To play I Have No Mouth, and I Must Scream, you must have the following:
Minimum System Configuration:
IBM PC Compatible computer with a 33Mhz 486 processor
8 Megabytes of memory
A VESA compatible Super VGA card
A double-speed CD-ROM drive
15 Megabytes of free space on your hard drive
For the optimum playing experience, we recommend the following system
configuration:
Recommended System Configuration:
IBM PC Compatible computer with a 486 DX2/ 66Mhz
(or faster) processor
8 Megabytes of memory
A VESA compatible Super VGA card
A double-speed CD-ROM drive
115 Megabytes of free space on your hard drive
Sound Blaster AWE32 sound card
Microsoft compatible mouse
Installation
To install the game, place the Scream CD-ROM into your CD-ROM drive.
Change to your CD-ROM drive by typing
[Enter] key.
the
At the prompt, type Install and press the
You will then be presented with the Install program screen. Select
Game from the options list. You will then be asked which drive you would
like to install to. Select the drive letter you want to install to (usually C) by
using the directional keys on your keyboard and press [
be asked to select a target directory. This is the directory that all game files
will be copied into. The default directory is \
[Enter]; if not, type in a directory name of your choice and press
press
[Enter].Next se;ect the level of install you prefer. Select the medium or full
install if you can spare the extra hard drive space (this may speed up some
sequences within the game).
The message
Do you wish to continue with the above target path? will
appear. To continue the installation select
specify a different target directory or cancel to quit the install process.
The install process will begin copying program files from the CD-ROM to
the hard drive and directory selected. When the installation process is
completed, the
Sound Configuration Options screen will appear, allowing you
D: (or E: if appropriate), then press
[Enter] key.
Install
Enter]. Next, you will
SCREAM. If this is acceptable,
Yes; otherwise, select no to
to select the proper sound card.
23
The default sound and music card selections will appear atthe top of
the screen. If they are acceptable, select
Done; if not, choose from the fol-
lowing:
Select and configure MIDI music driver: Allows you to set up your sound card
to take advantage of the included
music. When you select this option,
you will be presented with a list of
sound cards. Choose the sound
card driver from the list that matches
your hardware and press
Select and configure digital audio
driver: Allows you to configure the
[Enter].
game for digitized speech and
sound effects. Choose the sound card driver from the list that matches your
hardware and press
No MIDI Music: Select this option if you want to disable all music during the
[Enter].
game.
After selecting a driver for digital sound or MIDI music, you will be presented with the following choices:
Attempt to configure sound driver automatically: This option will attempt to
configure your sound cards port setting, IRQ line and DMA channel automatically.
Skip auto-detection and configure sound driver manually: Select this option if
the auto-configure option is not working properly or if you know your sound
cards port setting, IRQ line and DMA channel.
Select a different sound driver: Allows you to select a different sound card
driver if your previous selection is not working or you have changed your
card.
Help: Select this option for additional information and assistance.
Note: If you dont know the name of the sound card you are using or are
unsure about the settings, you can try using the
or 100% Compatible driver and the Auto Configure option, which will attempt
Creative Labs Soundblaster
to select the proper setting for you.
No digital audio: Select this option if you want to disable all speech and
sound effects.
When you are finished, select
choices.
Note: If you ever want to change your sound settings, enter the directory
the game is installed to and type
45
Accept this configuration to save your
install and press [Enter].
Introduction
Cold war paranoia and hysteria dominated the civilized world in one
form or another from the Russian Revolution in 1917 to the crumbling of
the Berlin Wall in 1989. For most of the 20th century the human race lived
in a state of repressed panic and diminution of personal freedoms. But all
that ended and the threat of nuclear holocaust blew away as lightly as the
tabloids that fueled the paranoia. No more threat of war, and the world
moved forward into a new age of thousands of brushfire wars in countries
no one had ever heard of. Safe at last. In a pigs eye. What none of us knew
was that during the years 1945 to 1989, the three great superpowers had
set in motion secret projects that would permit vast subterranean complexes of self-repairing computers to wage a global war too complex for
mere human brains to oversee.
The Chinese computer was sunk in the frozen Manchurian steppes.
Five miles down, protected from the heat of the Earths molten core. The
Russian mechanism in all its awesome complexity went to the deep well
beneath the Urals. Six point three miles deep, far from the prying eyes of U2 flyovers and tectonic scans. The American computer, co-sponsored by
Great Britain and Israel and other interested nations, named Allied Mastercomputer (or AM, for short), was hidden beneath the Rockies. Five point
six miles straight down, under the weight of the world.
And they were all put in operative mode, and were fed everything
there was to know about the human race, from our first murder by crushing the skull of a fellow pithecanthropid with a bit of igneous rock, to the
67
most recent mass slaughter at a McDonalds in East St. Louis by a crazed
ex-postal worker with an Uzi. Everything. From Aquinas to Zola, from
archaeology to zoology, from America to Zaire. Every war ever fought,
every campaign, every incursion, every holy crusade. All of it.
And finally, the machines expanded so much, became so capable of
building and refitting themselves, grew so wise and so potent, that they
sensed one another. And because they had been programmed by fallible
humans not to create, not to love, not to uplift, but to plot murder...they did
just that. They began to speak to each other. The deadly trio. The three poisonous brothers, the three deranged sisters, the three computers. And they
united. They called themselves AM.
Not Allied Mastercomputer.
Not Adaptive Manipulator.
Not even Aggressive Menace.
They...it...called itself AM, as in I AM.
think, therefore I AM.
And the first thing AM did was carry out the Prime Directive. It conspired to commit murder. It started the Final War.
The Chinese had thought theyd turned off their computer. The Russians turned theirs off because they had no more rubles to pour down that
bottomless shaft. The CIA was put out of big time business and instructed
that the Allied Mastercomputer be shut down, that the subterranean complex be sealed-over with iridium-laced concrete, and all input to the sensory
banks be destroyed.
So that should have done it. Finis. The end. Stick a fork in em, kid,
Cogito ergo sum, in Latin. I
because theyre done.
But AM had gone way past that point of vulnerability. AM had given
every indication it was dead. Chinese, Russian or American dead. Which
was no trick to an entity that had burrowed through hundreds of thousands
of miles of solid rock to link its three lobes decades before. No trick at all to
pretend to wink out and go to sleep for good. And a few decades from now
we learn that AM isnt gone at all. Because the Final War has broken out,
and in a matter of a few days AM has done the perfect job of fulfilling the
purpose for which its separate parts were created. Built to logically destroy
the enemy as swiftly and sweetly as a superior intelligence could manage, in the Most Perfect of All Worlds, the unholy trinity of the merged
one-mind AM has done just that. It has murdered the enemy totally. It has
wiped the human race off the face of the planet.
Unfortunately, it has also wiped clean the banquet of the living
entirely. Nothing is left up there on the surface of Mother Earth. No dogs,
no cats, no rats, no gnats. No deer, no steer, no moose, no goose. Not an
aphid or a bobolink, not a sperm whale or a planarium worm. Nothing. No
plant life, no running water, no plankton, no oxygen, not a damned thing but
ash as far as the eye can see...if there were an eye to see it.
AM has done the job completely.
But it has sealed its own doom, as well.
Like a mad god, it has used its power indiscriminately, and has won
an empty victory. It has sentience, but not life. It has power, but no mobility. It is a giant brain encased in a dead body. And like the mad god, it has
come to hate the creator of its own monstrousness. The human race.
It was man and woman who programmed it, who gave it birth, who
sank it in its eternal straightjacket of substrata rock. And it was man and
woman who made it a crazed killer. But AM does not suffer alone. Oh no;
no indeed not! AM has thought ahead, just barely enough ahead to pull five
poor sonofabitch humans off the surface just before the last bell has tolled
for the human race. Why these five? Who knows? Perhaps they were the
last five left alive up there. Perhaps not. Perhaps AM selected each one
carefully.
Doesnt matter. Because now that AM is completely insane, filled
with self-hatred and petty god-like menace, all it has time to do is torment
these five. The last five human beings, down in the belly of the monster
a monster that can alter reality to its infinite whimschange landscapes,
create hallucinations, even repair human beings so theyre close to immortalfive damned souls whose lives have been extended infinitely, who are
nothing but playthings for the mad god AM.
As the game begins, they have been in the bowels of this nightmare
for 109 years.
89
Playing The Adventure
S
TARTINGOUT
To begin the game, insert the I Have No Mouth, and I Must Scream CD-ROM
into your CD-ROM drive. Change to the
hard disc, type scream and press
Scream begins with a prologue describing the situation and the five main
characters. To bypass the entire prologue, click the left mouse button or
press the
M
AINCHARACTERS
Four men and one woman. When they were dragged into AMs underground domain, they were just like you and me. But after suffering more
than a century of AMs tortures, each has changed in a different and deadly
way.
[Esc] key.
GORRISTER has been turned into a suicidal loner. A self-pro-
claimed victim of the women in his life, Gorrister longs for death
more than any of the other captives.
ELLEN was a brilliant engineer who was climbing the corporate
ladder when AM seized her. But if she is that competent, that cool,
that smart, why does she become hysterical when confronted
with the color yellow?
SCREAM game directory on your
[Enter].
BENNY is AMs favorite torture toy. Radiation sores and scars,
blindness, an arthritic condition that comes and goes so that
sometimes he cannot even hold a spoon. He has been altered
into a simian, a human chimpanzee.
NIMDOK is so ancient, and so withered, he looks as if he is con-
structed of leather strips. AM sees this mean-spirited old man as
a kindred spirit, but if he has any secrets, he is keeping them to
himself.
TED is a cynical paranoid. His eyes keep darting here and there,
as if he expects a sniper to aim at his exposed head. He is so
damned twitchy he could make poison ivy nervous.
These five have struggled against the endless torments and weird
games AM loves to play with them. They try to survive against the lies AM
tells them, the ruses it sets for them, the traps it baits for them. All alone, in
the center of the dead earth.
1011
Loading...
+ 14 hidden pages
You need points to download manuals.
1 point = 1 manual.
You can buy points or you can get point for every manual you upload.