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F0Ξ05: [ BDEHI%} VY8 B V  @  /DE `E:D8:DUP.SYSERROR-SAVING USER MEMORY ON DISKTYPE Y TO &}STILL RUN DOS B;DE J  (` 9 V⪍ ઍ  -'}LLu ÝDEHILV 9 .l 9 .l  `` s$B BH(}I|DE V BLV nB,DE JLV B V BLVDEIʩ BꭝLu }05  15 2 2151^116115ύ011$r2ԭ5 3)5)5ԭx G*}@@L00)+& 2 L0=ɛ -L!1LV1L1 /3 3ȹ441L-4 v3 25 2H 2h͔5+}L3L3 2 k3U hh`DOC`QL3P1Lk0S1H /3h0B k3@ VL0LU!#$53 1181118,}1111Ε5 1Lk0552 1Ȍ1i111i11115Lk0pppB4f5&&&&&&&&^6f^6&&&&&-}&&A1@BJ D2ELVK@BHILV^Щ6 2BD2EJ VBD5EHI0 V0%5.}5 2iХiL[2 25 25`D:*.*` i@`8 ``@i `8@`0 BLV525<4/}5`HH i ԍΗ552 ԍhh@ Lح1Э1Ѣ 24.4 240}4`D4E` 2BJ k3LVRH` 2BD4EhK)I JLV333} THE STRANGE LAND IN WHICH YOU HAVE BEEN PLACED. TO TRAVEL THROUGH THE MAZE, YOU SIMPLY USE ONE OR TWO WORD COMMANDS SU?}CH AS "GO WEST", "GO NORTH", "GO CAVE", "CAVE", "SEARCH", ETC. EXPERIMENT TO SEE WHAT WORKS. ITS ALL PART OF THE FUN. IN@} YOUR JOURNEY, YOU WILL FIND VARIOUS OBJECTS WHICH WILL HELP YOU IN YOUR SEARCH FOR THE EXIT. YOU WILL ALSO COME ACROSS DEA}ADLY MONSTERS. YOU MAY DEFEAT [?] THESE MONSTERS BY THE FOLLOWING ACTIONS: "BITE", "POKE", "PUNCH", "KICK", OR "HIT". YOUB} MAY ALSO USE A "SWORD", "ROPE", OR "POTION", IF YOU HAVE THEM. AT ANY TIME YOU MAY TYPE "INVENTORY" AND RECEIVE A COMPLEC}TE LISTING OF ALL THE OBJECTS YOU ARE CARRYING. IN SOME LOCATIONS YOU MAY WISH TO "SEARCH", OR "LOOK", OR "EXAMINE", OR D}"LISTEN", IN ORDER TO OBTAIN FURTHER CLUES OR TO FIND OBJECTS. ADVENTURE IS ENJOYABLE, BUT WHAT MAKES THIS PROGRAM TRULY E}INCREDIBLE IS THE ABILITY YOU HAVE TO ADD TO THE GAME OR EVEN WRITE YOUR OWN, STARTING WITH THE BASIC PROGRAM!!! THE COMPF}UTER DOES ALL THE HARD WORK FOR YOU. IN PART TWO OF THIS MANUAL WE GIVE YOU INSTRUCTIONS ON HOW YOU CAN EASILY CONSTRUCTG} YOUR OWN ADVENTURE GAME. FIRST HOWEVER, ITS A GOOD IDEA TO PLAY THE COMPLETED GAME ON THIS DISK IN ORDER TO BECOME FAMILH}IAR WITH THE GAME PLAY. THIS FAMILIARITY WILL MAKE IT MUCH EASIER WHEN YOU BEGIN TO CONSTRUCT YOUR OWN FULL LENGTH ADVENTUI}RE. SO, GOOD LUCK ON YOUR QUEST... ====================== PART TWO ADVENTURE CONSTRUCTION J} ====================== YOU MAY WISH TO PRINT A HARD COPY OF THIS MANUAL ON YOUR PRINTER. THIS FILE "ADVENTUR.DOC" MAY BK}E LOADED INTO YOUR WORD PROCESSOR AND EASILY PRINTED, OR SIMPLY BOOT IN ATARI DOS AND USING THE [C]COPY COMMAND, TYPE "D1L}:ADVENTUR.DOC,P:". DISK PREPARATION ---------------- FIRST, FORMAT (SINGLE DENSITY) A BLANK DISK TO UM}SE AS YOUR NEW ADVENTURE DISK. NEXT, WRITE DOS FILES ONTO IT USING COMMAND [H] FROM DOS. NOW, USING THE [O] COPY COMMANDN} FROM DOS, TRANSFER THE FOLLOWING FIVE FILES FROM THIS MASTER DISK TO YOUR NEW DISK: "AUTORUN.SYS" "ADVENTUR.BAS" "ADVEO}NTUR.FNT" "DEFAULT" "MONSTER" YOU ARE NOW READY TO BEGIN YOUR GAME CONSTRUCTION! GAME PREPARATION P}---------------- ROOM = A SPACE WITHIN AN ADVENTURE ---- GAME THROUGH WHICH A PLAYER TRAVELS. EVERY LOCATION Q} WITHIN AN ADVENTURE IS CALLED A ROOM AND SHOULD BE ASSIGNED A UNIQUE NUMBER OR NAME, eg. "ROOM1"R}, "CAVE10", "DRIVEWAY", etc. NOTE: IN THIS GAME, EACH ROOM CORRESPONDS TO A SEPAS}RATE FILENAME ON YOUR GAME DISK! PASSAGEWAY = AN EXIT OR ENTRANCE ---------- WITHIN A ROOM IN ONE T} OF THE FOLLOWING DIRECTIONS: "NORTH", "EAST", "SOUTH", "WEST", "UP", OR U} "DOWN", etc. THE FIRST TASK IN CONSTRUCTING ANY TEXT ADVENTURE IS TO PREPARE A MAP OF YOUR ADVENTURE. ITS ALMOSTV} LIKE A MOVIE SCRIPT. YOUR MAP WILL HELP YOU KEEP TRACK OF ALL THE GAME ELEMENTS. IT SHOULD CLEARLY INDICATE EACH ROOM ANW}D PASSAGEWAY. BELOW IS AN EXTREMELY SIMPLIFIED 3 ROOM ADVENTURE MAP FROM WHICH WE WILL CONSTRUCT A SAMPLE ADVENTURE GAME:X} ********* ********* * DEN * *BEDROOM* * * E W * * * *--------* cheY}st * * * * * *(ROOM1)* *(ROOM2)* ********* ********* |S | Z} | |N ********* * front * * door * * * * * *(INIT) * ******[}*** ADVENTURE GAME CONSTRUCTION --------------------------- WITH YOUR NEW DISK IN YOUR DRIVE, GO TO BASIC AND LO\}AD IN "ADVENTUR.BAS". NOW "LIST" THE PROGRAM AND DELETE (or REM) LINE 100. NOW RUN THE PROGRAM JUST AS IF YOU WERE ABOUT ]}TO PLAY THE GAME. FIRST, YOU WILL GET THE PROMPT "IS DATA DISK IN?". AFTER TYPING "YES" AND PRESSING [RETURN], YOU'LL GET^} A "?" PROMPT ON THE NEXT LINE. YOU ARE NOW READY TO USE THE FOLLOWING CONSTRUCTION EDITOR COMMANDS: "\NEW" "\LIST" "\_}PRINT" "\GOTO" "\CHANGE" "\EXTEND" YOU WILL USE THE ABOVE SPECIAL EDITOR COMMANDS IN CREATING YOUR PROGAM. WE WILL TAL`}K ABOUT EACH ONE IN TURN AS WE CONTINUE. "\NEW" ------ AFTER THE "?" PROMPT TYPE "\NEW" AND PRESS [RETURN]. THE COMPUTa}ER NOW KNOWS THAT YOU WANT THE SPECIAL EDITOR COMMANDS SECTION OF THE PROGRAM. IMPORTANT: YOU MUST HIT "\", NOT THE "/" (b}THE "\" IS THE SHIFTED "+" KEY)! THE COMPUTER KNOWS THAT A NEW OR CHANGED FILE (ROOM) IS COMING UP. YOU WILL READ "FILENc}AME?" ON THE SCREEN, SO GIVE YOUR FILE (ROOM) A NAME. IF IT IS THE FIRST FILE, CALL IT "INIT", OTHERWISE CALL IT WHATEVERd} YOU WANT ("INIT" IS YOUR STARTING OFF FILE...THE COMPUTER WILL GO TO IT AUTOMATICALLY WHEN YOU START THE GAME). SINCE WE e}ARE AT THE STARTING OFF POINT IN OUR SIMPLE GAME, TYPE "INIT", AND PRESS [RETURN]. YOU WILL THEN GET A "FILE DESCRIPTIOf}N" PROMPT. TYPE IN YOUR DESCRIPTION, eg., "YOU ARE IN FRONT OF THE COTTAGE!", AND PRESS [RETURN]. YOU WILL THEN SEE ANOTHEg}R "?" PROMPT. TYPE IN THE NEXT LINE OF YOUR DESCRIPTION, eg., "THE FRONT DOOR IS TO THE NORTH.", AND PRESS [RETURN] (YOU h}ARE ALLOWED UP TO FIVE DESCRIPTION LINES). WHEN FINISHED WITH YOUR DESCRIPTION, PRESS [RETURN] TWICE TO GET TO THE NEXT Si}TEP. "WORDS/PHRASES" IS THE NEXT PROMPT YOU WILL SEE. YOU MAY TYPE IN ONE OR A SERIES OF WORDS OR PHRASES TO BE FOLLOWEDj} BY AN INDIVIDUAL ACTION. IN OUR EXAMPLE, LETS TYPE "OPEN DOOR", AND PRESS [RETURN]. YOU WILL SEE ANOTHER "?" PROMPT. TYPk}E IN "NORTH", AND PRESS [RETURN]. PUT IN WHATEVER COMMANDS YOU THINK THE PLAYER MIGHT THINK OF. TYPE [RETURN] AFTER EACH l}INDIVIDUAL COMMAND (WORD/PHRASE), THEN AFTER THE LAST ONE PRESS [RETURN] TWICE TO GET TO THE NEXT STEP. THIS PLACES YOU m}IN THE NEXT MODE, "ACTIONS". YOU SHOULD THEN TYPE IN WHATEVER THAT SERIES OF WORDS OR PHRASES IS TO DO. IMPORTANT: THE ACn}TION WORD MUST ALWAYS BE STARTED WITH A "G", AS IN "GROOM1" (GO ROOM1), "GINIT", etc. NOW, IN OUR EXAMPLE TYPE IN "GROOM1o}", AND PRESS [RETURN] (ROOM1 IS WHERE WE WANT TO GO ONCE WE OPEN THE DOOR OR GO NORTH). AFTER THE LAST ENTRY PRESS [RETURp}N] TWICE TO END THE FILE. THE FILE (ROOM) "INIT" WILL NOW BE WRITTEN ONTO YOUR DISK AND YOU WILL AGAIN SEE A "?" PROMPT. q}TYPE "\NEW" AND REPEAT THE PROCESS FOR ROOM1, THEN ROOM2, etc., UNTIL EVERY ROOM IN YOUR ADVENTURE HAS A DISK FILE. REMr}EMBER WHEN YOU DO "ROOM1" IN OUR EXAMPLE THAT THERE ARE TWO PASSAGES FROM IT: ONE TO THE EAST AND ONE TO THE SOUTH (SOMETIs}MES YOU WILL HAVE EVEN MORE!). THUS, YOU WILL HAVE TO RUN THROUGH TWO SEQUENCES OF "WORDS/PHRASES" AND "ACTIONS". AFTER Tt}HE SECOND TIME AROUND (IN THIS CASE), PRESS [RETURN] TWICE TO END THE FILE. THE SIZE OF YOUR ADVENTURE IS ONLY LIMITED Tu}O THE MAXIMUM NUMBER OF DISK DIRECTORY ENTRIES POSSIBLE (APPROXIMATELY 58 ROOMS PLUS THE 7 PROGRAM AND DOS SYSTEM FILES). v}NOTE THAT YOUR MASTER DISK CONTAINS THE MAXIMUM NUMBER OF FILES POSSIBLE. IF YOU MAKE A MISTAKE AND WISH TO DO A FILE (Rw}OOM) OVER, SIMPLY TYPE "\NEW" AFTER THE "?" PROMPT AND WHEN YOU ARE ASKED FOR "FILENAME", TYPE THE SAME NAME AS YOU ENTEREx}D PREVIOUSLY. THE NEW FILE WILL REPLACE THE OLD FILE ON THE DISK. "\LIST Filename" --------------- AFTER THE "?" PROMPy}T TYPE "\LIST INIT" AND PRESS [RETURN]. THE COMPUTER NOW KNOWS THAT YOU WANT THE SPECIAL EDITOR COMMANDS SECTION OF THE Pz}ROGRAM THAT WILL PROVIDE A SCREEN LISTING OF THE CONTENTS OF THE "INIT" FILE. THE COMPUTER WILL BEGIN TO LIST ONTO THE SCR{}EEN THE CONTENTS OF THE FILE (ROOM) "INIT". PRESS [RETURN] AT THE PROMPTS TO VIEW THE EACH LINE OF INFORMATION. AFTER THE|} LAST LINE, THE COMPUTER WILL RETURN YOU AGAIN TO THE "?" PROMPT. THIS COMMAND WILL ALLOW YOU TO REVIEW THE INFORMATION }}YOU PLACED IN ANY PREVIOUSLY CREATED FILE (ROOM) THAT YOU SPECIFY. "\PRINT Filename" ----------------- THIS SPECIAL ED~}ITOR COMMAND PROVIDES THE SAME FUNCTION AS "\LIST Filename", EXCEPT THE FILE CONTENTS WILL BE AUTOMATICALLY FED TO YOUR P}RINTER. IF YOUR PRINTER IS ONLINE YOU WILL BE ABLE TO OBTAIN A HARD COPY OF THE CONTENTS OF ANY PREVIOUSLY CREATED FILE (}ROOM). "\GOTO Filename" ---------------- THIS SPECIAL EDITOR COMMAND WILL ALLOW YOU TO GO TO ANY OF YOUR PREVIOUSLY CR}EATED FILES (ROOMS). FOR EXAMPLE, IF YOU WISH TO GO BACK TO "INIT" SIMPLY TYPE "\GOTO INIT" AFTER THE "?" PROMPT. THIS C}OMMAND IS VERY HANDY IF YOU WANT TO GO BACK AND REVIEW, OR CHANGE A FILE, OR IF YOU WANT TO GO TO A SPECIFIC FILE IN ORDER} TO PLAY/TEST IT. NOTE: YOU ARE ABLE TO PLAY/TEST YOUR GAME AT ANY POINT DURING THE CONSTRUCTION PROCESS. SIMPLY TYPE I}N YOUR GAME RESPONSES AT THE "?" PROMPT THE SAME AS IF YOU WERE PLAYING IT. YOU MAY THEN BREAK IN AT ANY TIME USING ONE OF} THE SPECIAL EDITOR COMMANDS IN ORDER TO FINE TUNE THE GAME PLAY. IF AT ANY TIME THE PROGRAM STOPS BECAUSE OF AN ERROR, }SIMPLY TYPE "RUN" AND PICK UP WHERE YOU LEFT OFF. THE PROGRAM IS VERY VERSATILE. "\CHANGE Filename" ------------------} THIS SPECIAL EDITOR COMMAND WILL ALLOW YOU TO CHANGE ANY OF THE INFORMATION IN ANY PREVIOUSLY CREATED FILE (ROOM). SIMPLY} TYPE "\CHANGE Filename" AFTER THE "?" PROMPT AND THE COMPUTER WILL DISPLAY EACH LINE OF THE REQUESTED FILE WITH A "?" PR}OMPT BELOW IT. TO DELETE A LINE, SIMPLY TYPE "-" AFTER THE "?" PROMPT, AND PRESS [RETURN]. TO LEAVE THE LINE AS IT IS, }SIMPLY PRESS [RETURN] AFTER THE "?" PROMPT. TO CHANGE A LINE, SIMPLY TYPE THE LINE AS IT SHOULD APPEAR AFTER THE "?" PR}OMPT AND PRESS [RETURN]. THEN, AFTER THE NEXT "?" PROMPT, TYPE "-" AND PRESS [RETURN]. THE LINE WILL NOW BE CORRECTED. Y}OU MAY REVIEW YOUR CHANGES USING THE "\LIST" COMMAND. "\EXTEND Filename" ------------------ THIS SPECIAL EDITOR COMMAND} WILL ALLOW YOU TO 'ADD' EXTRA "WORDS/PHRASES" AND "ACTIONS" MODE COMMANDS TO ANY PREVIOUSLY CREATED FILE (ROOM). TYPE }"\EXTEND Filename" AND PRESS [RETURN]. THE COMPUTER WILL NOW GIVE YOU THE PROMPT "WORDS/PHRASES". AS BEFORE, TYPE IN A WO}RD OR A SERIES OF WORDS OR PHRASES TO BE FOLLOWED BY AN INDIVIDUAL ACTION. AFTER THE LAST ONE PRESS [RETURN] TWICE AND YOU} WILL NOW SEE THE "ACTIONS" PROMPT. TYPE IN ONE OR A SERIES OF ACTION COMMANDS AND WHEN FINISHED, PRESS [RETURN] TWICE AN}D YOU WILL THEN BE RETURNED TO THE "?" PROMPT. THIS COMPLETES OUR INSTRUCTION ON THE SPECIAL EDITOR COMMANDS. IT MAY SE}EM CONFUSING AT FIRST, BUT STICK WITH IT. AS YOU BEGIN TO USE THE COMMANDS YOU WILL FIND THAT ITS NOT REALLY ALL THAT DIFF}ICULT. SPECIAL "ACTIONS" ------------------ REMEMBER WHEN WE SAID THAT AFTER THE "ACTIONS" PROMPT YOU SH}OULD 'ALWAYS' ENTER THE FILE INFORMATION WITH A "G" PRECEEDING, eg. "GINIT", "GROOM1", etc.? WELL, WE LIED! AS YOU ARE A}BOUT TO DISCOVER, THERE ARE OTHER ACTIONS WHICH YOU CAN ENTER TO MAKE YOUR GAME MORE INTERESTING. YOU CAN ACTUALLY ENTER }A 'SERIES' OF ACTION COMMANDS AFTER THE "ACTIONS" PROMPTS. "W" --- PAUSE THE PROGRAM. THE COMMAND "W100" ("W" FOR WAIT}) WHEN PLACED IN THE "ACTIONS" MODE WILL CAUSE THE PROGRAM TO WAIT (PAUSE) FOR AN AMOUNT OF TIME DETERMINED BY THE SIZE O}F THE NUMERICAL VALUE AFTER THE LETTER "W". FOR EXAMPLE, THE COMMAND "W400" WILL CAUSE THE PROGRAM TO PAUSE TWICE AS LONG }AS THE COMMAND "W200". PLACE THIS COMMAND IN YOUR PROGRAM WHENEVER YOU WISH TO CREATE A TIME LAPSE OR A FEELING OF SUSPE}NSE. "P" --- PRINT MESSAGE TO SCREEN. IN THE "ACTION" MODE, A "P" ("P" FOR PRINT) PLACED IN FRONT OF A MESSAGE WILL C}AUSE THAT MESSAGE TO BE PRINTED TO THE SCREEN. FOR EXAMPLE, LETS SUPPOSE ONE OF THE COMMANDS YOU ENTERED IN "WORDS/PHRASES}" MODE WAS "OPEN WINDOW". IN THE "ACTIONS" MODE YOU COULD ENTER "PYOU CAN'T! ITS LOCKED!". NOW, WHEN THE PLAYER TYPES THE} COMMAND "OPEN WINDOW", THE COMPUTER WILL DISPLAY THE MESSAGE "YOU CAN'T! ITS LOCKED!" AND THEN RETURN A "?" PROMPT AND W}AIT FOR HIS NEXT COMMAND. "M" --- A MONSTER APPEARS. THE COMMAND "M20" ("M" FOR MONSTER) PLACED IN THE "ACTIONS" MODE} WILL RANDOMLY CAUSE A MONSTER TO APPEAR IN THAT ROOM. THE PROGRAM WILL THEN DEFAULT TO A MONSTER-FIGHT MODE AND WILL NOT} RETURN UNTIL EITHER YOU HAVE KILLED THE MONSTER, OR THE MONSTER HAS KILLED YOU. THE NUMERICAL VALUE YOU PLACE AFTER THE} "M" WILL DETERMINE THE CHANCES OF A MONSTER APPEARING. USE VALUES FROM 1 TO 100. THE LOWER THE VALUE, THE LESS CHANCE THE} MONSTER WILL APPEAR. FOR EXAMPLE, IF YOU USE "M20" THE MONSTER IS MUCH LESS LIKELY TO APPEAR THAN IF YOU USED "M85". S}HOULD YOU WISH THE MONSTER TO MAKE A DEFINITE APPEARANCE, THEN USE "M101". HE WILL ALWAYS APPEAR! "T" --- A RANDOM OBJ}ECT APPEARS. THE COMMAND "T20" ("T" FOR TREASURE?) PLACED IN THE "ACTIONS" MODE WILL RANDOMLY CAUSE A RANDOMLY SELECTED O}BJECT TO APPEAR IN THAT ROOM. THE NUMERICAL VALUE YOU PLACE AFTER THE "T" WILL DETERMINE THE CHANCES OF AN OBJECT APPEARI}NG. USE VALUES FROM 1 TO 100. THE LOWER THE VALUE, THE LESS CHANCE AN OBJECT WILL APPEAR. FOR EXAMPLE, IF YOU USE "T20" A}N OBJECT IS MUCH LESS LIKELY TO APPEAR THAN IF YOU USED "T85". SHOULD YOU WISH AN OBJECT TO DEFINITELY APPEAR, THEN USE }"T101". AN OBJECT WILL ALWAYS APPEAR IN THAT ROOM!" THE OBJECTS INCLUDED IN THE GAME ADVENTURE ARE: SWORD, KEY, ROPE, P}OTION, AND WORM. SHOULD YOU WISH TO CHANGE THESE OBJECTS TO SOME OF YOUR OWN CHOICE, THEN LOAD IN "ADVENTUR.BAS" AND "LIST}" PROGRAM LINES 6600 TO 6630. CHANGE THE OBJECTS IN THE DATA STATEMENTS AND SAVE THE PROGRAM "ADVENTUR.BAS" BACK ONTO YOU}R GAME DISK. NOTE: MAKE SURE YOU DON'T SAVE IT WITH LINE 100 DELETED OR REM'D OUT! "R" --- REQUIRED ITEMS. IF THE PLAY}ER ENCOUNTERS A LOCKED DOOR IN A ROOM THEN HE IS GOING TO REQUIRE A KEY (OR SOMETHING) TO OPEN IT. IN A CASE LIKE THIS YO}U WOULD TYPE "RKEY" AND PRESS [RETURN] AFTER THE "ACTIONS" PROMPT. THIS WILL INDICATE TO THE COMPUTER THAT THE DOOR CAN O}NLY BE UNLOCKED OR PASSAGE CAN ONLY BE OBTAINED (AFTER A PLAYER'S DIRECTIONAL COMMMAND) IF THE PLAYER'S INVENTORY CONTAINS} THE REQUIRED KEY. "Y" --- SOME ACTIONS MAY BE CONDITIONAL. CONTINUING WITH THE EXAMPLE ABOVE, YOU COULD ALSO TYPE "Y}PYOU UNLOCK THE DOOR AND GO THROUGH!" AND PRESS [RETURN], AFTER THE NEXT "?" PROMPT, FOLLOWED BY "YGROOM1" AND [RETURN].} THUS, THE PLAYER (WITH THE KEY) WOULD SEE THE MESSAGE "YOU UNLOCK THE DOOR AND GO THROUGH!" ON THE SCREEN AND IMMEDIATEL}Y FIND HIMSELF IN "ROOM1". "N" --- NON CONDITIONAL ACTIONS. AGAIN, CONTINUING WITH THE EXAMPLE ABOVE, YOU COULD TYPE "}NPYOU NEED A KEY!" AND PRESS [RETURN], AFTER THE NEXT "ACTIONS" PROMPT. YOU COULD THEN EVEN FOLLOW IT WITH "NM40". THUS,} THE PLAYER (WITHOUT THE KEY) WOULD SEE THE MESSAGE "YOU NEED A KEY!" ON THE SCREEN AND MIGHT EVEN FIND HIMSELF IN TROUBLE} WITH A MONSTER. THESE COMMANDS PROVIDE GREAT VERSATILITY FOR YOUR GAME. "S" --- TURN ON SOUND EFFECTS. ANY OF THE CO}MMANDS "S1", "S2", "S3", "S4, OR "S5" ENTERED IN THE "ACTIONS" MODE RESULT IN A SOUND EFFECT IN THAT ROOM. THE FIVE SOUND }EFFECTS ARE: "S1" = AN EXPLOSION SOUND "S2" = A FALLING SOUND "S3" = A CHIRPING-UP EFFECT "S4" = A CHIRPING-DOWN EFFECT} "S5" = A POPPING NOISE "DIE" ----- DEATH! THE COMMAND "DIE" ENTERED IN THE "ACTIONS" MODE CAUSES THE COMPUTER TO ACTI}VATE THE PLAYER'S DEATH ROUTINE. WHEN THE HERO ENTERS THE PREVIOUSLY DETERMINED COMMAND, THE COMPUTER DISPLAYS A CUTE LITT}LE TOMBSTONE. R.I.P.! "GEND" ------ THE END OF GAME ROUTINE. EVERY ADVENTURE HAS AN ENDING! THE COMMAND "GEND" ENTER}ED IN THE "ACTIONS" MODE CAUSES THE COMPUTER TO ACTIVATE THE GAME'S WINNER ROUTINE. WHEN THE PLAYER FINALLY REACHES THAT }LAST ROOM AND ENTERS THE PREVIOUSLY DETERMINED COMMAND, HE WILL BE REWARDED WITH A CONGRATULATORY MESSAGE. IF YOU WISH T}O CHANGE THE MESSAGE, YOU WILL FIND IT IN LINES 9210 TO 9230 OF THE "ADVENTUR.BAS" PROGRAM. SPECIAL "WORDS/PHRASES}" ----------------------- SOMETIMES YOU MAY WISH TO HAVE A RESPONSE PRINTED OR AN ACTION TAKE PLACE NO MATTER WHAT }THE PLAYER HAS COMMANDED... "/ANY/" ------- TYPE IN "/ANY/" AFTER THE "WORDS/PHRASES" PROMPT AND THEN PRESS [RETURN] }TWICE TO GET TO THE "ACTIONS" MODE. NOW ENTER WHATEVER ACTION COMMAND YOU WISH. DURING GAME PLAY, WHATEVER THE PLAYER TY}PES IN AS A COMMAND WORD OR PHRASE (ANYTHING) WILL CAUSE YOUR ACTION TO BE INITIATED. EXAMPLE USING SPECIAL COMMANDS} ------------------------------ REMEMBER OUR SAMPLE ADVENTURE MAP? ********* ********* * DEN * } *BEDROOM* * * E W * * * *--------* chest * * * * * *(ROOM1})* *(ROOM2)* ********* ********* |S | | |N ********* } * * * front * * door * * * *(INIT) * ********* LETS SAY THAT WHEN OUR HERO GE}TS TO THE BEDROOM (ROOM2) HE SEES AN OLD CHEST AND OPENS IT. SUDDENLY THERE IS A LOUD EXPLOSION AND THE ROOM FILLS WITH L}IGHT. HE HAS NOW REACHED THE END OF HIS QUEST! IN FACT, HE'S DEAD! NOW, LETS GO THROUGH THE STEPS IN CREATING THE FILE (}ROOM) "ROOM2"... TYPE "\NEW" AND AT THE PROMPT "FILENAME", TYPE "ROOM2", AND PRESS [RETURN]. AT THE PROMPT "FILE DESCRI}PTION", TYPE "YOU ARE IN THE BEDROOM.", AND PRESS [RETURN]. AT THE NEXT "?" PROMPT TYPE "THERE IS A DOOR TO THE WEST.", A}ND PRESS [RETURN]. NOW, AT THE NEXT "?" PROMPT TYPE "A WOODEN CHEST IS IN THE ROOM!", AND PRESS [RETURN] TWICE TO ENTER T}HE NEXT MODE. AFTER THE PROMPT "WORDS/PHRASES" TYPE "WEST" (THE ONLY DOOR), AND PRESS [RETURN] TWICE TO ENTER THE NEXT M}ODE. AFTER THE PROMPT "ACTIONS" TYPE "GROOM1", AND PRESS [RETURN] TWICE TO RETURN TO THE "WORDS/PHRASES" MODE AGAIN. A}T THE NEXT "WORDS/PHRASES" PROMPT TYPE "OPEN TRUNK", AND PRESS [RETURN]. AT THE NEXT "?" PROMPT TYPE "TRUNK" (IN CASE THE }PLAYER SIMPLY SAYS "GO TRUNK"), AND PRESS [RETURN] TWICE TO ENTER THE NEXT MODE. AT THE "ACTIONS" PROMPT TYPE "PTHE TRU}NK OPENS WITH A BANG." (TO PRINT A DESCRIPTIVE MESSAGE), THEN PRESS [RETURN]. AT THE NEXT "?" PROMPT TYPE "S1" (SOUND OF }EXPLOSION), AND PRESS [RETURN]. AT THE NEXT "?" PROMPT TYPE "PTHERE IS A GREAT FLASH OF LIGHT!", AND PRESS [RETURN]. FINAL}LY, AT THE NEXT "?" PROMPT TYPE "DIE" (TO DISPLAY THE LOSING SCREEN), AND PRESS [RETURN] THREE TIMES TO FINALLY CLOSE THE} "ROOM2" FILE. ========== CONCLUSION ========== WE HOPE YOU HAVE FOUND THIS MANUAL} HELPFUL. THE MORE YOU EXPERIMENT WITH THE PROGRAM, THE BETTER YOU WILL BE ABLE TO USE ITS FEATURES. YOU MAY FIND IT HELP}FUL TO EXAMINE SOME OF THE FILES (ROOMS) OF THE ADVENTURE GAME ON THE MASTER DISK. THE FILES MAY BE READ USING THE SPECIA}L "\LIST" EDIT COMMAND (BE SURE YOU HAVE MADE A BACKUP DISK FIRST THOUGH!). ENJOY YOUR ADVENTURE CONSTRUCTION!HE SPECIAsijJ?0Q0INVENTORYNODEFILEPRINTINPUTTEMPINVENTOREOFOUNFLAGENCONDITIOFLAHTMHTHIDANSOUNF }  } nnŧӠɠҠ }έ Ӡ͠Š РҠŠӠŠΠԠӠ nnŬ٠ؠɠ }Š ͠׬Ƞ };@ ,;@, ;@,! };@P,";@P,#;@R,d B6.INIT,6-C:,&@6-@@ @% }J T6-h AmF'@@D:INIT2@< F A| IS DATA } DISK IN;7@<@,0Y1 PUT DATA DISK IN; A`%% }ՠŠŠ̠$$  }Π٠ٮŠӠ$$ ԠՠϠŠĠ$$ ȠǠԠŠ$$ ԠՠŠ }Ǯ##PRINT DESCRIPTION FIRST /////@ A0GET ACTIONS /////@  }8B:,"@P. SAY IT WITH FEWER WORDS8 A B:, @A $$7@<@,4\A2 6. } 67@,.67B:,%@,.   .-@B:,6.7<,4.)4,7<,.   }0?A! * I DON'T ANSWER QUESTIONS4'> A H  TAKE ACTION ///// AB 6.D: 6 }7@,. @@  AD A&@ @ **@@ } D:DEFAULT( AD2 A&@< AFF A&`P REM FOUND A MATCH /////Z AHd @ }n x A  PRINT DESCRIPTION ///// 4ENDA A0 6.D: 67@,. }@@ @ 4*A0   A0P  @& $ ""WORK } SPECIAL ACTIONS \ ///// A3 .7@, &&7@<@,4NEWA4 ''7@<@,4GOTO }Av ''7@<@,4LISTA ((7@<@,4PRINTA8 ))7@<@,4CHANGEA6 } ))7@<@,4EXTENDA@4 > A H WORK NEW /////M A4`R B:, @A4` }W .7@,\ B:,"A4`a 57@<@,4 +.7@,5 A4%f A4   FILE } NAME  B:, @ A4 )) !FILE NAME CAN ONLY HAVE 8 LETTERS A4`  @ }6.D: 67@,. @@  FILE DESCRIPTION: 6- AP   WORDS/P }HRASES 6-@ AP  ACTIONS 6- AP(6-@( A   A }5EWORK CHANGE ///// A6`"B:, @." A6.7@,$B:,"A6`)5 }7@<@,4 +.7@,5 A6%. A6L  FILE NAMEVYB:, @ A6\)) !FILE N }AME CAN ONLY HAVE 8 LETTERS^ A6`` j@t 6.D:y67@,.~ @@ }''@@D:TEMP@4**A7 ! 4 @! A7 }4-A7 ASSUME NEW LINE @ A7@ @**#@@# AR } A WORK PRINT ///// A8`"B:, @." A8.7@,B:,"A8` }57@<@,4 +.7@,5 A8% A8  FILE NAME!B:, @ A8$)) ! }FILE NAME CAN ONLY HAVE 8 LETTERS& A8`( 2@7   3< 6.D:A67@,.F @ }@P A9pZ@d n3x0**A90 @ A  }WORK EXTEND ///// A@`"B:, @." A@.7@,B:,"A@`57@ }<@,4 +.7@,5 A@% A@  FILE NAMEB:, @ A@)) !FILE NAME CA }N ONLY HAVE 8 LETTERS A@` @ 6.D: 67@,. @@ }''@@D:TEMP@4**AA@" @' AA ,6-@.  }WORDS/PHRASES/ AP16-6 ACTIONS; AP@=6-@)@3 AR= A } J AA@hNEED NEW NODE /////r YOU MUST DEFINE NODE | . A40FIND A MATCH /////: }6-D ATN@ AEX@] 4**@$b4*AD g4/AN }Y/AEl . 7@,.q 6.67B:,%@,. vB:,!B:,AD@!!-@B:,&B:,%@ }(7<%B:,&@,4'( AE  AD@6-@ $RANDOM RESPONSE /////++ P:H }:,$@,$@%AF   HUH?$ WHAT?$  I DON'T UNDERSTAND$* YOU CAN'T DO THAT$4 } AD>&& WOULD YOU PUT THAT ANOTHER WAYH$DO ACTIONS ///// AT!6-@!$ }@ 4*$6.7@<@,#B:,"@.# AH`.7@, 4P   }AH & 4G6.@& A0 4Q AV 4D AX$ 4I A`. 4M Ab } A 8 4T AdB* 4W-@A:, * AH L 4R ArV 4YAH@` }4N(AH@j. 4L At6. .%t 4S Ax~ AH GET INPUT FOR FILE / }//// (*  FILE CLOSED$6 *46-@( @**3@6$ @ 4 } @*$ APPPMOVE TEMP TO FILE /////Z@@d ARn''@@ }D:TEMPx @@@ @0**ARP @** }@@ $SKIP A BLOCK /////6- AT@"@, 4*$6 } AT@ J6-@T@^@h$QUIT /////@@  }"" DO YOU WANT TO PLAY AGAIN7@<@,4Y%& } DIE ///// }'@ }@'AR@     Р    } ՠ  Š  ĠŠĠ    } -@A AR AVpPRINT INVENTORY /////z6-6- } A`#  YOU HAVE:"6-%@$F:%,"@ 6-@$  A`P( NOTH }ING  6.$8FIGHT MONSTER /////= B 6-A:,E 6.G +A$H:,,$L } THERE IS A MONSTER HERE!M)) !YOU CAN SEE THAT YOU MUST KILL ITN OR IT WILL KILL YOU.Q6-@6-@ }V##  WHAT ARE YOU GOING TO DO?Y6-6-[\ ` 6. 67@,.e67B:,%@,. } j .o@t**@@ D:MONSTERy AD~0(& THAT HAS NO EFFECT ON IT.0 Ac% } ATAc%@4*Ac%6.7@<@,#B:, @.# Ac }.7@,$ 4W Ah($ Ac%. 4L At6. .% 4H6-%A:, } 4D6-%A:, AbTAKE BATTLE ACTIONS ///// @>+A$H:,, 6  }YOU WOUND THE MONSTER>6-&? @, AND YOU HAVE KILLED HIM!5.75? AdKH:, ?P2 THE }MONSTER BITES YOUK6-&@$H:,1 #-@A' 1 AX Ab0FOUND TREASURE }/////  6-A:, 6. +A$H:,,$( Ap26-P:$H:,,%@<F:%,"@$ }F#P-@Z"d n YOU FIND AND KEEP A x%@  6. $DATA FOR INVENTO }RY ///// SWORD KEY ROPE POTION WORM""IS INPUT$ IN INVENTORY /////6- Ahp }#"" 4 6-@"$ Ah@ $X%%NUMBER IN INVENTORY? (=N) /////b Appl }6-v#"6-%@ Ap@ $ REQUIRE ITEM /////* 6.46- }> AtH ( $M:F:%,"0 BUT YOU DON'T HAVE A : Ar`R6-@\ 6.f$%%FIND IT }EM AND ITEM NUMBER /////6-6- At#"$6-%@. 46-@ At }8 AtPB $WORK GOTO /////6.7@, AxMAKE SOUND /////} -A:, !}@Ax EXPLOTION ///// -A6@''2A'@30''2@@0 "}@'@30))2@A0&@'@30-A6@   "@Ax0" #}FALL ///-A2@@ %%2CHIRP UP /// $}//@ Ax@ -@0@6@2@@ %%2 %}CHIRP DOWN /////@AxP-@@E2@@ -@ &}@0 %%2POPPING /////@Ay-@@0%%2 '}A@%%2@@0@@%%2@A@@%%2 (}%%2@%%2@.*-@@%H:,$@ )}.  6 6. $@WORK LIST /////J AT@^"B:, @." APc.7@ *},h57@<@,4 +.7@,5 A@r  THIS IS FILE | 6.D:67@,. @@ +}@ 4**A0*A+ '  PRESS RETURN TO CONTINUE+ ,}A@  6.# A #+@%@# @ @### @ -}### @ $## @ YOU HAVE MADE $## @ IT OUT! $##  .}@ $$$ @$$$ @$ A@$w8F:A6 /},"@5AfF:A,%@8$)w46-F:A,;@ ,46.D:ADVENTUR.FNT.wW6-$AV"6-AU 0}&F:,(1F:,"?AU&M6-%@W B8w66-&@  F:A,,A6+Bw6-%@ 1}6-$AVLwF:AV,BVw 6-B:,6-&&@`w-@6@jw"6-@:7,,"F:%, 2}Btw"@::,B~w  Bw4 B*@@4 B0wy/F:A,"A0*7 3}@<@,4DV PUT TAPE WITH  INTO CASSETTE.o67@<@,.Cy Bw  CAN'T FIND .w 4}: BP  }LOADING (6-@:X,:AR@w_-A#$)@,%8 >:,F6-A& 5}J U@_ B`wB ++ CAN'T LOAD COMPLETE FONT.?&@Bw 6-B:,6-&&@w 6}-@6@w*6-@:7,,%*"@::,Bw wA6@wAV$ D:ADVENTU 7}R@6@w*6-@:7,,%*"@::,Bw wA6@wAV$ D:ADVENTU DEFAULT FILE*QUIT*QUIT*SUICIDEKILL MYSELF*DIE*INVENTORYPOSSESSIONS*INVENTORY*POTIONDRINK*RPOTIONYT50NM109}1*LISTEN*PYOU HEAR NOTHING*LOOKEXAMINESEARCHCHECK*T10M20*****S*INVENTORY*POTIONDRINK*RPOTIONYT50NM10MFIGHT MONSTER FILE*SWORD*WSWORDH50D3*ROPE*WROPEH30D2*HITKICKPUNCHPOKEBITE*H70D1*POTION*WPOTIONLPOTI;}ONH101D10*****SWORD*WSWORDH50D3*ROPE*WROPEH30D2*HITKICKPUNCHPOKEBITE*H70D1*POTION*WPOTIONLPOTIfffffff>`<|fl0fF68of;p88pf< 80 0 ~~`0 0`<>}f 6ff~c~f3p`|fff?p~`?0~`?``n3w~f? 0nxflxx0pp`cwkcw~~?}?wff>sf|`?wff>sf|0? 80p3wff3wff|0cgf<8pp8?A}ww<~~~<x`x`~<~~<B}0~0 ~ <~~<<>f>``|ff|<```<>ff>>ff>|``|fff8<<``lxlf8<fC}kc|ffffff>|f```>`<|~ffff>fff<ck>6f< x~ 0~<~~<D}8x8ff|``>ff>|f```>`<|~ffff>fff<ck>6f< x~ 0~<~~<YOU ARE IN A LARGE DAMP CAVERN THATHAS TWO PASSAGES GOING FROM IT.ONE GOES EAST, AND ONE GOES TO THEWEST FROM WHERE A SOFTF} GLOW OFLIGHT EMINATES...*WEST*GINIT*EAST*GCAVE2*** IT.ONE GOES EAST, AND ONE GOES TO THEWEST FROM WHERE A SOFT?YOU ARE IN A FOREST. EAST OF YOUIS THE ENTRANCE TO A CAVE. WHATARE YOU GOING TO DO?*EASTININTOENTERCAVE*GCAVE1*NO!H}RTH*GNORTH1*WEST*GWEST1*SOUTH*GSOUTH1*/ANY/*PɠΧԠĠԮ٠ΧԛPՠ٠ǠŠ!I}ԠPŠĬҠǠŠӬPԠΧԠҠǠԠŮ***٠ΧԛPՠ٠ǠŠ RYOU ARE AT A SMALL STREAM WHICHCOMES FROM THE NORTH AND GOES SOUTH.*EASTCAVE*GINIT*NORTHUPSTREAM*GNORTH*WEST*P%K}THE UNDERBRUSH IS TOO DENSE FORPYOU TO GO WEST.*SOUTHDOWNSTREAMFOLLOW*GSOUTH2*DRINKTASTE*PAH, THAT WAS REFRESHING%L}*IN*T5M20*****ENSE FORPYOU TO GO WEST.*SOUTHDOWNSTREAMFOLLOW*GSOUTH2*DRINKTASTE*PAH, THAT WAS REFRESHING$THERE IS A SMALL STREAM COMING OUTOF A SMALL CAVE. THE STREAM FLOWSTO THE SOUTH.*LOOKSEARCH*T10*ININTOENTER*PTHE)N} CAVE IS TOO SMALL TO ENTER.PYOU GET STUCK.W200PA POISON SNAKE COMES BY.W200PHE BITES YOU.W200DIE*EAST*GNORTH1*N)O}ORTHWEST*PTHE UNDERBRUSH IS TOO THICK FORPYOU TO GO EITHER NORTH OR WEST.*SOUTHDOWNSTREAMFOLLOW*GWEST1*DRINK*PT)P}HE WATER HAS A STRANGE TASTE.*****CK FORPYOU TO GO EITHER NORTH OR WEST.*SOUTHDOWNSTREAMFOLLOW*GWEST1*DRINK*PT(&YOU ARE IN A SMALL CLEARING IN THEWOODS. IN THE CLEARING IS A GREENPOLE WHICH IS STUCK IN THE GROUND.*POLE*PTHE GROUND -R}TREMBLES.W200PA CRACK OPENS IN THE EARTH.W200PYOU ARE FALLING INTO THE CRACK.W200PTHE GROUND CLOSES ABOVE YOU.W200GCA-S}VE5*EASTNORTH*PTHE UNDERBRUSH IS TO THICK TO GOPEITHER NORTH OR EAST.*WEST*GNORTH*SOUTHCAVE*GINIT*LOOK*T10-T}***EASTNORTH*PTHE UNDERBRUSH IS TO THICK TO GOPEITHER NORTH OR EAST.*WEST*GNORTH*SOUTHCAVE*GINIT*LOOK*T10,YOU ARE IN A DIMLY LIT ROOM. THEREIS A PASSAGE GOING WEST, AND ONEGOING SOUTH.*LOOK*M20*WEST*GCAVE6*SOUTH*GCAVE1V}4*** IN A DIMLY LIT ROOM. THEREIS A PASSAGE GOING WEST, AND ONEGOING SOUTH.*LOOK*M20*WEST*GCAVE6*SOUTH*GCAVE0YOU ARE IN A DAMP ROOM THAT HASTHREE PASSAGES GOING FROM IT.ONE GOES NORTH, ONE WEST, AND ONEGOES SOUTH.*NORTH*GCAVE35X}*WEST*GCAVE1*SOUTH*GCAVE13*SEARCHLOOK*T10*****ONE GOES NORTH, ONE WEST, AND ONEGOES SOUTH.*NORTH*GCAVE34>YOU ARE IN A LARGE ROOM WITH MOSSYWALLS. THERE ARE THREE PASSAGESLEAVING THIS ROOM. ONE GOES EAST,ONE GOES SOUTH, AND ONE 9Z}GOES WEST.*WEST*GCAVE4*SOUTH*GCAVE2*EAST*W200PAFTER A WHILE THE PASSAGE TURNSPTO THE LEFT.W200GCAVE9*LOOKS9[}EARCH*M50*EATTASTE*PTHE MOSS TASTES TERRIBLE!W100PYOU HEAR SOMETHING FROM THE EAST.W150S3S3S4*****9*LOOKS8s?THIS ROOM HAS A PASSAGE GOING NORTHAND ONE GOING EAST. THERE IS ALSOA NARROW ONE GOING SOUTH.*NORTH*GCAVE5*EAST*GC=]}AVE3*SOUTHNARROW*PTHIS IS A VERY NARROW PASSAGE.W200PYOU GET STUCK IN IT.W200PYOU STRUGGLE TO GET FREE.W400PYOU MA=^}KE IT! YOU COME BACK OUT.***A VERY NARROW PASSAGE.W200PYOU GET STUCK IN IT.W200PYOU STRUGGLE TO GET FREE.W400PYOU MA<THERE IS A SMALL STREAM HERE WHICHCOMES FROM THE NORTH. IT FLOWS INTOA CRACK IN A LARGE ROCK.*EAST*GSOUTH1*NORTHUPSTA`}REAM*GWEST1*WEST*GWEST2*SOUTH*GSOUTH3*LOOKSEARCH*M30*ININTO*PTHE CRACK IS TOO SMALL TO ENTER.W50PYOU NOAa}TICE A BLUE GEM BY THE CRACK*GEMTAKE*PTHERE ARE MANY SPARKSW100PYOU FEEL DIZZYW100YOU ARE FAINTINGW200DIE*DRINKAb}*PTHAT TASTED GOOD.******GEMTAKE*PTHERE ARE MANY SPARKSW100PYOU FEEL DIZZYW100YOU ARE FAINTINGW200DIE*DRINK@THERE ARE MANY TREES HERE. ONE OFTHEM IS VERY LARGE.*EAST*PTHERE IS TOO MUCH UNDERBRUSH TO GOPEAST.*NORTHCAVE*GINIEd}T*WEST*GSOUTH2*SOUTH*GSOUTH4*CLIMBUP*GTREE****PTHERE IS TOO MUCH UNDERBRUSH TO GOPEAST.*NORTHCAVE*GINID=YOU ARE AT THE TOP OF A VERY TALLTREE. ALL YOU CAN SEE FOR MILES ISA VERY DENSE FOREST.*CLIMBDOWN*GSOUTH1*****GINIHyTHERE ARE MANY TREES HERE. THEREIS A HOLE IN THE GROUND. IT ISRATHER LARGE.*EASTSOUTH*PTHE UNDERBRUSH IS VERY THICK HEMg}RE.PYOU CAN NOT GO FARTHER SOUTH ORPEAST*NORTH*GSOUTH1*WEST*GSOUTH3*LOOK*M20*HOLE*PTHE EDGE OF THE HOLE IS Mq}b%DOS SYSb )AUTORUN SYSb5ADVENTURDOCbbADVENTURBASb8DEFAULT b:MONSTER b <ADVENTURFNTbECAVE1 bGINIT bJWEST1 bMNORTH bQNORTH1 bUCAVE5 bWCAVE2 bYCAVE3 b\CAVE4 b_SOUTH2 bcSOUTH1 beTREE bfSOUTH4 bsSOUTH3 buWEST3 bxWEST2 b{CAVE6 b}CAVE7 bCAVE8 bCAVE10 bCAVE11 bCAVE11A bCAVE9 bCAVE12 bPASS1 bPASS2 bCAVE15 bCAVE16 bPASS3 bCAVE14 bCAVE13 bVAL1 bVAL2 bVAL2A bVAL3 bVAL4 bVAL4A bVAL5 bDEATH1 bVAL5A bCAVE17 bVAL7 bVAL6 bCLEAR1 bFOREST1 bTREE1 bFOREST2 bFOREST4 bFOREST9 bFOREST5 bFOREST5A bFOREST10 bFOREST6 bFOREST7 bFOREST3 bFOREST8 bLOG VERYPSLIPPERY. YOU SLIP INTO THE HOLE.W50PYOU ARE FALLINGW200PYOU LAND ON A PILE OF MOSS.W25PYOU ARE SAFE!GCAVE3***Mr}**PSLIPPERY. YOU SLIP INTO THE HOLE.W50PYOU ARE FALLINGW200PYOU LAND ON A PILE OF MOSS.W25PYOU ARE SAFE!GCAVE3***LTHERE ARE MANY TREES HERE.*EAST*GSOUTH4*NORTH*GSOUTH2*WEST*GWEST3*LOOK*T20*SOUTH*PTHE UNDERBRUSH IS TOO TQt}HICK TOPGO SOUTH.***E.*EAST*GSOUTH4*NORTH*GSOUTH2*WEST*GWEST3*LOOK*T20*SOUTH*PTHE UNDERBRUSH IS TOO TPTHERE ARE MANY TREES HERE, BUT THEGROUND IS VERY SWAMPY.*SOUTHWEST*PTHE GROUND IS TOO SWAMPY TO GOPEITHER SOUTH OR WESUv}T.*EAST*GSOUTH3*NORTH*GWEST2*LOOKSEARCH*M50*RUN*PYOU RUN INTO SOME QUICKSAND THATPYOU DIDN'T SEE.W50PYOU Uw}ARE SINKING.W200PIT IS OVER YOUR HEAD.W200DIE*****RUN*PYOU RUN INTO SOME QUICKSAND THATPYOU DIDN'T SEE.W50PYOU T:THE GROUND HERE IS VERY SWAMPY.*EAST*GSOUTH2*SOUTH*GWEST3*NORTHWEST*PYOU ARE WALKING IN KNEE DEEP WATER.W200PYYy}OU FEEL A SHARP PAIN IN YOUR LEFTPFOOT. YOU PULL YOUR FOOT OUT OFPTHE WATER AND SEE A WATERMOCCASINPBITING YOUR FOOT,W100Yz}0PYOU SLIP AND FALL INTO THE WATER.W150PYOU FEEL MANY SHARP PAINS.W200DIE***** WATERMOCCASINPBITING YOUR FOOT,W100XWYOU ARE IN A ROOM WITH A MUSTYSMELL. THERE IS A PASSAGE GOINGEAST AND ONE GOING WEST.*EAST*GCAVE5*WEST*GCAVE7*WAL]|}LSWALL*T30***** A MUSTYSMELL. THERE IS A PASSAGE GOINGEAST AND ONE GOING WEST.*EAST*GCAVE5*WEST*GCAVE7*WAL\THIS IS A SMALL ROOM WITH A PASSAGEGOING EAST AND A DOOR ON THE WESTWALL.*EAST*GCAVE6*WESTOPENTHRUTHROUGHKICK THEa~} DOORKICK DOOR*PTHE DOOR OPENS AND YOU GO THRU.PTHE PASSAGEWAY ON THE OTHER SIDEPOF THE DOOR IS VERY SLIPPERY.W50PTHE a}FLOOR SLOPES DOWN. YOU SLIPPAND CAN'T STOP SLIDING.S2GCAVE8*DOOR*PYOU HEAR A CLICKPA DART COMES AT YOU AND GETS YOUPa}IN THE NECK.W200PYOU PULL IT OUT, BUT YOU FEEL ILL.W200DIE*****PYOU HEAR A CLICKPA DART COMES AT YOU AND GETS YOUP`GTHERE IS A SULFER SMELL IN THISROOM. THERE IS A PASSAGE GOINGUP TO THE EAST, AND ONE GOING NORTH.*EAST*PTHIS PASSAGE ISe} TOO SLIPPERY TOPCLIMB.M50*NORTH*GCAVE10*WALLWALLSFLOOR*W50PA TRAP DOOR OPENS AND YOU FALLPINTO A MOLTEN PIT OFe} LAVA.W200DIE*****M50*NORTH*GCAVE10*WALLWALLSFLOOR*W50PA TRAP DOOR OPENS AND YOU FALLPINTO A MOLTEN PIT OFdYOU ARE IN A LARGE ROOM. THEREIS A PASSAGE GOING EAST. THEREIS A LOCKED DOOR TO THE NORTH.THERE IS ALSO A PASSAGE GOINGSOi}UTH.*SOUTH*GCAVE8*EAST*GCAVE11*OPENUNLOCKNORTH*RKEYYPYOU UNLOCK THE DOOR AND GO THRU.YGCAVE12NM50*LOOK*Ti}20*SWORD*RSWORDYPYOU BREAK YOUR SWORD.LSWORD******RKEYYPYOU UNLOCK THE DOOR AND GO THRU.YGCAVE12NM50*LOOK*Th;YOU ARE IN A SMALL ROOM. IT ISSQUARE AND HAS A LOW CEILING.THE ONLY EXIT IS TO THE WEST.*WESTEXIT*GCAVE10*LOOKWALLm}WALLS*PYOU FIND THAT ONE OF THE STONESPON THE NORTH WALL IS LOOSE.*PUSH*PTHE STONE MOVES.W50T101GCAVE11A*****Ll{AS YOU LOOK AROUND THE ROOM, YOUNOTICE THAT THERE IS NO LONGERAN EXIT.*PUSHLOOSE*PTHERE IS A BRIGHT FLASH.W100PYOU Aq}RE TRAVELING THRU THE AIRPOVER THE FOREST.W100PYOU COME TO THE GROUND SAFELY.W100GWEST2*WALLEXITWEST*PYOU HEAR A Lq}OUD BOOM.W100GCAVE9***OVER THE FOREST.W100PYOU COME TO THE GROUND SAFELY.W100GWEST2*WALLEXITWEST*PYOU HEAR A LpYOU ARE AT THE SOUTH END OF A VERYLARGE ROOM. THERE IS A PASSAGEGOING SOUTH. THERE IS A LOT OFWATER BLOCKING THE WAY NORTHu}.THERE IS A LARGE BIRD NEAR YOU.HE LETS OUT A FRIENDLY CHIRP.*SOUTHPASSAGE*W100PAFTER A WHILE THE PASSAGE TURNSPTO Tu}HE RIGHT.W200GCAVE3*SWIMWADE*PA LARGE FISH EATS YOU.W250DIE*WORM*RWORMYPTHE BIRD EATS THE WORM.YW200YPTHE BIRu}D CARRIES YOU TO THE OTHERYPSIDE OF THE WATER.YLWORMYGCAVE14NPTHE BIRD EATS YOU.NW100NDIE*BIRD'SBIRD*PTHE BIRD GIVu}ES YOU A STRANGE LOOK.W100PHE CHIRPSW20S3S3S4*****E14NPTHE BIRD EATS YOU.NW100NDIE*BIRD'SBIRD*PTHE BIRD GIVt