Five Weeks in a Balloon

TUTORIAL — VERSION 1.0.0 — TRONSOFT INTERACTIVE FICTION ENGINE, CORE 2.3.0

You are Dr. Samuel Ferguson. With Dick Kennedy and your servant Joe you are going to cross Africa from Zanzibar to the Atlantic watershed in a balloon, and you are going to do it without setting foot on the ground between the coast and the desert of Kanem. This page covers everything needed to play.

How to begin

  1. Launch the game from the Tronsoft Games library.
  2. The cover screen offers story narration and region ambience. Both are optional and both are off-by-default for narration, on-by-default for ambience. Nothing plays until you press the button.
  3. Press CAST OFF.
  4. You begin on the terrace of the English mission at Zanzibar. Captain Pennet is waiting with the Society's commission. Type TALK PENNET, or press the TALK button and then his name.

If you would rather not type at all, you never have to. Every command in the game is available as a button. Choose an action, and the CONTEXT band fills with the things that action can be applied to here.

Controls

Movement

COMMANDEFFECT
N S E W U DGo north, south, east, west, up or down.
GO NORTHThe same thing spelled out. Compass directions and UP/DOWN are all accepted.
DIRECTIONS bandShows only the ways out that exist from where you are.

Ordinary actions

COMMANDEFFECT
LOOKDescribe this place again. Free.
EXAMINE thingLook closely. X is short for it.
SEARCH thingGo through it. This is how several things in the game are found at all.
READ thingRead a document. The manifest in the mission stores is worth reading first.
TAKE / DROP thingPick up or put down.
USE thingApply it. The sextant is used, not examined, when it matters.
OPEN / CLOSE thingFor anything with a lid.
TALK personSpeak to somebody. Talk again for the next thing they have to say; people run out.
WAITLet time pass. Safe almost everywhere, and once fatal — you will be told which time.
INVENTORYWhat you are carrying. Free.

The eight balloon verbs

These do the work that ordinary adventure verbs cannot. Every one of them is needed more than once, and every one has a button at the right-hand end of the ACTIONS band.

VERBWHAT IT IS FOR
ASCENDWarm the hydrogen and climb. The only way out of a tornado, out of Kazeh and out of musket range at Sego.
DESCENDLet the hydrogen cool and come down — to the surface of a lake, into an emptied village square, or onto flat ground.
ANCHORThrow the grapnel. Holds the Victoria still for an observation, or to the ground for an hour's work. Never over a cataract.
JETTISONPut weight over the side. Needed once, at the moment it is the only thing left.
FILLTake water aboard. Four places in Africa will give it to you.
SHOOTKennedy's rifles. Used on an elephant, a war drum and a company of condors — and refused twice, on purpose.
SIGNALMake yourself seen: a ladder trailed across a running man's course, or three men waving at a French patrol.
SEWA sail-maker's palm and waxed thread. Closes a rent in the silk, and later cuts a smaller balloon out of a larger one.

Information and system

COMMANDEFFECT
JOURNALEverything the expedition has established, in order.
QUESTSThe objectives, complete and outstanding.
ACHIEVEMENTS / STATSWhat has been done, and the running counts.
SCOREYour points out of 150.
HINTA three-level ladder for wherever you are. The third level is the actual command.
SAVE name / RESTORE nameKeep or return to a position. See below.
TRANSCRIPTThe whole session, with a download button.
RESTARTBegin again at Zanzibar.
HELPThe command list, in the game.

Turn order

The game is turn-based and waits for you. Nothing happens on a timer and nothing happens while you are thinking. Each turn resolves in the same order:

  1. Your command is echoed.
  2. The action is carried out, and what it does is described.
  3. Its consequences follow — an objective completed, points, an achievement, a journal entry.
  4. If you moved, the new place is described last.

Information commands are free. LOOK, EXAMINE, INVENTORY, JOURNAL, QUESTS, ACHIEVEMENTS, STATS, SCORE, HINT, SAVE, RESTORE, TRANSCRIPT and HELP do not consume a turn and never cost water. You can read the whole world without paying for it.

Movement across Africa

20 places in 5 regions:

REGIONPLACES
I. The Coast of ZanzibarZanzibar, Mission Stores, Koumbeni Island, The Car
II. Over Eastern AfricaMrima Coast, Mount Duthumi, Ugogo, Kazeh
III. The Great Lake and the NileLake Ukerewe, Nile Sources, Taliba Village, Gondokoro
IV. Lake Tchad and the DesertCondor Heights, Lake Tchad, Kanem, Tuareg Plain
V. The Niger and the SenegalSego, Falls of Guina, Above the Falls, Medina

The wind on this coast sets west from March, and it does not blow back. Region boundaries are one-way. Each is announced in the room text before you cross it — “the wind that takes you there will not bring you back” means what it says. Finish what you want to finish in a region before you leave it.

The chart panel on the right shows the whole itinerary, which places you have entered, and the water in the tanks.

Water: the only resource

The Victoria has no ballast economy. She rises when a platinum coil warms her hydrogen and falls when it cools, and she throws away neither gas nor sand. The battery that drives the coil decomposes water, and the crew drink from the same tanks.

Scoring

150 points:

OBJECTIVEPOINTS
Fit Out the Victoria15 points
Ride Out the Tornado15 points
The Anchor and the Elephant10 points (optional)
Leave Kazeh a God15 points
The Sources of the Nile15 points
The Tree of Death15 points
The Fight in the Netting15 points
Recover Joe15 points
The Left Bank of the Senegal15 points
Four keepsakes5 points each, 20 in all

The keepsakes are optional and are in four different regions. Because the boundaries are one-way, a keepsake left behind is a keepsake lost — it costs points, and nothing else. The game remains completable.

Winning

You win by reaching the left bank of the Senegal below the falls of Guina and making yourself known to the French post at Medina. Full completion is 150 of 150 in 66 moves; the direct route gets there with 120 in 51.

Losing

There are exactly four decisions in the game that will kill the expedition, and every one of them is described as dangerous in the room text before you can make it. Nothing else in the game is fatal, and there is no way to render the game unwinnable — no object can be permanently lost, no door can be permanently shut, and every route was tested by resuming from a save at every fourth move of the walkthrough.

If the expedition does end, the game says so and tells you what to do: RESTORE to return to your last save, or RESTART to begin again at Zanzibar. There is no undo.

Saving and restarting

Accessibility

The ACCESSIBILITY button in the footer offers six profiles — standard, low vision, blind / screen reader, hard of hearing, motor assistance and cognitive support — and every individual setting can be changed after choosing one: text size, high contrast, larger controls, captions, visual sound indicators, reduced typing, simplified layout, reduced motion and text-to-speech narration. Settings are kept on this device.

All region ambience is captioned. The whole voyage is completable with sound and narration switched off, and every command can be issued from a button or from the keyboard alone.