571 lines
25 KiB
Plaintext
571 lines
25 KiB
Plaintext
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T H E L U R E O F T H E T E M P T R E S S
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---------------------------------------------
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THE MANUAL
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------------
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CONTENTS
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-------- PAGE
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PART ONE. ABOUT THIS MANUAL............................7
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PART TWO. SO WHAT'S THIS "VIRTUAL THEATRE" ALL ABOUT?..9
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PART THREE. WHO AN EARTH AM I?........................13
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PART FOUR. WHERE ON EARTH AM I?.......................15
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PART FIVE. THE CONTROLS. THE MOUSE. POINT AND CLICK...16
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HOW TO CONTROL DIERMOT................................16
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MOVEMENT..............................................17
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DRINK, EXAMINE, LOOK OR STATUS........................18
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LOOK AT...(AN OBJECT OR A CHARACTER)..................19
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MANIPULAING OBJECTS...................................19
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LOOKING THROUGH WINDOWS...............................20
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TALKING TO PEOPLE.....................................20
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ISSUING COMMANDS......................................22
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GIVING AND TAKING.....................................24
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MORTAL COMBAT.........................................25
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PART SIX. SAVING AND LOADING YOUR GAME................27
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PART SEVEN. QUICK START REFERENCE.....................29
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PART EIGHT. WHAT AM I MEANT TO DO?....................30
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PART NINE. AND FINALLY................................32
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APPENDIX..............................................36
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PAGE 7
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----- PART ONE. ABOUT THIS MANUAL.
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----------------------------
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HELLO! My name's Ratpouch, the real star of the game, and
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at the very beginning of the game I'm very near to where
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you're pacing around in your cell. Honest! I'm that close
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that I'm in spitting distance-which is very apt as i am the
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sort of person who usually gets spat at, especially since
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the Skorl have come to town. They don't care too much for my
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jokes and this is always getting me into trouble!
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The spitting i could take, but being stretched on ye
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olde rack i just don't find very amusing! Still I don't want
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to burden you with my troubles-though if you could somehow
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rescue me i would be paternally grateful.
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I'd better explain what's going on, and where you come
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in, or i'll be stuck here forever........
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Prepare to enter the village of Turnvale. Prepare
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yourself for the experience known as virtual theatre!
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Page nine
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---------
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SO WHAT'S THIS "VIRTUAL THEATRE" ALL ABOUT?
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-------------------------------------------
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It's a very good question, and it's one that hasn't been
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answered before, because Lure of the Temptress is the first
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virtual theatre game ever written.
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Imagine for a moment that you are involved in a real life
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scenario-you're standing in a room which looks out, through
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a window, onto a village courtyard. Yes! A village courtyard
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with cobblestones. And let's say that there are three people
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standing in the courtyard;Stuka,Python and Bagpuss.
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If you were to look out of your window you might notice
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that Stuka and Python were having a conversation-about, how
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many Atari st owners it would take to change a lightbulb?
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You might also notice that Bagpuss, who is only interested
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in not getting his long hair wet,and is not interested in
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Atari owners, is sauntering towards the building that you
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are in. Sure enough, he dissappears from the courtyard and
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"click", the door to your right opens. In walks Bagpuss.
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Let's say that Bagpuss wants to talk to you, about hair wash
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day or something, then you would turn to face him-as one
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would. Once your conversation with Bagpuss is over he turns
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away from you and, with a flash of golden curls, exits
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through the door, closing it behind him, and, you presume,
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has strolled back into the courtyard. So you look through
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the window to check and "horror" he isn't there! Not a sign
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of him. The courtyard is Bagpuss-less! Stuka and Python are
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there, waffling on about how two Atari st owners linked
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their machines up and made a calculator, but Bagpuss is
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nowhere to be seen. So where is he?
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page ten
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--------
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If this real life scenario you've just read could easily
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happen in the Lure of the Temptress, I'll now ask this
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question. Where would Bagpuss be if he were in the world of
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Virtual Theatre?
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Give up?
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Well, if the Lure Of the Temptress was called Totally
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Imaginary Theatre, you would probably just decide that
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Bagpuss had just "dissappeared". Other adventure games are
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like "that" after all.
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However, this game is Virtual Theatre, and things are
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just a little bit more realistic. People just don't
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dissappear, and if Bagpuss is not in the courtyard then one
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of two things must have happened.....
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he's either (A) waiting on the other side of the door, or
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(B) he's taken another exit from the building - an exit
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which leads away from the courtyard and which cannot be seen
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from the window.
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Page Eleven
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-----------
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So you open the door to find out. Except you can't.
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Bagpuss has obviously locked the door after him. Typical!
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In your pockets you find a spare key and so you open the
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door to find out what has happened to Bagpuss. He's not
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there but, as you expexted, there is another exit which
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bypasses the courtyard, so you set off in hot pursuit.
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You find yourself in an alleyway. It's empty! Then
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another alleyway. Empty. Then you find yourself by a
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hairdressers. Has Bagpuss gone inside? Or has he taken
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another route and gone somewhere totally different, like
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to buy a pair of new earings from some shady man in a pub?
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You'll never catch him now if he has, so you decide to
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look inside the hairdressers (after opening the door of
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course) and there is Bagpuss, his hair in rollers and a pina
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colada in one hand. He stares at you angrily. Suddenly you
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feel like talking about atari st owners, so you decide to
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retrace your steps and find Stuka and Python again, back at
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the cobbled courtyard. But they're not there! The loons!
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Back you go, into the room you started from, to see if you
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can see them from the window. Nope they're gone! What did
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you expect though? This is virtual theatre, it's like life.
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You can't see something if it isn't there anymore!
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Page twelve
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-----------
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All the characters involved in the story( and there are
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many ) lead little lives of their own. They walk here, the
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walk there, they do this, they do that and they talk to
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other characters, exchanging bits of gossip and
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information....and you, of course, can join in.
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But before you dive in wait as i explain who you are,
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where you are, what to do and how to do it!
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Read on, mes ames....
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Page thirteen
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-------------
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PART THREE-WHO ON EARTH AM I?
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-----------------------------
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You are Diermot, an unwilling hero who'd prefer a quiet
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life, and are, to all intents and purposes, a good man.
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After decades of unrest the king has united the warring
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factions in his kingdom and all his lands are at peace. Well
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,nearly all of them, because there's still one dodgy area
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left-a remote region around a town called Turnvale. A revolt
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has recently taken place in Turnvale, a revolt orchastrated
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by an apprentice sorceress called Selena. That's all that is
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known!
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The king, not very pleased with this, rounds up his
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finest horsemen and, with you in tow, they set off for
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Turnvale.
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As night turns to dawn and the riders draw near to
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Turnvale, the mists rise to reveal not, as expected, a
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pathetic resistance force made up of peasants with
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pitchforks, but an army of grotesque creatures, the likes of
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which have never been seen before. They are, as it happens,
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hellish mercenary monsters known as the Skorl.
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Page Forteen
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------------
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The Skorl are all armed to the teeth. The battle which
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ensues is less of a battle and more of a massacre in which
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the horsemen are slaughtered and the king is killed. You,
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however, aren't even hurt-well, not much, anyway-you fall
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off your horse and bang your head on the ground. Everything
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suddenly so suidgy in the old braincells. It's almost like
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going to sleep, only a little bit more of the old pain is
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involved. Your lights, as they say, go out!
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page fifteen
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------------
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PART FOUR. WHERE ON EARTH AM I
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------------------------------
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You are gonna be on your own for this. Because due to a
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printing error the exact manual i have got hold of has, in
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fact, got an almost blank page.............
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Page sixteen
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------------
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i wish there were more blank pages!(stop moaning...ed)
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PART FIVE. THE CONTROLS. THE MOUSE.POINT AND CLICK.
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---------------------------------------------------
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THE MOUSE
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Lure Of The Temptress is entirely mouse controlled. On a
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mouse with three buttons, the middle one is as much use as a
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lead weight when you're drowning, so forget it exists and
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concentrate soley on the left and right buttons.
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POINT AND CLICK
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Pointing and clicking is easy-peasy and you must be an
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atari user if you think it's how the fonz gets his birds.
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You POINT the on-screen pointer to the part of the screen
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you wish to interact with, and then you CLICK one of the two
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buttons.
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From now on i'll be calling the left button Button A and
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the right, Button B.
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HOW TO CONTROL DIERMOT
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Diermot can do many things. All you need to know is that
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the on-screen pointer, your direct link with the Lure of the
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Temptress world, changes into different shapes at different
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times and allows you to perform different actions.
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page seventeen
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--------------
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MOVEMENT
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--------
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First of all you will want to make Diermot move about
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in his enviroment, and it couldn't be easier. The mouse
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pointer is generally shown on screen as a little white
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arrow. POINT this to the location you wish to more Diermot
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to, click BUTTON A, and he will walk there. Don't worry if
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there are any objects in his path he is clever enough to go
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around them.
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If there is an exit available from the screen you're on
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and you point to it, the the small white pointer will change
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into a LARGE WHITE ARROW. You can't miss it, it's big and
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indicates the direction in which you'll be travelling.
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Click as bove, using BUTTON A, and Diermot will walk to the
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next screen.
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page eighteen
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-------------
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DRINK, EXAMINE, LOOK or STATUS
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------------------------------
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This is a menu which you can bring up at any time during
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the game simply by moving your pointer anywhere on the
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screen( but NOT on a charater or an object) and pressing
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BUTTON B. If you decide you don't want this menu after all
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then simply press BUTTON B again, and the menu will
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dissapear.If you do wish to use this option then highlight
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the option you want and Click BUTTON A.
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The options you can choose are as follows;
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DRINK
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This allows Diermot to drink-water, potions or
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whatever. When BUTTON A is clicked on "drink" Diermot will
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take a swig of whatever liquid he is carrying. If Diermot
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has more than one drinkable liquid on his person you will be
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given the option th scroll through them by pushing the mouse
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backwards or forewords-one item will be highlighted at a
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time. Click on the item you require, using BUTTON A, and
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Diermot will take a swig.
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EXAMINE
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Click BUTTON A on this option and a list of everthing
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that Diermot is carrying will appear. Scroll through a large
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list using the mouse as above. Click BUTTON A on the object
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of your desire and, hey presto!, a description will appear.
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LOOK
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Selecting this (BUTTON A) will give you a text
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description on Diermots location. It's not unusual(to be
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loved by anyone....quit clowning..ed) for a location
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description to include a "HINT" of some sort, so I'd use
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this option fairly regulary if i was me.
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STATUS
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CLICK on this with BUTTON A and you'll be given an
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information screen which tells you, with no scrolling, of
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all the objects Diermot is carrying about his person,
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including money.
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PLEASE NOTE
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At the beginning of the game, when you do not
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possess and drinks or carry any objects, only LOOK and
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STATUS will be available to you.
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Page nineteen
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LOOK AT....(AN OBJECT OR A CHARACTER)
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If you move the pointer over a person or a certain object
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then the pointer will turn into a small crosshair.
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This means you can look at whatever is highlighted, be it
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human, vegatable,or mineral-so CLICK BUTTON A and Diermot
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will walk to, and examine, the object in question.
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CLICKING BUTTON A again clears the text window containing
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the description of the object.
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MANIPULATING OBJECTS
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It's often the case that Diermot is able to manipulate an
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object as well as look at it. While the crosshair is
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positioned over an object, CLICK BUTTON B, and a menu should
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appear. Move the mouse up and down to scroll through the
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list of available commands, then select BUTTON A to select
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the required action.
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BUTTON B on the other hand will cancel the menu box and
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return you to the main screen.
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page twenty
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LOOKING THROUGH WINDOWS
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-----------------------
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It's worth mentioning that if you want to look
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through a crack or a window, you treat it as if you are
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manipulating an object. Once your crosshair appears CLICK
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BUTTON B and you will be offered the option to "look through
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the crack" or "look through the window". Press BUTTON A to
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select this action or BUTTON B to cancel. By the way, you
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CAN'T interact with people or objects you see in this
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mode-all you can do is observe, and pressing either botton
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will take you back to your actual location.
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TALKING TO PEOPLE
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-----------------
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Talking to other characters in Lure of the Temptress
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works in a similar way to interacting with the objects. Move
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the pointer over a character and the pointer will change
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into the crosshair sight. At the same time, in the left hand
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corner of the screen, the characters name-or their
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description-will appear. Clicking BUTTON A will make Diermot
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EXAMINE the character, but to talk to them CLICK BUTTON B
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instead. A TALK menu will appear allowing you to converse
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with the character, ask them for something, give them
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something or in some cases tell them to do something-to
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issue commands. When characters are engaged in
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conversation(whether with you,me, or each other) they'll
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have a small word balloon above their heads so you'll know.
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page twentyone
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--------------
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CONVERSING IN GENERAL
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---------------------
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I'd better explain a little further about the actual
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conversing, because i hope it's something you'll be doing a
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lot of in this adventure. Having selected the character you
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wish to interact with, you then select TALK TO from the TALK
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menu i mentioned earlier. One of two things will
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happen......
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(1) A conversation will unfold in front of your eyes,
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contained within dialogue boxes. If you've read what's been
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said by one character and you want to advance the
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conversation, then position you pointer over the name at the
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top of the dialogue box, and press EITHER BUTTON. (If you do
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nothing at all then the conversation will advance
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automatically after a short period of time anyway.)
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(2) When talking to certain characters you may be given a
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choice of questions or statements-the relevant lines of text
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will appear at the top of the screen. After deciding what
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you are going to say(and DO be careful), move the pointer to
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the line you have chosen and click BUTTON A. You will
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immediately get a response from the other party and may be
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given another list of questions or statements. Do the same,
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again and again, until the conversation is terminated. If
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you decide that you do not want to continue the conversation
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at any time then CLICK BUTTON B-the talk option will be
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cancelled and you will be returned to the main game window.
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I recommend that you save your position before you enter
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in a conversation with the more unsavoury characters.
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PAGE TWENTYTWO
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--------------
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ISSUING COMMANDS
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----------------
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If you're talking to certain characters in the game,
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you'll notice that the TALK menu contains not just the GIVE,
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ASK and TALK TO commands, but also the TELL command. By
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using this TELL command you can get a character to do
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exactly as you want. ( You can command me, Ratpouch, for
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one-so here's how to make me do things.)
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Having Clicked on me and selected TELL in the TALK
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menu(with BUTTON A), the beginning of a sentence appears at
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the top of the screen. It says "TELL Ratpouch to....." But
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to what? Tell me to what? Okay, so you'll notice that a new
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menu has opened up, containing a list of verbs which you can
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scroll through by moving the mouse back and forth. Find one
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that you like the look of and highlight it and press BUTTON
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A. Let's say you picked "GO TO", so now the example reads
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"TELL RATPOUCH TO GO TO..." And now the menu has changed to
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a list of locations. How about the sewer outlet? Okay,
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highlight it and CLICK BUTTON A. "TELL RATPOUCH TO GO TO
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THE SEWER OUTLET AND...." Back comes the verb menu.
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Highlight "GET". A menu of gettable items appears....choose
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sewerage. The verb menu reappears....choose drink. A
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drinkable menu appears...choose sewerage. Then choose
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"return". Your command now reads "TELL RATPOUCH TO GO TO THE
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SEWER OUTLET AND THEN GET SEWERAGE AND THEN DRINK SEWERAGE
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AND THEN RETURN." IF YOU WANT ME TO CARRY OUT THE ORDER,
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HIGHLIGHT THE WORD "FINISH", CLICK BUTTON A, AND OFF I'LL
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TROT TO DO YOUR BIDDING.
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If you do not like the choice of options that you have
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set up use BUTTON B which, upon each click, will backspace
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through the commands allowing you to make corrections.
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USE OF THE TELL COMMAND
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-----------------------
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You will discover some very sophisticated effects using
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the "TELL" command, and you can save yourself some time to
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boot-by getting someone like me to to do things for you.
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Occasionally you may actually need to use the TELL command,
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for example when Diermot is unable to carry out an action
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himself. At other times the TELL command is necessary
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because although Diermot is capable of doing something, he
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really ought to be somewhere else, doing something else.
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PAGE TWENTYFOUR
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---------------
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GIVING AND TAKING
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-----------------
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If you CLICK BUTTON A on GIVE in the TALK MENU, it will
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be assumed that you want to give something to the character
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you have selected, and a menu containing your inventory will
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be shown. Scroll through, if necessary, and highlight the
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object you wish to get rid of by CLICKING with BUTTON A
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again. If the person that you are trying to give the item to
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wants it then they will take it. If not, they won't.
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It's the same process for taking an object from a person.
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Once you've selected a character, highlight ASK in the TALK
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MENU and then a menu of things you have seen or heard about
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will appear. Click on the object you require with BUTTON A
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and if the person you ask (a) has the object and (b) wants
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to give it to you, then they will. If they don't, they
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won't.
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PAGE TWENTYFIVE
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---------------
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MORTAL COMBAT
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-------------
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As soon as a combat situation is entered, the pointer
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system will change. The pointer is now displayed as an
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"Advance Arrow", a "retreat arrow" or an "axe icon"...It all
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depends on the positioning of the mouse. Let's do a walk
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through.
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ADVANCE ARROW
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If the pointer is in front of Diermots body, you'll get
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this, the advance arrow. It still works in the same way as
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the pointer insofar as you need to press BUTTON A to make
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Diermot move. He'll advance.
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RETREAT ARROW
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It's obviously the exact opposite of the advance arrow.
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If the pointer is behind Diermot and BUTTON A is pressed
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then he will retreat.
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THE AXE ICON
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This is trickier, because the icon appears in three
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different locations, depending on the position of the
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pointer. To get the axe icon at all, the pointer has to be
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over(or very near) Diermot's body. If the pointer is near
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Diermot's head you'll get the axe icon in a high position.
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If the pointer is at Diermot's waist level, you'll get an
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axe icon in a central position, while if you drag the mouse
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down towards Diermot's feet you'll get the axe in a low
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position. These three positions are both attack and defend
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positions. Here's how to use them...
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Whether Diermot will attack or defend depends entirely on
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which button is pressed, and which button you press depends
|
|
on what side Diermot is being attacked from.
|
|
THE ATTACK BUTTON IS THE BUTTON NEAREST YOUR ENEMY
|
|
THE DEFEND BUTTON IS THE BUTTON FURTHEST FROM YOUR ENEMY
|
|
|
|
|
|
--------------------------------------------------------------
|
|
TWO MINOR ICONS EXPLAINED IN CASE YOU WET YOUR PANTS
|
|
|
|
So as not to worry you you should know that an icon of a
|
|
movie camera will appear as the machine gets ready to do a
|
|
graphic sequence.
|
|
Also when you have clicked for Diermot to move somewhere
|
|
a clock icon will appear as the computer thinks out his
|
|
route.
|
|
PAGE TWENTY SEVEN
|
|
-----------------
|
|
SAVING AND LOADING YOUR GAME
|
|
----------------------------
|
|
|
|
First you'll need to make a data disc. Insert a blank
|
|
disc into the drive (DF0) and move your pointer to the top
|
|
of the screen. A menu bar will appear. Point to FILE, hold
|
|
down BUTTON A and select FORMAT DISC, then release the
|
|
button. Press BUTTON A to make a data disc.
|
|
If you want to save your position, select SAVE GAME from
|
|
the FILE menu, release the BUTTON, then select one of the
|
|
nine save slots on your data disc. When a slot is empty the
|
|
name of the slot appears in lower case, and when used it
|
|
will cahange to capitals.
|
|
To RESTORE a game follow the same procedure, selecting
|
|
the required saved position from the list of slots.
|
|
|
|
TEXT SPEED
|
|
__________
|
|
|
|
I nearly forgot, if you want to change the speed at which
|
|
the text is printed on screen simply select the HELP menu
|
|
from the top of the screen. Two options are available: slow
|
|
text and fast text.
|
|
|
|
PAGE TWENTYNINE
|
|
---------------
|
|
PART SEVEN-QUICK START REFEREANCE
|
|
-----------------------------------
|
|
|
|
When dealing with the menus the general rule to follow is
|
|
that the LEFT BUTTON acts as the selector while the RIGHT
|
|
BUTTON acts as the deselector.
|
|
When the pointer is a small arrow the mouse acts as
|
|
follows:
|
|
LEFT: WALK to the selected spot
|
|
RIGHT: DRINK, EXAMINE, LOOK, and list STATUS (inventory).
|
|
When the pointer is a crosshair:
|
|
LEFT: EXAMINE object or character.
|
|
RIGHT: interact with an object.....GET,PULL, etc.
|
|
interact with a character...TALK TO, GIVE, TELL, etc.
|
|
PAGE THIRTY
|
|
-----------
|
|
WHAT AM I MEANT TO DO?
|
|
-----------------------
|
|
IT'S AN ADVENTURE. YOU'LL FIND OUT AS YOU GO ALONG. FOR
|
|
THOSE WHO ARE NOT HARDENED VETERANS OF ADVENTURE GAMES THERE
|
|
ARE A FEW PAGES OF HINTS TO HELP YOU.
|
|
|
|
PAGE THIRTYONE
|
|
--------------
|
|
HINTS
|
|
-----
|
|
|
|
TALK: Talk to everyone. Even boring characters may hold
|
|
precious information. But be careful what YOU say....see
|
|
enemies.
|
|
LOOK: Some items are obvious, some are not. search your
|
|
locations carefully.
|
|
PEEK: Peek through anything you find peekable. It's handy to
|
|
find out things like (a) what people are saying behind your
|
|
back, or (b) who is or is not in a room before you do
|
|
something, and (c)if you have SEEN an object it will be
|
|
added to your noun inventory. You can then ask someone about
|
|
it even though you have not been in it's actual location.
|
|
BRIBE: You can be a bit LIBERAL with your cash just before
|
|
you ask them a question. But don't be too liberal or you'll
|
|
have no cash to be liberal with!
|
|
HELP: Don't be too proud to ask someone for help. If you
|
|
think you can't do something yourself, then maybe you could
|
|
talk someone into giving you a hand or, heaven forbid, even
|
|
doing it for you.
|
|
ENEMIES: If you're talking to someone and annoy them in some
|
|
way, it might not end there- they may meet someone on THEIR
|
|
travels and relay the incident: "That Diermot," they might
|
|
say, "There's something fishy about him!" That sort of
|
|
thing. Rumours and gossip can travel like wildfire, and
|
|
you'll be oblivious to it until it's too late.
|
|
EXAMINE: You've got an object and can't work out what to do
|
|
with it. So examine it. And don't forget it's not only the
|
|
objects that you are carrying that can be examined.
|
|
PAGE THIRTYSIX
|
|
--------------
|
|
|
|
|
|
X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
|
|
Another file downloaded from: The NIRVANAnet(tm) Seven
|
|
|
|
& the Temple of the Screaming Electron Taipan Enigma 510/935-5845
|
|
Burn This Flag Zardoz 408/363-9766
|
|
realitycheck Poindexter Fortran 510/527-1662
|
|
Lies Unlimited Mick Freen 801/278-2699
|
|
The New Dork Sublime Biffnix 415/864-DORK
|
|
The Shrine Rif Raf 206/794-6674
|
|
Planet Mirth Simon Jester 510/786-6560
|
|
|
|
"Raw Data for Raw Nerves"
|
|
X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
|