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Introduction
After crashing your plane at sea, you end up drifting to a small island, with not much to survive. You explore, and find out the island was inhabited, years ago. But why did the people leave? And why is there a fence around the white house at the top of the hill?


Tristam Island
Title:Tristam Island
Category:Game/Adventure
Release Date:
Language:English
Size:64K
Device Req.:Disk only (1 side)
Machine:PAL & NTSC
Code Type:Machine code
Distribution:Freeware/Commercial
Product Code:PP0217
Retail Price:$3.99/€35,00
Game ending type:Has an end, game ends
 Play Online!
Distributed by:poly.play
Notes:Written by Hugo Labrande (Calgary, CA) using PunyInform, on 33+ different platforms under Jacquard Entertainment. The free demo includes the first act. 200925 is a multiformat disk with VIC20 and PET. 201117 is powered by Ozmoo. NYP since 2022-01-08.
  External links:
    itch.io
    poly.play store
    C64 release
    GitHub

User Rating: 7.3/10 (3 votes)
Tristam Island Screenshot


Releases
NameReleased ByRelease DateDistributionProduct CodeRetail PriceFormatPackageRarityNotesOwned
Original releasepoly.play2020-11-20CommercialPP0217€35,00DiskSlide boxVery common0
1 found.


Publications
Review: K&A Plus 18 (Magazine/Polish) pg. 24
Review: Zzap! 64 Annual 2021 (Magazine/English) pg. 85


Covers
Box
Box


Additional Software Materials
Postcard
Postcard
Guide (Page 1)
Guide (Page 1)
Guide (Page 2)
Guide (Page 2)
Guide (Page 3)
Guide (Page 3)
MI-5 (Page 1)
MI-5 (Page 1)
MI-5 (Page 2)
MI-5 (Page 2)
MI-5 (Page 3)
MI-5 (Page 3)


Description
TRISTAM ISLAND is a text adventure made from the mold of Infocom; expect a large geography to explore, lots of prose, a rich parser, diverse puzzles, some humor and some darkness. To use Infocom's classification, I'd rate the game's difficulty as "Standard"; however, the game's design is modern and eschews all the frustrations commonly associated with 1980s text adventures. No hunger timers, no frustrating mazes, no blocking situations that force you to restart!


HOW TO PLAY
- Insert the disk in your Commodore 8-bit computer (or your emulator).
- Start the system.
- Type LOAD"$",8,1.
- Type LIST
- Choose the right version of the interpreter, e.g. type LOAD"tristam-pet",8,1.
- Type RUN
- The game then starts.

Example of inputs recognized by the game are: go east, examine sky, inventory, enter ocean, take pebble, open matchbook. Around 100 verbs are recognized by the game.

There are no built-in hints in the game (there just isn't the space!), so I encourage you to ask other players for help!

If you encounter a bug, or if a sensible command wasn't recognized, or if you want to give me any sort of feedback, don't hesitate to send me an email : hugo at hlabrande dot fr.


MANY THANKS TO
- Infocom, creators of the Z-Machine and of so many awesome adventure games that we're still using their tools 40 years after;
- Graham Nelson, creator of Inform 6
- Andrew Plotkin, for his hard work and dedication to fixing the Inform 6 compiler's bugs that had prevented z3 releases for years;
- Fredrik Ramsberg and Johan Berntsson, for the amazing PunyInform library, and many optimizations
- My testers: Brennen Kinch, Grimmnebulin, Jack Welch, Juhana Leinonen, Mark Walker;
- Stefan Vogt, for his help setting up many ports of this game, and his detailed answers to my technical questions.

For the Commodore 8-bit port more specifically:
- Edilbert Kirk, for developing his multi-platform interpreter and allowing me to use it.


Solutions - Hints
This file contains clues and hints for the game, and is intended as a backup if the PDF hint sheet doesn't work for you. (The PDF hint sheet is black text on a black background; you can in theory highlight the text with the mouse to reveal it, or highlight then copy-paste the text onto a text file to reveal it. This won't work on all PDF viewers, however. If it didn't, this file is for you!)

#01 - Is this Tristam Island?
• It is indeed the title of the game.
• But this isn't Tristam Island. This is Kingsley Island.
• Tristam Island is a small island off the coast of this island. It's visible from the watchtower.
• You can also see it from the sandbank.


#02 - How do I eat?
• The seaweed under the boat won't be enough; you need some proteines.
• There are 2 areas in the ocean in which you can fish.
• The fishing net is too heavy to fish with; you need to use the rod.
• You will need bait and a lure.
• You'll find both bait and lure in the forest.
• You can use the worm as bait and a flower as a lure.


#03 - How do I sleep?
• There is a lack of places to sleep in.
• You can't sleep anywhere on the floor of the island.
• The only way is to sleep above the forest floor.
• You'll need to make a hammock and tie it in the trees.
• Use the fishing net as a hammock.


#04 - How do I start a fire?
• You have a few matches; you just need some wood.
• You can gather wood in the forest.
• The wood has to be dry enough to catch fire.
• Exposing it to the sun will dry it.
• You can then ARRANGE WOOD, then BURN FIREWOOD.


#05 - How do I get up the island?
• There are two ways to go up.
• One way will lead you to the northern side of the plateau, and the other to the southern side of the plateau.
• Use the platform or the hidden stairs.
• You need to sleep and eat first.


#06 - I can’t carry very many objects at once!
• That's on purpose while you're on the lower part of the island. It'll get better!
• Once you're at the top, you will be able to find a backpack that can fit pretty much anything.
• The backpack was left behind after its owners ran out of time to pack more food to bring with them.
• The backpack is in the island's storehouse, but not visible immediately.
• You need to venture at the back of the storehouse; find a source of light first.


#07 - What is the tiny flute for?
• The albatross gave it to you after you gave it the fish; it owes you a favor.
• Blowing the flute will make the albatross fly to you and attempt to help you. It only owes you one favor, though.
• The albatross is very good at finding an object you need, or helping you open a door.
• Blowing the flute will make the albatross fly to you and attempt to help you. It only owes you one favor, though.
• The albatross is very good at finding an object you need, or helping you open a door.


#08 - Where can I find light?
• You won't need a light source once you've managed to restore electricity on the island.
• You will need to find a portable light source to do this, though.
• There is an electric torch stored somewhere on the island.
• Check the storehouse.
• Check the shelves in the storehouse.


#09 - How do I get inside the fence?
• There are several ways to get past it.
• One is to ask the albatross for help, but that means you won't get his help anywhere else.
• You can go under or over the fence.
• Try following the fence and see if anything helps.
• There's a hole in the fence hiding behind bushes, and a tree that has conveniently grown taller since the last time this island was inhabited.


#10 - Who can I talk to in this game?
• Contrary to most Infocom games, there are no NPCs in this game. Just an albatross.
• But you can talk to me instead.


#11 - When was this island abandoned?
• Before August 5th 1963, that's for sure.
• The jukebox's songs will give you a clue.
• The signup sheet will give you another indirect clue.
• It was some time in 1962.
• Before the United Kingdom signed the Nuclear Test-Ban Treaty prohibiting open-air nuclear testing.


#12 - How do I start the generators?
• The diesel generators won't start because their tanks are empty. There's no diesel anywhere on the island, though.
• You'll have to find an alternative liquid fuel to put in the generators.
• You can find biofuel on the island; just melt it and pour it in the tanks.
• In 2013, Dutch airline KLM announced a pilot program where they flew planes with 75% kerosene and 25% recycled cooking oil.
• The pub has old cooking oil you can melt and pour in the diesel tanks.


#13 - Why are the generators so loud?
• The generators have to work harder the more electricity is needed.
• Have you noticed there are things that don't need to be plugged in anymore?
• Turn off the lights and any electric device you don't need; this will make the generators work less hard.


#14 - Is there anything interesting in the shop?
• Looking through the window reveals interesting objects. The door is locked, though.
• There are no keys for the woodshop or the small shop on the island.
• You’ll have to break in the shops.
• Use one of the large rocks at the scenic area.


#15 - The electricity is gone!
• Your oil consumption was probably too high; you really should have turned off the lights and unplugged the appliances.
• No, I’m just kidding. I thought about making this part of the game, an extra puzzle for the people who just leave the lights and the appliances on even when they don't need them. A “carbon tax", if you will.
• But in the end, nagging people to “do their part” and save tiny amounts of electricity isn’t enough. Urgent political action is needed to reduce carbon emissions!


#16 - How do I kill the dragon?
• There is no dragon in this game.
• Oh, do you mean in Adventure?
• You can kill it with your bare hands.
• Just answer "yes" after "kill dragon".


#17 - How do I open the door of the white house?
• The lock is a prototype developed in secret by the military, that was rediscovered by civil engineers. It's know as a "keypad".
• Keypads dont work without electricity.
• The thing with passwords and secret combinations is that someone is bound to write them down somewhere.
• Or you could unscrew the panel and try to look at the wiring.
• Unless you'd rather try all the combinations. That could work too…


#18 - Why is that book here?
• That book is from the library inside the white house.
• The person who used to live here is the one who made the hole in the fence. He used to sneak inside the white house to borrow the scientists’ science-fiction books.
• Contrary to the books in that library, this is a fictional title.
• The book is an obvious reference to Trinity, to which this game owes a lot.


#19 - Can I open the doors upstairs in the mansion?
• This is where the scientists slept, under the supervision of the military.
• The officers and the guard had locks on their door, and the keys are nowhere to be found. Don't worry about these doors, then.
• The white and the yellow room have privacy locks - the ones that can be open from the outside in case of emergency.
• You just need to find the right tool to pick the lock.
• Something with a flat head will do.
• Use the flathead screwdriver.


#20 - Why is that door mechanism so complex?
• The scientists devised this mechanism themselves.
• They know a thing or two about chain reactions.
• Also, it was their way of rebelling against the strictness of the military overseeing the project.
• The Major allowed it in the end, to keep peace, but also because it made it impossible to break in the lab without waking up everyone in the house.


#21 - How do I open the massive door at the checkpoint?
• There's no checkpoint or massive door in this game.
• You must confuse me with Stefan Vogt, the author of the award-winning Hibernated.
• You need to put an alien hand on the glass slab.
• For this to work, you have to regenerate the alien hand first.
• Insert it in the tube in the sick bay.
• Check out Hibernated 2 !


#22 - How do I open the Major’s office door?
• Look at the ceiling.
• One of the ceiling tiles can be moved.
• You need to climb on a chair to reach the ceiling.
• And maybe you'll need a little extra boost.
• Standing on a thick book would give you the boost you need.


#23 - How do I get rid of the robot?
• There's no robot. Are you trying to cheat?
• You really shouldn't be reading this. Unless you already solved the game. In that case, congratulations!


#24 - How do I fix the radio?
• You need to replace the wire that melted.
• The radio operator always has a spare wire in his personal stuff.
• Try the lockers.
• You need to somehow find the combination, even if you can't see the numbers on the dial anymore.
• Listen to the lock.


#25 - How do I set the radio at the right frequency?
• Turning the knob to the right increases the frequency by 0,0020 Mc, turning it left decreases by 0,0013 Mc.
• How many Mc differ between your position and the frequency you want? Try to reach that number.
• Turning left twice, then right once, will decrease the frequency by 0,0006 Mc. Slow and steady wins the race.
• Or if you go all the way to the lowest frequency, it should then be easy to get to your target.

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