HDTenEightyP/NetNews huggingface dataset:
From: Russell L. Bryan <rbryan@Mail.trincoll.edu>
Subject: Re: Trinity Problems (SPOILERS)
X-Xxmessage-Id: <A72896C76C013165@downes1-101.dynamic.trincoll.edu>
X-Xxdate: Thu, 12 Nov 92 04:18:31 GMT
Organization: Starving Writers of America (sole member)
X-Useragent: Nuntius v1.1.1d12
Date: Fri, 13 Nov 1992 04:16:04 GMT

In article <glover.721609068@sgi.elec.uq.oz.au> Stuart Glover,
glover@sgi.elec.uq.oz.au writes:
>Hi,
>   I am playing trinity, a game released in the lost treasures of 
>infocom 2 pack, and am having a couple of problems.  If any one
>out there could give me subtle hints so as to go in the right
>direction to solve it then it would be most appreciated.
>
>1) When you go through the doors in the toadstools, how do you get
>back?  All I seem to be able to do is die.

The shadow of the sun just keeps on moving, doesn't it?  And when the
shadow leaves the toadstool, the gate disappears, doesn't it?  Wouldn't
it be nice to stop the sun?  Hope you remembered to bring your gnomon

>2) I think I am supposed to find 8 mushrooms with doors in them, one
>at each of the cardinal directions, N ,S E, NE etc.I have only found
>5. ( this includes the one that across the chasm.)  Is this thought 
>correct or am I just imaging things?

This is not correct.  Keep looking, and who knows?  Solve a few more
puzzles and you could find more.

>3) The magpie says I need milk honey and a lizard murdered in the 
>light of a crescent moon.  I have found the milk the lizard and the moon
>but can't use them (see Q1). So now I am working on the honey but can't
>get anywhere.  Any hints?  Do you need the flytrap?

You need the flytrap, but not for this puzzle.  Answer your question four
and you might find a hint.

>4) Whats the boy for? 

Decoration?  Or perhaps something else?  What's he doing?  You wanna fly?

>5) Whats the magnetic metal in the crater for?

Sure is hot, isn't it?  Once again, you'll answer this one when you
answer #4.

>6) What is the waterfall and the place behind the waterfall for?

Well, must be something.  Remember rule #1 of gaming -- search everywhere
and look at everything.

>7) How do I look in the hole in the barrow ?

Look in it?  I could have sworn you went through it.

>
>Please only send me Minor Spoilers at the moment so I can enjoy the 
>game more.  
>
>Thanks in advance.
>
>Stuart Glover
Xref: sparky rec.games.int-fiction:847 comp.sys.mac.games:11080
From: gt4476a@prism.gatech.EDU (Michael David Alberghini)
Newsgroups: rec.games.int-fiction,comp.sys.mac.games
Subject: Storyspace games
Date: 10 Nov 92 14:26:48 GMT
Followup-To: rec.games.int-fiction
Organization: Georgia Institute of Technology


     Does anyone know of any interactive fiction games for the Mac
program Storyspace?  It is a hypertext writing applicaion.  If so,
where can I get them?  FTP is the easiest for me.  Thanks.

NOTE:  this is cross-posted to rec.games.int-fiction AND comp.sys.mac.games
       Please post where this article belongs.  Email responses appreciated.

-- 
Mike Alberghini,       Georgia Institute of Technology, Atlanta, Ga, 30332
uucp:	  ...!{decvax,hplabs,ncar,purdue,rutgers}!gatech!prism!gt4476a
Internet: gt4476a@prism.gatech.edu
             --All right!  No more mister nice pope!-- Cerebus--
From: brl@kopasker.is (Bjorgvin Runar Leifsson)
Newsgroups: rec.games.int-fiction
Subject: Beyond Zork help wanted (possible minor spoilers)
Date: 7 Nov 92 14:35:17 GMT
Organization: Primary School of Kopasker, Iceland

Hi fellow Zorkers,

I'm stuck at the end in Beyond Zork.  I've got the coconut but cannot get out
of the cave without having it collapsing on me and thus waking up only to
see the dubious old lady and some of the persons in the game take it and
sail away with it.  Somehow I have the feeling that this is not the proper
way to end the game.

Any help or comments?

Thanks in advance,

Bjorgvin R. Leifsson
brl@kopasker.is
From: magnus@thep.lu.se (Magnus Olsson)
Newsgroups: rec.games.int-fiction
Subject: Re: Pork
Date: 5 Nov 92 14:44:02 GMT
Organization: Theoretical Physics, Lund University, Sweden

In article <uerics.720852823@mcl> uerics@mcl.ucsb.edu (Eric D. Shepherd) writes:
>I have a copy of Pork around here somewhere.  Kind of fun, but it does
>have a few (minor) glitches...

On which machine does it run? Is it commercial, or are you allowed to
give away copies? Do you have the sources? 

Sorry for asking all those questions at once.

Magnus Olsson                   | \e+      /_
Dept. of Theoretical Physics    |  \  Z   / q
University of Lund, Sweden      |   >----<           
Internet: magnus@thep.lu.se     |  /      \===== g
Bitnet: THEPMO@SELDC52          | /e-      \q
Newsgroups: rec.games.int-fiction
From: positron@engin.umich.edu (Jonathan Scott Haas)
Subject: Monkey Island II help
Date: Sun, 08 Nov 92 21:42:09 EST
Organization: University of Michigan Engineering, Ann Arbor

I am on Part III. If you haven't gotten past it yet, abort now, to avoid
seeing any spoilers in my question.

I'm dangling above a vat of acid, along with Wally. I can't seem to do
*anything*. I thought "Push Wally" would be a pretty neat idea... set both
of us swinging, maybe... but it doesn't work. What can I do to avoid getting
plopped into the acid?


-- 
__/\__  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
  \/    Marrou/Lord in '92!      | covered with short brown fuzzy hair.
Newsgroups: rec.games.int-fiction
From: James Petts <pettsj@visigoth.demon.co.uk>
Subject: Re: Leather Goddesses of Phobos
Organization: No Affiliation
Date: Tue, 10 Nov 1992 13:15:34 GMT
X-Useragent: Nuntius v1.1



In article <1992Nov10.032609.27628@starbase.trincoll.edu> Russell L.
Bryan, rbryan@Mail.trincoll.edu writes:
>I've mentioned this before, but if anyone out there has a copy of LGOP
>for the Mac which they wish to sell, I'm buying.

I suggest you wait for the CD-ROM version of Lost Treasures II. According 
to a techie at Activision I spoke to last night, the CD-ROM version will 
have 3 or 4 games not on the disk version. I suspect that LGOP will be 
one of them.

James Petts

********************************************************************
* "We use the classical theory on Mondays, Wednesdays and Fridays, *   
*  and the quantum theory on Tuesdays, Thursdays and Saturdays."   *
************************************** Wm. Bragg *******************
From: dmb@case.ai.mit.edu (David Baggett)
Newsgroups: rec.games.int-fiction
Subject: Re: TADS fragment & moaning
Date: 13 Nov 1992 20:56:31 GMT
Organization: MIT Artificial Intelligence Laboratory
NNTP-Posting-Host: case.ai.mit.edu

In article <librik.721627955@cory.Berkeley.EDU> librik@cory.Berkeley.EDU (David Librik) writes:
>                           This discussion will probably soon be moot, as
>I've was told (rumor rumor) that TADS 2.0 will have an explicit way of
>overriding bits of the definitions in ADV.T without having to modify that
>file.

Unfortunately, this isn't true unless 1) Mike has been hiding it from
us, 2) it uses a new language feature in a way we hadn't thought of, or
3) he plans to implement it in the next five days (if the quoted
release date is right).

I'd love to be proven wrong on this point, but I think it's still an
open problem with TADS.

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: hades@byron.u.washington.edu (Josh Larios)
Subject: Looking for Infocom
Keywords: LTOI
Organization: University of Washington, Seattle
Date: Tue, 10 Nov 1992 23:44:21 GMT

Does anyone know where I can get The Lost Treasures of Infocom? I've heard
that they are collections of infocom games, but none of the people who
used to distribute Infocom games in my area have ever heard of it (them?). 

Please let me know, if you have it, where you got it, and if I can
mail-order from them. I read my email more frequently than news, so email
would be appreciated; I'd get the message here just as well, though.

Thanks in advance- Josh Larios <hades@u.washington.edu>
From: uerics@mcl.ucsb.edu (Eric D. Shepherd)
Newsgroups: rec.games.int-fiction
Subject: Re: Mac Infocom game format
Date: 6 Nov 92 18:40:06 GMT

Ah, okay.  Thanks to everyone who lent a hand on this.  I've told my
friend to go ahead and buy the Mac version of the software.  Now all I
have to do is finish the porting job -- we're revamping the output
routines so that the screen draws more quickly. :)

- Eric S.

--
Eric D. Shepherd                   | Apple II Alliance Charter Member
InterNet: uerics@mcl.mcl.ucsb.edu  |           ACM Member
FidoNet:  1:206/2713 Eric Shepherd | Programming Law #1: "When in
AOL:      Sheppy                   | doubt, rewrite from scratch."
Newsgroups: rec.games.int-fiction
From: librik@cory.Berkeley.EDU (David Librik)
Subject: Re: Deep Space Drifter help wanted
Organization: University of California, at Berkeley
Date: Tue, 10 Nov 1992 11:38:57 GMT

Russell L. Bryan <rbryan@Mail.trincoll.edu> writes:

>In article <1992Nov9.093735.21752@daimi.aau.dk> Lars J|dal,
>protonen@daimi.aau.dk writes:
>>Yes, but HOW do you get your hands on it? The Ditch Day Drifter source
>>code comes along with TADS, but DSD is shareware (written by the authors
>>of TADS) with no source code available for the public, to my knowledge. 

>I requested the source when I sent in my shareware fee, and there it was
>on the disk.  I want to point out that I do not KNOW whether MJR and the
>others at High Energy make a habit of this, because I doubt that they do.
> I will be happy to share the source, however, with any registered users
>of Deep Space Drifter.  If you haven't paid the Shareware fee, you're out
>of luck.

I asked Mike Roberts about this, and he said the following:

]    DSD didn't used to come with source per se, although we've been providing
]  it to people when they register the game if they ask for it.  In the future,
]  we're going to include the source with it for everyone.  (The new 2.0 order
]  from will mention this.)

So there you go.  Go buy/register Deep Space Drifter -- it's a measly 15
bucks, admit it, you spend twice as much on records every week, it's peanuts --
and ask for the source code, and there you go.  For more details, contact
Mike Roberts at 73737.417@compuserve.com.

And watch for TADS 2.0, which if Dave Baggett is to be believed, should be
out Real Soon Now.

- David Librik
librik@cory.Berkeley.edu
Newsgroups: rec.games.int-fiction
From: jjh37997@uxa.cso.uiuc.edu (James J. Herlburt)
Subject: Re: Beyond Zork help wanted (possible minor spoilers)
Organization: University of Illinois at Urbana
Date: Sun, 8 Nov 1992 23:31:40 GMT

In article <1155@kopasker.is> brl@kopasker.is (Bjorgvin Runar Leifsson) writes:
>Hi fellow Zorkers,
>
>I'm stuck at the end in Beyond Zork.  I've got the coconut but cannot get out
>of the cave without having it collapsing on me and thus waking up only to
>see the dubious old lady and some of the persons in the game take it and
>sail away with it.  Somehow I have the feeling that this is not the proper
>way to end the game.
>
>Any help or comments?
>
>Thanks in advance,
>
>Bjorgvin R. Leifsson
>brl@kopasker.is
 
 Sorry to break this to you but that is the only winning ending. If only
 Beyond Zork II had been made.....Oh well.



Newsgroups: rec.games.int-fiction
From: David.White@launchpad.unc.edu (David White)
Subject: Re: Loom and the blind guy who plays it
Organization: University of North Carolina Extended Bulletin Board Service
Date: Sat, 7 Nov 1992 22:48:37 GMT

In article <UeyrXq200iUz09aegy@andrew.cmu.edu> "Jordan M. Wolbrum" <jw67+@andrew.cmu.edu> writes:
>How do I get past the waterspout?  I just must not be seeing something. 
>It feels like I've tried everything!  Also, where's the "g"?  If I had
>that note, I might be able to do something with the flask.

Have you tried examining the waterspout to get its pattern, then playing
it back backwards?

=-=-= David =-=-=
David.White@bbs.oit.unc.edu

--
   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:  laUNChpad.unc.edu or 152.2.22.80
From: hatton@socrates.ucsf.edu (Tom Hatton)
Newsgroups: rec.games.int-fiction
Subject: Monkey I. II
Keywords: Laundry
Date: 13 Nov 92 03:09:45 GMT
Organization: UCSF Computer Graphics Lab

Dire straits - we (spouse and I) are blocked on the very beginning of 
Monkey Island II:
 
Missing one element of the requisite list, as indicated above. Any hints
especially indirect, much appreciated. It's eluding us, and it's probable
that we are missing something obvious, so be gentle.
 
Tom
Newsgroups: rec.games.int-fiction
From: Russell L. Bryan <rbryan@Mail.trincoll.edu>
Subject: Re: Deep Space Drifter help wanted
X-Xxmessage-Id: <A7251F6A90013165@downes1-101.dynamic.trincoll.edu>
X-Xxdate: Tue, 10 Nov 92 13:12:26 GMT
Organization: Starving Writers of America (sole member)
X-Useragent: Nuntius v1.1.1d12
Date: Tue, 10 Nov 1992 13:10:04 GMT

In article <librik.721395537@cory.Berkeley.EDU> David Librik,
librik@cory.Berkeley.EDU writes:
>]    DSD didn't used to come with source per se, although we've been
providing
>]  it to people when they register the game if they ask for it.  In the
future,
>]  we're going to include the source with it for everyone.  (The new 2.0
order
>]  from will mention this.)

As the people who requested the source code from me know, I also checked
with Mike Roberts, and he gave me the same response.  I know that some of
you who wrote to me had registered copies of Deep Space Drifter.  If you
don't plan on upgrading to TADS 2.0, my understanding is that Mike will
still honor your requests for the source code, so although I can't help
you out in this regard, the author can.

-- Russ
Organization: Freshman, CIT general, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.int-fiction
Date: Wed, 11 Nov 1992 23:57:52 -0500 
From: "Jordan M. Wolbrum" <jw67+@andrew.cmu.edu>
Subject: Re: Monkey Island

>I just started playing Monkey Island last week.  I have gotten off the
>island and am "sailing" to Monkey Island.  My crew has mutinied and
>won't do anything.  Any hints as to what I can do...or am I screwed?

Examine everything thoroughly.  I got stuck here and the solution was
fairly obvious once I discovered the right objects(w/ the help of other
net people).
Good luck-
(write again if you need more help)
-JW

-The Wizard
---------------------------------------------------------------The
hearts of all were filled with hope, for even though Lancer, tried
war-hero, had met his match, there was a new power to be reckoned with. 
The Wizard had returned home, and this time no tyrannical lord would
hold the town in thrall.   
---------------------------------------------------------------
Newsgroups: rec.games.int-fiction
From: u8706558@cs.uow.edu.au (Sean Volke)
Subject: Re: Pork
Organization: The Shell
Date: Thu, 5 Nov 1992 06:40:48 GMT

scheyen@julian.uwo.ca (Peter Scheyen) writes:


>Hi.  Recently I heard of a shareware program called Pork.  I believe that it is a 
>parody of Infocom's Zork games.  Has anyone played this game?  And more importantly,
>does anyone know where I can get a copy?

me too!
-- 
    ___        |MOSH       'Wake up mislead children of wrath           
   /   \  THE  |FOR        Escape the consequence of the fire'          
  | O  | SNAIL |THE                                 Mortification     //
__\___/_____\/_|MASTER     u8706558@wraith.cs.uow.edu.au            \X/ 
Newsgroups: rec.games.int-fiction
From: positron@engin.umich.edu (Jonathan Scott Haas)
Subject: Re: need help in Monkey Island
Date: Fri, 13 Nov 92 22:43:26 EST
Organization: University of Michigan Engineering, Ann Arbor

In article <Uf15=Du00iV3A8X0ZG@andrew.cmu.edu> Sean Stewart Corbin <sc66+@andrew.cmu.edu> writes:
>       Can anyony tell me how to get past LeChuck to get the key...or
>don't I need the key.  If not, then how do I get to the root?

Spoilers do follow...

You can't get past LeChuck. As soon as you enter the room with him, he
hears you.

However, an intangible force should be able to get by him unnoticed.

Something strongly magnetic should do the trick.

Use the compass (from Stan's) in the room to get the key. Incidentally, the
key doesn't open the crate with the root.

-- 
__/\__  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.
Newsgroups: rec.games.int-fiction
From: Russell L. Bryan <rbryan@Mail.trincoll.edu>
Subject: Oh Contraire! (TADS)
X-Xxmessage-Id: <A728979C52023165@downes1-101.dynamic.trincoll.edu>
X-Xxdate: Thu, 12 Nov 92 04:22:04 GMT
Organization: Starving Writers of America (sole member)
X-Useragent: Nuntius v1.1.1d12
Date: Fri, 13 Nov 1992 04:19:35 GMT

In article <BxMp21.2GH@news.cso.uiuc.edu> Alan Mead,
amead@s.psych.uiuc.edu writes:
>Also, just because the ADV.T source is there, I woudn't advise anyone
>to alter it except as a last resort.  You will have to edit the game to
>make it compatible with future versions of ADV.T (even running the
>slight risk that your changes will be incompatible with some future
>expansion of ADV.T).  Remember that means you have to edit *each* game
>you want to upgrade (and the typical procedure is to either upgrade
>sources or throw them away (ie, delcare that you will never alter that
>game) and *not* to keep multiple versions of TADS sitting around).

First of all, if you need to edit ADV.T, just copy it!  There ARE
occasions, and many of them, when you will have to change it.  One is if
you want to expand an existing verb from ADV.T.  My own personal
experience with this was the creation of the verb "take with" for such
things as "take the hot coal with the clamp."

A little hint -- if you don't plan on making changes to adv.t, use the -w
option to pre-compile adv.t and std.t and to include them later with the
-l option.  Saves HUGE amounts of compile time.

-- Russ
Newsgroups: rec.games.int-fiction
From: Russell L. Bryan <rbryan@Mail.trincoll.edu>
Subject: Re: Deep Space Drifter help wanted
X-Xxmessage-Id: <A72313344A013165@downes1-101.dynamic.trincoll.edu>
X-Xxdate: Sun, 8 Nov 92 18:55:48 GMT
Organization: Starving Writers of America (sole member)
X-Useragent: Nuntius v1.1.1d12
Date: Sun, 8 Nov 1992 23:53:33 GMT

In article <JERAS.92Nov8103242@hqsun2.oracle.com> John Eras,
jeras@oracle.com writes:
>As for the missing three points, you probably didn't listen to one of
>the log tapes all the way through (either the blue or the yellow square).
>I think this is the only optional scoring in the game.

Incidentally, anyone who has the source code to DSD should take a look at
it -- there are some interesting features commented out of the source,
such as the use of "xyzzy" to entirely skip the space station and go
straight to the planet, and a method of taking the tram back to the space
station (I suppose that either a) originally the station did not explode,
or b) there were additional places to go which were not completed). 
Also, I've found the complex puzzles and mazes of this game are excellent
models for anyone who has been having trouble programming their own games
-- in fact, before reading the DSD source I had not even considered the
use of local variables in my daemons and fuses.  Anyway, any TADS
programmers should take a look at ANY source code they can get their
hands on.

-- Russ
From: glover@sgi.elec.uq.oz.au (Stuart Glover)
Newsgroups: rec.games.int-fiction
Subject: Trinity Problems
Date: 12 Nov 92 22:57:48 GMT
Organization: Prentice Centre, University of Queensland

Hi,
   I am playing trinity, a game released in the lost treasures of 
infocom 2 pack, and am having a couple of problems.  If any one
out there could give me subtle hints so as to go in the right
direction to solve it then it would be most appreciated.

1) When you go through the doors in the toadstools, how do you get
back?  All I seem to be able to do is die.
2) I think I am supposed to find 8 mushrooms with doors in them, one
at each of the cardinal directions, N ,S E, NE etc.I have only found
5. ( this includes the one that across the chasm.)  Is this thought 
correct or am I just imaging things?
3) The magpie says I need milk honey and a lizard murdered in the 
light of a crescent moon.  I have found the milk the lizard and the moon
but can't use them (see Q1). So now I am working on the honey but can't
get anywhere.  Any hints?  Do you need the flytrap?
4) Whats the boy for? 
5) Whats the magnetic metal in the crater for?
6) What is the waterfall and the place behind the waterfall for?
7) How do I look in the hole in the barrow ?

Please only send me Minor Spoilers at the moment so I can enjoy the 
game more.  

Thanks in advance.

Stuart Glover

--
glover@s1.elec.uq.oz.au
From: amead@s.psych.uiuc.edu (Alan Mead)
Newsgroups: rec.games.int-fiction
Subject: TADS fragment & moaning
Date: 13 Nov 92 00:22:47 GMT
Article-I.D.: news.BxMp21.2GH
Organization: UIUC Department of Psychology

I disagree with David Librik about the usefullness of reading ADV.T .
Or maybe we just disagree on the meaning of "getting started".  IMHO,
the objects & etc defined in ADV.T are as important to the TADS as the
stdio & etc are to the C language.  I think they should be documented in
the manual as well or better than the (simple) built-in functions like
cvtstr() or askio().

I *do* think you should read DITCH.T as it has a lot of neat tricks (I
often think some features are there just to demonstrate them).  In
fact, if you are at the stage where you are implementing "special
effects" then I don't think you are "getting started" anymore.

Also, just because the ADV.T source is there, I woudn't advise anyone
to alter it except as a last resort.  You will have to edit the game to
make it compatible with future versions of ADV.T (even running the
slight risk that your changes will be incompatible with some future
expansion of ADV.T).  Remember that means you have to edit *each* game
you want to upgrade (and the typical procedure is to either upgrade
sources or throw them away (ie, delcare that you will never alter that
game) and *not* to keep multiple versions of TADS sitting around).

Further, I think you can do most things by defining new classes in your own
source file.  For example, one feature I like is the EXITS command that
will list all available exits.  I implemented it entirely in my source
file as follows (this is from memory):

class eroom: room
  nOk = nil
  sOk = nil
  eOk = nil
    ...
  outOk = nil
;

emptymeadow: eroom
  ...
  north = spaceshipwreck
  nOk = true
;

exits: deepverb
  ...
;

exitsfunc : function
  { "Available exits are:";
    if ( nOk ) " N";
    if ( sOk ) " S";
    ...
    if ( outOk ) " O";
    ". ";
  }

The code is broken for rooms without direction methods like a vehicle
and it doesn't include an ampersand between the last and next-to-last
element.  I don't recall where I call exitsfunc(), I believe its in the
exits deepverb.

I'd like to see other people's tricks too.  I haven't implemented any verbs
more complicated than the above.

-alan mead
Organization: Freshman, CIT general, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.int-fiction
Date: Wed, 11 Nov 1992 17:22:34 -0500 
From: Sean Stewart Corbin <sc66+@andrew.cmu.edu>
Subject: Monkey Island



I just started playing Monkey Island last week.  I have gotten off the
island and am "sailing" to Monkey Island.  My crew has mutinied and
won't do anything.  Any hints as to what I can do...or am I screwed?
Newsgroups: rec.games.int-fiction