Instruction Manual for Archmage Welcome to the world of the Enchanter saga -- a world founded on magic, where guilds of magicians have mastered the powers of sorcery; a world now threatened with destruction. You distinguished yourself among the young Enchanters by defeating the evil warlock Krill, whose attempt to subjugate the land was thwarted by your cleverness, as your inexperience allowed you to succeed where others might have failed. This earned you a place on the Circle of Enchanters, second only to the great Belboz 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. A great conclave of the Guildmasters is ordained, and it is at this conclave that the final conflict between good and evil begins to unfold. If you're familiar with Infocom's interactive fiction, you may not feel like reading this entire manual. However, you should at least read about the use of magic (on page x). Also look at the appendix of recognized verbs (on page x); some of the verbs listed are found in all Infocom stories, while others are included especially for Archmage. All wizards will want to familiarize themselves with this list. Table of Contents An Overview Page N *What is interactive fiction? *Moving around *Turns and scoring Tips for Novices Page N Nine useful pointers about interactive fiction Communicating with Archmage Page N *Basic sentences *Complex sentences *Talking to characters in the story *Vocabulary limitations Spell Casting Page N *Using your spell book *Memorizing spells *Casting spells Starting and Stopping Page N *Starting Archmage ("Booting up") *Saving and restoring *Quitting and restarting Appendix A: Important Commands Page N Appendix B: Some Recognized Verbs Page N Appendix C: Archmage Complaints Page N Appendix D: Sample Transcript and Map Page N Appendix E: We're Never Satisfied Page N Appendix F: If You Have Technical Problems Page N Appendix G: About the Author Page N Appendix H: Copyright and Warranty Information Page N Appendix I: Quick Reference Guide Page N This briefly describes the most important things to know about interactive fiction. It is vital that you know all these things before you begin your adventure. An Overview Interactive fiction is a story in which you are the main character. Your own thinking and imagination determine the actions of that character and guide the story from start to finish. Each work of interactive fiction, such as Archmage, presents you with a series of locations, items, characters, and events. You can interact with these in a variety of ways. Some wizards have the power to transport themselves with a mere twitch of the toes. Most of the others, alas, must walk. To move from place to place, type the direction you want to go. When you find yourself in a new location, it's a good idea to become familiar with your surroundings by exploring the nearby rooms and reading each description carefully. (You may notice that Archmage occasionally refers to a location as a "room," even if you are outdoors.) As you explore, it is helpful to make a map of the geography. An important element of interactive fiction is puzzle-solving. You should think of a locked door or a ferocious beast not as a permanent obstacle, but merely as a puzzle to be tackled. Solving puzzles will frequently involve bringing a certain item with you, and then using it in the proper way. In Archmage, time passes only in response to your input. You might imagine a clock that ticks once for each sentence you type, and the story progresses only at each tick. Nothing happens until you type a sentence and press the RETURN (or ENTER) key, so you can plan your turns as slowly and carefully as you want. To measure your progress, Archmage keeps track of your score. You may get points for solving puzzles, performing certain actions, or visiting certain locations. A perfect score is to be strived for, but of course a true Enchanter is above such mundane considerations and will consult the score only to measure progress toward more worthy goals. Tips for Novices 1. In bygone days, Enchanters could recall even the tiniest events in their lives and project them upon the clouds to the great amusement of the populace. Since you do not currently possess that skill, it's a good idea to draw a map. It should include each location, the directions connecting it to adjoining locations, and any interesting objects there. (See the small sample map that goes along with the sample transcript on page N.) Note there are 10 possible directions, plus IN and OUT. 2. Examine all objects you come across. Most objects in the story that you can pick up are important for solving one or more of the puzzles you'll run into. 3. Save your place often. That way, if you mess up or get "killed," you won't have to start over from the beginning. See page N for instructions. 4. Read the story carefully. There are often clues in the descriptions of locations and objects, as well as in labels, engravings, books, and so on. Even strange or dangerous actions may provide clues, and might prove to be fun! You can always save your position first if you want. Here's a silly example: >GIVE THE MAGIC GERANIUM TO THE WOLF The wolf considers, for a moment, eating the geranium instead of you. Then he decides the better of it. He comes closer and closer. In addition to learning something about the culinary preferences of wolves, you have a clue that perhaps feeding something else (a steak?) to the wolf would be more useful. 5. Unlike other "adventure games" you may have played, there are many possible routes to the end of Archmage. Some puzzles have more than one solution; other puzzles don't need to be solved at all. Sometimes you will have to solve one puzzle in order to obtain the item(s) or information you need to solve another puzzle. 6. You may find it helpful to go through Archmage with another person. Different people may find different puzzles easy and can often complement each other. 7. If you really have difficulty, you can order a hint booklet and a complete map using the order form in your package. You don't need this booklet to enjoy the story, but it will make solving the puzzles easier. 8. Read the sample transcript on page N to get a feel for how Infocom's interactive fiction works. 9. You can word a command in many different ways. For example, if you wanted to pick up a dusty scroll, you could type in any of the following: >GET SCROLL >TAKE THE SCROLL >PICK UP THE DUSTY SCROLL In fact, if the scroll is the only thing in sight that you can take, just typing TAKE would have been enough. But more about that in the next section ... Communicating with Archmage In Archmage, you type your sentence in plain English each time you see the prompt (>). Archmage usually acts as if your sentence begins "I want to...," although you shouldn't actually type those words. You can use words like THE if you want, and you can use capital letters if you want; Archmage doesn't care either way. When you have finished typing a sentence, press the RETURN (or ENTER) key and Archmage will process your request. Archmage will then respond, telling you whether your request is possible at this point in the story, and what happened as a result. Archmage recognizes your words by their first six letters, and all subsequent letters are ignored. Therefore, SILVER, SILVERsmith, and SILVERware would all be treated as the same word by Archmage. To move around, just type the desired direction. You can use the eight compass directions: NORTH, SOUTH, EAST, WEST, NORTHEAST, NORTHWEST, SOUTHEAST, and SOUTHWEST. You can abbreviate these to N, S, E, W, NE, NW, SE, and SW, respectively. You can use UP (or U) and DOWN (or D). IN and OUT will also work in certain places. Archmage understands many different kinds of sentences. Here are several examples. (Note some of these objects do not actually appear in Archmage.) >WALK NORTH >DOWN >NE >GO UP >TAKE THE SPELL BOOK >READ THE SCROLL >LOOK UNDER THE BED >GO OUT >DROP THE NEWT INTO THE POT >EXAMINE THE LARGE RED DEMON >PUSH THE BLACK BUTTON >SHOOT THE DEMON WITH THE LOADED GUN >GIVE THE MAGIC WAND TO THE FROG >LOOK UNDER THE STATUE >READ THE CRUMBLY YELLOW SCROLL You can use multiple objects with certain verbs if you separate them by the word AND or by a comma. Some examples: >TAKE SWORD AND MAGIC KNIFE >DROP THE SPRIG OF IVY, THE MISTLETOE, AND THE SPOTTED FROG >PUT THE BAT'S FEET AND THE BLUE BUBBLY LIQUID IN THE BOWL You can include several sentences on one input line if you separate them by the word THEN or by a period. (Note that each sentence will still count as a turn.) You don't need a period at the end of the input line. For example, you could type all of the following at once, before pressing the RETURN (or ENTER) key: >READ THE SCROLL. WRITE "BROKEN" ON IT. OPEN THE GARBAGE CAN THEN DROP THE SCROLL INTO THE GARBAGE CAN If Archmage doesn't understand one of the sentences on your input line, or if something unusual happens, it will ignore the rest of your input line (see "Archmage Complaints" on page N). The words IT and ALL can be very useful. For example: >TAKE THE SCROLL. READ IT. PUT IT IN THE BOX >CLOSE THE HEAVY METAL DOOR. LOCK IT >TAKE THE SILVER HELMET. SHINE IT. PUT IT ON >TAKE ALL >EXAMINE ALL THE DUSTY SCROLLS >TAKE ALL EXCEPT THE WET EGG AND THE KEY >TAKE ALL FROM CABINET >DROP ALL BUT THE PENCIL The word ALL refers to every visible object except those inside something else. If there were an apple on the ground and an orange inside a cabinet, TAKE ALL would take the apple but not the orange. There are three kinds of questions that Archmage understands: WHO IS (someone), WHERE IS (something), and WHAT IS (something). For example: >WHO IS ORKAN? >WHERE IS THE SPELL BOOK? >WHAT IS A GRUE? You can use quotes to say something "out loud." For example: >SAY "HELLO" You can write a word on an object in the game if you want: >WRITE "GARLIC" ON THE BAG >WRITE "VALUABLE" ON THE ANCIENT SCROLL You will meet other people and creatures in Archmage. You can "talk" to some of these beings by typing their name, then a comma, then whatever you want to say to them. Here are some examples: IMP, WHERE IS MY SPELL BOOK? HENCHMAN, FOLLOW ME ADVENTURER, KILL THE MONSTER THEN GIVE ME THE SWORD SQUIRE, GIVE ME THE WAND. CLEAN OFF THE SANDALS Notice that in the last two examples, you are giving a person more than one command on the same input line. Archmage tries to guess what you really mean when you don't give enough information. For example, if you say that you want to do something, but not what you want to do it to or with, Archmage will sometimes decide that there is only one possible object you could mean. When it does so, it will tell you. For example: >UNLOCK THE DOOR (with the key) The door is now unlocked. If your sentence is ambiguous, Archmage will ask what you really mean. You can answer most of these questions briefly by supplying the missing information, rather than typing the entire input again. You can do this only at the very next prompt. For example: >SLICE THE SCROLL What do you want to slice the scroll with? >THE SCIMITAR The scroll is reduced to paper dolls. or >TAKE THE SCROLL Which scroll do you mean, the evil enchanted scroll or the lovely vellum scroll? >ENCHANTED The evil in the scroll flows inexorably up your arm. It seems to be seeking out your heart! Archmage uses many words in its descriptions that it will not recognize in your sentences. For example, you might read, "The bright-red sun sets slowly into the horizon." However, if Archmage doesn't recognize the words SUN or HORIZON in your input, you can assume they are not important to your completion of the story, except to provide you with a more vivid description of where you are or what is going on. Archmage recognizes over 900 words, nearly all that you are likely to use in your sentences. If Archmage doesn't know a word you used, or any of its common synonyms, you are almost certainly trying something that is not important in continuing your adventure. Spell Casting Spells are a way of performing magic. Each spell is known by the one-word name through which the spell can be used. Magic spells usually have a duration and sometimes a delay before they can be used again. Remember: Magic spells are dangerous things, particularly to wizards. Wizards' heightened abilities in this realm carry the penalty of heightened sensitivity to spells cast by others. Sometimes a spell which a mundane person would not even notice will have a profound effect upon you. As a certified wizard, you have a personal spell book, in which you record the spells you are capable of using. Your book contains a few spells before the story begins; others may be added during your travels. You may find spell scrolls here and there. These are extremely valuable objects. They may be used directly to cast spells, but so doing uses up the spell and scroll permanently, so it is much better to write them into your spell book. Then, you can use them many times. You may write newly found spells into your spell book by using the GNUSTO spell ("writes magic"), which you learned early in your career. Once a spell is written in your spell book, it may be used again and again. (Some spells are too powerful to be written into a spell book. Such spells may still be used if they are found on scrolls, but the spell will be gone after it is used.) Reading your book lists the spells you have written, along with their meanings. You might experiment with the spells already in your book to learn their uses. Before a spell in your book can actually be used, it must be memorized. Only a small number of spells can actually be memorized at one time, and when you use a spell you have memorized, you forget it. You must relearn a spell to use it again. The SPELLS command lets you know which spells are memorized and how many times each one has been memorized. (This is helpful because a spell memorized twice can be used twice before being forgotten.) You can use spells either by saying CAST (the spell's name) AT/ON (something) or, more simply, by saying: (the spell's name) (something). Some spells are so general in application that they require no object -- just typing the spell name is enough. For example, suppose there were a spell named BOZBAR that you had written in your spell book or were carrying on a spell scroll. Both LEARN BOZBAR and MEMORIZE BOZBAR would make the spell available for immediate use. Then BOZBAR HORSE or CAST BOZBAR AT HORSE or CAST THE BOZBAR SPELL AT THE HORSE would all have the same effect: BOZBAR the poor horse. Magic takes other forms besides classic spell casting. Magic potions, for instance, usually found in vials, work their magic when ingested. Many items throughout the land are imbued with magical qualites that can be revealed to the brave and inquisitive wizard. Starting and Stopping Starting the story: Now that you know what to expect in Archmage, it's time for you to "boot" your disk. To load Archmage, follow the instructions on the Reference Card in your package. The story will begin with a description of the Council Chamber, the opening location. Then the prompt (>) will appear, indicating that Archmage is waiting for your first command. Here's a quick exercise to help you get accustomed to interacting with Archmage. Try the following command first: >GO SOUTH Then press the RETURN (or ENTER) key. Archmage will respond with: Annoyed guildmasters make way grudgingly. You hear muttering about "arrogant enchanters" as you try to leave the chamber. Finally, Orkan of Thriff, one of your colleagues, says "Stay. Be quiet. Don't embarrass us." Then Sneffle of the Guild of Bakers will speak for a while. Try: >LOOK AT SNEFFLE After you press the RETURN (or ENTER) key, Archmage will respond: Sneffle is a small doughy gentleman whose person is splotched here and there with flour. Saving and restoring: It will probably take you many days to complete Archmage. Using the SAVE feature, you can continue at a later time without having to start over from the beginning, just as you can place a bookmark in a book you are reading. SAVE puts a "snapshot" of your place in the story onto another disk. If you are cautious, you may want to save your place before (or after) trying something dangerous or tricky. That way, you can go back to that position later, even if you have gotten lost or "killed" since then. To save your place in the story, type SAVE at the prompt (>), and then press the RETURN (or ENTER) key. Then follow the instructions for saving and restoring on your Reference Card. Some computers require a blank disk, initialized and formatted, for saves. Using a disk with data on it (not counting other Archmage saves) may result in the loss of that data, depending on your computer. You can save your position as often as you like by using additional blank disks. You can restore a saved position any time you want. To do so, type RESTORE at the prompt (>), and press the RETURN (or ENTER) key. Then follow the instructions on your Reference Card. You can then continue the story from the point where you used the SAVE command. You can type LOOK for a description of where you are. Quitting and restarting: If you want to start over from the beginning, type RESTART and press the RETURN (or ENTER) key. (This is usually faster than re-booting.) Just to make sure, Archmage will ask if you really want to start over. If you do, type Y or YES and press the RETURN (or ENTER) key. If you want to stop entirely, type QUIT and press the RETURN (or ENTER) key. Once again, Archmage will ask if this is really what you want to do. Remember when you RESTART or QUIT: if you want to be able to return to your current position, you must first do a SAVE. Appendix A Important Commands There are a number of one-word commands which you can type instead of a sentence. You can use them over and over as needed. Some count as a turn, others do not. Type the command after the prompt (>) and press the RETURN (or ENTER) key. AGAIN - Archmage will usually respond as if you had repeated your previous sentence. Among the cases where AGAIN will not work is if you were just talking to another character. You can abbreviate AGAIN to G. BRIEF - This tells Archmage to give you the full description of a location only the first time you enter it. On subsequent visits, Archmage will tell you only the name of the location and the objects present. This is how Archmage will normally act, unless you tell it otherwise using the VERBOSE or SUPERBRIEF commands. DIAGNOSE - Archmage will give you a medical report of your physical condition, and will tell you whether you're tired, thirsty, or hungry. INVENTORY - Archmage will list what you are carrying. You can abbreviate INVENTORY to I. LOOK - This tells Archmage to describe your location in full detail. You can abbreviate LOOK to L. OOPS - If you accidentally mistype a word, such that Archmage doesn't understand the word, you can correct yourself on the next line by typing OOPS and the correct word. Suppose, for example, you typed PUT THE BOOJ ON THE DUSTY SHELF and were told "[I don't know the word 'booj.']" You could type OOPS BOOK rather than retyping the entire sentence. QUIT - This lets you stop. If you want to save your position before quitting, follow the instructions in the "Starting and Stopping" section on page N. You can abbreviate QUIT to Q. RESTART - This stops the story and starts over from the beginning. RESTORE - This restores a position made using the SAVE command. See "Starting and Stopping" on page N for more details. SAVE - This makes a "snapshot" of your current position onto your storage disk. You can return to a saved position in the future using the RESTORE command. See "Starting and Stopping" on page N for more details. SCORE - Archmage will show your current score and a ranking which is based on that score. SCRIPT - This command tells your printer to begin making a transcript of the story as you venture onwards. A transcript may aid your memory but is not necessary. It will work only on certain computers; read your Reference Card for details. SPELLS - This command lists the spells you currently have memorized from your spell book. SUPERBRIEF - This commands Archmage to display only the name of a place you have entered, even if you have never been there before. In this mode, Archmage will not even mention which objects are present. Of course, you can always get a description of your location, and the items there, by typing LOOK. In SUPERBRIEF mode, the blank line between turns will be eliminated. This mode is meant for players who are already very familiar with the geography. Also see VERBOSE and BRIEF. TIME - This gives you the current time of day in the story. You can abbreviate TIME to T. UNSCRIPT - This commands your printer to stop making a transcript. VERBOSE - This tells Archmage that you want a complete description of each location, and the objects in it, every time you enter a location, even if you've been there before. Also see BRIEF and SUPERBRIEF. VERSION - Archmage responds by showing you the release number and the serial number of your copy of the story. Please include this information if you ever report a "bug" in the story. WAIT - This will cause time in the story to pass. Normally, between turns, nothing happens in the story. You could leave your computer, take a nap, and return to the story to find that nothing has changed. You can use WAIT to make time pass in the story without doing anything. For example, you can wait for a specific time, or wait for an event to happen, etc. You can abbreviate WAIT to Z. Appendix B Some Recognized Verbs This is only a partial list of the verbs that Archmage understand. There are many more. Remember you can use a variety of prepositions with them. For example, LOOK can become LOOK INSIDE, LOOK BEHIND, LOOK UNDER, LOOK THROUGH, LOOK AT, and so on. ASK ATTACK BOARD BURN CAST CLIMB CLOSE COUNT CROSS CUT DESTROY DIG DISEMBARK DRINK DROP EAT ENTER EXAMINE EXIT EXTINGUISH FILL FIND FLY FOLLOW GIVE JUMP KICK KILL KISS KNOCK LAUNCH LIE LIGHT LISTEN LOCK LOOK MEMORIZE MOVE OFFER OPEN POINT POUR PULL PUSH PUT RAISE READ SEARCH SHAKE SHOUT SHOW SLEEP SLIDE SMELL SPRAY STAND SWIM TAKE TELL THROW TIE TOUCH TURN UNLOCK UNTIE WAKE WALK WAVE WRITE Appendix C Archmage Complaints Archmage will complain if you type a sentence that confuses it completely. Archmage will then ignore the rest of the input line. (Unusual events, such as being attacked, may also cause Archmage to ignore the rest of the sentences you typed, since the event may have changed your situation drastically.) Some of Archmage's complaints: I DON'T KNOW THE WORD "________". The word you typed is not in the story's vocabulary. Sometimes using a synonym or rephrasing will help. If not, Archmage probably doesn't know the idea you were trying to get across. YOU USED THE WORD "________" IN A WAY THAT I DON'T UNDERSTAND. Archmage knows the word you typed, but couldn't use it in that sense. Usually this is because Archmage knows the word as a different part of speech. For example, if you typed TURN ON THE LIGHT, you are using LIGHT as a noun, but Archmage might know LIGHT only as a verb, as in LIGHT THE LAMP. THERE WAS NO VERB IN THAT SENTENCE! Unless you are answering a question, each sentence must have a verb (or a command) in it somewhere. THERE SEEMS TO BE A NOUN MISSING IN THAT SENTENCE. This usually means your sentence was incomplete, such as EAT THE BLUE or PUT THE BOOK IN THE. THERE WERE TOO MANY NOUNS IN THAT SENTENCE. An example is PUT THE SOUP IN THE BOWL WITH THE LADLE, which has three noun "phrases," one more than Archmage can digest in a single action. I BEG YOUR PARDON? You pressed the RETURN (or ENTER) key without typing anything. IT'S TOO DARK TO SEE! In the story, there is not enough light for you to perform your action. YOU CAN'T SEE ANY ________ HERE. The object you referred to was not accessible to you. It may be somewhere else, inside a closed container, and so on. THE OTHER OBJECT(S) THAT YOU MENTIONED ISN'T (AREN'T) HERE. You referred to one or more objects in the same sentence, some of which aren't present or accessible. I CAN'T USE MULTIPLE (IN)DIRECT OBJECTS WITH "________" You can use multiple objects (that is, nouns or noun phrases separated by AND or a comma) or the word ALL only with certain verbs. Among the more useful of these verbs are TAKE, DROP, and PUT. An example of a verb that will not work with multiple objects is EXAMINE; you couldn't say EXAMINE ALL or EXAMINE THE BOWL AND THE SWORD. YOU CAN'T GO THAT WAY. There is no passage or exit in the direction you want to move. I DON'T UNDERSTAND THAT SENTENCE. The sentence you typed may have been gibberish, such as TAKE ROPE WITH READ. Or, you may have typed a reasonable sentence but used a syntax that Archmage does not recognize, such as WAVE OVER THE MOUNTAIN. Try rephrasing the sentence. Appendix D Sample Transcript and Map This transcript is not from Archmage, but it does show most of the usual things you can do in the story. It contains several simple puzzles and their solutions, and it will give you a good idea of how Infocom's interactive fiction works. The player's sentences appear in capital letters after each prompt (>). The map represents the terrain in the sample transcript as you might have drawn it. [diagram 1 goes here] Road Near Brook You're standing on a wide, bumpy north-south road. An impenetrable forest lies to the east, and a babbling brook runs along the road to the west. A sign is leaning against a pile of pebbles and small stones. >READ THE SIGN The sign has two arrows: one pointing north marked "To Greener Pastures," and one pointing south marked "To Gornforb's Grocery." >GO NORTH Road Near Bridge A small wooden bridge to the west spans the brook and leads (you can see) to sunny, open pastures, where birds sing and swoop playfully. A wide road leading south runs parallel with the brook and disappears into the dark shadows. An impenetrable forest lies to the east, and north of here is a marsh. On the far side of the bridge is a troll, either dead or sleeping. Guarding the bridge here is a buck-toothed cyclops weilding a mace. He scowls as you approach. >WEST The cyclops roars at you, swings his mace, and tries to bite you. You jump out of the way. >INVENTORY You are carrying: your spell book a pouch containing several gold nuggets The cyclops spits out a horrible assortment of syllables that you barely decipher as a demand for all your valuables. >READ THE SPELL BOOK My Spell Book gnusto spell: write a magic spell into your spell book frotz spell: cause an object to give off light urbzig spell: turn a dangerous object into a harmless one The cyclops again utters some threatening sounds, this time louder. >SPELLS The gnusto spell is yours forever. Other than that, you have the urbzig spell committed to memory once and the frotz spell committed to memory once. The cyclops raises his mace above his head and leans back, preparing to leap at you and strike you full force with the mace! >CAST THE URBZIG SPELL ON THE CYCLOPS The cyclops is replaced by a moth, which flutters away. The mace falls to the ground. >TAKE THE MAXE I don't know the word "maxe". >OOPS MACE The mace is much too heavy for you to lift, let alone carry. >WEST Bridge You're standing on a small wooden bridge spanning a babbling brook. You can see sunny, open pastures west of here, where birds sing and swoop playfully. As you cross the bridge, the boards creak loudly. The troll wakes up and pulls a long nasty knife out his shabby clothes. He points the knife in your direction as he hisses, "Gold! Give me your gold!" >MEMORIZE URBZIG urbzig spell: Using your best study habits, you commit the urbzig spell to memory. The troll jabs the knife in your direction, his blood-red eyes dripping with greed. "Give me your gold, and maybe you'll live!" he hisses. >URBZIG TROLL You speak the words of the spell perfectly, but nothing happens! The troll seems surprised. "Your magic fails you, eh? Ha!" He adjusts his grip on the long nasty knife and walks slowly toward you, looking for the most vulnerable part of your throat. >GO EAST THEN SOUTH Road Near Bridge There is a mace here. Road Near Brook A sign is leaning against a pile of pebbles and small stones. >WEST Just as you're about to step into the babbling brook, you see giant electric eels light up in anticipation of electrocuting and devouring you. You step back away from the brook. >SOUTH Road Outside Gornforb's The wide, bumpy road continues north and south here. Nestled among the thick forest foliage is a stone building with a closed black door and no windows. Above the door is a sign. >READ THE SIGN "Gornforb's Grocery Open Every Day (Proprietor May be Napping -- Knock Several Times)" >KNOCK ON THE DOOR You knock on the door. >AGAIN You knock again on the door. >AGAIN You knock again on the door. Suddenly the door opens, and you hear a voice inside say "Come in, come in!" >GO INTO THE HUT As you step into the hut, the door shuts quickly behind you, leaving you in total darkness. You can't see a thing. Darkness A voice in the dark mumbles something about not being able to find a match. >FROTZ THE SPELL BOOK There is an almost blinding flash of light as the spell book begins to glow! It slowly fades to a less painful level, but the spell book is now quite usable as a light source. Gornforb's Grocery You're standing in a nearly empty store. A closed black door leads north. Several empty glass jars, an empty bag, and a pencil are all you see on the dusty shelves. Gornforb, the storekeeper, continues to look in all the empty jars. "I think there's a match in here SOMEWHERE." >TAKE THE EMPTY BAG "No, no," says Gornforb. "No bag unless you buy something." Gornforb looks about and picks up the pencil. "Here. This will cost you 100 gold nuggets." >OFFER 1 GOLD NUGGET "2 gold nuggets, and not a zorkmid cheaper!" says Gornforb sternly. >BUY THE PENCIL Gornforb takes 2 gold nuggets from you, hands you the pencil, and opens the door. "Thank you, come again, come again." >GORNFORB, GIVE ME THE PAPER BAG "Help yourself, take it if you want it, thank you, come again, come again." He stands by the door, impatiently waiting for you to leave. >TAKE THE BAG Taken. "Good day, good day," says Gornforb impatiently. >LEAVE THE STORE As you step outside, the black door slams shut behind you. Road Outside Gornforb's >NORTH Road Near Brook A sign is leaning against a pile of pebbles and small stones. >TAKE PEBBLES THEN PUT THE PEBBLES IN THE BAG Taken. Okay, the pebbles are now in the bag. >WRITE "GOLD" ON THE BAG Okay, the bag now has "gold" written on it. >N.W Road Near Bridge There is a mace here. Bridge As you cross the bridge, the boards creak loudly. The troll hears you coming and quickly puts his long nasty knife to your throat. "This time you shall not live!" >SHOW THE BAG TO THE TROLL The troll's blood-red eyes bulge disgustingly when he sees the word "gold" on the bag. He drops his knife and reaches for the bag. >PUT THE BAG INTO THE BROOK "Gold!" shrieks the troll with pleasure, as he dives into the brook after the bag. Suddenly you hear another shriek, this time of agony; some thrashing in the water below you; and then all is quiet, save for the singing of the birds to the west. >GO WEST Greener Pastures, Near the Bridge This is the edge of one of the most idyllic spots in the land. Rare and beautiful birds quickly encircle you, sensing no maliciousness in your heart. They look at you with curiosity and wonder, and then hundreds of them grab hold of your clothes and lift you up up up over magnificent fields of green and gold to a destination not discussed in this sample transcript. Appendix E We're Never Satisfied Here at the Cambridge-by-the-Sea chapter of the Infocom Game Writers Guild, we take great pride in the quality of our stories. Even after they're "out the door," we're constantly improving, honing, and perfecting them. Your input is important. No matter how much testing we do, it seems some "bugs" never crawl into view until thousands of you begin doing all those wild and crazy things to the story. If you find a bug, or if you think a certain puzzle was too hard or too easy, or if you have some other suggestion, or if you'd just like to tell us your opinion of the story, drop us a note! We love every excuse to stop working, and a letter from you is just such an excuse! Write to: Infocom, Inc. 125 CambridgePark Drive Cambridge, MA 02140 Attn: ORKAN Appendix F If You Have Technical Problems You can call the Infocom Technical Support Team to report "bugs" and technical problems, but not for hints to solve puzzles, at (617) 576-3190. If your disk develops a problem within ninety (90) days after purchase, we will replace it at no charge. Otherwise, there is a replacement fee of $5 (U.S. currency). If you call to report a bug, please provide your release number, which you can find by typing VERSION. Please return your registration card if you'd like to be on our mailing list and receive our newsletter, The New Zork Times. Appendix G About the Author Dave Lebling was born in Washington, D. C. and grew up in suburban Maryland. He attended the Massachusetts Institute of Technology, and worked at MIT's Laboratory for Computer Science, where he developed an interest in computer entertainments. He was a co-author of the original mainframe Zork. He has co-authored Zork I, Zork II, Zork III, and Enchanter, and written Starcross and Suspect on his own. He is married and lives in a suburb of Boston, where his appetite for the printed word is restrained only by the volume of his house. Appendix H Copyright and Warranty Information Limited Warranty This software product and the attached instructional materials are sold "AS IS," without warranty as to their performance. The entire risk as to the quality and performance of the computer software program is assumed by the user. However, to the original purchaser of a disk prepared by Infocom and carrying the Infocom label on the disk jacket, Infocom, Inc. warrants the medium on which the program is recorded to be free from defects in materials and faulty workmanship under normal use and service for a period of ninety (90) days from the date of purchase. If during this period a defect on the medium should occur, the medium may be returned to Infocom, Inc. or to an authorized Infocom, Inc. dealer, and Infocom, Inc. will replace the medium without charge to you. Your sole and exclusive remedy in the event of a defect is expressly limited to replacement of the medium as provided above. This warranty gives you specific legal rights and you may also have other rights which vary from state to state. THE ABOVE WARRANTIES FOR GOODS ARE IN LIEU OF ALL WARRANTIES, EXPRESS, IMPLIED, OR STATUTORY, INCLUDING, BUT NOT LIMITED TO, ANY IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE AND OF ANY OTHER WARRANTY OBLIGATION ON THE PART OF INFOCOM, INC. SOME STATES DO NOT ALLOW LIMITATIONS ON HOW LONG AN IMPLIED WARRANTY LASTS, SO THE ABOVE LIMITATION MAY NOT APPLY TO YOU. IN NO EVENT SHALL INFOCOM, INC. OR ANYONE ELSE WHO HAS BEEN INVOLVED IN THE CREATION AND PRODUCTION OF THIS COMPUTER SOFTWARE PROGRAM BE LIABLE FOR INDIRECT, SPECIAL, OR CONSEQUENTIAL DAMAGES, SUCH AS, BUT NOT LIMITED TO, LOSS OF ANTICIPATED PROFITS OR BENEFITS RESULTING FROM THE USE OF THIS PROGRAM, OR ARISING OUT OF ANY BREACH OF THIS WARRANTY. SOME STATES DO NOT ALLOW THE EXCLUSION OR LIMITATION OF INCIDENTAL OR CONSEQUENTIAL DAArchmageS, SO THE ABOVE LIMITATION MAY NOT APPLY TO YOU. N.B. After the warranty period, a defective Infocom disk may be returned to Infocom, Inc. with a check or money order for $5.00 U.S. currency for replacement. Copyright The enclosed software product is copyrighted and all rights are reserved by Infocom, Inc. It is published exclusively by Infocom, Inc. The distribution and sale of this product are intended for the use of the original purchaser only and for use only on the computer system specified. Lawful users of this program are hereby licensed only to read the program from its medium into memory of a computer solely for the purpose of executing the program. Copying (except for one backup copy on those systems which provide for it -- see Reference Card), duplicating, selling, or otherwise distributing this product is a violation of the law. This manual and all other documentation contained herein are copyrighted and all rights reserved by Infocom, Inc. These documents may not, in whole or in part, be copied, photocopied, reproduced, translated, or reduced to any electronic medium or machine-readable form without prior consent, in writing, from Infocom, Inc. Willful violations of the Copyright Law of the United States can result in civil damages of up to $50,000 in addition to actual damages, plus criminal penalties of up to one year imprisonment and/or $10,000 fine. Zork is a registered trademark of Infocom, Inc. Archmage, Enchanter, Starcross, and Suspect are trademarks of Infocom, Inc. (c) 1985 Infocom, Inc. Printed in U.S.A. Appendix I Quick Reference Guide 1. To start the story ("boot up"), see the separate Reference Card in your Archmage package. 2. When you see the prompt (>) on your screen, Archmage is waiting for your input. There are four kinds of sentences or commands that Archmage understands: A. Direction commands: To move from place to place, just type the direction you want to go: N (or NORTH), E, S, W, NE, SE, NW, SW, U (or UP), D, IN, OUT. B. Actions: Just type whatever you want to do. Some examples: READ THE BOOK or OPEN THE DOOR or LOOK THROUGH THE WINDOW or MEMORIZE THE BOZBAR SPELL. Once you're familiar with simple commands, you'll want to use more complex ones as described in "Communicating with Archmage" on page N. C. Commands given to other characters: To talk to characters in the story, type their name, then a comma, then what you want to say to them. For example: ADVENTURER, GIVE ME THE AXE or OLD MAN, GO WEST. D. Special one-word commands: Some one-word commands, such as INVENTORY or DIAGNOSE, give you specific information or affect your output. A list of these appears in the "Important Commands" appendix on page N. 3. Important! After typing your sentence or command, you must press the RETURN (or ENTER) key before Archmage will respond. 4. On most computers, your screen will have a special line called the status line. It tells you the name of your current location, your score, and the number of turns you have taken. 5. You can pick up and carry many of the items you'll find in the story. For example, if you type TAKE THE FLASK, you will be carrying it. Type INVENTORY to see a list of the items you are carrying. 6. When you want to stop, save your place for later, or start over, read the "Starting and Stopping" section on page N. 7. If you have trouble, refer to the specific section of the manual for more detailed instructions.