Owner`s manual
1
Introduction
Bedlam is another new adventure from Radio Shack. There are no hidden treasures
to find, no wealth to amass, no score to beat. There is only one goal–get out, if you
can. Your success depends totally upon your resourcefulness and your ability to think
clearly. There is always one way out, but be warned–the exit changes each time you
load the game,
Your computer and the instructions you give are the keys to your escape. Bedlam
recognizes commands like GO WEST or GET THE KEY. You can shorten direction
commands to WEST or NORTH (or even W or N if you prefer). You don't have to limit
yourself to two-word commands.
You can HIT THE DUMB DOOR WITH THE STUPID KEY, or EXAMINE THE GREEN
DOOR. (If there are two doors or two keys present, the computer might ask WHICH
DOOR? or WHICH KEY?) Add the missing word (including a space at the end of the
word).
You may end a game at any time by holding down the [BREAK] key while you press
the Reset button. You can erase anything you type by pressing the [CLEAR] key or
using the [\À\] and [\Â\] arrow keys. If you are in the middle of a sentence, the
computer will make room for any new text. To make the computer respond to your
request, you must press the [ENTER] key after you type your instruction.
To help you escape, you can try enlisting the aid of some of the people you meet. Just
remember where you are. Can a man running around painting doors on walls and
claiming to be Picasso really help? Can a man who says he is Houdini get you out?
What about using "X-Ray" Johnson to burn a hole in the wall to gain freedom?
Perhaps the guard dog just needs a little attention. Maybe the nurse or the doctor
with the hypodermic needle (if he really is a doctor) can be persuaded to help you.
Their ability to help also changes each time you load the game. Depending on the
active escape route, you will either be able to escape without help from anyone, or
you will need help from one or more of the people you meet. Some of the inhabitants
of Bedlam are neither friendly nor cooperative. They do not get along with other
inmates and some will try to stop you from leaving.
The people that can help in one game may be ineffective in another game. If you want
an inmate to take an action, type the inmate's name and the action you wish taken
(for example, MERLIN MEET HOUDINI or HOUDINI OPEN THE GREEN DOOR).
Some escape routes are not as obvious as others. If you get lost during a game, type:
[L][O][O][K] and press [ENTER] to see where you are. To take an inventory of what you
have acquired during the course of the game, type: [I][N][V][E][N][T] (short for
Inventory) and press [ENTER].