealous of her? Does the ghost want the hidden treasure
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for itself? Or is the ghost a fake -- just someone dressing up to frighten
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Tamara? If so, why?
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These mysteries and others are waiting to test your wits in Moonmist.
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--
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PLANETFALL
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1983 Sci-Fi
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Difficulty: ***..
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After the fall of the Second Galactic Union in 1716 GY, a ten-thousand-year
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dark age settled upon the galaxy. Interstellar travel was non-existent, and
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many star systems descended into a near-barbaric state, buring coal and gas
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for energy, and growing food directly from exposed topsoil.
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In 11,203 GY, a treaty between the Empires of Tremain and Galium formed the
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Third Galactic Union. Ships of the Stellar Patrol (a pseudo-military wing of
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the Union government on Tremain) began exploring the galaxy, searching for
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the human civilizations that are the remnants of the Second Galactic Union.
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You are a native of the planet Gallium. Although it is one of the most
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politically powerful worlds in the Union, Gallium is no garden spot. In
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fact, the Gallium Chamber of Commerce brochure entitled "Ten Great Reasons
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to Visit Gallium" ends on page 3. The author ran out of reasons after
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listing just two.
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For five generations, your family has served in the Stellar Patrol. Your
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great-great-grandfather was a High Admiral and one of the founding officers
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of the Patrol. It was taken for granted that when you came of age you would
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join up.
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Now, more than a year after signing up, and two months after being
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transferred to the S.P.S. Feinstein, you are still only ranked Ensign
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Seventh Class. You superior officer, Ensign First Class Blather, has been
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making your life miserable. You're beginning to wonder if you're really cut
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out for the Stellar Patrol...
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--
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PLUNDERED HEARTS
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1987 Romance
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Difficulty: **...
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Plundered Hearts is set in the late 1600s, where you are living the gentle
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life of a beautiful young Englishwoman. You have received news that your
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dear father is ailing, and so you are travelling to the West Indies to care
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for him.
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As the story opens, the ship you are aboard is attacked by pirates, and you
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are carried off by the dashing pirate captain! But this does not dissuade
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you from your determination to find your father. Along the way, you shall
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encounter danger, adventure ... and more than a touch of romance.
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--
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SEASTALKER
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1984 Adventure
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Difficulty: *....
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Welcome to the world of Infocom's junior interactive fiction, a world where:
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* you can become the hero or heroine in a story,
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* you can use your own thinking to guide the story from 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 fight
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against monsters or enemies.
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In Seastalker, you become a young inventor working in your father's
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business. Your newest invention is a small submarine that has only two seats
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inside, for you and your pal Tip. The submarine, called the Scimitar, can
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dive deeply into the sea to capture plants and animals for you to study. But
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you will have to use it to save your undersea scientific station from a sea
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monster that is attacking it!
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--
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SORCERER
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1984 Fantasy
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Difficulty: ****.
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Welcome to the World of the Enchanter saga - a world where magic is
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commonplace, a world where guilds of professional magic-users spend their
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lifetimes mastering the intricacies of thaumaturgy, a world where great
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forces of evil must constantly be held at bay.
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In your late youth you left home to join the Guild of Enchanters. After
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years of schooling, you achieved the rank of Apprentice Enchanter. In
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fulfillment of an ancient prophecy, you were sent to find Krill, an evil
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warlock who had loosed a pestilence upon the land, and who threatened the
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very existence of the Circle of Enchanters. Only someone guileless and
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inexperienced in the ways of magic could slip into Krill's realm unnoticed.
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By defeating Krill, you earned a seat on the Circle of Enchanters, sitting
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at the right hand of your mentor, the leader of the Guild, Belboz the
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Necromancer. Several years have passed, and you have grown very close to
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Belboz as you studied under his tutelage, learning the ways of magic from
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one of the world's most learned practitioners.
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But lately, Belboz has seemed troubled, preoccupied, withdrawn... small
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things only a friend would notice. You have even heard frightening noises
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coming from his chamber, and the voices of conversation when Belboz was
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supposedly alone. His temper has seemed short the last few days, and the
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look in his eyes sends cold shivers down your back. Could some evil spirit
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be at work here? You are sleepless from worry - Belboz is possibly the most
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powerful Enchanter in the kingdom. If his powers were used by the forces of
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darkness instead of the forces of light, who knows what would result?
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And now, unbeknownst to you, Belboz has vanished.
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--
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SPELLBREAKER
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1985 Fantasy
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Difficulty: *****
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Welcome to the World of the Enchanter saga - a world founded on magic, where
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guilds of magicians have mastered the powers of sorcery; a world now
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threatened with destruction.
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You distinguished yourself among the young Enchanters by defeating the evil
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warlock Krill, whose attempt to subjugate the land was thwarted by your
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clerverness, as your inexperience allowed you to succeed where others might
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fave failed. This earned you a place on the Circle of Enchanters, second
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only to the great Belbox the Necromancer. Then Belboz himself was nearly
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destroyed, and your rescue of him from the evil demon Jeearr earned you the
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ultimate honor given a mage, the leadership of the Circle of Enchanters.
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Now, a crisis has befallen the kingdom. Magic itself seems to be failing.
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Spells fail to work or go strangely awry, the populace is confused and
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restive, and even the Enchanters Guild is baffled. And it is at this
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conclave that the final conflict between good and evil begins to unfold.
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--
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STARCROSS
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1982 Sci-Fi
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Difficulty: *****
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The year is 2186. Humanity has established colonies on the moon, Mars, and
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several of the larger asteroids. Earth's sky is dotted with space habitats,
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and the spaceways are always busy. As usual, there is urgent need for energy
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to power this advanced civilization; one of the primary sources of that
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energy is quantum black holes.
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In Starcross you are a miner of black holes, scouring the asteroid belt in
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your one-man survey ship. Finding and harnessing a single black hole can
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make a person's fortune. It's a lonely business, fraught with the known and
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unknown hazards of space. You've equipped your ship, the M.C.S. Starcross
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with the best gear you could afford. You've put everything into this
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venture, and though you've tried before, you somehow sense that this time
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will be different.
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The ship's computer handles the functions of navigation and maintenance. You
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watch the sophisticated mass detector as it unceasingly scans the vicinity
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for unchartered masses. To assuage the tedium of your long trip, you browse
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through the compact tape library, a compendium of human knowledge and
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culture. But the drone of the ship gradually lulls you into a deep sleep.
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As you sleep, you dream of the riches which would be yours if your search
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for a quantum black hole is sucessful. Little do you suspect that the alarm
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on your mass detector is about to jolt you out of your dream -- but not to
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grapple with the long-sought black hole. Your quest hast taken an unexpected
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turn, for you are destined to rendezvous with a gargantuan alien space ship
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from the outer fringes of the galaxy.
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--
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STATIONFALL
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1987 Sci-Fi
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Difficulty: ****.
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After the fall of the Second Galactic Union in 1716 GY, a ten-thousand-year
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dark age settled upon the galaxy. Interstellar travel was nonexistent, and
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many star systems descended into a near-barbaric state, buring coal and gas
|
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for energy, and growing food directly from exposed topsoil.
|
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In 11,203 GY, a treaty between the Empires of Tremain and Galium formed the
|
|
Third Galactic Union. Ships of the Stellar Patrol (a pseudo-military wing of
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the Union government on Tremain) began exploring the galaxy, searching for
|
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the human civilizations that are the remnants of the Second Union.
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You are a native of the planet Gallium, one of the most politically powerful
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but culturally barren worlds in the Union. Your great-great-grandfather was
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a founding officer of the Stellar Patrol, and for five generations, your
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family has served in the Patrol. It was always taken for granted that you
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would sign up as soon as you came of age.
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Once you joined the Patrol, you discovered that the exciting career promised
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in all the Patrol recruitment brochures was nonsense. Your life was drudgery
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and demerits. The one time you got to see an exotic planet was right after a
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big parade, when they needed a detail to sweep up all the confetti.
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Then came your big moment: shipwrecked on a seemingly deserted world, you
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met an exuberant robotic companion named Floyd. Together, the two of you
|
|
discovered the secret of that mysterious planet, Resida, and saved it from
|
|
near destruction.The story of that heroic deed was told in Planetfall.
|
|
|
|
As a result of your heroics, you were offered, and quickly accepted, a juicy
|
|
promotion. Good-bye Ensign Seventh Class -- hello Lieutenant First Class! No
|
|
more scrubwork! No more bathroom details! No more cleaning groth cages!
|
|
Finally, your life in the Stellar Patrol would be as exciting as those
|
|
brochures had promised!
|
|
|
|
Oh, how naive you'd been. Your daily routine simply replaced tedious
|
|
scrubwork with tedious paperwork. Since your planetfall on Resida, five long
|
|
years have dragged by, without a single event worthy of note. Why, just look
|
|
at today's "thrilling" assignment: scooting over to Space Station Gamma
|
|
Delta Gamma 777-G 59/59 Sector Alpha-Mu-79 to pick up a supply of Request
|
|
for Stellar Patrol Issue Regulation Black Form Binders Request Form Forms...
|
|
|
|
--
|
|
|
|
SUSPECT
|
|
|
|
|
|
1984 Mystery
|
|
|
|
Difficulty: ****.
|
|
|
|
|
|
Halloween night.
|
|
|
|
You are a guest at a very exclusive party: the annual Costume Ball at
|
|
Ashcroft Farm. You are mingling with society's blue bloods and power
|
|
brokers, sampling caviar and champagne, and enjoying the fine orchestra and
|
|
the outlandish costumes. Quite a treat for a newspaper reporter like you -
|
|
until someone plays a nasty trick on you.
|
|
|
|
You're framed for a murder you didn't commit.
|
|
|
|
You'll have a hard time convincing the police of your innocence. You'll have
|
|
to figure out who did the heinous crime, and why. You'll need irrefutable
|
|
proof. The murderer is no doubt watching your every move. But you have only
|
|
a few hours to escape the trap that's been laid for you.
|
|
|
|
The murderer is in your midst, laughing behind your back.
|
|
|
|
--
|
|
|
|
SUSPENDED
|
|
|
|
|
|
1983 Sci-Fi
|
|
|
|
Difficulty: *****
|
|
|
|
|
|
You are the Central Mentality on an advanced semi-automated planet. You were
|
|
supposed to sleep -- in limited cryogenic suspension -- for the next 500
|
|
years, 20 miles beneath the surface of the planet, while the great Filtering
|
|
Computers maintained all surface systems. But the computers have taken you
|
|
out of suspension because something is terribly wrong: the weather has
|
|
become brutal, food production is dangerously low, and the Transportation
|
|
System is malfunctioning, causing unprecedented accidents and casualties.
|
|
The planet is in chaos.
|
|
|
|
You are physically immobilized. But you have six robots at your disposal,
|
|
and you must manipulate them strategically to bring the Filtering Computers
|
|
back into balance. Each robot has a distinct perception of the world and
|
|
offers you specific abilities. One offers you sight; a second, hearing; a
|
|
third, access to information in the computer memory banks. Through the
|
|
robots, you must save the planet from destruction.
|
|
|
|
--
|
|
|
|
WISHBRINGER
|
|
|
|
|
|
1985 Fantasy
|
|
|
|
Difficulty: **...
|
|
|
|
|
|
In Wishbringer, you're a postal clerk in a small seaside village called
|
|
Festeron. You deliver a strange envelope to a magic shop, and discover that
|
|
an old woman's black cat has been kidnapped by "the Evil One." The old woman
|
|
asks for your help, and when you leave the magic shop, you find yourself
|
|
trapped in a nightmare world. Your once-quiet town is now full of goons,
|
|
trolls, vultures, fortress-like towers, and assorted wickedness. You become
|
|
entangled in the struggle between Good and Evil; extraordinary help is found
|
|
only in unusual places. Everyone seeks to possess a magic stone of dreams
|
|
known as Wishbringer; but only you can find it and use its powers to make
|
|
your town safe again. And you only have a few hours!
|
|
|
|
--
|
|
|
|
THE WITNESS
|
|
|
|
|
|
1984 Mystery
|
|
|
|
Difficulty: ***..
|
|
|
|
|
|
In The Witness, you are a police detective working near Los Angeles. The
|
|
year is 1938, and on this stormy February night a wealthy but frightened man
|
|
has asked your for protection. In spite of your best efforts, a death will
|
|
occur, and you will have twelve hours to solve the mystery and try to arrest
|
|
the killer.
|
|
|
|
If you think you have enough evidence one or more suspects to convince a
|
|
jury of their guilt, you can arrest them and conclude the case. Your
|
|
ever-helpful assistant, Sergeant Duffy, will assist you in taking the
|
|
accused into custody. (He will also offer help before the arrest if you ask
|
|
him for it.) You can can except to receive a letter from your superiors
|
|
about the outcome of the grand jury investigation - and, if the District
|
|
Attorney gets an indictment, of the trial itself. If the jury does not
|
|
convict, your higher-ups will probably tell you where you may have erred, so
|
|
that you can profit from your mistakes.
|
|
|
|
Because the state cannot win the case unless it can prove guilt beyond a
|
|
reasonable doubt, you are expected to establish the traditional ingredients
|
|
of an ironclad case for the prosecution: the accused must have had a motive,
|
|
a method, an an ample opportunity to commit the crime. There are many
|
|
possible endings to this case, and the one you reach is determined by your
|
|
actions and by the deductions you draw from the evidence you gather. But one
|
|
ending fits the facts better than any, and you will know it when you reach
|
|
it.
|
|
|
|
--
|
|
|
|
ZORK I: THE GREAT
|
|
UNDERGROUND EMPIRE
|
|
|
|
1980 Fantasy
|
|
|
|
Difficulty: ***..
|
|
|
|
|
|
Welcome to ZORK! You are about to experience a classic interactive fantasy,
|
|
set in a magical universe. The ZORK trilogy takes place in the ruins of an
|
|
ancient empire lying far underground. You, a dauntless treasure-hunter, are
|
|
venturing into this dangerous land in search of wealth and adventure.
|
|
Because each part of the ZORK saga is a completely independent story, you
|
|
can explore them in any order. However, since ZORK I is the least difficult,
|
|
it is usually the best place to begin.
|
|
|
|
Many strange tales have been told of the fabulous treasures, exotic
|
|
creatures and diabolical puzzles in the Great Underground Empire. As an
|
|
aspiring adventurer you will undoubtedly want to locate the treasures and
|
|
deposit them in your trophy case. You'd better equip yourself with a source
|
|
of light (for the caverns are dark) and weapons (for some of the inhabitants
|
|
are unfriendly -- especially the thief, a skilled pickpocket and ruthless
|
|
opponent).
|
|
|
|
--
|
|
|
|
ZORK II: THE WIZARD
|
|
OF FROBOZZ
|
|
|
|
1981 Fantasy
|
|
|
|
Difficulty: ****.
|
|
|
|
|
|
Welcome to ZORK! You are about to experience a classic interactive fantasy,
|
|
set in a magical universe. The ZORK trilogy takes place in the ruins of an
|
|
ancient empire lying far underground. You, a dauntless treasure-hunter, are
|
|
venturing into this dangerous land in search of wealth and adventure.
|
|
Because each part of the ZORK saga is a completely independent story, you
|
|
can explore them in any order.
|
|
|
|
In Zork II, you will explore a long hidden region of the Empire, a region
|
|
dominated by the Wizard of Frobozz. The Wizard was once a respected
|
|
Enchanter, but when his powers began to fade he was exiled by Lord Dimwit
|
|
Flathead the Excessive. Now bordering on senility, the Wizard is still a
|
|
force to be reckoned with. Your goal, as you venture into the Wizard's
|
|
realm, is to avoid his capricious tricks and learn to control his magic.
|
|
|
|
--
|
|
|
|
ZORK III: THE
|
|
DUNGEON MASTER
|
|
|
|
1982 Fantasy
|
|
|
|
Difficulty: ****.
|
|
|
|
|
|
Welcome to ZORK! You are about to experience a classic interactive fantasy,
|
|
set in a magical universe. The ZORK trilogy takes place in the ruins of an
|
|
ancient empire lying far underground. You, a dauntless treasure-hunter, are
|
|
venturing into this dangerous land in search of wealth and adventure.
|
|
Because each part of the ZORK saga is a completely independent story, you
|
|
can explore them in any order.
|
|
|
|
As ZORK III begins, your greatest challenge beckons as you take the final
|
|
step down into the very heart of the Great Underground Empire. Your
|
|
character and courage will be tested as the enigmatic Dungeon Master
|
|
confronts you with predicaments and perils. Your quest hinges upon
|
|
discovering his secret purpose, even as he oversees your ultimate triumph -
|
|
or destruction!
|