THE GIRL WHO WAS DEATH Adventure Game © 1986 Stephen Preston Tv Series © ITC Entertainment LOADING PART 1 OR PART 2 Type LOAD "" CODE and start the tape. NB you must complete Part 1 before you can play Part 2. THE STORY You resign from your job in the secret service - but someone somewhere does not like it - so they put you away. You are abducted and wake up in a strange village filled with other people taken out of circulation. None have names, just numbers. You are Number Six. The village has a chairman, he is Number Two. His efforts to break you are about as successful as your attempts to escape, but one day he devises a plan to make you reveal your secrets whilst reading a fairytale to some of the children in the village. You go to the nursery to see the children. There you find a story book with pictures - a game of cricket, a boxing match, a village, a plane and a lighthouse. You start reading, forming a story from the pictures - but beware! Number Two is watching. THE AIM OF THE GAME. This is the story you formulate. You are a secret agent who has to track down a mad professor called Schnipps who intends to destroy London with a super rocket. The only way that you can find him is to follow his daughter (The Girl Who Was Death) to the hideout. She tries to kill you at every opportunity, so be careful. When you reach the hideout, you have to find a rocket which is disguised as something rather peculiar, and you must try and deactivate it. You start the story with a picture of a game of cricket. A previous agent was on the trail of Schnipps' daughter but while playing a game of cricket for the local team, he was suddenly killed by an exploding cricket ball (which must have been swapped when a 'Six' was scored). This is your only lead. You must take up the game of cricket and try to find out what exactly happened. TIME LIMIT There is a time limit of about half an hour in which you have to complete the game (both parts). When the time runs out, Professor Schnipps will fire the rocket at London and your mission will be over. To find out how much time you have left, try READ WATCH - see later. STANDARD VOCABULARY To proceed through the adventure you have to use words to communicate with the computer to tell it what to do. These are usually in verb-noun format. e.g. TAKE BEER, READ WATCH etc. EXAMINE could apply to anything you are carrying, as would TAKE or DROP etc. Quite a number of commands use this same format but disclosing them would be too helpful! Other commands that may be used are INVENTORY or I (to see what you are carrying), LOOK or L (to describe your location), WAIT (to speed up events), SAVE/LOAD (see under), QUIT and SCORE. Movement commands are as follows- NORTH, SOUTH, EAST, WEST, UP and DOWN. They can be abbreviated to their initial letter. LOADING & SAVING A GAME POSITION A game position can be loaded or saved at any time. In other words, if you have succeeded in completing 25% of the game and wish to continue it at a later date, all you need to do is type SAVE. Make sure that you have a blank tape ready. When you want to load the SAVEd game position back in to the computer, type LOAD in to the adventure and the computer will wait for you to play the tape with the stored information. Hope you enjoy the game. Be Seeing You!