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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