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TRINITY II SYNOPSIS
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BM 9/4/85
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You begin as an American tourist, strolling through a London park.
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After witnessing odd events, receiving a mysterious message and
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solving a lighthearted puzzle or two, you find yourself nose to nose
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with an incoming intercontinental ballistic missile, bearing a red
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sickle-and-cresent and tipped with a hydrogen bomb. A convenient
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interdimensional duct allows you to escape microseconds before London is
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vaporized. This all takes place before the title screen.
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"Inside" the duct, you discover a bizarre fantasy world where space and
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time are interchanged. The magical inhabitants of this twilight zone are
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wringing their 4-dimensional hands because our atom bomb tests are blasting
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big, unsightly holes in their otherwise peaceful universe. The only way to
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prevent the collapse of the entire kingdom is for some foolhardy adventurer to
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journey backwards in time to the first A-bomb test at Trinity, and prevent
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it from going off.
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Armed only with the 3-D map of the Hole Matrix provided in the game package,
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the player ventures through a bewildering variety of exotic locations,
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solving puzzles, meeting unlikely characters and casting magic spells.
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But unknown forces are at work to foil your quest, and you soon find yourself
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caught up in a multidimensional war between two great empires who seek
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to control the Matrix. It all comes together during a spectacular climax
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in the New Mexico desert, where you must single-handedly decide the
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course of history in just 29 minutes of real playing time.
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Trinity II IS:
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-- definitely an EZIP game;
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-- a fantasy (because it has magic in it);
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-- "puzzle-oriented," though it's very much a story (like WISHBRINGER);
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-- the first Infocom game to include "real-time" sequences (at the end);
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-- historically correct (when applicable);
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-- the first installment in a vaguely-conceived fantasy trilogy, with a
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blanket title to be revealed later.
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Trinity II is NOT:
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-- a science fiction game (because it has magic in it);
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-- a solemn, thinly-disguised political diatribe against the testing and
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deployment of nuclear weapons;
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-- an excruciatingly detailed tour of the Trinity Site, with every cactus and
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prickly pear bush accurately placed and individually described;
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-- humorless (the puzzles in the opening sequence are decidedly loony);
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-- boring (I hope);
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-- behind schedule (yet).
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