Part I: Getting to the Park To get to the ballpark, you must endure the inevitable loss of your ticket and your money, and then avoid injury on the train. The ticket can't be retrieved, but you can find a form of identification that will persuade the ticket-taker to let you through. Avoiding injury on the train is simply a matter of not stumbling around. x me z z z z sign paper d x trash get pack e x dog x woman untie dog w get pack open pack x cards u show merkle card to the ticket-taker get newspaper read it z z talk to gentleman ask gentleman about notepad ask Norworth about pencil give short pencil to Norworth [Talk to Norworth as desired until he exits the train] When the train lurches at Suicide Curve: sit down z z out Part II: Warming Up In this section, you learn the commands needed to play baseball. IMPORTANT: the pitches during batting practice (and later, in the 9th inning) are randomized. Pay attention to what Donlin tells you about pitch recognition and swings. The information is also summarized for convenience below. This section is also an opportunity to explore and poke around. The sequence of commands below is just slightly more than the bare minimum needed to get through the section. Please feel free to explore. s ask McGraw about batting practice n tie shoes talk to Matty ask Matty about batting practice ask Matty about playing first talk to Donlin ask Donlin about hitting ask Donlin about pitch recognition get bat step up to plate [During BP, McGinnity will throw you a pitch every other turn. You will need to swing the bat differently depending on the type of pitch, which will be randomized: If the pitch description includes the phrases "two fingers" and "inner" or "inside", SWING EARLY TO PULL If the pitch description includes the phrases "two fingers" and "outer" or "outside", SWING EARLY TO THE OPPOSITE FIELD If the pitch description includes the phrases "three fingers" and "inner" or "inside", SWING LATE TO PULL If the pitch description includes the phrases "three fingers" and "outer" or "outside", SWING LATE TO THE OPPOSITE FIELD If the pitch description includes the phrases "index and middle finger" and "inner" or "inside", SWING LATE TO PULL If the pitch description includes the phrases "index and middle finger" and "outer" or "outside", SWING LATE TO THE OPPOSITE FIELD Note that even if you choose the correct swing, there is a small chance (much lower than real life) that you will mis-hit the ball.] After you have gotten at least three solid hits in batting practice: drop the bat Part III: The Eighth Inning In this section, you play first base in the late innings of a tie game. The other infielders will field the ball, but you must get the putout by catching the ball. The fielders will not throw to you if you're not covering the bag. z z step on bag catch ball [note: Kling will be safe] talk to kling tie shoes ask kling about matty ask kling about pfiester n get rosin bag tie shoes z z creep up step on bag step off bag catch ball Part IV: The Ninth Innning In this section, you get a critical hit that puts the winning run in scoring position. You also make the blunder of a lifetime. Pfiester will throw random pitches just as McGinnity did in batting practice. However, his pitches will not be as recognizable as McGinnity's. Wait until you have 2 strikes against you (the status line will show the current count, and the umpire will shout it as well). Then: If the pitch description includes "two fingers" and "outer" or "outside," SWING EARLY TO THE OPPOSITE FIELD. If the pitch description includes "three fingers" and "outer" or "outside," SWING LATE TO THE OPPOSITE FIELD. If the pitch description includes "dives down and in" or "flutters" or "rides up and in", WAIT After you have gotten the hit: drop bat se x chance z ne Epilogue If you've been well-behaved during the game, you will visit Old Timers' Day in 1950. out