Typed in by Ville Lavonius ([email protected]) from the manual
included with the Infocom game "Trinity."
------------------------------------------------------------------------------
Sample Transcript and Map

This transcript is not from TRINITY, but it does show many of the
typical commands you might use in the story.  It contains some simple
puzzles and their solutions, and it will give you a good idea of how
Infocom's interactive fiction works.  The player's commands appear
in capital letters after each prompt (>).  The map represents the
terrain in the sample transcript as you might have drawn it.

[Map is left out - easily deduced from the transcript.]

Sunny Hill

Here atop Sunny Hill, a great beech tree grows.  From the top of
the tree you can see old Mr. Langosy's farm to the west and your
parents' farm to the east.  But as you lie on your back under the
copper-colored leaves, you are oblivious to everything but the
warm lazy breeze and a faint shout in the distance.

>LISTEN TO SHOUT
You can hear your mother calling you, and your brothers, sisters
and father to lunch.

>GO EAST
You'll have to stand up first.

>STAND UP
Reluctantly, you get to your feet.
A platypus crawls down out of the beech tree and waddles hurriedly
north.

>FOLLOW THE PLATYPUS
Pond Shore

You're standing by the southern side of Berube Pond.  You can ascend
Sunny Hill to the south, go to old Mr. Langosy's raspberry patch to
the west or follow a path to your family's farmhouse to the east.
 The platypus crawls into a semi-hidden pit and disappears.

>LOOK IN PIT
It's as dark as a new-moon night in the pit.  You can see only a few
feet down, but not the bottom of the pit.

>INVENTORY
You are empty-handed.

>JUMP INTO THE PIT
You jump feet-first into the pit, and fall a few feet...
..and fall some more...
..and some more...
..and some more...
and finally land with a slight "thud."

Pit Bottom

You're standing in a small round room.  A long dark passage above
you disappears into black nothingness.  In a corner of the room is
a square glass-topped table, and in the south wall is a tiny door,
not more than 12 inches tall.

>OPEN THE DOOR
The door is locked.

>PUSH THE DOOR
The door won't budge.

>LOOK AT THE TABLE
The table is about 3 feet tall, with spindly wooden legs and a clear
glass top.  On the table is a white mushroom with a label attached.

>READ THE LABEL
The label says "Eat me."

>SMELL THE MUSHROOM
It smells just like a white mushroom.

>EAT THE MUSHROOM
[taking the white mushroom first]

Despite warnings from ... from someone (your sister? your mother?)
about eating unfamiliar fungi, you take a tentative bite from the
mushroom.  The you notice that the table is growing larger and
larger still.  The white mushroom you're carrying gets heavier
and heavier, and you notice that it too is growing.  The door in the
south wall grows in height, and the room itself seems to expand in
every direction.  Suddenly, everything stops growing (or perhaps
you stop shrinking).  You notice that the door (which is now
taller than you) has a keyhole.

>LOOK THROUGH THE KETHOLE
[I don't know the word "kethole."]

>OOPS KEYHOLE
Through the keyhole, you can see a lovely garden on the other side
of the door. Platypuses cavort happily on the lawns and in the
pools.

>KNOCK ON THE DOOR
Still peering through the keyhole, you see a smiling platypus
wearing a party hat waddle over to the door.
"Hello," it says cheerfully.

>PLATYPUS, OPEN THE DOOR
"The key is on the table."  The platypus waddles away from the door.

>LOOK AT THE TABLE
The table looms over you like Everest over Hillary.  Way overhead,
you see a key through the glass, which you're sure wasn't there
before.

>TAKE THE KEY
The key is far out of reach.

>CLIMB THE TABLE
Don't let the Sir Hillary analogy get to your head.  The legs of
the table are too smooth and slippery.

>LOOK AROUND

Pit Bottom

You're standing in a small round room.  A long dark passage above
you disappears into black nothingness.  In a corner of the room is
a square glass-topped table, which looms over you like Goliath
over David.  Way overhead, you see a key through the glass.  In
the south wall is a closed door.  In the shadows of another corner
is a black mushroom.

>TAKE THE BLACK MUSHROOM THEN EAT IT
Taken.

You take a timorous taste of the black mushroom.  Then you notice
that the table is growing smaller, and smaller still.  The mushrooms
you're carrying get lighter and lighter, and you notice that they
too are shrinking.  The door in the south wall gets tinier and
tinier, and the room itself seems to contract in every direction.
Suddenly, everything stops shrinking (or perhaps you stop growing).

>TAKE THE KEY
Taken.

>EAT THE MUSHROOM
[Which mushroom do you mean, the white mushroom or the black
mushroom?]

>WHITE
You take a confident chomp from the white mushroom.  As expected,
the table grows larger, the mushrooms get heavier, the door in the
south wall grows, and the room itself expands in every direction.
Eventually, everything stops growing (or perhaps you stop
shrinking).

>UNLOCK THE DOOR WITH THE KEY THEN OPEN THE DOOR
Okay, the door is now unlocked.
You swing open the door.

>GO IN
Garden

As you enter the garden, platypuses start to file out the door,
talking excitedly to each other.  "Great party!  Too bad you missed
it!" one platypus mentions to you.  The last platypus turns off a
light and closes the door behind him, leaving you in the dark.