_  __   _  _         _ _     _      _           _           
  __| |/ /_ | || |     __| (_)___| | __ (_)_ __   __| | _____  __
 / _` | '_ \| || |_   / _` | / __| |/ / | | '_ \ / _` |/ _ \ \/ /
| (_| | (_) |__   _| | (_| | \__ \   <  | | | | | (_| |  __/>  < 
 \__,_|\___/   |_|    \__,_|_|___/_|\_\ |_|_| |_|\__,_|\___/_/\_\
                                                                 
            

ADV.CONST.SET2 D

FILE INFORMATION

FILENAME(S): ADV.CONST.SET2 D

FILE TYPE(S): SEQ

FILE SIZE: 16.1K

FIRST SEEN: 2025-11-30 18:12:26

APPEARS ON: 1 disk(s)

FILE HASH

23d39af511b98803b1880d329f413c1c78a877f694ce6d72773d292850c86378

FOUND ON DISKS (1 DISKS)

DISK TITLE FILENAME FILE TYPE COLLECTION TRACK SECTOR ACTIONS
WAREZ DOCS 1 6 ADV.CONST.SET2 D SEQ Sailor, Ganheden 19 0 DOWNLOAD FILE

FILE CONTENT & ANALYSIS

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00000010: C7 20 C7 D5 C9 C4 C5 D3  0D 0D C5 58 50 45 52 49  |. .........XPERI|
00000020: 4D 45 4E 54 20 42 59 20  54 41 4B 49 4E 47 20 41  |MENT BY TAKING A|
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00000040: 48 41 56 45 20 53 50 45  4E 54 20 53 4F 4D 45 20  |HAVE SPENT SOME |
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000000A0: 20 CD C1 D0 0D 0D 31 2E  20 D3 45 4C 45 43 54 20  | .....1. .ELECT |
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000001D0: 20 54 4F 20 46 4C 49 50  20 54 48 52 4F 55 47 48  | TO FLIP THROUGH|
000001E0: 20 54 48 45 20 31 35 20  54 45 52 52 41 49 4E 53  | THE 15 TERRAINS|
000001F0: 20 55 4E 54 49 4C 20 59  4F 55 20 43 4F 4D 45 20  | UNTIL YOU COME |
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00000210: 48 45 4E 20 59 4F 55 20  41 44 44 20 54 48 45 4D  |HEN YOU ADD THEM|
00000220: 20 C1 C3 D3 20 50 52 4F  4D 50 54 53 20 59 4F 55  | ... PROMPTS YOU|
00000230: 20 54 48 52 4F 55 47 48  20 54 48 45 20 50 52 4F  | THROUGH THE PRO|
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000002A0: 20 53 50 4F 54 20 57 48  45 52 45 20 59 4F 55 20  | SPOT WHERE YOU |
000002B0: 57 41 4E 54 20 54 48 45  20 44 4F 4F 52 20 41 4E  |WANT THE DOOR AN|
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000002F0: 45 52 20 4F 4C 44 20 52  45 50 4C 41 43 45 53 20  |ER OLD REPLACES |
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000003A0: 0D 0D C1 C4 C4 C9 CE C7  20 C1 CE C4 20 C5 C4 C9  |........ ... ...|
000003B0: D4 C9 CE C7 20 D7 CF D2  CC C4 20 CD C1 D0 20 C3  |.... ..... ... .|
000003C0: D2 C5 C1 D4 D5 D2 C5 D3  0D 0D D5 50 20 54 4F 20  |...........P TO |
000003D0: 38 20 43 52 45 41 54 55  52 45 53 20 43 41 4E 20  |8 CREATURES CAN |
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000004A0: 46 20 41 4C 4C 20 43 52  45 41 54 55 52 45 53 20  |F ALL CREATURES |
000004B0: 41 56 41 49 4C 41 42 4C  45 20 49 4E 20 54 48 45  |AVAILABLE IN THE|
000004C0: 20 CD 41 53 54 45 52 20  C3 52 45 41 54 55 52 45  | .ASTER .REATURE|
000004D0: 20 CC 49 53 54 20 57 49  4C 4C 20 41 50 50 45 41  | .IST WILL APPEA|
000004E0: 52 2E 20 20 D5 53 45 20  54 48 45 20 4A 4F 59 53  |R.  .SE THE JOYS|
000004F0: 54 49 43 4B 20 55 50 20  41 4E 44 20 44 4F 57 4E  |TICK UP AND DOWN|
00000500: 20 54 4F 20 53 45 4C 45  43 54 20 57 49 54 48 49  | TO SELECT WITHI|
00000510: 4E 20 54 48 45 20 4C 49  53 54 20 53 48 4F 57 4E  |N THE LIST SHOWN|
00000520: 3B 20 4D 4F 56 45 20 54  48 45 20 4A 4F 59 53 54  |; MOVE THE JOYST|
00000530: 49 43 4B 20 4C 45 46 54  20 54 4F 20 53 45 4C 45  |ICK LEFT TO SELE|
00000540: 43 54 20 41 20 44 49 46  46 45 52 45 4E 54 20 47  |CT A DIFFERENT G|
00000550: 52 4F 55 50 20 57 49 54  48 49 4E 20 54 48 45 20  |ROUP WITHIN THE |
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000005A0: 44 20 43 52 45 41 54 55  52 45 2E 0D 0D C9 46 20  |D CREATURE....F |
000005B0: 54 48 45 52 45 20 49 53  20 4E 4F 20 4F 54 48 45  |THERE IS NO OTHE|
000005C0: 52 20 27 C1 44 44 20 C1  4E 4F 54 48 45 52 20 CD  |R '.DD .NOTHER .|
000005D0: 41 50 20 C3 52 45 41 54  55 52 45 27 20 53 4C 4F  |AP .REATURE' SLO|
000005E0: 54 20 41 56 41 49 4C 41  42 4C 45 2C 20 53 45 4C  |T AVAILABLE, SEL|
000005F0: 45 43 54 20 41 20 43 52  45 41 54 55 52 45 20 59  |ECT A CREATURE Y|
00000600: 4F 55 20 4E 4F 20 4C 4F  4E 47 45 52 20 4E 45 45  |OU NO LONGER NEE|
00000610: 44 20 41 4E 44 20 45 44  49 54 20 49 54 20 41 53  |D AND EDIT IT AS|
00000620: 20 46 4F 4C 4C 4F 57 53  2E 0D 80 2A 46 50 30 0D  | FOLLOWS...*FP0.|
00000630: 32 2E 20 D3 45 4C 45 43  54 20 54 48 45 20 C3 52  |2. .ELECT THE .R|
00000640: 45 41 54 55 52 45 20 54  4F 20 45 44 49 54 2C 20  |EATURE TO EDIT, |
00000650: 54 48 45 4E 20 53 45 4C  45 43 54 20 4F 4E 45 20  |THEN SELECT ONE |
00000660: 4F 46 20 54 48 45 20 49  54 45 4D 53 20 59 4F 55  |OF THE ITEMS YOU|
00000670: 20 57 49 53 48 20 54 4F  20 43 48 41 4E 47 45 2E  | WISH TO CHANGE.|
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00000940: 43 41 4E 20 42 45 20 55  50 20 54 4F 20 31 35 20  |CAN BE UP TO 15 |
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00000B40: 54 55 52 45 53 20 41 4C  52 45 41 44 59 20 49 4E  |TURES ALREADY IN|
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00000C20: 43 48 20 4F 50 54 49 4F  4E 20 41 53 20 59 4F 55  |CH OPTION AS YOU|
00000C30: 20 57 49 53 48 20 41 4E  44 20 46 4F 4C 4C 4F 57  | WISH AND FOLLOW|
00000C40: 20 54 48 45 20 50 52 4F  4D 50 54 53 2E 20 20 D4  | THE PROMPTS.  .|
00000C50: 4F 20 52 45 54 55 52 4E  20 54 4F 20 54 48 45 20  |O RETURN TO THE |
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00000C80: 27 C5 58 49 54 27 2E 0D  0D C6 4F 52 20 49 4E 46  |'.XIT'....OR INF|
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00000CB0: 52 4F 4F 4D 20 53 45 4C  45 43 54 20 27 C5 58 41  |ROOM SELECT '.XA|
00000CC0: 4D 49 4E 45 20 D2 4F 4F  4D 27 2E 20 20 D5 53 45  |MINE .OOM'.  .SE|
00000CD0: 20 27 C1 44 44 20 31 20  D4 48 49 4E 47 27 20 54  | '.DD 1 .HING' T|
00000CE0: 4F 20 42 52 49 4E 47 20  55 50 20 54 48 45 20 CD  |O BRING UP THE .|
00000CF0: 41 53 54 45 52 20 D4 48  49 4E 47 20 CC 49 53 54  |ASTER .HING .IST|
00000D00: 20 41 4E 44 20 53 45 4C  45 43 54 20 41 4E 20 49  | AND SELECT AN I|
00000D10: 54 45 4D 20 46 52 4F 4D  20 49 54 2E 20 20 D5 53  |TEM FROM IT.  .S|
00000D20: 45 20 27 C1 44 44 20 CD  41 4E 59 20 D4 48 49 4E  |E '.DD .ANY .HIN|
00000D30: 47 53 27 20 54 4F 20 41  44 44 20 4D 55 4C 54 49  |GS' TO ADD MULTI|
00000D40: 50 4C 45 20 43 4F 50 49  45 53 20 4F 46 20 41 20  |PLE COPIES OF A |
00000D50: 54 48 49 4E 47 2E 20 D5  53 45 20 27 C1 44 44 20  |THING. .SE '.DD |
00000D60: C3 52 45 41 54 55 52 45  27 20 54 4F 20 47 45 54  |.REATURE' TO GET|
00000D70: 20 54 48 45 20 CD 41 53  54 45 52 20 C3 52 45 41  | THE .ASTER .REA|
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00000E20: CD C1 D3 D4 C5 D2 20 D4  C8 C9 CE C7 20 C1 CE C4  |...... ..... ...|
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00002C50: 50 20 27 57 52 41 50 53  27 2E 0D 0D 33 2E 20 CD  |P 'WRAPS'...3. .|
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00003750: 20 54 4F 20 57 48 45 52  45 20 49 54 20 57 49 4C  | TO WHERE IT WIL|
00003760: 4C 20 4C 45 41 44 2E 20  20 C4 4F 4F 52 53 20 4D  |L LEAD.  .OORS M|
00003770: 41 59 20 4C 45 41 44 20  54 4F 20 4F 54 48 45 52  |AY LEAD TO OTHER|
00003780: 20 50 4C 41 43 45 53 20  57 49 54 48 49 4E 20 54  | PLACES WITHIN T|
00003790: 48 45 20 53 41 4D 45 20  52 45 47 49 4F 4E 20 4F  |HE SAME REGION O|
000037A0: 52 20 52 4F 4F 4D 2C 20  54 4F 20 4F 54 48 45 52  |R ROOM, TO OTHER|
000037B0: 20 52 45 47 49 4F 4E 53  2C 20 4F 52 20 54 4F 20  | REGIONS, OR TO |
000037C0: 54 48 45 20 57 4F 52 4C  44 20 4D 41 50 2E 0D 0D  |THE WORLD MAP...|
000037D0: 37 2E 20 D3 54 41 43 4B  49 4E 47 20 D4 48 49 4E  |7. .TACKING .HIN|
000037E0: 47 53 20 4F 4E 20 D4 4F  50 20 4F 46 20 C5 41 43  |GS ON .OP OF .AC|
000037F0: 48 20 CF 54 48 45 52 0D  0D D9 4F 55 20 4D 41 59  |H .THER...OU MAY|
00003800: 20 53 54 41 43 4B 20 4D  41 4E 59 20 54 48 49 4E  | STACK MANY THIN|
00003810: 47 53 20 49 4E 20 54 48  45 20 53 41 4D 45 20 50  |GS IN THE SAME P|
00003820: 4C 41 43 45 20 49 4E 20  52 4F 4F 4D 53 2E 20 20  |LACE IN ROOMS.  |
00003830: C6 4F 52 20 49 4E 53 54  41 4E 43 45 2C 20 41 20  |.OR INSTANCE, A |
00003840: 53 4F 55 4E 44 20 45 46  46 45 43 54 20 41 4E 44  |SOUND EFFECT AND|
00003850: 20 53 50 45 4C 4C 20 43  41 4E 20 42 45 20 50 4C  | SPELL CAN BE PL|
00003860: 41 43 45 44 20 49 4E 20  54 48 45 20 53 41 4D 45  |ACED IN THE SAME|
00003870: 20 50 4C 41 43 45 20 54  4F 20 47 49 56 45 20 54  | PLACE TO GIVE T|
00003880: 48 45 20 45 46 46 45 43  54 20 4F 46 20 54 48 45  |HE EFFECT OF THE|
00003890: 20 53 50 45 4C 4C 20 4D  4F 52 45 20 49 4E 54 45  | SPELL MORE INTE|
000038A0: 52 45 53 54 2E 0D 80 2A  46 50 30 0D C3 D2 C5 C1  |REST...*FP0.....|
000038B0: D4 D5 D2 C5 20 D2 C5 C6  C5 D2 C5 CE C3 C5 20 C7  |.... ......... .|
000038C0: D5 C9 C4 C5 0D 0D D9 4F  55 20 43 41 4E 20 48 41  |.......OU CAN HA|
000038D0: 56 45 20 55 50 20 54 4F  20 31 32 38 20 43 52 45  |VE UP TO 128 CRE|
000038E0: 41 54 55 52 45 53 20 49  4E 20 41 20 CD 41 53 54  |ATURES IN A .AST|
000038F0: 45 52 20 C3 52 45 41 54  55 52 45 20 CC 49 53 54  |ER .REATURE .IST|
00003900: 2E 20 20 D9 4F 55 20 43  41 4E 20 43 55 53 54 4F  |.  .OU CAN CUSTO|
00003910: 4D 49 5A 45 20 54 48 45  4D 20 41 46 54 45 52 20  |MIZE THEM AFTER |
00003920: 50 4C 41 43 49 4E 47 20  54 48 45 4D 20 49 4E 20  |PLACING THEM IN |
00003930: 41 20 52 4F 4F 4D 20 4F  52 20 4F 4E 20 54 48 45  |A ROOM OR ON THE|
00003940: 20 D7 4F 52 4C 44 20 CD  41 50 2E 0D 0D 31 2E 20  | .ORLD .AP...1. |
00003950: C3 52 45 41 54 49 4E 47  20 41 4E 44 20 C5 44 49  |.REATING AND .DI|
00003960: 54 49 4E 47 20 C3 52 45  41 54 55 52 45 53 0D 32  |TING .REATURES.2|
00003970: 32 32 20 20 20 20 20 20  20 20 20 20 20 20 20 20  |22              |
00003980: 20 20 20 20 20 20 20 20  20 20 20 20 20 20 20 20  |                |
00003990: 20 20 20 20 20 20 20 D4  4F 20 41 44 44 20 43 52  |       .O ADD CR|
000039A0: 45 41 54 55 52 45 53 20  54 4F 20 59 4F 55 52 20  |EATURES TO YOUR |
000039B0: CD 41 53 54 45 52 20 C3  52 45 41 54 55 52 45 20  |.ASTER .REATURE |
000039C0: CC 49 53 54 20 41 4E 44  20 4D 4F 44 49 46 59 20  |.IST AND MODIFY |
000039D0: 4F 4E 45 53 20 41 4C 52  45 41 44 59 20 54 48 45  |ONES ALREADY THE|
000039E0: 52 45 2C 20 53 45 4C 45  43 54 20 27 C3 4F 4E 53  |RE, SELECT '.ONS|
000039F0: 54 52 55 43 54 20 41 4E  20 C1 44 56 45 4E 54 55  |TRUCT AN .DVENTU|
00003A00: 52 45 27 20 54 48 45 4E  20 27 C4 4F 20 CD 4F 52  |RE' THEN '.O .OR|
00003A10: 45 20 C4 45 54 41 49 4C  45 44 20 D7 4F 52 4B 27  |E .ETAILED .ORK'|
00003A20: 20 54 57 49 43 45 2C 20  54 48 45 4E 20 46 49 4E  | TWICE, THEN FIN|
00003A30: 41 4C 4C 59 20 27 C5 44  49 54 20 CD 41 53 54 45  |ALLY '.DIT .ASTE|
00003A40: 52 20 CC 49 53 54 20 4F  46 20 C3 52 45 41 54 55  |R .IST OF .REATU|
00003A50: 52 45 53 2E 27 0D 0D 32  2E 20 C7 52 4F 55 50 49  |RES.'..2. .ROUPI|
00003A60: 4E 47 20 C3 52 45 41 54  55 52 45 53 20 49 4E 20  |NG .REATURES IN |
00003A70: C3 41 54 45 47 4F 52 49  45 53 0D 0D D9 4F 55 20  |.ATEGORIES...OU |
00003A80: 43 41 4E 20 44 49 56 49  44 45 20 59 4F 55 52 20  |CAN DIVIDE YOUR |
00003A90: CD C3 CC 20 49 4E 54 4F  20 38 20 53 4D 41 4C 4C  |... INTO 8 SMALL|
00003AA0: 45 52 20 4C 49 53 54 53  2C 20 53 55 43 48 20 41  |ER LISTS, SUCH A|
00003AB0: 53 20 46 52 49 45 4E 44  53 2C 20 45 4E 45 4D 49  |S FRIENDS, ENEMI|
00003AC0: 45 53 2C 20 54 48 49 45  56 45 53 2C 20 4E 45 55  |ES, THIEVES, NEU|
00003AD0: 54 52 41 4C 53 2C 20 41  4E 44 20 53 4F 20 4F 4E  |TRALS, AND SO ON|
00003AE0: 2E 20 20 D4 4F 20 43 48  41 4E 47 45 20 54 48 45  |.  .O CHANGE THE|
00003AF0: 20 4E 41 4D 45 20 4F 46  20 41 20 43 52 45 41 54  | NAME OF A CREAT|
00003B00: 55 52 45 20 43 41 54 45  47 4F 52 59 2C 20 53 45  |URE CATEGORY, SE|
00003B10: 4C 45 43 54 20 27 C3 48  41 4E 47 45 20 C3 52 45  |LECT '.HANGE .RE|
00003B20: 41 54 55 52 45 20 C3 4C  41 53 53 20 CE 41 4D 45  |ATURE .LASS .AME|
00003B30: 53 27 2E 20 20 D9 4F 55  20 50 49 43 4B 20 54 48  |S'.  .OU PICK TH|
00003B40: 45 20 43 4C 41 53 53 20  41 20 43 52 45 41 54 55  |E CLASS A CREATU|
00003B50: 52 45 20 42 45 4C 4F 4E  47 53 20 54 4F 20 57 48  |RE BELONGS TO WH|
00003B60: 45 4E 20 59 4F 55 20 55  53 45 20 54 48 45 20 27  |EN YOU USE THE '|
00003B70: C1 44 44 20 C3 52 45 41  54 55 52 45 27 20 41 4E  |.DD .REATURE' AN|
00003B80: 44 20 27 C5 44 49 54 20  C3 52 45 41 54 55 52 45  |D '.DIT .REATURE|
00003B90: 27 20 4F 50 54 49 4F 4E  53 2E 0D 0D 33 2E 20 C3  |' OPTIONS...3. .|
00003BA0: 48 41 4E 47 49 4E 47 20  41 20 C3 52 45 41 54 55  |HANGING A .REATU|
00003BB0: 52 45 27 53 20 D0 52 4F  46 49 4C 45 0D 0D D3 45  |RE'S .ROFILE...E|
00003BC0: 4C 45 43 54 20 27 C5 44  49 54 20 41 20 C3 52 45  |LECT '.DIT A .RE|
00003BD0: 41 54 55 52 45 27 20 54  48 45 4E 20 54 48 45 20  |ATURE' THEN THE |
00003BE0: 4E 41 4D 45 20 4F 46 20  54 48 45 20 43 52 45 41  |NAME OF THE CREA|
00003BF0: 54 55 52 45 20 59 4F 55  20 57 41 4E 54 20 4F 52  |TURE YOU WANT OR|
00003C00: 20 53 45 4C 45 43 54 20  27 C1 44 44 20 41 20 C3  | SELECT '.DD A .|
00003C10: 52 45 41 54 55 52 45 2E  27 20 20 CD 4F 56 45 20  |REATURE.'  .OVE |
00003C20: 54 48 45 20 48 49 47 48  4C 49 47 48 54 20 54 4F  |THE HIGHLIGHT TO|
00003C30: 20 54 48 45 20 43 48 41  52 41 43 54 45 52 49 53  | THE CHARACTERIS|
00003C40: 54 49 43 20 54 4F 20 43  48 41 4E 47 45 20 41 4E  |TIC TO CHANGE AN|
00003C50: 44 20 54 48 45 4E 20 53  49 4D 55 4C 54 41 4E 45  |D THEN SIMULTANE|
00003C60: 4F 55 53 4C 59 20 48 4F  4C 44 20 44 4F 57 4E 20  |OUSLY HOLD DOWN |
00003C70: 54 48 45 20 42 55 54 54  4F 4E 20 57 48 49 4C 45  |THE BUTTON WHILE|
00003C80: 20 4D 4F 56 49 4E 47 20  54 48 45 20 53 54 49 43  | MOVING THE STIC|
00003C90: 4B 2E 0D 0D D5 53 45 20  54 48 45 20 4C 41 53 54  |K....SE THE LAST|
00003CA0: 20 49 54 45 4D 20 49 4E  20 54 48 45 20 50 52 4F  | ITEM IN THE PRO|
00003CB0: 46 49 4C 45 20 4C 49 53  54 20 54 4F 20 44 45 54  |FILE LIST TO DET|
00003CC0: 45 52 4D 49 4E 45 20 48  4F 57 20 4D 41 4E 59 20  |ERMINE HOW MANY |
00003CD0: 43 4F 50 49 45 53 20 4F  46 20 54 48 45 20 43 52  |COPIES OF THE CR|
00003CE0: 45 41 54 55 52 45 20 C1  C3 D3 20 41 4E 20 50 55  |EATURE ... AN PU|
00003CF0: 54 20 49 4E 20 41 4E 20  41 44 56 45 4E 54 55 52  |T IN AN ADVENTUR|
00003D00: 45 20 57 48 45 4E 20 59  4F 55 20 43 48 4F 4F 53  |E WHEN YOU CHOOS|
00003D10: 45 20 27 CC 45 54 20 C1  C3 D3 20 C6 49 4E 49 53  |E '.ET ... .INIS|
00003D20: 48 20 54 48 45 20 C1 44  56 45 4E 54 55 52 45 27  |H THE .DVENTURE'|
00003D30: 2E 20 20 D7 48 45 4E 20  50 49 43 4B 49 4E 47 20  |.  .HEN PICKING |
00003D40: 52 45 53 49 44 45 4E 54  20 43 52 45 41 54 55 52  |RESIDENT CREATUR|
00003D50: 45 53 2C 20 C1 C3 D3 20  46 49 52 53 54 20 4C 4F  |ES, ... FIRST LO|
00003D60: 4F 4B 53 20 46 4F 52 20  43 52 45 41 54 55 52 45  |OKS FOR CREATURE|
00003D70: 53 20 57 48 49 43 48 20  41 52 45 20 4C 49 4D 49  |S WHICH ARE LIMI|
00003D80: 54 45 44 20 49 4E 20 4E  55 4D 42 45 52 2E 20 20  |TED IN NUMBER.  |
00003D90: D7 48 45 4E 20 41 53 53  49 47 4E 49 4E 47 20 52  |.HEN ASSIGNING R|
00003DA0: 41 4E 44 4F 4D 4C 59 20  41 50 50 45 41 52 49 4E  |ANDOMLY APPEARIN|
00003DB0: 47 20 43 52 45 41 54 55  52 45 53 2C 20 C1 C3 D3  |G CREATURES, ...|
00003DC0: 20 4C 4F 4F 4B 53 20 46  4F 52 20 43 52 45 41 54  | LOOKS FOR CREAT|
00003DD0: 55 52 45 53 20 57 48 49  43 48 20 4D 41 59 20 41  |URES WHICH MAY A|
00003DE0: 50 50 45 41 52 20 4D 41  4E 59 20 54 49 4D 45 53  |PPEAR MANY TIMES|
00003DF0: 2E 0D 0D 34 2E 20 C3 52  45 41 54 55 52 45 20 D4  |...4. .REATURE .|
00003E00: 52 41 49 54 53 2C 20 D3  4B 49 4C 4C 53 2C 20 41  |RAITS, .KILLS, A|
00003E10: 4E 44 20 D0 4F 53 53 45  53 53 49 4F 4E 53 0D 0D  |ND .OSSESSIONS..|
00003E20: D9 4F 55 20 43 41 4E 20  53 45 54 20 54 48 45 20  |.OU CAN SET THE |
00003E30: 54 52 41 49 54 20 41 4E  44 20 53 4B 49 4C 4C 20  |TRAIT AND SKILL |
00003E40: 4E 55 4D 42 45 52 53 20  41 4E 59 57 48 45 52 45  |NUMBERS ANYWHERE|
00003E50: 20 46 52 4F 4D 20 30 20  54 4F 20 54 48 45 49 52  | FROM 0 TO THEIR|
00003E60: 20 4D 41 58 49 4D 55 4D  2E 0D 0D 28 D3 54 52 45  | MAXIMUM...(.TRE|
00003E70: 4E 47 54 48 20 2D 20 28  28 C3 4F 4E 53 54 49 54  |NGTH - ((.ONSTIT|
00003E80: 55 54 49 4F 4E 20 2D 20  CC 49 46 45 20 C6 4F 52  |UTION - .IFE .OR|
00003E90: 43 45 29 20 2F 20 32 29  29 20 D8 20 31 30 30 20  |CE) / 2)) . 100 |
00003EA0: 3D 20 48 4F 57 20 4D 55  43 48 20 41 20 43 52 45  |= HOW MUCH A CRE|
00003EB0: 41 54 55 52 45 20 4F 52  20 43 48 41 52 41 43 54  |ATURE OR CHARACT|
00003EC0: 45 52 27 53 20 53 54 52  45 4E 47 54 48 20 57 49  |ER'S STRENGTH WI|
00003ED0: 4C 4C 20 4C 45 54 20 49  54 20 43 41 52 52 59 2E  |LL LET IT CARRY.|
00003EE0: 0D 0D C9 4E 44 49 56 49  44 55 41 4C 53 20 43 41  |...NDIVIDUALS CA|
00003EF0: 52 52 59 49 4E 47 20 4D  4F 52 45 20 54 48 41 4E  |RRYING MORE THAN|
00003F00: 20 4C 2F 32 20 4D 41 58  49 4D 55 4D 20 43 41 50  | L/2 MAXIMUM CAP|
00003F10: 41 43 49 54 59 20 57 49  4C 4C 20 42 45 20 53 4C  |ACITY WILL BE SL|
00003F20: 4F 57 45 44 20 44 4F 57  4E 2E 0D 0D C2 45 46 4F  |OWED DOWN....EFO|
00003F30: 52 45 20 59 4F 55 20 52  45 41 44 59 20 41 20 57  |RE YOU READY A W|
00003F40: 45 41 50 4F 4E 20 4F 52  20 50 49 45 43 45 20 4F  |EAPON OR PIECE O|
00003F50: 46 20 41 52 4D 4F 52 20  59 4F 55 20 4D 55 53 54  |F ARMOR YOU MUST|
00003F60: 20 41 44 44 20 49 54 20  54 4F 20 54 48 45 20 43  | ADD IT TO THE C|
00003F70: 52 45 41 54 55 52 45 27  53 20 49 4E 56 45 4E 54  |REATURE'S INVENT|
00003F80: 4F 52 59 20 57 49 54 48  20 27 C3 48 41 4E 47 45  |ORY WITH '.HANGE|
00003F90: 20 4F 52 20 C5 58 41 4D  49 4E 45 20 D0 4F 53 53  | OR .XAMINE .OSS|
00003FA0: 45 53 53 49 4F 4E 53 27  2E 20 20 C3 48 4F 4F 53  |ESSIONS'.  .HOOS|
00003FB0: 49 4E 47 20 54 48 45 20  27 CD 49 4D 49 43 53 2E  |ING THE '.IMICS.|
00003FC0: 2E 2E 27 20 4F 50 54 49  4F 4E 20 43 41 55 53 45  |..' OPTION CAUSE|
00003FD0: 53 20 54 48 45 43 52 45  41 54 55 52 45 20 54 4F  |S THECREATURE TO|
00003FE0: 20 45 58 41 43 54 4C 59  20 4D 49 52 52 4F 52 20  | EXACTLY MIRROR |
00003FF0: 54 48 45 20 4F 50 50 4F  4E 45 4E 54 53 20 49 54  |THE OPPONENTS IT|
00004000: 20 45 4E 43 4F 55 4E 54  45 52 53 2E 20 20 C9 46  | ENCOUNTERS.  .F|
00004010: 20 59 4F 55 20 53 45 54  20 D3 50 45 45 44 20 54  | YOU SET .PEED T|
00004020: 4F 20 30 2C 20 54 48 45  20 43 52 45 41 54 55 52  |O 0, THE CREATUR|
00004030: 45 27 53 20 4E 41 4D 45  20 57 49 4C 4C 20 4E 4F  |E'S NAME WILL NO|
00004040: 54 20 42 45 20 44 49 53  50 4C 41 59 45 44 20 57  |T BE DISPLAYED W|
00004050: 48 45 4E 20 49 54 20 49  53 20 49 54 53 20 54 55  |HEN IT IS ITS TU|
00004060: 52 4E 20 54 4F 20 4D 4F  56 45 2E 0D 80 2A 46 50  |RN TO MOVE...*FP|
00004070: 30 0D 80 2A 4C 4B 3A 41  43 53 20 33 0D           |0..*LK:ACS 3.   |
ADVENTURE EDITING GUIDES..EXPERIMENT BY 
TAKING AN ADVENTURE YOU HAVE SPENT SOME 
TIME PLAYING AND USING THE FOLLOWING GUI
DES TO CHANGE IT....ADDING A DOOR TO THE
 MAP..1. SELECT EDIT WORLD MAP AND THEN 
DRAW WORLD MAP..THE LARGE RECTANGLE ON T
HE RIGHT REPRESENTS THE WHOLE MAP.  THE 
LIGHTER RECTANGLE INSIDE IT IS THE SECTI
ON OF THE MAP YOU CAN SEE NOW.  AS YOU M
OVE YOUR CURSOR NEW MAP SCROLLS INTO VIE
W AND THE LIGHTER RECTANGLE MOVES...2. S
ELECT SELECT NEW TERRAIN TO FLIP THROUGH
 THE 15 TERRAINS UNTIL YOU COME TO THE D
OORS.  WHEN YOU ADD THEM ACS PROMPTS YOU
 THROUGH THE PROCESS OF TELLING IT WHERE
 YOU WANT THE DOORS TO COME OUT...3. MOV
E THE CURSOR ONTO THE MAP TO THE SPOT WH
ERE YOU WANT THE DOOR AND PRESS THE FIRE
 BUTTON...PUTTING NEW TERRAIN OVER OLD R
EPLACES THE OLD.  TERRAIN CAN BE SET SO 
THAT IT OPENS ONLY TO THOSE WHO DO/DON'T
 CARRY SOME OBJECT OR SO THAT IT EVOKES 
A SPELL YOU SELECT WHEN SOMEONE MOVES ON
TO IT.....ADDING AND EDITING WORLD MAP C
REATURES..UP TO 8 CREATURES CAN BE INSTR
UCTED TO APPEAR.  YOU PICK THE CREATURES
, TERRAIN THEY APPEAR IN, AND PERCENT OF
 TIME THEY APPEAR...1. SELECT 'EDIT MAP 
CREATURES' AND THEN SELECT 'ADD ANOTHER 
MAP CREATURE'.  A LIST OF ALL CREATURES 
AVAILABLE IN THE MASTER CREATURE LIST WI
LL APPEAR.  USE THE JOYSTICK UP AND DOWN
 TO SELECT WITHIN THE LIST SHOWN; MOVE T
HE JOYSTICK LEFT TO SELECT A DIFFERENT G
ROUP WITHIN THE LIST.  MOVE TO THE RIGHT
 AND PRESS FIRE TO SELECT THE HIGHLIGHTE
D CREATURE...IF THERE IS NO OTHER 'ADD A
NOTHER MAP CREATURE' SLOT AVAILABLE, SEL
ECT A CREATURE YOU NO LONGER NEED AND ED
IT IT AS FOLLOWS...*FP0.2. SELECT THE CR
EATURE TO EDIT, THEN SELECT ONE OF THE I
TEMS YOU WISH TO CHANGE.  A NEW MENU WIL
L APPEAR. REPEATEDLY SELECTING THE TOP L
INE WILL SHOW THE 12 TERRAIN TYPES.  REP
EATEDLY SELECTING THE THIRD LINE TELLS A
CS WHAT PERCENTAGE OF THE TIME THE MONST
ER IS TO APPEAR.  IF YOU SELECT 'EDIT TR
AIT' A NEW MENU WILL APPEAR.  MOVE THE C
URSOR TO ANY ITEM IN THE LIST AND MOVE T
HE STICK WHILE SIMULTANEOUSLY HOLDING DO
WN THE BUTTON TO CHANGE ANY OF THESE SET
TINGS.....ADDING ROOMS AND REGIONS..ADVE
NTURES MAY HAVE UP TO 15 REGIONS AND UP 
TO 16 ROOMS...1. TO ADD A ROOM TO AN EXI
STING REGION..SELECT 'EDIT REGION' AND T
HEN THE PARTICULAR REGION.  WHEN YOU MAK
E YOUR SELECTION A TOP-VIEW DIAGRAM OF A
LL THE ROOMS IN A REGION WILL APPEAR.  S
ELECT 'ADD ROOM' AND FOLLOW THE PROMPTS.
..ROOMS CAN BE UP TO 15 SQUARES WIDE AND
 10 SQUARES HIGH.  IF YOU WANT ROOMS TO 
CONNECT MAKE SURE THEY SHARE A WALL.  IF
 YOU MAKE A DRAWING MISTAKE USE 'DELETE 
ROOM' AND START OVER...2. TO ADD A REGIO
N..SELECT 'ADD REGION', TYPE IN A REGION
 NAME, PRESS FIRE, THEN CONTINUE USING '
ADDROOM' UNTIL YOU HAVE ALL THE ROOMS YO
U WANT...3. ADDING TO AND CHANGING ROOM 
CONTENTS..SELECT 'EDIT REGION', THE REGI
ON, THEN SELECT 'EDIT ROOM'.  TELL ACS W
HICH ROOM YOU WISH TO EDIT.  A MENU OF F
OUR OPTIONS WILL APPEAR.  TO CHANGE CREA
TURES ALREADY IN ('RESIDENT') OR ASSIGNE
D TO ('RANDOM') THE ROOM, SELECT THE LEF
T 2 OPTIONS.  TO ADD OR DELETE EITHER TH
INGS OR CREATURES, SELECT THE 'EDIT CONT
ENTS OF ROOM' OPTION...AFTER SELECTING '
EDIT CONTENTS' SELECT EACH OPTION AS YOU
 WISH AND FOLLOW THE PROMPTS.  TO RETURN
 TO THE MAIN REGION EDITING MENU SELECT 
'EXIT'...FOR INFORMATION ON WHAT'S ALREA
DY IN A ROOM SELECT 'EXAMINE ROOM'.  USE
 'ADD 1 THING' TO BRING UP THE MASTER TH
ING LIST AND SELECT AN ITEM FROM IT.  US
E 'ADD MANY THINGS' TO ADD MULTIPLE COPI
ES OF A THING. USE 'ADD CREATURE' TO GET
 THE MASTER CREATURE LIST AND SELECT FRO
M IT.  USE 'DELETE THING' TO GET RID OF 
SOMETHING PREVIOUSLY ADDED...NEW ITEMS D
O NOT REPLACE OLD ONES--THEY STACK UP...
..ADDING TO THE MASTER THING AND CREATUR
E LISTS..1. TO ADD A NEW THING, SELECT '
EDIT THINGS' AND THEN 'ADD THING'.  FOLL
OW THE PROMPTS.  TO RETURN TO THE MAIN M
ENU, SELECT 'EXIT'...2. TO ADD A NEW CRE
ATURE, SELECT 'EDIT MASTER LIST OF CREAT
URES' THEN 'CREATE A CREATURE.'  FOLLOW 
THE PROMPTS.  NOTE: WHEN YOU CHANGE A CR
EATURE'S CHARACTERISTICS IN THE MASTER C
REATURE LIST, THE CHANGES ARE NOT REFLEC
TED IN COPIES OF THAT CREATURE ALREADY P
LACED IN THE ADVENTURE....EDITING PICTUR
ES AND CREATING NEW ONES..THE PICTURE PO
SSIBILITES FOR TERRAIN, CHARACTERS, CREA
TURES AND THINGS ARE GROUPED INTO 3 SCRE
ENS.  TO GET TO THOSE SCREENS SELECT 'ED
IT GRAPHICS'...1. SELECT THE PICTURE YOU
 WISH TO EDIT OR THE BLANK AREA IN WHICH
 YOU WISH TO ADD A PICTURE...THE FIRST S
CREEN HAS ROOM FOR THE 16 PICTURES WHICH
 MUST BE USED FOR MAP CREATURES BUT WHIC
H MAY ALSO  BE USED FOR THINGS OR CREATU
RES.  THE SECOND SCREEN CAN CONTAIN UP T
O 48 PICTURES WHICH MAY  BE USED FOR THI
NGS, TERRAIN OR CREATURES.  THE THIRD SC
REEN CAN CONTAIN UP TO 46 PICTURES, ALL 
RESERVED FOR CREATURES ONLY...WHEN YOU H
AVE THE SCREEN YOU WANT USE 'EDIT ANOTHE
R PICTURE' TO MOVE THE SELECTOR FROM PIC
TURE TO PICTURE...2. USE THE JOYSTICK TO
 PAINT WHAT YOU WANT INTO THE DRAWING AR
EA...TO DRAW MOVE THE CURSOR FROM THE ME
NU INTO THE DRAWING AREA AND PRESS THE B
UTTON TO PUT DOWN A BLOCK OF THE SELECTE
D COLOR.  SELECT 'CHANGE PAINT COLOR' TO
 CHANGE THE COLOR OF THE PAINT SWATCH CU
RRENTLY SHOWING...*FP0.MAGIC SPELLS..MAG
IC SPELLS ARE A CATEGORY OF THINGS IN TH
EIR OWN RIGHT AND SOMETHING WHICH CAN  B
E HOOKED ONTO MAGIC ITEMS, PORTALS, OBST
ACLES AND SPACES.  EACH SPELL CAN  BE MA
DE TO DISPLAY A SHORT 3-LINE TEXT MESSAG
E WHEN INVOKED...1. KILL ALL BUT AN OWNE
R OF (YOU CHOOSE THE ITEM FROM YOUR MAST
ER THING LIST)...2. SUMMON/BANISH CREATU
RE (YOU CHOOSE THE CREATURE FROM YOUR MA
STER CREATURE LIST).  THIS CAN BE USED T
O BANISH ALL CREATURES PRESENT IN THE RO
OM WHERE THE SPELL IS CAST, OR SUMMON TO
 THE ROOM ANY CREATURE IN THE MASTER CRE
ATURE LIST.  BANISHMENT IS IMMEDIATE; SU
MMONS HAPPENS ON THE NEXT TURN.  THIS CA
NNOT  BE USED ON THE WORLD MAP.  NOTE: I
F YOU BANISH A CREATURE HOLDING A KEY OR
 SOMETHING ELSE YOU NEED, FORGET IT--YOU
 LOST THAT KEY FOREVER...3. INCREASE MAG
IC DEFENSE BUT NOT TO BETTER THAN (YOU P
ICK FROM THE POSSIBILITIES).  AT ITS MOS
T POWERFUL A MAGIC DEFENSE COMPLETELY AB
SORBS BLOWS FROM NORMAL WEAPONS AND REDU
CES DAMAGE FROM MAGIC WEAPONS BY HALF...
4. DECREASE MAGIC DEFENSE BUT NOT TO WOR
SE THAN (YOU PICK FROM POSSIBILITIES).  
THE OPPOSITE OF THE PREVIOUS SPELL...5. 
INCREASE THE VICTIM'S (CONSTITUTION/ STR
ENGTH/ DEXTERITY/ SPEED/ WISDOM/ DODGE S
KILL/ PARRY SKILL/ ARMOR SKILL/ MELEE SK
ILL/ MISSILE SKILL).  TRAITS INCREASE BY
 1 POINT, SKILLS BY 5.  SPELL EFFECT IS 
PERMANENT UNLESS MAGICALLY REVERSED...6.
 DECREASE THE VICTIM'S (SAME AS BEFORE).
  THE OPPOSITE OF THE PREVIOUS SPELL...7
. CHANGE POWER OF VICTIM BY (YOUR CHOICE
 OF FROM -63 TO +63).  ALL CHANGES TO PO
WER ARE TEMPORARY...8. CHANGE LIFE FORCE
 BY (FROM -63 TO +63).  LIFE FORCE DOES 
NOT DECAY WHEN IT IS GREATER THAN CONSTI
TUTION.  A PERMANENT INCREASE CAN ONLY B
E LOST IN  BATTLE OR TO ANOTHER SPELL...
9. GIVE TO VICTIM (YOU CHOOSE FROM THE M
ASTER THING LIST)...10. DISPLAY LONG MES
SAGE (UP TO 8 LINES, 32 CHARACTERS PER L
INE)...11. PLAY MUSIC (30 DIFFERENT POSS
IBILITIES).  1-12 ARE SOUND EFFECTS.  13
-30 ARE MUSICAL THEMES.  THE CHOICES WIT
H 'ENDLESS' IN THEIR TITLES (14-17) WILL
 CONTINUE TO PLAY TILL ANOTHER MUSIC CHO
ICE IS ACTIVATED...12. RID ROOM OF EVERY
 UNCARRIED (YOU CHOOSE FROM THE MASTER T
HING LIST)...13. ADD TO ROOM ONE (YOU CH
OOSE FROM THE MASTER THING LIST).  THE E
FFECT IS IMMEDIATE...14. ACTIVATE ALL TH
INGS AT THIS PLACE.  USEFUL FOR SETTING 
OFF A SERIES OF SPELLS ASSOCIATED WITH I
TEMS, SPACES, AND/OR OBSTACLES STACKED O
N A SINGLE SQUARE...15. DO NOTHING.  USE
 THIS WHEN YOU WISH TO SHOW A SHORT MESS
AGE AT THE BOTTOM OF THE SCREEN BUT DON'
T WANT TO DO ANYTHING ELSE.  IT COULD AL
SO BE USED TO GIVE CREATURES/PLAYERS/CHA
RACTERS A CHARACTERISTIC THEY CANNOT RID
 THEMSELVES OF--A CURSE WHICH PREVENTS P
ASSAGE THROUGH CERTAIN DOORS, FOR EXAMPL
E....*FP0.SOME SPECIAL THINGS AND THEIR 
USES..1. THE DO-ALL SPACES AND OBSTACLE.
.THE DO-ALL-WALK SPACE ACTIVATES WHEN SO
MEONE WALKS ON IT.  THE DO-ALL-BUMP SPAC
E ACTIVATES WHEN SOMEONE BUMPS INTO IT. 
 THESE THEN ACTIVATE, IN ORDER FROM TOP 
TO BOTTOM, WHATEVER SPELLS LIE BELOW IT.
  THE DO-ALL-CARRY SPACE IS ACTIVATED ON
LY BY SOMEONE CARRYING A PARTICULAR ITEM
, WHICH YOU PICK WHEN YOU PLACE ONE OF T
HESE IN A ROOM...2. THE MUSIC AND MESSAG
E CUSTOM SPACES..WHEN YOU PLACE THESE IN
 A ROOM YOU CAN CHOOSE THE TEXT OR MUSIC
 PRODUCED WHEN THE SPACE IS ACTIVATED, E
ITHER BY BEING WALKED ON OR BY A DO-ALL 
SPELL...3. THE RID THE ROOM CUSTOM SPACE
..PUT THIS IN A ROOM AND YOU CAN TELL AC
S WHAT TO REMOVE FROM THE ROOM WHEN THE 
SPACE IS ACTIVATED.  FOR INSTANCE, COVER
 ALL ITEMS IN A ROOM WITH INVISIBLE COVE
RS.  PLACE THE FOLLOWING STACK AT THE DO
OR--1) AN ACTIVATE ALL THINGS SPACE  2) 
AN OPEN ONLY TO OWNERS OF A LANTERN/RIDS
 THE ROOM OF ALL UNCARRIED COVERS CUSTOM
 SPACE SET TO DISPLAY A MESSAGE SUCH AS 
'YOUR LIGHT SHINES INTO EVERY NOOK AND C
RANNY'  3) AN OPEN ONLY TO THOSE WHO DON
'T OWN A LANTERN SPACE SET WITH A SPELL 
WHICH DISPLAYS THE MESSAGE 'YOU CAN WALK
 FORWARD BUT IT'S QUITE DARK HERE.'  THI
S WILL HAVE THE EFFECT OF SOMEONE SEEING
 THINGS IN A ROOM BECAUSE OF HER LANTERN
...4. THE FLIGHT SPELL..BY ITSELF THIS S
PELL DOES NOTHING, BUT ADDED TO A TERRAI
N WHICH IS 'OPEN ONLY TO THOSE WHO OWN A
 FLIGHT SPELL' IT CAN BE VERY POWERFUL..
.5. THE DECODER CUSTOM SPACE..AVAILABLE 
IN THE SPY/MYSTERY SET, THIS WILL DISPLA
Y TEXT WHENEVER A CODED MESSAGE IS DROPP
ED ONTO IT.  THIS WAS USED TO PRODUCE TH
E 'HELP' SPACES IN THE AVENTURIA 'HOW TO
 PLAY' TUTORIAL....*FP0.GENERAL CONSTRUC
TION TIPS AND TECHNIQUES..1. DO SOME BRO
WSING AND PLANNING BEFORE YOU START...2.
 PAY ATTENTION TO THE PACE OF YOUR ADVEN
TURE.  SOME ACTIONS TAKE THE COMPUTER LO
NGER THAN OTHERS.  WHEN A DOOR LEADS TO 
ANOTHER REGION THE PROGRAM MUST ACCESS T
HE DISK AND MEANWHILE THE PLAYER WAITS. 
 ALSO CONSIDER THE ORDER IN WHICH THINGS
 OCCUR.  WHEN A SPELL TAKES EFFECT, THE 
MESSAGE WILL BE DISPLAYED FIRST.  MAKE S
URE THE MESSAGE MAKES SENSE IF READ BEFO
RE THE SPELL TAKES EFFECT...3. PAY ATTEN
TION TO THE PACING OF DIFFICULTY AND FRU
STRATION IN YOUR ADVENTURE...4. USE THE 
WORK YOU PUT INTO ONE ADVENTURE AS A STA
RTING PLACE FOR OTHERS.  USE THE EDITING
 FEATURES OF ACS TO CHANGE AROUND AN ADV
ENTURE.  YOU CAN COPY GRAPHICS FROM ONE 
ADVENTURE TO ANOTHER, USING 'COPY GRAPHI
CS FROM ANOTHER ADVENTURE'...5. BACK UP 
AND DATE YOUR WORK....*FP0.MAP REFERENCE
 GUIDE..1. DRAW WORLD MAP..THE FULL MAP 
AREA IS 40 SQUARES BY 40 SQUARES.  ONLY 
A 10X15 SQUARE SECTION CAN BE SEEN ON TH
E SCREEN AT ONE TIME.  THE LARGER RECTAN
GLE TO THE RIGHT OF THE MAP REPRESENTS T
HE WHOLE MAP; THE SMALLER GREY RECTANGLE
 INSIDE IT REPRESENTS THE SECTION VISIBL
E ON THE SCREEN...THE SQUARE ON THE LOWE
R RIGHT CONTAINS A PICTURE OF THE TERRAI
N TYPE THAT CAN BE ADDED IF YOU MOVE THE
 CURSOR UP INTO THE MAP AREA AND HIT THE
 FIRE BUTTON.  MOVING THE CURSOR INTO TH
E MENU AND TO THE LEFT BRINGS A NEW TERR
AIN PICTURE INTO THE SQUARE.  THE NAME O
F THE TERRAIN TYPE APPEARS AT THE END OF
 THE SECOND LINE.  WHETHER THE TERRAIN I
S PASSABLE OR WHETHER IT EVOKES A SPELL 
WHEN CROSSED APPEARS ON THE THIRD LINE..
.TO SELECT A NEW NAME/PICTURE/TRAVEL CON
DITION/SPELL FOR ANY OF THE 16 TYPES OF 
TERRAIN, SELECT 'CHANGE PICTURE' THEN 'N
AME'.  TRAVEL CONDITIONS CAN  BE CHANGED
 AT THIS TIME ALSO.  YOU CAN MODIFY THE 
PICTURES OR DRAW NEW ONES IF YOU WISH.  
NOTE: TERRAIN TYPES 13-16 ARE PORTALS (D
OORS)...2. MOVEMENT OFF EDGE OF MAP IS/I
S NOT PERMITTED..SELECT THIS OPTION TO D
ETERMINE WHETHER YOUR MAP 'WRAPS'...3. M
OVE ENTRANCE TO ADVENTURE..USE THIS OPTI
ON TO SELECT THE SPOT WHERE ALL NEW ADVE
NTURES WILL START REGARDLESS OF WHEN THE
Y ARE ADDED TO THE GAME...ADDING PORTALS
 (DOORS) - PORTALS ARE ONE-WAY.  YOU MAY
 HAVE UP TO 32 DOORS.  THESE SAME DOORS 
CAN BE USED EITHER TO ENTER OR EXIT AN A
DVENTURE,  BUT ONE DOOR ONLY GOES ONE WA
Y...*FP0.ROOM AND REGION REFERENCE GUIDE
...EACH ADVENTURE CAN CONTAIN UP TO 15 R
EGIONS AND EACH REGION CAN CONTAIN UP TO
 16 ROOMS.  SELECT 'ADD REGION' TO BUILD
 A NEW REGION, AND 'EDIT REGION' TO MODI
FY OR ADD TO AN EXISTING ONE...EITHER CH
OICE LEADS TO A MENU CONTAINING 'ADD ROO
M', 'DELETE ROOM' AND 'EDIT ROOM'.  'EDI
T REGION' WILL ASK WHICH ONE OF THESE YO
U WANT BEFORE THE CHOICES APPEAR...1. AD
D ROOM..THE ROOM FIRST APPEARS AS A FLAS
HING SQUARE WHICH YOU CAN MOVE ABOUT ON 
THE SCREEN WITH YOUR JOYSTICK.  ONCE YOU
 PRESS THE BUTTON THE JOYSTICK WILL MAKE
 HE ROOM GROW RATHER THAN MOVE.  THE ROO
M CAN BE UP TO 15 SPACES WIDE BY 10 SPAC
ES HIGH...ROOMS MUST NOT OVERLAP,  BUT T
HEY CAN SHARE A COMMON WALL...2. DELETE 
ROOM..SELECT THIS OPTION, PLACE THE CURS
OR ON THE ROOM YOU WANT TO GET RID OF AN
D PRESS FIRE.  NOTE: IF YOU ACCIDENTALLY
 DELETE THE DESTINATION FOR A ONE-WAY DO
OR, ACS WILL BANISH ALL CREATURES WHO PA
SS THROUGH IT, AND PLACE ALL PLAYER/CHAR
ACTERS WHO PASS THROUGH IT ON THE WORLD 
MAP AT THE ADVENTURE'S STARTING POINT...
3. EDIT ROOM..SELECT THIS OPTION AND USE
 THE CURSOR TO IDENTIFY THE ROOM YOU WIS
H TO EDIT, THEN SELECT A CHOICE FROM THE
 MENU THAT APPEARS.  YOU CAN CHANGE THE 
ROOM'S NAME AND ADD/SUBTRACT/EDIT CREATU
RES AND THINGS IN THE ROOM...4. CHANGE R
OOM NAME..THIS OPTION ALLOWS YOU TO TYPE
 IN A NEW NAME FOR THE ROOM...5. EDIT RO
OM'S CONTENTS..THIS OPTION BRINGS A PICT
URE OF THE ROOM TO THE SCREEN ALONG WITH
 A MENU OF OPTIONS WHICH ALLOW YOU TO PI
CK THINGS AND CREATURES FROM YOUR MASTER
 THING AND CREATURE LISTS, AND ADD THEM 
TO THE ROOM WITH YOUR CURSOR.  USE 'ADD 
MANY THINGS' TO PUT DOWN SEVERAL COPIES 
OF THE SAME THING...THE TOP OPTION ON TH
E LEFT--DELETE THING--CAN  BE USED TO RE
MOVE EITHER THINGS OR RESIDENT CREATURES
 FROM THE ROOM...'EXAMINE ROOM' ALLOWS Y
OU TO MOVE THE CURSOR AROUND AND PRESS F
IRE WHEN YOU WANT A DESCRIPTION OF THE T
HING OR CREATURE AT A PARTICULAR SPOT.  
THE EXAMINE OPTION WILL TELL YOU IF A SP
ELL AT A LOCATION PRODUCES MUSIC OR A SO
UND EFFECT, BUT WILL NOT PLAY THE SOUND 
FOR YOU...'SELECT WALL PICTURE' LETS YOU
 CHOOSE A NEW PICTURE FOR THE WALL OF TH
E ROOM.  THIS IS ESPECIALLY USEFUL WHEN 
YOU WANT THE ROOM TO 'PLAY THE ROLE' OF 
SOMETHING ELSE, SUCH AS A FIELD, FOREST,
 OR MOUNTAIN VALLEY...6. ADDING DOORS..W
HEN YOU USE 'ADD THING' TO ADD A TWO-WAY
 DOOR TO A ROOM, THE PROGRAM WILL ONLY A
LLOW YOU TO PLACE THE DOOR ON A WALL SHA
RED  BY TWO ROOMS.  WHEN YOU USE IT TO A
DD A ONE-WAY DOOR, FOLLOW THE PROMPTS AS
 TO WHERE IT WILL LEAD.  DOORS MAY LEAD 
TO OTHER PLACES WITHIN THE SAME REGION O
R ROOM, TO OTHER REGIONS, OR TO THE WORL
D MAP...7. STACKING THINGS ON TOP OF EAC
H OTHER..YOU MAY STACK MANY THINGS IN TH
E SAME PLACE IN ROOMS.  FOR INSTANCE, A 
SOUND EFFECT AND SPELL CAN BE PLACED IN 
THE SAME PLACE TO GIVE THE EFFECT OF THE
 SPELL MORE INTEREST...*FP0.CREATURE REF
ERENCE GUIDE..YOU CAN HAVE UP TO 128 CRE
ATURES IN A MASTER CREATURE LIST.  YOU C
AN CUSTOMIZE THEM AFTER PLACING THEM IN 
A ROOM OR ON THE WORLD MAP...1. CREATING
 AND EDITING CREATURES.222              
                       TO ADD CREATURES 
TO YOUR MASTER CREATURE LIST AND MODIFY 
ONES ALREADY THERE, SELECT 'CONSTRUCT AN
 ADVENTURE' THEN 'DO MORE DETAILED WORK'
 TWICE, THEN FINALLY 'EDIT MASTER LIST O
F CREATURES.'..2. GROUPING CREATURES IN 
CATEGORIES..YOU CAN DIVIDE YOUR MCL INTO
 8 SMALLER LISTS, SUCH AS FRIENDS, ENEMI
ES, THIEVES, NEUTRALS, AND SO ON.  TO CH
ANGE THE NAME OF A CREATURE CATEGORY, SE
LECT 'CHANGE CREATURE CLASS NAMES'.  YOU
 PICK THE CLASS A CREATURE BELONGS TO WH
EN YOU USE THE 'ADD CREATURE' AND 'EDIT 
CREATURE' OPTIONS...3. CHANGING A CREATU
RE'S PROFILE..SELECT 'EDIT A CREATURE' T
HEN THE NAME OF THE CREATURE YOU WANT OR
 SELECT 'ADD A CREATURE.'  MOVE THE HIGH
LIGHT TO THE CHARACTERISTIC TO CHANGE AN
D THEN SIMULTANEOUSLY HOLD DOWN THE BUTT
ON WHILE MOVING THE STICK...USE THE LAST
 ITEM IN THE PROFILE LIST TO DETERMINE H
OW MANY COPIES OF THE CREATURE ACS AN PU
T IN AN ADVENTURE WHEN YOU CHOOSE 'LET A
CS FINISH THE ADVENTURE'.  WHEN PICKING 
RESIDENT CREATURES, ACS FIRST LOOKS FOR 
CREATURES WHICH ARE LIMITED IN NUMBER.  
WHEN ASSIGNING RANDOMLY APPEARING CREATU
RES, ACS LOOKS FOR CREATURES WHICH MAY A
PPEAR MANY TIMES...4. CREATURE TRAITS, S
KILLS, AND POSSESSIONS..YOU CAN SET THE 
TRAIT AND SKILL NUMBERS ANYWHERE FROM 0 
TO THEIR MAXIMUM...(STRENGTH - ((CONSTIT
UTION - LIFE FORCE) / 2)) X 100 = HOW MU
CH A CREATURE OR CHARACTER'S STRENGTH WI
LL LET IT CARRY...INDIVIDUALS CARRYING M
ORE THAN L/2 MAXIMUM CAPACITY WILL BE SL
OWED DOWN...BEFORE YOU READY A WEAPON OR
 PIECE OF ARMOR YOU MUST ADD IT TO THE C
REATURE'S INVENTORY WITH 'CHANGE OR EXAM
INE POSSESSIONS'.  CHOOSING THE 'MIMICS.
..' OPTION CAUSES THECREATURE TO EXACTLY
 MIRROR THE OPPONENTS IT ENCOUNTERS.  IF
 YOU SET SPEED TO 0, THE CREATURE'S NAME
 WILL NOT BE DISPLAYED WHEN IT IS ITS TU
RN TO MOVE...*FP0..*LK:ACS 3.
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