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HELP.INF
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HELP.INF
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! ----------------------------------------------------------------------------
! Help menu (the hint system is based on Gareth Rees' Christminster code)
! ----------------------------------------------------------------------------
Property puzzle_width alias n_to;
Property puzzle_hints alias s_to;
Property puzzle_done alias e_to;
Property puzzle_state alias w_to;
Property puzzle_name alias u_to;
Property multi_hints alias d_to;
Object Puzzles "all the puzzles"
with
number 0,
puzzle_array
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0,
DoneHint [ p h; if(p.multi_hints==0) p.&puzzle_done->h=1; ],
PuzzleSeen [ p; if (p.puzzle_state==0) p.puzzle_state=1; ],
PuzzleSolved [ p; p.puzzle_state=2; ];
Object -> WhatNextPuzzle
with multi_hints 0,
puzzle_width 17,
puzzle_state 1,
puzzle_name "Help, I'm stuck! What do I do now?",
puzzle_done 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0,
puzzle_hints
"Try finding out where your family is."
"You'd better take the car and get the remaining stuff, \
like your wife suggests."
"It seems like you can't refuse the aliens. \
You have to find a way to enter the research centre."
"Visit Dr. Williams."
"From now on you are on your own. Don't forget to examine everything, \
and to draw a map. Observe the people at the center and ask them for \
clues to lead you to the sphere.^^\
It is much more rewarding to solve the game without help, but \
if you are completely stuck you can revisit this hint page. \
It will list hints for the problems which are currently \
possible to solve. If you need more help you will find \
walk-throughs at the Interactive Fiction Archive, \
ftp://ftp.gmd.de/if-archive. You can also try the \
rec.games.int-fiction newsgroup."
;
Object -> GettingStartedPuzzle
with multi_hints 1,
puzzle_state 1,
puzzle_width 14,
puzzle_name "How can I find my family?",
puzzle_done 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0,
puzzle_hints
"Maybe they've left a message somewhere?"
"Where would you leave a message?"
"Take a closer look at the table in the living room!"
;
Object -> EnterCentrePuzzle
with multi_hints 1,
puzzle_state 0,
puzzle_width 15,
puzzle_name "How do I enter the research centre?",
puzzle_done 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0,
puzzle_hints
"The obvious way would be to use the rope way."
"There is a keyhole in the control panel."
"There is a spare key to the cable car hidden somewhere nearby."
;
Object -> StoragePuzzle
with multi_hints 1,
puzzle_state 0,
puzzle_width 14,
puzzle_name "How do I enter the storage?",
puzzle_done 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0,
puzzle_hints
"There should be a key somewhere around."
"Sometimes things wind up in the least likely places."
"Concentrate you efforts on the castle area."
;
Object -> WashMyselfPuzzle
with multi_hints 1,
puzzle_state 0,
puzzle_width 10,
puzzle_name "How do I get clean?",
puzzle_done 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0,
puzzle_hints
"You will need some water."
"What is water, but melted snow?"
"There is a kettle on the second floor of the castle."
"You will need a ladder to reach it."
;
Object -> CellarStorePuzzle
with multi_hints 1,
puzzle_state 0,
puzzle_width 17,
puzzle_name "How do I enter the cellar storage?",
puzzle_done 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0,
puzzle_hints
"It won't be easy. The door is locked and you don't have a key."
"Other people go there from time to time. Hang around."
"The problem is that they will keep an eye on your activities."
"The door has a self-locking mechanism."
"Block it and you will have free access."
;
Object -> OpenGratingPuzzle
with multi_hints 1,
puzzle_state 0,
puzzle_width 14,
puzzle_name "How do I open the grating?",
puzzle_done 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0,
puzzle_hints
"The grating is stuck. You can't open it by hand."
"It can be opened though. The trick is to apply greater force."
"The force of nature is powerful indeed."
"Think Newton."
"Think a very heavy object connected to the grating."
;
Object -> LockedOfficePuzzle
with multi_hints 1,
puzzle_state 0,
puzzle_width 17,
puzzle_name "How do I enter the locked office?",
puzzle_done 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0,
puzzle_hints
"The office contains something you need."
"It is locked, and there is no key in sight."
"Did you really examine the door?"
"You need to pick the lock."
"You will need something thin and hard."
;
Object -> ParrotPuzzle
with multi_hints 1,
puzzle_state 0,
puzzle_width 12,
puzzle_name "Is the parrot important?",
puzzle_done 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0,
puzzle_hints
"You bet."
"It belongs to Dr. Williams."
"It does speak a lot, doesn't it?"
"Mentioning certain phrases might bring memories back to life."
;
Object -> WhiskyPuzzle
with multi_hints 1,
puzzle_state 0,
puzzle_width 17,
puzzle_name "How do I get information from John?",
puzzle_done 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0,
puzzle_hints
"Gossip travels easily. Try to find out more about him."
"Hard habit must be hard to break."
"Bringing the old opium to him will not be easy."
"Dr. Williams can be outwitted though."
"Just bring a container before meeting him. And don't get caught!"
"While intoxiated, John may slip secrets if asked the proper question."
;
Object -> DogPuzzle
with multi_hints 1,
puzzle_state 0,
puzzle_width 14,
puzzle_name "How do I outwit the dog?",
puzzle_done 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0,
puzzle_hints
"You should try to get the dog out of the room for a while."
"First, you will need to disctract him to get him off his guard."
"There aren't that many different things dogs care about."
"Food is one of them."
"Playing games is another."
"Just giving the food to the dog gives him plenty of time to consider his duties."
"With a bit of action, he might resort to instincts instead."
"Can you combine food and play?"
"Dogs tend to run for objects which are thrown."
"Then you will be able to look for something to protect you."
"Once you have proper protection, you should be able to get a closer look at the dog."
"The next hint will tell you exactly what to do."
"Get the meat from the fridge, go to the dog, and then..."
"Throw the meat through the window, push the dog and close the window."
"Then you can go east to the hall. There's a pair of coveralls there."
"Wearing the coveralls, you can examine the dog closely."
"There's something about its necklace."
;
Object -> CupboardPuzzle
with multi_hints 1,
puzzle_state 0,
puzzle_width 12,
puzzle_name "What about the cupboard?",
puzzle_done 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0,
puzzle_hints
"Enter the cupboard and take a close look around."
"Notice that both the rear wall and the door hinges are wired."
"You must keep the cupboard doors closed while opening the rear wall."
"Forget about the bomb, there is something else you'll need."
"Examine the side wall of the cupboard from the secret room."
"Get the metal bar."
;
[ HelpSub;
DoMenu(HelpItems, HelpMenu, HelpInfo);
];
[ HelpItems;
! First the normal items
print "There is information provided on the following:^^";
print " Instructions^";
print " Special features^";
print " About this game^";
print " About the authors^";
print " Game credits^";
print " Contacting, copyright and license information^";
print " Obtaining the latest version^";
print " Hints^";
];
[ HelpMenu;
switch(menu_item) {
0: item_width=12;item_name="About Vacation Gone Awry"; return 8;
1: item_width=6;item_name="Instructions";
2: item_width=8;item_name="Special features";
3: item_width=7;item_name="About this game";
4: item_width=8;item_name="About the authors";
5: item_width=6;item_name="Game credits";
6: item_width=23;item_name="Contacting, copyright and license information";
7: item_width=14;item_name="Obtaining the latest version";
8: item_width=3; item_name="Hints";
}
];
[ HelpInfo i;
switch(menu_item) {
1:"In an interactive fiction story you play the main character and you direct \
the course of the history by entering commands to the game, stating what this \
character should do. Examples of such commands are:^^\
LOOK^\
NORTH (move north from where you currently stand)^\
INVENTORY (list what you are carrying)^\
TAKE THE MAP (~the~ can be obmitted)^\
EXAMINE IT (~it~ refers to the last object referred to, in this case the map)^\
GIVE MAP TO THE WOMAN^\
HENKEL, OPEN THE DOOR (order someone to do something)^\
ASK JOHN ABOUT PETRA (ask for information)^\
THROW THE KNIFE AT THE BLACK BIRD^^\
There are some common abbreviations:^^\
g = AGAIN (repeats the last command)^\
i = INVENTORY^\
l = LOOK^\
x = EXAMINE^\
z = WAIT (causes time to pass in the story)^^\
Directional commands can also be abbreviated. ~N~ is short for north, ~D~ for
down, ~SE~ for southeast, and so on.^^\
Special commands include ~SCORE,~ ~SAVE,~ ~RESTORE,~ ~RESTART,~ and ~QUIT.~ \
There's also ~OOPS,~ used to replace a misspelled word; ~UNDO,~ to take back \
your last move; and ~VERBOSE~ and ~BRIEF,~ which control the repetition of room \
descriptions.^^\
There are two modes of listing your inventory, wide and long. You can \
choose between them with the commands ~INVENTORY WIDE~ and \
~INVENTORY TALL~. The game starts in tall mode.";
2: print "A powerful feature is the ~GO TO~ command, which can take you to places \
previously visited automatically. Only places of special interest can be \
visited this way, and you can get a list of currently reachable destinations \
with the ~GOPLACES~ command (or ~GP~ for short).^^\
The status line can be customized with the ~STATUSLINE~ command \
(or ~SL~ for short). The syntax for this command is:^^";
font off;
print "statusline on - show the status line^";
print "statusline off - hide the status line^";
print "statusline score - show score (if notify on) and turns^";
print "statusline score off - hide score and turns^";
print "statusline compass - show the compass rose^";
print "statusline compass off - hide the compass rose^";
print "statusline exits - show a list of available exits^";
font on;
print "^Please note that if the screen is too narrow some elements \
will not be shown.^";
3:"In 1987 we made an adventure game called ~Flykten~ (The Escape). It was written in \
Swedish and had a good parser, but was not very well designed. We released \
this commercially and got some reviews, which we carefully read. \
Deciding to make a better game next time we sat down and created the \
first draft of this game. It was then revised several times in \
coffee-table conferences.^^\
At the same time we were also working on an adventure game \
implementation language called Rabies. Using a new parser \
written in this language we made a working version of Vacation Gone Awry, \
or Stranded, as it was called then. \
It was sent out for beta-testing but never officially released.^^\
In 1990 the game was ported from Commodore 64 to the Amiga, by writing a \
Rabies interpretator for this machine. Still the game was not perfect, and \
no one felt inclined to invest the time necessary to finish it. Some further \
efforts were made to convert it, first to Lisp and then TADS, but \
they were far from complete.^^In the fall of 1995, we discovered Inform and \
immediately understood that this was what we had been looking for. So, we \
started porting Stranded to Inform 5, using library 5/12. Since it took a few \
years to complete the game in Inform, we finally ended up using Inform 6 and \
library 6/2. We made extensive library hacks, to make it work the way we \
thought it should, and to accomodate for wishes from playtesters. \
For this reason, it would have meant a lot of work going beyond library 6/2 \
to the substantially different version 6/3, \
and none of us was willing to put in that work.^^\
The years went by and we kept trying to add anything and everything our \
playtesters thought should work or at least give some sort of reply, like \
~It's odd that Williams doesn't care if I put a bag full of junk on his \
desk while he's away.~ and a zillion other things like that. Our testers \
did a great job, and we had a great time implementing responses for all \
sorts of weird actions, but it meant we never felt the game was complete. \
During this time, we left university to start working, moved to different \
countries, started families etc, and of course game development wasn't always the \
top priority. Adding to this the overhead of having to agree all three \
on all decisions, and us being in quite different time zones, it's no \
wonder the years went by.^^On new years eve 2001, we finally got the game \
out the door. We soon discovered a number of pretty important bugs, and \
so we got release 2 out shortly after. Again, we discovered some bugs \
and shortcomings we wanted to correct, but no real show-stoppers. We fixed \
about 35 problems in a month or two after release 2, but didn't get around \
to making a new release until four years later, when we fixed a few more \
bugs, added better clues for one of the trickier puzzles, and released \
it as release 3. This release actually has a smaller file size than \
the previous releases. That's actually because we've made the story \
bigger and thus have had to start using Zcode \
text abbreviations to make the story fit into a Z5 format file.";
4:"This game was written by Johan Berntsson, Fredrik Ramsberg and Staffan Friberg \
who all grew up in V@:astervik, an idyllic port town on the east coast of Sweden.^^\
JOHAN BERNTSSON has been interested in adventure games since he \
first played ~The Hobbit~ on his Commodore 64 a long, long time ago. \
Programming more and more sofisticated parsers played an important part of his \
life in the years to follow. Many adventure games were created, some fairly \
good, some annoyingly bad. After graduating from Link@:oping University he
moved to Tokyo.^^\
FREDRIK RAMSBERG met Johan in 1986 and they have collaborated on various \
projects ever since. A few of them have even reached a state where they've \
been addressed as 'finished'. Johan and Fredrik made the \
first design of this game on a dark night in 1988. Fredrik lives just outside \
Stockholm, Sweden.^^\
STAFFAN FRIBERG is an old friend of Johan and Fredrik's. He became involved in \
additional design, critics, and description authoring.";
5:"This game has a long history and many people have been involved. We would first of \
all like to thank our Commodore 64 testing team: Sten Holmberg and Jan @oAberg.^^\
This version would not have been created without Grahams Nelson's excellent \
Inform language and library.^^\
Testplayers are essential for any game. Many thanks to our most hard-working \
alpha-testers, Michael Gerwat and Mattias Fagerlund. Others who have done valuable \
contributions in testing are Kevin Doughty, David Sitsky, Fredrik Andersson and \
Patrik Ekeroth.^^\
Testing is a continuous process and we also want to thank the people who have \
sent us bug reports since the first official release:^^\
Erik Wilson, Kevin Bracey, Arild Grebstad, Stas Starkov, Philip Dearmore, \
Graham Holden and Al.^^\
(This spot is reserved for you... please report any bugs you find to \
vacation@@64ramsberg.net)^^\
Finally, thank you for playing this game!";
6: "This game is Copyright (c) 1988-2006 by Johan Berntsson, Fredrik Ramsberg and \
Staffan Friberg. It may be played free of charge. It may also be freely distributed \
provided that the game file remains unmodified and no one has to pay anything to receive it. \
Converting the story file to another format is allowed only to the extent \
necessary to allow playing on another platform, like a PDA. If distributed in such \
a converted state, the game must be accompanied either by an unmodified version, or \
by precise instructions on how to obtain such a version for free over the Internet. \
The game may be included in software collections, provided that no one has to pay \
anything for the collection. \
It may be disassembled or analysed in other ways, but only for private, \
non-commercial use, and the results may not be distributed in any form. \
The game may not be used in any other way than what has been explicitly allowed \
here. If in doubt, or you want to request permission to use the game in some \
other way, please contact the authors using the e-mail address below.^^\
The game is provided ~as is~ with no warranties whatsoever.^^\
Fan letters and bug reports can be e-mailed to vacation@@64ramsberg.net^^\
If you've played this game for a while, please send us some feedback. Just knowing \
what you thought about it and why would mean a lot to us. Feedback is fuel \
for interactive fiction authors.";
7: "The latest version of this game can always be obtained at \
http://www.ifarchive.org/indexes/if-archiveXgamesXzcode.html - search for Vacation.";
8: ! Show hint menu
Puzzles.number=0;
objectloop(i in Puzzles) {
if(i.puzzle_state==1) Puzzles.&puzzle_array-->(Puzzles.number++)=i;
}
DoMenu(HintItems, HintMenu, HintInfo);
return 2; ! to avoid "Please press SPACE"
}
return 0;
];
[ HintItems i;
print "These hints are currently available:^^";
for(i=0: i<Puzzles.number: i++) {
print " ", (string) (Puzzles.&puzzle_array-->i).puzzle_name, "^";
}
];
[ HintMenu;
if(menu_item==0) {
item_width=3;
item_name="Hints";
return Puzzles.number;
} else {
item_width=(Puzzles.&puzzle_array-->(menu_item-1)).puzzle_width;
item_name=(Puzzles.&puzzle_array-->(menu_item-1)).puzzle_name;
}
];
[ HintInfo i j pkey;
i=(Puzzles.&puzzle_array-->(menu_item-1));
if(i.multi_hints==1) {
for(j=0: j<(i.#puzzle_hints/2): j++) {
if((i.&puzzle_done)->j==1) {
! show already revealed hints
print "^", (string) (i.&puzzle_hints)-->j, "^";
} else {
! ask user if more hints are needed
if(j>0) {
print "^[Press N to get the next hint or Q to return to the menu.]^";
@read_char 1 0 0 pkey;
if(pkey=='Q' or 'q' or 27) return 2;
}
print "^", (string) (i.&puzzle_hints)-->j, "^";
i.&puzzle_done->j=1;
}
}
} else {
new_line;
for(j=0: j<(i.#puzzle_hints/2): j++)
if((i.&puzzle_done)->j==0) print_ret (string) (i.&puzzle_hints)-->j;
print "No more hints.^";
}
];
! ----------------------------------------------------------------------------
! Amusing things
! ----------------------------------------------------------------------------
[ AmusingItems;
print "There is information provided on the following:^^";
print " Congratulations!^";
print " Did you notice?^";
print " Alternative solutions^";
];
[ AmusingMenu;
switch(menu_item) {
0: item_width=7; item_name="Amusing things"; return 3;
1: item_width=8; item_name="Congratulations!";
2: item_width=7; item_name="Did you notice?";
3: item_width=11;item_name="Alternative solutions";
}
];
[ AmusingInfo;
switch(menu_item) {
1:"Congratulations! Thank you for staying with us until the end. We hope \
that you found the game amusing.^^We always appreciate comments, so \
please send us e-mail. Our address is vacation@@64ramsberg.net";
2: print "* People get annoyed if you try to share the bathroom with them.^^";
print "* Jumping on sofas and beds can provoke interesting comments.^^";
print "* Did you try putting many things in the trophy case?^^";
print "* Did you try closing a door that someone else just opened? Repeat a few times. Enjoy!^^";
print "* Taking the painting in the living room is harder than one might expect.^^";
print "* Did you try kissing Petra? Several times?^^";
print "* Ever played The Lurking Horror, or seen War Games? \
The login/password combinations featured there can be used to \
access the computers in the centre.^^";
print "* John gets pretty upset if you give him liquids other than whisky, such as water.^^";
print "* Sleeping in the toolshed while the scooter is running can be dangerous.^^";
print "* The parrot belongs to Dr. Williams.^^";
print "* Petra has a broken heart. Ask her about Stefan, or ask John about Petra.^^";
print "* The dog's owner is Petra. Ask her about dogs.^";
3: print "The cable car:^\
1. The simplest way is to find the key.^\
2. But you can also walk on the wire. Climb up on the cable car roof and \
climb onto the wire. You can't keep your balance unless you use a balance rod, \
but the bow (mounted on the truck in the garage) can be used for this.^\
3. Did you try knocking on the door in the cable car terminal? The service man can take \
you to the centre, but you must not be seen. Hide on the roof of the cable car!^^";
print "Washing yourself:^\
1. You can fill the kettle with snow and put it in a warm room \
(but not in the centre).^\
2. Or you could put it on a fire \
(use the wood and fireplace in the castle).^
3. You can use a bottle to fill the kettle with water from \
the bathroom tap.^";
}
];
! ----------------------------------------------------------------------------
! Questions
! ----------------------------------------------------------------------------
Object questions "qs";
Object -> q0 "I"
with name "i",
description "You are the main character in this story.";
Object -> q1 "interactive fiction"
with name "stranded" "vacation" "gone" "awry" "interactive" "fiction" "adventure"
"game" "story" "games" "stories",
description
"Interactive Fiction (aka adventure games) are games which through text \
and/or graphics describes a virtual world. The player can interact in this \
world, which will react accordingly. There is usually a puzzle solving element \
involved, and some goal to achieve.^^This game is an example of interactive \
fiction, and game specific information is available with the ~help~ command.";
Object -> q2 "inform"
with name "inform" "infocom" "zork",
description
"Inform is a language and library package designed to produce \
interactive fiction, like the game you are now playing. The format of the \
game files is the same as Infocom used in their successful series of \
interactive fiction (including Zork, Enchanter and Trinity) in the 1980's.";
Object -> q3 "grue"
with name "grue" "grues",
description
"Although it is very unlikely that you will encounter any grues in this game, \
let's hear what Infocom's Zork I has to say on the subject:^^\
~The grue is a sinister, lurking presence in the dark places of the earth. Its \
favorite diet is adventurers, but its insatiable appetite is tempered by its \
fear of light. No grue has ever been seen by the light of day, and few have \
survived its fearsome jaws to tell the tale.~";
Object -> q4 "authors"
with name "johan" "berntsson" "staffan" "friberg" "fredrik" "ramsberg",
description
"He is one of the authors of this game. Why don't you type ~help~ \
to find out more about him?";
Object -> q5 "amy"
with name "amy" "wife",
description
"Amy is your wife and the mother of your children. Don't tell me you forgot \
who she is.";
Object -> q6 "children"
with name "child" "children" "daughter" "daughters" "sally" "caroline",
description
"Sally and Caroline are your lovely daughters. They have been looking forward to \
this trip for months, so you really hope it will be a great vacation.";