332 lines
12 KiB
Groff
332 lines
12 KiB
Groff
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**********************************************************************
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INTERACTING WITH OTHERS:
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One of the fantastic features of the Hobbit Software Adventure is
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ANIMACTION. With ANIMACTION, each creature in the program has an
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independent character of its own. It is capable of performing a wide
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range of actions and of making decisions based on what is happening
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around it.
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Each character will follow a general course of action that is in keeping
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with its particular personality. However, the specific actions it takes
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are (naturally) unpredictable and will be different each time you use
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the program. They will react in some way, not only to what you do but
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also to what ecery other creature they come into contact with does!
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Just like in our world, the creatures here are doing things all the
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time, even when you cannot see or hear them. They will go about their
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business even when you are not around. This is because the Hobbit is
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played in "real time," which means that things will happen even if you
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are doing nothing. If you just sit and watch the screen, you will find
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that after about 30 secounds, the following message will appear:
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- You wait -
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Time passes. . .
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Only when you are actually keying in an instruction will time "stop" in
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Middle-earth.
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Because of these special features, you will find that each time you
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enter the Hobbit Adventure, the game will proceed in a slightly
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different manner. The further you get into the Adventure, the more
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different your experiences will be. This means that there is no unique
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solution to the Hobbit Adventure; you will face slightly different
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problems each time you play.
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This is not a program that you will use only once. Each time you play
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you will be embarking on a new exciting adventure.
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CONVERSING:
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The Hobbit Adventure also features Animtalk, which allows you to talk to
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the other creatures in Middle-earth.
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Of course, because all creatures are animated through Animaction, they
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will make up their own minds about whether to talk to you or follow your
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suggestions.
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The way one talks to others in the Hobbit Adventure is quite simple:
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You enter
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SAY TO (name) "(sentence)"
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For instance:
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SAY TO GANDALF "READ MAP"
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But remember that although this form is certainly correct, you may still
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receive the message:
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- Gandalf sayes "No!"
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Try not to say too much to one creature at a time. If you are
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long-winded, a creature may think you are a bore and not agree to help
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you. For the same reason, it is a good idea to try to limit the use of
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ALL in your sentences to other creatures.
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You must be more careful than usual in typing in what you say to other
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creatures. They, unlike the computer, will not tell you when they do not
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understand what you are trying to say. They will just think you are a
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little odd and will probably not be too anxious to stay around you.
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COOPERATING
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It is important for you to know that, for some of the problems in the
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Hobbit Adventure, a solution only exists if you are willing to cooperate
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with the other creatures in the adventure. As you are only a hobbit, you
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have no magical powers, and you will find that there are many things
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that others are able to do better than you (see the Laws of Physics in
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Middle-earth). So you must stay on good terms with your friends. Of
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course, sometimes you will have to be on your own and learn to fight
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your own battles.
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FIGHTING
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As much as Bilbo might like to think otherwise, there would be no
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adventure in the Hobbit without danger, and many of the creatures you
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will meet in Wilderland are less than friendly. Many will attack you on
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sight. Some will try to kill you, while others will want to capture you.
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It is also safe to assume that any creature will fight back if it is
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attacked.
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As you do not specify a weapon (even if you are carrying one), the
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program will assume that you want to fight with your bare hands.
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Because of the viciousness of some of the creatures in Wilderland, don't
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be surprised if you a dead body in your travels. Take care that it isn't
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your own!
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***********************************************************************
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GENERAL CONCEPTS
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As stated above, in the Hobbit Adventure you play the part of Bilbo
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Baggins, roaming around Middle-earth and interacting with the other
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characters.
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On your adventure, you will encounter many strange and wonderful
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objects. Some may have magical properties. Some may be deceiving, and
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may not be what they first seem to be. Some can be used as weapons,
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others can be eaten, and so on.
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LAW OF PHYSICS IN MIDDLE-EARTH:
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There are certain general laws of physics that apply in the Hobbit
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Adventure and they must be understood and obyed.
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You cannot lift an object that is too heavy for a hobbit to carry. In
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addition, if you are already carrying something, you cannot lift another
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object if the combined load is too heavy. This applies to all of the
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creatures in the adventure, also. However, since they are likely to be
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stronger than you are, they will be able to lift objects tat you can't.
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You do not have to be carrying and object in order to be able to use it.
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For example, if there is a sword lying on the ground, you can say
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KILL THE GOBLIN WITH THE SWORD
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combining the two actions (picking up and killing) into one sentence.
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The exception is when the object that you want to use is being carried
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by someone else. Other creatures are not likely to let you take things
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away from them.
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Some objects can act as containers, such as sacks, barrels, etc. You
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cannot put an object into a container if it is too large to fit, nor can
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you put something into or take something out of a container that is
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closed.
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Some containers may be transparent; others are opaque. You will be able
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to see the contents of any transparent containers from the outside.
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However, you can only see the contents of an opaque container if you
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open it.
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Liquids behave as you would expect - they cannot be carried unless they
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are in a container; if the container breaks or falls, the liquid will
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spill, and so on.
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Some objects may be locked. Doors are obvious examples; others are
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windows, chests, caches, and so on. To unlock them, you will need the
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right key.
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Some objects are breakable, so you must be careful in how you handle
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them. In some cases, you might want to break an object. Be careful how
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you choose to break things. If, for instance, you try to break a door
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with a bottle, you will find that the bottle will break not the door.
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Fighting will make you weaker, as it takes a great deal of energy. You
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will need to eat regularly to get your strength back. If you don't you
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may find that you are too weak to lift even the smallest object. But be
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warned - don't be a glutton. While hobbits may be inclined to eat 7 or 8
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meals a day in their quiet, ordinary lives, there isn't time for such
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things on adventures.
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In order to reach the dragon and his treasure, you will need to go
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through caves, dungeons, and other underground locations. Some places
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will have natural light (if it is daytime), but others will be dark and
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forbidding. If you go into a dark location without a lamp or other
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source of light, you will not be able to see anything. Be careful, since
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you may become disoriented and lose your sense of direction. It is very
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dangerous to move around in total darkness.
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FINDING YOU WAY AROUND:
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If you want to go through an entrance or passageway, it is quite valid
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to say something like
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GO THROUGH THE GREEN DOOR
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You may also go through windows, trap doors, and other passageways.
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Obviously, if a passageway is closed, you must open it before going
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through.
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You are also able to LOOK THROUGH openings. This can be very useful if
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you want to see where you would get by going in that direction, or to
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see who is there waiting for you.
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ENTERING PLACES:
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If you know where you are going (maybe you have been there before), you
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can specify the location you want to enter rather than the direction of
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movement. For instance, to the east of your home is the Lonelands, so
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you could say
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ENTER LONELANDS or GO INTO LONELANDS
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if someone you want to talk to has entered another location, you can
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follow him.
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FOLLOW GANDALF
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SPECIAL CROSSINGS:
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Crossing rivers, ravines, chasms, and so on can be dangerous and
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difficult. You can try to jump across a ravine or swim across a river.
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In some cases you might be able to use materials you find to built a
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temporary bridge, or use a rope to swing across.
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MAPPING:
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As you make your way around the wilderland, you will find that movement
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here is much more complex than it is in the world of man. You will find
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yourself on trails and paths, in caves passageways, some of which seem
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to go around in circles with no escape. For this reason , you will find
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it very helpful to make a map as you go along, adding to it each time
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you play the game.
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However, one of the obstacles you will encounter in Middle-earth is that
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the direction you take from point A to piont B may not be quite the
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reverse of the way from point B to point A. In addition, you will at
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times be climbing up or down, requiring representation of several levels
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in your map. Therefore you may need to devise an even more creative
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method of recording you movements. One way is to create a grid, such as
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the mileage charts used on some road maps. Locations travelled from
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could be listed on the rows and those travelled to in the columns. The
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intersecting spaces would contain the directions travelled to get there.
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Using a grid will enable you to record how you made your way from one
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location to another and even back again. You can keep track of where you
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have been and know where you can go from where you are. This method is
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particularly effective for mapping the twisting, turning paths of
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Winderland, entering and leaving the underground locations, and keeping
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track of secret or magical passageways.
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SCORING:
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Whle playing the Hobbit Software Adventure, you build a cumulative score
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in increments of 2.5 percent for visiting particular locations or
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performing certain actions. If you should come to an untimely demise,
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the program will tell you what your score is. You can also receive the
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score "in progress" by typing the special SCORE command. You do not have
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to reach 100 percent in order to "complete" the adventure. In fact, you
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can fulfill your goal while accumulating a score of only 50 to 60
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percent. To build your score, try to be as active as possible, visiting
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many locations and seizing all opportunities for adventure.
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************************************************************************
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INGLISH DICTIONARY:
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Key:
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A = adverb GO - V LOCK - V
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M = movement HELP - S LOOK (L) - V
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P = preposition IN - P NOPRINT - S
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S = special verb INTO - P NORTH (N) - M
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V = action verb INVENTORY (I) - S NORTHEAST (NE) - M
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ACROSS - A KILL - V NORTHWEST (NW) - M
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AT - P LOAD - S OFF - P
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BREAK - V SHOOT - V ON - P
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CAREFULLY - A SOFTLY - A OPEN - V
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CLIMB - V SOUTH (S) - M OUT - P
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CLOSE - V SOUTHEAST (SE) - M PAUSE - S
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CROSS - V SOUTHWEST (SW) - M PICK - V
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DIG - V SWIM - V PRINT - S
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DOWN - M TAKE - V PUT - V
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DRINK - V THROUGH - P QUICKLY - A
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DROP - V THROW - V QUIT - S
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EAST (E) - M TIE - V RUN - V
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EAT - V TO - P SAVE - S
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EMPTY - V TURN - V SAY - V
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ENTER - V UNLOCK - V SCORE - S
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EXAMINE - S UNTIE - V WEST (W) - M
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FILL - V UP (U) - M WITH - P
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FOLLOW - V UP - P
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FROM - P VICIOUSLY - A
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GIVE - V WEAR - V
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