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1083 lines
38 KiB
Plaintext
1083 lines
38 KiB
Plaintext
New:
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* A Mind Forever Voyaging
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* Beyond Zork
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* Border Zone
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* Bureaucracy
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* Nord and Bert
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- Sherlock
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- Trinity
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New versions:
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- HGTTG
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- LGOP
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- Planetfall
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- Wishbringer
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- Zork I
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[info]
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SHERLOCK: THE RIDDLE
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OF THE CROWN JEWELS
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[description]
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[info]
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A MIND FOREVER
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VOYAGING
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1985 Sci-Fi
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Difficulty: ^^^^^&
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[description]
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Welcome to A Mind Forever Voyaging. In this story, you will be PRISM, the
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world's first sentient machine. Before you "boot up" your disk, make sure
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you read the short story in the first part of the booklet.
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The story begins in the world of 2031, a world on the brink of chaos. The
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economy of the United States of North America (USNA) has been stagnating for
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decades. Crackpot religions are springing up all over the place. Crime and
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urban decay are rampant. Schools have become violent, chaotic places
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ill-suited for educating children. Today's youth frequently use joybooths to
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"tune-out" the world, leading in the extreme case to joybooth suicide, where
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a psychological addict wastes away in his or her private nirvana.
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The global situation is even grimmer. The calcuttization of the Third World
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has almost reached its limit, causing extreme overpopulation and poverty.
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This has created a climate ripe for East Bloc adventurism, exploiting
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instability and fanning the numerous flash points around the globe. The
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superpower race to build an impenetrable missile defense has ended in a tie,
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with the foreseeable but unforseen result that an even more dangerous arms
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race has begun -- a race to build miniature nuclear weapons, some as small
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as a cigarette pack, and smuggle them into enemy cities -- a race which
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threatens to turn the USNA into a giant police state.
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Things are bad, and it appears that they can only get worse. So when Senator
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Richard Ryder, along with a small group of leaders from government,
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business, and the universities, announces the Plan for Renewed National
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Purpose, everyone is only too willing to embrace it.
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Only one thing stands between the Plan and its adoption: a test of its
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validity. That's why you have been "awakened" from your simulated life and
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had your true nature revealed to you several years ahead of schedule. You
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have been chosen to use your unique abilities to enter a simulation of the
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future, based on the tenents of the Plan, in order to check its
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effectiveness. The eyes of the world are on you.
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[versions]
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R79.851122.Z4=r79 / 851122
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R77.850814.Z4=r77 / 850814
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--
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[info]
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BALLYHOO
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1986 Mystery
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Difficulty: ^^^&&
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[description]
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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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[versions]
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R97.851218.Z3=r97 / 851218
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--
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[info]
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BEYOND ZORK
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1987 Fantasy
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Difficulty: ^^^&&
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[description]
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Dark times have fallen upon the Southlands of Quendor. All the enchanters
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have disappeared without a trace. Monsters roam the countryside. And the
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taverns are filled with disturbing rumours and un-savory characters.
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A simple peasant like yourself knows better than to get involved in the
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affairs of wizards. But everyone you meet seems intent on testing your
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abilities to the utmost. You find yourself drawn into a web of fantasy and
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magic, solving puzzles, avoiding traps and fighting monsters. Your strength
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and power grow with every encounter, until the most fabulous treasure of all
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- the fabled Coconut of Quendor - lies within your grasp. If only you can
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survive long enough to claim it!
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Unlike other Infocom stories in which your character is "set" from the
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start, Beyond Zork lets you create your own character with six attributes:
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endurance, strength, dexterity, intelligence, compassion, and luck. Some
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situations in the story require dexterity, some require strength, some
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require intelligence, and so on; some situations require a combination of
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these attributes. You can choose your attributes yourself, or you can use a
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character already set up by the computer.
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You must fight monsters and solve puzzles to succeed in your quest. Since
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your success will often depend on your attributes, mindful players will try
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to improve their attributes as they venture onward.
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[versions]
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R57.871221.Z5=r57 / 871221
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R51.870923.Z5=r51 / 870923
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R49.870917.Z5=r49 / 870917
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R47.870915.Z5=r47 / 870915
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--
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[info]
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BORDER ZONE
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1987 Espionage
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Difficulty: ^^^^&
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[description]
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Washington and Moscow are the capitals of the Superpowers, but the Cold War
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is fought at the front: in Eastern Bloc countries like Frobnia and adjacent
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neutral countries like Litzenburg. In these countries, where all strangers
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are suspect and all actions observed, paranoia and vulnerability are
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inescapable. In these countries, innocent travelers get caught in the web of
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international espoinage. This is the setting for Border Zone.
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Border Zone consists of three chapters. In each chapter, you play a
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different character (an American businessman, a Western spy, and an Eastern
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spy) involved in unique puzzles and goals. The chapters take place at
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different times and at different locations. As a player, you will get the
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most satisfaction if you play the chapters in order.
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Border Zone has a built-in clock which drives the story forward. Unlike
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other Infocom stories, the clock in Border Zone continues to tick even while
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you stop to think. So if you find yourself in a dangerous situation, you
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can't just sit back and relax. Whether you type in a command or not,
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characters will move around, events will happen, and the story will proceed.
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[versions]
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R9.871008.Z5=r9 / 871008
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--
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[info]
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BUREAUCRACY
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1987 Comedy
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Difficulty: ^^^^&
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[description]
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Once upon a time (not very long ago), a man moved from one apartment in
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London to another. He dutifully notified everyone of his new address,
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including his bank; in fact, he went to the bank and filled out a change-
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of-address form himself. The man was very happy in his new apartment.
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Then, one day, the man tried to use a credit card but couldn't. He
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discovered that his bank had invalidated his credit card. Apparently, the
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bank had sent a new card to his old address.
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For weeks, the man tried to get the bank to acknowledge his change-of-
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address form. He talked to many bank officials, and filled out new forms,
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and tried to get a new credit card issued, but nothing worked. The man had
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no credit, and the bank behaved like, well, a bank.
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It's a sad story, one that gets replayed every day for millions of people
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worldwide. Of course, sometimes it's not a bank at fault: sometimes it's the
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postal service, or an insurance company, or the telephone company, or an
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airline, or the Government. But all of us, at one time or another, feel
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persecuted by a bureaucracy.
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You begin Bureaucracy in your new house. As per the letter in your package,
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you will fly to Paris (for business and pleasure) just as soon as you get
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some money to take you to the airport. That money should be in today's mail,
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so you should be off soon... unless, of course, there's some problem with
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the mail.
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Oh, by the way: The man in our story about the bank was Douglas Adams, the
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principal author of this game. The bank finally did send him a letter,
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apologizing for the inconvenience - but they sent it to his old address.
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[versions]
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R116.DEPROT.Z4=r116 / 870602 (deprotected)
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R86.DEPROT.Z4=r86 / 870212 (deprotected)
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R116.870602.Z4=r116 / 870602
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R86.870212.Z4=r86 / 870212
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--
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[info]
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CUTTHROATS
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1984 Adventure
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Difficulty: ^^^&&
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[description]
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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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[versions]
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R23.840809=r23 / 840809
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--
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[info]
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DEADLINE
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1982 Mystery
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Difficulty: ^^^^^
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[description]
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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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[versions]
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R27.831005.Z3=r27 / 831005
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R26.821108.Z3=r26 / 821108
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R22.820809.Z3=r22 / 820809
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R21.820512.Z3=r21 / 820512
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R19.820427.Z3=r19 / 820427
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R18.820311.Z3=r18 / 820311
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--
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[info]
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ENCHANTER
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1983 Fantasy
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Difficulty: ^^^&&
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[description]
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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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[versions]
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R29.860820.Z3=r29 / 860820
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R24.851118.Z3=r24 / 851118
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R16.831118.Z3=r16 / 831118
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R15.831107.Z3=r15 / 831107
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R10.830810.Z3=r10 / 830810
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--
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[info]
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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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[description]
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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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[versions]
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R59.851108.Z3=r59 / 851108
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R58.851002.Z3=r58 / 851002
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R56.841221.Z3=r56 / 841221
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R47.840914.Z3=r47 / 840914
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--
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[info]
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HOLLYWOOD HIJINX
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1987 Adventure
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Difficulty: ^^^&&
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[description]
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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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[versions]
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R37.861215.Z3=r37 / 861215
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R235.861118.Z3=r235 / 861118
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--
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[info]
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INFIDEL
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1983 Adventure
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Difficulty: ^^^^&
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[description]
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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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[versions]
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R22.830916.Z3=r22 / 830916
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|
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--
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|
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[info]
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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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|
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[description]
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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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[versions]
|
|
R59.860730.Z3=r59 / 860730
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R50.860711.Z3=r50 / 860711
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|
|
|
--
|
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[info]
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THE LURKING HORROR
|
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1987 Horror
|
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|
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Difficulty: ^^^&&
|
|
|
|
[description]
|
|
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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|
|
[versions]
|
|
R221.870918.Z3=r221 / 870918
|
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R219.870912.Z3=r219 / 870912
|
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R203.870506.Z3=r203 / 870506
|
|
|
|
--
|
|
|
|
[info]
|
|
MINI-ZORK
|
|
|
|
|
|
1987 Fantasy
|
|
|
|
Difficulty: ^^^&&
|
|
|
|
[description]
|
|
This is a condensed version of Zork I, reduced to make it viable for the
|
|
cassette-based Commodore 64. The only Infocom story file ever to be intended
|
|
to run from cassette rather than disk, Mini-Zork has been compared to a
|
|
Reader's Digest edition of a classic. It is one of several remakings of Zork
|
|
from the final years of Infocom.
|
|
|
|
In November 1990, a year after Infocom had effectively become defunct, Mini-
|
|
Zork was given away with the British Commodore magazine "Zzap! 64" no. 67,
|
|
which is now a collector's item.
|
|
|
|
[versions]
|
|
R34.871124.Z3=r34 / 871124
|
|
|
|
--
|
|
|
|
[info]
|
|
MOONMIST
|
|
|
|
|
|
1986 Mystery
|
|
|
|
Difficulty: ^^&&&
|
|
|
|
[description]
|
|
In Moonmist, you are a famous young American detective. An old friend,
|
|
Tamara Lynd, has written you a letter, asking for your help. And so you have
|
|
travelled to England to test your detective skills.
|
|
|
|
As the story begins, 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 Moonmist.
|
|
|
|
[versions]
|
|
R9.861022.Z3=r9 / 861022
|
|
R4.860918.Z3=r4 / 860918
|
|
|
|
--
|
|
|
|
[info]
|
|
NORD AND BERT
|
|
|
|
|
|
1987 Comedy
|
|
|
|
Difficulty: ^^^^^
|
|
|
|
[description]
|
|
|
|
Nord and Bert Couldn't Make Head or Tail of It is different from any other
|
|
Infocom story you may have seen. Rather than being one long story, it's a
|
|
collection of eight short stories, or scenarios. Each of the eight stories
|
|
involves some sort of punning, wordplay, or verbal trickery.
|
|
|
|
The people and items you meet in one scenario won't appear in another, and
|
|
so each story is played independently of the others. However, to get into
|
|
the scenario called Meet the Mayor, you need to know seven passwords. You
|
|
get one password everytime you complete one of the other seven scenarios.
|
|
You can play these other seven scenarios in any order.
|
|
|
|
Nord and Bert also differs from other Infocom stories in that no mapping is
|
|
needed, and you won't use compass directions to move from one place to
|
|
another. Instead, the status line (at the top of your screen) will tell you
|
|
what places you can go next.
|
|
|
|
[versions]
|
|
R19.870722.Z4=r19 / 870722
|
|
|
|
--
|
|
|
|
[info]
|
|
PLANETFALL
|
|
|
|
|
|
1983 Sci-Fi
|
|
|
|
Difficulty: ^^^&&
|
|
|
|
[description]
|
|
After the fall of the Second Galactic Union in 1716 GY, a ten-thousand-year
|
|
dark age settled upon the galaxy. Interstellar travel was non-existent, and
|
|
many star systems descended into a near-barbaric state, buring coal and gas
|
|
for energy, and growing food directly from exposed topsoil.
|
|
|
|
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
|
|
the Union government on Tremain) began exploring the galaxy, searching for
|
|
the human civilizations that are the remnants of the Second Galactic Union.
|
|
|
|
You are a native of the planet Gallium. Although it is one of the most
|
|
politically powerful worlds in the Union, Gallium is no garden spot. In
|
|
fact, the Gallium Chamber of Commerce brochure entitled "Ten Great Reasons
|
|
to Visit Gallium" ends on page 3. The author ran out of reasons after
|
|
listing just two.
|
|
|
|
For five generations, your family has served in the Stellar Patrol. Your
|
|
great-great-grandfather was a High Admiral and one of the founding officers
|
|
of the Patrol. It was taken for granted that when you came of age you would
|
|
join up.
|
|
|
|
Now, more than a year after signing up, and two months after being
|
|
transferred to the S.P.S. Feinstein, you are still only ranked Ensign
|
|
Seventh Class. You superior officer, Ensign First Class Blather, has been
|
|
making your life miserable. You're beginning to wonder if you're really cut
|
|
out for the Stellar Patrol...
|
|
|
|
[versions]
|
|
R37.851003.Z3=r37 / 851003
|
|
R29.840118.Z3=r29 / 840118
|
|
R26.831014.Z3=r26 / 831014
|
|
R20.830708.Z3=r20 / 830708
|
|
|
|
--
|
|
|
|
[info]
|
|
PLUNDERED HEARTS
|
|
|
|
|
|
1987 Romance
|
|
|
|
Difficulty: ^^&&&
|
|
|
|
[description]
|
|
Plundered Hearts is set in the late 1600s, where you are living the gentle
|
|
life of a beautiful young Englishwoman. You have received news that your
|
|
dear father is ailing, and so you are travelling to the West Indies to care
|
|
for him.
|
|
|
|
As the story opens, the ship you are aboard is attacked by pirates, and you
|
|
are carried off by the dashing pirate captain! But this does not dissuade
|
|
you from your determination to find your father. Along the way, you shall
|
|
encounter danger, adventure ... and more than a touch of romance.
|
|
|
|
[versions]
|
|
R26.870730.Z3=r26 / 870730
|
|
|
|
--
|
|
|
|
[info]
|
|
SEASTALKER
|
|
|
|
|
|
1984 Adventure
|
|
|
|
Difficulty: ^&&&&
|
|
|
|
[description]
|
|
Welcome to the world of Infocom's junior interactive fiction, a world where:
|
|
|
|
* you can become the hero or heroine in a story,
|
|
* you can use your own thinking 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 fight
|
|
against monsters or enemies.
|
|
|
|
In Seastalker, you become a young inventor working in your father's
|
|
business. Your newest invention is a small submarine that has only two seats
|
|
inside, for you and your pal Tip. The submarine, called the Scimitar, can
|
|
dive deeply into the sea to capture plants and animals for you to study. But
|
|
you will have to use it to save your undersea scientific station from a sea
|
|
monster that is attacking it!
|
|
|
|
[versions]
|
|
R16B.850603.Z3=r16 / 850603
|
|
R16A.850515.Z3=r16 / 850515
|
|
R15B.840522.Z3=r15 / 840522
|
|
R15A.840501.Z3=r15 / 840501
|
|
R86.840320.Z3=r86 / 840320
|
|
|
|
--
|
|
|
|
[info]
|
|
SORCERER
|
|
|
|
|
|
1984 Fantasy
|
|
|
|
Difficulty: ^^^^&
|
|
|
|
[description]
|
|
In your late youth you left home to join the Guild of Enchanters. After
|
|
years of schooling, you achieved the rank of Apprentice Enchanter. In
|
|
fulfillment of an ancient prophecy, you were sent to find Krill, an evil
|
|
warlock who had loosed a pestilence upon the land, and who threatened the
|
|
very existence of the Circle of Enchanters. Only someone guileless and
|
|
inexperienced in the ways of magic could slip into Krill's realm unnoticed.
|
|
|
|
By defeating Krill, you earned a seat on the Circle of Enchanters, sitting
|
|
at the right hand of your mentor, the leader of the Guild, Belboz the
|
|
Necromancer. Several years have passed, and you have grown very close to
|
|
Belboz as you studied under his tutelage, learning the ways of magic from
|
|
one of the world's most learned practitioners.
|
|
|
|
But lately, Belboz has seemed troubled, preoccupied, withdrawn... small
|
|
things only a friend would notice. You have even heard frightening noises
|
|
coming from his chamber, and the voices of conversation when Belboz was
|
|
supposedly alone. His temper has seemed short the last few days, and the
|
|
look in his eyes sends cold shivers down your back. Could some evil spirit
|
|
be at work here? You are sleepless from worry - Belboz is possibly the most
|
|
powerful Enchanter in the kingdom. If his powers were used by the forces of
|
|
darkness instead of the forces of light, who knows what would result?
|
|
|
|
And now, unbeknownst to you, Belboz has vanished.
|
|
|
|
[versions]
|
|
R18.DEPROT.Z3=r18 / 860904 (deprotected)
|
|
R15.DEPROT.Z3=r15 / 851108 (deprotected)
|
|
R13.DEPROT.Z3=r13 / 851021 (deprotected)
|
|
R6.DEPROT.Z3=r6 / 840508 (deprotected)
|
|
R4.DEPROT.Z3=r4 / 840131 (deprotected)
|
|
R18.860904.Z3=r18 / 860904
|
|
R15.851108.Z3=r15 / 851108
|
|
R13.851021.Z3=r13 / 851021
|
|
R6.840508.Z3=r6 / 840508
|
|
R4.840131.Z3=r4 / 840131
|
|
|
|
--
|
|
|
|
[info]
|
|
SPELLBREAKER
|
|
|
|
|
|
1985 Fantasy
|
|
|
|
Difficulty: ^^^^^
|
|
|
|
[description]
|
|
You distinguished yourself among the young Enchanters by defeating the evil
|
|
warlock Krill, whose attempt to subjugate the land was thwarted by your
|
|
clerverness, as your inexperience allowed you to succeed where others might
|
|
fave failed. This earned you a place on the Circle of Enchanters, second
|
|
only to the great Belbox the Necromancer. Then Belboz himself was nearly
|
|
destroyed, and your rescue of him from the evil demon Jeearr earned you the
|
|
ultimate honor given a mage, the leadership of the Circle of Enchanters.
|
|
|
|
Now, a crisis has befallen the kingdom. Magic itself seems to be failing.
|
|
Spells fail to work or go strangely awry, the populace is confused and
|
|
restive, and even the Enchanters Guild is baffled. And it is at this
|
|
conclave that the final conflict between good and evil begins to unfold.
|
|
|
|
[versions]
|
|
R87.DEPROT.Z3=r87 / 860904 (deprotected)
|
|
R63.DEPROT.Z3=r63 / 850916 (deprotected)
|
|
R87.860904.Z3=r87 / 860904
|
|
R63.850916.Z3=r63 / 850916
|
|
|
|
--
|
|
|
|
[info]
|
|
STARCROSS
|
|
|
|
|
|
1982 Sci-Fi
|
|
|
|
Difficulty: ^^^^^
|
|
|
|
[description]
|
|
The year is 2186. Humanity has established colonies on the moon, Mars, and
|
|
several of the larger asteroids. Earth's sky is dotted with space habitats,
|
|
and the spaceways are always busy. As usual, there is urgent need for energy
|
|
to power this advanced civilization; one of the primary sources of that
|
|
energy is quantum black holes.
|
|
|
|
In Starcross you are a miner of black holes, scouring the asteroid belt in
|
|
your one-man survey ship. Finding and harnessing a single black hole can
|
|
make a person's fortune. It's a lonely business, fraught with the known and
|
|
unknown hazards of space. You've equipped your ship, the M.C.S. Starcross
|
|
with the best gear you could afford. You've put everything into this
|
|
venture, and though you've tried before, you somehow sense that this time
|
|
will be different.
|
|
|
|
The ship's computer handles the functions of navigation and maintenance. You
|
|
watch the sophisticated mass detector as it unceasingly scans the vicinity
|
|
for unchartered masses. To assuage the tedium of your long trip, you browse
|
|
through the compact tape library, a compendium of human knowledge and
|
|
culture. But the drone of the ship gradually lulls you into a deep sleep.
|
|
|
|
As you sleep, you dream of the riches which would be yours if your search
|
|
for a quantum black hole is sucessful. Little do you suspect that the alarm
|
|
on your mass detector is about to jolt you out of your dream -- but not to
|
|
grapple with the long-sought black hole. Your quest hast taken an unexpected
|
|
turn, for you are destined to rendezvous with a gargantuan alien space ship
|
|
from the outer fringes of the galaxy.
|
|
|
|
[versions]
|
|
R17.821021.Z3=r17 / 821021
|
|
R15.820901.Z3=r15 / 820901
|
|
|
|
--
|
|
|
|
[info]
|
|
STATIONFALL
|
|
|
|
|
|
1987 Sci-Fi
|
|
|
|
Difficulty: ^^^^&
|
|
|
|
[description]
|
|
After the fall of the Second Galactic Union in 1716 GY, a ten-thousand-year
|
|
dark age settled upon the galaxy. Interstellar travel was nonexistent, and
|
|
many star systems descended into a near-barbaric state, buring coal and gas
|
|
for energy, and growing food directly from exposed topsoil.
|
|
|
|
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
|
|
the Union government on Tremain) began exploring the galaxy, searching for
|
|
the human civilizations that are the remnants of the Second Union.
|
|
|
|
You are a native of the planet Gallium, one of the most politically powerful
|
|
but culturally barren worlds in the Union. Your great-great-grandfather was
|
|
a founding officer of the Stellar Patrol, and for five generations, your
|
|
family has served in the Patrol. It was always taken for granted that you
|
|
would sign up as soon as you came of age.
|
|
|
|
Once you joined the Patrol, you discovered that the exciting career promised
|
|
in all the Patrol recruitment brochures was nonsense. Your life was drudgery
|
|
and demerits. The one time you got to see an exotic planet was right after a
|
|
big parade, when they needed a detail to sweep up all the confetti.
|
|
|
|
Then came your big moment: shipwrecked on a seemingly deserted world, you
|
|
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...
|
|
|
|
[versions]
|
|
R107.DEPROT.Z3=r107 / 870430 deprotected
|
|
R107.870430.Z3=r107 / 870430
|
|
|
|
--
|
|
|
|
[info]
|
|
SUSPECT
|
|
|
|
|
|
1984 Mystery
|
|
|
|
Difficulty: ^^^^&
|
|
|
|
[description]
|
|
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.
|
|
|
|
[versions]
|
|
R14.841005.Z3=r14 / 841005
|
|
|
|
--
|
|
|
|
[info]
|
|
SUSPENDED
|
|
|
|
|
|
1983 Sci-Fi
|
|
|
|
Difficulty: ^^^^^
|
|
|
|
[description]
|
|
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.
|
|
|
|
[versions]
|
|
R8B.840521.Z3=r8 / 840521
|
|
R8A.830521.Z3=r8 / 830521
|
|
R7.830419.Z3=r7 / 830419
|
|
R5.830222.Z3=r5 / 830222
|
|
|
|
--
|
|
|
|
[info]
|
|
WISHBRINGER
|
|
|
|
|
|
1985 Fantasy
|
|
|
|
Difficulty: ^^&&&
|
|
|
|
[description]
|
|
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!
|
|
|
|
[versions]
|
|
R69.850920.Z3=r69 / 850920
|
|
R68.850501.Z3=r68 / 850501
|
|
|
|
--
|
|
|
|
[info]
|
|
THE WITNESS
|
|
|
|
|
|
1984 Mystery
|
|
|
|
Difficulty: ^^^&&
|
|
|
|
[description]
|
|
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.
|
|
|
|
[versions]
|
|
R22.840924.Z3=r22 / 840924
|
|
R21.831208.Z3=r21 / 831208
|
|
R20.831119.Z3=r20 / 831119
|
|
R18.830910.Z3=r18 / 830910
|
|
R13.830524.Z3=r13 / 830524
|
|
|
|
--
|
|
|
|
[info]
|
|
ZORK I: THE GREAT
|
|
UNDERGROUND EMPIRE
|
|
|
|
1980 Fantasy
|
|
|
|
Difficulty: ^^^&&
|
|
|
|
[description]
|
|
Welcome to ZORK! You are about to experience a classic interactive fantasy,
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set in a magical universe. The ZORK trilogy takes place in the ruins of an
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ancient empire lying far underground. You, a dauntless treasure-hunter, are
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venturing into this dangerous land in search of wealth and adventure.
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Because each part of the ZORK saga is a completely independent story, you
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can explore them in any order. However, since ZORK I is the least difficult,
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it is usually the best place to begin.
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Many strange tales have been told of the fabulous treasures, exotic
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creatures and diabolical puzzles in the Great Underground Empire. As an
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aspiring adventurer you will undoubtedly want to locate the treasures and
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deposit them in your trophy case. You'd better equip yourself with a source
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of light (for the caverns are dark) and weapons (for some of the inhabitants
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are unfriendly -- especially the thief, a skilled pickpocket and ruthless
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opponent).
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[versions]
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R88.840726.Z3=r88 / 840726
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R76.840509.Z3=r76 / 840509
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R75.830929.Z3=r75 / 830929
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R30.830330.Z3=r30 / 830330
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R28.821013.Z3=r28 / 821013
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R26.820803.Z3=r26 / 820803
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R25.820515.Z3=r25 / 820515
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R23.820428.Z3=r23 / 820428
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R20.000000.Z3=r20 / 000000
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--
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[info]
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ZORK II: THE WIZARD
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OF FROBOZZ
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1981 Fantasy
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Difficulty: ^^^^&
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[description]
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In Zork II, you will explore a long hidden region of the Empire, a region
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dominated by the Wizard of Frobozz. The Wizard was once a respected
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Enchanter, but when his powers began to fade he was exiled by Lord Dimwit
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Flathead the Excessive. Now bordering on senility, the Wizard is still a
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force to be reckoned with. Your goal, as you venture into the Wizard's
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realm, is to avoid his capricious tricks and learn to control his magic.
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Because each part of the ZORK saga is a completely independent story, you
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can explore them in any order.
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[versions]
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R48.840904.Z3=r48 / 840904
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R23.830411.Z3=r23 / 830411
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R22.830331.Z3=r22 / 830331
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R19.820721.Z3=r19 / 820721
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R18B.820517.Z3=r18 / 820517
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R18A.820512.Z3=r18 / 820512
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R17.820427.Z3=r17 / 820427
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R15.820308.Z3=r15 / 820308
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--
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[info]
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ZORK III: THE
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DUNGEON MASTER
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1982 Fantasy
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Difficulty: ^^^^&
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[description]
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As ZORK III begins, your greatest challenge beckons as you take the final
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step down into the very heart of the Great Underground Empire. Your
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character and courage will be tested as the enigmatic Dungeon Master
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confronts you with predicaments and perils. Your quest hinges upon
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discovering his secret purpose, even as he oversees your ultimate triumph -
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or destruction!
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Because each part of the ZORK saga is a completely independent story, you
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can explore them in any order.
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[versions]
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R17.840727.Z3=r17 / 840727
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R16.830410.Z3=r16 / 830410
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R15B.840518.Z3=r15 / 840518
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R15A.830331.Z3=r15 / 830331
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R12.821025.Z3=r12 / 821025
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R10.820818.Z3=r10 / 820818
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