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Lord Knows Gramp's has been gone }for more than a year, but nobody has bothered to go looking for him. Actually though, You didn't find much of importance, jus}t some old dusty junk, a heavy leather bound book, and strangely,a letter adressed to you: Which read: ------------------}---------------- Dear Grandchild: I knew you'd come looking for me sooner or later. I'm going Goldfishing with a }few of my old Ukalukalut Eskimo friends in Alaska. Will be back soon, Your loving Grandpops xoxoxo PS: You'll} find a book about Goldhunting, Read it, at least it will get you through Tire-Rotation School. You'}ll find a travel log and a helpful Index in the back of the book. GP -----------------------}-----------Well, You figured at least This looked a little more interesting than your homework, so you grabbed everything }you could carry, and began to read the book.Only, Now your definitely not in Kansas anymore....INTRODUCTION:GOLDHUNT }II is a game of Nerve, Daring, Skill, Courage, and above all, GREED. It is playable by one person on an Atari 8-bit Home Com}puter with at least 32k and one disk drive.Goldhunt begins by you selecting which dungeon you wish to play. There are sevea}l interesting ones included on the disk for hours of entertainment. Type in the name of the dungeon you select, but don't bot}her about disk drive or extender, the program will do it for you. Press RETURN and after a brief wait, the game will start.}The whole object of Goldhunt is to find a bag of gold which has been hidden within a 20x20 undergraound room, or room complex} (reffered to as a 'DUNGEON'). You may explore as much or as little of the map as you need, until you find the Gold. You also} have numerous Items to aid you in your quest.To completly finish your quest, you must find the gold, avoid the many fatal }and misfortunate traps and hazards, and return to the exit, where you may travel on to other levels, or simply return home. M}any times your entrance is one way into the level, so that you must then find the exit to win.THE SCREEN:The screen is }divided into two parts, the square window which shows your position, (always the very center) and everything you can see from} your location, and The lower part of the screen, which allows you enter your commands for each of your moves. There are othe}r parts of the game, which are explained below in full detail.THE LINE OF SIGHT:Goldhunt uses line-of-sight to draw wha}t you can see. Dots are where your view is blocked by certain objects, such as walls pillars etc. This means you can NOT see }through doors, or around corners, just like in real life. And of course, if your torch goes out, well, that leaves you in the} dark, doesn't it?THE ITEMS:You have several Items you carry with you to aid in your search. These items are the ones y}ou grabbed from Gramp's laboratory. You carry two small books, the first entitled, 'ACME HANDY TRAVEL GUIDE'. Which explains }what you are likely to see in the area. Use the command "READ" to read your Travel guide. The second book is simply a helpfu}l Index of all the actions available to you. Use the command "HELP" to read the Index. Special screens help will appear when} you enter these commands.You also have a few items that you carry with you all the time. The first and most important of t}hese is the SCANNER.The Scanner Informs you how far away the gold is hidden from your location. It dosn't however, tell you} in what direction, so to find the location you can either use triangulation, or simply Hunt and SCAN. The one major dificult}y with the scanner, is that it requires tokens to operate. You start the game with 10 tokens, and you must use one token ever}y time you use the scanner. It's possible the underground rivers have washed tokens in from the outside, but it's also possib}le that there are very dangerous and hungery creatures in those same waters.To use the scanner, Use the command "SCAN".Yo}u also Carry a Old Magician's Wand wich has a rusty star at the end. On the star is taped the magic word 'LOOK'. when you use} the Command "LOOK" the wand will tell you what the object you are pointing it at really is. This is very important, because }you cannot see pits, traps, or other hazards by sight alone. (If your torch is out, you can't see anything at all!) To use th}e wand use the "LOOK" command. You will then need to choose what direction to point it.You also carry a Torch which lights }everything you can see. It can be easily put out by the slightest breeze, not to mention it has a very definite life span. Bu}t, not to fear, for these are Gramp's magic Torches; all you have to do is relight them. You can relight these torches indefi}natly.To re-light your Torch, simply use the command "LIGHT".Your last item, is really not a item at all, mearly a map yo}u carry to keep track of where you have gone. You have to keep updating it, as you travel, and you do that by using the comma}nd: "MAP".You can look at your map by using the command "VIEW".MOVEMENT:Movement in Goldhunt is based on the compass }directions. You can move North, South, East, and West. Obviously, you can't move through walls, or any other solid objects.}You can move any number of directions in one move. When you run into an object, you will be told with a disclaimer such as "o}of!", and that particular direction will be ignored for that moment.To move use the commands: N (north) S (south) } E (east) W (west)To use multiple directions, simply keep typing in the directions. For instance: "NESEW" would take you} North, East, South, East, and then West. Note that you do not go directly SouthEast, but first South, then East.DIGGING/}SEARCHING:To dig up the Gold, you have to be right on top of it. Obviously, use the Command "DIG" or the command "SEARCH". } If you're successful, you will then be holding the gold. If you are not, all you'll have to show for your work is a dead cat}. But, you can always try somewhere else.....Certain Objects, being largely insubstantial, may be moved through. These obj}ects include Mist, Doors, and Tapestries. Other objects, such as Statues and Armour may be walked past closely, and still oth}er objects, such as Water, Floors, and Fountains, may simply be walked over. Some objects, such as Pits, cause certain things} to happen to you when you walk on them. Beware.One note about Water though, Underground Rivers are notorious for having un}evenly shaped river beds. So its very dangerous just to run about in a shallow river without taking the time to watch where y}ou are putting your feet. You're so loaded down with equipment that one false step and it's 20 feet to the bottom!Other tha}n Pits, there is one other object you might come in contact with during your foray. This is the 'Teleporter'. These mystic o}bjects were left by a long dead race of starship builders. These objects will transport you to a random location when you ste}p on them. Oops, ...surprise!REVIEW:In total then, there are three basic types of objects in Goldhunt.(1) Stuff you c}an see through, which is broken down into: A - Walk thru stuff (floors) B - Hard stuff (you can't walk through)2)} Stuff you can't see through or move through (walls)3)Stuff you can't see through, but you can walk through (Doors and Mist})STATUES:You may bump into another relic of the time of the Starship-Builders, the Animatronic Suits of Armour and Gian}t Tiki Statues. These objects can 'talk', and when you attempt to talk to either type, they will begin to wave their arms/ape}ndages wildly and finally tell you the direction the wind is blowing. Now, this may not seem to be very exciting information,} but if you think a bit, what direction does the wind blow underground? Towards the Exit, of course! So, in dungeons and/or u}nderground areas, you can find the DIRECT line toward the exit from these objects. And what do these things REALLY look like?} Well the Statues remind you very much of your visit to the Tiki Room at Disneyland, ...and the Suits of Armour are sort of }like a movie you once saw.....FOUNTAINS:Fountains are simply areas where Water from deep underground is pushed up by it}'s own pressure. You can drink from these, but the water quality varies. It used to be ancient practice for people passing b}y to throw small coins into these fountains, so that sometimes a few of these coins will reappear, (strange,how the ancient c}oinage looks remarkably like the modern Video token)...MIST:Well, it dosn't do much of anything, except block your sigh}t. And really, that's enough. Mist is caused by warm water and cold air. It's a common sight around Dungeons and Catacombs, e}specially where you've got rivers running through everywhere.BRIDGES:Across very deep water or very long streches of sh}allow water, the ancient Starship-Builders would erect short pontoon Sky-hook suspension bridges. Unfortunately, their bridge}s are not near as trustworthy as some of their more complex objects. It's nothing to see a perfectly good bridge with parts m}issing, so that the only way to cross is to swim. Sometimes you'll see sections that were never assembled over a body of wate}r, or where the water dried up. Watch your step in these areas, because they may look harmless, but in some cases they were a}ctually built over unstable ground (pits)!DOORS:Doors are what you make of them, you can't look through them (no keyhol}es), but none of them have ever been known to be locked. There was another secret invention, the Rock door, that once in plac}e, and looks exactly like a section of wall. Use the "LOOK" wand and it will tell you when a section of wall is real or simpl}y an invisible portal.TAPESTRIES:Tapestries act like doors, though you can't actually see that they cover any thing. Th}ese over-sized carpets, were hung on the walls to keep the underground rooms warm, for the ancients also had a real problem w}ith underground heating. Tapestries are sectioned so that you can look behind them, and actually pass through them if you wan}t, though if the're hung against a wall, you won't be able to do anything past them.QUITTING:If you really have to quit}, to do your homework, or if the boss is comming down the hall, you can use the Command "QUIT". This will return your compute}r to BASIC, and you can get on with your life...EXITING AND WINNING:To leave the game with your Cash, simply find the e}xit (its a ladder going through the roof), step onto the foot of the ladder and use the Command "EXIT".Many times the secti}on of underground you are in is connected to another, in which case you would go on to the next level, or sometimes, you will} get a winning message. and the game will end.Remember, don't spend all your ill gotten Gold in all the same place. You've }still got to pay for Tire-Rotation School!.Remember, don't spend all your ill gotten Gold in all the same place. You've -Once you have mastered the fine art of winning Goldhunt II+, You might want to build your own Dungeons. This is what the ED}ITOR does...**********The EDITOR**********The Editor is for creating and developing new dungeon or underground leve}ls.The Editor screen is broken into two parts; on the left hand side of the screen, you will see a large block of #'s, this} the actual editing map.on the right hand side of the screen, there is a small box, under which is the name of the object y}ou are currently plotting with. When you boot up, this will also be a '#'.At the top of the screen are the commands availab}le to you. Many are self-explanetory.To clear the screen, press Ctl-C.THE CURSORThe flashing block in the center of t}he 'map' is the cursor. You can move the cursor with the joystick and whenever you press the fire button (trigger), you will }leave a trail (or simply a dot) of whatever Object you are currently plotting with.Select the Object you want to draw with }from the keyboard, then press fire to display/draw the object on the editing map.OBJECTSThere are many different Object}s in Goldhunt. A good number of these are seen only in the editor, as they are hidden for one reason or another in the game i}tself. For an entire list of Objects, and what they do, see the OBJECT TABLE.Lets see how it all works. For now we'll look }at the 'SPACE bar'. Anything the editor doesn't recognize as being a specific object is 'FLOOR'. The Object title (the bit of} explanation under the Object title) is 'passage'. To plot passages, simply press the SPACE bar to select the object and then} press the Fire button. Notice how the Object tile (the Square on the right side of the screen) has changed to a empty spot, }and below that, the Object title has changed to 'Passage'. Easy, eh?Below is a partial list of Objects and their character }commands.MAPPING OBJECTS (objects that are mainly map tiles):# A wallSPACE A passage or floor tile! A door,} allows east/west passage_ A Door, allows north/south passage% A Rock Door, appears to be a }wall(See notes below about the full workings of doors)* A collumn, acts like a wall= A bridge< A Tapestr}y hung north/south_ A tapestry hung east/west& A large stone statue@ A museum suit of armour+ A secti}on of fog/dense mist/ A subterranian river/pool of water? A fountainCtrl(T) The Exit, for leaving gameT}here are two location Objects which appear and act like flooring in the game, but have special effects when The dungeon file }is first loaded.The first is:^ Which is the player's start location. You can have more than one in the file,} but only the last encountered will be used.The Second is:$ The gold location. Like the Start location,} only the last one encountered when the file loads will be used.If these objects are left out of a file, both of }these locations will be randomly picked out of all of the floor tiles by the computer.There is also the last type of Object} tile, the action tile. When this tile is moved over, it causes something to happen to the player.These are:; A pit. I}nstant death. This tile apears to be a floor: A teleporter. This tile causes the players location to be ch}anged to a randomly picked location] A Patch of deep water. Basically, a water-filled pit. However, this O}bject appears to be water instead of flooring.Never forget that if one of these objects (especially the pits) bl}ocked the only way to the gold, the level can be impossible to solve!! So take care in your designing.There is also the le}tters A-Z which mark new room descriptions (see below).ROOMS & ROOM DESCRIPTIONS:Every room does not have to be a room }as such, only a section marked off by doors. When the Dungeon file is first loaded into the game, The Room Descriptor is set }to the Description set for the passages.When the player walks over a Letter (A-Z), that Particular Room Description is loade}d into the Room Descriptor (the line of description in the Game itself, that tells The Player what room he's in, or describes} what the room is).Whenever the player walks through a door, however, the room descriptor is set back to the original Passa}ge Description.So that this map/section:######## would have the center# # room under the descript-# #### # tio}n of the Room 'A'# # # # Description, and the # #A # # outer passageway would# #-## # have the description for# }# the Passages.########Many times it is necessary to place several Room Description markers (A-Z) around a set of doors, } to make sure that, no matter what direction the player enters the room from, the marker will be passed over. Note too, that  }Secret doors (rock doors) also act just like doors in this respect, as do tapestries.Example:########## # Every  }entrance marked.# ##-## ## # A # ## # # ## !A A# ## ### # ## ##########To fully understand the use of the R }oom Description markers, load a couple of Dungeon files into the editor from the disk and see how they are built. The file 'W }INSTON' is one of the better ones at setting a number of rooms apart from each other. If you want the General passage Descrip}tor not to be used when the File is first loaded, then simply place where you want the player to begin and surround the start} location with Other room Description markers.DISK ROUTINES:The Disk routines allow you to load, save and catalog your }finished files. You can also print either the map on the screen, or a selected file on disk.DIRECTORY:Pressing 'Esc' wi}ll cause a directory of the disk in drive #1 to be loaded onto the screen. The entries, will appear by three's, just above th}e Object tile box. Pressing the SPACE bar will go to the next three entries. You have the option of printing the directory if} you wish, simply respond 'Y' to the prompt and make sure your printer is turned on.LOADING A FILE:Pressing OPTION Load}s a pre-saved file. Notice that after the map is loaded, the computer continues to load the room descriptions from the file a}lso. You do not need to enter the 'D:' and Extender, only the name is required.SAVING A FILE:Saving a file is a bit mor}e difficult than simlply loading the file. This is mainly due to the fact that there are more options available to you as you} build your room descriptions.Well, you've got your masterpiece finished, now we'll save it. Press START and you will be pr}ompted with a file name. You dont have to worry about D: or Extenders as that's all taken care of. Now the computer will begi}n to save the file. First it looks at the map and copies everything on the map first.After that is finished, you will see a} series of prompts below the map. Your first prompt will be something like: General Passage description.This is where yo}u enter general non-room description. You are allowed one line of text, though the program is moderately easy to modify to a}ccept more. (you'll have to modify GOLDHUNT too though!)After this, you will be prompted to input the room descriptions, ro}om by room. You did remember to put in room letters didn't you?. Hope so!! For example, The description marked 'Room B' will }only appear after the character has walked over the invisible 'B' on the map.Once you input all your Rooms you can abort t}he rest of the rooms by pressing 'Esc' twice (until the character shows up) and then pressing Return. You will be asked wheth }er you wish to chain this file to another file. This function allows you to tie sections of dungeons together in order to gre!}atly expand your game. If you respond 'N' then the saving will end, and you will go back to editing.If you respond 'Y' then"} you will be prompted for the file name. this is the only place YOU MUST PUT THE ENTIRE FILENAME! The filename will be in thi#}s format: D:filename.DGN. Make sure you are in uppercase, and don't forget the .DGN! Once you finish with that you will go ba$}ck to editing.Make sure you don't use the name of a file already on the disk, or it will be written over!SOME NOTES ON %}INTERIOR DESIGNWhen you're building your masterpiece, remember that the people that lived in these halls didn't want to loo&}k a stone walls all day, and the player of Goldhunt II+ will find the game dull if all there is to explore is an empty new ma'}ze. Open up a few really big rooms, cover the walls with tapestries, put suits of armour and statues into nooks and crannies.(} Don't forget that those big rooms are going to need support for their roofs. Collumns are just what they're there for. Put p)}its and traps in stragetic places, and what's a little fog between friends?For the best results, have an idea of what you w*}ant to create before you start. WINSTON, for example, is actually the actual floor plan of an English manor. Each of the room+}s has a purpose (except for those beyond the secret door off the audience room). Several other Dungeons on the Master disk ar,}e put together so that they make sort of a lop-sided sense. For example, LAKEWAY is another, ...a glorified blind maze search-}, with a collapsed bridge as the centerpoint. You could even include your own house or apartment plan! Why not? Be creative..}The Files included on the Goldhunt II disk should give you an idea as to how all the programs are put together and how they /}interrelate.ded on the Goldhunt II disk should give you an idea as to how all the programs are put together and how they **********CONCLUSION**********GoldHunt II+WHAT WE WERE TRYING TO ACCOMPLISHThe Original Goldhunt was written By1} Matt Mills, a Sysop of the now Defunct Tripper's City BBS. The program was an ASCII translation written to work internally w2}ith the BBS. Matt had planned to put in combat, movable creatures, and piles of treasure, but, as many programs go, the conce3}pt was changed, and now lives and breathes as a completly different program which will be in matt's NEW BBS 'The Battlements'4}.I, however, (being more stubborn than most) took Matt's original ideas, converted them to the Atari, and began to weave my5} own personality into the program. More Objects, several new commands, and a little tightning of the line of sight routines (6}not to mention a little screen manipulation), and an Editor for the files (they originally had to be created on a wordprocess7}or).A few of his ideas I tossed, such as the combat. Shoot-em-up games are fun for a while, but become boring, and the geat8}est challenge is to create a non-violent game. Sure, there is violence, but it's not the sword wielding variety. Just a few d9}eadly traps to keep the player on his or her toes. But mostly, this program is a collection of bits and pieces from several s:}ources, not to mention that peculiar form of serendipity one only encounters while programming.The Final Touch was the Char;}acter Set. After several late-night stints with the character editor, I finally finished. Since then, it's been simply addin<}g Dungeons and extra bonuses onto the disk. One of which is the DISKSLEEVE. A real print and cut out disksleeve for your Gold=}Hunt II+ disk. Simply RUN the sleeve program with an Epson printer on line.MY PERSONAL THANKS TO- Matt Mills, the origi>}nator.John Toner and Boyd Staley, who put up with 15 beta copies.- Jay Jones, who wrote a completely different program with?} matt's original, and from whom I borrowed (stole) several Ideas....and to all the others who gave me ideas and sugetions.@}Have Fun, and if you really like GoldHunt II+, send $5 to the address below, and give a copy to a friend. Or, send me a feA}w of your own programs.Good luck,THE MIGHTY MOOSHUNTER.Sam Gueydan,4230 E. Fairfax, #201,Fresno, CA. 93703e a fewATTENTION ALL ATARI XL/XE OWNERS!!__________________________________WANT TO SPEED UP GOLDHUNT II+?FIRST, load TURBO BC}ASIC XL (available from most public domain sources) into your computer, then insert your GoldHunt+ disk and type RUN"D:HELLO"D} and press RETURN.GoldHunt II+ will now load into your Atari XL/XE computer and you will find that your game will run 3-5 tE}imes faster than with regular Atari BASIC.d into your Atari XL/XE computer and you will find that your game will run 3-5 t-B%DOS SYSB*)DUP SYSB-SAUTORUN SYSB FONT SETBZDOC 000BMDOC 001B0DOC 002BBDOC 003