| TRINITY | |
| Part I | |
| As you'll see, Trinity is not all that difficult a game, although there are a | |
| few tricky parts to it. Thus, you would be wise to save your position from time | |
| to time, in case you make an error along the way. Apple owners should note that | |
| they can get only 3 positions on the save disk, even tho the docs say 4. A | |
| second save disk may therefore come in handy. Also, from time to time in some | |
| places, little quotes will pop up in your screen. These are meant to give a | |
| little flavor to the game; they are not really clues or hints. So if you don't | |
| know French (or Latin, for that matter), don't worry about it. Finally, this | |
| walkthru shows only one way of completing the game, so don't be afraid to | |
| experiment on your own. | |
| Ok, here you are in London, on the last day of your $599 package tour, | |
| strolling around the Kensington Gardens. All seems well, but in a short time, | |
| World War III is going to start, and you certainly don't want to be around when | |
| that happens. From the Palace Gate, go NE to The Wabe and the sundial. It looks | |
| just like the one that comes in the game package, so you needn't spend precious | |
| time admiring it. | |
| Instead, unscrew the gnomon from the dial and get it (and be prepared for some | |
| really awful gnomon jokes later on). With that in hand, saunter on SE to the | |
| Flower Walk, where you find a soccer ball someone left behind. Pick that up, | |
| then continue North along Lancaster Walk until you reach Lancaster Gate. | |
| Here you see an old woman struggling with an umbrella. As you step forward to | |
| help her, you are momentarily frozen in your tracks by the sight of her face, | |
| which is horribly scarred, possibly from some accident. While you stare at her, | |
| the umbrella flies loose and lodges in the branches of a tree. The old woman | |
| cries a little, kicks the tree, and shuffles away. | |
| All of that happens automatically; there is nothing you can do to stop it from | |
| happening. Just as well, since you will be needing that umbrella later on. So, | |
| throw the soccer ball at the umbrella. Once you have the umbrella (or brolly, | |
| as they sometimes say in London), head along West past the Round Pond, admiring | |
| the toy boats, and stop a moment at the Broad Walk, where another old woman is | |
| selling bags of crumbs for the pigeons. | |
| Buy a bag, but don't do anything with it just yet. Make sure you take the bag | |
| before you leave (you can take the coin, too, although I never did find a use | |
| for it). Go North to the Black Lion Gate, where you find an unattended | |
| perambulator (which, fortunately, you can abbreviate to PRAM in the game). Open | |
| it (there is nothing inside, but you want the Pram for itself), then push it SE | |
| to the Round Pond again (the boy blowing soap bubbles at Inverness Terrace is | |
| not important in this area, but you'll meet him again later). | |
| This time, you see a graceful paper crane swimming in the Pond. Get that and | |
| open it up. Aha, a message! Long Water, 4 o'clock. Put the paper in your pocket | |
| while you think on that a moment. Long Water is off to the east, but there | |
| seems no way of reaching it. The only route is across the grass at the | |
| Lancaster Walk, but the sign there says: "Do not walk on the grass", and they | |
| mean it (try it, if you haven't already). | |
| However, you've noticed that bicycles are able to roll over the grass; now, if | |
| you could stuff yourself in the Pram, and open the umbrella, the wind might | |
| blow you over to Long Water. Unfortunately, the wind is coming from the east, | |
| so that idea seems out. Or does it? Push the Pram over to Lancaster Walk, get | |
| inside, and now put your hand in the bag of crumbs. | |
| A ruby slips out! Wow, how about that? But before you can do anything about it, | |
| a bird that looks suspiciously like a road runner picks it up and darts away to | |
| the east. And at that moment, the winds die down briefly, then start up again | |
| from the west (finding the ruby triggers the wind change). Now, open your | |
| umbrella, and you're off to Long Water. | |
| CRASH! Oooops, you went a little too quickly there, eh? No matter, you aren't | |
| hurt at all. Pick up anything you may have dropped, then just hang around for a | |
| little while. It won't be long before you notice a missile overhead, falling | |
| with excruciating slowness. However, don't stand there gawking; as the missile | |
| approaches, you notice a door has appeared, hovering in the air just above the | |
| water's surface. That's what you've been waiting for, so move quickly East and | |
| through the door (no, you can't take the Pram with you, and you don't need it | |
| any more, anyway). The real game is about to begin..... | |
| Trinity is copyrighted 1986 by Infocom Inc. | |
| This walkthru is copyrighted 1986 by Scorpia, all rights reserved. | |
| TRINITY | |
| Part II | |
| You find youself stepping out of a door set in the stem of an enormous | |
| toadstool that is growing in a pleasant Meadow. Even as you turn to look, the | |
| door fades away into the mushroom. Hmmmm. But there is no time to worry about | |
| that, you have much to do here. | |
| From the Meadow, walk North to the Summit. After admiring the view, tramp NE | |
| the South Bog. Not a very pretty place, especially with that decaying log | |
| at your feet. Try getting the log, and it falls to pieces, leaving behind only | |
| a single splinter, edged with phosphoresence. This is your first light source. | |
| Pick up the splinter, then go SE past the Trellis, SE again to the Arbor | |
| Vitaes, and West to the Arboretum. | |
| Here you find a bizarre glass sculpture, with Felix Klein 1849-1925 on the | |
| base. The bottle itself is not important in the game, but the inscription is. | |
| Now, go South up the South Arbor, then up again to the top. A pretty dizzy | |
| climb, eh? But look what's here: a silver axe. Take that, then go NORTH and | |
| down to the Arboretum again. | |
| Ummm...something is not right here. The inscription on the base of the | |
| sculpture is now backwards!!! In fact, if you start wandering around the area, | |
| you'll find that everything is now reversed! But, don't panic! You have just | |
| solved a tidy little problem. Drop the gnomon, then go back up the pergola. | |
| The trick here is to make a complete circuit, in either direction. You can go | |
| North and come back South, or go South and come back North. Either route will | |
| set things to rights again. Just make sure you drop the gnomon before you make | |
| the second trip. | |
| Ok, pick up the gnomon and make your way back to the Trellis. From there, go | |
| due North to the Stair Bottom (this, by the way, is a good place to leave | |
| various items that you don't immediately need). Climb the stairs all the way to | |
| the top (brr, it's a bit chilly up here) where you find another sundial, | |
| although it's a bit larger than the other one was. No matter, screw the gnomon | |
| into the face of the dial....and a lever pops up from the platform (a terrible | |
| pun pops up, too). | |
| This lever is quite important, and controls the dial. Examine the dial, and | |
| you will see the shadow of the gnomon advancing along towards the symbols. | |
| When you push the lever, the shadow will stop; when you pull the lever, the | |
| shadow begins moving again. Any time the shadow is directly on a symbol, the | |
| door in a particular toadstoll will open. Therefore, you must wait for the | |
| shadow to reach a symbol, then push the lever. | |
| Symbol #1 represents the door you arrived through, and will not be used again. | |
| Symbol #2 is the toadstool at the Waterfall; symbol #3 is the one in the | |
| Ossuary; symbol #4 is the Mesa; symbol #5 is the cottage Garden; symbol #6 is | |
| the Moor, and symbol #7 is across the River Styx. | |
| It is not possible to go through the doors in order to complete the game; you | |
| will need objects from different places in order to finish. So, as usual, you | |
| are going to have to do a bit of waiting here (this is an Infocom game, so you | |
| knew this sort of thing would happen sooner or later). | |
| Anyway, now that you have the sundial set up, take out some time to map the | |
| area thoroughly. There is no funny business here; the mapping is all very | |
| straighforward, and it's important that you know where everything is and how | |
| to get somewhere quickly. Along the way, you'll find an oak tree at the Chasm's | |
| Brink; chop that down with the axe (but hang on to the axe). | |
| You will also find a cottage; by all means, go inside. Listen to the Magpie | |
| (take the cage) while you read the Book of Hours (can you guess what it | |
| represents?), and examine the map on the wall (it's your own map, hehehe). Poke | |
| around in the Garden back of the cottage, too, where you'll find some garlic in | |
| the trash pile. However, you might want to stay out of the Barrow for awhile. | |
| And I'd recommend you not try to disturb the boy blowing bubbles at the | |
| Promontory; he's quite a bit larger than when you last saw him. But keep him in | |
| mind; later he will be very important to you. | |
| While you're becoming familiar with the area, you might want to do a few other | |
| things, too, such as getting the metal from the crater. Visit the Ice Cavern | |
| West of the Waterfall, bringing the axe with you. Throw the axe at the icicles | |
| on the ceiling, and one of them will break off. Get that and go straight East | |
| to the Stair Bottom. | |
| The icicle is beginning to melt, and if you go much further, it won't last | |
| until you reach the metal. However, it's pretty cool up at the top, so climb | |
| up to the dial, where the icicle freezes up again. Now you can go down again | |
| and you'll have just enough time to get into the crater and put the icicle | |
| on the metal. Once it's cool, just pick it up with your bare hands. | |
| On your way back, stop off Under The Cliff, where the bee hive is located. | |
| Honey is usually found in some places, so put your hand in the hole. OUCH! | |
| Maybe that wasn't such a great idea after all; now you have a giant bee after | |
| you. But he's really no problem: nip along SW to the Stair Bottom, then NW to | |
| the North Bog and the giant Venus Fly Trap. The bee comes buzzing after you, | |
| but is sidetracked and eaten by the Plant. Whew! Now you can go back to the | |
| hive (drop off the metal at the stairs on the way) and get the honey. | |
| Ok, now that you've done your mapping, it's time to get busy. Back at the | |
| sundial, wait until the shadow is on the third symbol. Push the lever, then | |
| head along to the Ossuary (at the Stair Bottom, you can drop off the cage and | |
| the axe, which you won't need for awhile, also the bag of crumbs and the | |
| umbrella). | |
| The Ossuary is not a nice place, especially with a Barrow Wight in residence. | |
| However, since you have light with you, he is relatively harmless. Proceed | |
| through the door in the toadstool, which transports you to an underground | |
| tunnel, where a nuclear test is in progress. Get the lamp, and keep going. | |
| Pick up the walkie talkie and turn it on. Sooner or later, a small lizard will | |
| make it's appearance. | |
| The skink runs past you to the next room, and you'll find he's a slippery | |
| little devil. But you can fool him! Turn on the lamp and drop it. Then go to | |
| the next room, where the skink is hiding in a crevice. Push your splinter into | |
| the crevice, and wait. The lizard will run out to the previous room...but your | |
| lamp is there, and now the poor thing is confused. It comes rushing back in, | |
| to run wildly around your feet. Pick it up and put it in your pocket (the skink | |
| will not escape, and will remain alive). | |
| Now return the way you came (the door is still there) to the Ossuary. Since | |
| you have the lamp, you are safe from the Wight. Search among the bones, and | |
| you'll find a key. This key fits in the hole in the other room. Turning the | |
| key opens a secret passage in the floor to a room below. Go down that into | |
| the Ice Cavern while the Wight stomps about in rage at your escape. Turn off | |
| the lamp, and return to the Stair Bottom. | |
| Drop off the walkie-talkie and the lamp here. Then up you go, pull the lever, | |
| and wait for the shadow to touch the fourth symbol, after which you traipse | |
| on over to the Mesa, walk carefully across the tree, and through the open | |
| door. | |
| You're in some kind of building. Climb down the ladder, open the box, push the | |
| red button and the switch, and step outside. Ah, the South Pacific! However, | |
| I wouldn't stick around too long, if I were you: the world's first H-Bomb is | |
| going to explode soon. Make a quick circuit of the area; it's pretty small, | |
| eh? And what about that ominous fin that seems to follow you around? | |
| On the West Beach, you spy a small islet offshore, with nothing more than a | |
| small palm tree on it. Palm trees are noted for having coconuts, amd coconuts, | |
| as we all know, contain milk (aha!). I'll bet you could swim there...OUCH! | |
| Nasty crabs! In fact, a whole lot of nasty crabs! You'll never get to that | |
| islet now, as they cover the beach, clicking their claws at you. | |
| And now, to make your day, a huge mouthful of sharp teeth erupts from the | |
| water. But wait...it's not a shark, it's a dolphin!! Whew! Good thing dolphins | |
| are friendly...and playful...and smart, too. Just point to the coconut that's | |
| floating around, and the dolphin will throw it to you. It's as simple as that. | |
| Then run quickly back to the door and step through it. | |
| Trinity is copyrighted 1986 by Infocom Inc. | |
| This walkthru is copyrighted 1986 by Scorpia, all rights reserved. | |
| TRINITY | |
| PART III | |
| All right, we're making some progress here. Drop off the coconut at the Stair | |
| Bottom, get the cage, and release the Magpie (you don't need him anymore). Up | |
| at the top, wait for the shadow to reach the fifth symbol, then hop on down and | |
| over to the Garden and into the toadstool. | |
| BRRRRR! It's cold around here, and no wonder: you're in Siberia now (America | |
| isn't the only country that conducts nuclear tests). Climb down the ladder, and | |
| you'll see that the area is over-run with rodents, all dashing madly off across | |
| the tundra. Whatever could they be doing? The only way to find out is to follow | |
| them, so do just that. | |
| Eventually you come to a cliff, but the rodents don't stop...they just keep | |
| right on going, over the edge to their doom. Now you know what they are: | |
| lemmings! And you can see that one of them is stuck in a fissure. Grab him | |
| quick and stick him in the cage, then return to the door (freezing to death | |
| isn't pleasant). | |
| Ahhh, that's better, nice and warm again. Drop off the cage at the stairs, and | |
| go to the top, where you wait for the shadow to touch the sixth symbol. On your | |
| way to the Moor, remember to pick up the umbrella, and also make sure you have | |
| the note with you (the one that used to be a crane). Step through the door | |
| and... | |
| Oh my, you seem to be falling....and falling pretty quickly, too! One move is | |
| all you have, so don't waste it: open that umbrella, fast!! OOOF! A hard | |
| landing, but you seem to be in one piece. Pick up anything you may have | |
| dropped, then take a look around. | |
| Children to the north, teachers to the south, a shelter to the east, and a | |
| building to the west. Very small place. Examining the decorations around the | |
| windows, you note they are Origami. Uh oh. You're in Nagasaki, only a few | |
| minutes before the bomb hits. | |
| Time is of the essence here, but just hang around awhile until the little girl | |
| shows up. She's about five and very cute. She's also entranced by your umbrella | |
| (guess who she is?). Give her the umbrella, and follow the girl into the | |
| shelter, where you see the spade. Take it. | |
| Now your only question is: how do I get back to the door, fourteen hundred feet | |
| overhead? Well, the solution (something of a cop-out, I think) is simple: give | |
| the note to the little girl. She recognizes it immediately as Origami, and | |
| deftly folds it back into a crane before returning it to you. | |
| As you watch, you see the crane glowing with magical energies. Step out of the | |
| shelter, and the crane begins to grow...and grow...and grow...until it's large | |
| enough for you to ride, back up to the doorway in the sky. | |
| That little episode may have left you with an unpleasant feeling, but things | |
| are going to get worse very shortly. Drop off the spade, climb up to the dial, | |
| and wait until it reaches symbol #2. Go down again, pick up the metal and the | |
| axe and head along to the Promontory where the giant boy is blowing bubbles. | |
| Climb into the dish of soapy water, and wait until you're inside a bubble. It | |
| won't hold up very long, so without wasting time, go South, then Southwest, and | |
| into the door, bubble and all. | |
| Look, you're in outer space! Fortunately, the bubble immediately freezes around | |
| you, providing protection for your frail body. Now you see two things: a | |
| crescent moon and a satellite. This is the place; take the skink from your | |
| pocket, and kill the poor thing, strangling it with your fingers. There is no | |
| way you can avoid doing this, so if you want to finish the game..well... | |
| Once that very unpleasant task is done, the satellite is much closer, and the | |
| metal (which is magnetic) pulls you right up to it and you stick to the side. | |
| Now the satellite is moving back the way you came. Again, there isn't much time | |
| here before you get vaporized, so when you see the door getting closer, break | |
| the bubble with the axe. Whooosh! You're blown right through the door to the | |
| Waterfall. | |
| Ok, you have everything now that the Magpie told you about. Get the coconut, | |
| and make your way to the cottage. Drop the coconut, hit it with the axe, get | |
| the coconut, and pour the last of the milk into the cauldron. Drop the axe and | |
| coconut, which you don't need any more, steel yourself, and put your | |
| honey-coated hand into the cauldron. | |
| OUCH! But at least the honey is off your hand and in the pot. Now drop in the | |
| skink, and the garlic, then leave and wait outside. When all the excitement | |
| dies down, go back in. Hmmm...not much left of the Book of Hours, but that's | |
| not important. Peek in the cauldron, and at the bottom, you see...an emerald! | |
| Take that, because now it's masquerade time. | |
| From the cottage, go to the Cemetary over the Waterfall. Pry the Crypt open | |
| with the spade (remember, it's sturdy enough...and how many of you out there | |
| thought it was for the metal? hehehe). Once the Crypt is open, look inside. | |
| Don't be afraid, it's only your own dead body (hmmm). | |
| Grave-robbing time. Take the shroud and the two crazy boots. Untie the bandage | |
| and the corpse's mouth falls open, revealing a silver coin. Get that too (you | |
| can drop the bandage). Examine the boots, and you see that each has a | |
| compartment in it. Put the emerald in the green boot. Aha, it's sprouted wings! | |
| Too bad you don't have something for the red boot, but maybe you'll come across | |
| it later. Put on the red boot and wear the shroud. You can drop the spade. | |
| Now, return to the sundial, and wait until the shadow is on the seventh symbol. | |
| Go down, and make sure you have the following with you before you go to the | |
| River: Shroud (worn), boots (worn), silver coin, cage (with lemming), the lamp, | |
| walkie-talkie, bag of crumbs. | |
| Ok, you stand on the shore of the River Styx, waiting for the dark oarsman to | |
| arrive, which he will do shortly. This time, with your vacation shorts hidden | |
| by a shroud, he lets you in the boat (you wonder why he doesn't notice the cage | |
| with the live lemming, or the hissing walkie-talkie...). Hand him the silver | |
| coin. In due time, the boat pushes off for the other side, and you are on your | |
| way to your destiny..... | |
| Trinity is copyrighted 1986 by Infocom, Inc. | |
| This walkthru is copyrighted 1986 by Scorpia, all rights reserved. | |
| TRINITY | |
| PART IV | |
| And so you step through the final door. New Mexico, 1945. In a short while, the | |
| first atomic bomb will be detonated, and the world will never be the same | |
| again. You are here to sabotage that explosion, but not for the reasons you may | |
| think. However, there's a long way to go before you can get around to doing | |
| that. | |
| Wait until the voices leave. While you wait, examine the paperbook book; inside | |
| is a very important piece of cardboard (you don't have to take it with you; | |
| just note down what's written on it). You might also want to take a look at | |
| that panel, too. | |
| Ok, climb down to the bottom of the tower, and there you see...the roadrunner! | |
| He's sitting on a mysterious locked box that you can't open (yet!), and in his | |
| beak, he holds the ruby, which he drops for you to take. Get that, and put it | |
| in the red boot. Now, you can move pretty quickly across the desert. Just as | |
| well, because, as always, time is short. | |
| Here you are going to need the map that came with the game. Study it carefully. | |
| From the Tower, zip across the sands to point Able (your faithful roadrunner | |
| will be following you wherever you go..he will be handy in several places). | |
| Don't go too close; what you're interested in here is the abandoned jeep. Get | |
| inside. You can ignore the wallet (it has a picture of a boy inside...guess | |
| who?). Look at the radio dial, and see what number it's set to. This number is | |
| random each time you visit the jeep. Now, tune the walkie-talkie to that same | |
| frequency, so you can hear what's going on. | |
| So far, so good. Now it's time to visit Old McDonald's ranch (sorry, no | |
| hamburgers). Check the floor plan on the map. Go to the Assembly Room. OOPS! | |
| Umm, there seems to be a rather vicious rattlesnake here. It would be a | |
| helluva thing if you came this far, only to die of a snakebite, so hop right | |
| into that closet and shut the door. | |
| Of course, this is only a temporary measure. You have to come out, sooner or | |
| later, and the rattler will still be there. So, you're going to have to give | |
| him something. That something, alas, is the lemming. Open the cage, and the | |
| lemming will jump out and begin scurrying around on the floor. Open the door, | |
| and it dashes out straight into the fangs of the snake. Poor lemming. | |
| After the snake leaves, examine the workbench (you can drop the cage, by the | |
| way). Here you find a screwdriver. Take that, then go to the kitchen, where | |
| you pick up a steak knife. Then it's outside, for a visit to the Reservoir | |
| and the Windmill. | |
| At the Reservoir, climb up and drop everything you're holding (no need to | |
| empty your pockets). Climb back down again, and go around to the Windmill. | |
| A creaky ladder leads up, and it doesn't look very safe. However, nothing | |
| ventured, nothing gained, so you go up the ladder. Just as you reach out to | |
| grab the binoculars....CRASH!!!! | |
| You fell through into the Reservoir. And what about the binoculars? Well, | |
| they're at the bottom. How to get them? Simple! Climb out, get the lamp, and | |
| jump back in again. Turn on the lamp, and swim down. Aha, there they are! Grab | |
| the binocs (you can abbreviate them like that in the game, too), and return to | |
| the surface. Pick up all your other stuff (you can drop the lamp), and make | |
| tracks for point Baker. | |
| There certainly is a lot of activity around this place. Better stay hidden | |
| behind the shed. While you're there, why not take a peek at the shelters with | |
| your binocs? Hmmm...isn't that interesting: looks like you just found the key | |
| to that mysterious locked box by the tower. On the other hand, there certainly | |
| isn't any way for YOU to get that key. | |
| Did you know that roadrunners understand English? This one, does, at least. | |
| When your speedy friend shows up, tell him to get the key and voila! he nips | |
| in, grabs it, and nips out again. Pretty speedy, all right! | |
| OK, we're approaching the big moment, but you have a little more to do first. | |
| Return to the Tower, and open the box (you can drop the key and padlock after | |
| that). Inside is a lot of electrical equipment, and a breaker. Open the | |
| breaker, then immediately close it again. Listen to the reactions over the | |
| walkie-talkie. | |
| Now, you need to get back up the Tower, but with the spotlight on, you're | |
| certain to be seen. Something will have to be done about this, so head | |
| along to point Pittsburg. | |
| Good doggie, nice doggie...be very quiet, and DON'T wake the German Shepherd | |
| that's sleeping outside the bunker. Instead, drop the bag of crumbs, and wait | |
| for the roadrunner to arrive. As soon as he does, run like the wind for the | |
| Tower. Waste no time here at all. Get to the Tower, and climb right up to the | |
| top and get inside while your friendly roadrunner is raising hell back at the | |
| bunker. | |
| Whew! Just made it. Ok, turn on the light (there's a chain switch you can pull) | |
| and unscrew the panel with the screwdriver. Look inside, and you'll see four | |
| wires. Only one is the right one to cut. But, don't be in a rush, you have a | |
| little time now, so wait. Wait until you hear over the walkie-talkie that the | |
| auto-sequencer is running. At that point, cut the RED wire! | |
| The countdown goes on...5..4..3..2..1...ZILCH. No explosion. And even as you | |
| wonder what it is you've just done, everything begins to melt away, and that | |
| strange voice you heard back at Long Water gives you an explanation, of sorts. | |
| So you've saved the entire state of New Mexico from being smeared off the map | |
| (the bomb was just a BIT stronger than expected). Cold comfort, when you begin | |
| to realize how nature is going to fix up this paradox. All prams lead to the | |
| Kensington Gardens, indeed...... | |
| Trinity is copyrighted 1986 by Infocom, Inc. | |
| This walkthru is copyrighted 1986 by Scorpia, all rights reserved. | |
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