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MCMURPHY'S MANSION is a text adventure game that begins when your Uncle McMurphy dies and leaves you his fortune. Unfortunately, the money is hidden somewhere on his estate. The object of the game is to find the money, using various clues and objects. Both a map and an inventory list are displayed on the screen, and you can save at any time. The first manned expedition to Mars occurred in the year 2075. A lone astronaut, Captain Maltwee, successfully landed on the Red Planet and discovered that an advanced civilization had flourished there for thousands of years. Recent global wars had decimated the inhabitants, leaving but a few isolated bands of Martians intact. Through radio messages from Maltwee, the Earth Federation learned that he had gained the confidence of a religious order who inhabited the ancient city of Aukbaa. Maltwee soon learned that this order had collected the wealth of the old rulers and had hidden it in a secret underground vault. His last message to Earth indicated that he had discovered the secret vault and planned to steal the treasure. It is now two years later. You have been selected by the Federation to travel to the Red Planet. Your mission is to find Captain Maltwee and return with the treasures of Aukbaa, to Earth.
RED PLANET (tm) Version 2.0 You may copy and FREELY share this program with others. To become a registered user of Red Planet send $12.00 to: Conrad R. Button 13807 S.E. 282 St. Kent, WA 98042 As and added bonus for registering, you will be sent a FREE copy of ANY ONE of the other adventures in our series. (C) Copyright 1989 by Conrad Button All Rights Reserved COPYRIGHT NOTICE (c) Copyright 1989 Conrad Button - All rights reserved - You are granted a limited license to use Red Planet. It may be used or copied only in accordance with the terms of this license outlined in the section "Restricted Permission to Copy". Information on this disk is subject to change without notice and does not represent a commitment on the part of Conrad Button. Conrad Button may make improvements and/or changes to this disk or to the product(s) and/or the program(s) described in this disk at any time. This product could include technical inaccuracies or typographical errors. Changes are periodically made to the information herein. Such changes may be incorporated in new editions of the publication. Red Planet is a trademark of Conrad Button. TABLE OF CONTENTS How to Start a Game . . . . . . . . . . . 4 How to Play a Game . . . . . . . . . . . . 4 Hints on Playing Games . . . . . . . . . . 5 Restricted Permission to Copy . . . . . . 6 Why Pay for the Games . . . . . . . . . . 7 Game Series Information . . . . . . . . . 8 HOW TO START THE GAME To start Red Planet, use the following instructions. 1. Start your computer in the usual manner. 2. Insert the game disk into Drive A. 3. Type A: and press Enter. 4. Type REDPLAN and press Enter. 5. Follow the instructions on the screen. If you are using a monochrome monitor or a one color graphics monitor you should add an M to the end of step 4 (i.e. REDPLAN M). This will allow the screen to be more readable on these monitors. HOW TO PLAY A text adventure is a fictional novel in which you are the main character. You will be given a quest which you must successfully complete. You may also be asked to collect treasures during your travels. Your PC will become your guide. It will tell you what it sees and hears, and will obey your commands, (most of the time). Although it speaks fluent English, it has trouble understanding long sentences. Please limit your commands to not more than two words, with the verb as the first word (e.g. throw ball). If the computer does not know or understand a word, it will tell you so. In that case, please use another word of similar meaning. We strongly advise you to build a map during your travels so that you can easily return to previously explored areas. The computer will give you the following information at the start of each round of play: 1. A description of your current location. 2. Items that you can see at this location. 3. Directions in which you can move (n-north, s-south, e-east, w-west, u-up, d-down) 4. Treasures will be marked by an '*' before and after the word. You must then respond by typing the action you wish to perform. -4- * * HINTS * * Most actions require two words such as: Light torch Get ruby Drop axe Examine door However, some actions need only one word: Help - for clues or advice Quit - to stop playing Others only need a single letter: U,D,N,S,E,W - which mean go up, go down, go north, etc. L - look to see where you are I - list your inventory. To save your current status so that you can resume play later, type SAVE GAME. -5- RESTRICTED PERMISSION TO COPY Red Planet is not a public domain program, and never has been. It is Copyright(C) 1989, by Conrad Button. The conditions under which you may copy the Red Planet program and documentation are clearly outlined below. WARNING!!! The author intends to vigorously prosecute copyright violations. INDIVIDUALS AND COMPUTER CLUBS Private individuals and computer clubs are granted permission by the author to freely copy the Red Planet disk for non business use as long as the disk is not modified in any way. You may give the disk to friends, upload the files to electronic bulletin boards, or distribute the disk through computer clubs. However, you may not sell the disk for profit. User groups may charge a fee to cover the actual cost of the disk and of administration. This fee may not in any case exceed $10.00 total (equivalent U.S. dollars). Exceptions to these rules must be received in writing from Conrad Button. NO RENTING OR LEASING Red Planet may not be rented or leased under any circumstances. EXTRA COPIES When multiple copies are required, Red Planet is available at quantity discounts. Write Conrad Button for quantity prices. -6- SO WHY PAY $12.00 TO REGISTER RED PLANET? When you pay for Red Planet you participate in User-Supported software. That means you join thousands of people who get good quality software at affordable prices. Here are more reasons to register by paying $12.00: - The luxury of trying out a program before you buy it is rare. When you register (by sending in your money) you are saying, "I support buying software this way; and truly want to help continue this trend of keeping prices down." - Registering also means you will be notified about updates to Red Planet as well as other adventures. - If you are using the product, you should pay for it. What it boils down to is this - it's the right thing to do. - As an added bonus, you will receive a FREE copy of any ONE of the other adventures in our series. -7- BUTTON'S EDUCATIONAL AND ADVENTURE GAMES A whole new world of adventure is at your fingertips. Let our software and your PC take you into previously unexplored regions where you will experience new challenges, confront danger, and find untold treasures. Conrad Button offers a Learning Game Series and an Adventure Series. The Learning Series can help you improve your geography skills by taking you on expeditions to Africa and Asia. THE ASIAN CHALLENGE -- As a Special Senate Investigator, you have been sent to Asia on a mission to gather important information. You must report to the Foreign Aid Committee shortly on whether or not to grant additional funds to the needy countries of the continent. Learn about different Asian countries and their location as you travel. You must hurry because there is not much time before the committee will meet. (Learning Series) AFRICAN SAFARI -- You are the senior photographer for the International Geographic Magazine. You have been sent to Africa to photograph the people, land and animals of the continent. As you trek the high plains of Africa you will learn many different things about the people and geography of this vast continent. (Learning Series) NEBULA -- You are a NASA explorer sent to investigate a newly discovered star system. Your mission is to collect specimens from the new galaxy. Will you be able to complete your mission or will you be engulfed by the unknown perils of the universe? (Novice) DARK CONTINENT -- You have traveled to darkest Africa in search of King Solomon's Diamond. But after 3 days, your native bearers desert you and take your money and supplies. Will you survive and find the diamond, or will you be swallowed by this vast continent? (Intermediate) -8- RED PLANET -- The Federation of Earth has sent you to the planet Mars to secure the lost treasures of Aukbaa. Upon achieving planetary orbit you find that your fuel is depleted. Can you acquire the Lost Treasures of Aukbaa and return home? (Advanced) TIME TRAVELER -- The year is 2285. The people of the Earth are dying from a mysterious plague. A now extinct plant could provide the much needed cure. Time Travel is your only hope. Have you ever imagined the thrill of traveling back in time to visit the Old West, to participate in the American Revolution, to explore Ancient Egypt and the Age of the Dinosaur? TIME TRAVELER will transport you to these bygone days. (Expert) SPECIAL AGENT -- The President of the United States has sent you on a mission to the Soviet Union. You are to locate and photograph their new ballistic missile, the SS-X-27. Perhaps you desire to serve your country as a SPECIAL AGENT to the President, performing a secret mission deep within the Soviet Union. (Expert) SANCTUARY -- A nuclear war has devastated the Earth. You are one of the few remaining survivors. Gangs of mutants roam the land. You must find a sanctuary to ensure your survival. Have you ever wondered what civilization would be like following a nuclear war? Would there be a SANCTUARY for protection against the mutated beings inhabiting this world? (Master) RAIDERS OF THE STAR TEMPLE -- As a Professor of Archeology, you have specialized in the ancient Mayan culture. You recently read an article concerning the possible existence of a lost Mayan temple somewhere near Chichen Itza on the Yucatan Peninsula. And you have heard an Indian legend which tells of a Star Temple containing a fabulous treasure of diamonds. You are resolved to find this temple, if it truly exists. (Master) AVENGER OF RUBICON -- Your King and fellow warriors have been slain. You have been severely wounded. As you stagger from the battlefield, you vow to avenge this carnage. You will seek out and destroy the perpetrator of this foul deed - Lugor the Evil Presence. You are about to face the greatest challenge of your life! (Grand Master) ADVENTURE HINT BOOK -- The hint book is designed to provide clues and helpful hints. This book covers all of the adventure game series (learning series excluded). -9-
McMurpy's Mansion (c) 1984, 1987, 1989 Martin-Art ALL RIGHTS RESERVED! Version 1.6 *************** LICENSE AGREEMENT *************** You are hereby authorized to copy and distribute copies of McMurphy's Mansion provided it is copied in the form found on this disk and your copy contains the following UNALTERED files: File Name Description --------- ---------------------------------------------- START.BAT Text file explaining the game, how to print the manual, and the SHAREWARE registration. MCWM.DAT One of the game files MCFILE.DAT One of the game files MCMANUAL.TXT The ASCII text file that is the manual MCMURPHY.EXE The game program You are specifically NOT authorized to change the game manual or distribute any information concerning the solution to McMurphy's Mansion in any media whatsoever! You may archive this game with the utility of your choice for distribution. The original disks provided by Martin-Art contain a "zipped" version explained below. You may remove this file from the disk with no ill effect to the game. NOTE: This disk may or may not contain the file, MCMURPHY.ZIP (some distributors delete this file). This file is an archived version of all of the files shown above and can be used for distributing McMurphy's Mansion over a modem. Use version 1.02 of PKUNZIP.EXE to unarchive the files. This program may be found on your local BBS, Compuserve, or other BBS's, or from your shareware distributor. It may also be ordered from PKWARE, 7032 Ardara Avenue, Glendale, WI 53209 (contact them for price). - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Registration fees should be sent to David Martin, P.O. Box 7493, Pasadena, TX 77508. Your registration fee of $16.00 covers the cost of receiving a game hint sheet and game solution. Also, $2.50 of each registration is donated to a special fund to feed the hungry. You may order an original game disk from that same address for $16.00. If you are the operator of a BBS or you are a shareware distributor, send proof of same with a request and you will receive a game disk for only $7.50 to cover shipping and handling. Your registration fees are used to further the goals of quality software at an extremely low cost. REGISTER AS A MCMURPHY GAMER!! FRENCH VERSION!!! If you are interested in an all French version of McMurphy's Mansion, one will be available in March, 1990. To order, send in your registration of $16.00 and request the new disk!! If the French version is not specifically asked for, you will receive the English version.
McMurphy's Mansion Copyright (c) 1984, 1987, 1989 martin-art P.O. Box 7493, Pasadena, TX 77508 ALL RIGHTS RESERVED WORLDWIDE. This manual is copyright 1984, 1987, 1989 by Martin-Art P.O. Box 7493, Pasadena, TX 77508. All rights reserved worldwide. *********************************************************************** SHAREWARE This game is a SHAREWARE product. This means for a small fee that you send to the software author, you receive a professional quality program. It does not mean that this program is free. If you enjoy playing McMurphy's Mansion, you should send $16.00 to David Martin, PO Box 7493, Pasadena, TX 77508. Please register. $2.50 of each registration fee goes to feed hungry people including children. In the spirit of shareware, we encourage you to copy and share this disk with your friends! Instructions for obtaining a game solution are on page 13 of this manual. FRENCH VERSION - An all French version of McMurphy's Mansion will be available in March, 1990. To order it, send $16.00 to the address shown below, and ask to be registered for the French version and if you do not already have the disk, ASK FOR A DISK TO BE SENT TO YOU! It is a separate registration from the registration of the English version. *********************************************************************** Game Difficulty Level: Average Playing time: Approx. 80 hours ---------------------------------------------------------------------- INTRODUCTION ===================== It was three weeks ago when you received the telegram that would change your life FOREVER... It seems that an unknown uncle has died in faraway Scotland and left you his entire fortune. $10,000,000 to be exact. There is only one small problem... Dear old Uncle McMurphy was a bit demented and has hidden your inheritance somewhere in his mansion or on the mansion grounds. The old man (Uncle Mac) felt as though any relative of his should EARN his inheritance. Therefore, he has left you with only one clue (a small brass key) proudly presented to you by his laywer, Barrister Aaron McBee. It is now up to you to use your superior brain power to solve the puzzles left in the mansion by your Uncle McMurphy and find your fortune. - PAGE 1 - ABOUT ADVENTURE GAMES ===================== NOTE: If you have played other adventure games and want to skip this section, please do so. But be sure to read about the ultimate goal of the game and also about the special command abbreviations used in McMurphy's Mansion. McMurphy's Mansion is played like many other all text adventure games on the market today. In these adventure games, you will be reading about what is happening to your "computer self" on the screen and responding with a typed in message that tells your computer what you would like to do next. It's like being in a computerized book, with you being the main character, deciding what is to be done next. The plot in McMurphy's Mansion is simple; FIND THE FORTUNE. You type in commands to command your computer self to do what you would do if you were actually in a particular situation or location in the game. This is done by typing in commands from the keyboard like this: >EXAMINE THE BOX There will be more command examples later in the manual. After your command is entered, the game will respond to the command or action you have just taken. The game's response to the "EXAMINE THE BOX" command might look something like this: The box appears to be made of burl walnut. It is about the size of a cigar box. In this way you can explore your surroundings and manipulate objects that are in the game. Just like a real mansion, McMurphy's is full of strange and wonderful objects to be looked at and examined. Some are important to the puzzles of the mansion and others are not. You will have to determine which is which. - PAGE 2 - LOADING THE GAME ===================== LOADING FROM FLOPPY --------------------- Insert the game disk in the A: drive of your computer system. At the DOS prompt type in START so your screen looks like: A:\>START (then press the ENTER key) When you press the ENTER key some text will come on the screen for you to read. Then the game will load and you may start playing. Just be sure to always leave the game disk in drive A: while playing the game unless you are prompted to do otherwise. The game program needs to access some of the files on the game disk while you are playing. If your game will not load using "START", try "MCMURPHY" instead. LOADING FROM HARD DISK ----------------------- To play using a hard disk, just copy ALL of the files on the game disk to the hard disk directory of your choice. Then load the game from that directory when you want to play. The McMurphy's Mansion program searches for the game files in the default directory. GAME FILES ====================== The following files are critical to the playing of the game and must be on the game disk or in your hard disk subdirectory. Again, when playing from a hard disk, be SURE all of these files are in the same directory. UNCLE.BAT MCFILE.DAT MCMURPHY.EXE MCWM.DAT - PAGE 3 - BEGINNING THE GAME ===================== YOUR NAME, PLEASE. --------------------- After you enter "UNCLE" from your keyboard, the game will load. The screen will clear and you will see a copyright notice and some text to read. Before you actually begin the tough part of playing McMurphy's Mansion, you will have to answer several questions about yourself. The first question concerns your first name. Answer this question by typing in your first name and then press ENTER. Any 11 letters (or less) may be entered as your name. The game uses your name during your explorations of the mansion. LADDIE OR LASSIE? --------------------- It is traditional in Scotland to call young adventurers by "laddie" (boy) or by "lassie" (girl). When prompted, simply press the key shown for the correct choice, either "1" for "Laddie" or "2" for "Lassie". GAME INTRODUCTION --------------------- Included in "McMurphy's Mansion" is a detailed introduction and explanation that will help familiarize you with this mess your uncle has left for you. There is a good description of the mansion and the mansion grounds. The first few times you play the game, you should read this introduction carefully. The detailed description of the mansion will help you in getting to know the old place. (There even may be a clue or two in the introduction.) After you read the introduction on the screen a few times, just answer "N" to the question about reading the introduction and go straight to the playing of the game. You may of course read it any time when you load and run the game. - PAGE 4 - YOUR FIRST COMMAND --------------------- The game introduction included in the program tells you about McMurphy, his lawyer McBee and the mansion. Each time you read the introduction, you will need to use the game command "LOOK" for your first actual game command. This allows you to read a description of your bedroom (the room you find yourself in when the game begins). Just type in the word "LOOK" and press the ENTER key. >LOOK (then press the ENTER key) The description of your bedroom is included at the end of the game introduction. Because it is there on the screen anyway, you will not need to enter "LOOK" as the very first game command when you read the introduction. After the game gives you the description of your bedroom, you are ON YOUR OWN! Just decide what you would like to do next and DO IT! But, be careful, an old mansion can be a DANGEROUS place!! COMMANDS USED IN THE GAME ========================= "McMurphy's Mansion" is played in a manner similar to many other adventure games. You should enter commands (being as brief as possible) and as though each one started with "I would like to:", for example: Actual commands you enter: -------------------------- "I would like to" >EXAMINE THE BOX or "I would like to" >LOOK UNDER THE SOFA NOTE: A list of sample game commands is found near the end of these instructions. - PAGE 5 - MOVING AROUND IN THE GAME ========================= To move from one location in the game to another, simply enter the compass direction you would like to go in. You may use all 8 compass directions (N, S, E, W, NE, NW, SW, and SE) and two additional directions, UP and DOWN. You may either spell out the entire word or use the abbreviation as shown. As you travel around the mansion and the mansion grounds, it is also important to draw yourself a map of the mansion and the mansion grounds. Then maybe you won't become a lost adventurer! Actually, the game has a built-in map that is shown on the screen, but it is more fun to turn off the screen map and draw your own map on paper. (The command to turn on the map is "MAP" and the command to turn it off is "XMAP". See next section.) GAME COMMANDS =============== There are many commands that you may use in your quest for your fortune. The explanation and abbreviations (show in parentheses) are listed for the commands that have a special meaning in this adventure game. Part of the fun of the game is finding out which other words the game understands (hundreds, by the way). LOOK (L) - The LOOK command gives you a view of your current surroundings and the objects that you can see. Use this command to look around where you are or to see if an action you have just taken has changed things around you. EXAMINE (X) - This command will give you a description of an object. Some objects must be in your possession (inventory) before they can be examined. INVENTORY (I) or (INV) - Lists your current possessions that you are carrying around with you. During your adventure, you will need various objects to perform certain tasks. Of course, the things you need are never where you need them, so you will have to "TAKE" them and carry them with you. Objects in the game may be moved from place to place and left whereever you wish (DROPPED). - PAGE 6 - The game will display your inventory list on the screen. The command to turn on the list is "LIST" and the command to turn the screen list off is "XLIST". Those commands follow in this section. TAKE (+) - This command is used to add items to your inventory. Some things such as doors simply can't be "taken", but if you see something you want, TAKE IT! It may be "takeable" and may not be. The only way to find out is to try. Also, some items in the game must be taken and placed in your inventory before they may be examined. To make it easier to take objects, you may use the "+" key for an abbreviation of this command. Also, the "=" key has been temporarily fixed so it will be a "+" key instead. That way, you don't have to hit the SHIFT key all the time for "+". (You're welcome.) To use this abbreviation, just press the "=" key, a space, and then enter the object you wish to take. For example, >+ BOOK means the same thing as >TAKE BOOK DROP (-) - If you have something in your inventory that you don't need any longer, or don't want to carry around any longer, DROP it. The object will then remain in the location where you dropped it just in case you want to come back later and retrieve it. MAP - This command turns on the screen display of the map. Only simple minded adventurers and "weakies" actually need the map. It is more fun and a greater challenge to draw one by hand. XMAP - What is turned on can be turned off. XMAP turns off the screen display of the map (the more preferred method of play). REPEAT (R) - If you should want to repeat a command more than once, just enter "R" the second time instead of retyping the entire command over again. This will help keep the blisters off your fingers. - PAGE 7 - COLOR - If you don't like the default colors of the screen and text, you can use the command COLOR to change them. Just enter the command and follow the instructions on the screen. WORDY - When entering a location for the first time, you will be given a lengthy and complete description of that location. After you enter a location for the first time, you will only be given the name for that location (YOUR BEDROOM). If you would like to have the long descriptions given every time you enter a new location, enter the command WORDY. SHORTY - Turns off the long descriptions of each location. You will still get the long description the FIRST time you enter a location, but after that, you will only get the name of the location. LIST - Shows inventory items on the screen under the map. List will show your inventory even if the map is off (XMAP). Only "sissies" use this command. XLIST - Turns off the screen display of inventory items. MANUAL - This command causes the game program to print the McMurphy's Mansion manual for you. Be sure to have your printer on-line and ready to print when using this command. QUIT - Used to end the game. (Be sure to SAVE your position first if you plan to play from this position later.) USING NUMBERS - An occasion may arise in the mansion when you would like to include a number in your command. If you need to use a number, just enter the number instead of spelling it out (5 instead of five). HELP - This command will give you a brief overview of the game and remind you of some of the more important game commands and the abbreviations for those commands. ABOUT THE MANSION ===================== McMurphy's beloved mansion is truly beautiful and full of antiques. Although the mansion has many rooms, only the important ones are included in the actual game. Sorry, no bathroom. - PAGE 8 - All of the doors in the mansion are open for your convenience, unless closed for a reason. Also, there may be objects mentioned in the descriptions of the rooms that you cannot TAKE or EXAMINE. They are included to give you a "feel" for the room and your surroundings (for example, the china in the dining room). Of course, this old mansion has plenty of windows. While in the mansion, it may be helpful to look out the windows. To do this, enter the command LOOK EAST or LOOK NORTH or LOOK in whatever direction the window is located. If there is a window in that direction, you will be given the view out of that window. If there is no window in that direction, you will be given the same response as the normal command "LOOK". Game abbreviations will work in this command ("LOOK SOUTH" may be entered "L S"). FINDING THE FORTUNE!! ===================== MASTER CLUES - As you solve the puzzles of the mansion that dear old Uncle Mac left you as his legacy, you will receive a total of 3 MASTER CLUES. When you figure out what the MASTER CLUES are for and use them correctly, the FORTUNE WILL BE YOURS!!! GOLD BARS - That's right! 24K GOLD!! There are 12 gold bars hidden in the mansion. After you have found all 12 bars you will be given one of the three master clues that lead to the fortune. Once "TAKEN", a bar cannot be dropped. You will have to use your brain (till it hurts) to figure out the way to get the other two MASTER CLUES. - PAGE 9 - SAMPLE COMMANDS ===================== The commands listed below are to give you an idea about complete game commands in general. These particular commands may or may not work while playing McMurphy's Mansion. >X THE BOX same as >EXAMINE THE BOX >NORTH same as >N >LOOK UNDER THE DRESSER >TAKE THE RING THEN GO WEST >- BOX same as >DROP BOX >TURN THE HANDLE >OPEN THE TRUNK >LOOK UNDER THE SOFA >X THE CHAIR. X THE SOFA >N.S.S same as >NORTH.SOUTH.SOUTH. >PULL THE LEVER MULTIPLE COMMANDS As you can see from the example commands, you can enter more than one command at a time. When you do enter more than one, be sure put a period (.) after each command just like you would after any sentence in normal writing. You may also use the word "AND" or the word "THEN" to separate the multiple commands instead of the period: >TAKE THE BOX.EXAMINE THE BOX or >TAKE THE BOX AND EXAMINE THE BOX or >TAKE THE BOX THEN EXAMINE THE BOX All three of these commands work in exactly the same way. Because the word AND is used to separate commands, do not use it to do something to more than one object. The command TAKE THE BOX AND THE KEY will not work. (Please review sample commands) - PAGE 10 - When using multiple commands, you should limit your total command to include only two or three. If you enter more than that, the game responses could scroll off the screen before you have a chance to read them. SAVING AND RESTORING YOUR POSITION ==================================== Playing this game takes many hours. So that you will not have to begin from the very beginning each time you start to play, special commands are used to save the progress you have made during a playing session. These saved positions also help in case the power should go out while you are playing. SAVING A POSITION ===================== When you are about to quit for the day or you are about to do something dangerous in the game, use the SAVE command: >SAVE All of the information about what location you are in and the items in your inventory and the progress you have made will be stored on your disk in a special file. Then when you restart the game at a later time, you can RESTORE the old position and begin exactly where you left the game. You will be in the same room, with the same inventory, etc. Here is how to SAVE a position: 1. Use the game disk to save positions OR use any formatted disk with at least 10,000 bytes free. 2. Enter the command SAVE like this: >SAVE 3. You will be given instructions on the screen about which keys to press to save the position. Don't worry, it's simple! 4. Make a note about the position number you have just saved for later reference. You may save up to 9 separate positions on a single disk. This allows you to save positions for several different people who are playing McMurphy's Mansion from the same game disk. - PAGE 11 - RESTORING A POSITION --------------------- The command RESTORE is used to restore one of the previously saved positions on your SAVE diskette. To restore a position, enter the restore command like this: >RESTORE If you wish to restore a position, the RESTORE command will usually be the first command you will issue when you load the game. Of course you may restore any position at any time. 1. You must change disks if the position to be restored has been saved on a disk different from the game disk. The instructions given on the screen will tell you when to change disks. 2. Follow the instructions given on the screen and your position will be restored. 3. Make sure the game disk is in drive A: or you are in the correct subdirectory on your hard disk and the game can PROCEED! Now all of that hard work won't have to be repeated each time you begin the game. JUST ONE MORE THING... ---------------------- Well, that's about it for the instructions. But there is just one more thing you should know before you go play. If you should find an old diary somewhere in the mansion, and you want to read on a specific page, enter a command that looks like this: >READ ON 9-1 IN THE DIARY or >LOOK ON 9-1 IN THE DIARY The entry of "9-1" in the example would be for September 1st. Just use whatever day you wish. Reading the diary may help you, it may not. - PAGE 12 - And REMEMBER!!! If you DO SUCCEED, NO MORE WORK!!! SLEEP TILL NOON!!! The McMurphy fortune CAN BE YOURS!!! You now have our permission to go play. --------------------------------------------------------------- **** REGISTER YOUR GAME **** As mentioned in the beginning of the instructions, the shareware fee of $16.00 should be sent to the address below to register your McMurphy's Mansion. When you register, you will receive a game hint sheet and a game solution. Please include a stamped self- addressed return envelope along with your registration. (Please remember that $2.50 of each registration goes to feed hungry people including children. AVOID INSANITY! If you have been playing and are about to be sent to a rubber room somewhere, register your game and GET THAT HINT SHEET and SOLUTION!! David Martin P.O. Box 7493 Pasadena, TX 77034 - PAGE 13 - This sheet is provided for your notes. You will need it. ________________________________________________________________ ________________________________________________________________ ________________________________________________________________ ________________________________________________________________ ________________________________________________________________ ________________________________________________________________ ________________________________________________________________ Gold Bar 1 _____________________________________________________ Gold Bar 2 _____________________________________________________ Gold Bar 3 _____________________________________________________ Gold Bar 4 _____________________________________________________ Gold Bar 5 _____________________________________________________ Gold Bar 6 _____________________________________________________ Gold Bar 7 _____________________________________________________ Gold Bar 8 _____________________________________________________ Gold Bar 9 _____________________________________________________ Gold Bar 10_____________________________________________________ Gold Bar 11_____________________________________________________ Gold Bar 12_____________________________________________________ MASTER CLUE #1 _________________________________________________ MASTER CLUE #2 _________________________________________________ MASTER CLUE #3 _________________________________________________ - PAGE 14 -
Volume in drive A has no label Directory of A:\ GO BAT 920 3-21-90 5:11p HELLO BAT 896 1-22-88 3:35a HELLO TXT 13312 2-18-89 1:12a LICENSE TXT 2811 12-25-89 1:00p MCFILE DAT 77142 12-25-89 1:00p MCMANUAL TXT 24497 12-25-89 1:00p MCMURPHY EXE 129710 12-25-89 1:00p MCWM DAT 9631 12-25-89 1:00p REDPLAN EXE 98064 2-18-89 12:40a START BAT 2239 12-25-89 1:00p 10 file(s) 359222 bytes 0 bytes free