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
