HDTenEightyP/NetNews huggingface dataset:
From: kbos@carina.unm.edu (Kurt "Some Guy" Bose)
Subject: Re: LTOI Lurking Horror Userid
Date: Fri, 02 Oct 92 14:21:38 GMT
Organization: University of New Mexico, Albuquerque

In article <2OCT199202293677@acad3.alaska.edu> fxmlk@acad3.alaska.edu (KIENENBERGER MIKE L) writes:
> Am I just stupid, or did Activision forget to suppy the Login userid for
>Lurking Horror?  It's the first thing you need (the password is supplied in
>the docs), and the clues say that the userid is supplied in the docs as well.
>Could someone either tell me what it is or tell me where it's at in the LTOI
>manual?
>

You're just stupid.

Well, okay, you're not (I had a little trouble, too), but you only gave me two
choices, and the ID is in the package.

Clues to follow:

Everyone's UserID is personal.  Nobody else can use yours unless they know it.

Not all schools use someone's name to assign login names.

Not all schools have login names at all...

Have you ever been in a class where they listed students by something other than
their names?

You need to find some other method to distunguish yourself from other students.

I doubt anyone else has the same ID card as you...

Or the same ID number.

Use the ID number as on the ID card in the package.

You'll find it on page 151 of the LTOI manual.

-- 
Kurt Bose (as in Daisy, not Rose) * kbos@carina.unm.edu * Make..oh, you know.---
-"The fatal tendency of mankind to leave off thinking about a thing when it is--
--no longer doubtful is the cause of half their errors.  The cause of the other-
---half can be attributed to playing Jose Offerman at short." - John Stuart Mill
Newsgroups: rec.games.int-fiction
From: positron@engin.umich.edu (Jonathan Scott Haas)
Subject: Re: ending of Sorcerer 101
Date: Mon, 05 Oct 92 12:12:10 EDT
Organization: University of Michigan Engineering, Ann Arbor
Keywords: ending  

In article <4OCT199218183961@zeus.tamu.edu> fts5792@zeus.tamu.edu (SRONCE, FRANK T) writes:
>
>Unfortunately, I am stuck at the very, very end, when you have to make 
>(I believe it was) 3 moves in 2 turns or something similar...
>

I got stuck at this point too... because I didn't have the manual (not
piracy... long story). What's *your* excuse?

In other words, the solution involves something in the manual.

If you have the manual, now would be a good time to pore through it
before reading further.

Look in the section of the manual about casting spells.

It seems that there are two methods of casting spells.

One of them you already know about... you open a spell box when your
spell book is near, the spell goes into the book, and then you can
cast it at will.

What happens when you open a spell box when your spell book is not near?

The spell is simply cast, that's what.

Can you figure it out yet?

The next page is the complete solution.

You have three turns. Cast BLUBBA to summon the whale. That's your first
turn. (You'll drop the spell book). Destroy the spell book with the
flamethrower. That's your second turn. Now open the spell box for your
third turn, and win the game.

-- 
__/\__  Jonathan S. Haas         | Jake liked his women the way he liked
\    /  University of Michigan   | his kiwi fruit: sweet yet tart, firm-
/_  _\  positron@engin.umich.edu | fleshed yet yielding to the touch, and
  \/                             | covered with short brown fuzzy hair.
From: uerics@mcl.ucsb.edu (Eric D. Shepherd)
Newsgroups: rec.games.int-fiction
Subject: Re: Beginning of Sorcerer...
Date: 27 Sep 92 09:53:45 GMT

I played Sorcerer from the Lost Treasures package, and "unlock journal
with the key" worked just fine.

- Eric S.

--
Eric Shepherd  |  Internet: uerics@mcl.mcl.ucsb.edu  |  AOL: Sheppy
-------- ACM Member ----- Apple II Alliance Charter Member --------
Erroneous statements and inappropriate opinions stated herein are
caused by network glitches and are not attributable to the author.
Newsgroups: rec.games.int-fiction
From: christie@extro.ucc.su.OZ.AU (Chris Tham)
Subject: InfoTaskForce is still alive!
Organization: Barbie Doll Fashion Consultancy
Date: Tue, 29 Sep 1992 00:28:10 GMT

>From: pds@lemming.webo.dg.com (Paul D. Smith)
>Subject: Re: infocom z-code interpreters
>Message-ID: <PDS.92Sep28123150@lemming.webo.dg.com>

>I had other problems with zmachine which I believe had to do with
>endianness: it just printed junk on my machine.  So, I found a pointer
>to a different ZIP by a group from Australia known only as
>"InfoTaskForce".  They've all graduated now and the code was a little
>buggy (but it basically worked, unlike zmachine :).

InfoTaskForce still lives, the core group that wrote the original
interpreter has managed to update it to handle _all_ Infocom files,
including A Mind Forever Voyaging, Trinity, etc. etc.  I know, because
I ported it to SVR4/Berkeley/AIX/SunOS Unix platforms several months
ago and extensively tested it on all my data files.  I added (color)
terminfo support as well as a new .infocomrc startup file parsing
routine.  It also works on IBM PCs (under both MSC and Borland C++),
Macs, and a whole bunch of other machines (I'm not sure whether the
Amiga was included, its been a while).

There were plans to post it to usenet, I can't remember which group,
I'll let you guys know when its ready.  Last I heard members of the
group were seeking legal advice as to the ramifications of posting
the source to an Infocom interpreter on the net.

christie@extro.ucc.su.oz.au
Newsgroups: rec.games.int-fiction
From: simon@shiva.trl.OZ.AU (Simon Michnowicz - A Free Spirit)
Subject: Unnkulian hint needed
Organization: Telecom Research Labs, Melbourne, Australia
Date: Sun, 4 Oct 1992 06:54:15 GMT

Dear Unkoolians,
		I know I have to hide the axe in a bucket and
cover it with the skin to cross the chasm. BUT I CAN NOT DO IT.
It keeps saying "too big" or something like that.

I wonder if someone can tell me the exact words to use, as I
am sure I am using the wrong verb, or something like that.

	Thanks
		Simon Michnowicz
From: linhart@romulus.rutgers.edu (Mike Threepoint)
Newsgroups: rec.games.int-fiction
Subject: Planetfall: microbe problem hints (was Re: Planetfall)
Date: 2 Oct 92 03:02:28 GMT
Organization: Frobozz Magic Amulet of Yendor Company

jeffyg@wyatt.ksu.ksu.edu (Jeffrey Wayne Geist) writes:
> Here is a game that has taken quite a bit of my time....  It has stumped me
> now Im miniaturized in the computer....
> I am leaving when a microbe attacks me.  Ive tried the laser on all settings.
> Ive thrown food.  Ive used chemicals (tho not all of them).  Is anybody
> willing to help?

Where's that repair robot when you need him?  Oh yeah... :-)

In the Lost Treasures of Infocom hint book, under "How do I get past
the giant microbe?", it reads:

Try shooting it with the laser.

That won't have any effect while the laser is set to 1, of course.

If you don't keep shooting the microbe, it will get close enough to
eat you.

Repeated shootings of the microbe merely hold it at bay, and sooner or
later you're killed when sector 384 comes to life.

Has the microbe become interested in anything besides you?

The microbe is attracted to the warmth of the laser.

When the laser gets warm enough, throw it over the edge of the strip,
into the void below.  The microbe will leap after it.
From: d8andjo@dtek.chalmers.se (Johan Andersson)
Newsgroups: rec.games.int-fiction
Subject: Re: The trend in adventure games
Date: 30 Sep 92 16:53:10 GMT
	<xeno.717659759@pv34ad.vincent.iastate.edu> <12631@sail.LABS.TEK.COM>
Organization: Chalmers University of Technology, Sweden
In-reply-to: toma@sail.LABS.TEK.COM's message of 29 Sep 92 15:15:48 GMT

In article <12631@sail.LABS.TEK.COM> toma@sail.LABS.TEK.COM (Tom Almy) writes:

> Why suffer and type when you can just push a button?

Because a GUI gives you all your options up front. This is great in normal
software but utterly boring in an IF game. Natural language at least gives
you an illusion of an unlimited interface.

/Johan

--
Johan Andersson           | "You don`t have conversations with microprocessors
Chalmers, Sweden          | you tell them what to do, and then you helplessly
Email:                    | watch the disaster when they take you literally."
d8andjo@dtek.chalmers.se  |	Sah`ot in David Brins "Startide Rising"
Newsgroups: rec.games.int-fiction
From: wms@ssd.intel.com (William Shubert)
Subject: Asylum (was Re: Top 10 Adventures)
Organization: Supercomputer Systems Division, Intel Corp.
Date: Thu, 1 Oct 1992 16:56:34 GMT

Thinking about my top 10 favorite adventures, I couldn't come up witha  list,
but I did think of an adventure I havent seen mentioned yet...does
anybody out there remember Asylum?  This was a graphic adventure of the
best kind.  The parser was excellent (A bit better than Infocom as I
remember) and the graphics were super-simple line drawings of the
rooms you were in (they had to be, this was a TRS-80 it was running on).
Anyway, it had some of my favorite puzzles ever...like the piano on your
head puzzle, etc.  It also had EASILY the toughest mazes I've ever seen.
Trying to map them was like trying to put together a jigsaw puzzle
where you couldn't always tell where one piece ended and the next started.

Anybody else ever play this?  Was it available for any machines that still
exist?
				-Bill (wms@iwarp.intel.com)
PS - This company had a whole series of games; Deathmaze 5000, Knossos,
     Minotaur(?), etc. but Asylum was easily the best.
From: mollems@wkuvx1.bitnet
Newsgroups: rec.games.int-fiction
Subject: Re: _Trinity_ SPOILERS on endgame
Date: 5 Oct 92 17:57:25 GMT
Organization: Western Kentucky University, Bowling Green, KY

In article <BvMuEE.6FB@rice.edu>, adam@owlnet.rice.edu (Adam Justin Thornton) writes:
> I played this--and solved it--back in '87.  But I seem to have forgotten 
> something.  Spoiler follows:
> 
> Right at the end.  How do I get into the padlocked box, which I think helps
> me get some info about which wire I need to cut?  I seem to recall it involves
> looking at Oppenheimer through the binoculars but I can't remember.
> 
You're right, the puzzle does involve looking through the binoculars,
but not at Oppie.  You're in the right area, though.



Where did Oppenheimer come from?



He was in that shack, initially.  Look in there with the binoculars.




See anything that resembles the box under the tower?



See anything that might assist in getting that box open?




There's a key in the shack, but it's impossible for YOU to get it.




It would be nice if you could move as fast as you do and still sneak
into the shack.  The roadrunner can do it, though.



When the roadrunner is next to you, look at the shack through the
binoculars, then point at the key.  The roadrunner will zip in there
and get it for you.  Use the key to unlock the box beneath the tower.


-- M. Sean Molley, CS Department, Western Kentucky University
> Adam
> -- 
> "Man is conceived in sin and born in corruption and he passeth from the
>  stink of the didie to the stench of the shroud.  There is _always_
>  something." -- Robert Penn Warren | Vote Cthulhu in '92! | adam@rice.edu
> If Rice shared my opinions I wouldn't have this disclaimer | 64,928
From: dmb@lf.ai.mit.edu (David Baggett)
Newsgroups: rec.games.int-fiction
Subject: Re: Unnkulian I - Questions [spoilers]
Date: 4 Oct 92 16:29:16 GMT
Article-I.D.: life.28822
Organization: MIT Artificial Intelligence Laboratory

In article <BvKGqy.AFC@world.std.com> ivanski@world.std.com (Ivan M CaveroBelaunde) writes:
>PS On another note, has anyone had strange "stack overflow" problems with
>Unnkulian, especially after loading saved games? I was planning to register,
>but I'm a tad concerned with these bugs, and wondering how common they are.
>Twice already I've been left with a "stack overflow err" message and a
>totally disabled prompt.

Are you playing version 2?  If not, get version 2 from
{msdos,mac,atari}.archive.umich.edu.  If so, please report the bugs and
email me a script that exercises the problem if possible.  We can't fix
'em unless we know where they are.

Dave Baggett
--
dmb@ai.mit.edu           MIT Artificial Intelligence Laboratory                  
ADVENTIONS: interactive fiction (text adventures) for the 90's!
dmb@ai.mit.edu *** Compu$erve: 76440,2671 *** GEnie: ADVENTIONS
Newsgroups: rec.games.int-fiction
From: positron@engin.umich.edu (Jonathan Scott Haas)
Subject: Re: Leather Goddess of Phobos II (was Re: Invisiclues)
Date: Sun, 27 Sep 92 12:33:45 EDT
Organization: University of Michigan Engineering, Ann Arbor
Distribution: na
Keywords: invisiclues

In article <Bv8oG2.C0B@unix.amherst.edu> twpierce@unix.amherst.edu (Tim Pierce) writes:
>I'd appreciate a *very* *general*, *very* *vague* hint on how to
>circumvent either the ghost dog or the drunk pirate on the ghost
>pirate ship.  I've tried everything I can think of, in every
>combination I can imagine, three times over.  NO SPOILERS OR DIRECT
>ANSWERS!  Thanks in advance.
>

Potential spoilers may follow... handle with care.

Can they see you?

If they can, remember what the cannibal said when he first gave you
the Head of the Navigator.

He said it was wrapped in a necklace that made it invisible to ghosts.

Who was it who first came up with the idea of posting clues/spoilers
like this? Kinda like InvisiClues. I like it.

You need to get the necklace from the Head of the Navigator and wear
it yourself.

The Head may give it to you, if you ask really nicely.

Next clue contains the full solution. Stop here if you don't want
it.

"Talk" to the Head of the Navigator. Keep talking, and keep saying
please, until it eventually gives you the necklace out of exasperation.
Use the necklace on yourself.

-- 
__/\__  Jonathan S. Haas         | Jake liked his women the way he liked
\    /  University of Michigan   | his kiwi fruit: sweet yet tart, firm-
/_  _\  positron@engin.umich.edu | fleshed yet yielding to the touch, and
  \/                             | covered with short brown fuzzy hair.
From: tomscud@ruf.rice.edu (Thomas Reid Scudder)
Subject: HH help still needed..(possible spoilers).
Organization: Rice University
Date: Thu, 1 Oct 1992 06:45:48 GMT

Thanks for the hints when i posted earlier...  I have now managed to get
somewhat further along, and now I need to know how to give the proper tool
to Marvin so he can open the hatch.  As it stands, he doesn't wait long
enough to get the tool out of the next room over, and i can't just stack
up tools in the room because they all fall through the floor when i drop
them...  Thanks in advance,
Tom Scudder
tomscud@hadron.merit.edu
From: mike@selket.austin.ibm.com (Mike Austin)
Newsgroups: rec.games.int-fiction
Subject: Infocom games for sale
Keywords: Infocom games
Date: 30 Sep 92 19:34:09 GMT
Reply-To: mike@selket.austin.ibm.com (Mike Austin)
Followup-To: rec.games.int-fiction
Distribution: usa
Organization: IBM Austin, TX

With recent adjustments in the rec.games... heirarchy,
I'm not sure if this is the right place for this post.
My apologies if there is more appropriate newsgroup.


Still in original shrink wrap:

  Cutthroats
  Deadline
  Infidel
  Zork III
  Suspect (shrink wrap came off, but box never opened)

Not in shrink wrap, but complete and in good shape:

  Planetfall
  Enchanter
  Sorcerer (also have Invisclues for this one)
  Witness

I will sell to highest bidder.  Auction closes
Monday, Oct. 5, 1992, at 5 pm Central.  Buyer
pays shipping (your choice).  If e-mail bounces,
call me (not collect!).

_____________________________________________________________
Mike Austin
Austin, TX 512-452-1459         
Newsgroups: rec.games.int-fiction
From: rdippold@qualcom.qualcomm.com (Ron Dippold)
Subject: Re: Top 10 Adventures
Organization: Qualcomm, Inc., San Diego, CA
Date: Mon, 28 Sep 1992 18:14:59 GMT

adam@owlnet.rice.edu (Adam Justin Thornton) writes:
>Hon. Mention: outside of Infocom: Scott Adams' _The Count_, _Savage Island_,
>_Strange Odyssey_, _Mystery Fun House_.  Crowther & Woods _Colossal Cave_.
>?? (Broderbund, maybe?) _Transylvania_.  Roberta & Ken Williams, _Wizard & The

Translyvania I-III were Penguin Software aka Articsoft.
-- 
"Oliver Stone... may very well be America's favorite type of person:  the
talent-free genius.  Oliver's movies have messages like War is a Bad Scene and
Poetry is Beautiful.  I think he studied philosophy and filmmaking with Gumby."
Newsgroups: rec.games.int-fiction
From: magnus@thep.lu.se (Magnus Olsson)
Subject: Re: LTOI Lurking Horror Userid
Organization: Theoretical Physics, Lund University, Sweden
Date: Fri, 2 Oct 1992 14:22:32 GMT

In article <2OCT199202293677@acad3.alaska.edu> fxmlk@acad3.alaska.edu (KIENENBERGER MIKE L) writes:
> Am I just stupid, or did Activision forget to suppy the Login userid for
>Lurking Horror?  It's the first thing you need (the password is supplied in
>the docs), and the clues say that the userid is supplied in the docs as well.
>Could someone either tell me what it is or tell me where it's at in the LTOI
>manual?

They didn't forget to include it, but they could've been a little more
clear about it. It took me quite some time to find it in the manual:
it's the student number on the ID card on the last page of the manual.

Magnus Olsson                   | \e+      /_
Dept. of Theoretical Physics    |  \  Z   / q
University of Lund, Sweden      |   >----<           
Internet: magnus@thep.lu.se     |  /      \===== g
Bitnet: THEPMO@SELDC52          | /e-      \q
From: friedman@gnu.ai.mit.edu (Noah Friedman)
Newsgroups: rec.games.int-fiction
Subject: zzmgck
Date: 30 Sep 92 16:42:41 GMT
Article-I.D.: nutrimat.FRIEDMAN.92Sep30124241
Organization: Free Software Foundation, 675 Mass Ave. Cambridge, MA 02139

Does anyone have any idea what the word `zzmgck' is for?  I've noticed it
from the vocabulary dump of several (but not all) infocom games.  I've
never been able to figure out how to use it, assuming it serves any purpose
at all.
Newsgroups: rec.games.int-fiction
From: gamble@owlnet.rice.edu (Ben Gamble)
Subject: Re: Zyll
Organization: Tennessee Ernie Port Authority
Date: Tue, 29 Sep 1992 16:38:04 GMT

In article <mumble> mle@owlnet.rice.edu (Mark Louis Engelberg) writes:
|I have this game.  I played it way back on my PCJr.
|It is copy-protected (disk-based) but it did work
|as you described it.  You could have multiple players, and the complex
|dungeon changed from game to game.  I never did beat the damn thing.
|Good game, very respectable.

Two responses from Owlnet on this piece of ancient history!  Weird!
Well, I don't have the game -- a friend does -- but I have played it.
And no, I don't think she'd be interested in parting with it...

-- 
Ben Gamble                              B0 f- t+ w- g+ k- s- m- e r-v p
gamble@owlnet.rice.edu 
       Oh ye who go about saying unto each other:  "Hello sailor":
       Dost thou know the magnitude of thy sin before the gods?
Newsgroups: rec.games.int-fiction
From: ivanski@world.std.com (Ivan M CaveroBelaunde)
Subject: Dungeon (NOT Zork) Hints
Organization: The World Public Access UNIX, Brookline, MA
Date: Tue, 29 Sep 1992 14:53:48 GMT

There's been a fair bit of activity in this group regarding hint files for
Infocom games available via FTP. Are there any available for the original
Dungeon?

Danke

-Ivan

PS For Mac users out there, there is a port of Dungeon available for
downloading at sumex-aim.stanford.edu, labeled as zork-27.hqx or somesuch.
It is *not* Zork, it's mislabeled.  The parser is not quite up to later
Z-Machine versions ("get a,b,c" doesn't work. "get a, get b, get c" does,
and other niceties), put it's a damn good game, a nice mixture (so far)
of Zork I and II. Another minor detail which took me a while to figure out
is that in the tea room there are four cakes: a red one, an orange one, a
blue one, and one labeled "eat me." (this last cake is green in Zork II).
The only way to refer to this last cake is to call it the eatme cake (no
quotes, no space).
From: David.White@bbs.oit.unc.edu (David White)
Newsgroups: rec.games.int-fiction
Subject: Spellbreaker - the 12 cubes puzzle
Date: 30 Sep 92 01:05:54 GMT
Organization: Extended Bulletin Board Service


--
   The opinions expressed are not necessarily those of the University of
     North Carolina at Chapel Hill, the Campus Office for Information
        Technology, or the Experimental Bulletin Board Service.
           internet:  bbs.oit.unc.edu or 152.2.22.80
Newsgroups: rec.games.int-fiction
From: moeller@mundil.cs.mu.OZ.AU (Mc Mars)
Subject: The Pawn
Organization: Computer Science, University of Melbourne, Australia
Date: Mon, 28 Sep 1992 15:50:29 GMT

Remember this classic game? Something that I really enjoyed about this
was that when you won the game, you would be given a particular word,
when typed in, would allow you to go around the entire game from the
beginning, and test out all those "death sequences", without dying.

You could leap off tall buildings, cuddle up with dragons, rip
off devils; all without a worry in the world, because you simply wouldn't
die!

I never saw THAT in an Infocom game.

-- 
Mario Moeller /                             /  _ 
             / moeller@mundil.cs.mu.oz.au |/| |_
----------------------------------------- |\|/|
From: darkangl@sage.cc.purdue.edu (Paul)
Newsgroups: rec.games.int-fiction
Subject: Re: Copy protection schemes in Infocom games
Date: 27 Sep 92 20:42:02 GMT
Distribution: na
Organization: Purdue University Computing Center

In article <1992Sep23.223213.13271@tcsi.com> jacob@tcs.com (Jacob Butcher) writes:
>In article <27161@nntp_server.ems.cdc.com>, bblumenf@ems.cdc.com (Robert Blumenfeld) writes:
>>In article <1992Sep22.230444.3398@tcsi.com>, jacob@tcs.com (Jacob Butcher) writes:
>>|> In article <27135@nntp_server.ems.cdc.com>, bblumenf@ems.cdc.com (Robert Blumenfeld) writes:
>>|> >I wouldn't want to try that as my legal defense.  You're not playing 

>>Read my words:  I said nothing about cracking the software, only about 
>>communicating what you found to another party.  This could be
>>considered conspiracy to commit a crime, like posting credit card numbers
>>on a BBS. 
Wrong answer, thanks for playing.  As laws currently stand, and have
always stood, telling someone how to bypass security isn't a crime.  Have
you ever looked in the back of a popular electronics magazine?  There are
lots of kits and plans for all types of security:  wiretapping, phone bugs,
cable descramblers, locksmithing/lockpicking, and others.  These have
withstood many court trials, especially cable descrambler kits and plans,
and there is no indication that this will change.  It's fine just so long as
completed units are not sold, and in some cases even those are passible.

As far as the credit card anology is concerned, posting credit card numbers
is conspiricy or at least neglagence, though I'm sure the former, but telling
someone how to use credit card numbers is not a crime, otherwise security
consultants could all be arrested.  America is a great country :-)

It's like the anarchy files a friend of mine stumbled across on the boards:
instructions on how to build various types of bombs.  As long as it's not
classified, it's legal.

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
"Ask ne no questions and I will tell you no lies" -- Clancy

_______________________________Darkangel

>>
>>And your analogy is weak:  In this case the lock isn't yours, it's
>>the copyright owner's.
>
>Sorry, I still disagree.
>It is perfectly legal to teach someone how to pick locks.  Hell, half of
>locksmithing is learning how to break into locks for bozos who locked
>themselves out.
>I don't know what the laws are for distibuting credit card numbers, but
>laws against giving out information (as opposed to using information
>without permission) strike me as most dangerous.  Which, sadly, has no
>effect on lawmakers.
>
>					~jacob