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- 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.
- 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.
- 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
- 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.
- 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.
- 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!
- 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, 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 becomingdepressed?)
- 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.
- 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....
- 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. Andyou 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.
-