Short: Castle of the Alchemists (AGT) Author: Super Chicken Productions Uploader: Bill Hoggett (mas supplies easynet co uk) Type: game/text Version: 1.2 Requires: an AGT interpreter (e.g. AGiliTy) Architecture: generic CASTLE OF THE ALCHEMISTS Version 1.2 Copyright 1991 Super Chicken Productions All Rights Reserved ------------------------------------ How To Play CASTLE OF THE ALCHEMISTS ------------------------------------ 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: , <(multiple) noun phrase(s)> 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.