1814 lines
40 KiB
Plaintext
1814 lines
40 KiB
Plaintext
Instruction Manual for
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Archmage
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Welcome to the world of the Enchanter saga -- a world founded on magic,
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where guilds of magicians have mastered the powers of sorcery; a
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world now threatened with destruction.
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You distinguished yourself among the young Enchanters by
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defeating the evil warlock Krill, whose attempt to subjugate the land
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was thwarted by your cleverness, as your inexperience allowed you to
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succeed where others might have failed. This earned you a place on the
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Circle of Enchanters, second only to the great Belboz the Necromancer.
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Then Belboz himself was nearly destroyed, and your rescue of him from
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the evil demon Jeearr earned you the ultimate honor given a mage, the
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leadership of the Circle of Enchanters.
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Now, a crisis has befallen the kingdom. Magic itself seems to
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be failing. Spells fail to work or go strangely awry, the populace is
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confused and restive, and even the Enchanters Guild is baffled. A great
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conclave of the Guildmasters is ordained, and it is at this conclave
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that the final conflict between good and evil begins to unfold.
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If you're familiar with Infocom's interactive fiction, you may
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not feel like reading this entire manual. However, you should at least
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read about the use of magic (on page x). Also look at the appendix of
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recognized verbs (on page x); some of the verbs listed are found in all
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Infocom stories, while others are included especially for Archmage. All
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wizards will want to familiarize themselves with this list.
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Table of Contents
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An Overview Page N
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*What is interactive fiction?
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*Moving around
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*Turns and scoring
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Tips for Novices Page N
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Nine useful pointers about interactive fiction
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Communicating with Archmage Page N
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*Basic sentences
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*Complex sentences
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*Talking to characters in the story
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*Vocabulary limitations
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Spell Casting Page N
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*Using your spell book
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*Memorizing spells
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*Casting spells
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Starting and Stopping Page N
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*Starting Archmage ("Booting up")
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*Saving and restoring
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*Quitting and restarting
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Appendix A: Important Commands Page N
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Appendix B: Some Recognized Verbs Page N
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Appendix C: Archmage Complaints Page N
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Appendix D: Sample Transcript and Map Page N
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Appendix E: We're Never Satisfied Page N
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Appendix F: If You Have Technical Problems Page N
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Appendix G: About the Author Page N
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Appendix H: Copyright and Warranty Information Page N
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Appendix I: Quick Reference Guide Page N
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This briefly describes the most important things to know about
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interactive fiction. It is vital that you know all these things before
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you begin your adventure.
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An Overview
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Interactive fiction is a story in which you are the main character.
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Your own thinking and imagination determine the actions of that
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character and guide the story from start to finish.
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Each work of interactive fiction, such as Archmage, presents you with
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a series of locations, items, characters, and events. You can interact
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with these in a variety of ways.
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Some wizards have the power to transport themselves with a mere
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twitch of the toes. Most of the others, alas, must walk. To move from
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place to place, type the direction you want to go. When you find
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yourself in a new location, it's a good idea to become familiar with
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your surroundings by exploring the nearby rooms and reading each
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description carefully. (You may notice that Archmage occasionally refers to
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a location as a "room," even if you are outdoors.) As you explore, it is
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helpful to make a map of the geography.
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An important element of interactive fiction is puzzle-solving. You should
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think of a locked door or a ferocious beast not as a permanent obstacle,
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but merely as a puzzle to be tackled. Solving puzzles will frequently
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involve bringing a certain item with you, and then using it in the proper
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way.
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In Archmage, time passes only in response to your input. You might
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imagine a clock that ticks once for each sentence you type, and the story
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progresses only at each tick. Nothing happens until you type a sentence
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and press the RETURN (or ENTER) key, so you can plan your turns as slowly
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and carefully as you want.
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To measure your progress, Archmage keeps track of your score. You
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may get points for solving puzzles, performing certain actions, or
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visiting certain locations. A perfect score is to be strived for, but of
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course a true Enchanter is above such mundane considerations and will
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consult the score only to measure progress toward more worthy goals.
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Tips for Novices
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1. In bygone days, Enchanters could recall even the tiniest events in
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their lives and project them upon the clouds to the great amusement of
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the populace. Since you do not currently possess that skill, it's a good
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idea to draw a map. It should include each location, the directions
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connecting it to adjoining locations, and any interesting objects there.
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(See the small sample map that goes along with the sample transcript on
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page N.) Note there are 10 possible directions, plus IN and OUT.
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2. Examine all objects you come across. Most objects in the story that you can
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pick up are important for solving one or more of the puzzles you'll run into.
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3. Save your place often. That way, if you mess up or get "killed,"
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you won't have to start over from the beginning. See page N for instructions.
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4. Read the story carefully. There are often clues in the descriptions of
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locations and objects, as well as in labels, engravings, books, and so on.
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Even strange or dangerous actions may provide clues, and might prove to be
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fun! You can always save your position first if you want. Here's a silly
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example:
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>GIVE THE MAGIC GERANIUM TO THE WOLF
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The wolf considers, for a moment, eating the geranium instead of you.
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Then he decides the better of it. He comes closer and closer.
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In addition to learning something about the culinary preferences of
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wolves, you have a clue that perhaps feeding something else (a steak?)
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to the wolf would be more useful.
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5. Unlike other "adventure games" you may have played, there are many
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possible routes to the end of Archmage. Some puzzles have more than one
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solution; other puzzles don't need to be solved at all. Sometimes you
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will have to solve one puzzle in order to obtain the item(s) or
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information you need to solve another puzzle.
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6. You may find it helpful to go through Archmage with another
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person. Different people may find different puzzles easy and can often
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complement each other.
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7. If you really have difficulty, you can order a hint booklet and a complete
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map using the order form in your package. You don't need this
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booklet to enjoy the story, but it will make solving the puzzles easier.
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8. Read the sample transcript on page N to get a feel for how Infocom's
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interactive fiction works.
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9. You can word a command in many different ways. For example, if you
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wanted to pick up a dusty scroll, you could type in any of the following:
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>GET SCROLL
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>TAKE THE SCROLL
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>PICK UP THE DUSTY SCROLL
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In fact, if the scroll is the only thing in sight that you can take,
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just typing TAKE would have been enough. But more about that in the next
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section ...
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Communicating with Archmage
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In Archmage, you type your sentence in plain English each
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time you see the prompt (>). Archmage usually acts as if your
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sentence begins "I want to...," although you shouldn't actually type
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those words. You can use words like THE if you want, and you can use
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capital letters if you want; Archmage doesn't care either way.
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When you have finished typing a sentence, press the RETURN (or ENTER) key
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and Archmage will process your request. Archmage will then respond,
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telling you whether your request is possible at this point in the story,
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and what happened as a result.
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Archmage recognizes your words by their first six letters, and all
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subsequent letters are ignored. Therefore, SILVER, SILVERsmith, and
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SILVERware would all be treated as the same word by Archmage.
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To move around, just type the desired direction. You can use the eight
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compass directions: NORTH, SOUTH, EAST, WEST, NORTHEAST, NORTHWEST,
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SOUTHEAST, and SOUTHWEST. You can abbreviate these to N, S, E, W,
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NE, NW, SE, and SW, respectively. You can use UP (or U) and DOWN (or D).
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IN and OUT will also work in certain places.
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Archmage understands many different kinds of sentences. Here are several
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examples. (Note some of these objects do not actually appear in
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Archmage.)
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>WALK NORTH
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>DOWN
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>NE
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>GO UP
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>TAKE THE SPELL BOOK
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>READ THE SCROLL
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>LOOK UNDER THE BED
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>GO OUT
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>DROP THE NEWT INTO THE POT
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>EXAMINE THE LARGE RED DEMON
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>PUSH THE BLACK BUTTON
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>SHOOT THE DEMON WITH THE LOADED GUN
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>GIVE THE MAGIC WAND TO THE FROG
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>LOOK UNDER THE STATUE
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>READ THE CRUMBLY YELLOW SCROLL
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You can use multiple objects with certain verbs if you separate them
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by the word AND or by a comma. Some examples:
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>TAKE SWORD AND MAGIC KNIFE
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>DROP THE SPRIG OF IVY, THE MISTLETOE, AND THE SPOTTED FROG
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>PUT THE BAT'S FEET AND THE BLUE BUBBLY LIQUID IN THE BOWL
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You can include several sentences on one input line if you separate them
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by the word THEN or by a period. (Note that each sentence will still
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count as a turn.) You don't need a period at the end of the input line.
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For example, you could type all of the following at once, before pressing
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the RETURN (or ENTER) key:
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>READ THE SCROLL. WRITE "BROKEN" ON IT. OPEN THE GARBAGE CAN THEN
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DROP THE SCROLL INTO THE GARBAGE CAN
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If Archmage doesn't understand one of the sentences on your input line, or
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if something unusual happens, it will ignore the rest of your input line
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(see "Archmage Complaints" on page N).
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The words IT and ALL can be very useful. For example:
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>TAKE THE SCROLL. READ IT. PUT IT IN THE BOX
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>CLOSE THE HEAVY METAL DOOR. LOCK IT
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>TAKE THE SILVER HELMET. SHINE IT. PUT IT ON
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>TAKE ALL
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>EXAMINE ALL THE DUSTY SCROLLS
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>TAKE ALL EXCEPT THE WET EGG AND THE KEY
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>TAKE ALL FROM CABINET
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>DROP ALL BUT THE PENCIL
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The word ALL refers to every visible object except those inside
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something else. If there were an apple on the ground and an orange
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inside a cabinet, TAKE ALL would take the apple but not the orange.
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There are three kinds of questions that Archmage understands: WHO IS
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(someone), WHERE IS (something), and WHAT IS (something). For example:
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>WHO IS ORKAN?
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>WHERE IS THE SPELL BOOK?
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>WHAT IS A GRUE?
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You can use quotes to say something "out loud." For example:
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>SAY "HELLO"
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You can write a word on an object in the game if you want:
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>WRITE "GARLIC" ON THE BAG
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>WRITE "VALUABLE" ON THE ANCIENT SCROLL
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You will meet other people and creatures in Archmage. You can "talk"
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to some of these beings by typing their name, then a comma, then
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whatever you want to say to them. Here are some examples:
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IMP, WHERE IS MY SPELL BOOK?
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HENCHMAN, FOLLOW ME
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ADVENTURER, KILL THE MONSTER THEN GIVE ME THE SWORD
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SQUIRE, GIVE ME THE WAND. CLEAN OFF THE SANDALS
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Notice that in the last two examples, you are giving a person more than
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one command on the same input line.
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Archmage tries to guess what you really mean when you don't give enough
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information. For example, if you say that you want to do something, but
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not what you want to do it to or with, Archmage will sometimes decide that
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there is only one possible object you could mean. When it
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does so, it will tell you. For example:
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>UNLOCK THE DOOR
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(with the key)
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The door is now unlocked.
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If your sentence is ambiguous, Archmage will ask what you really mean. You
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can answer most of these questions briefly by supplying the missing
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information, rather than typing the entire input again. You can do this
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only at the very next prompt. For example:
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>SLICE THE SCROLL
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What do you want to slice the scroll with?
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>THE SCIMITAR
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The scroll is reduced to paper dolls.
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or
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>TAKE THE SCROLL
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Which scroll do you mean, the evil enchanted scroll or the lovely
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vellum scroll?
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>ENCHANTED
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The evil in the scroll flows inexorably up your arm. It seems to be
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seeking out your heart!
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Archmage uses many words in its descriptions that it will not recognize in
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your sentences. For example, you might read, "The bright-red sun sets
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slowly into the horizon." However, if Archmage doesn't
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recognize the words SUN or HORIZON in your input, you can assume
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they are not important to your completion of the story, except to provide
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you with a more vivid description of where you are or what is going on.
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Archmage recognizes over 900 words, nearly all that you are likely to
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use in your sentences. If Archmage doesn't know a word you used, or
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any of its common synonyms, you are almost certainly trying something that
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is not important in continuing your adventure.
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Spell Casting
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Spells are a way of performing magic. Each spell is known by the
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one-word name through which the spell can be used. Magic spells usually
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have a duration and sometimes a delay before they can be used again.
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Remember: Magic spells are dangerous things, particularly to wizards.
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Wizards' heightened abilities in this realm carry the penalty of
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heightened sensitivity to spells cast by others. Sometimes a spell which
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a mundane person would not even notice will have a profound effect upon
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you.
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As a certified wizard, you have a personal spell book,
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in which you record the spells you are capable of using. Your book
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contains a few spells before the story begins; others may be added
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during your travels.
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You may find spell scrolls here and there. These are extremely
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valuable objects. They may be used directly to cast spells, but so doing
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uses up the spell and scroll permanently, so it is much better to write
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them into your spell book. Then, you can use them many times.
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You may write newly found spells into your spell book by using the
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GNUSTO spell ("writes magic"), which you learned early in your career.
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Once a spell is written in your spell book, it may be used again and
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again. (Some spells are too powerful to be written into a spell book.
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Such spells may still be used if they are found on
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scrolls, but the spell will be gone after it is used.)
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Reading your book lists the spells you have written, along with their
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meanings. You might experiment with the spells already in your book to
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learn their uses.
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Before a spell in your book can actually be used, it must be
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memorized. Only a small number of spells can actually be memorized at
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one time, and when you use a spell you have memorized, you forget it.
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You must relearn a spell to use it again. The SPELLS command lets
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you know which spells are memorized and how many times each one has been
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memorized. (This is helpful because a spell memorized twice can be used
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twice before being forgotten.)
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You can use spells either by saying CAST (the spell's name) AT/ON
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(something) or, more simply, by saying: (the spell's name) (something).
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Some spells are so general in application that they require no object --
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just typing the spell name is enough.
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For example, suppose there were a spell named BOZBAR that you had
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written in your spell book or were carrying on a spell scroll. Both
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LEARN BOZBAR and MEMORIZE BOZBAR would make the spell available for
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immediate use. Then BOZBAR HORSE or CAST BOZBAR AT HORSE or CAST THE
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BOZBAR SPELL AT THE HORSE would all have the same effect: BOZBAR the
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poor horse.
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Magic takes other forms besides classic spell casting. Magic potions,
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for instance, usually found in vials, work their magic when ingested.
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Many items throughout the land are imbued with magical qualites that can
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be revealed to the brave and inquisitive wizard.
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Starting and Stopping
|
||
|
||
|
||
Starting the story: Now that you know what to expect in Archmage,
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||
it's time for you to "boot" your disk. To load Archmage, follow
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the instructions on the Reference Card in your package.
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The story will begin with a description of the Council Chamber, the
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opening location. Then the prompt (>) will appear,
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indicating that Archmage is waiting for your first command.
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|
||
Here's a quick exercise to help you get accustomed to
|
||
|
||
interacting with Archmage. Try the following command first:
|
||
|
||
>GO SOUTH
|
||
|
||
Then press the RETURN (or ENTER) key. Archmage will respond with:
|
||
|
||
Annoyed guildmasters make way grudgingly. You hear muttering about
|
||
|
||
"arrogant enchanters" as you try to leave the chamber. Finally,
|
||
|
||
Orkan of Thriff, one of your colleagues, says "Stay. Be quiet.
|
||
|
||
Don't embarrass us."
|
||
|
||
Then Sneffle of the Guild of Bakers will speak for a while. Try:
|
||
|
||
>LOOK AT SNEFFLE
|
||
|
||
After you press the RETURN (or ENTER) key, Archmage will respond:
|
||
|
||
Sneffle is a small doughy gentleman whose person is splotched here
|
||
|
||
and there with flour.
|
||
|
||
|
||
Saving and restoring: It will probably take you many days to complete
|
||
|
||
Archmage. Using the SAVE feature, you can continue at a later time without
|
||
|
||
having to start over from the beginning, just as you can place a bookmark
|
||
|
||
in a book you are reading. SAVE puts a "snapshot" of your place in the
|
||
|
||
story onto another disk. If you are cautious, you may want
|
||
|
||
to save your place before (or after) trying something dangerous or tricky.
|
||
|
||
That way, you can go back to that position later, even if you have gotten
|
||
|
||
lost or "killed" since then.
|
||
|
||
|
||
To save your place in the story, type SAVE at the prompt (>), and then
|
||
|
||
press the RETURN (or ENTER) key. Then follow the instructions for saving
|
||
|
||
and restoring on your Reference Card. Some computers
|
||
|
||
require a blank disk, initialized and formatted, for
|
||
|
||
saves. Using a disk with data on it (not counting other Archmage saves) may
|
||
|
||
result in the loss of that data, depending on your computer. You can
|
||
|
||
save your position as often as you like by using additional blank disks.
|
||
|
||
|
||
You can restore a saved position any time you want. To do so, type
|
||
|
||
RESTORE at the prompt (>), and press the RETURN (or ENTER) key. Then
|
||
|
||
follow the instructions on your Reference
|
||
|
||
Card. You can then continue the story from the point where you used the
|
||
|
||
SAVE command. You can type LOOK for a description of where you are.
|
||
|
||
|
||
Quitting and restarting: If you want to start over from the beginning,
|
||
|
||
type RESTART and press the RETURN (or ENTER) key. (This is usually
|
||
|
||
faster than re-booting.) Just to make sure, Archmage will ask if you
|
||
|
||
really want to start over. If you do, type Y or YES and press the RETURN
|
||
|
||
(or ENTER) key.
|
||
|
||
|
||
If you want to stop entirely, type QUIT and press the RETURN (or ENTER)
|
||
|
||
key. Once again, Archmage will ask if this is really what you want
|
||
|
||
to do.
|
||
|
||
|
||
Remember when you RESTART or QUIT: if you want to be able to return to
|
||
|
||
your current position, you must first do a SAVE.
|
||
|
||
|
||
Appendix A
|
||
|
||
Important Commands
|
||
|
||
|
||
There are a number of one-word commands which you can type instead of a
|
||
|
||
sentence. You can use them over and over as needed. Some count as a
|
||
|
||
turn, others do not. Type the command after the prompt (>) and press the
|
||
|
||
RETURN (or ENTER) key.
|
||
|
||
|
||
AGAIN - Archmage will usually respond as if you had repeated your previous
|
||
|
||
sentence. Among the cases where AGAIN will not work is if you were just
|
||
|
||
talking to another character. You can abbreviate AGAIN to G.
|
||
|
||
|
||
BRIEF - This tells Archmage to give you the full description of a location
|
||
|
||
only the first time you enter it. On subsequent visits, Archmage will tell
|
||
|
||
you only the name of the location and the objects present. This is how
|
||
|
||
Archmage will normally act, unless you tell it otherwise using the VERBOSE
|
||
|
||
or SUPERBRIEF commands.
|
||
|
||
|
||
DIAGNOSE - Archmage will give you a medical report of your physical
|
||
|
||
condition, and will tell you whether you're tired, thirsty, or hungry.
|
||
|
||
|
||
INVENTORY - Archmage will list what you are carrying. You can abbreviate
|
||
|
||
INVENTORY to I.
|
||
|
||
|
||
LOOK - This tells Archmage to describe your location in full detail.
|
||
|
||
You can abbreviate LOOK to L.
|
||
|
||
|
||
OOPS - If you accidentally mistype a word, such that Archmage doesn't
|
||
|
||
understand the word, you can correct yourself on the next line by typing
|
||
|
||
OOPS and the correct word. Suppose, for example, you typed PUT THE BOOJ
|
||
|
||
ON THE DUSTY SHELF and were told "[I don't know the word 'booj.']" You
|
||
|
||
could type OOPS BOOK rather than retyping the entire sentence.
|
||
|
||
|
||
QUIT - This lets you stop. If you want to save your position before
|
||
|
||
quitting, follow the instructions in the "Starting and Stopping" section
|
||
|
||
on page N. You can abbreviate QUIT to Q.
|
||
|
||
|
||
RESTART - This stops the story and starts over from the beginning.
|
||
|
||
|
||
RESTORE - This restores a position made using the SAVE command. See
|
||
|
||
"Starting and Stopping" on page N for more details.
|
||
|
||
|
||
SAVE - This makes a "snapshot" of your current position onto your
|
||
|
||
storage disk. You can return to a saved position in the future using
|
||
|
||
the RESTORE command. See "Starting and Stopping" on page N for more details.
|
||
|
||
|
||
SCORE - Archmage will show your current score and a ranking which is
|
||
|
||
based on that score.
|
||
|
||
|
||
SCRIPT - This command tells your printer to begin making a transcript of
|
||
|
||
the story as you venture onwards. A transcript may aid your memory but is not
|
||
|
||
necessary. It will work only on certain computers; read
|
||
|
||
your Reference Card for details.
|
||
|
||
|
||
SPELLS - This command lists the spells you currently have memorized from
|
||
|
||
your spell book.
|
||
|
||
|
||
SUPERBRIEF - This commands Archmage to display only the name of a place
|
||
|
||
you have entered, even if you have never been there before. In this mode,
|
||
|
||
Archmage will not even mention which objects are present. Of course,
|
||
|
||
you can always get a description of your location, and the items there, by
|
||
|
||
typing LOOK. In SUPERBRIEF mode, the blank line between turns will be
|
||
|
||
eliminated. This mode is meant for players who are already very familiar
|
||
|
||
with the geography. Also see VERBOSE and BRIEF.
|
||
|
||
|
||
TIME - This gives you the current time of day in the story. You can
|
||
|
||
abbreviate TIME to T.
|
||
|
||
|
||
UNSCRIPT - This commands your printer to stop making a transcript.
|
||
|
||
|
||
VERBOSE - This tells Archmage that you want a complete description of each
|
||
|
||
location, and the objects in it, every time you enter a location, even if
|
||
|
||
you've been there before. Also see BRIEF and SUPERBRIEF.
|
||
|
||
|
||
VERSION - Archmage responds by showing you the release number and the
|
||
|
||
serial number of your copy of the story. Please include this information
|
||
|
||
if you ever report a "bug" in the story.
|
||
|
||
|
||
WAIT - This will cause time in the story to pass. Normally, between turns,
|
||
|
||
nothing happens in the story. You could leave your computer, take a nap,
|
||
|
||
and return to the story to find that nothing has changed. You can use
|
||
|
||
WAIT to make time pass in the story without doing anything. For example,
|
||
|
||
you can wait for a specific time, or wait for an event to happen, etc.
|
||
|
||
You can abbreviate WAIT to Z.
|
||
|
||
Appendix B
|
||
|
||
Some Recognized Verbs
|
||
|
||
|
||
This is only a partial list of the verbs that Archmage understand.
|
||
|
||
There are many more. Remember you can use a variety of prepositions
|
||
|
||
with them. For example, LOOK can become LOOK INSIDE, LOOK BEHIND, LOOK
|
||
|
||
UNDER, LOOK THROUGH, LOOK AT, and so on.
|
||
|
||
|
||
ASK
|
||
|
||
ATTACK
|
||
|
||
BOARD
|
||
|
||
BURN
|
||
|
||
CAST
|
||
|
||
CLIMB
|
||
|
||
CLOSE
|
||
|
||
COUNT
|
||
|
||
CROSS
|
||
|
||
CUT
|
||
|
||
DESTROY
|
||
|
||
DIG
|
||
|
||
DISEMBARK
|
||
|
||
DRINK
|
||
|
||
DROP
|
||
|
||
EAT
|
||
|
||
ENTER
|
||
|
||
EXAMINE
|
||
|
||
EXIT
|
||
|
||
EXTINGUISH
|
||
|
||
FILL
|
||
|
||
FIND
|
||
|
||
FLY
|
||
|
||
FOLLOW
|
||
|
||
GIVE
|
||
|
||
JUMP
|
||
|
||
KICK
|
||
|
||
KILL
|
||
|
||
KISS
|
||
|
||
KNOCK
|
||
|
||
LAUNCH
|
||
|
||
LIE
|
||
|
||
LIGHT
|
||
|
||
LISTEN
|
||
|
||
LOCK
|
||
|
||
LOOK
|
||
|
||
MEMORIZE
|
||
|
||
MOVE
|
||
|
||
OFFER
|
||
|
||
OPEN
|
||
|
||
POINT
|
||
|
||
POUR
|
||
|
||
PULL
|
||
|
||
PUSH
|
||
|
||
PUT
|
||
|
||
RAISE
|
||
|
||
READ
|
||
|
||
SEARCH
|
||
|
||
SHAKE
|
||
|
||
SHOUT
|
||
|
||
SHOW
|
||
|
||
SLEEP
|
||
|
||
SLIDE
|
||
|
||
SMELL
|
||
|
||
SPRAY
|
||
|
||
STAND
|
||
|
||
SWIM
|
||
|
||
TAKE
|
||
|
||
TELL
|
||
|
||
THROW
|
||
|
||
TIE
|
||
|
||
TOUCH
|
||
|
||
TURN
|
||
|
||
UNLOCK
|
||
|
||
UNTIE
|
||
|
||
WAKE
|
||
|
||
WALK
|
||
|
||
WAVE
|
||
|
||
WRITE
|
||
|
||
Appendix C
|
||
|
||
Archmage Complaints
|
||
|
||
|
||
Archmage will complain if you type a sentence that confuses it completely.
|
||
|
||
Archmage will then ignore the rest of the input line. (Unusual events, such
|
||
|
||
as being attacked, may also cause Archmage to ignore the rest of the
|
||
|
||
sentences you typed, since the event may have changed your situation
|
||
|
||
drastically.) Some of Archmage's complaints:
|
||
|
||
|
||
|
||
I DON'T KNOW THE WORD "________". The word you typed is not in the
|
||
|
||
story's vocabulary. Sometimes using a synonym or rephrasing will help.
|
||
|
||
If not, Archmage probably doesn't know the idea you were trying to get
|
||
|
||
across.
|
||
|
||
|
||
YOU USED THE WORD "________" IN A WAY THAT I DON'T UNDERSTAND.
|
||
|
||
Archmage knows the word you typed, but couldn't use it in that
|
||
|
||
sense. Usually this is because Archmage knows the word as a
|
||
|
||
different part of speech. For example, if you typed TURN ON THE LIGHT,
|
||
|
||
you are using LIGHT as a noun, but Archmage might know LIGHT only
|
||
|
||
as a verb, as in LIGHT THE LAMP.
|
||
|
||
|
||
THERE WAS NO VERB IN THAT SENTENCE! Unless you are answering a
|
||
|
||
question, each sentence must have a verb (or a command) in it somewhere.
|
||
|
||
|
||
THERE SEEMS TO BE A NOUN MISSING IN THAT SENTENCE. This usually means
|
||
|
||
your sentence was incomplete, such as EAT THE BLUE or PUT THE BOOK IN THE.
|
||
|
||
|
||
THERE WERE TOO MANY NOUNS IN THAT SENTENCE. An example is PUT THE SOUP
|
||
|
||
IN THE BOWL WITH THE LADLE, which has three noun "phrases," one more
|
||
|
||
than Archmage can digest in a single action.
|
||
|
||
|
||
I BEG YOUR PARDON? You pressed the RETURN (or ENTER) key without typing
|
||
|
||
anything.
|
||
|
||
|
||
IT'S TOO DARK TO SEE! In the story, there is not enough light for you to
|
||
|
||
perform your action.
|
||
|
||
|
||
YOU CAN'T SEE ANY ________ HERE. The object you referred to was not
|
||
|
||
accessible to you. It may be somewhere else, inside a closed container,
|
||
|
||
and so on.
|
||
|
||
|
||
THE OTHER OBJECT(S) THAT YOU MENTIONED ISN'T (AREN'T) HERE. You referred
|
||
|
||
to one or more objects in the same sentence, some of which aren't
|
||
|
||
present or accessible.
|
||
|
||
|
||
I CAN'T USE MULTIPLE (IN)DIRECT OBJECTS WITH "________" You can use
|
||
|
||
multiple objects (that is, nouns or noun phrases separated by AND or a
|
||
|
||
comma) or the word ALL only with certain verbs. Among
|
||
|
||
the more useful of these verbs are TAKE, DROP, and PUT. An example of a
|
||
|
||
verb that will not work with multiple objects is EXAMINE; you couldn't
|
||
|
||
say EXAMINE ALL or EXAMINE THE BOWL AND THE SWORD.
|
||
|
||
|
||
YOU CAN'T GO THAT WAY. There is no passage or exit in the direction you
|
||
|
||
want to move.
|
||
|
||
|
||
I DON'T UNDERSTAND THAT SENTENCE. The sentence you typed may have been
|
||
|
||
gibberish, such as TAKE ROPE WITH READ. Or, you may have typed a
|
||
|
||
reasonable sentence but used a syntax that Archmage does not recognize,
|
||
|
||
such as WAVE OVER THE MOUNTAIN. Try rephrasing the sentence.
|
||
|
||
|
||
Appendix D
|
||
|
||
Sample Transcript and Map
|
||
|
||
|
||
This transcript is not from Archmage, but it does show most of the
|
||
|
||
usual things you can do in the story. It contains several simple puzzles
|
||
|
||
and their solutions, and it will give you a good idea of how Infocom's
|
||
|
||
interactive fiction works. The player's sentences appear in capital
|
||
|
||
letters after each prompt (>). The map represents the terrain in the
|
||
|
||
sample transcript as you might have drawn it.
|
||
|
||
|
||
[diagram 1 goes here]
|
||
|
||
|
||
Road Near Brook
|
||
|
||
You're standing on a wide, bumpy north-south road. An impenetrable
|
||
|
||
forest lies to the east, and a babbling brook runs along the road to the
|
||
|
||
west. A sign is leaning against a pile of pebbles and small stones.
|
||
|
||
|
||
>READ THE SIGN
|
||
|
||
The sign has two arrows: one pointing north marked "To Greener
|
||
|
||
Pastures," and one pointing south marked "To Gornforb's Grocery."
|
||
|
||
|
||
>GO NORTH
|
||
|
||
Road Near Bridge
|
||
|
||
A small wooden bridge to the west spans the brook and leads (you can
|
||
|
||
see) to sunny, open pastures, where birds sing and swoop playfully. A
|
||
|
||
wide road leading south runs parallel with the brook and disappears into
|
||
|
||
the dark shadows. An impenetrable forest lies to the east, and north of
|
||
|
||
here is a marsh.
|
||
|
||
|
||
On the far side of the bridge is a troll, either dead or sleeping.
|
||
|
||
|
||
Guarding the bridge here is a buck-toothed cyclops weilding a mace. He
|
||
|
||
scowls as you approach.
|
||
|
||
|
||
>WEST
|
||
|
||
The cyclops roars at you, swings his mace, and tries to bite you. You
|
||
|
||
jump out of the way.
|
||
|
||
|
||
>INVENTORY
|
||
|
||
You are carrying:
|
||
|
||
your spell book
|
||
|
||
a pouch containing several gold nuggets
|
||
|
||
|
||
The cyclops spits out a horrible assortment of syllables that you barely
|
||
|
||
decipher as a demand for all your valuables.
|
||
|
||
|
||
>READ THE SPELL BOOK
|
||
|
||
My Spell Book
|
||
|
||
gnusto spell: write a magic spell into your spell book
|
||
|
||
frotz spell: cause an object to give off light
|
||
|
||
urbzig spell: turn a dangerous object into a harmless one
|
||
|
||
|
||
The cyclops again utters some threatening sounds, this time louder.
|
||
|
||
|
||
>SPELLS
|
||
|
||
The gnusto spell is yours forever. Other than that, you have the urbzig
|
||
|
||
spell committed to memory once and the frotz spell committed to memory
|
||
|
||
once.
|
||
|
||
|
||
The cyclops raises his mace above his head and leans back, preparing to
|
||
|
||
leap at you and strike you full force with the mace!
|
||
|
||
|
||
>CAST THE URBZIG SPELL ON THE CYCLOPS
|
||
|
||
The cyclops is replaced by a moth, which flutters away. The mace falls
|
||
|
||
to the ground.
|
||
|
||
|
||
>TAKE THE MAXE
|
||
|
||
I don't know the word "maxe".
|
||
|
||
|
||
>OOPS MACE
|
||
|
||
The mace is much too heavy for you to lift, let alone carry.
|
||
|
||
|
||
>WEST
|
||
|
||
Bridge
|
||
|
||
You're standing on a small wooden bridge spanning a babbling brook. You
|
||
|
||
can see sunny, open pastures west of here, where birds sing and swoop
|
||
|
||
playfully. As you cross the bridge, the boards creak loudly.
|
||
|
||
|
||
The troll wakes up and pulls a long nasty knife out his shabby clothes.
|
||
|
||
He points the knife in your direction as he hisses, "Gold! Give me your
|
||
|
||
gold!"
|
||
|
||
|
||
>MEMORIZE URBZIG
|
||
|
||
urbzig spell: Using your best study habits, you commit the urbzig spell
|
||
|
||
to memory.
|
||
|
||
|
||
The troll jabs the knife in your direction, his blood-red eyes dripping
|
||
|
||
with greed. "Give me your gold, and maybe you'll live!" he hisses.
|
||
|
||
|
||
>URBZIG TROLL
|
||
|
||
You speak the words of the spell perfectly, but nothing happens!
|
||
|
||
|
||
The troll seems surprised. "Your magic fails you, eh? Ha!" He adjusts
|
||
|
||
his grip on the long nasty knife and walks slowly toward you, looking
|
||
|
||
for the most vulnerable part of your throat.
|
||
|
||
|
||
>GO EAST THEN SOUTH
|
||
|
||
Road Near Bridge
|
||
|
||
There is a mace here.
|
||
|
||
|
||
Road Near Brook
|
||
|
||
A sign is leaning against a pile of pebbles and small stones.
|
||
|
||
|
||
>WEST
|
||
|
||
Just as you're about to step into the babbling brook, you see giant
|
||
|
||
electric eels light up in anticipation of electrocuting and devouring
|
||
|
||
you. You step back away from the brook.
|
||
|
||
|
||
>SOUTH
|
||
|
||
Road Outside Gornforb's
|
||
|
||
The wide, bumpy road continues north and south here. Nestled among the
|
||
|
||
thick forest foliage is a stone building with a closed black door and no
|
||
|
||
windows. Above the door is a sign.
|
||
|
||
|
||
>READ THE SIGN
|
||
|
||
"Gornforb's Grocery
|
||
|
||
Open Every Day
|
||
|
||
(Proprietor May be Napping -- Knock Several Times)"
|
||
|
||
|
||
>KNOCK ON THE DOOR
|
||
|
||
You knock on the door.
|
||
|
||
|
||
>AGAIN
|
||
|
||
You knock again on the door.
|
||
|
||
|
||
>AGAIN
|
||
|
||
You knock again on the door.
|
||
|
||
|
||
Suddenly the door opens, and you hear a voice inside say "Come in, come
|
||
|
||
in!"
|
||
|
||
|
||
>GO INTO THE HUT
|
||
|
||
As you step into the hut, the door shuts quickly behind you, leaving you
|
||
|
||
in total darkness. You can't see a thing.
|
||
|
||
|
||
Darkness
|
||
|
||
A voice in the dark mumbles something about not being able to find a
|
||
|
||
match.
|
||
|
||
|
||
>FROTZ THE SPELL BOOK
|
||
|
||
There is an almost blinding flash of light as the spell book begins to
|
||
|
||
glow! It slowly fades to a less painful level, but the spell book is
|
||
|
||
now quite usable as a light source.
|
||
|
||
|
||
Gornforb's Grocery
|
||
|
||
You're standing in a nearly empty store. A closed black door leads
|
||
|
||
north. Several empty glass jars, an empty bag, and a pencil are all
|
||
|
||
you see on the dusty shelves.
|
||
|
||
|
||
Gornforb, the storekeeper, continues to look in all the empty jars. "I
|
||
|
||
think there's a match in here SOMEWHERE."
|
||
|
||
|
||
>TAKE THE EMPTY BAG
|
||
|
||
"No, no," says Gornforb. "No bag unless you buy something." Gornforb
|
||
|
||
looks about and picks up the pencil. "Here. This will cost you 100
|
||
|
||
gold nuggets."
|
||
|
||
|
||
>OFFER 1 GOLD NUGGET
|
||
|
||
"2 gold nuggets, and not a zorkmid cheaper!" says Gornforb sternly.
|
||
|
||
|
||
>BUY THE PENCIL
|
||
|
||
Gornforb takes 2 gold nuggets from you, hands you the pencil, and opens
|
||
|
||
the door. "Thank you, come again, come again."
|
||
|
||
|
||
>GORNFORB, GIVE ME THE PAPER BAG
|
||
|
||
"Help yourself, take it if you want it, thank you, come again, come
|
||
|
||
again." He stands by the door, impatiently waiting for you to leave.
|
||
|
||
|
||
>TAKE THE BAG
|
||
|
||
Taken.
|
||
|
||
|
||
"Good day, good day," says Gornforb impatiently.
|
||
|
||
|
||
>LEAVE THE STORE
|
||
|
||
As you step outside, the black door slams shut behind you.
|
||
|
||
|
||
Road Outside Gornforb's
|
||
|
||
|
||
>NORTH
|
||
|
||
Road Near Brook
|
||
|
||
A sign is leaning against a pile of pebbles and small stones.
|
||
|
||
|
||
>TAKE PEBBLES THEN PUT THE PEBBLES IN THE BAG
|
||
|
||
Taken.
|
||
|
||
|
||
Okay, the pebbles are now in the bag.
|
||
|
||
|
||
>WRITE "GOLD" ON THE BAG
|
||
|
||
Okay, the bag now has "gold" written on it.
|
||
|
||
|
||
>N.W
|
||
|
||
Road Near Bridge
|
||
|
||
There is a mace here.
|
||
|
||
|
||
Bridge
|
||
|
||
As you cross the bridge, the boards creak loudly.
|
||
|
||
The troll hears you coming and quickly puts his long nasty knife to your
|
||
|
||
throat. "This time you shall not live!"
|
||
|
||
|
||
>SHOW THE BAG TO THE TROLL
|
||
|
||
The troll's blood-red eyes bulge disgustingly when he sees the
|
||
|
||
word "gold" on the bag. He drops his knife and reaches for the
|
||
|
||
bag.
|
||
|
||
|
||
>PUT THE BAG INTO THE BROOK
|
||
|
||
"Gold!" shrieks the troll with pleasure, as he dives into the brook
|
||
|
||
after the bag. Suddenly you hear another shriek, this time of agony;
|
||
|
||
some thrashing in the water below you; and then all is quiet, save for
|
||
|
||
the singing of the birds to the west.
|
||
|
||
|
||
>GO WEST
|
||
|
||
Greener Pastures, Near the Bridge
|
||
|
||
This is the edge of one of the most idyllic spots in the land. Rare and
|
||
|
||
beautiful birds quickly encircle you, sensing no maliciousness in your
|
||
|
||
heart. They look at you with curiosity and wonder, and then hundreds
|
||
|
||
of them grab hold of your clothes and lift you up up up over magnificent
|
||
|
||
fields of green and gold to a destination not discussed in this sample
|
||
|
||
transcript.
|
||
|
||
|
||
Appendix E
|
||
|
||
We're Never Satisfied
|
||
|
||
|
||
Here at the Cambridge-by-the-Sea chapter of the Infocom Game Writers
|
||
|
||
Guild, we take great pride in the quality of our stories.
|
||
|
||
Even after they're "out the door," we're constantly
|
||
|
||
improving, honing, and perfecting them.
|
||
|
||
|
||
Your input is important. No matter how much testing we do, it seems
|
||
|
||
some "bugs" never crawl into view until thousands of you begin doing all
|
||
|
||
those wild and crazy things to the story. If you find a bug, or if you
|
||
|
||
think a certain puzzle was too hard or too easy, or if you have some
|
||
|
||
other suggestion, or if you'd just like to tell us your opinion of the
|
||
|
||
story, drop us a note! We love every excuse to stop working, and a letter
|
||
|
||
from you is just such an excuse! Write to:
|
||
|
||
Infocom, Inc.
|
||
|
||
125 CambridgePark Drive
|
||
|
||
Cambridge, MA 02140
|
||
|
||
Attn: ORKAN
|
||
|
||
|
||
Appendix F
|
||
|
||
If You Have Technical Problems
|
||
|
||
|
||
You can call the Infocom Technical Support Team to report "bugs" and
|
||
|
||
technical problems, but not for hints to solve puzzles, at
|
||
|
||
(617) 576-3190. If your disk develops a problem within ninety (90) days
|
||
|
||
after purchase, we will replace it at no charge. Otherwise, there is a
|
||
|
||
replacement fee of $5 (U.S. currency). If you call to report a bug,
|
||
|
||
please provide your release number, which you can find by typing
|
||
|
||
VERSION. Please return your registration card if you'd like to be on our
|
||
|
||
mailing list and receive our newsletter, The New Zork Times.
|
||
|
||
|
||
Appendix G
|
||
|
||
About the Author
|
||
|
||
Dave Lebling was born in Washington, D. C. and grew up in
|
||
|
||
suburban Maryland. He attended the Massachusetts Institute
|
||
|
||
of Technology, and worked at MIT's Laboratory for Computer
|
||
|
||
Science, where he developed an interest in computer
|
||
|
||
entertainments. He was a co-author of the original mainframe
|
||
|
||
Zork. He has co-authored Zork I, Zork II, Zork III, and Enchanter,
|
||
|
||
and written Starcross and Suspect on his own. He is married and
|
||
|
||
lives in a suburb of Boston, where his appetite for the printed
|
||
|
||
word is restrained only by the volume of his house.
|
||
|
||
|
||
Appendix H
|
||
|
||
Copyright and Warranty Information
|
||
|
||
|
||
Limited Warranty
|
||
|
||
This software product and the attached instructional materials are sold
|
||
|
||
"AS IS," without warranty as to their performance. The entire risk as to
|
||
|
||
the quality and performance of the computer software program is assumed
|
||
|
||
by the user.
|
||
|
||
|
||
However, to the original purchaser of a disk prepared by Infocom and
|
||
|
||
carrying the Infocom label on the disk jacket, Infocom, Inc. warrants
|
||
|
||
the medium on which the program is recorded to be free from defects in
|
||
|
||
materials and faulty workmanship under normal use and service for a
|
||
|
||
period of ninety (90) days from the date of purchase. If during this
|
||
|
||
period a defect on the medium should occur, the medium may be returned
|
||
|
||
to Infocom, Inc. or to an authorized Infocom, Inc. dealer, and Infocom,
|
||
|
||
Inc. will replace the medium without charge to you. Your sole and
|
||
|
||
exclusive remedy in the event of a defect is expressly limited to
|
||
|
||
replacement of the medium as provided above. This warranty gives you
|
||
|
||
specific legal rights and you may also have other rights which vary from
|
||
|
||
state to state.
|
||
|
||
|
||
|
||
THE ABOVE WARRANTIES FOR GOODS ARE IN LIEU OF ALL WARRANTIES, EXPRESS,
|
||
|
||
IMPLIED, OR STATUTORY, INCLUDING, BUT NOT LIMITED TO, ANY IMPLIED
|
||
|
||
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE AND
|
||
|
||
OF ANY OTHER WARRANTY OBLIGATION ON THE PART OF INFOCOM, INC. SOME
|
||
|
||
STATES DO NOT ALLOW LIMITATIONS ON HOW LONG AN IMPLIED WARRANTY LASTS,
|
||
|
||
SO THE ABOVE LIMITATION MAY NOT APPLY TO YOU. IN NO EVENT
|
||
|
||
SHALL INFOCOM, INC. OR ANYONE ELSE WHO HAS BEEN INVOLVED IN THE
|
||
|
||
CREATION AND PRODUCTION OF THIS COMPUTER SOFTWARE PROGRAM BE LIABLE FOR
|
||
|
||
INDIRECT, SPECIAL, OR CONSEQUENTIAL DAMAGES, SUCH AS, BUT NOT LIMITED
|
||
|
||
TO, LOSS OF ANTICIPATED PROFITS OR BENEFITS RESULTING FROM THE USE OF
|
||
|
||
THIS PROGRAM, OR ARISING OUT OF ANY BREACH OF THIS WARRANTY. SOME STATES
|
||
|
||
DO NOT ALLOW THE EXCLUSION OR LIMITATION OF INCIDENTAL OR CONSEQUENTIAL
|
||
|
||
DAArchmageS, SO THE ABOVE LIMITATION MAY NOT APPLY TO YOU.
|
||
|
||
|
||
N.B. After the warranty period, a defective Infocom disk may be returned to
|
||
|
||
Infocom, Inc. with a check or money order for $5.00 U.S. currency for
|
||
|
||
replacement.
|
||
|
||
|
||
Copyright
|
||
|
||
The enclosed software product is copyrighted and all rights are reserved
|
||
|
||
by Infocom, Inc. It is published exclusively by Infocom, Inc. The
|
||
|
||
distribution and sale of this product are intended for the use of the
|
||
|
||
original purchaser only and for use only on the computer system
|
||
|
||
specified. Lawful users of this program are hereby licensed only to read
|
||
|
||
the program from its medium into memory of a computer solely for the
|
||
|
||
purpose of executing the program. Copying (except for one backup copy on those
|
||
|
||
systems which provide for it -- see Reference Card), duplicating, selling, or
|
||
|
||
otherwise distributing this product is a violation of the law.
|
||
|
||
|
||
This manual and all other documentation contained herein are copyrighted
|
||
|
||
and all rights reserved by Infocom, Inc. These documents may not, in
|
||
|
||
whole or in part, be copied, photocopied, reproduced, translated, or
|
||
|
||
reduced to any electronic medium or machine-readable form without prior
|
||
|
||
consent, in writing, from Infocom, Inc.
|
||
|
||
|
||
|
||
Willful violations of the Copyright Law of the United States can result
|
||
|
||
in civil damages of up to $50,000 in addition to actual damages, plus
|
||
|
||
criminal penalties of up to one year imprisonment and/or $10,000 fine.
|
||
|
||
Zork is a registered trademark of Infocom, Inc.
|
||
|
||
Archmage, Enchanter, Starcross, and Suspect are trademarks of Infocom, Inc.
|
||
|
||
(c) 1985 Infocom, Inc.
|
||
|
||
|
||
Printed in U.S.A.
|
||
|
||
Appendix I
|
||
|
||
Quick Reference Guide
|
||
|
||
|
||
1. To start the story ("boot up"), see the separate Reference Card in
|
||
|
||
your Archmage package.
|
||
|
||
|
||
2. When you see the prompt (>) on your screen, Archmage is waiting
|
||
|
||
for your input. There are four kinds of sentences or commands that
|
||
|
||
Archmage understands:
|
||
|
||
|
||
A. Direction commands: To move from place to place, just type the direction
|
||
|
||
you want to go: N (or NORTH), E, S, W, NE, SE, NW, SW, U (or UP), D, IN, OUT.
|
||
|
||
|
||
B. Actions: Just type whatever you want to do. Some examples: READ THE
|
||
|
||
BOOK or OPEN THE DOOR or LOOK THROUGH THE WINDOW or MEMORIZE THE BOZBAR SPELL.
|
||
|
||
Once you're familiar with simple commands, you'll want to use more complex
|
||
|
||
ones as described in "Communicating with Archmage" on page N.
|
||
|
||
|
||
C. Commands given to other characters: To talk to characters in the
|
||
|
||
story, type their name, then a comma, then what you want to say to them.
|
||
|
||
For example: ADVENTURER, GIVE ME THE AXE or OLD MAN, GO WEST.
|
||
|
||
|
||
D. Special one-word commands: Some one-word commands, such as INVENTORY or
|
||
|
||
DIAGNOSE, give you specific information or affect your output. A list of
|
||
|
||
these appears in the "Important Commands" appendix on page N.
|
||
|
||
|
||
3. Important! After typing your sentence or command, you must press the
|
||
|
||
RETURN (or ENTER) key before Archmage will respond.
|
||
|
||
|
||
4. On most computers, your screen will have a special line called the status
|
||
|
||
line. It tells you the name of your current location, your score, and
|
||
|
||
the number of turns you have taken.
|
||
|
||
|
||
5. You can pick up and carry many of the items you'll find in the story.
|
||
|
||
For example, if you type TAKE THE FLASK, you will be carrying it.
|
||
|
||
Type INVENTORY to see a list of the items you are carrying.
|
||
|
||
|
||
6. When you want to stop, save your place for later, or start
|
||
|
||
over, read the "Starting and Stopping" section on page N.
|
||
|
||
|
||
7. If you have trouble, refer to the specific section of the manual
|
||
|
||
for more detailed instructions.
|
||
|
||
|
||
|
||
|
||
|