PRISM PROJECT FACILITY Class One Security Mode Access Decoder Wheel # 89 61 50 18 29 52 46 77 27 68 22 95 40 58 15 86 Dk. Green 73 36 90 41 19 48 62 92 55 23 84 99 57 20 78 67 Blue 90 41 19 48 62 92 55 23 84 99 57 20 78 67 51 88 Pink 19 48 62 92 55 23 84 99 57 20 78 67 51 88 17 31 Orange 62 92 55 23 84 99 57 20 78 67 51 88 17 31 70 39 Purple 55 23 84 99 57 20 78 67 51 88 17 31 70 39 96 25 Tan 84 99 57 20 78 67 51 88 17 31 70 39 96 25 81 83 Aqua 57 20 78 67 51 88 17 31 70 39 96 25 81 83 47 54 Lt. Blue 78 67 51 88 17 31 70 39 96 25 81 83 47 54 13 43 Lt. Green 51 88 17 31 70 39 96 25 81 83 47 54 13 43 12 66 Lt. Grey 17 31 70 39 96 25 81 83 47 54 13 43 12 66 73 36 Yellow 70 39 96 25 81 83 47 54 13 43 12 66 73 36 90 41 Black 96 25 81 83 47 54 13 43 12 66 73 36 90 41 19 48 Dk. Grey 81 83 47 54 13 43 12 66 73 36 90 41 19 48 62 92 Brown 47 54 13 43 12 66 73 36 90 41 19 48 62 92 55 23 Red 13 43 12 66 73 36 90 41 19 48 62 92 55 23 84 99 White 12 66 73 36 90 41 19 48 62 92 55 23 84 99 57 20 Wheel # 28 33 94 11 64 98 34 49 60 16 85 52 37 53 93 91 Dk. Green 51 88 17 31 70 39 96 25 81 83 47 54 13 43 12 66 Blue 17 31 70 39 96 25 81 83 47 54 13 43 12 66 73 36 Pink 70 39 96 25 81 83 47 54 13 43 12 66 73 36 90 41 Orange 96 25 81 83 47 54 13 43 12 66 73 36 90 41 19 48 Purple 81 83 47 54 13 43 12 66 73 36 90 41 19 48 62 92 Tan 47 54 13 43 12 66 73 36 90 41 19 48 62 92 55 23 Aqua 13 43 12 66 73 36 90 41 19 48 62 92 55 23 84 99 Lt. Blue 12 66 73 36 90 41 19 48 62 92 55 23 84 99 57 20 Lt. Green 73 36 90 41 19 48 62 92 55 23 84 99 57 20 78 67 Lt. Grey 90 41 19 48 62 92 55 23 84 99 57 20 78 67 51 88 Yellow 19 48 62 92 55 23 84 99 57 20 78 67 51 88 17 31 Black 62 92 55 23 84 99 57 20 78 67 51 88 17 31 70 39 Dk. Grey 55 23 84 99 57 20 78 67 51 88 17 31 70 39 96 25 Brown 84 99 57 20 78 67 51 88 17 31 70 39 96 25 81 83 Red 57 20 78 67 51 88 17 31 70 39 96 25 81 83 47 54 White 78 67 51 88 17 31 70 39 96 25 81 83 47 54 13 43 Instructions for use: a) Select indicated color. b) Locate indicated number on top line. c) Read corresponding number from the appropriate column/row. d) Use this number to gain access to any PRISM Project Class One Security Mode. FOR AUTHORIZED USE ONLY Project PRISM project Security. Do not leave this matrix in an unsecured area! ------------------------------------------------------------------------------- MAP ------------------------------------------------------------------------------- MANUAL Communicating with Interactive Fiction ( If you are not familiar with Infocom's Interactive Fiction, please read this section.) With Interactive Fiction, you type your commands in plain English each time you see the prompt (>). Most of the sentences that The STORIES will understand are imperative sentences. See the examples below. When you have finished typing your input, press the RETURN (or ENTER) key. The STORY will then respond, telling you whether your request is possible at this point in the story, and what happened as a result. The STORY recognizes your words by their first six letters, and all subsequent letters are ignored. Therefore, CANDLE, CANDLEs, and CANDLEstick would all be treated as the same word. To move around, just type the direction you want to go. Directions can be abbreviated: NORTH to N, SOUTH to S, EAST to E, WEST .to W, NORTHEAST to NE, NORTHWEST to NW, SOUTHEAST to SE, SOUTHWEST to SW, UP to U, and DOWN to D IN and OUT will also work in certain places. There are many different kinds of sentences used in "LOST TREASURES". Here are some examples: >WALK TO THE NORTH >WEST >NE >DOWN >TAKE THE BIRDCAGE >OPEN THE PANEL >READ ABOUT DIMWIT FLATHEAD >LOOK UP MEGABOZ IN THE ENCYCLOPEDIA >LIE DOWN IN THE PINK SOFA >EXAMINE THE SHINY COIN >PUT THE RUSTY KEY IN THE CARDBOARD BOX >SHOW MY BOW TIE TO THE BOUNCER >HIT THE CRAWLING CRAB WITH THE GIANT NUTCRACKER >ASK THE COWARDLY KING ABOUT THE CROWN JEWELS You can use multiple objects with certain verbs if you separate them by the word AND or by a comma. Some examples: >TAKE THE BOOK AND THE FROG >DROP THE JAR OF PEANUT BUTTER, THE SPOON, AND THE LEMMING FOOD >PUT THE EGG AND THE PENCIL IN THE CABINET You can include several inputs on one line if you separate them by the word THEN or by a period. Each input will handled in order, as though you had typed them individually at separate prompts. For example, you could type all of the following at once, before pressing the RETURN (or ENTER) key: >TURN ON THE LIGHT. TAKE THE BOOK THEN READ ABOUT THE JESTER IN THE BOOK If The STORY doesn't understand one of the sentences on your input line, or if an unusual event occurs, it will ignore the rest of your input line. The words IT and ALL can be very useful. For example: >EXAMINE THE APPLE. TAKE IT. EAT IT >CLOSE THE HEAVY METAL DOOR. LOCK IT >PICK UP THE GREEN Boor. SMELL IT. PUT IT ON. >TAKE ALL >TAKE ALL THE TOOLS >DROP ALL THE TOOLS EXCEPT THE WRENCH AND THE MINIATURE HAMMER >TAKE ALL FROM THE CARTON >GIVE ALL BUT THE RUBY SLIPPERS TO THE WICKED WITCH 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 you can ask: WHERE IS (something), WHAT IS (something), and WHO IS (someone). For example: >WHO IS LORD DIMW1T? >WHAT IS A GRUE? >WHERE IS EVERYBODY? When you meet intelligent creatures, you can talk to them by typing their name, then a comma, then whatever you want to say to them. Here are some examples: >JESTER, HELLO >GUSTAR WOOMAX, TELL ME ABOUT THE COCONUT >UNCLE OTTO, GIVE ME YOUR WALLET >HORSE, WHERE IS YOUR SADDLE? >BOY, RUN HOME THEN CALL THE POLICE >MIGHTY WIZARD, TAKE THIS POISONED APPLE. EAT IT Notice that in the last two examples, you are giving the character more than one command on the same input line. Keep in mind, however, that many creatures don't care for idle chatter; your actions will speak louder than your words. Infocom Basic Commands ( Please read this section before playing The Lost Treasures. ) BRIEF - This command fully describe a location only the first time you enter it. On subsequent visits, only the name of the location and any objects present will be described. The adventures will begin in BRIEF mode, and remain in BRIEF mode unless you use the VERBOSE or SUPERBRIEF commands SUPERBRIEF displays only the name of a place you have entered, even if you have never been there before. In this mode, not even mention objects are described. Of course, you can always get a full 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 familiar with the geography. The VERBOSE command gives a complete description of each location, and the objects in it, every time you enter a location, even if you've been there before. DIAGNOSE - This will give you a report of your physical condition. INVENTORY - This will give you a list what you are carrying and wearing. You can abbreviate INVENTORY to I. LOOK - This will give you a full description of your location. You can abbreviate LOOK to L. QUIT - This lets you stop. If you want to save your position before quitting, you must use the SAVE command. RESTORE - This restores a previously saved position. RESTART - This stops the story and starts it over from the beginning. SAVE - This saves a "snapshot" of your current position. You can return to a saved position in the future using the RESTORE command. SCRIPT - This command tells your printer to begin making a transcript of the story. A transcript may aid your memory, but is not necessary. Infocom Basic Commands (cont.) SCORE- This command will show your current score and a ranking which is based on that score. SUPERBRIEF - This command gives you the sparest level of description See BRIEF above. TIME - This command gives you the current time in the story. ( Not available in all games) UNSCRIPT - This tells your printer to stop making a transcript. VERBOSE - This command gives you the wordiest level of description. See BRIEF above. VERSION - Shows you the release number and the serial number of your copy of the story. WAIT - Causes time in the story to pass. Since nothing happens until you type a sentence and press RETURN (or ENTER), you could leave your computer, take a nap, then 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, if you met a wizard, you might WAIT to see if he will say anything; if you were aboard a flying carpet, you might WAIT to see where it goes. Be sure to read the "Special Commands" section in selected games. A MIND FOREVER VOYAGING Welcome to A Mind Forever Voyaging (which, for brevity's sake, will henceforth be referred to as AMFV). In this story, you will be PRISM, the world's first sentient machine.Before you "boot up" your disk, make sure you read the short story in the first part of the booklet. The story begins in the world of 2031, a world on the brink of chaos. The economy of the United States of North America (USNA) has been stagnating for decades. Crackpot religions are springing up all over the place. Crime and urban decay are rampant. Schools have become violent, chaotic places ill-suited for educating children. Today's youth frequently use joybooths to "tune-out" the world, leading in the extreme case to joybooth suicide, where a psychological addict wastes away in his or her private nirvana. The global situation is even grimmer. The calcuttization of the Third World has almost reached its limit, causing extreme overpopulation and poverty. This has created a climate ripe for East Bloc adventurism, exploiting instability and fanning the numerous flash points around the globe. The superpower race to build an impenetrable missile defense has ended in a tie, with the foreseeable but unforeseen result that an even more dangerous arms race has begun -- a race to build miniature nuclear weapons, some as small as a cigarette pack, and smuggle them into enemy cities -- a race which threatens to turn the USNA into a giant police state. Things are bad, and it appears that they can only get worse. So when Senator Richard Ryder, along with a small group of leaders from government, business, and the universities, announces the Plan for renewed national purpose, everyone is only too willing to embrace it. Only one thing stands between the Plan and its adoption: a test of its validity. That's why you have been "awakened" from your simulated life and had your true nature revealed to you several years ahead of schedule. You have been chosen to use your unique abilities to enter a simulation of the future, based on the tenets of the Plan, in order to check its effectiveness. The eyes of the world are on you. If you're experienced with Infocom's interactive fiction, you may not want to read this entire manual. However, AMFV has a number of unique features not found in other stories. You'll have to read the section entitled "The AMFV Scenario." Also, you should look at the appendices of important commands and recognized verbs. The sample transcript, on page N, will show most of the unusual interactions of AMFV. This is a brief summary of the most important things to know about interactive fiction. It is vital to know all these things before you begin playing. There are a number of modes you can enter. These will reviewed in detail in the next section. You will probably spend most of your time in Simulation Mode. When you're in Simulation Mode, the play of the game will be very similar to Infocom's other interactive fiction. For example: To move from place to place, type the direction you want to go. The first time you find yourself in a new region, it's a good idea to become familiar with it by exploring each location, reading each description carefully, and making a map of the geography. In AMFV, 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. Usually, each turn takes one minute. Walking around takes longer, and WAIT generally causes ten minutes to pass. Your goal in the first part of AMFV is to enter Simulation Mode in order to study what the effects of the Plan will be on the world in ten year's time. However, as the story progresses, you may discover new goals for yourself. The AMFV Scenario Since you're a computer, your lifestyle is pretty dissimilar to that of a human. There are four "modes" that you can enter. To enter a given mode, just type ENTER or GO TO [that mode]. Here is a list of the four modes, and a description of each: Communications Mode: You have a number of visual/audio units set up at various points around the complex. When you enter Communications Mode, you will be told where these units are, and how to activate them. When you have activated a unit in a particular location, you are effectively "in that location." You'll be able to see and hear what's going on, and talk to anyone there. You won't be able to pick up things in those locations, of course. Library Mode: This is a storehouse of information, arranged in directories which each contain a number of data files. When you enter Library Mode, the usual style of typing an input and pressing the RETURN (or ENTER) key is suspended. Follow the instructions that appear on your screen to access the information in the files. You can choose the directory you wish to see by using the O and X keys: O = Open current directory X = next directory You can close or examine the files in a directory by using the C, R, and X keys: C -- Close current directory R -- Read current file X = next file Interlace Mode: There are several subsidiary computers and complex system controllers connected to you. More may be added over the course of the story. By entering Interlace Mode, you will be able to "speak" to these other devices, get information from them, possibly give them orders. You interlace with a device the same way that you would speak to a character in the story. For example: TRAFFIC COMPUTER, SET EVENING RUSH HOUR END TO 5:00 or HVAC COMPUTER, TURN ON VENTILATION IN GAMMA SECTOR. Data about these interfaceable devices can be found in Library Mode. Simulation Mode: This is the heart of the story. You will have to enter this mode many times to complete AMFV. Simulation Mode is the process that was used to "program" you and develop you into a thinking, creative machine. Now, that same process, programmed with the parameters of the Plan, will allow you to simulate the future in amazing detail.Once you have entered Simulation Mode, the interaction will be very similar to that of most other Infocom fiction: walk around, map the geography, examine and read things, pick up objects, and so forth. ABORT will get you out of Simulation Mode at any time. Because only you see what happens in Simulation Mode, you'll want to use the RECORD feature to save what you see, so that others in the "real world" can view your experiences. Typing RECORD or RECORD ON will activate it, and typing RECORD OFF will de-activate it. Be warned, however, that RECORD makes an enormous demand on your core memory, and you will only be able to record a limited amount of experiences. Special 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. ABORT - This will get you out of Simulation Mode. RECORD - In Simulation Mode, this activates the RECORD feature. RECORD OFF deactivates this feature. (If you ABORT from Simulation Mode, you'll automatically turn off the RECORD feature.) Some Recognized Verbs These are only some of the verbs that AMFV understands. There are many more. Remember that 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., ANSWER, APPROACH, ASK, ATTACK, BOARD, BUY, CALL, CLIMB, CLOSE, COUNT, CROSS, CUT, DEMOLISH, DESCEND, DIG, DISEMBARK, DRINK, DROP, EAT, ENTER, EXAMINE, EXIT, EXTINGUISH, FILL, FIND, FOLLOW, GIVE, HAND, HANG, HIDE, JUMP, KILL, KISS, LIE, LIGHT, LISTEN, LOCK, LOOK, LOWER, MOVE, OPEN, PICK, POINT, POUR, PUSH, PUT, RAISE, READ, RECORD, REMOVE, SAY, SEARCH, SET, SHAKE, SHOOT, SHOW, SIT, SLEEP, SMELL, STAND, START, SWITCH, TAKE, TALK, TELL, THROW, TIE, TOUCH, TURN, WAIT, WAKE, WALK, YELL.