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- TRINITY
- Part 1
- World tensions seem to be running high, but so what else is
- new? Darned if you're going to let that get in the way of
- enjoying the last day of your vacation. You don't get over to
- the east side of the Atlantic often and there's no reason for
- angry rhetoric to spoil a stroll through Kensington Gardens.
- It's a spot you will have to learn to love, since you're doomed
- to passing through it forever. But the good news is you're going
- to become an integral part of the space time continuum. But
- that's for physicists; let's get on with the game!
- As in any game, make sure to map. The mapping is especially fun
- in this game, sinc it shows great symmetry with the props
- included with the package, particularly, the Sundial. You start
- off at the Palace Gate, getting ready for a stroll through the
- park. The first place to go is off to the northeast, The Wabe.
- Here you'll find an object that is the central theme for the
- whole game, a Sundial. If you examine it, you'll notice that the
- gnomon, the piece that casts the shadow, is loose. Hmmm. UNSCREW
- GNOMON. It falls to the ground. TAKE GNOMON.
- From the Wabe go southeast to the Flower Walk. But what's that
- in the bushes? A soccer ball. TAKE BALL. (There are very few red
- herrings in this game.) Go north from here. I'll meet you at
- Lancaster Walk.
- There is water on two sides of us here. First try going east
- toward the Long Water. Whoa! That's some tough grass. But notice
- what an easy time the bicyclists have. Well, let's head off to
- the West. This is the Round Pond, a quaint European scene. Take
- a look at the boats. What's this, a paper bird? TAKE BIRD. Look
- at the bird. There's some writing. OPEN BIRD. READ PAPER. Take a
- look at your watch. Four p.m. isn't far away. You're going to
- have to find a way across that grass.
- Go northwest. This is the Black Lion Gate. Some irresponsible
- nanny has forgotten her perambulator. (Don't worry, you can call
- it a pram.) OPEN PRAM. Whew! At least she didn't forget the
- child. This has wheels, kind of like bicycle tires. Better bring
- it with you. PUSH PRAM SOUTH.
- Here at the Broad Walk you see an old woman selling crumbs. At
- least she isn't on the dole. Patroize the woman; BUY CRUMBS.
- She offers the bag and your change: TAKE BAG AND COIN. Put the
- coin and the paper (from the bird) in your pocket. Might as well
- give some crumbs to the birds. FEED BIRDS. (Once, and only once.
- You'll notice that the wind shifts.) What's this? A Ruby? Try to
- take it. Beep Beep! A Roadrunner in England? These crumbs are
- going to be useful, so take care not to spill them.
- PUSH PRAM NORTHEAST. Here you are at the Iverness Terrace.
- There is a typically preoccupied British youth listening to his
- walkman and blowing bubbles. Don't antagonize the fellow, just
- remember the scene for future reference. PUSH THE PRAM EAST.
- Here at the Lancaster Gate you'll see a woman struggle with and
- lose her umbrella. Oh, the poor woman, look at her face. Before
- you can help, she has left and her umbrella is in the tree.
- Well, maybe you can give it back to her at some other time.
- THROW BALL AT UMBRELLA. Down it falls. TAKE UMBRELLA. PUSH THE
- PRAM SOUTH, back to Lancaster Walk.
- Time is running out. GET IN THE PRAM. (Don't you feel silly?
- You certainly look silly.) Now how to get this thing moving?
- Remember the wind? OPEN UMBRELLA. Ayiee! When you get up you'll
- notice you will have dropped everything. TAKE ALL. (Don't worry
- about the pram.) When you read the description, you'll notice
- that the rhetoric has turned into war and the first missile is
- on the way. Fortunately, a door appears over the water. ENTER
- WATER. ENTER DOOR. (And yes it is a good direction!) You're on
- your way to the other side!
- You find yorself in a meadow. A shadow lies across the room.
- You will become very familiar with the shadow. Also here is a
- gigantic mushroom. There are six others like it in this part of
- the game. Five of them must be solved before the sixth one can
- be solved. (If you haven't yet done so, save the game and have a
- look around and then continue here.) The only way out of this
- room is to the north. You are now at the Summit, and have seen
- or will see a meteor fly through the sky and hear it hit the
- ground. From the Summit go northeast to the South Bog.
- Amid the bog if a decaying log. It sparkles as it decays. Most
- adventurers recognize a potential light source when they see
- one, and this is certainly one. KICK LOG. TAKE SPLINTER. No need
- to worry about grues or other such creatures now. Go East, to
- the Bottom of the Stairs. Go up twice, to the Top of Vertex, and
- notice the temperature. EXAMINE HOLE. EXAMINE RING. Try to screw
- the gnomon in the hole. The threading doesn't match. You'll try
- again later. Go down twice.
- From the bottom of the stairs go south, to the Trellises and
- southwest to the Arborvitaes. Go east to the Arboretum and
- notice the statue. Go north to the North Arbor and then up to
- the Top of Arbor. Here you'll see an axe. TAKE AXE. It will be
- an extremely important piece of equipment. Go down (to the south
- if they ask) and you'll be in the South Arbor. Go down into the
- Arboretum and once again notice the statue. The name is
- sdrawkcaB!
- Go west and then northeast to get back to the Trellises and
- then north agan to the Bottom of Stairs. Go up twice. Now SCREW
- GNOMON IN HOLE. It works this time because the threading (and
- everything else) has been reversed. EXAMINE THE RING again.
- Notice that the symbols on the ring are the same that are on the
- sundial in the game package. Also note that they are present in
- the "Illustrated Story of the Atomic Bomb" in the game
- documentation. You'll notice a lever has popped up, too.
- Go down twice, south, southeast, west, south, up, down (north
- if they ask), and down. You will have gone through the Arboretum
- again and will have re-reversed everything so the name on the
- statue should be back to normal. This makes the orientation much
- easier. (Make sure the name is normal.) Now go back to the
- Vertex by going west, northeast, north, up and up again. PULL
- LEVER DOWN. You'll see a nifty effect. TURN RING TO FOURTH
- SYMBOL.
- Part 2
- Go down twice. From here go northeast to Under Cliff. You will
- see a bee hive here. Go east to the Crater's Edge and east again
- into the crater. Here is that meteorite that you saw earlier.
- You can't take it now, however, because it is too hot. You will
- have to find a way to cool it down. Go west and then northwest
- to the Bluff. Here is a cottage. OPEN DOOR. Go east into the
- Cottage. Examine the surroundings, they are interesting and
- amusing. LISTEN TO THE BIRD. Get the whole recipe; be sure of it
- by WAITing enough times so that bird repeats the first thing you
- heard. (Not including "Awks!" or other bird-type sounds.) Now
- you have a quest.
- OPEN THE BACK DOOR. Goeast to the Herb Garden. You'll see some
- mushrooms, one with a door, and a refuse pile. SEARCH PILE. TAKE
- GARLIC. You now have one of the necessary ingredients. Go west
- back into the cottage and DROP THE GARLIC (not in the cauldron).
- Go west again to the bluff and then southwest to the Chasm's
- Brink. You'll see the shadow here and a big tree. In order to
- cross the chasm, you have to fell this tree. Fortunately, you
- have your axe with you. CHOP TREE WITH AXE. Make sure the tree
- falls where you want it to: PUSH TREE NORTH. The tree will
- bridge the gap and you can go north to the Mesa. When you get
- there you will see another mushroom, but the white is open.
- ENTER DOOR.
- If you've noticed the correlation between the sundial and the
- documentation, then you know where you are. Climb down from the
- Scaffold. OPEN BOX. TURN ON SWITCH. You can listen to the final
- procedure checks. PUSH BUTTON. Now you can get out as the doors
- open. Go south to the South Beach. You can walk around a bit,
- but better just to go northwest to West Beach. You can see a
- small islet a short way off shore. Try to enter the water. Owww!
- Don't bother trying to placate these crabby creatures, it can't
- be done. If you simply WAIT a few turns some interesting things
- happen. You will see a large dark fin approach you and you will
- see a coconut fall from a tree on the islet.
- Don't back away from the fin; just prepare yourself for...a
- dolphin! He's friendly and intelligent and, sadly, probably soon
- dead. When the tide has risen so that the coconut is afoat,
- POINT AT COCONUT. The clever dolphin understands you and sends
- it to your feet. TAKE COCONUT. You must now take leave of the
- dolphin and go back through the door. Go southeast then north.
- UP. ENTER DOOR.
- You are now back on the Mesa. Go south and then northwest. You
- see the boy again, but now he's huge. You'll get back to him. Go
- south. This is the North Bog, directly north of the South Bog.
- Notice the Venus Flytrap. Go southeast to the Bottom of the
- Stairs. DROP UMBRELLA here. Go northeast. This hive is no doubt
- the place for the honey. This is no time to stop taking risks:
- PUT HAND IN HIVE. Now you've done it. You need a defense. The
- Flytrap! Without hesitation go west twice. The bee will get
- sidetracked (permanently) and you can go back for the honey. Go
- east twice. PUT HAND IN HIVE.
- From here you must go back to the cottage to get rid of this
- honey which is stuck to your hand. Go east then northwest, then
- east again to enter the cottage. You were daring to get the
- honey, now be daring to get rid of it: PUT HAND IN CAULDRON.
- That's one down, three to go. DROP COCONUT. CRACK COCONUT WITH
- AXE. TAKE COCONUT. POUR MILK IN CAULDRON. That's two down and
- two to go, and the garlic is right here on the floor. But what
- about the lizard? DROP THE COCONUT and let's find it.
- Go west, southeast, west and southwest to get back to the
- Bottom of the Stairs. Go up twice and TURN RING TO THIRD SYMBOL.
- Go down twice and west twice until you reach the Waterfall. Go
- north to the Cemetery, noticing the crypt, and then nort again
- into the Barrow. You'll see a barrow wight here, but he'll not
- bother you so long as you have a light source. You will also see
- a small hole in the wall. Go north again and you'll be in the
- Ossuary, surrounded by those less fortunate then yourself.
- SEARCH THE BONES and you should find (appropriately enough) a
- skeleton key. TAKE KEY. The mushroom here has its white door
- open. (The shadow from the enormous gnomon is the key to the
- doors; by changing the position of the gnomon by turning the
- ring, you direct the shadow from the suns toward a particular
- door. While the shadow touches the door it remains open (until
- you pass back through it). By keeping the lever down the suns
- are prevented from moving.) ENTER DOOR.
- This area is the Underground. You'll notice a small
- thermonuclear device waiting to be detonated. You will also see
- a lantern. TAKE LANTERN. Go west. TAKE WALKIE-TALKIE. A skink is
- a small lizard, by the way. Go west. By now you have probably
- noticed that the skink is afraid of light. To get it out of the
- crevice, PUT SPLINTER IN CREVICE. The skink then runs by to the
- east. Time to corral that li'l critter. Go east. TURN ON
- LANTERN. DROP LANTERN. Go west and there is the confused and
- bewildered skink running around at you feet. TAKE SKINK. PUT
- SKINK IN POCKET. This is no time to be squeamish. Go east and
- TAKE LANTERN. Go east twice, the second time being back through
- the door.
- Now that you are back in the Ossuary, you have to get out of
- this creepy place but those bars are there to see that you
- don't. Go south. Remember that hole? PUT KEY IN HOLE. TURN KEY.
- Just go DOWN to get out to the Ice Cavern. First thing to do is
- TURN OFF LANTERN. You will need it again later. In fact, LOOK AT
- LANTERN. It is now time for some inventory management.
- Go east to get to the Waterfall and then east twice more to get
- to the Bottom of Stairs. DROP WALKIE TALKIE AND LANTERN. Those
- two items and the umbrella should now be here. Return to the Ice
- Cavern by going west three times. LOOK AT CEILING. There are
- icicles there, just the thing to cool a hot meteorite. THROW AXE
- AT ICICLES. One falls to the ground. TAKE AXE AND ICICLE. Save
- the game here. (I hope you have been doing so regularly.) Take
- the icicle to the Crater using the shortest possible route.
- Oops, didn't quite make it, eh? A detour is in order. From the
- Ice Cavern go east three times to the Bottom of the Stairs and
- up twice to the Vertex. (Remember that it's cold in thin air.)
- While you're here, TURN RING TO SECOND SYMBOL. Now that the
- icicle is refrozen, go down twice, northeast, and east twice to
- get into the crater. No time to lose, PUT ICICLE ON LUMP. You
- can feel its pull on the axe, so you know it is a magnet of
- sorts. TAKE LUMP. It is now time to visit the bubble boy.
- Go west three times and then northwest to get back the
- Promontory. GET IN WATER. WAIT until you are swept up into a
- bubble. You do not have to worry about any special means of
- guiding the bubble, simply give directions normally. Go south,
- then southwest and finally IN. The bubble freezesand you are
- floating in space. When you read the description, you will
- notice that the moon, in crescent form, is coming into view.
- TAKE SKINK. KILL SKINK. Soon you will collide with a satellite
- (the kind Cap Weinberger dreams of) due to the force of the
- magnetic meteorite. Save the game. When the satellite brings you
- VERY close to the white door, BREAK BUBBLE WITH AXE. This will
- propel you into the door and send you back to the Waterfall.
- You now have the last ingredient for the potion the bird
- described. Go northeast, east, northeast, and east to get back
- into the Cottage. Open the cage door and let the bird go. PUT
- SKINK IN CAULDRON. TAKE GARLIC. PUT GARLIC IN CAULDRON. EAST.
- WAIT. After the Boom you can go back into the cottage. The book
- and pedestal and map are all destroyed. However, if you look in
- the cauldron there is an emerald there. TAKE EMERALD. That
- leaves three mushrooms to go.
- Part 3
- TAKE CAGE then go west, southwest, southwest again, and east
- back to the Bottom of Stairs. You can now DROP ALL BUT CAGE and
- go up twice. SET THE RING TO FIFTH SYMBOL and go down twice. Go
- west, northeast, northeast again, east, and east again. This
- will bring you back to the Herb Garden where the door in the
- mushroom is now awaiting you. ENTER WHITE DOOR. This brings you
- out onto the Platform in Siberia. Go down to Under Platform.
- Eeek, what's that? WAIT a turn and you'll see that the ground is
- covered with rodents which are racing to the northeast.
- May as well follow them so go northeast twice. At the Cliff
- Edg you recognize these rodents as lemmings. They are so thick
- underfoot that they almost obscure the fissure beneath your
- feet. EXAMINE FISSURE and sure enough, there is a lemming in
- there just waiting for you to take it. TAKE LEMMING. PUT LEMMING
- IN CAGE. CLOSE CAGE. That's what you're here to get so go
- southwest twice, up, and ENTER DOOR to exit back to the Herb
- Garden.
- Go west twice, southwest twice, and east. Now go up twice and
- SET RING TO SIXTH SYMBOL. Go down twice, DROP CAGE, and TAKE
- UMBRELLA AND PAPER. Go east twice to the Moor where another
- mushroom with an open door invites you in. ENTER DOOR and
- ooops...where's the ground? Pretty far down so you'd better OPEN
- UMBRELLA. Once again you seem to have dropped everything so TAKE
- ALL. Go east into the Shelter and TAKE SPADE. Go west back out
- to the Playground and examine your surroundings to be sure you
- know where you are.
- WAIT for a little while and a girl will appear and be very
- interested in that umbrella of yours. It's clear she would like
- it but maybe you should charge her for it. You'll need a way
- back up to that white door in the sky. If you could only fly.
- Did you see anything in the school windows that gave you an idea
- what to do here? Perhaps one of those paper birds is the answer.
- Of course, you still have your own paper bird, don't you? Oh,
- it's a little ruined? So refold it. YOU can't. GIVE PAPER TO
- GIRL. Now we're on to something. GIVE UMBRELLA TO GIRL. See, you
- knew something magical would happen!
- BOARD BIRD and once it stops just ENTER DOR. Now it is time to
- use the spade. From our map we know that the seventh mushroom
- must be across the river, but if you've ever tried to board that
- dory while you were alive, you know you can't. If you've never
- tried it, go ahead, it doesn't hurt and may yield a smile. From
- the Moor go west four times and then north.
- Here in the Cemetery is that crypt whose lid you may have tried
- to pry with the umbrella or axe. Neither of them worked; but if
- you examine the spade, you'll see that it looks sturdy enough.
- PRY LID WITH SPADE. LOOK IN CRYPT. EXAMINE CORPSE. TAKE SHROUD
- and you may as well WEAR SHROUD. TAKE BANDAGE and then LOOK IN
- MOUTH. TAKE SILVER COIN. Looks like we're ready to cross that
- river now.
- But wait, that silly corpse is wearing a green boot and a red
- boot. TAKE RED BOOT AND GREEN BOOT. WEAR RED BOOT. WEAR GREEN
- BOOT. They may just come in handy. Go south and then east twice.
- You can DROP BANDAGE AND SPADE. You should now TAKE CAGE,
- EMERALD, WALKIE-TALKIE, LAMP, AND BAG. You are now ready for the
- seventh mushroom. Don't forget to go up twice, SET RING TO
- SEVENTH SYMBOL, and go down twice before you set out for the
- river.
- Go southeast and WAIT. Once the real ghosts take a seat you can
-
- BOARD DORY. Because you have covered up those tourist shortswith a shroud you should have no problem with this. GIVE SILVER
- COIN TO OARSMAN and you're off on the final leg of your journey.
-
- From the Sand Bar, go south. You should be greeted by theroadrunner with that ruby. ENTER DOOR after the roadrunner and
-
- emerge inNew Mexico. You are in the Shack and because of the
- voices outside it seems prudent to stay here for a while solet's read a little. DROP CAGE. TAKE BOOK. READ BOOK. It's not
- very interesting so DROP BOOK and TAKE SLIP OF CARDBOARD.
-
- EXAMINE SLIP OF CARDBOARD. READ POETRY and EXAMINE DIAGRAM. Takecareful note of the diagram each time you play because the
- diagram is different each time and its information is critical
- to your success. DROP SLIP OF CARDBOARD and TAKE CAGE.
- It sounds as if the men have left so go west and then down
- twice. Here's the roadrunner and that ruby. Hmmm, we already
- have an emerald. That makes a red gem and a green gem! There
- must be some connection then between the gems and the red and
- green boot. EXAMINE GREEN BOOT. Yup, looks like that emerald
- would fit into that recess. PUT EMERALD IN GREEN BOOT.
- Interesting,and probably useful. TAKE RUBY. PUT RUBY IN RED
- BOOT. Looks like you are ready for some speedy traveling and
- that is essential because time is short.
- From your Illustrated Story of the Atom Bomb you know that the
- bomb will be tested at 5:30. (With the wings on your boots you
- can cover one move in the desert in 15 seconds but without the
- wings it will take you 5 minutes. Brewing up that emerald was a
- required part of the game!)
- Part 4
- Go northwest three times and you will be at the Paved Road near
- the jeep. OPEN DOOR and ENTER JEEP. EXAMINE RADIO and EXAMINE
- DIAL. That dial matches the slider on your walkie-talkie pretty
- well so let's SET SLIDER TO X where X is the number the raio
- dial is set to. (This number varies with each game you play.)
- OUT. Don't worry about that wallet, you don't need it. RAISE
- ANTENNA and TURN ON WALKIE-TALKIE. There just may be some useful
- information to overhear. Go southeast five times and then east
- once. Now go south and then west.
- There are two doors here. Let's OPEN RIGHT DOOR and go west.
- Yipes, this looks like trouble. I would leave fast, so go north.
- Boxed yourself into a closet, huh? Well, first CLOSE DOOR. Whew!
- Safe for now. But what can you do now? Maybe if you distracted
- the snake with another prey, it would be satisfied and leave you
- alone. OPEN CAGE and OPEN DOOR. Perfect! Just as planned. Go
- OUT. MOVE PAPER, DROP CAGE, and TAKE SCREWDRIVER. Go south and
- then west. TAKE KNIFE. You really don't have time to explore the
- rest of the house but you now have all that there is for you
- here.
- Go east, north, east, east again, and southeast. DROP ALL BUT
- BAG AND LAMP. (Never, ever drop that bag unless you want to use
- it -- that roadrunner is hungry!). Go up and DROP BAG (I guess
- it is safe here). Go IN and DOWN. TURN ON LAMP. (I hope you
- saved as much of the power in this lamp as possible.) DROP LAMP
- and go UP and OUT. Now go down, northeast, and up. TAKE
- BINOCULARS and oops! Here we go again! But we've prepared in
- advance so just go DOWN and TAKE BINOCULARS. Now go UP and OUT
- and TAKE BAG (wouldn't want those tasty crumbs to get wet). Go
- down and TAKE WALKIE-TALKIE, SCREWDRIVER, AND KNIFE. Go
- northwest, north, west, and then northwest twice.
- Let's exlore the south road next. (If you've been listening to
- your radio, you know that time is getting short. Or you can
- check your wristwatch, it is working again.) Go south four times
- until you are Behind the Shed. WAIT a bit until your friend the
- roadrunner arrives then EXAMINE SHELTER WITH BINOCULARS. That
- bird sure is nosy, isn't he. Put him to work by typing POINT TO
- KEY. DROP BINOCULARS, TAKE KEY, and then go north four times.
- UNLOCK PADLOCK WITH KEY, TAKE PADLOCK, DROP PADLOCK, OPEN BOX,
- and EXAMINE PANEL. OPEN CIRCUIT BREAKER. Listen carefully to
- what you hear, especially the part about the "kid" and the line
- he may have forgotten to connect.
- Now in your next move CLOSE HANDLE or they will come to
- investigate. Again, listen carefully to what they say because
- the timing of the final puzzle depends on what you hear. OK, you
- now know what you need to do. If you can somehow disconnect the
- line that the crew thinks is faulty, and you do it AFTER the
- autosequencer starts, they will chalk it up to a "wet line" and
- let it go. You know which line it is because the kid is worried
- about it. I can't tell you which one it is because it changes
- from game to game.
- It will be the positive, ground, informer, or detonator. These
- are abbreviated as POS, GND, INF, and DET on the slip of
- cardboard you found in the book. Remember that panel in the
- Shack? You now have the screwdriver you need to open it and you
- have the knife to cut the proper wire (the slip of cardboard
- will translate the name of the wire into the color of the ire
- you need to cut). All you have to do now is go up into the
- Shack, open the panel, wait for the autosequencer to start, and
- then cut the correct wire. Oops, there is that searchlight,
- isn't there? Maybe we should take care of that first.
- Then it should be safe to climb back up into the Shack. Go
- southwest four times and you will be Outside Blockhouse facing a
- big dog who is sleeping. Perhaps you have looked on this dog as
- a problem but he is, in fact, the solution to a problem. The
- searchlight is mounted on this blockhouse. Have you ever
- disturbed the dog or allowed the roadrunner to disturb him?
- Notice that when the crew comes out to investigate, they turn
- the searchlight from the tower to the blockhouse area. This is
- what we need to use to our advantage.
- Also, have you studied the actions of the roadrunner here? He's
- been hungry all during the game. The dog seems to provide a good
- dinner table but not for long. If you could just find a way to
- have the roadrunner disturb the dog when you were at the tower,
- you could climb the tower while the searchlight was aimed at the
- blockhouse area. So, here is what you can do.
- After arriving at Outside the Blockhouse, WAIT for the
- roadrunner. As soon as he jumps onto the dog, DROP BAG. Whew, he
- is more interested in the crumbs; but when he's done, he will
- probably go back onto the dog and alert the crew. After dropping
- the bag, immediately go northeast four times. If you haven't
- wasted any crumbs along the way, you should see the searchlight
- sweep away from the towe just as you arrive (you are still
- listening to your radio, I hope).
- We're almost there now but no time to linger. Go up twice and
- then east. UNSCREW SCREWS WITH SCREWDRIVER and LOOK IN PANEL.
- Too dark? Then just turn on your lamp. Oh, that's in the
- reservoir? OK, just TURN ON THE BULB that is conveniently in the
- Shack. That's better. Now LOOK IN PANEL. As you suspected from
- the diagram, there are four wires which are red, blue, striped,
- and white. Using the card and the information regarding the "wet
- line" you gained after you opened the box, you now know which
- wire to cut with the knife. But DON'T do it until AFTER the
- autosequencer starts at T-45. WAIT as long as needed. CUT xxxx
- WIRE WITH KNIFE.
- CONGRATULATIONS! Perhaps their next test will be a little less
- ambitious and you will survive your London vacation after all.
- To get the final messages from the game (now that you are back
- in Kensington Gardens at the Palace Gate), go east, north, and
- north again. EXAMINE WOMAN and read your final rank.
- TRINITY is published by Infocom, Inc.
- This walkthru is copyright (c) 1986 by James Donnelly and Bob
- Konecny. All rights reserved.
-