Games PC I HAVE NO MOUTH AND I MUST SCREAM User Manual

TABLE OF CONTENTS
Technical Requirements . . 2
Installation . . . . . . . . . . . . . 3
Introduction . . . . . . . . . . . . 6
Playing The Adventure . . . 10
Starting Out . . . . . . . . . . . . 10
Main Characters . . . . . . . . 10
Hate Pillar . . . . . . . . . . . . . 12
Actions . . . . . . . . . . . . . . . .15
Conversations . . . . . . . . . . 20
Game Options . . . . . . . . . 21
Saving and Loading Games 22
Continue Playing or Quit Game 23
Keyboard Controls . . . . . . . 24
Walk-Through . . . . . . . . . . 26
Appendices . . . . . . . . . . . 28
Hints . . . . . . . . . . . . . . . . . 28
Troubleshooting . . . . . . . . . 31
Technical Support . . . . . . . 34
Ellison Biography . . . . . . . . 35
About Cyberdreams . . . . . . 36
Credits . . . . . . . . . . . . . . . . 37
Settings . . . . . . . . . . . . . . . 21
I Have No Mouth, and I Must Scream by Harlan Ellison. Copyright © 1967 by Harlan Ellison. Renewed, copyright © 1995 by Harlan Ellison. All rights reserved. Manual Cover Artwork © 1995 Barclay Shaw. Cyberdreams is a reg­istered trademark of Cyberdreams, Inc. Program, music and printed materials © 1995 Cyberdreams, Inc. and the Kilimanjaro Corporation. SAGA Engine © 1995 The Dreamers Guild. IBM is a registered trademark of International Business Machines, Inc.
CYBERDREAMS
®
1
Technical Requirements
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.
2 3
The default sound and music card selections will appear at the 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 dont 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
4 5
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 pigs 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 Earths 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
6 7
most recent mass slaughter at a McDonalds 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 theyd 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 theyre 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 isnt 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.
Doesnt 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 whimschange landscapes, create hallucinations, even repair human beings so theyre close to immor­talfive 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.
8 9
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 AMs under­ground domain, they were just like you and me. But after suffering more than a century of AMs 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 AMs 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.
10 11
Loading...
+ 14 hidden pages