A MIND FOREVER VOYAGING DECODER 1. The game asks you to input the 2 digit code corresponding to the color/number given. 2. You look under the column of the color given, then search for the number given. The code you input is at the intersection of these. 3. Enter the code, and RETURN. You are now in Simulation Mode. _______________________________________________________________ | Number|White | Dark | Dark | Pink |Orange|Purple| Tan | Aqua | | given:| | Green| Blue | | | | | | |-------|-------------------------------------------------------| | 89 | 12 | 73 | 90 | 19 | 62 | 55 | 84 | 57 | | 61 | 66 | 36 | 41 | 48 | 92 | 23 | 99 | 20 | | 50 | 73 | 90 | 19 | 62 | 55 | 84 | 57 | 78 | | 18 | 36 | 41 | 48 | 92 | 23 | 99 | 20 | 67 | | 29 | 90 | 19 | 62 | 55 | 84 | 57 | 78 | 51 | | 82 | 41 | 48 | 92 | 23 | 99 | 20 | 67 | 88 | | 46 | 19 | 62 | 55 | 84 | 57 | 78 | 51 | 17 | | 77 | 48 | 92 | 23 | 99 | 20 | 67 | 88 | 31 | | 27 | 62 | 55 | 84 | 57 | 78 | 51 | 17 | 70 | | 68 | 92 | 23 | 99 | 20 | 67 | 88 | 31 | 39 | | 22 | 55 | 84 | 57 | 78 | 51 | 17 | 70 | 96 | | 95 | 23 | 99 | 20 | 67 | 88 | 31 | 39 | 25 | | 40 | 84 | 57 | 78 | 51 | 17 | 70 | 96 | 81 | | 58 | 99 | 20 | 67 | 88 | 31 | 39 | 25 | 83 | | 75 | 57 | 78 | 51 | 17 | 70 | 96 | 81 | 47 | | 86 | 20 | 67 | 88 | 31 | 39 | 25 | 83 | 54 | | 28 | 78 | 51 | 17 | 70 | 96 | 81 | 47 | 13 | | 33 | 67 | 88 | 31 | 39 | 25 | 83 | 54 | 43 | | 94 | 51 | 17 | 70 | 96 | 81 | 47 | 13 | 12 | | 11 | 88 | 31 | 39 | 25 | 83 | 54 | 43 | 66 | | 64 | 17 | 70 | 96 | 81 | 47 | 13 | 12 | 73 | | 98 | 31 | 39 | 25 | 83 | 54 | 43 | 66 | 36 | | 34 | 70 | 96 | 81 | 47 | 13 | 12 | 73 | 90 | | 49 | 39 | 25 | 83 | 54 | 43 | 66 | 36 | 41 | | 60 | 96 | 81 | 47 | 13 | 12 | 73 | 90 | 19 | | 16 | 25 | 83 | 54 | 43 | 66 | 36 | 41 | 48 | | 85 | 81 | 47 | 13 | 12 | 73 | 90 | 19 | 62 | | 52 | 83 | 54 | 43 | 66 | 36 | 41 | 48 | 92 | | 37 | 47 | 13 | 12 | 73 | 90 | 19 | 62 | 55 | | 53 | 54 | 43 | 66 | 36 | 41 | 48 | 92 | 23 | | 93 | 13 | 12 | 73 | 90 | 19 | 62 | 55 | 84 | | 91 | 43 | 66 | 36 | 41 | 48 | 92 | 23 | 99 | |_______|______|______|______|______|______|______|______|______| _______________________________________________________________ | Number| Light| Light| Light|Yellow| Black| Dark | Brown| Red | | given:| Blue | Green| Gray | | | Gray | | | |-------|-------------------------------------------------------| | 89 | 78 | 51 | 17 | 70 | 96 | 81 | 47 | 13 | | 61 | 67 | 88 | 31 | 39 | 25 | 83 | 54 | 43 | | 50 | 51 | 17 | 70 | 96 | 81 | 47 | 13 | 12 | | 18 | 88 | 31 | 39 | 25 | 83 | 54 | 43 | 66 | | 29 | 17 | 70 | 96 | 81 | 47 | 13 | 12 | 73 | | 82 | 31 | 39 | 25 | 83 | 54 | 43 | 66 | 36 | | 46 | 70 | 96 | 81 | 47 | 13 | 12 | 73 | 90 | | 77 | 39 | 25 | 83 | 54 | 43 | 66 | 36 | 41 | | 27 | 96 | 81 | 47 | 13 | 12 | 73 | 90 | 19 | | 68 | 25 | 83 | 54 | 43 | 66 | 36 | 41 | 48 | | 22 | 81 | 47 | 13 | 12 | 73 | 90 | 19 | 62 | | 95 | 83 | 54 | 43 | 66 | 36 | 41 | 48 | 92 | | 40 | 47 | 13 | 12 | 73 | 90 | 19 | 62 | 55 | | 58 | 54 | 43 | 66 | 36 | 41 | 48 | 92 | 23 | | 75 | 13 | 12 | 73 | 90 | 19 | 62 | 55 | 84 | | 86 | 43 | 66 | 36 | 41 | 48 | 92 | 23 | 99 | | 28 | 12 | 73 | 90 | 19 | 62 | 55 | 84 | 57 | | 33 | 66 | 36 | 41 | 48 | 92 | 23 | 99 | 20 | | 94 | 73 | 90 | 19 | 62 | 55 | 84 | 57 | 78 | | 11 | 36 | 41 | 48 | 92 | 23 | 99 | 20 | 67 | | 64 | 90 | 19 | 62 | 55 | 84 | 57 | 78 | 51 | | 98 | 41 | 48 | 92 | 23 | 99 | 20 | 67 | 88 | | 34 | 19 | 62 | 55 | 84 | 57 | 78 | 51 | 17 | | 49 | 48 | 92 | 23 | 99 | 20 | 67 | 88 | 31 | | 60 | 62 | 55 | 84 | 57 | 78 | 51 | 17 | 70 | | 16 | 92 | 23 | 99 | 20 | 67 | 88 | 31 | 39 | | 85 | 55 | 84 | 57 | 78 | 51 | 17 | 70 | 96 | | 52 | 23 | 99 | 20 | 67 | 88 | 31 | 39 | 25 | | 37 | 84 | 57 | 78 | 51 | 17 | 70 | 96 | 81 | | 53 | 99 | 20 | 67 | 88 | 31 | 39 | 25 | 83 | | 93 | 57 | 78 | 51 | 17 | 70 | 96 | 81 | 47 | | 91 | 20 | 67 | 88 | 31 | 39 | 25 | 83 | 54 | |_______|______|______|______|______|______|______|______|______| VERVIEW: Interactive fiction is a story in which YOU are the main character. Your own thinking and imagination determine the actions of that character and guide the story from start to finish. Each work of interactive fiction, such as AMFV (A Mind Forever Voyaging), presents you with a series of locations, items, characters, and events. You can interact with these in a variety of ways. There are a number of modes you can enter in AMFV. These will be reviewed in detail in the next section. You will probably spend most of your time in Simulation Mode. When you're in Simulation Mode, the play of the game will be very similiar to Infoc To move from place to place, type the direction you want to go. The first time you find yourself in a new region, it's a good idea to become familiar with it by exploring each location, reading each description carefully, and making a map of the geogr In AMFV, time passes only in response to your input. You might imagine a clock that ticks once for each sentence you type, and the story progresses only at each tick. Nothing happens until you type a sentence and press the key, so you can pla Your goal in the first part of AMFV is to enter Simulation Mode in order to study what the effects of the Plan will be on the world in ten years' time. However, as the story progresses, you may discover new goals for yourself. THE AMFV SCENARIO: Since you're a computer, your 'life' is pretty dissimiliar to that of a human. There are five 'modes' that you can enter. To enter a given mode, just type ENTER or GO TO (that mode). Here is a list of the five modes, and a description of each: COMMUNICATIONS MODE: You have a number of visual/audio units set up at various points around the complex. When you enter Communications Mode, you will be told where these units are and how to activate them. When you have activated a unit in a partic LIBRARY MODE: This is a storehouse of information, arranged in directories which each contain a number of data files. When you enter Library Mode, the usual style of typing an input and pressing the key is suspended. Follow the instructions t INTERFACE MODE: There are several subsidiary computers and complex system controllers connected to you. More may be added over the course of the story. By entering Interface Mode, you will be able to "speak" to these other devices, get information f SIMULATION MODE: This is the heart of the story. You will have to enter this mode may times to complete AMFV. Simulation Mode is the process that was used to "program" you and develop you into a thinking, creative machine. Now, that same process pro you have entered Simulation Mode, the interaction will be very similar to that of most other Infocom fiction: walk around, map the geography, examine and read things, pick up objects, and so forth. ABORT will get you out of Simulation Mode at any time. Because only you see what happens in Simulation Mode, you'll want to use the RECORD feature to save what you see, so that others in the "real world" can view your experiences. Typing RECORD or RECORD ON will activate it, and typing RECORD OFF will de-a SLEEP MODE: Because sleep is a psychological as well as a physical need, Sleep Mode has been provided to rest your conscious mind. Approximately six hours will pass during an average sleep period. TIPS FOR NOVICES: 1. Draw a map when you're in simulation. The map in your AMFV package shows only streets and landmark locations; furthermore, it represents Rockvil of 2031, not 2041. Your map should include each location, the directions connecting it to other locati 2. Read everything: contents of computer files, signs, newspapers, etc. These will help you to understand things that are going on around you. Also, read the text of the story carefully; don't skim. Descriptions of locations and objects frequently 3. Save you place often, so that if you find yourself in a blind alley in the story line, you can return to an appropriate earlier point, rather than having to start over from the beginning. 4. Don't hesitate to try strange or dangerous actions. They may provide information, or have an interesting response, or both! You can always save your position first if you want. Here's an example: > STEP OUT ONTO THE LEDGE A crowd gathers on the sidewalk below, chanting "Jump! Jump!" Several policemen stop by, glance up, and wander disinterestedly away. You've just learned quite a bit about the society which you're simulating. 5. Unlike other 'adventure games' that you may have played, there is no single, linear, correct path through AMFV. The story is very open-ended, and although there is one 'best' ending, there are countless paths that get you there. And unlike other I 6. You may find it helpful to play AMFV with another person. Different people may have different perspectives on a given portion of the game, making it easier to decide what to do next. 7. You can frequently word the same command in a variety of ways. For example, if you discovered a black box lying on the ground and wanted to begin carrying it around, you could use any of the following: > TAKE BOX > GET THE BLACK BOX > PICK UP THE BOX In fact, if the box is the only object present that you could take, just typing TAKE is enough, since AMFV will assume you mean the box. But more about that in the next section... COMMUNICATING WITH AMFV: In AMFV you type your sentence in plain English each time you see the prompt (>). AMFV usually acts as if your sentence begins "I want to...", although you shouldn't actually type those words. You can use words like THE if you want, and you can use ca en you finish typing a sentence, press the key. AMFV will respond by telling you whether your request is possible at this point in the story, and what happened as a result. AMFV recognizes your words by their first nine letters, and all subsequent letters are ignored. Therefore, SENSATION, SENSATIONal, and SENSATIONalism would be treated as the same word by AMFV. To move around, just type the desired direction. You can use the eight compass directions: NORTH, SOUTH, EAST, WEST, NORTHEAST, NORTHWEST, SOUTHEAST, and SOUTHWEST. You can abbreviate these to N, S, E, W, NE, NW, SE, and SW, respectively. You can use AMFV understands many different kinds of sentences. Here are some examples. (Note that some of these items do not actually appear in AMFV.) > WALK NORTH > DOWN > U > NE > ENTER INTERFACE MODE > TAKE THE KEY > DROP IT > READ THE PLAQUE > BUY SOME FOOD > OPEN THE GLASS DOOR > EXAMINE THE CAN OF KELP PASTE > LOOK UNDER THE TABLE > SHOOT THE GUARD WITH THE PELLET GUN > PUT THE COIN IN THE LEATHER PURSE You can use multiple objects with certain verbs if you separate them by the work AND or by a comma. Some examples: > TAKE THE PENCIL, THE PAPER, AND THE STAMP > DROP MAP, ID CARD, PELLET GUN > PUT THE EGGS AND THE BACON IN THE FRYING PAN > GIVE THE COIN AND THE PENCIL TO THE BEGGAR The word ALL refers to every visible object, except those inside something else. If there were an apple on the ground and an orange inside a cabinet, TAKE ALL would take the apple but not the orange. > TAKE ALL > TAKE ALL THE STAMPS > TAKE ALL THE STAMPS EXCEPT THE RED STAMP > TAKE ALL FROM THE DESK > GIVE ALL BUT THE PELLET GUN TO THE CLERK > DROP ALL EXCEPT THE COIN You can include several sentences on oneinput line if you separate them by the word THEN or by a period. (Each sentence will still cause time to pass.) You don't need a period at the end of the input line. For example, you could type all of the follow > UP. TAKE THE BOX THEN OPEN IT. PUT THE PELLET IN THE BOX. CLOSE IT If AMFV doesn't understand one of the sentences on your input line, or if something unusual happens, it will ignore the rest of your input line (see 'AMFV Complaints'.) There are three kinds of questions you can ask in AMFV: WHAT, WHERE, and WHO. These are generally useful only when speaking to other characters. Here are examples that you can try in AMFV: > WHAT IS MINDEX > WHERE AM I? > WHO IS ABRAHAM PERELMAN? You will meet other people in AMFV. You can 'talk' to these other characters by typing their name (or description) then a comma, then whatever you want them to do. Here are some examples: > PERELMAN, TELL ME ABOUT THE PLAN > CLERK, SELL ME SOME CLOTHES > GUARD, GIVE ME THE PELLET GUN > OLD MAN, TAKE THE SACK THEN FOLLOW ME Notice that in the last example, you are giving a person more than one command on the same input line. You can use quotation marks to answer a question or say something 'out loud'. For example: > SAY "HELLO" > ANSWER "NO" AMFV tries to guess what you really mean when you don't give enough information. For example (I HATE FOR EXAMPLES!!!), if you say that you want to do something, but not what you want to do it to or with, AMFV will sometimes decide that there is only on > TAKE (the coin) You pick up the coin and put it safely in your pocket. or > GIVE THE BOOK (to the librarian) The librarian puts the book on the stack of books to be shelved. If your sentence is ambiguous, AMFV will ask what you really mean. You can answer most of these questions briefly by supplying the missing information, rather than typing the entire input again. You can do this only at the very next prompt. Some exam > CUT THE ROPE What do you want to cut the rope with? > THE KNIFE The knife is too blunt, or the rope is to tough. After a minute, you give up. or > SHOOT THE MUGGER WITH THE GUN Which gun do you mean, the pellet gun or the stun gun? > STUN The gun whines and the mugger slumps to the ground. AMFV uses many words in its descriptions that it will not recognize in your sentences. For example, you might read, "A siren wails in the distance, signalling an air raid in a distant part of town." However, if AMFV doesn't recognize the word SIREN or IMPORTANT COMMANDS: There are a number of one-word commands which you can type instead of a sentence. You can use them over and over as needed. Some count as a turn, others do not. Type the command after the prompt (>) and press the key. ABORT - This will get you out of Simulation Mode. AGAIN - AMFV will respond as though you had exactly repeated your previous sentence. You can abbreviate AGAIN to G. BRIEF - This tells AMFV to give you the full description of a location only the first time you enter it. On subsequent visits, AMFV will tell you only the name of the location and the objects present. This is how AMFV will normally act, unless you tel DIAGNOSE - AMFV will give you a brief report of your physical condition. INVENTORY - AMFV will list what you are holding. You can abbreviate INVENTORY to I. LOOK - This will give you a full description of your current location. You can abbreviate LOOK to L. OOPS - If you accidentally mistype a word, such that AMFV doesn't understand the word, you can correct yourself on the next line by typing OOPS and the correct word. Suppose, for example (another fuckin example!), you typed: > PUT THE BOOJ ON THE DUSTY SHELF and were told "[I don't know the word 'booj'.]" You could type: > OOPS BOOK rather than retyping the entire sentence. QUIT - This lets you stop. If you want to save your position before quitting, follow the instuc....screw it! Just type SAVE! You can abbreviate QUIT to Q. RECORD - This activates the RECORD feature. RECORD OFF deactivates this feature. (If you ABORT from Simulation Mode, you'll automatically turn off the RECORD feature.) RESTART - This stops the story and starts it over from the beginning. RESTORE - This restores a saved position made by the SAVE command. SAVE - This makes a 'snapshot' of you current position onto a storage disk. You can return to a saved position in the future using the RESTORE command. SCRIPT - This command tells your printer to begin making a transcript of the story as you go along. A transcript may aid your memory but is not necessary. Note: Transcripts will not include the information on the status line, or anything else that ap SUPERBRIEF - This commands AMFV to display only the name of a place you have entered, even if you have never been there before. In this mode, AMFV will not even mention which objects are present. Of course, you can always get a description of you loc UNSCRIPT - This commands your printer to stop making a transcript. VERBOSE - This tells AMFV that you want a complete description of each location, and the objects in it, every time you enter a location, even if you've been there before. Also see BRIEF and SUPERBRIEF. VERSION - AMFV responds by showing you the release number and the serial number of you copy of the story. Please include this information if you ever report a 'bug'. WAIT - This will cause time in the story to pass. Normally, between turns, nothing happens in the story. You could leave your computer, take a nap, and return to find nothing has changed. You canuse WAIT to make time pass in the story without doing a SOME RECONIZED VERBS: These are only some of the verbs that AMFV understands. There are many more. Remember that you can use a variety of prepositions with them. For example, LOOK can become LOOK INSIDE, LOOK BEHIND, LOOK UNDER, LOOK THROUGH, LOOK AT, and so on. ANSWER EAT MOVE SLIDE ASK ENTER OPEN SMELL BOARD EXAMINE POINT STAND BREAK EXIT PUSH START BUY FIND PUT SWITCH CALL FOLLOW RAISE TAKE CHANGE GIVE READ TALK CLIMB JUMP REMOVE TELL CLOSE KILL SAY THROW COUNT KISS SEARCH TOUCH CROSS KNOCK SET TURN CUT LIE SHAKE UNLOCK DIG LISTEN SHOOT WAKE DISEMBARK LOCK SHOW WALK DRINK LOOK SIT WEAR DROP LOWER SLEEP YELL