text: [Themes: Mystery, Slice of life, house setting]
  
  > go downward
  The vague ramblings of two obviously barking mad people can be heard emanating from outside the main entrance to the south.
  
  > Go east
  Barbara, an aunt of the bride, sits on an armchair with her legs crossed and her hands interlocked.
  
  > tell Barbara about Sheryl
  Barbara listens to your account of kidnapping and escape with a look of amazement. "I never thought she'd go to those lengths," she says. "Well, you must reunite Deborah and Malcolm at once. Deborah won't believe you if you tell her that - so lead her to Malcolm."
  
  > ask Deborah,  to go south
  Curious, Deborah follows you to the East end.
  
  Deborah, the bride, is waiting nearby.
  
  > follow you
  "What's this all about?" she asks you quizzically, referring to the quest you seem to be leading her on.
  
  > go east
  Deborah, the bride, is waiting nearby.
  
  > ask Deborah,  to go west
  Curious, Deborah follows you to the Landing.
  
  Deborah, the bride, is waiting nearby.
  
  A door stands open in the north wall.
  
  > ask Deborah,  to go north
  Deborah coos in wonder as you lead her through the secret passageway and up the stairs.
  
  She follows you up the stairs, sees Malcolm and freezes. "What's going on?" she hisses, and Malcolm cowers. "I've been trapped up here, love," he says. "Someone knocked me out and tied me up!"
  
  You step in and confirm Malcolm's story, telling Deborah that her mother organised the whole thing. Deborah boils over. "That just takes the biscuit! That's it. I'm leaving home for good." Then she notices Malcolm again, and her mood lightens in a flash. "Let's just forget the big family wedding and run off to Gretna Green," she says, taking his hand, and they dash off down the steps together, giggling like schoolchildren.
  
  You stand there grinning like an idiot, until a thought occurs to you. "Hey!" you call, "what about me? Don't mind me! I've just been dashing around like a wombat on steroids to sort out your problems, so hey, forget I'm here!" And they do.
  
  A year goes by, mercifully free of weddings, security guards and mothers in law, with not a peep out of the (presumably) happy couple. A simple 'thank you' would have been nice; still, no point being bitter about it. Then, one bright sunny morning, you receive a letter from Deborah and Malcolm asking you to be their son's godparent. Perhaps unwisely, you accept.
  
  On the morning before the Christening, you are ironing your best shirt when the phone rings. "Mate, is that you?" a desperate-sounding Malcolm says at the other end of the line. "Look, you've got to get up here quickly and help us sort out this mess!"
  
  There is only one reaction you can give to that, and it is
  
  "Aaaaaaaaarrrrrrrrggggghhhhhhh!"
  
  > Full
  In that game you scored 20 out of a possible 20, in 1761 turns, earning you the rank of Dazzling Mastermind.
  
  The score was made up as follows:
  
  1 freeing Malcolm
  1 getting into the manor without being detected
  1 opening the cellar door
  1 proving yourself to be a veteran Battlier
  1 ordering a pizza
  1 unlocking the back door
  1 discovering the video camera
  1 dislodging an object in the Sphinx
  1 getting a promising lead
  1 standing up to the guard
  1 getting the gossip from Chloe
  1 making the guard spill the beans
  1 for high drama (and a confession)
  1 punching your way out of trouble
  1 returning to the estate
  1 finding sundry items
  2 visiting various places
  
  20 total (out of 20)
  
  Would you like to RESTART, RESTORE a saved game, give the FULL score for that game, see a few SECRETS or QUIT?
  
  > Secrets
  N = next subject                                                  P = RETURN = read subject                                          Q = re sume game
  You may select one of the following:
  
  > Enjoy the sights
  Book worm
  Magic for beginners
  Competitive strains
  Loose ends, plot holes etc
  The pizza boy can be seen arriving and leaving if you wait outside the front entrance, though if you do this, you won't be able to win the game without cheating. UK players should try to imagine Robbie from EastEnders in the role.
  
  [Press N for next, or any other key to return]
  
  > Go north
  The room to the south of West End cannot be reached, but it existed in an early version of the code. I simply couldn't find a use for it in the mad rush to complete the game in time for the Acorn User IF Competition. There was a mirror and a four-poster bed in there, and possibly a wardrobe, but nothing else of any interest. It may be restored in the future.
  
  [Press N for next, or any other key to return]
  
  > Go north
  Scamp has no use in the game whatsoever (and can spend the whole game tied up) but he can be amusing to watch, and even offers a clue if in the right place. He and the chef don't get on very well, and the chef can say some nasty things to him when he's around. Most of the characters react to him when he enters a room. He will eat both the apple and the pizza if you give them to him.
  
  [Press N for next, or any other key to return]
  
  > go north
  The soap opera on the television has 10 chunks of dialogue, picked by the game at random (just like the real thing, then...), and there are eleven advertisements, including the crucial 'Zippo Pizzas' one.
  
  [Press N for next, or any other key to return]
  
  > Go north
  The video cassette has seven time segments; the camera can record from any room in the game. The play-back is relatively simple, but the puzzle doesn't require any greater level of sophistication. Due to inefficient distribution of code, the first segment recorded on the camera is never viewed. A bit of effort could have sorted this out, but I decided to leave it be, and put it down to the fact that the camera isn't a very good model.
  
  [Press N for next, or any other key to return]
  
  > Go north
  For simplicity's sake, the telephone only accepts numbers of up to four digits in length. Numbers to try: 999, 666, 413. The pizza number changes with every game.
  
  [Press N for next, or any other key to return]
  
  > Go north
  Deborah can be directed around the house, and says hello to everyone she meets. (Note: not before your trip to the dungeon, though.)
  
  [Press N for next, or any other key to return]
  
  > go to the north
  The cellar and cellar door were added for the third release partly to show where the 'dungeon' is in relation to the rest of the house, and partly because I so admired the mechanical door in BSE that I wanted something similar for my own game.
  
  [Press N for next, or any other key to return]
  
  > Go north
  A lot of incidental scenery crops up in this third release, in response to criticisms that a lot of 'objects' (mentioned in the room descriptions) can't be manipulated. I imagine this will infuriate an equal number of players, who won't be able to tell which objects are useful and which aren't (though I tried to put strong hints in the object descriptions). The painting of the 'Angel Gabrielle' in the dining hall is there in honour of British soul singer Gabrielle, whose song 'Give Me A Little More Time' is one of my all-time favourites.
  
  [Press N for next, or any other key to return]
  
  > go to the north
  Commands to try: shake me, laugh, play (tennis/wedding), marry, marry me, untie me, eat guide (when its in your possession), talking to the door while in the bathroom, shaking the tree a second time. Also, you might have noticed that there's not enough room in the guest bedroom to swing a cat... but why not try it anyway?
  
  N = next subject                                                  P = RETURN = read subject                                          Q = re sume game
  You may select one of the following:
  
  > Enjoy the sights
  Book worm
  Magic for beginners
  Competitive strains
  Loose ends, plot holes etc
  
  > go to the north
  N = next subject                                                  P = RETURN = read subject                                          Q = re sume game
  You may select one of the following:
  
  > Book worm
  Magic for beginners
  Competitive strains
  Loose ends, plot holes etc
  The following subjects can be looked up in the books:
  
  - Wedding Programme: deborah, malcolm, hardcastle, d'arcy, albert, william, hope, esther, chloe, barbara, me, author, cheat.
  
  [Press N for next, or any other key to return]
  
  > Go north
  - Battlebase episode guide: dreams, timeleap drive, david faldon, blythe banks, scorpion, caradeen, inner security, remember me, williams, repair, secret, theme music, new intake, cheat.
  
  [Press N for next, or any other key to return]
  
  > go to the north
  - Wedding Hints book: albert, malcolm, chloe, william, guard, sheryl, dungeon, uncle, aunt.
  
  [Press N for next, or any other key to return]
  
  > Go north
  ... And you can also try looking up golf, shakespeare, bible and A3000 in the index.
  
  N = next subject                                                  P = RETURN = read subject                                          Q = re sume game
  You may select one of the following:
  
  > Book worm
  Magic for beginners
  Competitive strains
  Loose ends, plot holes etc
  
  > Go north
  N = next subject                                                  P = RETURN = read subject                                          Q = re sume game
  You may select one of the following:
  
  > Magic for beginners
  Competitive strains
  Loose ends, plot holes etc
  There is a cheat mode in this game! Well, not so much of a cheat mode as a short cuts mode to help during the development and testing stages. The commands are as follows...
  
  TELEPORT TWO - transports the player into the bathroom
  GETTOEND - moves to the end game (you must say MALCOLM to sheryl first)
  WIN - sets the win condition - useful for getting to this amusing menu system in a hurry.
  NUMBERS - gives the numbers for dialling the pizza and opening the cellar door.
  
  To activate these, you'll need the password. Here are two clues:
  
  1) One of the more regal companions in Doctor Who.
  2) She was part of a Roman invasion.
  
  N = next subject                                                  P = RETURN = read subject                                          Q = re sume game
  You may select one of the following:
  
  > Magic for beginners
  Competitive strains
  Loose ends, plot holes etc
  
  N = next subject                                                  P = RETURN = read subject                                          Q = re sume game
  You may select one of the following:
  
  > Magic for beginners
  Competitive strains
  Loose ends, plot holes etc
  
  > Go north
  N = next subject                                                  P = RETURN = read subject                                          Q = re sume game
  You may select one of the following:
  
  Magic for beginners
  > Competitive strains
  Loose ends, plot holes etc
  They met in a cold, dark alley, copies of a cheap right-wing tabloid newspaper under their arms, wearing dirty rain macs.
  
  "Psssst" whispered the first. "In spring, London is a beautiful city."
  
  "But in Birmingham, geese are flying," said the second automatically. They both nodded at each other. They had exchanged accepted passwords.
  
  "That game you got for me," said the first. "The Wedding."
  
  "Shhhhhh!!"
  
  "All right, all right! That game. It doesn't do anything for me. Do you have anything better?"
  
  "Well, I can do you some BSE, by Chris Smith, if you like."
  
  "That any good?"
  
  "Top stuff. The biz. Came first in the Acorn User 1996 Interactive Fiction competition. Much better than The Wedding."
  
  "Sounds good. Anything else?"
  
  "Well, the third placed entry, Leopold the Minstrel, by a guy called Jamie Murphy, sounds hot, but I don't know how to get hold of that yet."
  
  "So how do I get BSE?"
  
  The second handed the first a piece of paper. "This is the address of the ftp.gmd.de interactive fiction archive. Tell them I sent you." With that, the second disappeared into the night. Glancing nervously around, the first headed off in the opposite direction.
  
  N = next subject                                                  P = RETURN = read subject                                          Q = re sume game
  You may select one of the following:
  
  Magic for beginners
  > Competitive strains
  Loose ends, plot holes etc
  
  > Go north
  N = next subject                                                  P = RETURN = read subject                                          Q = re sume game
  You may select one of the following:
  
  Magic for beginners
  Competitive strains
  > Loose ends, plot holes etc
  How did I get out of the house at the end? Barbara helped you escape. She fetched Chloe from the Drawing Room, and the three of you walked out past the open-mouthed guard and Mrs D'Arcy, who didn't dare do anything.
  
  What of Sheryl D'Arcy and the guard? A few weeks later, Sheryl boarded a plane to Brazil, planning a nice little holiday there. Due to a freak series of events, she found herself parachuting out over the Amazon, where she was forced to fend for herself for over a month before her husband bothered to send out a search party for her. It proved to be a character-building experience, and she came back a changed woman. D'Arcy manor was converted into a shelter for homeless children.
  
  A near-death experience (caused by a runaway milk float) made the security guard see the error of his ways, and he became a New Age Traveller.
  
  How is it that I know the names of everyone in the house even though I haven't met them before? Telepathy? Maybe Barbara sent you a fax of names before you got to D'Arcy manor, which wasn't mentioned in the opening text. Or maybe the author's programming skills were limited when he first created the characters.
  
  Where are Malcolm's parents, Mr D'Arcy, the best man, the matron of honour, etc? Malcolm's parents don't get on well with Deborah's parents, so there's a lack of communication on that front. Mr D'Arcy and the best man are out looking for Malcolm, and the matron of honour is still in bed at home, recovering from a hangover.
  
  What kind of a place is D'Arcy Manor? It is a mish-mash of a place, based mainly on my vague idea of what a country house was like. The layout is admittedly very odd. Research proved that the design wasn't totally unfeasible, and a few touches were added here and there to the room descriptions, but nothing major was changed.
  
  How did the guard and Mrs D'Arcy get me to the dungeon? The 'dungeon' is in actual fact a small room in the cellar, behind the wooden door in the tunnel (for those who missed it). Sheryl and the guard dragged you down the cellar and dumped you in the cell, their only concession to human rights being the candle.
  
  Why is it that I could get Deborah to follow me after the dungeon experience but not before? Malcolm said that he wouldn't be able to face Deborah without knowing who was behind the attempts to sabotage the wedding. He was also a bit shaken up after the whole kidnapping business, and didn't want to go wandering around the house. So, you had to bring Deborah to him... but only after you had found out who had been behind it all.
  
  Why would she follow me anyway? You told her that it was something important. You must have an honest face because she believed you.
  
  Why is it that the guard stopped me from going in the house at the beginning, but didn't stop me going round to the garden? He is under strict instructions not to let any unauthorised people in the house. His instructions don't say anything about the garden, and since he possesses very little initiative or intelligence, he doesn't stop you.
  
  Well, what about X, or Y ? A unique feature of this adventure is its Imagine-O-Vision (TM), which, using its top secret hand-written software engine, allows the player to come up with their own explanations for holes in the plot. (Or, in other words, "Your guess is as good as mine.")
  
  N = next subject                                                  P = RETURN = read subject                                          Q = re sume game
  You may select one of the following:
  
  Magic for beginners
  Competitive strains
  > Loose ends, plot holes etc
  
  > look up the hint in the index
  The 'Wedding Hints' book is exactly where it should be. As you pull it out, you notice with distaste that the pages are coloured bright red.
  
  > read the wedding hints
  This book, the back cover proclaims, will give you one hint for some obscure adventure game called The Wedding, and will automatically self destruct after a successful enquiry. It isn't really necessary now that marriage guidance is freely available - maybe someone in the household hates throwing things away.
  
  > look up guard in the wedding hints
  "You'll need to ask someone in the house about how to get the guard to talk. How about someone you're in favour with?" And with that, the book suddenly disintegrates in your hand.
  
  > look up the esther in the wedding hints
  Nothing in the hints book about that, I'm afraid.
  
  > look up Scamp in the wedding hints
  A dog is for life, not just for a wedding hints book. Scamp doesn't have any direct involvement with the main game, so there aren't any hints about him. Or is what I've just said a hint? Anyway, if it is, I'll give you that one for free.
  
  > look up ESTHER in the programme
  "THE REVEREND ESTHER POTTS will be conducting the wedding service, despite protestations from Malcolm's father, who is dead set against female vicars (though he can't offer any plausible and rational explanations why, probably because there aren't any). Reverend Potts is a keen gardener, and has won the Church of England's 'God's Green Fingers' competition four times, with her prize vegetables."
  
  > look up William in the hints
  "One of the books lying around the house should give you a clue as to how to get William to open the bathroom door. To get what you need for this, you'll have to use various forms of communication, and something in Deborah's bedroom may come in useful." And with that, the book suddenly disintegrates in your hand.
  
  > look up a3000 in the index
  The Acorn A3000 Programmer's manual, being such an important book, is stored away safely at a top secret location off-site.
  
  > look up Shakespeare in the index
  An entire row of the left shelf is devoted to a certain Mr Shakespeare. Faced with the agony of choice, you chicken out by deciding not to choose any - after all, this is no time for literary appreciation.
  
  > look up Bible in the index
  There is a handwritten note on the index card for the Bible, which reads "I've borrowed your copy because mine's away being rebound. Esther."