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J#c%KeR$LdV#U"U]SSXYSW\WR#TcLMKIIRYMHG!B@?>?>=+NkL,K}lM+SkU,VlTX][\ ] `__ZXFD C`AADFOXQRSRSNNMMLSSTQO&OjN&NjM&MjL&RjS%SjT%TjUQVOOQQQRRqq{ nKEYS IRON ROD ROPE }EMERALD TIMBERS SILVER BARS d, }SAW 2SHOVEL FLASK } GOLD TROLL d SPARKLING CRYSTALS )) SPARKLING CRYSTALS }** MULTIFACETED ORB 44 MING VASE AADUNGEON PEACE PACT }OOALABASTER EGG ccJEWEL JEWEL FLOWER } BOOK ON JEWELS 00RUBIES SWEAT SOCKS } GOLD SHOE dCHEST OF PEARLS 2MONSTER PHO}TOS IRON CHEST 2VIAL OF CLEAR FLUID MATCHES} CRYSTAL GLOBE GOLD LEASH dccPLA}TINUM VENUS 2, 00KK  00KK }     ,, } 2 BB } } } } } } } } {GIANT RAT -MBRAIN MOLE 2EGIANT GREEN SNAKE ! }CREEPING HORROR #PSPECKLED CRUD %SPEED DEMON -? }BLACK HOLE 0#FLATULENCE ."SLITHER BEAST 7 }GIANT WARTHOG 0QRTHE AVENGER /OSOUR MASHER *@ }CRASHING BOAR -QWHIRLING DERVISH +DGREAT DIASPPOINTMENT;N }OGRE -FTSTONE GIANT UFGHOUL } &SWIGHT >WRAITH G.GANG OF TROLLS } YSPIDER <ghHELL HOUNDS UHEATING PLA }NT Z[^]COOLING PLANT H[^\RUBY FLOWERS (0&TINY MO }NSTER UVSPHINX xARMOR ATTENDANT 2DEN } CHAMP <()CHALLENGER F(*BLACK BELT LADY d/5 }SAND CREATURETTE xyRUBY FLOWERS 00&ACE 2 }GO P  MANTICORE (WHYLAY WHYLAY *U  } -MBRAIN MOLE 2EGIANT GREEN SNAKE ! &u You stand before a large stone edificeset into the s}ide of a hill. 2 doorsmark entrances. A large bin marked "DEPOSIT TREASURE HERE" stands to oneside. The sound of chains }comes from the West door [1], the other door issilent [2]. Choose a door, or end the game by walking into the sunset [3].} You have entered a cavern where a group of chains} hang from the centralarea of the ceiling. The chains swing slowly in the breeze. There are noexits except back the way you} came. You may pull a chain [1], or leave [2] Noth}ing happens.+ You stand in a baronial hall. 3 shaftsl}ead to the W [1], NE [2], and SE [3]. ,- Signs of new c}onstruction are evident in a narrow shaft to the SE [1].A wider passage goes NE [2] & SW [3].I} You stand on the West side of a deep chasm. There is no obvious way down oracros}s it. You must go back.  The rope has fallen into the} depths of the chasm (Klutz!). Fresh dirt covers t}he floor, and a nearby sign reads: * DANGER! * CONSTRUCTION AREA!Several sturdy timbers ar}e partially embedded in the wall.The shaft leads W [1] and E [2].KL } In front of you is a 3' deep pit. Its sandy walls crumble almost as fastas you can dig.When you get tire}d you can leave. IJ  You are on the West side of a chasm}. A bridge of stout timbers crosses to the Eastern side.Cross the bridge [1], or go SW [2].}  IJ  The timbe}rs slide neatly into place, forming a bridge across the chasm. Ke } You are on the east side of a deep chasm. A timber bridge crosses to the West. You may cross the bridge [1],o}r go East [2].K The shaft ends abruptly.Loose dirt c}overs the floor.The only obvious route is back the way that you came. } Upon entering this room you feel strangely disenchanted.The room is barren and the only exit is }the way you came.v You stand in a dim passageway whos}e walls are shrouded in darkness.The outline of a door is barely discernible in the South wall.You may proceed NW [}1], E [2], or try the door [3].v The door is lock}ed. (Tough.) The door opens on a small storeroom. A} fixed torch burns on the far wall.Crude furniture lies about the room, along with some monster droppings.}Y  STOP!! PAY TROLL!!Says the sign over the approach to a bridge} over a small canyon.A sleepy troll lounges in front of a shelter hut. You may pay the troll to cross the bridge (1 treasur}e fromyour pack) [1], cross by force [2], or follow the passage to the W [3].Y} Picking his teeth with a dirk, the troll points to his four buddiesinside the shelter hut."}STILL WANT TO FIGHT, TWERP?" You may draw your weapons [1],Engage in a strategic withdrawal [2], or pay up [3].}Y Bad choice........}  "YOU DON'T HAVE }ANY TREASURE, SON/DAUGHTER OF PIG OFFAL!"Fight [1], or flight [2].Y} The trolls bow graciously, only slobbering a little bit.The way is clear to cross to the East side [1}], or to head to the West [2].  You are on the East s}ide of a small canyon.A bridge crosses to the West bank [1],passages lead NE [2], and SE [3].} d creak..}..c r e a k!!CREAK!!!!!C R E A K !!!!!!*** C R A S H !!! ***You have just participated in a cav}e-in. ADIOS....... Several of the timbers crash to t}he ground.The ceiling of the passage shudders, but holds.mOx} A blazing light burns from above, and blowing sand covers the floor.A gigantic Sphinx looms over you. You may try }to answer the riddle of the Sphinx, for a reward [1], but anincorrect answer can be hazardous to your health!Yon can als}o leave now [2].dY Climbing over the pile of bodies, } you enter the troll's hut.A small chest bolted to the floor contains 100 GP just for you!!Hark! You hear footsteps!  } The changing of the guard.!", You are at th }e junction of 3 passages.They lead SW [1], NE [2], and SE [3].%+  } Gusts of arctic air rake your armor asyou enter the lair of the frost king.The ice-covered walls seem to glow  }with a frigid blue light. A glitteringisland is visible across a slenderbridge of snow to the South [1]. You may also h }ead for warmer climate to the North [2].#!! There is a} small bubbling stream. You may go to the SW [1] or NE [2].1""} Blood oozes from beneath an iron door.The distant rumbling sounds cease as you approach it.Your curiousity is p}iqued.You may enter [1], or leave [2].0!2-,.## You are at a} junction of 3 passages. Set into the floor is a safe door.You can go E [1], W [2], or S [3], or you can attempt to open th}e safe [4]. !$ Your flask is now full of water. }  &&} d'' The bridge collapses beneath you. }If only you weren't quite so heavy...)*2)* The snow bridg}e groans under your heroic weight, but holds. ABC)* As} you enter an ice cave, you slip down an icy embankment.It is impossible for you to leave by the entrance.Fascinated by} the glittering ice formations, you explore the deeper recesses of the cave. ABC*)} As you enter an ice cave, you slip down an icy embankment.It is impossible for you to le}ave by the entrance.Fascinated by the glittering ice formations, you explore the deeper recesses of the cave. }  } You feel a dampness at your back. Checking your pack, you can no longer find your sparkling crystals.}Where can they be??X## The lock is surrounded by the le}tters of the alphabet, A-Z.When asked, enter the correct letter sequence combination.Type "*" to quit.press [RETURN] to a}ctivate safe./0!2,.# The heavy safe door swings ponderously }open of its own volition.A dimly lit chamber is visible below.You may go down [1], East [2],West [3], or South [4].345!}j/5 The door of the safe inexorably closesbehind you. You can "}see the molten glow of two jewel-like objects--One to the East side of the chamber, and one to the West.You may go E [1#}], W [2], or leave without investigating either [3].#V00 $}You stand before a machine with gears and levers on all sides.A large hopper enters one end of the machine, and there %}is a small chute at the other. In the center panel isa hole, apparently for a key.You may proceed W [1] or E [2].9&}1: * * * * * * C L A N G !!! * * * * * The entry door slams '}tight! The walls groan in protest as hidden machinerybegins to force them together! You are in the DUNGEON TRASH COMPACTO(}R!!!Your world is rapidly growing smaller.THINK FAST, CHUMP!......;#;$22)} You face a large arena. Red-stained sand covers the floor.Tiers of seats surround the central *} area, where lots of people (?) sit, smiling at your arrival.Welcome to the den of combat!You must defeat the current de+}n champ (OR ELSE.....)787g57 The jewelled orb proves to be,} the multifaceted eye of a huge fly.Fortunately, the fly is dead, caught in the web of a giant spider.GIANT SPIDER???.-}....35|45 An iridescent cavity in the wall glows wit.}h multiple colors.You may inspect a similar glow across the room [1], or leave [2].#8Z55/} You may use the lever on the back of the safe door to exit upward [1]. You may also pro0}ceed to the W [2].<H66 You may exit via a door to the N 1}[1] or S [2].54ghi75 You have killed the spider, ruining 2} the delicate ecological balance in the dungeon. The flies will multiplyand this neighborhood will go to seed!Now I'll ha3}ve to get another spider. do you know how much spiders COST?!?I suggest you leave. You can go W [1],or investigate the othe4}r glow [2].\5s88 You stand at the top of a chute le5}ading downward into a large cavern.If you go down, you probably won't be able to get back up.You can use the chute [1] or g6}o E [2].99 UUUNNNGGGHHH!!!!!You are simply 7}crushed.%:: Shades of Star Wars!!!! The r8}od wedges across the rapidly diminshing space. It bends but holds.The walls stop short, you're saved!!! You notice a lot9} of bent and twisted weapons & armor from others not sofortunate. None are usable, but there are gold pieces also....F#<:}2$;2 The crowd goes WILD as you strike a heroic pose next to;} your victim.You are awarded a prize of 50 GP for your display of fighting skill.You may stay and fight another round [1]<}, or proceed N [2] or S [3].=><< ?2@,=}=> Your superior intellect has discovereda secret door leading Northeast.You >}may use it [1], or go North [2], or South [3].2@,>= You ?}stand in a featureless corridor. You may proceed to the N [1] or S [2].B89??@} An altar stands in the center of the room. A ring of fire surrounds the top of the structure.CEDA}6/4@6 An old woman stands beside a well in this small stone chaB}mber.A crudely lettered sign over the wall says WATER -- 50 GP You may buy water from her [1],bargain witC}h her over the price [2], take the water by force [3],or leave [4].8ABD} The water temporarily quenches the ring of fire.The top of the altar is visible as an alabaster slabE}.=?B You may exit to the SE [1] or SW [2].G@F}2/4CC </5@6 G} Rich would like to dump you in the well, but the others have decide that you should have an opportunity todefendH} yourself against that little old lady with the black belt....IJ/4EEI} ;#;$;2 OK sport,Here comes a new challenger..J}..6/466G She draws a bucket of water for you.(P (pack), FK}ILL FLASK?)H  ======== DUNGEON ARMOR BATH ======= AcL}e, our resident rustproofer, will be glad to treat your armor to one ofhis processes, which he offers for 10 GP [1], 30M} GP [2], or 100 GP [3].You can also attack Ace & knock over the cash box [4] or leave [5]./4@6N} She loves to bargain.Nobody ever stops to talk with her. She stays firm on the prO}ice, though.I hope a monster doesn't wander in while she's gabbing.D6/46@P}  "You do NOT bargain PRICE with a PROFESSIONAL!", she exclaims.Mortally offended, she orders you Q}to leave.You may attempt to take the water by force [1], or leave [2].L dKKR} You stand before an archway bearing the legend 'ROOM OF PEACE'.Small piles of weapons, some new and S} some rusting, lie to either side of the arch. The weapons repulse yourhand as you try to touch them. You may pass T}through the arch [1], or go West [2].LL KU}dfKK  ˠƠƠڠڠڠ Fingers of energy reach fV}rom the arch and cling, burning, to your weapons.You and your now smoking weapons are repelled back into the hallway. W} (Not one of your better choices.)OKOUVNO You stand in a maX}rble room where stylized doves carrying olive branchesadorn the far wall.The lryical strains of a gentle harp compositY}ion waft from afar.In one corner you find a tiny red creature, smiling sweetly. He advancesand bites you on the leg....Z}KpUWON You stand in a marble room where stylized doves[} carrying olive branchesadorn the far wall.To one side lies a tiny dead creature.You may leave to the N [1], S [2], E [3]\}, W [4], or SE [5]T0P0 The machine begins to hum and vib]}rate.After several seconds a WARMUP COMPLETE, PLEASE INSERT 200 GPsign is illuminated.You may place 200 GP in^} the hopper [1]or press the "OFF" button [2].RUUUUUUUQQ 0_}0P  -click-00S`} The machine chugs furiously for several minutes, and then, with a cough, sa}pits a jewel down the chute.Q0TT b}UU WXVV Yc}0,WX You are in an E-W corridor when you begin to notice d}a funny smell.Aside from removing the fillings in your teeth it seems to do you no harm.You may go East [1], or West [2].e}0Y,XW Walking East through a corridor, you begin to noticf}e a funny smell.Your head swims and you can feel yourself growing weaker.You may crawl back West [1] or continug}e East [2].ZVZYZ  ARF! ARF!You enter a rooq}B+WAREQUIP B/PICTURE BOBJECT BMONSTER B+ROOM BHEL BSPIRARE BDISKINFO m lined with kennels. Each kennel contains a vicous, frenzied Hellhound.Unfortunately, none of the kennels are lor}cked.Guess who's coming to dinner?VZY After defeating s}the hounds you search the room. In one corner, next to a circle painted on the floor, you findthe lever [1], stand aside t}and pull it [2], or exit by the W door [3].[[ ^u}s_\  You rapidly pick up speed as you slip down the chute.Yourv} dexterity is severely hampered, but otherwise things seem relatively comfortable.....d ]]w} By the light of your flickering match you see the piles of black powder all around you.x} ```` ϠϠ͠````_s__ `abcy}t__ You stand at the bottom of a long slide. There is no way to getz} back up the slide.You may proceed to the N [1], S [2], E [3], or W [4].e_e[^]`e{} A searing blast of heat raises rivulets of perspiration on your heroic forehead as you |}confrontthe Dungeon Heating Plant.Its fiery tentacles reach for you....f_f[^\af}} An icy blast assaults you, making yourfingers resemble cherry popsicles.The frosty tendrils of the Dun~}geon Cooling plant entwine your legs.It's fight or freeze....ghijk[^_bk}You have entered a room whose sole occupant (besides yourself) is a glowing green plant.You may touch }it with a hand [1], or a weapon [2], attack it [3], or attempt to communicate with it [4].You may also leave [5].`}_z{cc A vigorously healthy eggplant fills the room you have} entered.Barely visible through the lush growthare S [1], N [2], E [3] & W [4] doors.dd} _b8[\`e` The room cools no}ticably as the plant withers. Beneath a smoldering pile ofrags is a pouch containing 20 GP. You may leave to the S [1], }E [2], or up a stairway behind the plant [3]._b8[]`fa The me}rcury climbs above freezing. Your underwear thaws as does a small block of ice containing 20 GP.You may leave to the N [}1], S [2], or up a stairway behind the plant [3].k[^_kb En}ergy courses from the plant through your body.It cleans your teeth and increases your strength by 5 for 15 big turns!}kb  kb} kkb The plant attempts to communicate }withyou, but its lack of a tongue puts it at a severe disadvantage.`al_[^_kb} You may exit the room via the N [1], S [2], E [3], or W [4] door.btabll} You stand at the bottom of a deep chasm."STRAIGHT" is inscribed on the wall. There is no} obvious way to climb the walls of the chasm.You may go West [1], or East [2].<<<<<<<<mn} 2xn Holy sands of time!Nob}ody in the test group even came close to answering that one!If someone hasn't already taken it, I think I have a jewel }hidden away to give you as a prize.Oxyo! Suppressing a} hysterical giggle, the Sphinx releases a tiny sand creature.Crying "You're wrong, You're wrong", the creature delivers a }stunning blow to your kneecap.qrO}pOYou are in a room con}taining a wide basin filled with clear liquid that issues from a bubbling fountain.You may drink the liquid [1], bathe } in it [2], or leave [3].O}qO The pleasant effervescene }of the naturally carbonated liquid is curiously refreshing.Your IQ is increased by 2 but you get terrific gas, d}ecreasing your charismaby 3 for 5 turns.O}rO You certain}ly needed that.The Dungeon Neighborhood Association was about to have you condemmed as a public health hazardYour charism}a is increased by 2 for 10 big turns. t_abcsl The rope str}aightens and reaches to the top of the chasm.You may climb the rope [1], or proceedEast [2], or West [3].ul}Htt You are standing in a garden of exoticiridescent flowers.Each group}ing of flowers is composed of a different type of gem.You may pick a flower [1], or exit to the West [2].%%%%%%%%}uu wxyzHtv }Pick a Ruby [1], Diamond [2], Emerald [3], or Zircon (behind Ruby) [4]. tlt0tw"} The petals melt to blood in your handsas the flowers' pyschic cry of agony arouses the remaining Ru}by flowers.{|01tx Your thoughts crystallize as does the re}st of you. How does it feel to be a Diamond flower? Life is hard (pun).Will your constitution be a match for the dreaded Dia}mond Root Cutworms?Tune in next turn for the startling conclusion....t02 y } GAK!! As you bend down to pluck the Emarald, a cloud of green gas is expectorated into your left }nostril.Staggering backward, you slip in a pool of Bigfoot Lorsban and pass out.On awakening you find your str}entgh reduced by 10.#03tz A link in the Dungeon Rapid T}ransit System, the zircon glows and sends you to....t01t{ }Withstanding the onslaught of various garden pests, the spell eventually wears off .Your thoughts remain permanentl}y clarified, however, and your IQ is up by 2.d01|| }Slash, cut, cleave, (chomp), BURP!!The worms got you.~H H }H Our skilled technician gently lowers your armor} into the bath... pop. Sizzle!! FIZZ!!! `ӠȠڠ͠`HH} H Our skilled technici}an gently lowers your armor into the bath... pop. Sizzle!! FIZZ!!! `ӠȠڠ͠`@}H You may leave by the door to the North [1], or South [2].&}&&&&&&&: Clouds of steam fill this room, partially obscur}ing your vision.To the side is a sauna heater.You search the rest of the room, but find nothing of interest.)))))}))) H Smoking slightly, your armor emerges from the rustproofing b}ath."SUCCESS!" The technician cries! Not only is your armor rustproof, but also it is strenghtened to take onemore hit} per turn in combat!! It will take one turn to dry.)))))))) H} Smoking like a chimney, your armor emerges from the bath.It is rustproof as advertised.It will take one turn to }dry.  H "OOPS. I guess your armor is in too poor cond}ition to take the treatment. No harm done, though.""In line our company policy, I'll refund you 10 GP."You may attack t}he incompetent boob [1], or leave [2].,,,,,,,, "OOPS!" The} chain holding your armor in the bath rusts through, dropping it to the bottom of the vat."Sorry about that, boss. But ou}r liberal refund policy allows me to give you up to 30 GP for damages.""Let me go get the cash box...."}H# "I wonder how YOU'LL look rustproofed"The tech advances....}dH After dumping the carcass into the rustproofing bath,} you break open the cash box, finding 100 GP.You may attempt to do the rustproofingjob on your armor yourself [1],or leave }[2].HdH ,,,,,,,,H} You attach your armor to a chain over the vat and slowly lower it into the depths. --clink!--}The chain parts!The armor begins to sink into the dark-colored liquid....;} The sauna heater contains red-hot stones. red? RUBIES!!You may pick up the stones [1],or le}ave [2].H "Here's your refund, chump."You may expres}s your rage and attack the boob [1], or leave [2].--------;< } -*-*-*-F O O O S S H H H ! !-*-*-*-A searing blast of steam roars from the heater, parboiling you instantly.Your stren}gth is down 3 for 10 turns.//////// ;}=  AAAAAARRRRRGGGGGHHHHHH!!!!!! DIDN'T YOUR MOTHER EVER TELL YOU TO WEAR YOUR}GLOVES WHEN PICKING UP HOT RUBIES?!?You have severely burned your hands, decreasing your dexterity by 10 for 20 turns.H} You may exit to the N [1] or E [2].}kl You are in the dungeon locker room. Three of the 8 lockers are unloc}ked.You may open one of the unlocked lockers [1], or leave to the W [2].kl} You may choose locker door #1 [1], door #2 [2], or door #3 [3].mp} The door of the locker opens into a dim passage that twists out of sight to the }North.Follow the passage [1], or not [2].mn The locke}r seems ordinary enough. Nothing special here.mo T}he locker opens to a narrow chute leading downward into the darkness. Take the chute [1], or not [2].}kl There are eight lockers here. Enter the number to try the key }in.11111111 22222222} 33333333kl Snap!The key breaks in the} unyielding lock.mqr This is (you guessed it) } DAVY JONES' LOCKER.A giant squid writhes within. Enter the locker [1], or not [2].#m}p The door of the locker opens into a dim passage that twists out of sight }to the North.Follow the passage [1], or not [2].' Yo}u are in a featureless room with passages leading to the N [1], S [2], E [3], and W [4].'} You are in a featureless room with passages leading to the N [1], S [1], E [3], an}d W [4].' You are in a featureless room with passa}ges leading to the N [1], S [2], E [3], and W [4].' Y}ou are in a featureless room with passages leading to the N [1], S [2], E [3], and W [4].'} You are in a featureless room with passages leading to the N [1], S [2], E [3], a}nd W [4]., You stand at the West end of a narrow rect}angular room.Chained halfway along the North wall is the body of "Go".You may pass "Go" [1], or leave via the West door }[2].  $ His chain isn't THAT short, idiot! Now you'r}e in for it....mq The squid, horrified by your fierce } appearance, splits.You see no usable exit other than where you came in.,} You stand in the West end of a narrow rectangular room. Halfway down theNorth wall is chained a h}airy beast snorting and pawing the ground. His name is "Go", and he is hungry.There is a door beyond "Go" in the }East wall. You may pass "Go" [1], or leave via the West door [2].  } Still chained to the wall, "Go" now lies dead. You may proceed to the East [1], or West [2].}, You are standing in the East end of a narrow rectangular room. } Chained to the midpoint of the room,a hairy monster lies dead.You may exit via the door to the E [1]or go to t}he W end of the room [2]., You stand in the East end }of a narrow rectangular room.Halfway along the North wall, a raginghairy monster is chained.His name is "Go", and he is hun}gry.You may pass "Go" [1], or exit via the East door [2].} You are in the lair of a manticore. Scattered about the lair are old monsterette magazines.Some of the pict}ures have been stuck to the walls.The manticore himself approaches. You may engage him [1], or leave [2].4444444}4 } As you approach, the manticore sees your monster photos.His eyes bug out and he begins to salivate."I must ha}ve those photos", he grunts.You can offer to sell them [1], or refuse [2].O%} Few (living) adventurers have had the experience of fighting a manticore bare-handed.I'll be su}re to take notes.O You may exit via the NW door.55}555555 66666666} ? Your crystal globe begins to glow, } lighting up a rectangular room.Piles of black powder lie scattered about the room, and a table with chemists' appa}ratus sits against theNorth wall.You may leave by the NW door [1], or head for a dropoff to the SE [2].?[} This room is completely dark.There is a strong smell of sulphur pr}esent.You may exit by the NW door [1], or grope your way to the SE [2].} You stand at the lip of a small dropoff. You may go NW [1], or jump down into the small pit wh}ere apassage is visible [2].ZYZ You hear a low rumblin}g, but nothing visible happens.d~ >>>>>>>>> K A B O O} O M M <<<<<<<<< You seem to have had an accident....u }The room fades out (or perhaps you do)and a new room takes shape around you.77777777}  The monster hungrily po}ckets the pix and pitches a platinum reproduction of Venus De Milo in your direction."I can't imagine what you see in tha}t trash! now these monster photos are true ART!"c~ Y}ou are at the bottom of a small pit. You may climb the West wall [1], or follow a passage to the North [2].}vw By the flickering light of your match,you can see a low crawlway le}ading to the SE [1], as well as the passagesto the NW [2], and E [3].There is also a door in the South wall [4].6}/76@ Successful in combat, the water is now yours for the ta}king.CD6/46@ You listen to her for 3 turns before you real}ize that she is really not interested in lowering her price.You may pay her [1], take the water by force [2], or leave }[3]. 6@} Your flask is now filled with water.H} It'S almost out of sight!You can grab for it [1], or wave goodbye [2].d} You've got it! But it's weight pulls you into the vat with it! Adios....  }   }   } BBBBBBBB  The rope has fallen into  }the depths of the chasm. Klutz!BBBBBBBB  The rope has falle }n into the depths of the chasm. Klutz!CCCCCCCC8 es....r} DUNGEON HELP:Detailed instructions can be found in the Dungeon Manual, but a brief list of command options is as} follows:In a situation with numbered options, enter the option # of your choice.If NO numbered options are available, the}n press [RETURN] to continue on.*} HELP: Page 2In either case you can enter one or more of the following specia}l commandsbefore exercising your option:G= Get Object(s) L= Leave Object(s)I= Print Inventory S= Print StatusP= USE Pa}ck Item W= Wait 1 Turn *= Save Game Q= Quit (give up)H= Print HELP pages Z= GRAPHICS opt'n*mand options is askSPOOJE23 17 27 18 14 17 23 17 27 18 14 17 } }}11519211500000850100012302311701738270273018018}014014801701726000000000002002200250051301328900918018180181801825025410414204252052650657}907999099110110048048014814816616716316320021681721751752002200290090000000000000000000000}00000000008048014814816616716316320021681721751752002200290090000000000000000000000DISK B VERSION 1SPOOJE1# D:STONEZ6ZZZZ1Z3ZZINZ2Z1LSCZ1DMINIDZ8Z10Z9ZZ4Z8Z7AGNAMI