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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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elf_adventure
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elf.doc
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1977-12-31
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How To Play The ELF'S CHRISTMAS ADVENTURE
THE COMMANDS AND VOCABULARY:
The ELF'S CHRISTMAS Adventure Game understands a wide variety of commands
However, it has only a limited vocabulary -- 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.
Your commands should generally be in the format:
<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
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)
DRINK THE WHITE WINE
THROW THE FIRE WOOD 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
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
input commands as much as possible. This also saves typing effort.
SPECIAL COMMANDS:
The game uses a number of special 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 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 your current
location.
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.
OOPS Will allow you to edit (using the cursor keys, and the delete,
insert and backspace keys) your previous input command.
For example, if you enter THORW ROPE by mistake, OOPS will
enable you to edit this command and correct it to THROW ROPE.
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 LP1 port).
UNSCRIPT Causes output to go to the screen (only).
SOUND ON/OFF SOUND OFF turns the sound off and SOUND ON turns it on.
VIEW Will allow you to view the various illustrations (if any)
available at any location. For example, VIEW SCENE will show
a picture of the current location, VIEW OGRE will show a
picture to the ogre, etc.
NOTIFY Will cause the game to notify the player whenever the player's
score changes -- either up or down.
QUIT Quits the current game session. Always exit using QUIT
-- so the game can erase some temporary data files and
save disk space!
FUNCTION AND ALT-CURSOR KEYS:
The combination of the ALT key and the cursor keys have all been
programmed to create an input command corresponding to their respective
movement or compass directions, i.e., the ALT key and the up-arrow key
causes a NORTH command to be generated, the ALT key and the home key
causes a NORTHWEST command to be generated, etc.
Similarly, the function keys have been predefined to stand for several
of the most frequently used commands. Further, by giving the command
DEFINE, you may re-define any of the function keys to give any command
you wish. For example, in this game you might find it useful to
re-define one of the function keys to give the command KILL ORC WITH AXE
or GIVE CANDY TO BABY.
Hitting the '?' key (during the game) will display a diagram of keys and
their current definitions.
"LOOK-AND-FEEL" OPTIONS:
This particular game uses a special version of the AGT (Adventure Game
Toolkit) called the "Master's Edition" which allows the user to
customize the manner in which the game's general interface is defined
and to specify the game's overall "look-and-feel." The user may define
color schemes, status line options, command input method, size and
"layout" of the screen, etc. Once the player has a set of"look-and-feel"
options he or she likes, these options may be saved as the standard
defaults for this game and any other AGT game the user plays.
One of the options available is a unique "menu-driven" input option that
allows the player to enter game commands by selecting words from a menu.
This option is particularly helpful for players who are often frustrated
by their inability to figure out an adventure game's vocabulary -- since
the menu always displays a list of "feasible" (though not always "smart"
or even appropriate) commands from which the player may make a selection.
The "look-and-feel" options are accessed by hitting the ESC key during
the game (i.e., not now).
SOLUTION AVAILABLE ELF'S Christmas Adventure is a relatively easy adventure -- so you
should be able to solve it yourself (after a lot of trial and error).
However, if you get totally frustrated and/or really stuck and want to
give up, a complete solution is available for no charge.
If you give up, then just send $1.00 to:
David Malmberg
43064 Via Moraga
Mission San Jose, California
94539
Be sure to enclose a note requesting a solution to ELF'S Christmas
Adventure.
DO NOT (REPEAT -- DO NOT) EVER CALL ON THE TELEPHONE TO ASK HOW TO GET
PAST THE GRUE, OR FOR SOME OTHER HINT!!! I will be glad to provide a
solution, but I want to do it by letter, not by phone!!!