| Sample Transcript from Arthur, typed in by Tom Schaefer | |
| Comments in {} are mine, sentences in [] are in the original. | |
| ------------------------------------------------------------------------------ | |
| This transcript is not from "Arthur", but it will give you a good feeling for | |
| how Infocom's interactive fiction works. It contains some simple puzzles and | |
| their solutions. The player's commands appear in capital letters after each | |
| prompt (>). | |
| {Map of 5 rooms that can be reconstructed from the transcript} | |
| >LOOK | |
| Path | |
| Your quest for the Seven Lost Jewels of Nimnul has brought you to a path, | |
| deep within a dark forest. The path goes north and south from here. | |
| You see a small box half-buried beneath a pile of leaves. | |
| >TAKE THE BOX | |
| Succumbing to the thieving instinct that drives adventurers such as yourself | |
| to steal anything that isn't tied down, you take the box. | |
| >OPEN IT | |
| You open the box. Inside is a small scrap of paper. | |
| >EXAMINE PAPER | |
| Most of the writing is illegible, but you can make out the following words: | |
| "When thou wisheth to cause something to lose dimension, utter the ancient | |
| word 'Twerplotz' Contrariwise, if thou desireth to cause a thing to become | |
| enlarged, then shalt thou say 'Blimpsnarf.'" | |
| {sic - Punctuation as printed in the original manual} | |
| >NORTH | |
| Clearing | |
| You come to a clearing in the woods. A path leads to the south, and the way | |
| to the east is blocked by a thick hedge of thorns. There is a woodsman here, | |
| roasting a deer over a huge fire. You haven't eaten all day, and the hunk of | |
| meat he holds in his hand looks particularly appetizing. | |
| >ASK WOODSMAN FOR MEAT | |
| "Well now," says the woodsman. "There's enuf 'ere for two, but me father told | |
| me never to give up sump'n for nut'n. 'Ave ye got anything to offer?" | |
| >INVENTORY | |
| You are wearing an expensive cloak that is fastened at your neck with a copper | |
| pin. | |
| You are carrying a sword, a small box, and an incredibly battered brass | |
| lantern that is so banged up from past adventures that it's a miracle it gives | |
| off any light at all. | |
| >TRADE BOX FOR MEAT | |
| You give the box to the woodsman and he gives you the meat. You wolf it down | |
| and your hunger disappears. | |
| >THANK WOODSMAN | |
| "No need for thanks," the woodsman says, holding up the box. "It's a fair | |
| enough trade." | |
| >EAST | |
| You wave a jaunty farewell to the woodsman, turn, and walk face-first into the | |
| hedge, impaling yourself on the thorns. You pry yourself free and do a quick | |
| impression of a sieve leaking blood, then fall to the greensward, dead. | |
| ***** You have died. ***** | |
| [Do you wish to RESTART, RESTORE, UNDO, QUIT, or get a HINT?] | |
| >UNDO | |
| [Undone] | |
| >CUT HEDGE WITH SWORD | |
| You hack away at the hedge with your sword. For every branch you chop off, two | |
| grow back in its place. The woodsman chuckles knowingly. | |
| >ASK WOODSMAN ABOUT HEDGE | |
| "Oh, that there's an enchanted 'edge, that one is. On t'other side is a | |
| beautiful girl locked up in a tower. Legend 'as it that once a year - at the | |
| stroke of midnight on St. Winget's day - an 'ole opens up in the 'edge." He | |
| pulls his Old Woodsman's Almanac out of his back pocket and consults it. Then | |
| he licks his finger, holds it up to the wind, ponders a moment, and continues, | |
| "As luck would have it, today 'appens to be St. Winget's day." | |
| >WOODSMAN, TELL ME ABOUT THE GIRL | |
| "A lovelier lass never breathed. They say 'er skin is fair as heifer's milk, | |
| 'er neck is graceful as a swan's, an' she's lively as a young colt. Mind you, | |
| I've never seen 'er, but if I was twenty years younger, I wouldn't mind 'aving | |
| a go at 'er meself." | |
| >WAIT FOR MIDNIGHT | |
| [Time passes...] | |
| In the distance you hear the sound of a church bell striking the hour. As you | |
| idly wonder if the hour ever strikes back, a hole opens up in the hedge | |
| leading to the east. | |
| >EAST | |
| You are too big to fit through the hole. | |
| >TWERPLOTZ ME | |
| You shrink to half your original size. | |
| >EAST | |
| Meadow | |
| You walk through the tunnel and emerge into daylight on the other side. | |
| There is a perfectly round tower here that has no doors or other openings, | |
| except for one tiny window at the very top. To the north is a large tree with | |
| a huge trunk. | |
| >CLIMB TOWER | |
| The walls are to smooth to climb. | |
| >HIDE BEHIND TREE | |
| Meadow, behind the tree | |
| You walk behind the tree and peer around the trunk at the tower. | |
| >Z | |
| [Time passes...] | |
| Suddenly an old crone comes up to the base of the tower and cries, | |
| "Grizlbut, let down thy hair." | |
| Moments later, a mass of golden hair cascades out of the window. The witch | |
| climbs up the hair and disappears into the tower. | |
| [Do you want to continue waiting?] | |
| >Yes {sic} | |
| After a while, the crone emerges from the window, climbs down the hair and | |
| disappears into the forest. The hair retreats into the window above. | |
| >OUT | |
| Meadow | |
| You step out from behind the tree. | |
| >GRIZLBUT, LET DOWN THY HAIR | |
| A clump of hair falls from the window above, hitting you squarely on the head | |
| and knocking you unconscious. After a few moments, you recover and stagger | |
| groggily to your feet. | |
| >CLIMB HAR | |
| [You don't need to use the word har.] | |
| >OOPS HAIR | |
| Tower Room | |
| Ignoring the shrieks and cries of pain from above, you climb up the side of | |
| the tower. | |
| Climbing through the window, you discover to your dismay that the legend | |
| got the animals right, but the particulars wrong. The girl has the face of a | |
| horse, the figure of a cow, and the voice of an enraged swan. She looks at | |
| you as she hauls in her hair and squawks, "You're awfully small to be going | |
| around rescuing maidens." | |
| >BLIMPSNARF ME | |
| Poof! You regain your original size. | |
| The girl smiles at you demurely, bats her one eyelash, and rasps, "Hello, | |
| sailor." | |
| >LOOK | |
| Tower Room | |
| You are in a small room at the top of a tall tower. The only escape lies | |
| through the window to the west or the locked door to the east. | |
| Imbedded in the doorknob is one of the Seven Lost Jewels of Nimnul. | |
| >TAKE JEWEL | |
| You tug at the jewel, but it refuses to budge. | |
| >OPEN DOOR | |
| The door is locked. | |
| The girl strokes her moustache meditatively and brays, "The witch who | |
| imprisoned me here told me that the door would open only if I would speak | |
| aloud the answer to the following riddle: Forward I'm heavy, backward I'm | |
| not. What am I?" | |
| >SAY "TON" | |
| The door springs open, and the jewel pops out into your hand. | |
| [Your score just went up by 5 points.] | |
| "Darling!" the girl honks. "I'm yours!" She leaps into your arms. You | |
| stagger backward under the tremendous weight and crash into the wall. | |
| >DROP GRIZLBUT | |
| The girl thuds to the floor and everything else in the room jumps. She wraps | |
| herself around your leg and beseeches you to take her with you. | |
| >EAST | |
| Corridor | |
| Dragging Grizlbut behind you like a ball and chain, you leave the room to | |
| explore the rest of the tower. | |
Xet Storage Details
- Size:
- 6.67 kB
- Xet hash:
- e4a0d869d2646050ef1b99717d22deca91db138cd4480f203152ea81a6733161
·
Xet efficiently stores files, intelligently splitting them into unique chunks and accelerating uploads and downloads. More info.