HDTenEightyP/NetNews huggingface dataset:
From: geoff@yoyo.cc.monash.edu.au (Geoff Wong)
Subject: Player's Rights Bill - Alternative :-)
Organization: Monash University, Melb., Australia.
Date: Mon, 11 Jan 1993 23:41:35 GMT

Players' have the right not participate in a mud if they don't like the
way it is operated.

---
geoff
Hmm.

Newsgroups: rec.games.mud.admin
From: whale@leland.Stanford.EDU (Stephen Schmidt)
Subject: Re: Players- Self Regulation
Organization: DSG, Stanford University, CA 94305, USA
Date: Tue, 12 Jan 93 21:10:01 GMT

In article <1993Jan12.155852.10130@ac.dal.ca> cossett@ac.dal.ca writes:
>     Not to try and trash Shattered World's system, if it works for them
>fine. Howver, most players cannot be bothered to read the help rules file.
> [ deleted]
>These apply to wizards as well as players. 

One presumes that you haven't played Shattered Worlds. Their system is
rather different from any other LP Mud around. In particular, the strong
traditional distinction between players and wizards is a little more blurry
there, and there are many other differences that encourage players to be
educated about the game rules. I agree with the general points, but they
don't apply to the special case of SW.

disclaimer: my knowledge of SW is based on reading the papers that have
been written about it and not on actually playing it. Should that matter.


-- 
Steve Schmidt			<><		   whale@leland.stanford.edu
I can no longer sit back and allow Communist infiltration, Communist
indoctrination, Communist subversion, and the international Communist
conspiracy to sap and impurify all of our precious bodily fluids!
Newsgroups: rec.games.mud.admin
From: whale@leland.Stanford.EDU (Stephen Schmidt)
Subject: Re: Transcript of the "God Conference on Players' Rights"
Organization: DSG, Stanford University, CA 94305, USA
Date: Tue, 12 Jan 93 01:45:00 GMT

The problem that I have with the idea of a "generally accepted" set of MUD
ethical guidelines is that it causes no end of problems for any MUD admin
who for some legitimate reason wants to have different standards on his MUD.
Player-killing is probably the best example of something that different MUDS
want to handle different ways, but there are lots of others.
The broader complaint is that unless every single MUD admin who operates a
MUD is participating in the decision, plus every person who will ever admin
one in the future, by what right do WE get to choose what the standards are
supposed to be on THEIR MUD? If I had an answer for this question, I'd be
much more sympathetic to the conference goals than I am. Given that we fall
short of this lofty goal, the only authority I can think of is "We are a
bunch of MUD admins and this worked well for the majority of us." But that's
a far cry from establishing general principles. I don't agree that it would
be good to try to make every MUD, or even most MUDs, have the same ethical
guidelines. MUDs are different, and the guidelines may need to reflect that.
Think of Genocide, for example.

[ No offense taken: I've got a few people from the conference on my Better
Dead list as well... ;)  ]
-- 
Steve Schmidt			<><		   whale@leland.stanford.edu
I can no longer sit back and allow Communist infiltration, Communist
indoctrination, Communist subversion, and the international Communist
conspiracy to sap and impurify all of our precious bodily fluids!
Newsgroups: rec.games.mud.admin
From: russ@math.okstate.edu (R. Nomad)
Subject: Re: Transcript of the "God Conference on Players' Rights"
Organization: Aggie? What precisely is an Aggie?
Date: Mon, 11 Jan 1993 21:14:56 GMT

In <C0oHqq.D07@polaris.async.vt.edu> jfurr@polaris.async.vt.edu (J. Furr) writes:

>Jiro says "And you still see Random posting merely so as to get 1 line
>sarcastic comments in."

-Random
i have no joke here, i just like saying "You still see Random posting merely
so as to get 1 line sarcastic comments in."

-- 
---------------------===Comedy!  Sudden, violent comedy!===--------------------
Russ Smith -- russ@math.okstate.edu  |  "This is the Nineties, Bubba, and
  Don Random of the "Random Gang"    |   there is no such thing as Paranoia.
What a pinhead! Does he not fear us? |   It's all true." -- Hunter S Thompson
Newsgroups: rec.games.mud.admin
From: whale@leland.Stanford.EDU (Stephen Schmidt)
Subject: Re: Transcript of the "God Conference on Players' Rights"
Organization: DSG, Stanford University, CA 94305, USA
Date: Tue, 12 Jan 93 05:59:45 GMT

In article <1993Jan12.050205.12905@news.uiowa.edu> durrell@pinball.arcade.uiowa.edu (Bryant Durrell) writes:
>In article <1993Jan12.014500.21921@leland.Stanford.EDU> whale@leland.Stanford.EDU (Stephen Schmidt) writes:
>>The problem that I have with the idea of a "generally accepted" set of MUD
>>ethical guidelines is that it causes no end of problems for any MUD admin
>>who for some legitimate reason wants to have different standards on his MUD.
>I mean, hey.  If you see flaws in the concept, address them.
>Why dismiss the whole thing out of hand cause of flaws in the
>prototype?

Um, I proposed my solution to this problem in my previous post. I didn't
want to waste bandwidth.... but now I will (a little). I suggested that
we present ourselves as "the voice of collective experience" rather than
"generally accepted". (done).

I feel that this is going to be one of the hairier discussions in a while
and, while I don't want to deter people from contributing, I hope people
will either keep themselves up to date on it, or at least avoid being
overly critical of others if they haven't read everything. You may have
missed something as there's a lot of volume going down.
-- 
Steve Schmidt			<><		   whale@leland.stanford.edu
I can no longer sit back and allow Communist infiltration, Communist
indoctrination, Communist subversion, and the international Communist
conspiracy to sap and impurify all of our precious bodily fluids!
From: cossett@ac.dal.ca
Newsgroups: rec.games.mud.admin
Subject: Re: Players- Self Regulation
Date: 12 Jan 93 15:58:52 -0400
Organization: Dalhousie University, Halifax, Nova Scotia, Canada

     Not to try and trash Shattered World's system, if it works for them
fine. Howver, most players cannot be bothered to read the help rules file.
How in the hell can you expect them to read a lengthy document like that?
A lot of players I have had dealings with don;t give a shit about the
rules UNTIL it has some affect on them, then in most cases they try to
plead ignorance. (Gee I didn't know telling how to do a quest was not
allowed.....no moron it was ONLY in the help rules file....and in many\
cases IN the login message). If you create a cumbersome set of laws it
will lead to two things:
                          1) Many players will not read it or not really
care to read it after a couple of pages. That is if they can understand
it at all.
                          2) Players will try to find a loophole, and
if they can't just try to wear you down with whining. Of course if you
put an end to their whinig you are being heavy handed. 
These apply to wizards as well as players. 


Xref: sparky rec.games.mud.admin:1062 rec.games.mud.tiny:1282
From: jfurr@polaris.async.vt.edu (J. Furr)
Newsgroups: rec.games.mud.admin,rec.games.mud.tiny
Subject: Re: user rights
Date: 10 Jan 93 20:48:45 GMT
Organization: Virginia Center for Lemur Fandom, Blacksburg, Virginia, USA (subscribe to alt.fan.lemurs TODAY)

In article <C0MGEE.GL4@math.okstate.edu> russ@math.okstate.edu (R. Nomad) writes:
>In <1993Jan9.215229.23295@blaze.cs.jhu.edu> arromdee@jyusenkyou.cs.jhu.edu (Ken Arromdee) writes:
>
>>What about the Furry snooper?  If nobody has a right to privacy, in what sense
>>did the Furry snooper do something wrong?
>
>I never said nobody has a right to privacy.  I said anyone wanting a guarantee
>of privacy is naive.  I stick by it, too.

Random, you're arguing with Jiro.  The attention you're giving him will
supply him with fodder for wet dreams for years to come.
From: bombman@diku.dk (Hans-Henrik St{rfeldt)
Newsgroups: rec.games.mud,rec.games.mud.tiny,rec.games.mud.misc
Subject: Re: God Conference on Player's Rights
Date: 7 Jan 93 16:14:55 GMT
Organization: Department of Computer Science, U of Copenhagen

xibo@fido.econ.arizona.edu (Mr. Coates) writes:


>Players have no rights!  None!
You didn't get th point of the debate did you?

I must admit, considering the original goal of
the debate, 'playes rights' might be misunderstood.

>The administrator's word is FINAL.

ok.

>Xibo (#1 at (EVIL!)Mud -- fido.econ.arizona.edu 4201)
-- 
 ___________________________________________________
|            Bombman the mad bomber                 |
|               Bombman@diku.dk                     |
|___________________________________________________|
Xref: sparky rec.games.mud:9180 rec.games.mud.tiny:1219 rec.games.mud.misc:1790
From: dew@acca.nmsu.edu (Universal Angel)
Subject: TADS System query / rec.arts.int-fiction vs. rec.games.int-fiction
Organization: Alternative Collegiate Computing Association
Date: Tue, 12 Jan 1993 22:42:18 GMT

a few questions.

1) is the TADS system usable by non-programming types? could i download
the thing and write my own game if i don't know diddly about programming?
where is it located?

2) i'm left wondering what the difference is supposed to be between
rec.arts.int-fiction and rec.games.int-fiction.... ?


dEw

Barefoot in snow    I froze by a fencepost, & he came along singing
USE MY FOOTPRINTS FOR SHOES & FOLLOW.  -- John Martone
***dew@acca.nmsu.edu***

Xref: sparky rec.games.int-fiction:1130 rec.arts.int-fiction:1166
From: dmb@case.ai.mit.edu (David Baggett)
Newsgroups: rec.games.int-fiction,rec.arts.int-fiction
Subject: Unnkulian I and II v3.0 on ftp.gmd.de updated (IMPORTANT)
Date: 9 Jan 1993 22:01:06 GMT
Organization: MIT Artificial Intelligence Laboratory
NNTP-Posting-Host: case.ai.mit.edu

In our haste to get UU1 and UU2 v3.0 out, we let a SERIOUS problem
slip through:  the phone number for one of the BBS systems mentioned
on the title page and in the documentation is incorrect.

PLEASE don't distribute the one I posted Thursday.  And if you see the
old ones around anywhere, please replace them with the correct ones.
We don't want those poor people who have that phone number to get
harrased.

The INCORRECT file sizes are:

-rw-r--r--  1 dmb        296775 Jan  8 01:03 unnk1v30.zip
-rw-r--r--  1 dmb        318383 Jan  8 01:04 unnk2v30.zip

The CORRECT file sizes are:

-rw-r--r--  1 dmb        298794 Jan  9 22:53 unnk1v30.zip
-rw-r--r--  1 dmb        320380 Jan  9 22:53 unnk2v30.zip

(I also PKLITE'd the executables since I had to re-upload everything
anyway.  Please let me know if you have any problems with the games.)

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: lin@athena.mit.edu (Albert Lin)
Subject: The original zork
Organization: Massachvsetts Institvte of Technology
Date: Tue, 12 Jan 1993 10:31:42 GMT

Does anyone know if the source for the original zork is available anywhere,
and if so, where I can find it?  I'm thinking of the original UNIX version,
the one that for a long time always appeared in /usr/games/zork.  I just
recently had the urge to play that game (childhood memories, I suppose), but
I can't find it anywhere.  Archie is no help, either -- it lists a few sites,
but they only contain the Makefiles.

Are the sources/executables publicly available anymore?  Any pointers or help
would be appreciated..

-albert
From: dmb@case.ai.mit.edu (David Baggett)
Newsgroups: rec.games.int-fiction
Subject: Unnkulian Unventures I and II v3.0 now available for Macintosh
Date: 11 Jan 1993 03:46:08 GMT
Organization: MIT Artificial Intelligence Laboratory
NNTP-Posting-Host: case.ai.mit.edu

The subject says it.  I've built Mac versions of UU1 and UU2 and have
posted them on ftp.gmd.de in
	
	if-archive/games/adventions/mac/unnk1v30.sit.hqx
	if-archive/games/adventions/mac/unnk2v30.sit.hqx

Note that they're in the adventions directory, not in games/mac.  
Eventually we'll make symlinks to pervent confusion.

Until recently the Mac version of TR seemed to have some problems.  I'm
very interested in hearing about any anomolous behavior you experience
with the games.

Also, could someone with a 68000-based Mac tell me how the performance
is with the games?  During our beta-testing for Zero and One-Half, at
least one person has complained about the slowness of the new run-time
system.  I'd like to know what the current state of affairs is, and
don't have access to anything earlier than a 68020 Mac.

Thanks for the help, folks!

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
From: ohoward@matt.ksu.ksu.edu (Todd Howard)
Newsgroups: rec.games.int-fiction
Subject: Help needed:  Timequest
Date: 7 Jan 1993 21:41:48 -0600
Organization: Kansas State University
Distribution: usa
NNTP-Posting-Host: matt.ksu.ksu.edu


I'm having problems solving the 1588 A.D. Dover scenario.  I can't seem
to get the Queen to meet Capt. Drake.  I have the parchment to give
the poet, but I can't do that until I've solved this scenario.  Anyone
have any ideas?

Todd
-- 
 "The statistics on death are in, and they're pretty convincing.  One out
  of every one people die."   -Unknown

Todd O. Howard (ohoward@matt.ksu.edu)
Newsgroups: rec.games.int-fiction
From: jsvrc@rc.rit.edu (J A Stephen Viggiano)
Subject: Re: Infocom
Organization: RIT Research Corp
Distribution: usa
Date: Thu, 7 Jan 1993 17:10:46 GMT

In article <PDS.93Jan7095600@lemming.webo.dg.com> pds@lemming.webo.dg.com (Paul D. Smith) writes:

>"Lost Treasures of Infocom II", with 11 more games, has been released
>for IBM PC-compatibles and Macintoshes.  This is much more
>professionally-done package (I guess the success of LTOI I prompted
>them to put a little more work into LTOI II :), but it doesn't contain
>any hints, just maps and a book of package materials.

What maps are supposed to come in this package? Mine had only a map of downtown
London for Sherlock, and a map of the Trinity site (for Trinity :-).

Are all the games supposed to have maps, or just these two?

==Steve
Newsgroups: rec.games.int-fiction
From: hshubs@cis.umassd.edu (Howard S Shubs)
Subject: Re: Infocom
Organization: University of Massachusetts Dartmouth
Date: Mon, 11 Jan 1993 16:41:32 GMT

In <bkr24.726764910@bkr24aws> bkr24@cas.org (Keith Rose) writes:

>["Lost Treasures of Infocom I" with 20 games]
>>> "Lost Treasures of Infocom II", with 11 more games, has been released

>>These sound great! Are they still available, and if so where from?
>>Thanx.

>Yes, I just ordered mine from MacConnection:

The interesting thing, from my POV, is that both sets are available on
(separate) CD-ROMs.  That's not the interesting part, though.  The
interesting part is that each CD-ROM is usable for -both- PClones -and-
Macintoshes!
Newsgroups: rec.games.int-fiction
From: pds@lemming.webo.dg.com (Paul D. Smith)
Subject: Re: Infocom
Date: 11 Jan 93 15:08:05 GMT
To: robbo@otago.ac.nz
	<1993Jan12.001410.499@otago.ac.nz>
Organization: NSDD/ONSD, Data General Corp., Westboro, MA
Followup-To: rec.games.int-fiction

[] Regarding Re: Infocom;
[] robbo@otago.ac.nz writes:

    r> In article pds@lemming.webo.dg.com (Paul D. Smith) writes:

    > Mediagenic has released both "Lost Treasures of Infocom", with 20
    > Infocom games, for IBM PC-compatibles, Macintoshes, and Amiga systems.

    r> and 

    > "Lost Treasures of Infocom II", with 11 more games, has been released

    r> These sound great! Are they still available, and if so where
    r> from?

Yes, they've both been released within the last year.

You can contact your favourite mail-order house and ask for them.  I
unfortunately don't do much micro-playing anymore and have no idea
where good ones are.

I got my versions (for the Mac) from Computer Express, (508) 443-6125,
but someone told me they don't ship outside the U.S.--you might want
to double-check that though.

Anyone else?
--

                                                                paul
-----
 ------------------------------------------------------------------
| Paul D. Smith                          |    paul_smith@dg.com    |
| Data General Corp.                     | pds@lemming.webo.dg.com |
| Network Systems Development Division   |                         |
| Open Network Systems Development       |   "Pretty Damn S..."    |
 ------------------------------------------------------------------
Newsgroups: rec.games.int-fiction
From: kautz@research.att.com
Subject: [Help needed!] LOOM
Date: Fri, 8 Jan 1993 01:36:52 GMT
Distribution: rec
Reply-To: kautz@research.att.com
Organization: AT&T Bell Laboratories

If anyone has a hint/spoiler faq sheet for LOOM, please email to me.
--
---- Henry Kautz

:internet: 	kautz@research.att.com
:uucp:		allegra!kautz		
Newsgroups: rec.games.int-fiction
From: mcdonald@aries.scs.uiuc.edu (J. D. McDonald)
Subject: Ballyhoo
Organization: UIUC SCS
Date: Tue, 12 Jan 1993 00:01:01 GMT
Keywords: Complete spoiler needed

I've been working on Ballyhoo from the Infocom 20-pack.


I'm almost there (I found the radio frequency by trial and error) but
gan't get past Chuckles at Katz's trailer; There is no hint in the
hint book at how to do this.

Serious help needed.

Doug McDonald
Newsgroups: rec.games.int-fiction
From: jacobw@phoenix.Princeton.EDU (Jacob Solomon Weinstein)
Subject: Re: New TADS game
Originator: news@nimaster
Organization: Princeton University
Date: Mon, 11 Jan 1993 17:17:57 GMT

In article <neilg.726736836@sfu.ca> neilg@fraser.sfu.ca (Neil K. Guy) writes:
> Just came across a new text adventure developed with TADS on the
>umich mac archive site. It's called "Save Princeton," was developed by
>a couple of Princeton students, and I can't say much else since I
>haven't spent much time playing it.
>
> It seems reasonably interesting, although full of little in-jokes and
>sly references to friends and campus events. 
Thanks! I hope that even somebody with no connection to the university
will enjoy it.

>It was compiled under
>TADS 2.0.8 (although it doesn't take advantage of any new TADS 2.0
>features except for VM, apparently) and is thus painfully slow on a
>68000 Mac.
It also uses the "undo" command which was introduced in TADS 2.0.

I'd welcome any discussion of the merits and faults of the game, which
is the first one I've ever written. If people would care for such a
discussion, perhaps it ought to be moved to rec.arts.int-fiction.

By the way-- an IBM version will be released by February 1.
Newsgroups: rec.games.int-fiction
From: sclary@magnus.acs.ohio-state.edu (Scott T Clary)
Subject: Re: Infocom game: Trinity
Summary: Help me!!!
Keywords: I am stuck in a big way.
Organization: The Ohio State University
Date: Sun, 3 Jan 1993 10:04:47 GMT



I have gotten to the last section of Trinity and have been stuck there
for a _long time_.  I have gotten (I think) all the items needed but
I can't seem to get up the tower to complete the game.  Any help
please?  Post or e-mail; makes no diff to me.

                                        -Scott
                                        sclary@magnus.acs.ohio-state.edu
Organization: Penn State University
Date: Tue, 12 Jan 1993 11:10:36 EST
From: <CSD108@psuvm.psu.edu>
Newsgroups: rec.games.int-fiction
Subject: Re: Ballyhoo




In article <mcdonald.41@aries.scs.uiuc.edu>, mcdonald@aries.scs.uiuc.edu (J. D.
McDonald) says:
>
>I've been working on Ballyhoo from the Infocom 20-pack.
>
>
>I'm almost there (I found the radio frequency by trial and error) but
>gan't get past Chuckles at Katz's trailer; There is no hint in the
>hint book at how to do this.
>

As far as the radio goes, the Ballyhoo manual in the 20-pack omitted
a major clue. There was an supposed to be an advertisement for the
radio station on the last page of the manual. (sigh)

--
From: dmb@case.ai.mit.edu (David Baggett)
Newsgroups: rec.games.int-fiction
Subject: Re: Version 3.0 of Unnkulian Unventure I and II now available
Date: 8 Jan 93 14:31:21 GMT
Organization: MIT Artificial Intelligence Laboratory
NNTP-Posting-Host: case.ai.mit.edu

In article <1993Jan8.065834.29974@news.columbia.edu> jml12@cunixa.cc.columbia.edu (Jonathan M Lennox) writes:
>>I've just uploaded the revised versions of UU1 and UU2 to ftp.gmd.de in
>>the if-archive/games/adventions/pc directory.  (Mac versions coming
>>soon.  Atari versions coming later.)
>
>  Do old save files work with the new versions?

Nope, TADS 1 save files won't work with TADS 2 games.

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: neilg@fraser.sfu.ca (Neil K. Guy)
Subject: Re: New TADS game
Organization: Simon Fraser University, Burnaby, B.C., Canada
Date: Mon, 11 Jan 1993 21:54:28 GMT

jacobw@phoenix.Princeton.EDU (Jacob Solomon Weinstein) writes:

>>It was compiled under
>>TADS 2.0.8 (although it doesn't take advantage of any new TADS 2.0
>>features except for VM, apparently) and is thus painfully slow on a
>>68000 Mac.
>It also uses the "undo" command which was introduced in TADS 2.0.

 Sorry. I did notice it supports "undo." It doesn't support things
like self-opening doors and such... although that could have been a
design decision and not a matter of not using the updated ADV.T from
1.2. By the way, in case there was any misconception, I was not
blasting "Princeton" for being slow. It's an issue with virtual memory
and TADS - I've had to turn off VM when testing my game on a Mac Plus.
Unfortunately you can't seem to do that when playing a standalone TADS
2.0 game on the Mac.

 - Neil K. (n_k_guy@sfu.ca)

 ( hmmmm.... this does appear to be turning into something best left
for rec.ARTS.int-fiction, doesn't it?)
From: joak@ocf.berkeley.edu (Jonathan A. Kung)
Newsgroups: rec.games.int-fiction
Subject: Walkthrough for Guild of Thieves available?
Date: 9 Jan 1993 01:07:39 GMT
Organization: U. C. Berkeley Open Computing Facility
NNTP-Posting-Host: bigbang.berkeley.edu

Hmm?  How about it? :)

-Jon Kung
Newsgroups: rec.games.int-fiction
From: htc@dcl-nxt01 (htc)
Subject: Need help on Jinxter by Magnetic Scrolls
Organization: University of Illinois at Urbana
Date: Tue, 12 Jan 1993 16:59:18 GMT
Keywords: Jinxter

Hello,
  This is kinduv weird... I'm not sure if the game is over.  Got to the part
where it says "Congradulations You have died" and keep getting run over by the
bus.  Already met the dude and stuff...
  Is that all there is?  Any help would be appreciated...

Thanks,
Hyung
htc@sumter.cso.uiuc.edu
Newsgroups: rec.games.int-fiction
From: jmkaraka@eos.ncsu.edu (JOHN MARTIN KARAKASH)
Subject: [Help needed!] Lurking Horror [some spoilers]
Originator: jmkaraka@c00031-118dan.eos.ncsu.edu
Reply-To: jmkaraka@eos.ncsu.edu (JOHN MARTIN KARAKASH)
Organization: North Carolina State University, Project Eos
Date: Thu, 7 Jan 1993 18:42:56 GMT


	I'm stuck at 50 pts. in the game, and I wouldn't mind hints.
(Just HINTS now!) on how to proceed.  Currently the conundrums I'm facing 
are...

	How to move the metal hatch in the ceiling of the tunnel.
	How to survive the black mist.  (I've cut the pentagram and
gotten out, but the sucker still gets me)
	What to do with the hole in the wall

	I haven't used:
		The Liquid Nitrogen
		The Urchin
		The Hand (I do know the elixer of life affects it, though!)
		The Brick
		The Funny Bones (the urchin maybe?)
		The Stone (except to scare away the thing on the roof)

	If you could E-mail me some hints with enough CR's so I can avoid
looking at too many, I'd appreciate it.  Also, if one answer requires
something else be done first (e.g. you can't get on the roof till, you
get the key, and you can't get the key til you feed the hacker) please
put the first clues first and then the rest.

	Thanx!
		John
Newsgroups: rec.games.int-fiction