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-
- Quest for the Pendragon Version 1.02
-
- Instructions
-
- The game is played like any other text adventure -
- by typing in commands at the prompt. I have tried
- to make all output as intelligent as possible, but
- we're all human, and the computer is an idiot.
-
- When you have finished reading the text at the
- very start of the adventure, press a key. If you
- take longer than five minutes though it will
- automatically turn the page so to speak.
-
- All delay loops in the game are implemented via
- Osbyte 129 so if you have finished reading
- something, or are fed up with WAITing, just press
- a key, and you can get on with the next bit of the
- game. I have tried to make sure all the delay
- loops are long enough. If not write and let me
- know.
-
- In order to complete this adventure, you must
- solve three word puzzles, the answers to which
- must be given in the form of passwords at or near
- the end of each part. Sometimes a token of some
- kind must be given to your contact, so that he/she
- knows who you are. The clues to the word puzzles
- are either given to you verbally by one of the
- characters, or are given in the text of the game,
- to be found by LOOKing and EXAMining things.
-
- The area at the bottom of the screen contains a
- list of verbs which are potentially useful and can
- be selected by using the mouse to move the bottom
- of the shield pointer over the verb and then
- pressing Select. Anyone unfamiliar with this
- process should consult the RiscOS User Guide. The
- mouse can also be used to type words from the
- screen by moving the pointer over the word you
- wish to type, and pressing SELECT.
-
- You will find all the conventional adventure
- commands such as INV, TAKE, DROP etc. LOOK,
- however, has a dual purpose. Typing LOOK will
- either give you further information about the room
- you are in, or if there is no further information,
- or the information has already been given then it
- will just redescribe the current room.
-
- Since the arrival of the 32 bit Acorn Computers,
- and the consequent loss of memory problems, our
- policy at Labyrinth Software is to try and make
- the computer world as like the real one as
- possible i.e. if there is a possibility of
- performing two or more actions in a given
- situation, then you will probably find that the
- computer will allow you to do this, though the
- consequences of an action taken early in the game
- may not become apparent until much later. Other
- actions will result in the consequences taking
- place immediately. Bear in mind that this is not
- the completed game, so the course of action you
- decide to take may not have been allowed for.
- Please write and tell us if you find this to be
- the case.
-
- Bugs etc.
-
- There are one or two known bugs in this version,
- unfortunately it is very difficult to tell you
- about them without spoiling the game. However I
- will tell you that if you examine the holdall when
- it is empty the game will reply: "In the holdall
- you find", and leave it at that. This is also the
- case for some other container objects. If you find
- an error of any kind, be it a spelling mistake, or
- programming error, please write and let me know.
- You will be rewarded in some way, even if it is
- just a free blank disc.
-
- The Minotaur
-
- All enquiries, error reports, etc should be sent to:
-
- Department PD,
- Labyrinth Software,
- 22, Nelson Street,
- Retford,
- Notts.
- England
- DN22 6LP
-
- Tel: Retford (0777) 701669
-
- Please quote your disc registration number in any
- contact with us.