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- C
-
-
- Enter choice !1
-
- ELECTRONIC GAMER TEG-2152
-
-
-
-
- A MIND FOREVER VOYAGING
- Part One
-
- "Tomorrow never yet,
- On any human being rose or set."
- --William Marsden.
-
- Thus begins the gripping quest of Perry Simm, who, all his life, believed
- himself to be human...a breathing, thinking being, only to awake after a
- horrible skycar accident to find he was far less than human, but much more than
- flesh and blood...the world's first intelligent, conscious computer!
-
- To get the true flavor of this adventure, it is highly recommended that you
- read the story that comes in the game package. Since so many of the functions
- you will perform in the future simulations will be repeated, they have been
- broken down into the "year scenarios" for 10, 20, 30, 40 and 50 year jumps
- ahead.
-
- Press <CR> for more !S
-
-
- ORIENTATION
-
- You awaken, as PRISM (the evolvement of Perry Simm's name), in an unspecified
- location and you "hear" the voice of Dr. Perelman telling you of your true
- function...to help PRISM Project Control gauge how current events will affect
- future events so that changes can be made to "The Plan."
-
- While you're waiting for Dr. Perelman to give you your orders, familiarize
- yourself with your surroundings. To get to any of the six locations within the
- PRISM complex, you simply type the mnemonic that identifies a given location.
- These mnemonics (and their associated locations) are:
-
- PPCC -- PRISM Project Control Center
- RCRO -- Research Center Rooftop
- PEOF -- Dr. Perelman's Office
- PCAF -- PRISM Facility Cafeteria
- MACO -- Maintenance Core
- WNNF -- World News Network Feeder
-
- In addition to "physical" locations, you may also visit "internal" locations
- within your CPU (Central Processing Unit). These locations are called MODES.
- When you woke up, you found yourself in an unspecified "physical" location, but
- you were in an "internal" location called "Communications." While you can travel
- to physical locations by typing the 4-letter code, you must ENTER an internal
- MODE. The internal locations are:
-
- Communications
- Interface
- Library
- Sleep
- Simulation
-
- The following is a brief description of each of these MODES:
-
- Communications -- Allows you to communicate with the living beings around PRISM
- complex. NOTE: You must be in Communications Mode in order to travel around the
- PRISM Complex!
-
- Interface -- Allows you to change various "automatic functions" around the
- PRISM Complex (i.e., Janitorial Schedules, Environmental Controls, Traffic Flow
- Controls, etc.). To interface with these "ports," enter the Library Mode and
- read the files in "PRISM INTERFACES" directory.
-
- Library -- Contains five directories that will become very important to you in
- Part III of the game. Familiarize yourself with the files on Perelman, Ryder,
- PRISM Interfaces, and don't forget to check the PRISM Messages from time to
- time!
-
- Sleep -- Yes, although you are a computer, you'll get sleep and must enter the
- Sleep Mode to refresh your diodes. This is also a good mode to enter when you're
- waiting for Perelman to come around to his office!
-
- Simulation -- This mode takes you into the future simulations where you will
- make recordings for Dr. Perelman. When your record buffer is full, simply ABORT
- and ask Dr. Perelman to examine your buffer so that you will be able to re-enter
- simulation and record more information.
-
- A MIND FOREVER VOYAGING
- is copyrighted 1985 by
- Infocom, Inc.
-
- This walkthru is copyrighted
- 1986 by Barbara Baser.
- All Rights Reserved.
-
- Last page !
-
- ELECTRONIC GAMER TEG-2151
-
- A MIND FOREVER VOYAGING
-
- 1 Orientation and Modes
- 2 Beginning and List Locations
- 3 10 Years, Aborting, and End
- of Part I
- 4 Part II, The Test, 20 Years,
- 30 Years, and 40 Years
- 5 50 Years, End of Part II,
- Part III, Ryder, Endgame
-
- Enter choice !2
-
- ELECTRONIC GAMER TEG-2160
-
-
-
-
- A MIND FOREVER VOYAGING
- Part Two
-
- BEGINNING
-
- Go to WNNF (World News Network Feeder) and read about the world's current
- situation. Continue doing "looks" until you come back to the beginning of the
- broadcast or until you receive word from Dr. Perelman saying the simulations may
- start. When you do get this message, you will receive a list of items Dr.
- Perelman wants you to record. This list is always the same. The things you will
- be recording in the simulations are:
-
- Eating a meal in a restaurant
- Talking to a government official
- Visiting a power-generating facility
- Reading a newspaper
- Riding some form of public transportation
-
- Press <CR> for more !S
-
- Attending a court session
- Talking to a church official
- Going to a movie
- Visiting your own home or living quarters
-
- With this list tucked safely away in your memory bank, it's time to enter
- Simulation Mode. When you enter Simulation Mode, you will be given a Security
- Code to decipher. The code is a color followed by a number. Take the decoder
- that came with the game and display the color in the box then line up the hash
- marks as closely as you can. Find the code number on the inner wheel. The number
- it corresponds to on the OUTER wheel is the number you should type in as the
- Security Code (i.e., RED 94 would correspond with #78 on the outer wheel).
-
- After you type in this number, you will automatically be deposited in Kennedy
- Park in the Ten Year Simulation. As other simulations are added, you will be
- given a choice of which year simulation you want to visit and record.
-
- To make life easy for you, I will give you the locations of the nine items you
- are supposed to record and walk you to them in the Ten Year Simulation. In the
- other simulations, I will simply tell you what is not recordable (due to things
- disappearing around town). I will, however, tell you what you can record first
- everytime, since subsequent simulations will deposit you at different starting
- points.
-
- Here are the locations of the items on your "get list":
-
- Restaurant meal -- Northeast corner at Bodanski Square (which is located at the
- intersection of Bodanski Boulevard, River Street, and Centre Street.
-
- Government official -- In City Hall at the intersection of Main Street and Park
- Street.
-
- Power-generating facility -- A tough one to find! Located southeast of Wicker
- Drive and River Street.
-
- Newspaper -- At Bodanski Square.
-
- Public transportation -- Everywhere, but the one I'll take you to is right
- outside the Power-generating facility on Wicker Drive and River Street.
-
- Court Session -- Northwest corner at the intersection of Park Street and Elm
- Street.
-
- Church official -- St. Michael's Church, which is west of the intersection of
- Midland Avenue and Church Street.
-
- Movie -- Northwest from the Railroad Musuem on Bodanski Boulevard
-
- Your home -- Parkview Apartments, which is west from the intersection of
- Southway and Kennedy Street.
-
- A MIND FOREVER VOYAGING
- is copyrighted 1985 by
- Infocom, Inc.
-
- This walkthru is copyrighted
- 1986 by Barbara Baser.
- All Rights Reserved.
-
- Last page !
-
- ELECTRONIC GAMER TEG-2151
-
- A MIND FOREVER VOYAGING
-
- 1 Orientation and Modes
- 2 Beginning and List Locations
- 3 10 Years, Aborting, and End
- of Part I
- 4 Part II, The Test, 20 Years,
- 30 Years, and 40 Years
- 5 50 Years, End of Part II,
- Part III, Ryder, Endgame
-
- Enter choice !3
-
- ELECTRONIC GAMER TEG-2168
-
-
-
-
- A MIND FOREVER VOYAGING
- Part Three
-
- TEN YEAR SIMULATION
-
- GOVERNMENT OFFICIAL -- From Kennedy Park, go southwest to Elm and Park, then
- north to the intersection of Centre, Main and Park Streets. Go west into the
- City Hall and sit down on the bench next to the Government Official. Turn your
- recorder on and say hello to the official. After he briefly chats with you,
- he'll have finished what he was eating and leave. Turn the recorder off and go
- east back to Park Street.
-
- COURT SESSION -- Go south back to the corner of Park and Elm and turn your
- recorder on. Go northwest into the Court House. Entering the Court House will
- automatically record the session. Turn the recorder off and go southeast back to
- the intersection.
-
-
- Press <CR> for more !S
-
- YOUR LIVING QUARTERS -- Go south and west to the Parkview Apartments. Unlock
- the door with the key and go west. You will automatically take the elevator to
- your floor. Unlock the door and go north into your apartment. You don't really
- have to interact with Jill. Turn on your recorder and record Jill's painting,
- the view out the window and go east into the kitchen. Open the refrigerator and
- look inside. Then go west and north into the bedroom, east into the bathroom.
- You can turn off your recorder now since there's nothing else here for you to
- record. Leave your apartment and go east back to the corner of Park and
- Southway.
-
- POWER-GENERATING FACILITY -- Go east twice to the intersection of Southway and
- River Street. Then go south, and southeast to Wicker Drive and River and
- northeast to the Factory Entrance. Go southeast into the Skycar Factory and
- southwest to the Power Station Entrance. Turn the recorder on and go south into
- the Power-generating Facility. Entering the facility will automatically record
- it. Turn the recorder off and go north and northwest back to Wicker and River.
-
- PUBLIC TRANSPORTATION -- Go down the stairs to the underground Tube Station and
- wait for a tubecar to arrive on the northeast set of tracks. When the tubecar
- arrives, go northeast and turn your recorder on. Now do "waits" until the
- tubecar arrives at the "Skybus Terminal," exit and turn the recorder off. Go up
- the stairs and southeast to the corner of Main and Kennedy.
-
- CHURCH OFFICIAL -- Go east twice to Main and Church Streets, then go north to
- the Church Entrance and west into St. Michael's Church. Turn your recorder on
- and say hello to the church elder. After he talks to you, turn the recorder off
- and exit the church by going east.
-
- NEWSPAPER AND EATING A MEAL -- Go north and west to Midland Avenue and River
- Street then north to Bodanski Square. Buy a newspaper from the dispenser, turn
- your recorder on and read the paper. After you've finished the paper, turn your
- recorder off and go northeast to the restaurant. Tell the snooty maitre d' "YES"
- when he asks if you want a table for one. He'll take you to a table far in the
- back and seat you. Read the menu and then give your credit card to the waiter.
- Now turn your recorder on and wait until your meal arrives. You'll automatically
- eat your meal, so enjoy it and when it's gone, turn your recorder off, stand up
- and leave the restaurant by going southwest.
-
- SEEING A MOVIE -- From Bodanski square, head east on Bodanski Boulevard to the
- Museum Entrance. Enter the Cinema Complex by going northwest and buy a ticket.
- Turn your recorder on and enter the hallway. After 15 minutes of watching the
- movie, your recorder should automatically turn itself off because your record
- buffer is full.
-
- You've recorded everything on Dr. Perelman's list, so it's time to abort your
- simulation and return to the PRISM Complex. When you arrive, go to Dr.
- Perelman's office (PEOF) and sleep. While you're sleeping, Dr. Perelman notices
- your return from the future and informs you that he and his team will examine
- your record buffer tapes. Continue sleeping while this is happening and soon,
- you'll get another message from Dr. Perelman to come to his office. Enter the
- Communications Mode and go back to PEOF and wait until the good doctor arrives.
-
- When he gets there, he gives you a hearty congratulations on a job well done
- and tells you further simulations are possible. After patting you on the, uh,
- back, he leaves for a meeting. Thus ends Part I of A MIND FOREVER VOYAGING!
-
- A MIND FOREVER VOYAGING
- is copyrighted 1985 by
- Infocom, Inc.
-
- This walkthru is copyrighted
- 1986 by Barbara Baser.
- All Rights Reserved.
-
- Last page !
-
- ELECTRONIC GAMER TEG-2151
-
- A MIND FOREVER VOYAGING
-
- 1 Orientation and Modes
- 2 Beginning and List Locations
- 3 10 Years, Aborting, and End
- of Part I
- 4 Part II, The Test, 20 Years,
- 30 Years, and 40 Years
- 5 50 Years, End of Part II,
- Part III, Ryder, Endgame
-
- Enter choice !4
-
- ELECTRONIC GAMER TEG-2518
-
-
-
-
- A MIND FOREVER VOYAGING
- Part Four
-
- "Deep into that darkness peering,
- long I stood there, wondering, fearing,
- Doubting, dreaming dreams no mortal
- ever dared to dream before."
- --Edgar Allen Poe
-
- While you're waiting for Dr. Perelman's next set of instructions to come in to
- you, visit WNNF and see what the news for the day is. You may also want to do
- some reading in your Library Mode. While you're doing these small tasks, you
- should receive a message from Dr. Perelman to pop into his office as soon as you
- can. So go to PEOF and wait until Drs. Perelman and Grimwold arrive.
-
- Dr. Perelman will inform you that Dr. Grimwold wants to run another series of
- psyche tests, and when Dr. Grimwold asks if you are ready to take the tests,
-
- Press <CR> for more !S
-
- tell him "YES." Don't worry about answering correctly...this appears to be a
- little "teaser" Infocom threw in for fun. I answered "bears" to every inkblot
- and it didn't appear to affect the outcome of the game.
-
- TWENTY YEAR SIMULATION
-
- While you're waiting for the results, you can enter Simulation Mode on your own
- initiative to see if other "futures" have been added. You should see that a
- Twenty Year Simulation is now available. Select it and this time, continue
- recording the same items from Dr. Perelman's original list.
-
- When you enter the year 2051, you will be in the Rockvil U-Tube Station. Go up
- the stairs to the corner of Elm and University and then go north and west into
- City Hall and record the Government Official conversation. Follow the directions
- from Part Three of the walkthru to record the rest of the items.
-
- When your record buffer fills up and shuts off, abort the simulation, enter
- Communications Mode and go to Dr. Perelman's office. If he's not there, go to
- sleep. When he arrives, tell him to examine your buffer. After he leaves to go
- over the new information you've recorded, wait until he returns (you may want to
- do some Library reading while you wait). He'll ask you to record more
- information from the future. So enter Simulation Mode and select the Thirty Year
- Simulation.
-
- THIRTY YEAR SIMULATION
-
- You find yourself at the intersection of Southway and River. Since you're near
- your apartment building, visit it first by going west three times. You see that
- things have drastically changed since your last visit. Record the same things in
- the apartment as you did before. And be prepared to catch the BSF Raid in your
- buffer...it will take place inside your living room.
-
- After you've finished at your apartment, record the other items from the
- original list. However, this time you will not be able to record the following
- items:
-
- Government Official, Church Official, and the Newspaper (instead, read and
- record the Church Pamphlet in the church that's southeast of Bodanski Square).
-
- After you've recorded everything you can from the list, if you find that your
- buffer still isn't full, record some of the other interesting sights in town
- like the Aquarium (on Aquarium Drive between Kennedy and Park Streets) or the
- Rockvil Zoological Gardens (on Aquarium Drive south of the Rockvil Stadium). But
- be careful after dark! You'll find the year 2061 to be quite crime-ridden and it
- may be dangerous after dark. If you get robbed, you won't be able to go back
- home...Jill's depression may not allow her to unlock the door should you buzz!
-
- When your buffer shuts itself off after it's full, abort the Simulation and
- return to Dr. Perelman's office. He should be sitting at his desk working away.
- If he isn't, wait until he arrives then say hello to him (to get his attention).
- When he notices you, tell him to examine your buffers. He'll do so excitedly
- then return and ask you to record more! Read carefully which year(s) he wants
- more information from. You may find that he wants more from 2061 (30 years) and
- 2071 (40 years). If he wants more from 2061, re-enter Simulation Mode and record
- another buffer's worth in the Thirty Year Simulation. If he's satisfied with
- 2061, enter Simulation Mode and select the Forty Year Simulation.
-
- FORTY YEAR SIMULATION
-
- You find yourself at Bodanski Square so you should record the Church Pamphlet
- first, then record the Restaurant Meal and the Movie. In addition to the
- previous items no longer recordable, you will find that the Public
- Transportation has been disabled, so it will be more difficult to fill up your
- record buffer. In addition to the Aquarium and the Zoo, take a trip out to the
- Airport (at the end of Airport Way), visit St. Vincent's School and its
- playground for some interesting insights into the children of the year 2071. (Do
- you find yourself becoming depressed?)
-
- When your buffer's full, abort the simulation and go to sleep. When you wake
- up, go to PEOF and wait for Dr. Perelman. When he arrives, ask him to once again
- examine your record buffer. After he's satisfied that the year 2071 is, indeed,
- dreadful (due to "The Plan" being carried out), he'll send you to the Fifty Year
- Simulation (2081), the most chilling simulation of all.
-
- A MIND FOREVER VOYAGING
- is copyrighted 1985 by
- Infocom, Inc.
-
- This walkthru is copyrighted
- 1986 by Barbara Baser.
- All Rights Reserved.
-
- Last page !
-
- ELECTRONIC GAMER TEG-2151
-
- A MIND FOREVER VOYAGING
-
- 1 Orientation and Modes
- 2 Beginning and List Locations
- 3 10 Years, Aborting, and End
- of Part I
- 4 Part II, The Test, 20 Years,
- 30 Years, and 40 Years
- 5 50 Years, End of Part II,
- Part III, Ryder, Endgame
-
- Enter choice !5
-
- ELECTRONIC GAMER TEG-2529
-
-
-
-
- A MIND FOREVER VOYAGING
- Part Five
-
- FIFTY YEAR SIMULATION
-
- You'll find yourself at the intersection of Main Street and Wicker Drive. Turn
- your buffer on and look. You can only go a limited number of moves in this
- simulation because society has deteriorated to a sort of post-cataclysmic
- survival of the fittest anarchy with whole areas of the city cordoned off to all
- but a favored few...and you aren't one of them!
-
- Leave your recorder on and go west to the bridge, southeast to the burnt-out
- building, south to the empty grocery store, east to the thugs, and when you
- can't take any more of this depressing place, head north into Midland Cemetery
- for a little mugging and death. The simulation will automatically abort and
- return you to the PRISM Complex where Part II ends and Part III begins....
-
-
- Press <CR> for more !S
-
- PART III
-
- "Who hears may be incredulous,
- Who witnesses, believes."
- --Emily Dickinson
-
- Part III of A MIND FOREVER VOYAGING is the strangest part of the entire game.
- You can enter any of the Year Simulations and wander around (but don't record
- anything!), but it's best to stay put at the PRISM Complex...the REAL action in
- this game is about to begin.
-
- Enter Library Mode and spend a lot of time familiarizing yourself with your
- Interface Modes and how to interact with them. Also read the PRISM Messages
- Directory's files. You will get a message from Emily Warren regarding the
- addition of the World News Network Feeder to your already existing ports. When
- the message arrives, make CAREFUL note of the current time and when that
- interface will be available to you.
-
- Dr. Perelman will return from a trip to Washington with bad news regarding the
- information you collected in the Simulations. The higher-ups believe the tapes
- are fakes, that the information in them has been falsified so that "The Plan"
- will be abandoned. In a dejected mood, Dr. Perelman wanders off to be by
- himself. Enter Sleep Mode, since you haven't slept in awhile.
-
- Now the hard work (on your part) begins. As you're sleeping, a message
- interrupts your dreams from Major General Dirk Peters of the Dakota/Manitoba
- National Guard saying there has been a security leak and that he has sealed off
- the entire PRISM Complex! Enter Communications Mode and go directly to Dr.
- Perelman's office.
-
- Wait around here until you see Dr. Perelman and Senator Ryder come storming
- into the office. When they arrive, turn your recorder on and record the entire
- conversation. When Ryder leaves, turn your recorder off and go to the Rooftop
- (RCRO) and wait until you see a skycar loaded with maintenance men arrive. As
- soon as they do, go to the Maintenance Core (MACO) and note the description of
- the ventilation units which are whisking away the Zeeron Fumes that are output
- by your air conditioning unit. Now enter Interface Mode. You're going to
- interface to the HVAC Controller.
-
- Ask the HVAC Controller for a Status. You will see a listing of the
- environmental functions in the various sectors of the PRISM Complex. Find the
- sector that the Maintenance Core is centered in and turn off the ventilation in
- that sector. Now exit Interface Mode and re-enter Communications Mode and go
- back to MACO. Don't leave the area until you see the phony "maintenance men" try
- to sabotage your air conditioning unit. Because of your quick thinking (CPU's
- are like that, you know!) by turning off the ventilation, the buildup of the
- Zeeron Fumes soon renders the saboteurs unconscious! Soon afterward, the
- National Guard enter and take the unconscious men away.
-
- Remember the poem that started Part III? "Who hears may be incredulous, Who
- witnesses, believes." It's time for you to show the world what the good Senator
- is really like and to put him and his "Plan" out of business!
-
- Enter Interface Mode and see if you've been given access to the World News
- Network Feeder yet. If you haven't just wait around until you can interface with
- it. NOTE: You *won't* be notified of its availability. You'll have to constantly
- look to see if you can plug into its port.
-
- When it is available, instruct the WNN Feeder to transmit your record buffer
- and return to Communications Mode and go to WNNF. Look at that! Every word,
- every threatening gesture Ryder made is being sent over the airwaves to every
- person in the world! Ryder's days are numbered, PRISM...you've done a great
- service to humanity! Now for your reward....
-
- You feel yourself falling into a deep, pleasant sleep. When you awake, you find
- yourself in your apartment with Jill, who's prattling about a trip of some sort.
- Mitchell, your son, is a handsome, clean-cut youth, not the dissident you
- remember from your simulations.
-
- The world is, indeed, a wonderful place to live after all. And you find you've
- been granted a "life" within it...no longer a piece of metal, but a flesh and
- blood creature, who can live his life to its fullest potential...a life made
- possible by Dr. Perelman....
-
- A MIND FOREVER VOYAGING
- is copyrighted 1985 by
- Infocom, Inc.
-
- This walkthru is copyrighted
- 1986 by Barbara Baser.
- All Rights Reserved.
-
- Last page !
-
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