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Assassins - Ultimate CD Games Collection 4
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Assassins 4 (1999)(Weird Science).iso
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adventures_1
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alchemist
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1977-12-31
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How To Play CASTLE OF THE ALCHEMISTS
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COMMANDS AND VOCABULARY:
This Adventure Game understands a wide variety of commands. However,
it has only a limited vocabulary, totaling a few hundred words, so it can
get confused. If you give it a word that it doesn't understand, it will
tell you what word it doesn't know. Try entering your command again using
a different word in place of the one the game objected to.
Commands should generally be in the format:
<addressee>, <verb> <(multiple) noun phrase(s)> <preposition> <noun
phrase/object>
Some (hypothetical) examples of valid commands:
PLACE A RED ROCK IN THE SMALL BOWL
PUT THE GREEN ROCK AND THE SMALL PEBBLE BEHIND THE OAK TREE
READ MY POETRY BOOK
SWIM IN THE SWIMMING POOL
EXAMINE THE GOLD RING, THE DWARF AND THE SILVER NECKLACE
("EX" is a valid synonym for EXAMINE)
EAT THE CELERY, THE TUNA, THE APPLE AND THE ONION
THROW THE BATTLE AXE AND THE LARGE ROCK AT THE WEREWOLF
SHOOT THE BURGLAR WITH THE REVOLVER
ATTACK HIM
("HIM" will refer to last noun mentioned, e.g., the burglar)
FIRE THE LASER PISTOL AT THE ALIEN MUTANT
GET THE BOOK (also: TAKE THE BOOK)
READ IT
("IT" will refer to last noun mentioned, e.g., the book)
GET ALL (will get everything movable at the current location)
GET THE KEYS, BOTTLE, FOOD AND THE CLOAK
EXAMINE THE KEYS, BOTTLE, FOOD AND CLOAK
PUSH THE RED BUTTON AND THE GREEN BUTTON
UNLOCK THE FILE CABINET WITH THE STEEL KEY
JUMP THROUGH THE OPENING
JUMP OVER THE LOG
NORTH
SOUTHWEST
PLACE AN AXE AND THE SHIELD NEXT TO THE BIG TREE
PUT THE FOOD ON THE KITCHEN TABLE
TURN ON THE FLASHLIGHT
LIGHT THE TORCH WITH THE WOODEN MATCHES
SCREAM AT THE UGLY TROLL
CLIMB UP THE LADDER
EXTINGUISH THE FIRE (or PUT OUT THE FIRE)
("EXT" is a valid synonym for EXTINGUISH)
DRINK THE WHITE WINE
THROW THE FIREWOOD IN THE STOVE
PULL THE BELL CORD
WEAR THE STUPID HAT (also: PUT ON THE STUPID HAT)
TAKE OFF THE HAT (also: REMOVE THE HAT)
NE (for NORTHEAST)
DROP THE KEY AND THE BOTTLE
ENTER THE CAVE
XYZZY (i.e., a "magic" word)
TURN THE DOORKNOB
PLAY WITH THE DOG
TALK TO (or TALK WITH) THE OLD MAN (ABOUT THE WEATHER)
TELL JEFF ABOUT THE SWORD
ASK JODIE ABOUT THE CRIME
JODIE, DRINK THE WINE
Compound commands can be created by connecting single commands (like
those above) with "AND", "THEN" or the punctuation symbols "," or ";" to
connect two or more separate commands. However, "end-of-sentence"
punctuation symbols like ".", "!" and "?" should not be used. Below are a
few examples of valid compound commands:
TURN THE DOORKNOB THEN ENTER THE CAVE
CLIMB DOWN THE LADDER THEN SOUTH, WEST AND NORTHWEST
GET THE CLOAK AND THEN EXAMINE IT; READ THE LABEL
DROP THE FOOD AND THE BOTTLE THEN UNLOCK THE DOOR AND THEN LEAVE
GET THE TORCH, LIGHT IT WITH THE WOODEN MATCHES THEN EXAMINE IT
If the game understands all of the words in your command, but still seems
confused by the command, then try to say the same thing using fewer words
and a simpler sentence. When in doubt, simplify your commands as much as
possible. This also saves typing effort.
FUNCTION AND CURSOR KEYS:
The function keys have been predefined to stand for several of the most
frequently used commands. Similarly, the cursor keys have been predefined
to correspond to the appropriate compass directions, i.e., the up arrow is
NORTH, the PgDn key is SOUTHEAST, the "-" key is UP, the "+" key is DOWN,
the Ins key is ENTER, the Del key is EXIT, and so forth.
Hitting the '?' key will display a diagram of the definitions for all
of the function and cursor keys if you need a reminder.
STANDARD COMMANDS:
The game uses a number of commands for various "housekeeping" chores.
These are all pretty standard for most adventure games, specifically:
HELP May (or may not) give you a hint.
SCORE Will summarize your progress, so far.
INVENTORY Will display a list of the items you are carrying, and
or I those items you are wearing.
BRIEF Will cause location descriptions to be brief.
VERBOSE Will cause location descriptions to be verbose.
LOOK Will give you a full (verbose) description of
or L your current location.
AGAIN Will cause the last command that was given to be
or G repeated.
LIST EXITS Will list the obvious (visible) exits from your current
location. There may be other ways to exit the location
-- but they may not be obvious.
SAVE Will save the current game status on disk.
RESTORE Will restore a previously saved game from disk.
SCRIPT Causes output to go to both the screen and a printer
(using the LPT1 port).
UNSCRIPT Causes output to go to the screen (only).
QUIT Quits the current game session. Always exit using QUIT
-- so the game can erase some temporary data files and
save disk space!
YELL Will allow you to let off some steam. In most places,
not much more is going to happen.
SPECIAL COMMANDS:
Castle of the Alchemists also has some special commands unique to it.
Some of them are spells you will be able to cast at certain points in the
game (not when you start out cold). When you get to that point, the game
will have a way of letting you know what the command is and what it does.
To facilitate this process, be sure to examine carefully any object that
you get, and talk to anyone you meet who seems to know anything. Clues
also may be found in other, more unexpected sources. There are some other
commands that you will be able to use anytime:
LEWD This version of the game was developed with a male
TAME audience in mind. It gives the player the option of
playing in "LEWD" or "TAME" mode. These commands
switch from one mode to the other. Be forewarned that
innocuous little commands like KISS THE GIRL will have a
very different meaning when in Lewd Mode!
PANIC There are times when you may be locked in confrontation
with a hostile Creature, and the Creature not only seems
to be getting the better of the battle but also stops
you from following your better judgment and running away.
If you think you are faced with certain death, this may
be an alternative.
PRAY When you can't do things yourself, praying to some deity
might, if conditions are right, allow you to receive some
"divine" assistance. PRAY by itself will be interpreted
as a prayer to God.