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Spurred by stinginess and your natural curiosity, you stick around after the show in the big top, hoping to catch a free after-hours performance. Perhaps you'll get a peek at an imprompu clown act, or watch the late-night feedings of the exotic animals you goggled at earlier. But life at the circus isn't glamourous after the audience has gone home: instead of flashy feats, you overhear a mysterious conversation: a little girl -- the circus owner's daughter -- has been kidnapped! Her father is too naive (or he is too pompouly stupid?) to do more than hire an inept detective to find her. He remains blindly loyal to his overworked performers, but ... could it be an inside job? The girl might be hidden somewhere on the circus grounds ... and one of the performers might be her abductor! So you do what anyone would in these circumstances: set out to rescue the damsel in distress. The odds aren't in your favor: you -- a spectator, a bystander, an outsider in a defensive close-knit community -- trying to find a girl you've never met, in a place you know nothing about, among bizarre people who want nothing to do with you. Some would call you brace. Some would call you foolish. Every circus has its seedy underside. but few are as dangerous as this.
In Cutthroats, you are a skilled diver living on Hardscrabble Island, a small seaport past its prime. You will try to salvage a sunken treasure from one of four shipwrecks; if you are successful, you will be fabulously wealthy and enormously respected among old salts. Some characters in the story will help you; others will try to stop you any way they can. If you can think logically and keep your throat intact, the treasure can be yours.
A wealthy industrialist, Mr. Marshall Robner, locked himself in the upstairs library of his New England colonial estate one night and committed suicide by taking a lethal overdose of anti-depressants. Or did he?
You are the Chief of Detectives. You've been asked by Robner's attorney to make a thorough investigation of the case, simply to "quash the suspicions which are inevitable" when a moneyed man dies a sudden and unnatural death. The Medical Examiner found nothing unusual, and interviews with family user and family associates are consistent with the useridea that Robner committed suicide. Everything fits neatly -- maybe too neatly. You smell foul play, and you have 12 hours to crack the case. If you arrest someone, you'd better have the three traditional ingredients to an ironclad case for the prosecution: the accused must have had a motive, a method, and 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 other, and you will know it when you reach it.
Infocom's first four-in-one sampler consisted of a story file with exerpts from Infidel, Planetfall, and Zork I. It also contained a sample transcript from The Witness, and Marc Blank's Catch-A-Butterfly tutorial.
Don't Panic! Relax, because everything you need to know about playing The Hitchhiker's Guide to the Galaxy is contained in the pages of this manual. In this story, you will be Arthur Dent, a rather ordinary earth creature who gets swept up in a whirlwind of interstellar adventures almost beyond comprehension. As the story begins bulldozers are waiting to reduce your house to rubble to make way for a motorway bypass. While you attempt to deal with this problem, your rather strange friend Ford Prefect drops by to tell you that the Earth is about to be demolished to make way for an interstellar bypass! If you survive this double threat, you'll embark on a series of inter-galactic misadventures even funnier than your worst nightmares! A special note for people who have read the book "The Hitchhiker's Guide to the Galaxy". Although the opening of the game is fairly similar to the book, the story quickly diverges, with lots of new material and different twists. Although familiarity with the story may make a few of the early puzzles easier, if you rely too heavily on this previous knowledge you will certainly end up getting misled.
As a child, you spent most of your summers with your Aunt Hildegarde and Uncle Buddy. What memories! Uncle Buddy was a Hollywood big-shot, Aunt Hildegarde his loving (and very rich) wife. They had no children of their own, but you and your cousins loved their house, their parties, the Hollywood memorabilia, and them. Sure, Buddy and Hildy were a bit eccentric -- but that added to their charm.
Aunt Hildegarde kept the house when Uncle Buddy passed away. And now that she's suddenly died, you remember her unusual will. You will inherit the entire estate -- probably worth millions of you can spend just one night in the house and on the grounds, find a treasure or two. But if you can't then you inherit nothing.
And so Hollywood Hijinx begins with you being dropped off in front of a dark house, not to far from Hollywood ...
You like to think of yourself as a bold and adventurous soldier of fortune, daring to brave the perils of the Egyptian Desert in search of a great lost pyramid. In fact, you're a small-time explorer, and you've just been marooned by your crew. Thoughts of getting lost, starving to death, or dying of thirst cross your mind, but you are sustained by the faint hope that you can somehow find the pyramid in this smoldering heat. You're all alone. Perhaps the sun has affected your thinking. Do you really expect to find a lost pyramid in this vast, endless desert, much less survive? Even if you do find it, can you get inside? Hardest of all, are you capable of matching wits with the ancient Egyptians? Still, you're driven onward against desperate odds. Undreamed-of riches and treasures beyond imagination await you. And your pride and dignity, your reputation and self-esteem, are at stake. For you are branded INFIDEL.
The year is 1936, In the United States, a new miracle fabric called nylon is becoming popular, the Great Plains continue to suffer from a severe drought that is turning the region into a Dust Bowl, Alf Landon is running for President, Victor Hess is receiving the Nobel Prize for Physics for discovering cosmic radiation, Gone With the Wind is the best-selling novel, and steak is twenty-five cents a pound. Elsewhere, black track star Jesse Owen is embarrassing Adolph Hitler by winning four gold medals at the Olympic Games in Berlin, Edward the VIII of England is abdicating the throne to marry a commoner, the Spanish Civil War is beginning to heat up, and the Leather Goddesses of Phobos are completing plans to invade the Earth and turn it into their private pleasure world.
Don't let anyone ever tell you that nothing happens in Upper Sandusky, Ohio, because on this day in 1936, you're snatched out of your favorite bar in Upper Sandusky -- kidnapped by minions of the evil Leather Goddesses. You are brought back to Phobos as an experimental subject, as preparations continue to enslave every man and woman on Earth.
If you succeed in escaping the clutches of the Leather Goddesses, you will begin an odyssey the likes of which you have never even imagined (except, perhaps, in certain very enjoyable dreams). With your loyal friend and fellow Earthmate at your side, you will begin a naughty, bawdy, rowdy, rousing and very, very amusing romp across the solar system. Your mission, should you be able to catch your breath long enough to think about it, is to collect the materials you'll need to ultimately defeat the Leather Goddesses of Phobos and save humanity! Are you "up" for the job?
In The Lurking Horror, you are a student at G.U.E. Tech. You have braved a snowstorm to get to the Computer Center and finish work on an assignment. But the snowstorm has turned into a raging blizzard, and has trapped you in a complex of buildings late at night. You are not alone, fortunately ... or perhaps, unfortunately. Thus you begin the story, unaware that anything may be wrong beneath or within the veneer of the quiet campus.
Your Student ID and Password can be found in the manual here http://www.retrouprising.com/video-games/tips/lurking-horror-text-adventure/t10602/
In Moonmist, you are a famous young American detective. An old friend, Tamara Lynd, has written you a litter, 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.
Plundered Hearts is set in the late 1600s, where youuu are living the genteel 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.
In Seastalker, you are a famous young scientist and inventor. As the story opens, you are working in your private lab when the commander of the Aquadome calls you for help. The Aquadome is being attacked by a huge mysterious sea monster!
It's time for action! To get to the Aquadome, you'll have to travel through Frobton Bay to the ocean in your latest invention: a two-person submarine called the Scimitar. It's equipped with many features useful for research, including a searchlight, grasping extensor claws, sonarscope, depth control, and automatic pilot. but it has no weapons, so you'll need help to make it ready to deal with a monster. Fortunately, your good friend "Tip" will keep you company and assist you on your rescue mission. Soon, though, you'll find yourself in a real pickle: while the sea monster attacks the Aquadome from the outside, a traitor may be sabotaging it from the inside! You'll have to be clever and quick to save the Aquadome from this double danger.
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 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.
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 honour 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.
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 the 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 black hole miner, 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 mining vessel 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 routine maintenance. You watch the sophisticated mass detector as it unceasingly scans the vicinity for uncharted 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 shop 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 successful. Little do you suspect that your mass detector is about to jolt you out of your dream - but not to grapple with the long-sought black hole. Your quest has taken an unexpected turn, for you are destined to rendezvous with a gargantuan alien spaceship from the outer fringes of the galaxy.
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 yourself cannot move. 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. Through the robots, you must save the planet from destruction.
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-quit 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!
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 you 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 against 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 expect 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 three traditional ingredients to an ironclad case for the prosecution: the accused must have had a motive, a method, and 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 other, and you will know it when you reach it.
In Zork II, you will explore a long hidden region of the Empire, a region dominated by the Wizard of Frobozz. The Wizard was once a respected Enchanter, but when his powers began to fade he was exiled by Lord Dimwit Flathead the Excessive. Now bordering on senility, the Wizard is still a force to be reckoned with. Your goal, as you venture into the Wizard's realm, is to avoid his capricious tricks and learn to control his magic.
As Zork III begins, your greatest challenge beckons as you take the final step down into the very heart of the Great Underground Empire. Your character and courage will be tested as the enigmatic Dungeon Master confronts you with predicaments and perils. Your quest hinges upon discovering his secret purpose, even as he oversees your ultimate triumph ... or destruction!
Welcome to the world of the Enchanter saga - a world where magic is commonplace, a world where guilds of professional magic-users spend their lifetimes mastering the intricacies of thaumaturgy, a world where great forces of evil must constantly be held at bay. An evil Warlock has subjugated the land to his power. All who have opposed him have failed. But many years ago, in another age, the great Elders of the Circle of Enchanters foresaw the possibility of these dreaded occurrences. They realized that no fully accomplished Enchanter could penetrate the Warlock's defences unrecognised, and knew that the task of freeing the land would fall to a journeyman conjurer. You have been useridentified as the Apprentice Enchanter who must save the land from the Warlock. As a fledgling Enchanter, you have learned your lessons but have not faced all your tests. You possess great power, but in the ranks of necromancers you are a lowly and ignorant person indeed. You have been well trained in the basics of magic, and you will be greatly aided by the spells you know and the spells you will learn. But you must also rely on your powers of observation and quick wits.
The Zork Trilogy is set in the ruins of an ancient empire lying far underground. You, a dauntless treasure-hunter, are venturing into this dangerous land in search of wealth and adventure. Many strange tales have been told of the fabulous treasure, exotic creatures, and diabolical puzzles in the Great Underground Empire.