O5`8PVKN[Xp NuThis disk was immunised against possible virus infection by the Professional Virus Killer v2.0 by Mike Mee. If you wish to purchase a copy, please contact: Floppyshop, 45 Provost Graham Avenue, Hazlehead, Aberdeen. AB1 8HB. Tel: (0224) 312756. PVKv2.0 (c)1991 Floppyshop & Mike Mee. `@  @`! #@%`')-/1 3@5`79;?AC@E`GIKMQ SU`[]_a c@e`gikmoq s@u`wy{} @` @ ` @ ` @ ` @ ` ǀ ɠ @ ` ׀ ٠ o @`!Aa   !Aa!!#A%a')+-/1!3A5a79;=?A!CAEa@  @`! #@%`')-/1 3@5`79;?AC@E`GIKMQ SU`[]_a c@e`gikmoq s@u`wy{} @` @ ` @ ` @ ` @ ` ǀ ɠ @ ` ׀ ٠ o @`!Aa   !Aa!!#A%a')+-/1!3A5a79;=?A!CAEayST459 P6  {AGT-ST TXT _Y AGTBLURBTXT _pEIGHTY D$$ _+FEIGHTY DA1 _=EIGHTY DA2 _BB$EIGHTY DA3 _LEIGHTY TTL _NORDERFRMAGT _OORDERFRMCPU _TREAD_ME 1ST _W3RUN TTP ĭ_Y#QUEST  L oDESKTOP INF {READ ME ۭ_ #Atari ST AGT Version Differences Hardware requirements The Atari ST version may be run on either a 520ST or a 1040ST with either a single- or double-sided drive. AGT Files and File Names A) The ST version uses the files RUN.TTP and COMPILE.TTP, rather than the .EXE files on the PC. Execute the programs by double-clicking on the icon, entering the eight-character game name into the dialog box, and either clicking on the OK button or pressing . Running from a Command Line Interface (CLI) will vary with the CLI being used, so check the CLI documentation for the method. The RUN.TTP and COMPILE.TTP files should be in the same directory as the game data/run files. B) All other AGT naming conventions apply as in the PC and MacIntosh versions. Function and Keypad keys It is possibe to use various key combinations to input many frequently-used adventure game commands and directions. The following short-cut inputs are available: Function Keys Cursor Keys Keypad Get North <-> Up Drop South <+> Down Examine West Read East Open Enter Close Exit Inventory  (guess!) Look Score Command line options The Command Line options in the ST version should behave as they do for the PC version, where possible, and not limited by OS or hardware differences. Creating your source data files The Atari ST version of AGT assumes that your game source files are "standard" text files consisting of individual lines of up to 80 ASCII characters with each line terminated by a carriage return (or a carriage return and a line feed). Acceptable files are normally created using any program or text editor. In addition, almost all Atari ST word processing programs have an option to save files in text or ASCII format. AGT has been tested successfully with a variety of word processors. All of these programs were capable of creating adventure game source files that AGT could read, compile and run successfully. If you use a word processor to create your AGT source files, just remember to select the save file format option that saves the files as individual lines, each terminated by a carriage return (or carriage return and line feed) and with no special "embedded" formatting characters. Also, you may notice that some game source files already existing produce strange characters at times - the reason is that they use the IBM line drawing/graphics characters to produce displays. The ST (unfortunately) has no equivalents for these characters, so they are translated as well as the ST is able. It is not perfect. Therefore, try to avoid using any special characters, since this will make the source less transportable between machines (Atari replaced some IBM characters with some of their own, so what looks good on an ST probably won't on a PC or Mac, just as the reverse is also true). AGT utility programs AGTMACRO and AGTNUM have not been converted to run on the ST.  INTRODUCTION TO THE ADVENTURE GAME TOOLKIT This write-up (1) gives an overview of the Adventure Game Toolkit (AGT), a new "shareware" adventure game development system, (2) presents a complete "walkthru" of a small game that was created using AGT, but without any programming by the game developer, (3) introduces AGT's unique metalanguage especially designed to give the game developer total control and flexibility in creating adventure games comparable to those from Infocom, and (4) tells hozw to register/order the AGT development system. 1 -- OVERVIEW OF THE ADVENTURE GAME TOOLKIT The Adventure Game Toolkit is designed to allow you to create and play your own text adventure games. Once created, your adventure games can be shared with and enjoyed by others -- even if they do not have a copy of the Adventure Game Toolkit themselves. The Adventure Game Toolkit (AGT) began life as a program by Mark Welch called the Generic Adventure Game System (GAGS). Using GAGS it was possible for the non-programmer to develop complete adventure games using a fixed (but relatively large) vocabulary of action verbs. David Malmberg took GAGS and made a number of enhancements including the ability to customize the vocabulary and to program complex conditional tests and a rich assortment of actions and messages using a special metalanguage (designed specifically for writing adventure games). The current Adventure Game Toolkit combines the best features of both approaches to enable the user to create two distinct levels of adventure games: (1) Standard Level games that require no programming experience (honestly!), only a fertile imagination. These Standard Level games follow the original GAGS format and only require that the user generate the game using a word processor or text editor to describe the various locations, objects and results of actions that collectively make up the game. (2) Professional Level games that also make use of the special adventure game metalanguage to create games as complex and rich as the game designer's imagination and prose style will allow. These games should be technically comparable with the published text adventure games from firms like Infocom. FEATURES OF THE ADVENTURE GAME TOOLKIT AGT has a number of features that make it a very comprehensive adventure product. These features make AGT more powerful, more professional and easier to use than any previously available text adventure game development system. Some of these key features are: POWERFUL * Big, complex games with up to 200 locations, 100 inanimate objects (e.g., treasures, swords, lakes, trees, books, etc.) and 100 animate objects (e.g., people, animals or creatures). * Large standard vocabulary with potential to define many more words unique to a specific adventure. Typical games can have a vocabulary of 400 words or more. * Sophisticated parser that can understand (1) complex input commands including pronouns (IT, HIM, HER, THEM, MY and ITS), and (2) compound commands separated by AND or THEN or punctuation symbols, and (3) commands addressed to characters within the game. Here are a few examples of commands AGT can handle with ease: GET THE FLASH LIGHT AND THEN SWITCH IT ON DROP THE FOOD, THE KEY AND THE BOTTLE THEN UNLOCK THE DOOR WITH THE BRASS KEY AND THEN LEAVE PUT ON THE CLOAK, THEN EXAMINE IT; READ ITS LABEL PLACE THE GREEN ROCK AND THE SMALL PEBBLE BEHIND THE TREE ENTER THE HOUSE; GET ALL; EXIT; SOUTH; SOUTH THEN DOWN SULU, SET A COURSE FOR ALPHA 14 SCOTTY, BEAM DOWN A TRICORDER AND THE QWERTY MODULE * Special, English-like metalanguage (especially developed for writing Adventure games) that gives the game designer total control and flexibility in the development of his/her games. * Source code available to Registered Users. Over 10,000 lines of Turbo Pascal 4.0 that may be customized to fit the game designer's unique needs. PROFESSIONAL * "Look and feel" of Infocom adventure games with similar screen layout and standard vocabulary and routines. * Automatic screen adaptation to use either a color or a monochrome monitor. Color combinations may be specified by the game designer or by the player during the game. * Predefined function and cursor keys to input frequently used commands and move directions. * SCRIPT and UNSCRIPT commands to echo game output to printer. EASY-TO-USE * Large library of completed games that can be enjoyed simply as great entertainment or used as a platform by the game designer to build upon and/or learn from. * Professionally written documentation totalling over 130 pages. Has numerous examples that unveil the "secrets" of great adventure writers. * Total compatibility with GAGS and its sizeable collection of games. HARDWARE REQUIREMENTS FOR AGT The games created by the Adventure Game Toolkit requires a computer with at least 384K of memory, MS-DOS 2.1, and at least one disk drive. It is possible to use any kind of monitor and AGT will automatically adjust its output to best suit the monitor. 2 -- A "WALKTHRU" OF A STANDARD LEVEL GAME Using AGT, it is possible to create games that do not require any programming knowledge or experience (honestly!). The game designer just "fills in the blanks" as he/she describes the locations, objects and characters that collectively make up the game using his/her word processor or text editor. As an example, the following lengthy scenario is from a Standard Level game that is developed in the AGT printed manual in a detailed, step-by-step tutorial. This game was developed without any programming skill: It is the year 2093. You, a foolish explorer, decided to wander the radiation-filled areas near what used to be the nation's capital: Washington, D.C. You've found the adventure you sought, though few of your exploits turned out as you'd expected. In your six-month travels, you've been attacked by packs of wild dogs and a few wilder humans. Your supplies were stolen weeks ago, and you've been existing by eating the few surviving vegetables in long-abandoned gardens, despite the risks of eating food grown in this area. When you finally tried to leave this restricted region, you were shot at by patrols who detected too much radiation in your body. In your ever-more-desperate search for either a safe temporary home or a way out of the danger-zone, you've begun exploring the hills where other wanderers have said there are caves and tunnels. Somewhere here, it is rumored, there was once an underground complex where the elite few hid during the atomic cataclysm. No trace has ever been found of those hidden politicians and millionaires, though the mysterious roars of explosions were heard two years after the Last War ended, suggesting that the survivors above ground might have found and destroyed the survivors who hid below. After several weeks of living off the land, you discovered a deep pit, apparently man-made, at the center of a neatly-rounded hill. For two days, you explored the hill, trying to find another cave or even an out-of-place pile of dirt, to no avail. Far away to the south are five blackened pits in the earth, burned, ash-covered remnants of a few days of sheer hell; you've wondered if their target might have been hills like this. Finally, you locate a much-used rope and tie one end around some rocks near the pit, hoping to lower yourself into it. As you explore the top few feet of the cave, you drop your disposable atomic flashlight, and can hear it bounce against the sides of the cave for several seconds before striking the bottom. Slowly, in darkness, you lower yourself down the rope. Wisely, you started at noon, and the light is bright enough for you to see above you, though your body blocks most of the light below. As you approach what you think is the bottom of the pit, your legs push aside a clump of earth and suddenly you are hanging in empty space: the thin vertical tunnel has widened. As you turn awkwardly, you try to stop moving by reaching a hand out to touch the side of the tunnel, only to suddenly lose your grip with the other hand. You grab for the rope, but gain only rope burns as you feel the end of the rope slip from your fingers, hardly slowing your fall. Luckily, you were only about fifteen feet from the bottom of the pit. Of course, "only" is a relative term: in this case, it means you'll suffer from extreme pain and bruises, not broken bones. It takes you only a minute to realize that the sides of the pit are too steep and muddy to climb; the rope is dimly visible twenty feet above. By feeling the side of the pit, you can make out some sort of wooden or plastic door to the west. Despite the pain you still feel from the fall, you manage to kick the door open, leading to a dark room. You are in a deep pit. Climbing back up is simply impossible: the side of the pit is far too steep and is too slippery to grip. Through a shattered wooden door, you can faintly make out an exit to the west. There is a iron crowbar here. There is a disposable atomic flashlight here. What Now? GET THE FLASHLIGHT AND THEN SWITCH IT ON ^ | Note: Throughout this example, the player's input is shown in all capital letters. You are now carrying the atomic flashlight. The flashlight it now on. What Now? GET CROWBAR THEN EXAMINE IT You are now carrying the iron crowbar. The iron crowbar is about three feet long and weighs about eight pounds. It might be useful as a weapon or as a tool, depending on the circumstances. What Now? WEST You are in a small, dimly-lit room. Empty shelves line the wall; this must have been a storage room of some sort. A broken plastic door leads east, back to the pit you fell into. Another open door leads west. There is a large wooden crate here. There is a small laser-powered handgun here. There is a grey wolf here, snarling and growling at you. What Now? GET THE LASER; SHOOT IT AT WOLF You are now carrying the laser gun. You aim the gun at the wolf and pull the trigger. It's a direct hit! The wolf screeches angrily, and falls to the floor for a moment. Then it leaps up and eyes you quite angrily. Though wounded, it seems no less dangerous or hostile. The wolf seems to be getting angrier! What Now? EXAMINE WOLF The wolf is grey, with a few white spots on its belly. It is also quite large, almost as tall as you are. Its claws look sharp. The wolf does not look friendly; it growls and snarls, plainly upset that you have disturbed it. The wolf seems to be getting angrier! What Now? SHOOT WOLF WITH GUN You aim the gun at the wolf and pull the trigger. It's a direct hit! The wolf screeches angrily, and falls to the floor for a moment. Then it leaps up and eyes you quite angrily. Though wounded, it seems no less dangerous or hostile. The wolf seems to calm down for a moment, but suddenly attacks. Its mouth opens to reveal teeth grotesquely out of proportion to the rest of its body, a fact you notice as those same teeth tear your flesh into tiny pieces. Oh dear, you seem to have gotten yourself killed. Would you like me to try to get you resurrected?. YES I'll try...but don't blame me if something goes wr@#%&& - POOF - You are engulfed in a cloud of thick orange smoke, and you emerge coughing and gasping, and find that you must start all over ... You are in a deep pit. Climbing back up is simply impossible: the side of the pit is far too steep and is too slippery to grip. Through a shattered wooden door, you can faintly make out an exit to the west. What Now? WEST You are in a small, dimly-lit room. Empty shelves line the wall; this must have been a storage room of some sort. A broken plastic door leads east, back to the pit you fell into. Another open door leads west. There is a large wooden crate here. There is a grey wolf here, snarling and growling at you. What Now? THROW CROWBAR AT WOLF The crowbar soars through the air toward the wolf. It's a direct hit! The wolf screeches angrily and writhes in agony as it fades away in a cloud of green smoke. What Now? GET CROWBAR You are now carrying the iron crowbar. What Now? EXAMINE THE CRATE The crate is about eight feet long by six feet wide by six feet high. It is extremely heavy and quite solid. There is lettering on the side. It has a lid nailed to its top. What Now? READ LETTERING The side of the crate says, "U.S. Emergency Radiation Supplies. Do Not Open." What Now? OPEN CRATE You need to unlock it first. What Now? PRY THE LID WITH THE CROWBAR You have now unlocked the wooden crate, using the crowbar. What Now? OPEN CRATE The crate is now open. What Now? EXAMINE IT The crate is about eight feet long by six feet wide by six feet high. It is extremely heavy and quite solid. There is lettering on the side. It has a lid nailed to its top. There is a huge solid metal cube here. (in the crate) What Now? EXAMINE THE CUBE The huge metal cube may contain something, but you'd need a heck of a knife -- or a laser -- to cut into it. What Now? FIRE LASER GUN AT CUBE It would really make more sense to specify some living creature. Hostility really requires a target of some sort. What Now? GET CUBE You aren't strong enough to carry your current load plus the cube. What Now? WEST This is a large long corridor, leading north and south. To the east, an open door leads to a storage room of some kind. A door to the west is securely locked. The flashlight flickers on and off and finally goes out completely. However, the iron bar gives off a strange orange glow in this room, lighting up what would otherwise be a very dark place. What Now? OPEN DOOR You try your best, but the door won't open! What Now? NORTH This is the north end of a long corridor. An open doorway leads east; an arch leads north. The flashlight flickers on and off, but finally stays on.  Over the arch is a sign. What Now? READ SIGN "Enlisted Personnel Only. No Visitors." What Now? EAST This is another storage room. The shelves on the walls are empty. The only exit leads west. The flashlight flickers on and off, but finally stays on. There is a hideous mutant here. It is hissing and cursing at you. What Now? INSPECT MUTANT The mutant is really ugly! It looks like it was once a man, but it is horribly disfigured and has open sores covering most of its body. It is very nervous and angry at you for disturbing its lair. What Now? TALK TO THE MUTANT The mutant just listens to you, but remains strangely silent. The mutant seems to be getting angrier! What Now? KILL MUTANT WITH CROWBAR The crowbar soars through the air toward the mutant. It's a direct hit! Unfortunately, the crowbar merely bounces off the mutant's head, and appears to make it quite angry. The mutant seems to be getting angrier! What Now? FIRE LASER AT MUTANT You aim the gun at the mutant and pull the trigger. It's a direct hit! The mutant screeches angrily and writhes in agony as it fades away in a cloud of green smoke. What Now? WEST This is the north end of a long corridor. An open doorway leads east; an arch leads north. The flashlight flickers on and off, but finally stays on. Over the arch is a sign. What Now? NORTH This is a small entry hall. An arch leads south to a corridor; smaller arches lead east and west. Another passage goes north. There is a metal desk near the door. There is a small drawer. (in the desk) What Now? LOOK AT DRAWER The drawer looks like most drawers. What Now? OPEN DRAWER The metal drawer is now open. What Now? EXAMINE DESK This is a rather ordinary metal desk with a single metal drawer. There is a small drawer. (in the desk) There is a small plastic key here. (in the drawer) What Now? GET THE KEY AND EXAMINE IT You are now carrying the plastic key. The plastic key is like most keys you've seen. It is cylindrical and has many tiny holes through it; optical sensors in the correct lock will respond to it by opening a door or doing whatever it is the key is meant to do. What Now? EAST Something terrible has happened here, probably a cave-in. The walls have collapsed, and all exits are blocked except the door to the west through which you entered. Dirt and mud cover much of the floor. There is a small, square, electronic module here. What Now? GET MODULE AND EXAMINE IT You are now carrying the rt module. This is a standard-design RT-584 module. Like all RT-584s, it is the functional equivalent of a complete supercomputer with gigabytes of storage and a knowledge base of some sort. All you need to do is plug it into an RT-934 console and push it to access its information. What Now? EAT THE MODULE Eat the module? You must be kidding! What Now? WEST This is a small entry hall. An arch leads south to a corridor; smaller arches lead east and west. Another passage goes north. There is a metal desk near the door. There is a small drawer. (in the desk) What Now? SOUTH This is the north end of a long corridor. An open doorway leads east; an arch leads north. The flashlight flickers on and off, but finally stays on.  Over the arch is a sign. What Now? SOUTH For some reason, you can't see anything here. What Now? NORTH This is the north end of a long corridor. An open doorway leads east; an arch leads north. The flashlight flickers on and off, but finally stays on.  Over the arch is a sign. What Now? EAST This is another storage room. The shelves on the walls are empty. The only exit leads west. The flashlight flickers on and off, but finally stays on. There is an iron crowbar here. What Now? GET CROWBAR  You are now carrying the iron crowbar. What Now? WEST This is the north end of a long corridor. An open doorway leads east; an arch leads north. The flashlight flickers on and off, but finally stays on.  Over the arch is a sign. What Now? SOUTH This is a large long corridor, leading north and south. To the east, an open door leads to a storage room of some kind. A door to the west is securely locked. The flashlight flickers on and off and finally goes out completely. However, the iron bar gives off a strange orange glow in this room, lighting up what would otherwise be a very dark place. What Now? INVENTORY You are carrying the following: iron crowbar plastic key rt module atomic flashlight laser gun What Now? UNLOCK DOOR WITH KEY Nice try, but you can't seem to unlock the door. What Now? SOUTH This is the south end of a long north-south corridor. You see a large red triangle painted on the wall next to a doorway to the south. The flashlight flickers on and off, but finally stays on. What Now? SOUTH This is an elevator car, with an electroluminescent control panel. The turbo-thrusters hum quietly beneath your feet, ready to rush you to your destination. There is a blue square visible on the control console. What Now? EXAMINE SQUARE The blue square is an image on the touchscreen of the elevator command console. The command console is intended to be useful to anyone who can recognize simple graphic icons, even if they don't speak English. What Now? PUSH SQUARE As soon as your finger touches the blue square image on the control panel, the doors slide shut and you are slammed violently against the west wall as the car begins moving sideways, toward the east. Just as you get used to that motion, the car begins dropping, then seems to be both dropping and moving to the south. Panicked, you poke at the control panel, but nothing is displayed on it and it rudely ignores your whimpering. After a few minutes, the car's motion settles into a southeast direction, and seems to stop dropping. There's no way to tell how fast -- or far -- the car is traveling. As suddenly as it started, the car brakes, cuts to the west, and stops. To your surprise and confusion, the door opens behind you, to the south. This is an elevator car, with an electroluminescent control panel. The turbo-thrusters hum quietly beneath your feet, ready to rush you to your destination. There is a red triangle visible on the control console. What Now? SOUTH You are on a platform outside the hatch leading into a space shuttle. The shuttle hatch is open to the south. An elevator is to the north. What Now? ENTER SHUTTLE This is the bridge, the command hub of the shuttle. The only visible exit is to the north. Like most space vehicles, this one runs almost entirely automatically, with all flight parameters pre-programmed. There is a command console here, but it is dark. Mounted just below it is a small keyhole. It is currently set to 'off.' What Now? TURN KEY As you turn the key in the keyhole, you feel a surge as the ion drives prepare for a long-awaited takeoff. The whole ship begins to rumble and shake as the overhead bay doors are opened by huge motors built into the hillside, and you hear and feel vibrations as debris from above bounces off the shuttle. Out of fear, you reach to turn the key off, but it twists and breaks in the lock. The engines surge more violently, and you are slammed against the floor as the shuttle begins to rise into the air. Instantly, you realize that the bay doors have failed, because you can feel the shuttle collide with something as it ascends. The computer corrects for the damage somehow and the shuttle continues to rise, but is vibrating violently. The ion drives begin to squeal abnormally, and you realize that the shuttle cannot possibly remain in one piece for more than a few minutes. As if expecting your panic, a wall panel suddenly slides to one side, revealing an escape pod. This is the bridge. The exit to the north has been damaged by the vibrations and is twisted into an impossible position. An escape pod is visible to the west. What Now? WEST You are now in the escape pod. As you sit in the command couch, the door slides shut behind you and you feel the pod automatically ejecting from the shuttle. Not surprisingly, it hits something on the way out, and spins out of control for a moment before its thrusters regain control. You can hear the wind rushing by, and then the sound of an explosion -- very near by -- drowns out all other sounds. The escape pod rises for a few minutes, then begins to move horizontally. It's hard to tell what is happening, but it's certainly not as bad as what was happening just a few seconds ago. Directly before you is an extremely simple manual console with a small socket, above which are instructions which say "insert command module here." What Now? INSERT MODULE As you insert the RT-584 module, it exerts some sort of magnetic force which pulls it from your fingers and snugly into the RT-500 socket. The escape pod changes direction and velocity -- almost seeming to stop for a moment -- and then accelerates again toward some unknown destination. After a few minutes, you feel the pod turning and then decelerating and descending. Before you expected it, the pod touches down roughly, causing you to bump your head against the side of the pod. The pod's engines begin whining as they reduce power. The door suddenly clicks and swings open, revealing bright sunlight outside. Once the door is locked open, the pod's engines shut down completely, leaving you in complete silence. You are in the escape pod, which is not moving. An open door leads east. What Now? EAST You emerge from the pod to find the sun shinning brightly. The air is fresh and clean and smells like spring flowers. For the first time in a long while, you feel good about being alive. *** Congratulations. You have won the game. *** You have seen 16 rooms (out of 17), in 60 turns. Your score is 15 out of a possible 15 points. (The game was saved 0 times and restored 0 Times.) 3 -- INTRODUCTION TO AGT'S METALANGUAGE FOR CREATING PROFESSIONAL LEVEL GAMES The Adventure Game Toolkit comes with a number of complete, ready-to-play adventure games including an AGT version of the "Colossal Cave" (sometimes called the "Original Adventure") by Woods and Crowther. The AGT version of this classic game has over 140 locations, a vocabulary of about 500 words, and is comparable in quality and playability to professional games from firms like Infocom. The complete source code for this classic game is included as part of the basic AGT package. The AGT version of the "Colossal Cave" is a Professional Level game that makes use of AGT's unique English-like metalanguage -- developed especially for writing adventure games. Metalanguage commands consist of various conditional tests and actions to be executed. These commands are very English-like and easy to understand. For example, below are a few typical conditional tests: Sample Conditions Explanation - - NOT AtLocation 5 Tests if player is NOT in Room 5 IsOpen 208 Tests if Noun 208 is currently open Present 210 Tests if Noun 210 is currently nearby NOT Present 210 Tests if Noun 210 is NOT currently nearby TurnsGT 25 Tests if game has lasted more than 25 turns Chance 10 Test has a 10% chance of being TRUE VerbIsDirection Tests if player is trying to leave Room ScoreLT 20 Tests if player's score is less than 20 points CounterEquals 4 100 Tests if Counter number 4 equals 100 IsCarrying 203 Tests if player is carrying Noun 203 OR OR IsCarrying 204 is carrying Noun 204 NamePresent Tests that command's Addressee is nearby RoomNeedsLight Tests if current Room needs a light There are a total of 84 separate meta-command conditional tests. Since each may be prefaced by a NOT, there are actually a total of 168 conditional tests in the AGT metalanguage. These tests may be connected by multiple "OR's" to create compound conditional tests. In addition to conditions, there are 71 metalanguage action codes or tokens. For example: Sample Actions Explanation - - GoToRoom 23 Sends the player to Room 23 PutInCurrentRoom 205 Puts Noun 205 in current Room PrintMessage 47 Prints message number 47 from .MSG file LockNOUN Lock the current NOUN SwapLocations 206 207 Swap the locations of Nouns 206 and 207 PlusScore 10 Add 10 points to player's score KillPlayer Kill player at end of current turn SendToRoom 225 57 Send Noun 225 to Room 57 DestroyNOUN Destroy current NOUN (sends it to Room zero) DescribeThing 310 Prints the description of Creature 310 TurnCounterON 4 Starts Counter number 4 counting at 1 ChangePassageway 1 35 Creates a passage: North(1) to Room 35 ChangePassageway 1 0 Closes the passage in direction 1 (North) META-COMMAND EXAMPLES Here are a few typical examples of AGT metalanguage commands. The following meta-commands would allow the adventure game player to CLIMB a TREE and to CROSS a BRIDGE during a game: COMMAND CLIMB TREE InRoom 208 (* The sturdy oak tree is in the room *) OR AtLocation 23 (* a location in the forest *) OR AtLocation 47 (* a location in the forest *) OR AtLocation 82 (* a location in the forest *) GoToRoom 36 (* Go to branches at top of oak tree *) PrintMessage 43 (* You climb up to the top of the tree. *) DoneWithTurn END_COMMAND COMMAND CROSS BRIDGE AtLocation 23 (* At West side of bridge *) GoToRoom 24 (* Go to East side of bridge *) PrintMessage 44 (* You walk across the bridge to the other side. *) DoneWithTurn END_COMMAND COMMAND CROSS BRIDGE AtLocation 24 (* At East side of bridge *) GoToRoom 23 (* Go to West side of bridge *) PrintMessage 44 (* You walk across the bridge to the other side. *) DoneWithTurn END_COMMAND The words within the "(*" and "*)" are comments; they are not actually part of the meta-command itself. The messages referred to in the "PrintMessage" actions above would be contained in a separate message file. Here is another example, where meta-commands are set up to create the proper game response whenever the player inputs a command to KISS something: COMMAND KISS PRINCESS InRoom 305 (* Princess is here *) AtLocation 99 (* In Bridal Suite of palace *) PrintMessage 45 (* The princess melts into your strong arms, etc. *) PlusScore 25 (* Bonus for Kiss *) WinGame (* Win the game *) DoneWithTurn END_COMMAND COMMAND KISS PRINCESS InRoom 305 (* Princess is here *) NOT AtLocation 99 (* Not in the Bridal Suite of palace *) PrintMessage 46 (* The princess pushes you away coyly, "Not here!" *) DoneWithTurn END_COMMAND COMMAND KISS TROLL InRoom 307 (* Ugly Troll is here *) PrintMessage 47 (* The troll kills you! *) KillPlayer (* That will teach you to KISS THE TROLL!! *) DoneWithTurn END_COMMAND COMMAND KISS ANY NOUNpresent (* NOUN (whatever it is) is here *) PrintMessage 48 (* You try to $VERB$ the $ADJECTIVE$ $NOUN$ for awhile. *) MinusScore 10 (* penalty for sick mind *) DoneWithTurn END_COMMAND COMMAND KISS ANY PrintMessage 49 (* The $ADJECTIVE$ $NOUN$ isn't here! *) MinusScore 10 (* penalty for sick mind *) DoneWithTurn END_COMMAND Meta-commands are processed in the order encountered -- so the last two "KISS ANY" meta-commands above represent "default" commands and would be activated only if you weren't trying to KISS the PRINCESS or the TROLL. For example, if you gave the input "KISS THE BLARNEY STONE", the game would respond with "You try to kiss the blarney stone for a while" (Message number 48 in the message file) or "The blarney stone isn't here!" (Message number 49) depending upon if the Blarney stone is present at your current location or not. Meta-commands can also be used for "random events", such as, (1) having a dwarf appear in the room and throw an axe at the player, or (2) having a bear (that the player has befriended) follow him into a new room, or (3) having a voice boom out an announcement that "The Cave will close in 25 turns", or (4) having the player die because of some random event (e.g., falling into a pit). Below are a few examples of typical "random event" meta-commands. These meta- commands will be tested for ANY player input and if the conditions are satisfied, the meta-command's actions will be taken. COMMAND ANY Present 210 (* Blazing torch is here *) CounterGT 2 75 (* Torch has been lit for at least 75 turns *) PrintMessage 21 (* Your torch is flickering and growing weaker *) CounterEquals 2 100 (* Torch has been lit for 100 turns *) PrintMessage 22 (* The torch finally goes out! *) TurnCounterOFF 2 (* Torch has gone out, so turn torch counter OFF *) SwapLocations 210 211 (* swap blazing torch for unflit torch *) END_COMMAND COMMAND ANY NOT Present 312 (* Angry guard is NOT in room (yet) *) Chance 10 (* 10 % chance of guard appearing *) PutInCurrentRoom 312 (* put guard in room *) PrintMessage 23 (* An angry guard suddenly storms into the room! *) END_COMMAND COMMAND ANY FlagON 5 (* Flag 5 is ON if player has befriended parrot *) PutInCurrentRoom 306 (* Once befriended, parrot stays with player *) VerbIsDirection (* Player is going to new room *) PrintMessage 24 (* The parrot flies after you and lands nearby. *) END_COMMAND COMMAND ANY InRoom 306 (* The parrot is here *) FlagOFF 4 (* Parrot is thirsty if Flag 4 is OFF *) Chance 5 (* 5 % chance of parrot talking *) PrintMessage 25 (* The parrot squawks "Polly wants a beer!" *) END_COMMAND COMMAND ANY InRoom 308 (* A vampire bat is here *) Chance 5 (* 5 % chance of being bitten *) PrintMessage 26 (* The vampire bat bites you on the neck!! *) KillPlayer (* Too bad, but vampire bat bites are fatal! *) DoneWithTurn (* No further process for this turn *) END_COMMAND 4 -- HOW TO GET A COPY OF THE ADVENTURE GAME TOOLKIT The Adventure Game Toolkit (AGT) is distributed as "Shareware". Copies can be found on many electronic bulletin boards and time-sharing services including Genie, CompuServe, Source and BIX. AGT is also available by mail directly from the authors at: Softworks 43064 Via Moraga Mission San Jose, California 94539 You can also order by phone using your Mastercard or VISA to (415) 659-0533, 12:00 Noon to 9:00 PM, PST ONLY. The price list for various versions/options of AGT is as follows: 1. AGT Registration .! @ $ 20.00 ea $ _ includes: (1) Notice of all future AGT upgrades, new AGT Adventures  and related AGT products. (2) Latest version of the program, sample  Adventure game source files (CAVE, CRUSADE, UNDERGRD, ALICE and  others), and summary documentation on disk. Over one megabyte of  program and data files -- ARCed on two disks. Normally, these disks  will not be sent until the next AGT upgrade. If you wish these disks  sent immediately, please indicate so in your letter or call. (3) Telephone support from 7:00 to 9:00 PST (M-F). (4) A warm glow from having supported at least one of the many Shareware products you probably use. (5) The AGT authors' eternal gratitude. 2. Above with printed AGT manual . @ $ 35.00 ea $ _ includes: Above items plus printed manual about 150 pages long with  numerous detailed examples on how to use the Adventure Game Toolkit to create very professional and very clever Adventure games. The printed AGT manual has approximately 150% the amount of information as contained in the summary disk documentation. 3. Printed AGT manual (Only) . @ $ 20.00 ea $ _ 4. UPGRADE to the newest AGT version (Only) . @ $ 12.00 ea $ _ includes: Latest version of the program, sample Adventure game source files (CAVE, CRUSADE, UNDERGRD, ALICE and others), and summary documentation on disk. Over one megabyte of program and data files -- ARCed on two disks. 5. AGT Turbo Pascal 4.0 source code . @ $ 50.00 ea $ _ includes: Turbo Pascal 4.0 source code for AGT's COMPILE and RUN programs. Over 10,000 lines of Turbo Pascal source code. YOU MUST BE A REGISTERED AGT USER TO ORDER THE SOURCE CODE! Orders are normally shipped by US mail at no additional charge. For UPS shipment, please add $3.00.@ $ 3.00 ea $ _ For shipments outside the United States, please add @ $ 5.00 ea $ _ 4Subtotal _ (California residents please add 7% sales tax) Tax _ ?Total $ _  [. >> Temporary data file of strings for AGT << #OYou are about to set out on your voyage around the world in eighty days. You Oare at Charing Cross Station in London. *OYou have arrived in Paris at the Gare du Nord railway station. You see a Osign_board at the entrance to the Paris Metro. #OYou have arrived in Amsterdam. You have to choose whether to take the train Oback to Paris because the weather reports are bad, or risk taking a flight Oeither to Stockholm in the north or Frankfurt to the south. OYou are at Frankfurt International Airport. Flights are immediately available Oto Amsterdam, Berlin or Athens. All other flights are fully booked. OYou have arrived at Rome Central Station. You see a newspaper lying on a Obench in the waiting room. 7OYou have arrived at the seaport of Brindisi from where a ferry service Ooperates to Athens and steamers depart for India via the Suez Canal. OYou have arrived in Athens. 6OYour ship has arrived off the coast of Egypt at the entrance to the Suez OCanal, but the captain informs you that a war has broken out between Israel Oand Egypt rendering the Suez Canal impassable. You have to decide whether to Oreturn to the port you came from or whether to head in a new direction. OYou have arrived at the Gare de L'Est only to discover that the trains you Othought left for Amsterdam from this station in fact depart from the Gare Du ONord. LOYou have arrived at the Gare de Lyon where trains depart south for Italy. OYou have arrived in West Berlin. You are wondering which way to travel next Owhen you spot a travel_magazine. You have heard that there might be problems Oin crossing the Berlin Wall in order to travel further East, although this Owould considerably shorten your route around the world. OUnfortunately for you the weather indeed proves so bad that your plane runs Ointo difficulties and crashes into the icy waters of the Baltic Sea before you Ocan reach Stockholm. Nobody, including yourself, can survive long in these Oicy waters. Thus your trip around the world has ended with your death. OSorry, better luck next time you play this game. !OIt was amazingly easy to cross from West to East Berlin and you experienced no Oproblems whatsoever. The center city is surprisingly modern and there are Oalso many beautiful old buildings dating from the time of the Prussian Empire. O QOThe only disadvantage is that here unlike in West Berlin very few people speak OEnglish so that you are not able to ask for advice since you speak no German. OThe Red Square in Moscow is fascinating. You visit the Kremlin with its Ofamous buildings, such as St Basil's Cathedral. You also see Lenin's tomb. OBut now you have to hurry on to complete your journey in the required time of O80 days. IOYou are amazed at the beauty of Leningrad. The collection of art in the OHermitage Museum, formerly the Winter Palace of the Czar is one of the best Oyou have ever seen. Your evening at the Kirov Ballet has left you entranced, Obut now it is time to move on again. -OYou are at a railway junction on the Trans-Siberian rail route. You can see Othat the options are to go North, Southeast, East or West, but because you Ocannot understand Russian you do not know what lies at the end of these Ovarious branch lines. 8 OEverybody in New Delhi, the capital of India is bustling about you. At your Ohotel you see a copy of last week's Sunday_Times. You feel hot and bothered Oand wonder if you will ever accomplish your journey. However, the 1 million Odollars prize money is too tempting to give up, so you decide to continue. OYou are lost in the Himalayas. After wandering around in circles for Odays you die of exposure. Sorry, better luck next time you play this game. OIn Bombay you have a meal of ferociously hot curry which makes you feel quite Oill. Consequently you have to rest for one day before continuing on your Ojourney. IOCalcutta is an enormous city. To the west lie the great Indian cities of OBombay and New Delhi. North lies the impenetrable forests of Bangladesh. OTowards the East the true Orient beckons. (OIn the international seaport of Singapore you can observe a blend of Oriental Oand European traditions. You are relieved to find that almost everybody Ospeaks English so that asking for travel information is no problem. However, Oeveryone offers a different opinion as to which direction you should take Onext. You have managed to lay your hands on several travel_brochures from Ocompeting airlines. >OYou have arrived in Kuala Lumpur. It is late evening and there are only two Omore flights left for the day, one to Bangkok and one to Singapore. OThe tall skyscrapers of Hong Kong gleam in the dark as you land at Kai Tak OAirport. You are determined to spend at least one day sight-seeing in Hong OKong even though this will add an extra day to your tight schedule of 80 days Oin which to get around the world. 0ODjakarta, the capital of Indonesia lies south of Singapore. You are tempted Oto take a local flight to visit the island of Bali a renowned tourist spot, Obut you resist the temptation as you must get on with your voyage around the Oworld. KOIn Sydney you visit the famous Opera house and the Sydney Harbour Bridge. You Ohave to decide now whether to take a steamer across the Pacific Ocean to OAmerica or whether it would be quicker to try and take a connecting flight Ofurther north or west. ;OYou have arrived in the hot and humid city of Bangkok late at night and have Oto stay over until the next day as there are no further flights that night. OWhen you arrive in Saigon you discover that the only flights available are Obetween Saigon and Bangkok. 6OYou have arrived in Beijing, capital of The People's Republic of China. To Othe west a long railway line extends towards Russia. South lies Hong Kong and Oto the northeast is Seoul. You are tempted to fly to Seoul in order to catch Oa connecting flight to Tokyo, but you are worried as to whether the recent Oriots in the streets of Seoul will not have caused delays in air traffic. OYou have arrived at Karachi International Airport in the hope of taking a Oconnecting flight onwards. It is very hot and you are tired of travelling. OIn the airport terminal you see many beautiful Persian carpets for sale. This Oreminds you of folk stories in which one can travel by magic carpet and you Owish this were true. =OThe people in Manila are very friendly and try to persuade you to stay on Othere instead of continuing on your foolish trip around the world. OYou decided on taking the steamer from Sydney to America, but on your way the Oship calls in at Tahiti. You fall in love not only with the island, but also Oone of its beautiful inhabitants and decide not to continue on your journey. OSorry, next time you play the game you should not allow yourself to be Odistracted from your aim so easily. .OYou find yourself in a deserted wasteland of northern Siberia. You are the Osole survivor of a train accident. You are lost and soon are attacked by Owolves who tear you to pieces. Sorry, better luck next time on your trip Oaround the world. @OYou have reached the terminus of the Trans-Siberian Railway line. OUnfortunately the Russian officials will not allow you to continue East from Ohere and you are forced to retrace your steps. #OThere is no trouble in Seoul and all flights are operating normally to Beijing Oand Tokyo. GOAt last you have arrived in Tokyo and now you are feeling confident that you Owill be able to complete your trip around the world in time to collect the Omoney. KOYou are in Seattle, North America, with only a couple of days left in which to Oget back to London within the prescribed limit of 80 days in order to win your Obet. Unfortunately there are no means of travelling East from here. OYou have spotted the Golden Gate Bridge at the entrance to San Francisco. The Obay area is shrouded in fog and you are a little worried about landing safely, Obut the pilot is skilled and you touch ground safely. After this slightly Ofrightening experience you are not sure whether to risk a flight east to New OYork or whether to make a slight detour South or north. OIn Ottawa you have to decide whether to fly northeast via Iceland to London or Owhether to fly south to New York's John F. Kennedy Airport to catch a Oconnecting flight to London. The first route is quicker but if the weather Oturns bad flights are apt to be delayed. On the other hand flights from JFK Oare usually heavily booked and you may have to wait for a seat to become Oavailable as you have not reserved a seat in advance. OBad Luck. The plane crashes in a snow storm. You were so close, yet so far Ofrom winning. Better luck next time. ,OFinally you are in New York. There's not much time left to complete your trip Oaround the world in 80 days. 5OIn Los Angeles you realize that the weather has cleared. You wonder whether Oyou should go north to San Francisco or take a flight eastward to New York. OIn your haste you misread the Boarding pass the airline clerk handed you and Ofind you are in New Orleans instead of New York. You hasten to correct your Oerror as time is running out if you want to win your bet. OYou are now in a tearing hurry to reach London on time. OOh Dear! Your flight was hijacked and after spending two exhausting days Olocked up in the plane, you are rescued to find that you are in Chile. You Odo not know whether to choose to go north to Los Angeles or east to Argentina. OYou are in Buenos Aires, Argentina. There are flights east to Cape Town, OSouth Africa from where you may be able to get a direct flight to London. OOtherwise there are flights west to Chile or north to Rio de Janeiro. OThe golden beaches of Rio are extremely inviting, but your deadline for Oreaching London on time is fast approaching and you have to hurry if you are Ogoing to win your bet. ;OYou arrive in Cape Town at the tip of the African continent in the hope of Ofinding a direct flight to London. Unfortunately owing to the policy of Osanctions against South Africa all flights North have become impossible and Othe only flights available are to Buenos Aires or Rio de Janeiro. OYou made it to London in one piece. Congratulations! The number of points Oyou have will tell you how many days it took you to complete the journey. OEast > Gare L'Est @OSouth > Gare de Lyon =OEast > Gare L'Est @OSouth > Gare de Lyon =OIn the newspaper you read that there is an air traffic controller strike which Ohas grounded all planes for the next few days. #OAir Traffic Controllers Strike at Rome's Leonardo da Vinci Airport. Delays of Oseveral days are expected and travellers are advised to use trains instead. OTravel to Moscow can be fun. There is much to see and do in the capital of ORussia. Contrary to popular myths food is plentiful and good in the Orestaurants for travellers at least. The average Russian is hospitable and Ofriendly. Flights to Moscow are cheap, although they can occasionally be Osubject to delays. ?OTravel to Moscow can be fun. There is much to see and do in the capital of ORussia. Contrary to popular opinion food in the restaurants for foreign Otravellers is good and plentiful. Flights to Moscow from East Berlin are Ocheap, although they are sometimes subject to delays. ORailways of the World. ;OContinuing our feature series on great railways of the world. OThe Trans-Siberian Express follows one of the longest routes in the world from OMoscow in Eastern Europe all the way to Vladivostok on the Eastern seaboard of OAsia. The journey takes 5 days. At Krasnoyarsk the traveller has the option Oof going on to Vladivostok or going southeast through Ulan Bator to OBeijing. FOGreat Railways of the world. 5OContinuing our feature series on the great railways of the world. OThe Trans-Siberian express from Moscow in Eastern Europe to Vladivostok on the OEastern seaboard of the great Asian continent is a must for the adventurous Otraveller. The journey takes 5 days. At Krasnoyarsk the traveller has the Ooption of taking the southeast branch-line through Ulan Bator to Beijing. OSingapore Airlines - regular flights thrice daily to Kuala Lumpur. OCathay Pacific - once daily flights to Hong Kong. OAir India - regular flights to Calcutta. )OKLM - flights to Djakarta every three hours. %OSingapore Airlines - regular flights thrice daily to Kuala Lumpur. OAir India - regular flights twice daily to Calcutta. OCathay Pacific - a once daily flight to Hong Kong. OAir Indonesia - regular flights every three hours to Djakarta. OYou have arrived at Karachi International Airport in the hope of taking a Oconnecting flight onwards. It is very hot in Pakistan and you don't really Owant to stay over here longer than is necessary. !OYou have arrived in Vancouver and wonder if you aren't too far north to fly Otowards London or whether going directly east across Canada is possible. OYour friends and you have recently read Jules Verne's story, "Around the World Oin Eighty Days". You claim that nowadays it is possible to go around the Oworld in much less time than Phineas Fogg and Passepartout took in the story Obecause air travel was not available to them a hundred years ago. Your Ofriends laugh at you and bet you a million dollars that if you left OLondon immediately without making any travel arrangements in advance, you Ostill would not be able to complete a journey around the world in eighty days. O QOYou accept the bet and set out from London immediately that very day. You Ointend to travel around the world in roughly an easterly direction. O QOInstructions to play this game: In order to move from one place to the next Oall you have to do is type the direction you want to travel in and press O. The directions available are: North, South, East, West, Northeast, ONorthwest, Southeast, and Southwest. You may abbreviate these to: N, S, E, W, ONE, NW, SE, and SW. You can also read things mentioned by typing: READ [the Othing to be read]. If it has two parts, use _ to join. If you go to the same Oplace twice, the second time round the place description is short. To see the Ofull description again, type LOOK. Some directions are not possible from a Ogiven place, but there are many ways or routes by which you can make your Ojourney. IO +u &O GOOD LUCK ON YOUR TRIP AROUND THE WORLD!  END OF FILE GOOD LUCK ON YOUR TRIP AROUND THE WORLD! 62 3000 2 3 0 52 205 0 0 0 0 197 23 NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE FALSE none none none none none none none none none none none none none none none TRAVEL_BY * none none none none none none none none none none none none none none none none none none none none TRAVEL_BY * none none none none none none none none none none none none none none none none none none none none none none none none none none none none none none none none none none none none none none none none none none none none none none none none none none none none none none none none none none none none none none none none none none none none none -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 1 2 -1 0 -1 0 3 2 -1 0 -1 0 5 3 -1 0 -1 0 8 2 -1 0 -1 0 10 2 -1 0 -1 0 12 2 -1 0 -1 0 14 1 -1 0 -1 0 15 4 -1 0 -1 0 19 3 -1 0 -1 0 22 1 -1 0 -1 0 192 3 -1 0 -1 0 23 4 -1 0 -1 0 27 5 -1 0 -1 0 32 6 -1 0 -1 0 38 4 -1 0 -1 0 42 4 -1 0 -1 0 46 4 -1 0 -1 0 50 4 -1 0 -1 0 54 2 -1 0 -1 0 56 3 -1 0 -1 0 59 3 -1 0 -1 0 62 6 -1 0 -1 0 68 2 -1 0 -1 0 70 4 -1 0 -1 0 74 4 -1 0 -1 0 78 4 -1 0 -1 0 82 2 -1 0 -1 0 84 2 -1 0 -1 0 86 5 -1 0 91 5 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 96 2 -1 0 -1 0 98 5 -1 0 -1 0 103 4 -1 0 -1 0 107 3 -1 0 -1 0 110 2 -1 0 -1 0 112 3 -1 0 -1 0 115 3 -1 0 -1 0 195 2 -1 0 -1 0 118 5 -1 0 -1 0 123 6 -1 0 -1 0 129 2 -1 0 -1 0 131 2 -1 0 -1 0 133 2 -1 0 -1 0 135 3 -1 0 -1 0 138 1 -1 0 -1 0 139 3 -1 0 -1 0 142 3 -1 0 -1 0 145 3 -1 0 -1 0 148 4 -1 0 -1 0 152 2 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 154 2 -1 0 -1 0 156 2 -1 0 -1 0 158 2 -1 0 -1 0 160 2 -1 0 -1 0 162 5 -1 0 -1 0 167 4 -1 0 -1 0 171 7 -1 0 -1 0 178 6 -1 0 -1 0 184 4 -1 0 -1 0 188 4  -1 0 -1 0 Londonn fornia 9nonenoneP(Pariss Charing Cross Station innonenoneN  Amsterdamm at the entrance to tnonenoneN  FrankfurttStockholm in the nortnonenoneN Romee6terdam, Berlin or Athens.nonenoneN Brindisiithe waiting room. nonenoneN Athensss to Athens and steamersnonenoneN  Outside Suezzved in Athens. nonenoneN  Gare de L'Esttport you came frononenoneT$ Gare de Lyonn nonenoneN(KarachinonenoneN West Berlinnived at the Gare denonenoneR Icy Baltic Seaably shorten yournonenonet East Berlinnr luck next time yononenoneR $Moscoww so that you are not ablnonenoneN  Leningradd nonenoneP( Krasnoyarskks time to move on anonenoneN#$ New Delhiianch lines. nonenoneN  Himalayassize money is too tempnonenonetBombayyu die of exposure. SorrnonenoneACalcuttaa nonenoneT Singaporeee East the true OriennonenoneN Kuala Lumpurrlines. nonenoneN Hong Konggts left for the day, nonenoneN!Djakartaato get around the worlnonenoneN Sydneyy nonenoneN"Bangkokknorth or west. nonenonePSaigonn over until the next daynonenoneTBeijinggSaigon and Bangkok. nonenoneP%nonenonenoneynonenonenoneyManilaais were true. nonenoneN&Tahitiinstead of continuing on nonenoneTSiberiaaed from your aim so easnonenonep Vladivostokkorld. nonenoneTSeoull7d you are forced to retrnonenoneZ&Tokyoo8yo. nonenoneP!'%Seattlee nonenoneN()& VancouvernonenoneP'* San Franciscooately there are nnonenoneN'-.Ottawaa whether to make a slighnonenoneP,(+ Reykjavikkas you have not resernonenonepNew Yorkking. Better luck nextnonenoneN*.4 Los Angelessorld in 80 days. nonenoneN)0 New Orleansso north to San FrannonenoneN,/)MIAMII7s time is running out ifnonenoneN.2Santiagooow in a tearing hurry nonenoneN-1 Buenos Airesshether to choose tnonenoneN230Rio De Janeiroo are flights wesnonenoneN/1 3 Cape Townnin your bet. nonenoneT12Londonny flights available are nonenonepnonenonen SIGN_BOARDill tell you B A sign_board at the entrance to the Paris Metro. GN_BOARDill tell you none SIGN_BOARD l tell you how many days it took you to complete the journey.   NEWSPAPERare de Lyon N A discarded newspaper lying on a bench in the waiting room.  WSPAPERare de Lyon none NEWSPAPER e de Lyon =  TRAVEL_MAGAZINEe expectN An English travel_magazine with tips for world-wide travel. ENGLISH_MAGAZINE expectnone TRAVEL_MAGAZINE expected and travellers are advised to use trains instead.    SUNDAY_TIMESugh they arN In your hotel there is a copy of last week's Sunday_Times. LAST WEEK'SES h they arnone SUNDAY_TIMES h they are sometimes subject to delays.   TRAVEL_BROCHURES the so: Travel_brochures from competing airlinesSEVERAL_BROCHURES he sonone TRAVEL_BROCHURES he southeast branch-line through Ulan Bator to Beijing.   ͻ ͹ ͹ AROUND THE WORLD IN EIGHTY DAYS ͹ ͹ #͹ ͹ by ͹ ͹ #͹ ͹ (c) Lloyd Holliday ͹ ͹ version 1.1 ͹ ͹ ͼ A   ADVENTURE GAME TOOLKIT (AGT) REGISTRATION/ORDER FORM Remit to: Softworks 43064 Via Moraga Mission San Jose, California 94539 You can also order by phone using your Mastercard or VISA by dialing (415) 659-0533, 12:00 Noon to 9:00 PM., PST ONLY, Monday to Friday. ___ AGT Registration .! @ $ 20.00 ea $ _ includes: (1) Notice of all future AGT upgrades, new AGT Adventures and related AGT products. (2) Latest version of the program, sample Adventure game source files (CAVE, CRUSADE, UNDERGND, ALICE and others), and summary documentation on disk. Over one megabyte of program and data files -- ARCed on two disks. Normally, these disks will not be sent until the next AGT upgrade. If you wish these disks sent immediately, put a check mark here -> _ (3) Telephone support from 7:00 to 9:00 PST (M-F). (4) A warm glow from having supported at least one of the many Shareware products you probably use. (5) The AGT authors' eternal gratitude. ___ Above with printed AGT manual . @ $ 35.00 ea $ _ includes: Above items plus printed manual about 200 pages long with numerous detailed examples on how to use the Adventure Game Toolkit to create very professional and very clever Adventure games. The printed AGT manual has approximately twice the amount of information as contained in the summary disk documentation. ___ Printed AGT manual (Only) . @ $ 20.00 ea $ _ ___ UPGRADE to the newest AGT version (Only) . @ $ 12.00 ea $ _ includes: Latest version of the program, sample Adventure game source files (CAVE, CRUSADE, UNDERGND, ALICE and others), and summary documentation on disk. Over one megabyte of program and data files -- ARCed on two disks. ___ AGT Pascal source code . @ $ 50.00 ea $ _ includes: Pascal source code (either IBM, Atari ST or Mac) for AGT's COMPILE and RUN programs. Over 10,000 lines of Pascal source code (be sure to specify which machine's Pascal). YOU MUST BE A REGISTERED AGT USER TO ORDER THE SOURCE CODE! Orders are normally shipped by US mail at no additional charge. For UPS shipment, please add $4.00.@ $ 4.00 ea $ _ For shipments outside the United States, please add @ $ 8.00 ea $ _ 4Subtotal _ (California residents please add 7% sales tax) Tax _ ?Total $ _ Payment by: ( ) Check ( ) MasterCard ( ) VISA ( ) Cash ADVENTURE GAME TOOLKIT (AGT) REGISTRATION/ORDER FORM -- PAGE 2 Name: _< Company: _< Address: _< : _< State: _ Zip:_ Day Phone: _ Eve: _ Card #: _! Exp. Date: _ Signature of cardholder: _, Version desired: _ Macintosh _ IBM 5 1/4 _ IBM 3 1/2 _ Atari ST - User comments - I acquired the Adventure Game Toolkit (AGT) from [ ] - Friend [ ] - Disk Vendor [ ] - Computer Club [ ] - Computer Store [ ] - CompuServe [ ] - BIX [ ] - GEnie [ ] - The Source [ ] - Electronic Bulletin Board [ ] - Other - Please Specify _ We would also appreciate any input you would care to give concerning AGT. If you have any ideas or comments that would make AGT a better system, then please let us know. We value your comments and/or suggestions: _D _D _D _D "=F THE ADVENTURE GAME TOOLKIT LIBRARY ORDER FORM =F Please order all AGT adventure games by title and disk number to avoid ordering problems. All AGT adventures are $4.00 per adventure or 5 adventures for $14.95. Please send check or money order and include $1.00 shipping and handling on orders under $10.00. -F DISK TITLE -F 1 ADVENTURE GAME TOOLKIT MASTER DISK 2 CAVE 3 CRUSADE 4 UNDERGROUND ADVENTURE 5 QUEST 6 SQUYNCH 7 PARANOIA (Check for Availability before ordering) 8 BIG DATE 9 ELF (A CHRISTMAS ADVENTURE) 10 ALICE IN WONDERLAND 11 DEENA OF KOLINI 12 DRAGONSLAYER 13 GHOST TOWN 14 LOTTERY 15 CTA 16 LASAR 17 THE MYSTERY OF ST. JOSEPHS 18 AROUND THE WORLD IN 80 DAYS 19 A DUDLEY DILEMMA 20 STAR PORTAL 21 SUSAN: A LUSTFUL ADVENTURE 22 TAMORET 23 PORK I (A Parody) 24 PORK II (A Praody) (Check for Availability before ordering) 25 LOVE'S FIERY RAPTURE (Check for Availability before ordering) 26 TARK 27 RING -H ORDER FORM -H ENTER DISK NUMBERS: _ _ _ _ _ _ _ _ _ _ _ _ TOTAL NUMBER OF DISKS .) _ AMOUNT INCLUDED IN CHECK OR MONEY ORDER . _ NAME _C ADDRESS_A CITY _ STATE _ ZIP _ -H PLEASE FORWARD YOUR ORDER TO: Computer Publications, Unltd. P.O. Box 2224 Arvada, Colorado 80001 ,=F THE ADVENTURE GAME TOOLKIT GENERAL INFORMATION =F This text adventure was created with the ADVENTURE GAME TOOLKIT and brought to you by SOFTWORKS (developers of AGT) and COMPUTER PUBLICATIONS, UNTLD. CPU maintains a library of AGT titles for the Atari ST/MEGA with over 25 adventures currently available. The adventure on this disk has been compiled and is ready to run and enjoy. Simply double click on the RUN.TTP program which is included on this disk, type in the name of the adventure (no extender is needed) and you're ready to delve into the world of adventure. Nearly all of the titles in our AGT library were acquired directly from Softworks. However, if you have a problem with a particular game, please let us know the adventure title, disk number and the exact nature of the problem. Problems related to a programming nature will be checked out and forwarded to Softworks. CPU's only guarantee is disk replacement in the rare case of a bad disk, but we will follow up on any other problems you encounter. CPU cannot, however, answer questions related to solving any of the AGT adventures. Please read the other text files included with this disk. There are 2 order forms included. One is for registration of your copy of the Adventure Game Toolkit with Softworks and the other is an order form for other AGT text adventures which are available from CPU. Thank you for your order. `6N o"h#H#L#PBbByTNdbNV/.?<NAN^ _XNNV?</NAN^NuNV/.?<;NAN^ _XNNV?./. ?<NNAN^ _\NNV?<ONAN^NuNV?.?<NMN^ _TNNV?.?. ?<NMN^ _XNNV?<NNN^NuNV?.?. ?<NNN^ _XNNV?<NNN^NuNV?.?. ?<NNN^ _XN/,HNVAP-HN A "Op"QNN=@2<,A\69mC_DBd =@`t=B0.N^,_ _N/,HNVAD-HN 0. 2<ȰA\6<CVDBd?. N?N=@`=@0.N^,_ _TN/,HNVAp-HN p=@2<=A49m=B`8?.Nl=@rAf 4.6.CA:"p06)C=BRn0.no2.=A0.N^,_Nu/,HNVAl-HN p=@2<=A49m=B`4?.NrAf 0.4.BA:"p 4)B=@Rn0.no2.=A0.N^,_Nu/,HNVA-HN 0. 2<Af49t=B`tBf69t=C`vC\:9mE_FDd@A:"p0)=@`l8<ȰD\29mA_BFd@A:"p0)"=@`:4<,B\69mC_EFd@A:"p0)=@`z=E0.N^,_ _TN/,HNVA-HN 0.2<ȰA\69mC_DBd$ n @C:$qjp Q`J4<,B\:9mE_FDd$ n @C:$qjp Q` n x  n /N n /p/?< r/N44Bd CN^,_ _\N/,HNVA|-HN 09mrAod4<,=B=@`J0.@A:"p0)2.AW0.@"p0)@Bd0.@"p0. 3@Rn0.noN^,_ _XN/,HNVA-HN p=@29=AA:"p2)tBn r=A`29=A"p2)vCo<09=@A:"p?)N=@rAW69=CWĄD=B`v2<=A89m=D`V?.N=@2.AA:"p2)4.B"p 4)BtBW89=DWņECAd=BRn0.no0.=@0.N^,_Nu/,HNVAd-HN p=@ n r  n N /?x/NZ:EBdVN Hz?<N 4.B"p / ?N ?<)?/N46Cd6. CA~ 800=D0`ZHn/Hz v/N48Dd8. DA:0@=E0`&Hn/Hz /N48Dd8. DAt:0@=E0`Hn/Hz x/N4:Ed:. EAw<0P=F0`Hn/Hz T/N4:Ed:. EA|<0P=F0`Hn/Hz /N4:Ed:. EA{<0P=F0`\Hn/Hzz/N4<Fd<9=F0`2Hn/Hz|/N40@d0. @A40=B00.0tBoVHn/Hzv /N48Dd8. DA{:0@=E2`"Hn/Hz/N48Dd8. DA|:0@=E2`Hn/HzV/N48Dd8. DA:0@=E2`Hn/Hz/N48Dd8. DAB:0@=E2`Hn/Hz/N48Dd8. DA~":0@=E2`ZHn/Hzx/N4:Ed:. EA<0P=F2`&Hn/Hzj/N4:Ed:. EAt<0P=F2`Hn/Hz0z/N4<Fd<. FAw00`=@2`Hn/Hz/N4<Fd<. FA~00`=@2`Hn/Hz/N4<Fd<. FA{00`=@2`\Hn/Hz|/N40@d09=@2`2Hn/HzNp/N44Bd4. BA60 =C20.0tBn6. 8<ȶD\<9mF_AEd,CA:"p0ER"O2r"QNz`b2<,A\09m@_BEd,CA:"p0ER"O2t"QNz`AnO"OtQNz`HyoH/NHyo WC2p"Q/NXp=@2.2=A.`j09trAmt3tNXHyo WC2p"Q/NXHz?<Hn?r/NZ4Hy0/?<Lv/NZ8D89=:9=¸EWF/A0"Op"QN$F@@Bd`Hy0p/Hzr/N44Hy0/?<Lv/N48D89tD:9t<9=29=¼AV@EBd09@dTN Hzd?<N FA:"p`/ ?><< LOOKFor some reason, you can't see anything here.It is pitch black. You can see nothing, not even your hands./,HNVAj-HN Hn NHyp/Hzr/N44Bd"AO"O1t0QNz`Hy/Hzt/N46/?9~N&29=AVBCdXAA:"p0)@d"C6O$O#p"QNz`CO$O/p.QNz`09~4<ȰB\89mD_EzEWƆFCdHn N?9~NF@/?9~N" tBWFCC@dNN HzT?< N Hn ??<N n0(C3Hq??<N Hn?0)rdAoNN Hz?<0N Hn ?A$O"O6p5QNzAO"O:p9QNz` A "Op"QN F@r.$tB_ÀC@dHn NHn0.@e p=@` p=@A O"O2r1QNybHnr /N441BHn?<HnNNX n/CR$O4p$QN _1@Hn?<HnNNX n/CR$O4p$QN _1@Hn?<HnNNX n/CR$O4p$QN _1@"Hn?</NNXRn0.no2<,=A09m=@`T0.@A:"p-IHn?<HnNNX n/CR$O4p$QN _1@Hn?<HnNNX n/CR$O4p$QN _1@Hn?<HnNNX n/CR$O4p$QN _1@Hn?<HnNNX n/CR$O4p$QN _1@Hn?<HnNNX nHnp/Hzr/N441BRn0.noHnNNBgBgNND0.@d\AO"ONzA\O"O-p,QNzNXA2O"OpQNd=@@dHnNN^,_NuRUN.TTPPlease re-insert the Adventure Game Disk now.can_shootlockedonopenhasTRUEverboseFile changed since this game was saved - can't restore" - can't restoreSaved from game "Hit RETURN when ready to proceed Please insert the disk with the saved game on it now.Does File exists on another disk ( y/n )? File not found, can't restore .$AVName saved under ( 1-8 characters, CR to abort ): /,HNVA-HN A$VCT?<:?Hn$p/HzvBN44Hn$/Hz^v/NZ8DBdrAO"OItHQNzN Hz?<2N Hnp=QNzAzO"ONzAO"O=p<QNzAO"O=p<QNzA4O"O?p>QNzAO"ONzN^,_Nubetter having let out some steam, but nothing else has changed.your shriek causes the very ground to vibrate. You feel much Your voice echoes loudly through the area, and the volume of YYYYAAAAAAAUUUUUUGGGGGGGHHHHHHH YAI YAI YOW! AAAAUUUUGGGHHHH!!/,HNVAh-HN BgNHy^Hzx?<NPNrAfp3`A*O"O&p%QNz?<NN^,_Nu *** Printer is not ready to Print ***PRN:/,HNVA -HN p3Hy^NN^,_Nu/,HNVA-HN p3tA?<:N Hn$?N ?<.?QNzN^,_ _0NHowever, you don't learn anything that you didn't already know.chatting about the You spend a few minutes in pleasant conversation with the just listens to you, but remains strangely silent.The can't talk back! is kind of silly, since the Talking with the You can only talk with one person at a time about one subject at a time!all/,HNVA-HN A$"Op"QNN=@A "Op"QNN=@Hn$NHn NHn$p/Hzr/N44Hn /Hz/N46CBd"A`O"OHtGQNz`49~6<,C]:9mE^ƈFDdN Hz?< N Hn$?N Hz?<'N _R"O2x"QNzN Hn$?x/N4<Fd|3t`HnT/Hz /N4<Fd|3t`HnT/Hz /N4<Fd N``nHnT/Hz |/N4:Ed@A<"O"QA$"Ot"QA "Ot"QN`HnT/Hz `/N4:Ed@A<"O"QA$"Ot"QA "Ot"QNg`HnT/Hz /N4:Ed N`HnT/Hz/N4:Ed N`vHnT/Hz/N4:Ed NHZ`RHnA<"O"QA$"Ot"QA "Ot"QN*`HnT/Hz/N48DdA<"O"QN.`HnT/Hz/N48Dd>A<"O"QA$"Ot"QA "Ot"QN`HnT/Hzt/N48Dd>A<"O"QA$"Ot"QA "Ot"QN`@HnT/Hz/N48DdA<"O"QN&`HnT/Hz/N48DdA<"O"QN҄`HnT/Hz/N48DdA<"O"QN`HnT/Hzrx/N46CdN:@e`09=@A:"p0)rAf"CO$OAp@QNz`CO$O8p7QNz`A<"Op"QN`HnT/HzR/N46Cd@A<"O"QA$"Ot"QA "Ot"QN2`HnT/Hz/N46Cd@A<"O"QA$"Ot"QA "Ot"QN7,`XHnT/Hz/N46Cd@A<"O"QA$"Ot"QA "Ot"QN=`HnT/Hz>/N46CdA<"O"QNAT`HnT/Hzv/N4<FdA<"O"QNE2`HnT/Hz/N4<FdA<"O"QN.,`bHnT/Hz| /N4:EdA<"O"QN0l`,z.TxDoA&O"OrQNzN^,_ _`NSorry, you can't do that....EXTINGUISHLIGHTCHANGE_LOCATIONSPLAYPULLPUSHTURNFor some reason, you can't see or examine anything here.It is pitch black. You can examine nothing, not even your hands.EXAMINEREADEATDRINKUNLOCKLOCKCLOSEOPENASKTELLTHROWPUTREMOVEDROPWEARALLGETYou need to specify a Noun!MAGIC_WORDRESTORESAVEFIREATTACKQUITBRIEFVERBOSELIST_EXITSEXITSLISTYELLUNSCRIPTSCRIPTWAITHELPINVENTORYSHOWSCORELOOKso you decide not to after all. suddenly seems rather useless, the To DOORSDOOR/,HNV>AX-HN AtC@p"QA@"Op"QNd@dA,O"O*p)QNybHnN~p.?Nv2AHnp/?<Nr/NZ4BdNBgBgNp=@>HymHyt?R@=@>rAfNXp=@>Hym?<PHnXNNXAXR"O2p"QNzHzD?< HnX?0. rAg??<N<`@A:"p0. 3@N^,_ _XN/,HNVA>-HN p=@0.2. AV6<C]DBd R@=@`0.=@0.N^,_ _TN/,HNVA<-HN p=@0.2. AVv C]DBd R@=@`0.=@0.N^,_ _TN/,HNVA(n-HN n"Op"QN=@29ztBg=A09x3z09.@=@@d(N Hz)?< N n/??.HnNx?.Hn@NxN Hz#?<N Hn??. NN(rAW0.@A:"p0) 6.C\DBd=ARn0.no`09trA^=B`09trA]=B`N2.AW=B`N2.A^=B`N2.A]=B`p?.N=@`^?.N2<AW=B`D?.NrAW=B`,?.NrAW=B`?.NrAWFB=B`?.N29=AW=B`?. 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Close Exit Open Enter Read East Examine  West Drop South <+> Down Get North <-> Up Function Keys Cursor Keys KeypadYou may use a single key to enter many of the most common commands:Explain Keys:/,HNVAz-HN ACp=@NN^?< NAT2Ad?<Nl-@2.tBW89tDCddAC6.`AlCvQ`ANCvQ`A2C`AC`tACvQ`\AC`DAC`,ACvQ`ACvQ`AdCvQ`AFCvQ`A(CvQ`AC vQ`AC`ACvQ`lAC`T`PC; CbVnf~ C'g`Hnv/Hz/NZ:Ed^z=E?< ??<?<N2`29tAdp.?N@p.O ONp.r AgBN Hn? to continue --/,HNVAh-HN p=@ n02. 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SYQa@%oNˏ'?9x!7I|o|@Eŭ+E75vV 9@{pvPFloating point overflowFloating point division by zero HNuH $ _ gLeHd/L $NuHy <`Hy HNt`t _"_ gR e6G $S" geb"*f&"`&A%S"`&J`а|gb<|fP"9 gH$A# `:"9 g6$A# `("9 g$$A# ` @ g"9 g $A# "`"EH&R"$b Hy (NJgr"Qd2`"SjN _"_ " gLeHdgR m @ e@E "fB#@B$`p&A"+ef "'I`Z"#@B$`L$K`ư| f" # `4|f" # ` |f" # ` " # NHeap overruns stackPointer NILPointer not in heapH> _0"_e /L>NuHy N/B9f/|fNuH> _0 @f0"|<NuH> _4SBkt82$_rAbd0 @f0"|<NuH> _4k2SAk0"_p6B@bE0)CS@kQ/L>NuH> _2$_r0 @f0"|<NuH> _4kF2SAk>0 @f0"|<NuString overflow _pJ.g 0( hNVg4 ( hg( hH`0( hNVg ( hg hHfXgr"ODd2Sk "Sj` _"yHe Hy fNN#n#j .f -| V`-| V nNнjf ynNStack overruns heapH?r _z gBjDRE"g8jDRE$6HBJBg8HAJAf,HBJBf$ւi EdD.` $HB8`B/L?rNu0NvDNHr|` Hr| _z f0NjDRE"g`jDREdJgR(`DfxJg<`DxSDbb JgHA8`"tcRЀ`xeWJg(MdD.`B/LrNu _(N _0/Ho |3FJyDfXNX/#"|a "_a"|aJyTg y9BgNA/ ?< NA\Nu09DNu09FByFNu _3DNByFNu *** *** Copyright 1986, CCD and OSS, Inc. @&6,D(D:$.0$f  $H B  ^ 2   (   &  V6 X6D "  ,       $  *   ,   X               "     . 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MoQUEST TOS 赜 I#a0 #b0 #c7770007000600070055200505552220770557075055507703103 #d - #E 98 02 #W 00 00 0A 01 1E 17 08 A:\*.*@ #W 00 00 0D 08 15 0B 00 @ #W 00 00 0E 09 15 0B 00 @ #W 00 00 0F 0A 15 0B 00 @ #M 00 00 00 FF A FLOPPY DISK@ @ #M 00 01 00 FF B FLOPPY DISK@ @ #T 00 03 02 FF TRASH@ @ #F FF 04 @ *.*@ #D FF 01 @ *.*@ #G 03 FF *.APP@ @ #G 03 FF *.PRG@ @ #F 03 04 *.TOS@ @ #P 03 04 *.TTP@ @ " To play an AGT Adventure Game: Double Click on "RUN.TTP" then Type in the filename of the adventure (ex: CAVE), then press . ]` &|``Nqpouchpouch large pouchgemsuit of armourkey small bagbottlescrollweapon small chest small chestchestchest large chest huge chestchest Alchemist BarbarianClericDruidFighter IllusionistJesterKnightMonkNinjaPeasantRangerSmithThiefWizardfistdaggerclub shortswordmace longsword morningstar broadsword war hammer battleaxetwo-handed swordnopaddedleatherscaleringchainXXplateX adamantiteAppar open chest @Luminorlight @Res Venidentify (item) @ Magi Venidentify (spell) @ Tweedle Deeduplicate item @ Tweedle Dumdisintegrate item @Mittarmagic missile @Fulgar fireball @(Scarumfear @Mortem @ of deathK Ex Materia@ of banishmentZFar Paneenchant weapon @Far Moruenchant armour @Des Morudestroy armour @Lothar@ of protection(Sanitas healing @(Yoho teleport @2Interam@ of monster summoningUnar Doh@ of depth detectionEndor@ of experienceorange @ healing @red @@ of extra-healingblue @ @ of speedgreen @ @ of strengthclear @@ of holy wateryellow @ cure poison @tan @@ of paralysationpurple @ @ of delusiongolden @@ of Nitroglycerinecloudy @@ of levitationsmoky @invisibility @bubbly @poison @blue @glass @yellow @ @ of lightgreen @@ of The Bellhop (up)red @@ of the Bellhop (down)black @ @ of darknessbrown @@ of permanenceviolet @@ of concussiondark @@ of disintegrationclear @@ of advancementwhite @@ of teleportation sparkling @semi-precious @uncut @ precious @solid @iron @brass @silver @ emerald @ skeleton @   HGE  HD  HELO  HHEDGLO   HGE  GL    HE H  HHEDGLO    HELHD  HEDGLOHEA goblingoblinAn orcorc  A shriekershrieker  i A troglodyte troglodyte   A hobgoblin hobgoblin    A dark elfdrow   A bugbearbugbear  An ogreogre  A rust monster rust monsterA carnivorous apeape A one-eyed giantcyclops An impimpeA hideous gargoylegargoyle A quasitquasit$ eeA 5-headed hydrahydra $  A shriekershrieker  iAn emaciated figurewight 0 fAn armoured warriorwarrior2A lesser guardianguardian 2 gA two-headed giantettin <A 5-headed hydra pyrohydra(K ggA greater guardianguardian2PgA xornxorn2Z A small black dragondragon<d A stone statuegolem <d  A beholderbeholder2dhA small red dragondragon<xgA 3-headed dragongorynychHxAn iron statuegolem Hx A large red dragondragonP g A large batbatA giant centipede centipede  A large batbat A giant ratrat A giant scorpionscorpion   e A huge spiderspider  eA carrion crawlercrawler kkkjkA giant lizardlizard A giant lizardlizard  A purple wormworm ( A lizardman lizardman   A water snakesnake    A giant crabcrab $A giant octopus(jA ghoulghoul   A ghoulghoul   A ghoulghoul  A ghoulghoul  An emaciated figurewight 0  fAn emaciated figurewight 0  fA shadowy figurewraith$K  fA shadowy figurewraith$KfA large black figuredemonB}hA large black figuredemonB} hA large black figuredemonB} hA large black figuredemonB} hA huge black creature pit fiendPgA huge black figure greater demonc hA huge black figure greater demonc hThe Great Evil Great Evil   gfhz8<D6<><4<|(o*lNNR55N+| <*><LHND=.<I/>N"-.NNvN0GgNNv;GD mDg`|NqNNGQUEST requires High or medium resolution Press any key to exitNN~HNN2< N~DGNvN*~=A .6<N,~ =A .6<N,~ =A .6<N,~=A .v!N,~2=A .v!N,*~2=A .6<N,~2=A .6<N,~2=A .6<N,*~=~=~ =A .v#N,~=~=~ =A .v#N,~=~=~ =~=A .v$N,~=~=~ =~=A.v$N,*~=A .6<N,~=A.6<N,~=A.v!N,~=A$.v!N,~=A,.v!N,~=A4.v!N,~=A<.v!N,*~=AD.v!N,~=AL.v!N,~=~=AT.v"N,~=A\.v!N,* ~=Ad.6<N,~=Al.v!N,* ~ =~=At.v"N,~ =~=A|.v"N,* ~ =A.v!N,~ =A.v!N,* ~=A.v!N,*;|F>-F=A.v!N-NNv ^0RmFNv mFo*;|F>-F=Ad.6<N-NNRmFNv mFo*;|F>-F=A .6<N-NNRmFNv mFo*;|F>-F=A .6<N-NNRmFNv m Fo*;|F>-F=A .6<N-NNRmFNv m Fo*;|F>-F=A .6<N-NscrollN>-F=A .6<N-NN>-F=A .6<N-NN>-F=A .v!N-NNv ^0>-F=A .6<N-N @ marked ->-F=A .6<NN NRmFNv mFo.*;|F>-F=A .6<N-NpotionN>-F=A .6<N-NN>-F=A .6<N-NNRmFNv m Fo*;|!F>-F=A .6<N-NgemN>-F=A .6<N-NN>-F=A .6<N-NNRmFNv m,Fo*;|-F>-F=A .6<N-NkeyN>-F=A .6<N-NNRmFNv m2Fo**pNnNPress any key to continuerNA./NNO**2<N*+NNothing happens.2<N*,NNN*-NpNnNWelcome to QUESTrNA./NNO*-NNNpNn~H-><NrNA./NNO*-NN*.NpNnN (version 1.1)rNA./NNO*.NNNN*/NpNn><NfN`-N 1990 byN rNA./NNO*/NNNpNnNRoss McNaughtonrNA./NNO*/NN*0NpNnNfor therNA./NNO*0NNNpNnNPage 6 Library.rNA./NNO*0NNNNNN*1NpNnN!Press any key to begin your QuestrNA./NNO*1NN*2~HNN2< NNNN*3N Character name: N(A.-N NN NN*4A.NPN$N~=Nv-~NPNXNvHNv-~=~NNXNvN|NvNNv=~AFNB`0Nq.<AN N0GgNNv;GLAFN|`Nq*5A.NP0GgN;GNA.NP0GgN=~=~DGNvAFNB`JNqA.->-F=~N-N NJGf` Nq;mFN*6AFN|`Nq>-N=~N4JGf` Nq;|N*7A.-~=>-NN-N.SAVN 2<N*8A.NJGf`NqN]x*8` NqNe*9N*;>-T=>-V=>-X=A .v#N>JGg`NqN*;`Nq*<NȬ*= mXg` NqN'*>`Nq*ABmLBmZ*BN~*CNNNN What now? N~HNNN2< NNA .NN~H-N?NSEWFGLICDUPRTQ-A .N0GgN;G\NN*D m\g`6NqNNI don't know that command!NN`Nq*F>-\ Gg`"NqN*F`Nq*G` vNq>-\ Gg`Nq>-T=>-V=>-X=~=A.v$N>JGg`NqN0*G` Nq;|Z*H>-T=>-V=>-X=A .v#N> Gg`FNqSmXNv m^g`2NqNNYou stumble up some stairs.NN*I` Nq>-\ Gg`FNq>-T=>-V=>-X=~=A.v$N>JGg`NqN0*I`Nq~DGNv;GZ*J>-T=>-V=>-X=A .v#N> Gg`JNqRmXNv m^g`6NqNNYou fall down some stairs.NNSm`Nv*K>-T=>-V=>-X=A .v#N> G g`FNqSmXNv m^g`2NqNNYou stumble up some stairs.NN*L` JNq>-\ Gg`VNq>-T=>-V=>-X=~=A .v$N>JGg`NqN0*L` Nq;|L*M` Nq>-\ Gg`ZNq>-T=>-V=>-X=~=A .v$N>JGg`NqN0*M`Nq~DGNv;GL*N` ~Nq>-\ Gg`NNq mbg`.NqNNNothing to fight!NN` NqN*O` "Nq>-\ Gg`VNq m^g`6NqNNYou can't see well enough.NN` NqN*P` Nq>-\ Gg`Nq m^g`>NqNN&It's too dark to make out any writing.NNNu*Q>-T=>-V=>-X=A .v#N>=~ N<=>-T=>-V=>-X=A .v#N>=~ N<^JGf`NqNNThe plate reads:NNNN?'ACME random monster generator. Please store the activation keyNNNNin a safe place.'NN`|Nq>-T=>-V=>-X=A .v#N> Gg`NqN*Q`>NqNN'There's no inscription here to look at!NN*R`Nq>-\ G g`"NqNw*R`$Nq*S`Nq>-\ G g`NqN3T*T`Nq>-\ G g`NqN?*U`fNq>-\ G g`NqNEn*V`BNq>-\ Gg`lNqNNWhich weapon to ready:NN;|\N02<N*W;|F>-\=A.v!N-~ ^0>-\=A.v!N-~ ^0*X;|d>-F=>-d=At.v"N>=~N4JGf`-\=A.v!N->-F ^0>-\=A.v!N->-d ^0*YRmdNv mdo*Z>-\=A.v!N G>=~N4JGf`NqNN N>-\G@NvNfN`NN A N>-F=A .6<NNNA.->-\G@NvNfN`N 2<NRm\Nv*[RmFNv m FoNN 0 to cancelNN*\N12< N~H-A.-A .N-~HNnJGf`"Nq~HNNN2< N`Nq*]A .N2=~@DG^Nv;Gj>-j=~N4JGf`NqNNA N>-j=A.v!N G>=A .6<NNN --ready.NN>-j=A.v!N G>=>-j=A.v!N G>=At.v"N GSPNv>-l=>-n=At.v"N GRPNv>-j=A.v!N G>;Gl>-j=A.v!N G>;Gn*^`Nq>-\ G g`jNqNNWhich armour to put on:NN;|\N02<N*_;|F>-\=A.v!N-~ ^0>-\=A.v!N-~ ^0*`;|d>-F=>-d=A|.v"N>=~N4JGf`-\=A.v!N->-F ^0>-\=A.v!N->-d ^0*aRmdNv mdo*b>-\=A.v!N G>=~N4JGf`~NqNN N>-\G@NvNfN`NN N>-F=A .6<NNNA.->-\G@NvNfN`N 2<NRm\Nv*cRmFNv m FoNN 0 to cancelNN*dN12< N~H-A.-A .N-~HNnJGf`"Nq~HNNN2< N`Nq*eA .N2=~@DG^Nv;Gj>-j=~N4JGf`NqNNWearing N>-j=A.v!N G>=A .6<NNN.NN>-j=A.v!N G>=>-j=A.v!N G>=A|.v"N GSPNv>-p=>-r=A|.v"N GRPNv>-j=A.v!N G>;Gp>-j=A.v!N G>;Gr*f`PNq>-\ Gg`NqNR*g`,Nq>-\ Gg`NqN]*g~DGNvN*i>-b=~N4=>-b=A$.v!N G>=~NR^JGf` NqN#\*j>-T=>-V=>-X=A .v#N> Gg`NqAL.-AZ.N*k>-T=>-L^Nv;GT>-V=>-Z^Nv;GV*lNu*o>-^=~N4JGf`.NqNNYou can't go that way!NNNu*p>-`=~N4=.<AN ->-tN"N`NvND-.<EN^JGf`XNqNN6There's no exit there! You walk heavily into the wall!NNSm`Nv`4NqNNYou can't feel any exit there.NN*qNu*tNNEverything fades around you...NN.<AN -.<DN`NvND-.<CNNvN0GgNNv;GT.<AN -.<DN`NvND-.<CNNvN0GgNNv;GV*u>-T=>-V=>-X=A .v#N> Gg`Nq.<AN -.<DN`NvND-.<CNNvN0GgNNv;GT.<AN -.<DN`NvND-.<CNNvN0GgNNv;GV`PNq*v>-T=>-V=>-X=A .v#N>JGg` NqN*wNu*zNNWhich spell to cast:NN~?~?N.XO*z;G\ m\g`NqNu*{Bmv>-\=A .v!N GSPNv>-b=AD.v!N G> Gg`NqNA.NNNu*|>-^=~N<=>-\=~ND^JGf`NqNN(You misread the words in the darkness...NN.<AN -.<CN`NvNDN0GgNNv=A.v!N G>;G\``Nq.<AN ->-\=A .v!N G>N"N`NvND->-xN"NJGf`NqNA.NNNu*~>-\ Gg`NqNt*` 2Nq>-\ Gg`bNqNN+The spell produces a globe of yellow light.NN>-^G(Nv;G^;|v*` Nq>-\ Gg`.Nq;|z;|,|N\*;|v*` Nq>-\ Gg`.Nq;|z;||N\*;|v*` JNq>-\ Gg`NqNNChoose an item:NN~?~2?N.XO*;GFNNAnother N>-F=A .6<NNN appears!NN>-F=A .v!N GRPNv;|v*`Nq>-\ Gg`NqNNChoose an item:NN~?~2?N.XO*;GFNNThe N>-F=A .6<NNN disappears!NN>-F=A .v!N GSPNv;|v*`Nq>-\ Gg`Nq mbg`NqNA.NN`NqNNA bolt of blue light hits the N>-b=A.6<NNN!NN>-b=A$.v!N->-b=A$.v!N G>=~DG^Nv ^0*`Nq>-\ Gg`Nq mbg`NqNA.NN`NqNNA globe of fire hits the N>-b=A.6<NNN!NN>-b=A$.v!N->-b=A$.v!N G>=~DG^Nv ^0*`4Nq>-\ G g`Nq~=>-~=~DG^Nv=~AFNB`Nq>-F=A.v!N G>=>-TN<=>-F=A.v!N G>=>-VN<^=>-F=A.v!N G>=>-XN<^JGf`Nq>-F=A\.v!N-~ ^0*AFN|`dNqNN Spell cast.NN;|*`.Nq>-\ G g`zNq>-b=~N<=>-b=AD.v!N G>=~N<^JGf`NqNA.NN`Nq>-b=A$.v!N-~ ^0*`Nq>-\ G g`zNq>-b=~N<=>-b=AD.v!N G>=~ND^JGf`NqNA.NN`Nq>-b=A$.v!N-~ ^0*`Nq>-\ G g`Nq>-n=~N<=>-l=~N<^JGf`NqNA.NN`-\ G g`Nq>-r=~N<=>-p=~N<^JGf`NqNA.NN`-\ Gg`Nq mpg`NqNA.NN`VNqNN1Your armour turns to dust and falls to the floor!NNBmpBmr;|v*``Nq>-\ Gg`VNqNN.You are surrounded by a curtain of blue light.NN;|*`Nq>-\ Gg`>NqNNYou feel much better.NN;m`*`Nq>-\ Gg`Nq;|vN1*`Nq>-\ Gg`NqN*`bNq>-\ Gg`NqNN The numberN~=>-X0GgNNN+appears in glowing digits before your eyes.NNA.-NGN=A.-NDN^JGf`JNqNNThe scroll didn't disappear!NN>-\=A .v!N GRPNv*`^Nq>-\ Gg`LNqNNYou feel different.NN>-=~ =>-X0GgN^Nv;G* mvg`2Nq>-\=A .6<N->-\=A .6<NN*Nu*NNWhich potion to drink:NN~?~ ?N.XO*;G\ m\g`NqNu*>-\=A .v!N GSPNvBmv*>-\ Gg`NqNNYou feel better.NN>-`=>-=>-`DG^Nv=.<B/>N"-.NNvND/>N"-.NNvN0GgNNv;G`*``Nq>-\ Gg`>NqNNYou feel much better.NN;m`*`Nq>-\ Gg`8NqNNYou feel faster.NN;|*`Nq>-\ Gg`:NqNNYou feel stronger.NN;|*`Nq>-\ Gg`PNqNNYou feel better.NN>-`=>-NRJGf` NqRm`Nv*`(Nq>-\ Gg`jNq mg`4NqNNCured the poison!NN;|v`NqNA.NN*Bm*`Nq>-\ Gg`FNqNNSuddenly you can't move!NN;|;|v*`\Nq>-\ Gg`|Nq.<AN -.-\ Gg`hNqNNOuch! That hurt!NN>-`=.<B/>N"-.NNvNDN0GgNNv;G`*`\Nq>-\ Gg`Nq;|v>-T=>-V=>-X=A .v#N> Gg`@NqNNYou float up through the hole.NNSmXNv`JNqNN.You float up and hit your head on the ceiling.NNSm`Nv*`Nq>-\ Gg`-\ G g`.Nq;|v;|NN Ugh! Poison!NN* mvg`2Nq>-\=A .6<N->-\=A .6<NN*Nu*NNWhich item to use:NN~!?~2?N.XO*;G\ m\g`NqNu*>-\=A .v!N GSPNvBmv*>-\ G!g`"NqNA.NN*` 8Nq>-\ G"g``NqNN*The gem shines with a strong yellow light.NN>-^G-\ G#g`Nq>-X=~NR=>-T=>-V=>-X=A .v#N>=~ND^JGf`NqNA.NN`6NqSmXNvNNYou feel yourself moving.NN*` Nq>-\ G$g`Nq>-X=~N4=>-T=>-V=>-X=A .v#N>=~ND^JGf`NqNA.NN`6NqRmXNvNNYou feel yourself moving.NN*` vNq>-\ G%g`&NqNA.NNBm^*` BNq>-\ G&g`Nq>-T=>-V=>-X=A .v#N> Gg`XNq>-T=>-V=>-X=A .v#N2NNSomething feels different.NN`NqNA.NN*` Nq>-\ G'g`HNqNNYou are stunned by a loud bang!NN;|*` -\ G(g`NqA.-NJNJGf`NqNA.NN`@NqNN%You have just disintegrated yourself!NNBm`*`Nq>-\ G)g`zNq>-=~$N<=>-=>-NR^=>-T=>-V=>-X=A .v#N>=~ND^JGf`NqNA.NNNu*>-GdNv;GBm>-RGNv;G>-=>-^Nv;G>-xTGNv;Gx*~H-NWDI-A.N-~HNfJGf` NqRmxNv*NNWelcome to experience levelN>-NN;|v*NN You are restored to full health.NN;m`Bm*`$Nq>-\ G*g`Nq;|vN1*`Nq>-\ G+g>-\ G,g`"NqNA.NN*`Nq>-\ G-g`Nq>-T=>-V=>-X=A .v#N>=~N<=>-T=>-V=>-X=~=A.v$N>=~N<^JGf`NqNNThe door swings slowly open.NN>-T=>-V=>-X=~=A.v$N2>-T=>-VRGNv=>-X=~=A.v$N2`NqNA.NN*`Nq>-\ G.g`Nq>-T=>-V=>-X=A .v#N>=~N<=>-T=>-V=>-X=~=A.v$N>=~N<^JGf`NqNN#The key fits! The door swings open.NN>-T=>-V=>-X=~=A.v$N2>-T=>-VRGNv=>-X=~=A.v$N2`NqNA.NN*`Nq>-\ G/g`Nq>-T=>-V=>-X=A .v#N>=~ N<=>-T=>-V=>-X=A .v#N>=~ N<^JGf`~NqNNThe key fits the machine!NN>-T=>-V=>-X=A .v#N-~=>-T=>-V=>-X=A .v#N>DG^Nv ^0*`Nq>-\ G0g`Nq>-T=>-V=>-X=A .v#N>=~ ND=>-T=>-V=>-X=A .v#N>=~ ND^JGf`NqNA.NNNu*NNThe key fits the door!NN*>-T=>-V=>-X=A .v#N> G g`Nq;|N`Nq~DGNv;GN*>-T=>-V=>-X=>-NRGNv=A .v$N-~=>-T=>-V=>-X=>-NRGNv=A .v$N>DG^Nv ^0*>-T=>-N^Nv=>-V=>-X=~=>-NDG^Nv=A .v$N-~=>-T=>-N^Nv=>-V=>-X=~=>-NDG^Nv=A .v$N>DG^Nv ^0*`Nq>-\ G1g`"NqNA.NN*`nNq>-\ G2g`\Nq>-T=>-V=>-X=A .v#N> Gf`NqNA.NNNu*>-V=~ NRJGf`NqBmN` Nq;|N*>-T=>-V=>-X=>-N=A.v$N> Gg`NqNA.NN`Nq>-T=>-V=>-X=>-N=A.v$N2>-T=>-V=>-N^Nv=~DG^Nv=>-X=~=>-NDG^Nv=A.v$N2NNThe door swings slowly open.NN* mvg`2Nq>-\=A .6<N->-\=A .6<NN*Nu*NNWhat do you want to throw:NN~?~,?N.XO*;G\ m\g`NqNu*>-\=A .v!N GSPNvBmv m^g`RNqNN You hear the N>-\=A .6<NNN shatter.NNNu*NThe ->-\=A .6<NN -N! shatters harmlessly on the wall.N 2<N*.<AN 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.v!N G>NfN`N>-F=A .6<N->-F=A .6<NNJGf`Nq~N NYN`Nq~N NNN*RmFNv m2Fob*~N >-lNfN`N>-nNfN`N>-pNfN`N>-rNfN`N*~N >-NfN`N>-NN>-NN>-NN*;|F;|d~N >-F=>-d=At.v"N>NfN`N~N >-F=>-d=A|.v"N>NfN`NRmdNv mdoRmFNv m Fo*Nu*;|d;|^;|~;|X;|T;|V*>-=>-^Nv=>-^Nv=>-t^Nv=~2NRJGf`.Nq*~ =.<AN -.<DN`NvND/>N"-.NNvN0GgNNv;G~ =.<AN -.<DN`NvND/>N"-.NNvN0GgNNv;G~ =.<AN -.<DN`NvND/>N"-.NNvN0GgNNv;Gt~ =.<AN -.<DN`NvND/>N"-.NNvN0GgNNv;G*`Nq* NN Sex, M/F: NN2<N*!A.-NMN=A.-NFN^JGf`"Nq~HNNN2<N`NqNA.NN*"A.-NMNJGf`NqSmNvRmNv*#NN8 Race, (H)uman / (E)lf / (D)warf / (G)nome / Half(L)ing NN*$NN / Half-(O)rc: N*%NQ2<N~H-NHEDGLO-A.N-~HNnJGf`"Nq~HNNN2<N`Nq*&NA.NN*'A.-NENJGg` Nq`.NqSmNvSmNv>-tTGNv;Gt;|x*(`8NqA.-NDNJGg` Nq`8NqRmNvRmNv>-t=~DG^Nv;Gt~DGNv;Gx*)`NqA.-NGNJGg` Nq`4NqRmNvRmNv>-=~DG^Nv;G;|x**`NqA.-NLNJGg` Nq`NqSmNvRmtNv*+`PNqA.-NONJGg` Nq`,Nq>-=~DG^Nv;GRmNvRmNv~DGNv;Gx*->-x=>-^Nv;Gx*.NNNN Strength:N>-NN4N Constitution:N>-NN*/NN Intelligence:N>-NN4N Dexterity:N>-tNN*0NNNNSelect a character class:NNN2<N*1+|^<;|FA\.-NNv ^0A.-NNv 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There is a hole in the ceiling, too highNN*NNfor you to reach.NN*`bNq>- Gg`NqNNin a small square room.NN>-X=~N4JGf`:NqNN$A green arrow on the wall points up.NN*>-X=~NRJGf`:NqNN$A red arrow on the wall points down.NN*`|Nq>- Gg`Nq>-X=~NRJGf`BNqNN%in a small, square brick-walled room.NN`,NqNNin a small, low cave.NN*`Nq>- Gg`~NqNN@in a small irregular chamber. There is a message scrawled on theNNNN wall here.NN*`VNq>- Gg`NqNNAin a small, well-built stone chamber with strange symbols paintedNN*NN=on the floor. There is a large iron door at the Northern end.NN*`Nq>- Gg`Nq>-X=~NRJGf`NNqNN1on a wide landing. Stairs lead down to the South.NN`JNqNN3in a small cave. A tunnel slopes down to the South.NN*`Nq>- Gg`Nq>-X=~NRJGf`vNqNNBin a narrow hallway with a worn stone floor. Stairs lead up to theNNNNNorth.NN`FNqNN0in a small cave. A tunnel leads up to the North.NN*`Nq>- Gg`NqNNBin a large cave with a bubbling lava pit at the centre. It is veryNN*NNhot and smoky in here.NN*`BNq>- Gg`VNqNN4in a large square room covered in dust and old webs.NN*`Nq>- Gg`NqNN@in a small room with a dirt floor and a solid wooden door to theNN*NNNorth.NN*`PNq>- G g`BNqNNin a small, metal-walled vault.NN*`Nq>- G!g`NqNNAin a large square room. The well-worn floor is covered with smallNN*NNbones and other debris.NN*`^Nq>- G"g`LNqNN5in a circular cavern with a large pool at the centre.NN*>-T=>-V=>-X=A .v#N>=~N4JGf`fNqNN There is a N>-T=>-V=>-X=A .v#N>=Ad.6<NNN here.NN*~=>-~=~DG^Nv=~AFNB`Nq*>-=~N<=>-F=A\.v!N G>=~N4^=~N -.<?N^JGf`Nq>-F=A\.v!N-~ ^0*>-F=A.v!N G>=>-XN-F=A\.v!N G>;G*>- Gg>- Gg`Nq>-F=A4.v!N G>=>-N4=>-F=A.v!N G>=>-TND=>-F=A.v!N G>=>-VND^^JGf` NqN|*`nNq>- Gg`\Nq>-F=A4.v!N G>=~N4JGf`4NqAT.-AV.NN|*AT.-AV.N*>-F=A.v!N G>=>-TN<=>-F=A.v!N G>=>-VN<^=>-F=A\.v!N G>=~NR^JGf`8NqN>-F=A .6<NNN is here.NN*AFN|`vNq*~=>-~=~DG^Nv=~AFNB`Nq*>-F=A.v!N G>=>-XN<=>-F=A.v!N G>=>-TN<^=>-F=A.v!N G>=>-VN<^=>-=~N<^JGf`Nq*>-F=A\.v!N G>;G*>- Gg`NqN*`Nq>- Gg`Nq>-F=~=AT.v"N>=~dNR=>-F=A.v!N G>=.<AN -.<EN`NvND/>N"-.N^JGf`0NqNNSomething hits you!NNSm`Nv*AFN|`nNq*NNNNExits: N>-T=>-V=>-X=~=A.v$N> Gg`NqNNNorth N*>-T=>-V=>-X=~=A.v$N> Gg`NqNNSouth N*>-T=>-V=>-X=~=A .v$N> Gg`NqNNEast N*>-T=>-V=>-X=~=A .v$N> Gg`NqNNWest N*NNBm mg` NqN!D*>-`=~NRJGf` Nq`ANq*Nu*NN It's too dark to see anything.NN*BmN*~=>-~=~DG^Nv=~AFNB`jNq*>-=~N<=>-F=A\.v!N G>=~N4^=~N -.-F=A\.v!N-~ ^0*>-F=A.v!N G>=>-XN-F=A.v!N G>=>-TN<=>-F=A.v!N G>=>-VN<^=>-F=A\.v!N G>=~NR^JGf`Nq>-NRGNv;GN*>-F=A\.v!N G>;G*>- Gg>- Gg`Nq>-F=A4.v!N G>=>-N4=>-F=A.v!N G>=>-TND=>-F=A.v!N G>=>-VND^^JGf` NqN|*`nNq>- Gg`\Nq>-F=A4.v!N G>=~N4JGf`4NqAT.-AV.NN|*AT.-AV.N*AFN|`Nq*>-N=~N4JGf`2NqNNSomething is moving in here.NN*~=>-~=~DG^Nv=~AFNB`FNq*>-F=A.v!N G>=>-XN<=>-F=A.v!N G>=>-TN<^=>-F=A.v!N G>=>-VN<^=>-=~N<^JGf`Nq*>-F=A\.v!N G>=~N<=>-F=A\.v!N G>=~N<^JGf`ZNq>-F=~=AT.v"N>=~dNRJGf`0NqNNSomething hits you!NNSm`Nv*AFN|`Nq*NNNNYou can't see the exits.NN*NNBm mg` NqN!D*>-`=~NRJGf` Nq`<~Nq*Nu*NNThe message reads:NNNN 'N*>-X Gg`8Nq>-T=>-V=>-X=~=A.v$N> Gg`&NqNN Go North'NN`Nq>-T=~NR=>-T=>-V=>-X=~=A .v$N>=~N<^JGf`$NqNNGo West'NN`tNq>-T=>-V=>-X=~=A .v$N> Gg`$NqNNGo East'NN`$NqNNNot this way!'NN*`bNq>-X Gg`jNqNNGGlow altar yourself - You could be clear to the next experience level!'NN*`Nq>-X Gg`Nq>-V=~N4JGf`-X Gg`FNqNN$Hubble, bubble, could mean trouble!'NN*`Nq>-X G g`>NqNNNot all clues are cryptic.'NN*`Nq>-X G g`,NqNN The Maze'NN*``Nq>-X G g`RNqNN/If 'Nothing happens.', something probably has!'NN*`Nq>-X G g`hNqNNFA troll is hard to kill. A wraith is hard to hit. See the difference?'NN*`Nq>-X Gg`Nq>-T=~NRJGf`VNqNN:The truly wise man does not play leapfrog with a Unicorn.'NN`JNqNN4Potions of Nitroglycerine require a strong stomach.'NN*`Nq>-X Gg`LNqNN*Keys are always a clue to what they open.'NN*`dNq>-X Gg`DNqNN"Black dragons don't breathe fire.'NN* `Nq>-X Gg`,NqNN The Crypt'NN* `Nq>-X Gg`^NqNN-X Gg`,NqNN The Pits'NN* `2Nq>-X G g` NqNN The Vault'NN*Nu*>-T=>-V=>-X=A .v#N>=~ NRJGf`NqNA.NNNu*>-T=>-V=>-X=A .v#N>;G*>- G g`@NqNN 45 gold pieces!NN>-G-Nv;G*`vNq>- G g`NqNN 40 gold pieces!NN>-G(Nv;G*N~%?~?N^XO*NN!NN~%=A .v!N GRPNv*`Nq>- G g`|NqNN 75 gold pieces!NNNN A dagger!NN>-GKNv;G*~=~=At.v"N GRPNv*`TNq>- Gg`NqNN 96 gold pieces!NNN~?~?N^XO*NN!NN>-G`Nv;G*~=A .v!N GRPNv*`Nq>- Gg`NqNN 120 gold pieces!NNN~?~?N^XO*NN!NN>-GxNv;G*~=A .v!N GRPNv*`"Nq>- Gg`NqNN175 gold pieces!NNNN A mace!NN>-GNv;G~=~=At.v"N GRPNv*>-T=>-V=>-X=A .v#N2N*N~?~?N^XO*NN!NN~=A .v!N GRPNv*`(Nq>- Gg`NqNA.NN*!>-T=>-V=>-X=A .v#N2*"Nu*%RmNv>-T=>-V=>-X=A .v#N>;G>-T=>-V=>-X=A .v#N2*'>- Gg`,NqNN Get what?NN*(`\Nq>- Gg`Nq.<AN -.<CN`NvND-.<CNNvN0GgNNv;G*)N>-NN gold pieces!NN>-=>-^Nv;G**`Nq>- Gg`Nq.<AN -.<DN`NvND-.<DNNvN0GgNNv;G*+N>-NN gold pieces!NN>-=>-^Nv;G*,`(Nq>- Gg`Nq.<AN -.<DN`NvND-.<DNNvN0GgNNv;G*-N>-NN gold pieces!NN>-=>-^Nv;G*.>-T=>-V=>-X=A .v#N2N*/``Nq>- Gg`Nq.<AN -.<DN`NvND-.<FNNvN0GgNNv;G\~"=A .v!N G>=~NR=>-^=~ NR^JGf` Nq;|"\*0>-=>-N4=~)=A .v!N G>=~N<^JGf` Nq;|)\*1>-\=A .v!N GRPNvN>-\?~?N^XO*1NN!NN*2`6Nq>- Gg`Nq.<AN -.<DN`NvND-.<ANNvN0GgNNv;G\>-\=A .6<N-NXNJGf` Nq;|\*3.<AN -.<BN`NvNDN0GgNNv;G>-=>-=.<C/>N"-.NNv/>N"-.NJGf`NqBm*4>-\=~N4=>-=~N4^JGf` Nq;|*5NN A suit of N>-=~N4JGf`4NqNN+N>-N-~NPNN N*6N>-\=A .6<NNN armour!NN>-\=>-=A|.v"N GRPNv*7` BNq>- Gg`Nq.<AN -.<CN`NvND-.<FNNvN0GgNNv;G\>-\=~*DG^Nv=>-N4JGf` Nq;|0\*8>-\=A .v!N GRPNvN>-\?~?N^XO*8NN!NN*9` pNq>- Gg`Nq.<AN -.<EN`NvND-.<FNNvN0GgNNv;G\>-^=~ NR=>-X=~N4^JGf` Nq;|"\*:>-\=A .v!N GRPNvN>-\?~?N^XO*:NN!NN*;` Nq>- Gg`Nq.<AN -.<DN`NvND-.<ENNvN0GgNNv;G\>-`=~NRJGf` Nq;|\*<>-=~N<=>-`=>-=.<B/>N"-.NNvND/>N"-.N^JGf` Nq;|\*=>-\=A .v!N GRPNvN>-\?~?N^XO*=NN!NN*>` vNq>- G g`Nq.<AN -.<EN`NvND-.<ANNvN0GgNNv;G\>-\=A .v!N G>=~N4=>-=~NR^JGf`JNq~=.<AN -.<BN`NvND/>N"-.NNvN0GgNNv;G\*?>-\=A .v!N GRPNvN>-\?~?N^XO*?NN!NN*@` NNq>- G g`Nq.<AN -.<DN`NvND-.<BNNvN0GgNNv;G\>-\=>-lTGNvN4JGf`Nq>-lRGNv;G\*A.<AN -.<BN`NvNDN0GgNNv;G>-=>-nRGNvN4JGf` Nq;|*B>-\=~N4=>-=~N4^JGf` Nq;|*CNN A N>-=~N4JGf`4NqNN+N>-N-~NPNN N*DN>-\=A .6<NNN!NN>-\=>-=At.v"N GRPNv*E`Nq>- G g`Nq.<AN -.<FN`NvND-.<ENNvN0GgNNv;G\>-\=~-\NN gold pieces!NN>-=>-\^Nv;G*G`Nq>- G g`fNq>-T=>-V=>-X=A .v#N2 N*H>-T=>-V=>-X=A .v#N2N*I`hNq>- G g`Nq.<AN -.<FN`NvND-.<FNNvN0GgNNv;G\>-\=~PN4JGf` NqN *JN>-\NN gold pieces!NN>-=>-\^Nv;G*K>-T=>-V=>-X=A .v#N2 N*L`Nq>- Gg`Nq.<AN -.<FN`NvND-.<FNNvN0GgNNv;G\>-\=~KN4JGf` NqN *MN>-\NN gold pieces!NN>-=>-\^Nv;G*N>-T=>-V=>-X=A .v#N2 N*O`Nq>- Gg`Nq.<AN -.<GN`NvND-.<GNNvN0GgNNv;G\>-\=~xN4JGf` NqN *PN>-\NN gold pieces!NN>-=>-\^Nv;G*Q>-T=>-V=>-X=A .v#N2N*R>-T=>-V=>-X=A .v#N2 N*S`Nq>- Gg`Nq~d=.<AN -.<DN`NvND-.<DN`Nv/>N"-.NNvN0GgNNv;G\>-\=><N4JGf` NqN *TN>-\NN gold pieces!NN>-=>-\^Nv;G*U>-T=>-V=>-X=A .v#N2N*V>-T=>-V=>-X=A .v#N2 N*W>-l=~NRJGf`,Nq>-T=>-V=>-X=A .v#N2 `&Nq>-T=>-V=>-X=A .v#N2*XN*Y`Nq>- Gg`NqNN The chest moves as you touch it!NN*Z>-~=A .6<N-NA mimicN>-~=A.6<N-NmimicN*[>-~=A.v!N-~ ^0>-~=A$.v!N-~ ^0>-~=A,.v!N-~( ^0>-~=AD.v!N-~ ^0*\>-~=A<.v!N-~ ^0>-~=A4.v!N-~ ^0>-~=A.v!N->-T ^0>-~=A.v!N->-V ^0>-~=A.v!N->-X ^0*]>-~=AL.v!N-~ ^0>-~=~=AT.v"N2>-~=~=AT.v"N2Rm~Nv*_Nu*b.<AN -.<DN`NvNDN0GgNNv;GN*c>-N=>-N4JGf`2NqNNStone trap --Evaded!NNRmNvNu*d>-N=>-XN4JGf` Nq;|N*f>-N Gg>-N Gg`HNqNNNeedle trap --A hit!NN>-`=~DG^Nv;G`*g`xNq>-N Gg`NqNN Arrow trap --N>-`=~NRJGf`0NqNNEvaded!NN>-TGNv;G`.NqNNA hit!NN>-`=~DG^Nv;G`*h`Nq>-N Gg`NqNN Gas trap --N>-`=~NR=>-=~N<^JGf`$NqNNEvaded!NN`&NqNN Poisoned!NN;|*i`2Nq>-N Gg`NqNN Gas trap --N>-t=.<AN -.<FN`NvND/>N"-.NJGf`0NqNNEvaded!NN>-TGNv;G`*NqNN Weakened!NN~DGNv;G*j`lNq>-N Gg`>NqNNGas trap --Paralysed!NN;|*k` Nq>-N Gg>-N Gg`NqNN Bomb trap --N>-t=.<AN -.<EN`NvND/>N"-.NJGf`0NqNNEvaded!NN>-VGNv;G`.NqNNA hit!NN>-`=~DG^Nv;G`*l`JNq>-N Gg`8NqNNCancellation trap --A hit!NNBmrBmn*n>-`=~NRJGf` Nq`Nq*oNu*rBmb;|N*s>-N=>-~NR=>-b=~N<^JGf`Nq*t>-N=A.v!N G>=>-TN<=>-N=A.v!N G>=>-VN<^=>-N=A.v!N G>=>-XN<^=>-N=A\.v!N G>=~ND^JGf` Nq;mNb*uRmNNv*v`Nq*wNu*z>-F=A.v!N G>=>-TNR=>-F=A.v!N G>=>-F=A.v!N G>=>-X=~=A .v$N>=~N<^JGf`Nq>-F=A.v!N GRPNvNu*{>-F=A.v!N G>=>-VN4=>-F=A.v!N G>=>-F=A.v!N G>=>-X=~=A.v$N>=~N<^JGf`Nq>-F=A.v!N GSPNvNu*|>-F=A.v!N G>=>-TN4=>-F=A.v!N G>=>-F=A.v!N G>=>-X=~=A .v$N>=~N<^JGf`Nq>-F=A.v!N GSPNvNu*}>-F=A.v!N G>=>-F=A.v!N G>=>-X=~=A.v$N> Gg`Nq>-F=A.v!N GRPNv*~Nu*NThe ->-F=A.6<NN -N attacks you. --N 2<NBm*~=>-F=AL.v!N G>=~AdNB`Nq*>-F=>-d=AT.v"N>=~dN4JGf`NqN*` NqN*>-`=~NRJGf` Nq`-=~N4JGf`0NqNNYour magic protects you.NNNu*.<AN ->-F=A.v!N G>N"N`NvNDN0GgNNv;GN>-N=~NRJGf` NqNNA miss.NNNu*>-N=>-p=>-r^NvNRJGf`2NqNNYour armour protects you.NNNu*>-N=~N4JGf`JNqNNA critical hit!NN>-F=>-d=AT.v"N>;G``NqNNA hit!NN.<33@->-F=>-d=AT.v"N>N"N`NvNDN0GgNNv;G*>-`=>-DG^Nv;G`*Nu*>-F=>-d=AT.v"N>;G\.<AN ->-F=A.v!N G>N"N`NvNDN0GgNNv;GN*>-\ Geg`*NqNA.N>-N=~NR=>-=~N<^JGf` NqNNA miss.NNNu*>-=~N4JGf`0NqNNYour magic protects you.NNNu*>-p=>-r^NvVGNv=>-NN4JGf`2NqNNYour armour protects you.NNNu*NN Poisoned!NN;|*`Nq>-\ Gfg`Nq>-N=~NRJGf`*NqNA.NNA miss.NNNu*>-=~N4JGf`:NqNA.NNYour magic protects you.NNNu*NNThe N>-F=A.6<NNN% touches you. --Drained a life level!NN mg` Nq`ZNq*SmNv>-=~dDG^Nv;G>-x=~DG^Nv;Gx>-=>-DG^Nv;G>-`=>-DG^Nv;G`Bm>-`=~NRJGf` Nq;|`*`vNq>-\ Ggg`hNqNNThe N>-F=A.6<NNN breathes fire at you. --N>-=~N4=.<AN -.<BN`Nv->-F=A.v!N G>N"N`NvND->-t=>-^NvN"N^JGf` NqNNA miss!NNNu*NNA hit!NN>-`=>-F=A,.v!N G>=.<D/>N"-.NNvND/>N"-.NNvN0GgNNv;G`*`Nq>-\ Ghg`Nq>-F=A$.v!N G>=~N<=>-F=A.v!N G>=~ NR^JGf`|Nq>-F=A$.v!N-~ ^0NNThe N>-F=A.6<NNN disappears!NN>-F=A.v!N GRPNvNu*>-N=.<B/>N"-.NNvNDN0GgNNv;GN*>-N Gg`|NqNNThe N>-F=A.6<NNN! casts a missile at you. --A hit!NN>-`=~DG^Nv;G`*`lNq>-N Gg`nNqNNThe N>-F=A.6<NNN casts a spell. You are stunned!NN;|*`Nq>-N Gg`xNqNNThe N>-F=A.6<NNN conjures a fireball. --A hit!NN>-`=~DG^Nv;G`*`jNq>-N Gg`XNqNNThe N>-F=A.6<NNN casts a darkness spell.NNBm^*`Nq>-\ Gig`NqNNThe shrieker screams.NN>-N=~N4=>-~=~NR^JGf`2NqNNSomething is coming...NNN*`RNq>-\ Gjg`JNq;|dNA,.NNA miss.NNRmdNv mdo*`Nq>-\ Gkg`Nq*>- Gg`NqNA,.N>-N=~NRJGf`&NqNNA miss.NNNu`2NqNN Paralysed!NN>-TGNv;G;|*`PNq>- Gg`>NqNA,.NNA hit!NN>-`=~DG^Nv;G`;|*Nu*NN You attack.NN>-b=AD.v!N G> Gg`Nq>-b=A$.v!N GRPNv*>-^=~N<=.<AN -.<EN`NvND->-tN"N^=>-l=~N4^JGf`hNqNN$ --You lunge wildly in the darkness.NNNN Lost your weapon!NNBmlBmnNu*>-b=AD.v!N G>=~N<=>-n=~N<^JGf`\NqNN --Hit the rust monster!NNNN Your weapon corrodes!NNBmlNu*>-n=~N<=>-b=AD.v!N G>=~N<^JGf`FNqNN --You cannot hit the N>-b=A.6<NNNNu*.<AN ->-tN"N`Nv->-=.<D/>N"-.NNvNNvND->-nN"NNv->-N"NNvN0GgNNv;GNA.-NNNJGf` NqRmNNv*>-N=~NRJGf`"NqNN --A miss!NNNu*NN --You hit the N>-b=A.6<NNN.NN>-l=.N"-.NNvND-.<ANNvN0GgNNv;G>-l=~N<=A.-NMN^JGf` Nq;|*>-N=~N4JGf`Nq>-=>-n^Nv=>-=>-^Nv=.<D/>N"-.NNvND/>N"-.NNvN0GgNNv;GNN A critical hit!NN*>-b=A$.v!N->-b=A$.v!N G>=>-DG^Nv ^0*Nu*NNThe N>-b=A.6<NNN is N>-b=AD.v!N G> Gg`&NqNN destroyed!NN`NqNNdead!NN*>-=>-b=A,.v!N G>^Nv;G>-b=A<.v!N G>=~N4JGf`>Nq>-T=>-V=>-X=A .v#N->-b=A<.v!N G> ^0*>-b=A,.v!N G> Gg` Nq;|*>-b=>-~=~DG^Nv=~ANNB` Nq*>-N=A.6<N->-NRGNv=A.6<NN>-N=A .6<N->-NRGNv=A .6<NN>-N=A,.v!N->-NRGNv=A,.v!N G> ^0>-N=A$.v!N->-NRGNv=A$.v!N G> ^0*>-N=A.v!N->-NRGNv=A.v!N G> ^0>-N=AD.v!N->-NRGNv=AD.v!N G> ^0>-N=AL.v!N->-NRGNv=AL.v!N G> ^0>-N=A\.v!N->-NRGNv=A\.v!N G> ^0*;|F>-N=>-F=AT.v"N->-NRGNv=>-F=AT.v"N> ^0RmFNv mFo*>-N=A4.v!N->-NRGNv=A4.v!N G> ^0>-N=A<.v!N->-NRGNv=A<.v!N G> ^0>-N=A.v!N->-NRGNv=A.v!N G> ^0>-N=A.v!N->-NRGNv=A.v!N G> ^0>-N=A.v!N->-NRGNv=A.v!N G> ^0*ANN|`Nq*Sm~Nv*Nu*;|F.<AN N0GgNNv;GLRmFNv mFo*N>-H+G~=>-=~AFNB`6Nq.--~d=>-F0GgNHޞNv+GAFN|`Nq*NA.NN, N*>-X=~N4JGf`PNqNNyou died on levelN>-XNNof the dungeon.NN`rNq mg`4NqNNyou completed the quest!NN`4NqNNyou escaped the dungeon alive!NN*NNYou were a levelN>-NNcharacter withN.-NNexperience points.NN.--~H"NNv+G*NNYou hadN>-NN gold pieces.NN.-->-HޞNv+G* mXg`Nq*.--~dHޞNv+G*BmN~+=A .v!N G>=~N4JGf` Nq;|N*~,=A .v!N G>=~N4JGf`Nq>-NTGNv;GN*.--~ =~+=A .v!N G>0GgNHޞNv-~=~,=A .v!N G>0GgNHޞNv+G*>-N=~N4JGf` NqNN You recoveredN*>-N Gg`NqN~+=A .v!N G>NNsemi-precious gemN~+=A .v!N G> Gg`NqNN.NN`NqNNs.NN*` Nq>-N Gg`NqN~,=A .v!N G>NN precious gemN~,=A .v!N G> Gg`NqNN.NN`NqNNs.NN*`Nq>-N Gg`pNqN~,=A .v!N G>NN precious andN~+=A .v!N G>NNsemi-precious gems.NN* mg`HNq.--><HޞNv+GNNYou destroyed The Great Evil.NN*NNNNThis gives you a final score ofN.-NNN.NN*NNNNNpNnNYour Quest is over.rNA./NNO*NN*NpNnNPress any key to exitrNA./NNO*NN~HNN2< N*~DGNvN*`zNqNT*BmNN02<4N*>, =>,=~AFNB`Nq*>-F=A .v!N G>=~N4JGf`Nq>-NRGNv;GN>-N=Al.v!N->-F ^0NN N~@=>-N^NvNfN`NN N>-F?~?N^XO*NNA4.-~@=>-N^NvNfN`N 2<4N*AFN|`Nq mNg`JNq*NNYou don't have any!NNA.-~ ^0*`Nq*NN 0 to cancelNN*N12< N~H-A4.-A .N-~HNnJGf`"Nq~HNNN2< N`Nq*A .-N0NJGf`NqA.-~ ^0`6NqA.-A 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