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

ADV.CONST.SET3 D

FILE INFORMATION

FILENAME(S): ADV.CONST.SET3 D

FILE TYPE(S): SEQ

FILE SIZE: 16.7K

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

APPEARS ON: 1 disk(s)

FILE HASH

69fe6ab21a19f484af5e46c6d8531f1ac8382bfc3d51fd7edad4d0561538df3e

FOUND ON DISKS (1 DISKS)

DISK TITLE FILENAME FILE TYPE COLLECTION TRACK SECTOR ACTIONS
WAREZ DOCS 1 6 ADV.CONST.SET3 D SEQ Sailor, Ganheden 22 4 DOWNLOAD FILE

FILE CONTENT & ANALYSIS

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00003790: 20 4F 46 20 31 20 55 4E  49 54 20 45 56 45 52 59  | OF 1 UNIT EVERY|
000037A0: 20 46 45 57 20 54 55 52  4E 53 2E 20 20 C6 4F 55  | FEW TURNS.  .OU|
000037B0: 52 20 53 55 43 48 20 44  49 53 45 41 53 45 53 20  |R SUCH DISEASES |
000037C0: 57 49 4C 4C 20 4B 49 4C  4C 2E 0D 0D C2 29 20 D5  |WILL KILL....) .|
000037D0: D3 C9 CE C7 20 C5 CE C4  CC C5 D3 D3 20 CD D5 D3  |.... ....... ...|
000037E0: C9 C3 20 D4 C8 C5 CD C5  D3 20 2D 20 D7 48 45 4E  |.. ...... - .HEN|
000037F0: 20 59 4F 55 20 55 53 45  20 27 CC 45 54 20 C1 C3  | YOU USE '.ET ..|
00003800: D3 20 C6 49 4E 49 53 48  20 54 48 45 20 C1 44 56  |. .INISH THE .DV|
00003810: 45 4E 54 55 52 45 27 20  49 54 20 41 4C 57 41 59  |ENTURE' IT ALWAY|
00003820: 53 20 50 4C 41 43 45 53  20 54 48 45 20 47 4F 41  |S PLACES THE GOA|
00003830: 4C 20 4F 46 20 54 48 45  20 41 44 56 45 4E 54 55  |L OF THE ADVENTU|
00003840: 52 45 20 4F 4E 20 54 4F  50 20 4F 46 20 41 20 53  |RE ON TOP OF A S|
00003850: 54 41 43 4B 20 57 49 54  48 20 41 20 4D 55 53 49  |TACK WITH A MUSI|
00003860: 43 41 4C 20 41 43 43 4F  4D 50 41 4E 49 4D 45 4E  |CAL ACCOMPANIMEN|
00003870: 54 20 57 48 49 4C 45 20  59 4F 55 20 52 45 41 44  |T WHILE YOU READ|
00003880: 20 41 20 43 4F 4E 47 52  41 54 55 4C 41 54 4F 52  | A CONGRATULATOR|
00003890: 59 20 4D 45 53 53 41 47  45 2E 20 20 D4 48 49 53  |Y MESSAGE.  .HIS|
000038A0: 20 27 D3 55 43 43 45 53  53 20 D3 54 41 43 4B 27  | '.UCCESS .TACK'|
000038B0: 20 49 53 20 41 53 20 46  4F 4C 4C 4F 57 53 3A 0D  | IS AS FOLLOWS:.|
000038C0: 0D 31 29 20 D4 52 45 41  53 55 52 45 2F 47 4F 41  |.1) .REASURE/GOA|
000038D0: 4C 0D 32 29 20 27 C1 43  54 49 56 41 54 45 20 C1  |L.2) '.CTIVATE .|
000038E0: 4C 4C 20 D4 48 49 4E 47  53 27 20 53 50 41 43 45  |LL .HINGS' SPACE|
000038F0: 0D 33 29 20 27 D0 4C 41  59 20 CD 55 53 49 43 27  |.3) '.LAY .USIC'|
00003900: 20 53 50 41 43 45 20 57  49 54 48 20 41 50 50 52  | SPACE WITH APPR|
00003910: 4F 50 52 49 41 54 45 20  54 48 45 4D 45 0D 34 29  |OPRIATE THEME.4)|
00003920: 20 27 C4 49 53 50 4C 41  59 20 CD 45 53 53 41 47  | '.ISPLAY .ESSAG|
00003930: 45 27 20 53 50 41 43 45  0D 35 29 20 27 D0 4C 41  |E' SPACE.5) '.LA|
00003940: 59 20 CD 55 53 49 43 27  20 53 50 41 43 45 20 46  |Y .USIC' SPACE F|
00003950: 4F 52 20 41 20 53 48 4F  52 54 20 46 41 4E 46 41  |OR A SHORT FANFA|
00003960: 52 45 0D 0D C1 46 54 45  52 20 54 48 45 20 50 4C  |RE...FTER THE PL|
00003970: 41 59 45 52 20 50 49 43  4B 53 20 55 50 20 54 48  |AYER PICKS UP TH|
00003980: 45 20 4F 42 4A 45 43 54  20 41 4E 44 20 4D 4F 56  |E OBJECT AND MOV|
00003990: 45 53 20 4F 4E 54 4F 20  54 48 45 20 53 50 41 43  |ES ONTO THE SPAC|
000039A0: 45 2C 20 54 48 45 20 C4  4F 2D C1 4C 4C 20 53 50  |E, THE .O-.LL SP|
000039B0: 45 4C 4C 20 41 43 54 49  56 41 54 45 53 20 45 56  |ELL ACTIVATES EV|
000039C0: 45 52 59 54 48 49 4E 47  2E 0D 0D C3 29 20 CC 45  |ERYTHING....) .E|
000039D0: 54 20 D4 48 45 52 45 20  C2 45 20 CC 49 47 48 54  |T .HERE .E .IGHT|
000039E0: 20 2D 20 D4 48 49 53 20  49 53 20 54 48 45 20 45  | - .HIS IS THE E|
000039F0: 46 46 45 43 54 20 4E 41  4D 45 44 20 49 4E 20 27  |FFECT NAMED IN '|
00003A00: C3 55 53 54 4F 4D 20 D3  50 41 43 45 53 27 20 54  |.USTOM .PACES' T|
00003A10: 48 41 54 20 47 49 56 45  53 20 54 48 45 20 45 46  |HAT GIVES THE EF|
00003A20: 46 45 43 54 20 4F 46 20  41 20 4C 49 47 48 54 20  |FECT OF A LIGHT |
00003A30: 53 48 49 4E 49 4E 47 20  49 4E 54 4F 20 41 20 44  |SHINING INTO A D|
00003A40: 41 52 4B 20 52 4F 4F 4D  2E 20 20 C9 54 20 49 53  |ARK ROOM.  .T IS|
00003A50: 20 41 53 20 46 4F 4C 4C  4F 57 53 3A 0D 0D 31 29  | AS FOLLOWS:..1)|
00003A60: 20 27 C1 43 54 49 56 41  54 45 20 C1 4C 4C 20 D4  | '.CTIVATE .LL .|
00003A70: 48 49 4E 47 53 27 20 53  50 41 43 45 0D 32 29 20  |HINGS' SPACE.2) |
00003A80: 27 CF 50 45 4E 20 CF 4E  4C 59 20 54 4F 20 CF 57  |'.PEN .NLY TO .W|
00003A90: 4E 45 52 53 20 4F 46 20  41 20 4C 41 4E 54 45 52  |NERS OF A LANTER|
00003AA0: 4E 2F D2 49 44 53 20 54  48 45 20 52 4F 4F 4D 20  |N/.IDS THE ROOM |
00003AB0: 4F 46 20 41 4C 4C 20 55  4E 43 41 52 52 49 45 44  |OF ALL UNCARRIED|
00003AC0: 20 43 4F 56 45 52 53 27  20 C3 55 53 54 4F 4D 20  | COVERS' .USTOM |
00003AD0: D3 50 41 43 45 20 54 48  41 54 20 44 49 53 50 4C  |.PACE THAT DISPL|
00003AE0: 41 59 53 20 54 48 45 20  4D 45 53 53 41 47 45 20  |AYS THE MESSAGE |
00003AF0: 27 59 4F 55 52 20 4C 49  47 48 54 20 53 48 49 4E  |'YOUR LIGHT SHIN|
00003B00: 45 53 20 49 4E 54 4F 20  45 56 45 52 59 20 4E 4F  |ES INTO EVERY NO|
00003B10: 4F 4B 20 41 4E 44 20 43  52 41 4E 4E 59 27 0D 33  |OK AND CRANNY'.3|
00003B20: 29 20 41 4E 20 27 CF 50  45 4E 20 CF 4E 4C 59 20  |) AN '.PEN .NLY |
00003B30: 54 4F 20 D4 48 4F 53 45  20 D7 48 4F 20 C4 4F 4E  |TO .HOSE .HO .ON|
00003B40: 27 54 20 CF 57 4E 20 41  20 CC 41 4E 54 45 52 27  |'T .WN A .ANTER'|
00003B50: 20 53 50 41 43 45 20 57  49 54 48 20 41 20 C4 4F  | SPACE WITH A .O|
00003B60: 20 CE 4F 54 48 49 4E 47  20 53 50 45 4C 4C 20 57  | .OTHING SPELL W|
00003B70: 48 49 43 48 20 44 49 53  50 4C 41 59 53 20 54 48  |HICH DISPLAYS TH|
00003B80: 45 20 4D 45 53 53 41 47  45 2C 20 27 D9 4F 55 20  |E MESSAGE, '.OU |
00003B90: 43 41 4E 20 57 41 4C 4B  20 46 4F 52 57 41 52 44  |CAN WALK FORWARD|
00003BA0: 2C 20 42 55 54 20 49 54  27 53 20 51 55 49 54 45  |, BUT IT'S QUITE|
00003BB0: 20 44 41 52 4B 20 48 45  52 45 27 2E 0D 0D D4 48  | DARK HERE'....H|
00003BC0: 45 20 C4 4F 2D C1 4C 4C  20 53 50 41 43 45 20 4C  |E .O-.LL SPACE L|
00003BD0: 45 54 53 20 42 4F 54 48  20 50 41 53 53 41 47 45  |ETS BOTH PASSAGE|
00003BE0: 20 43 4F 4E 44 49 54 49  4F 4E 53 20 53 48 49 4E  | CONDITIONS SHIN|
00003BF0: 45 20 54 48 52 4F 55 47  48 20 42 55 54 20 43 4F  |E THROUGH BUT CO|
00003C00: 4E 54 49 4E 55 45 53 20  4F 4E 4C 59 20 57 49 54  |NTINUES ONLY WIT|
00003C10: 48 20 54 48 45 20 53 50  45 4C 4C 20 41 43 54 55  |H THE SPELL ACTU|
00003C20: 41 4C 4C 59 20 49 4E 56  4F 4B 45 44 2E 20 20 D2  |ALLY INVOKED.  .|
00003C30: 45 4D 45 4D 42 45 52 20  54 48 41 54 20 54 48 45  |EMEMBER THAT THE|
00003C40: 20 4D 45 53 53 41 47 45  53 20 43 52 45 41 54 45  | MESSAGES CREATE|
00003C50: 20 41 4E 20 49 4D 50 4F  52 54 41 4E 54 20 41 54  | AN IMPORTANT AT|
00003C60: 4D 4F 53 50 48 45 52 45  2E 0D 0D 80 2A 46 50 30  |MOSPHERE....*FP0|
00003C70: 0D C7 D2 C1 D0 C8 C9 C3  D3 20 D2 C5 C6 C5 D2 C5  |......... ......|
00003C80: CE C3 C5 20 C7 D5 C9 C4  C5 0D 0D D9 4F 55 20 43  |... ........OU C|
00003C90: 41 4E 20 48 41 56 45 20  54 48 52 45 45 20 27 50  |AN HAVE THREE 'P|
00003CA0: 41 47 45 53 27 20 28 53  43 52 45 45 4E 53 29 20  |AGES' (SCREENS) |
00003CB0: 4F 46 20 50 49 43 54 55  52 45 53 20 57 49 54 48  |OF PICTURES WITH|
00003CC0: 20 55 50 20 54 4F 20 31  36 20 50 49 43 54 55 52  | UP TO 16 PICTUR|
00003CD0: 45 53 20 4F 4E 20 54 48  45 20 46 49 52 53 54 20  |ES ON THE FIRST |
00003CE0: 50 41 47 45 2C 20 55 50  20 54 4F 20 34 38 20 4F  |PAGE, UP TO 48 O|
00003CF0: 4E 20 54 48 45 20 53 45  43 4F 4E 44 2C 20 41 4E  |N THE SECOND, AN|
00003D00: 44 20 55 50 20 54 4F 20  34 36 20 4F 4E 20 54 48  |D UP TO 46 ON TH|
00003D10: 45 20 54 48 49 52 44 2C  20 41 20 54 4F 54 41 4C  |E THIRD, A TOTAL|
00003D20: 20 4F 46 20 31 31 30 2E  0D 0D D4 48 45 20 54 48  | OF 110....HE TH|
00003D30: 49 52 44 20 50 41 47 45  20 49 53 20 52 45 53 45  |IRD PAGE IS RESE|
00003D40: 52 56 45 44 20 46 4F 52  20 50 49 43 54 55 52 45  |RVED FOR PICTURE|
00003D50: 53 20 4F 46 20 43 52 45  41 54 55 52 45 53 2E 20  |S OF CREATURES. |
00003D60: 20 D4 48 45 20 46 49 52  53 54 20 54 57 4F 20 43  | .HE FIRST TWO C|
00003D70: 41 4E 20 42 45 20 55 53  45 44 20 46 4F 52 20 41  |AN BE USED FOR A|
00003D80: 4E 59 54 48 49 4E 47 2E  20 20 D5 4E 4C 45 53 53  |NYTHING.  .NLESS|
00003D90: 20 59 4F 55 20 4D 41 4B  45 20 41 20 43 48 41 4E  | YOU MAKE A CHAN|
00003DA0: 47 45 20 57 49 54 48 20  54 48 45 20 27 C3 48 41  |GE WITH THE '.HA|
00003DB0: 4E 47 45 20 C4 45 46 49  4E 49 54 49 4F 4E 20 4F  |NGE .EFINITION O|
00003DC0: 46 20 CD 41 50 20 D4 45  52 52 41 49 4E 27 20 C1  |F .AP .ERRAIN' .|
00003DD0: C3 D3 20 55 53 45 53 20  54 48 45 20 31 36 20 50  |.. USES THE 16 P|
00003DE0: 49 43 54 55 52 45 53 20  4F 4E 20 50 41 47 45 20  |ICTURES ON PAGE |
00003DF0: 31 20 41 53 20 57 4F 52  4C 44 20 4D 41 50 20 54  |1 AS WORLD MAP T|
00003E00: 45 52 52 41 49 4E 20 50  49 43 54 55 52 45 53 2E  |ERRAIN PICTURES.|
00003E10: 0D 0D 31 2E 20 D3 45 4C  45 43 54 49 4E 47 20 41  |..1. .ELECTING A|
00003E20: 20 D0 49 43 54 55 52 45  20 54 4F 20 C5 44 49 54  | .ICTURE TO .DIT|
00003E30: 20 2D 20 CD 4F 56 45 20  54 48 45 20 43 55 52 53  | - .OVE THE CURS|
00003E40: 4F 52 20 42 41 43 4B 20  41 4E 44 20 46 4F 52 54  |OR BACK AND FORT|
00003E50: 48 20 41 4C 4F 4E 47 20  54 48 45 20 27 C5 44 49  |H ALONG THE '.DI|
00003E60: 54 20 C1 4E 4F 54 48 45  52 20 D0 49 43 54 55 52  |T .NOTHER .ICTUR|
00003E70: 45 27 20 4C 49 4E 45 20  41 54 20 54 48 45 20 42  |E' LINE AT THE B|
00003E80: 4F 54 54 4F 4D 2E 20 20  C9 46 20 59 4F 55 20 57  |OTTOM.  .F YOU W|
00003E90: 41 4E 54 20 54 4F 20 44  52 41 57 20 41 20 42 52  |ANT TO DRAW A BR|
00003EA0: 41 4E 44 20 4E 45 57 20  50 49 43 54 55 52 45 2C  |AND NEW PICTURE,|
00003EB0: 20 53 45 4C 45 43 54 20  41 20 42 4C 41 4E 4B 20  | SELECT A BLANK |
00003EC0: 53 50 41 43 45 20 4F 4E  20 54 48 45 20 50 41 47  |SPACE ON THE PAG|
00003ED0: 45 2E 20 20 D4 4F 20 43  48 4F 4F 53 45 20 41 20  |E.  .O CHOOSE A |
00003EE0: 44 49 46 46 45 52 45 4E  54 20 50 41 47 45 2C 20  |DIFFERENT PAGE, |
00003EF0: 53 45 4C 45 43 54 20 27  C5 44 49 54 20 C1 4E 4F  |SELECT '.DIT .NO|
00003F00: 54 48 45 52 20 C7 52 4F  55 50 4F 46 20 D0 49 43  |THER .ROUPOF .IC|
00003F10: 54 55 52 45 53 27 2E 0D  0D 32 2E 20 C4 52 41 57  |TURES'...2. .RAW|
00003F20: 49 4E 47 20 2D 20 CD 4F  56 45 20 54 48 45 20 43  |ING - .OVE THE C|
00003F30: 55 52 53 4F 52 20 55 50  20 49 4E 54 4F 20 54 48  |URSOR UP INTO TH|
00003F40: 45 20 4D 41 47 4E 49 46  49 45 44 20 56 45 52 53  |E MAGNIFIED VERS|
00003F50: 49 4F 4E 20 4F 46 20 54  48 45 20 53 45 4C 45 43  |ION OF THE SELEC|
00003F60: 54 45 44 20 50 49 43 54  55 52 45 2E 20 20 C8 4F  |TED PICTURE.  .O|
00003F70: 4C 44 20 54 48 45 20 42  55 54 54 4F 4E 20 54 4F  |LD THE BUTTON TO|
00003F80: 20 50 55 54 20 44 4F 57  4E 20 41 20 42 4C 4F 43  | PUT DOWN A BLOC|
00003F90: 4B 20 4F 46 20 54 48 45  20 43 4F 4C 4F 52 20 43  |K OF THE COLOR C|
00003FA0: 55 52 52 45 4E 54 4C 59  20 4F 55 54 4C 49 4E 45  |URRENTLY OUTLINE|
00003FB0: 44 20 42 59 20 54 48 45  20 53 45 4C 45 43 54 49  |D BY THE SELECTI|
00003FC0: 4E 47 20 42 4F 58 2E 20  20 CE 45 57 20 43 4F 4C  |NG BOX.  .EW COL|
00003FD0: 4F 52 53 20 52 45 50 4C  41 43 45 20 4F 4C 44 20  |ORS REPLACE OLD |
00003FE0: 57 48 45 4E 20 44 52 41  57 4E 20 55 50 4F 4E 20  |WHEN DRAWN UPON |
00003FF0: 4F 4E 45 20 41 4E 4F 54  48 45 52 2E 20 20 D4 4F  |ONE ANOTHER.  .O|
00004000: 20 45 52 41 53 45 20 41  20 43 4F 4C 4F 52 20 44  | ERASE A COLOR D|
00004010: 52 41 57 20 4F 4E 20 49  54 20 57 49 54 48 20 49  |RAW ON IT WITH I|
00004020: 54 53 45 4C 46 2E 0D 0D  33 2E 20 D3 45 4C 45 43  |TSELF...3. .ELEC|
00004030: 54 49 4E 47 20 41 20 C4  49 46 46 45 52 45 4E 54  |TING A .IFFERENT|
00004040: 20 C3 4F 4C 4F 52 20 2D  20 D3 45 4C 45 43 54 20  | .OLOR - .ELECT |
00004050: 27 C4 52 41 57 20 C1 4E  4F 54 48 45 52 20 C3 4F  |'.RAW .NOTHER .O|
00004060: 4C 4F 52 27 20 4D 4F 56  45 53 20 41 20 53 45 4C  |LOR' MOVES A SEL|
00004070: 45 43 54 49 4E 47 20 52  45 43 54 41 4E 47 4C 45  |ECTING RECTANGLE|
00004080: 20 41 4D 4F 4E 47 20 54  48 45 20 46 4F 55 52 20  | AMONG THE FOUR |
00004090: 43 55 52 52 45 4E 54 4C  59 20 41 56 41 49 4C 41  |CURRENTLY AVAILA|
000040A0: 42 4C 45 20 43 4F 4C 4F  52 20 43 48 4F 49 43 45  |BLE COLOR CHOICE|
000040B0: 53 2E 20 20 D3 45 4C 45  43 54 49 4E 47 20 27 C3  |S.  .ELECTING '.|
000040C0: 48 41 4E 47 45 20 54 48  45 20 D0 41 49 4E 54 20  |HANGE THE .AINT |
000040D0: C3 4F 4C 4F 52 27 20 43  48 41 4E 47 45 53 20 54  |.OLOR' CHANGES T|
000040E0: 48 45 20 43 4F 4C 4F 52  20 49 4E 20 54 48 45 20  |HE COLOR IN THE |
000040F0: 53 45 4C 45 43 54 49 4E  47 20 52 45 43 54 41 4E  |SELECTING RECTAN|
00004100: 47 4C 45 2E 20 20 C3 48  41 4E 47 49 4E 47 20 54  |GLE.  .HANGING T|
00004110: 48 45 20 50 41 49 4E 54  20 43 4F 4C 4F 52 20 49  |HE PAINT COLOR I|
00004120: 4E 20 54 48 45 20 54 4F  50 20 4C 45 46 54 20 43  |N THE TOP LEFT C|
00004130: 48 4F 49 43 45 20 43 48  41 4E 47 45 53 20 54 48  |HOICE CHANGES TH|
00004140: 45 20 42 41 43 4B 47 52  4F 55 4E 44 20 43 4F 4C  |E BACKGROUND COL|
00004150: 4F 52 2E 20 20 C1 4E 59  20 43 48 41 4E 47 45 20  |OR.  .NY CHANGE |
00004160: 49 4E 20 50 41 49 4E 54  20 43 4F 4C 4F 52 20 57  |IN PAINT COLOR W|
00004170: 49 4C 4C 20 41 46 46 45  43 54 20 41 4C 4C 20 50  |ILL AFFECT ALL P|
00004180: 49 43 54 55 52 45 53 20  55 53 49 4E 47 20 54 48  |ICTURES USING TH|
00004190: 41 54 20 43 4F 4C 4F 52  2E 0D 0D 34 2E 20 C5 52  |AT COLOR...4. .R|
000041A0: 41 53 49 4E 47 20 41 20  D0 49 43 54 55 52 45 20  |ASING A .ICTURE |
000041B0: 2D 20 D3 45 4C 45 43 54  20 54 48 45 20 42 41 43  |- .ELECT THE BAC|
000041C0: 4B 47 52 4F 55 4E 44 20  43 4F 4C 4F 52 20 28 54  |KGROUND COLOR (T|
000041D0: 4F 50 20 4C 45 46 54 20  4F 46 20 54 48 45 20 46  |OP LEFT OF THE F|
000041E0: 4F 55 52 20 50 4F 53 53  49 42 49 4C 49 54 49 45  |OUR POSSIBILITIE|
000041F0: 53 29 20 41 4E 44 20 54  48 45 4E 20 44 52 41 57  |S) AND THEN DRAW|
00004200: 20 4F 56 45 52 20 45 56  45 52 59 54 48 49 4E 47  | OVER EVERYTHING|
00004210: 20 57 49 54 48 20 49 54  2E 0D 0D CE CF D4 C5 3A  | WITH IT.......:|
00004220: 20 54 4F 20 44 52 41 57  20 50 49 43 54 55 52 45  | TO DRAW PICTURE|
00004230: 53 20 57 48 49 43 48 20  57 4F 4E 27 54 20 42 4C  |S WHICH WON'T BL|
00004240: 55 52 20 49 4E 54 4F 20  41 44 4A 41 43 45 4E 54  |UR INTO ADJACENT|
00004250: 20 50 49 43 54 55 52 45  53 20 57 48 45 4E 20 59  | PICTURES WHEN Y|
00004260: 4F 55 20 55 53 45 20 54  48 45 4D 2C 20 55 53 45  |OU USE THEM, USE|
00004270: 20 4F 4E 4C 59 20 41 20  42 41 43 4B 47 52 4F 55  | ONLY A BACKGROU|
00004280: 4E 44 20 43 4F 4C 4F 52  20 46 4F 52 20 54 48 45  |ND COLOR FOR THE|
00004290: 20 42 4F 54 54 4F 4D 20  41 4E 44 20 52 49 47 48  | BOTTOM AND RIGH|
000042A0: 54 20 45 44 47 45 53 20  4F 46 20 54 48 45 20 50  |T EDGES OF THE P|
000042B0: 49 43 54 55 52 45 2E 0D  0D                       |ICTURE...       |
SELECTING 'CHANGE OR EXAMINE POSSESSIONS
' ALLOWS YOU TO PAGE THROUGH ALL THE TRE
ASURES, MAGIC ITEMS, WEAPONS AND ARMOR O
N YOUR MASTER THING LIST.  ADD AN ITEM T
O THE CREATURE'S INVENTORY WITH THE JOYS
TICK.  IF YOU SELECT AN ALREADY HIGHLIGH
TED ITEM AN ADDITIONAL ONE OF THAT ITEM 
WILL BE ADDED TO HE INVENTORY IF AN INDI
VIDUAL IS ALLOWED TO OWN MORE THAN IT HA
S.  OTHERWISE THE ITEM WILL BE REMOVED F
ROM ITS INVENTORY.  MOVE THE POINTER TO 
HE TOP/BOTTOM TO BRING A NEW SEGMENT TO 
THE SCREEN.  THERE ARE 4 SEGMENTS TOTAL.
..5. SETTING CREATURE STRATEGY..USE COMB
INATIONS TO SET A CREATURE'S STRATEGY.  
THE FIRST TWO ITEMS ON THE STRATEGY LINE
 SHAPE THE BEHAVIOR OF THE TYPE INDICATE
D BY THE THIRD ITEM ON THE STRATEGY LINE
. ..EXAMPLES:  AGGRESSIVE + BRAVE OR UNW
OUNDED = FIGHTER BEHAVIOR..           PE
ACEFUL OR CAUTIOUS + WOUNDED = SLINKER B
EHAVIOR..WHEN A CREATURE'S TURN COMES EA
CH POSSIBLE TYPE WILL LOOK FOR AND PURSU
E ITS TARGETS IN THE ORDER THEY ARE LIST
ED BELOW:..A) A FIGHTER ENEMY LOVES TO A
TTACK PLAYER/CHARACTERS AND FRIENDSAND M
AY ATTACK NEUTRALS AND THIEVES IT ENCOUN
TERS ON THE WAY TO ITS GOAL.  IT WILL SE
EK:..  1) A PLAYER/CHARACTER.  2) AN AGG
RESSIVE FRIEND.  3) A PEACEFUL FRIEND.  
4) AN EXIT.  5) AN AGGRESSIVE NEUTRAL OR
 THIEF.  6) A PEACEFUL NEUTRAL OR THIEF.
  7) GOLD..B) A SLINKER ENEMY WILL SEEK:
..  1) A PEACEFUL ENEMY.  2) AN AGGRESSI
VE ENEMY.  3) AN EXIT.  4) GOLD..*FP0.C)
 A FIGHTER FRIEND WILL SEEK:..  1) AN AG
GRESSIVE ENEMY.  2) AN AGGRESSIVE NEUTRA
L.  3) A PEACEFUL ENEMY.  4) AN AGGRESSI
VE THIEF.  5) A PLAYER/CHARACTER.  6) AN
 EXIT..IT LOVES TO ATTACK THE FIRST FOUR
, IS WILLING TO ATTACK A PEACEFUL NEUTRA
L OR THIEF, BUT WON'T ATTACK A PLAYER/CH
ARACTER OR FRIEND...D) A SLINKER FRIEND 
WILL SEEK A PLAYER/CHARACTER OR AN EXIT.
..E) A FIGHTER NEUTRAL WILL SEEK:..  1) 
AN AGGRESSIVE FRIEND OR ENEMY.  2) AN AG
GRESSIVE THIEF.  3) A PEACEFUL FRIEND OR
 ENEMY.  4) A PEACEFUL THIEF OR AGGRESSI
VE NEUTRAL.  5) A PEACEFUL NEUTRAL.  6) 
GOLD.  7) AN EXIT..IT IS NOT AVERSE TO A
TTACKING ANYBODY BUT PREFERS TO ATTACK P
LAYER/CHARACTERS, AGGRESSIVE FRIENDS, PE
ACEFUL THIEVES, AND AGGRESSIVE ENEMIES..
.F) A SLINKER NEUTRAL WILL SEEK AN EXIT.
..G) A FIGHTER THIEF WILL SEEK TREASURE 
OR GOLD, OR AN EXIT.  IT IS WILLING TO A
TTACK ANYBODY IN THE WAY BUT WILL GO ARO
UND A PEACEFUL ENEMY, FRIEND OR NEUTRAL,
 IF POSSIBLE.  NO ALLEGIANCE IS SHOWN TO
 OTHER THIEVES...H) A SLINKER THIEF WILL
 SEEK TREASURES OR GOLD, OR AN EXIT....N
OTE: A CREATURE DAMAGED IN A COMBAT WITH
 A PLAYER/CHARACTER WILL:..1. TURN INTO 
A NEUTRAL IF CURRENTLY A FRIEND.2. TURN 
AGGRESSIVE IF CURRENTLY PEACEFUL.3. TURN
 INTO AN ENEMY IF CURRENTLY A SMART, AGG
RESSIVE NEUTRAL....6. CREATURES AND SPEL
LS..CREATURES ARE SMART IF THEIR WISDOM 
IS GREATER THAN 14 AND DUMB IF IT IS LES
S THAN 6.  CREATURES IN BETWEEN WILL ACT
 ACCORDINGLY...ONLY SMART CREATURES CAST
 SPELLS OR USE MAGIC ITEMS, AND CAST SPE
LLS ONLY WHEN THEIR POWER IS GREATER THA
N OR EQUAL TO THEIR WISDOM...CREATURES C
AST DAMAGING SPELLS ON FOES AND BENEFICI
AL SPELLS ON FRIENDS.  CREATURES CANNOT:
 DO NOTHING, RID ROOM OF ALL, ADD TO ROO
M ONE, ACTIVATE ALL THINGS, DISPLAY MESS
AGE, PLAY MUSIC....7. ADDITIONAL MOVEMEN
T AND BEHAVIOR RULES..A) CREATURES WHO R
ESIDE IN A ROOM WAIT FOR A TURN TILL A P
LAYER/CHARACTER ENTERS.  THE P/C GETS IT
S TURN FIRST, THEN THE CREATURE, EVEN IF
 THE P/C LEAVES THE ROOM.  IT CAN THEREF
ORE DO THINGS LIKE FOLLOW THE P/C INTO A
NOTHER ROOM...B) CREATURES DO NOT MOVE O
NTO SPACES OR INTO OBSTACLES.  THEY MOVE
 ONTO DOORS ONLY IF THE DOORS HAVE NO DO
-ALL, RID-ROOM OR ADD-TO-ROOM SPELLS ON 
THEM, AND LEAD SOMEPLACE IN THE SAME REG
ION...C) CREATURES DO NOT PICK UP MAGIC 
ITEMS, WEAPONS, OR ARMOR.  ALL EXCEPT FR
IENDS AND SLINKER NEUTRALS PICK UP GOLD.
  ONLY THIEVES PICK UP TREASURE...D) MOS
T CREATURES WILL GO TOWARD A LESS FAVORI
TE GOAL IF IT IS CLOSER THAN A MORE DESI
RABLE ONE...E) A SLINKING, WOUNDED CREAT
URE WILL SEEK AN EXIT...F) SMART, POWERF
UL (POWER >= WISDOM) CRATURES WILL CAST 
A SPELL OVER THEIR SELECTED GOAL IF IT I
S AN INDIVIDUAL AND THEY HAVE AN APPROPR
IATE SPELL.  IF THEY HAVE MORE THAN ONE 
APPROPRIATE SPELL THEY WILL USE THE ONE 
WITH THE LOWEST ITEM NUMBER.  SMART, HAL
F-POWERFUL CREATURES USE MAGIC ITEMS IN 
A SIMILAR FASION PROVIDED THE OBJECTS AR
E ACTIVATED WHEN USED...G) AN OVERBURDEN
ED CREATURE WILL DROP A MAGIC ITEM, A TR
EASURE, OR GOLD...H) A CREATURE WILL REA
DY AN APPROPRIATE WEAPON.  IF IT IS 'SAF
E' (NOT NEXT TO A FOE) IT WILL READY A M
ISSILE WEAPON IF IT HAS ONE.  OTHERWISE 
IT WILL READY A MELEE WEAPON IF IT HAS O
NE.  IT WILL READY THE ONE WITH THE LOWE
ST ITEM NUMBER...I) A FIGHTER WHO IS 'SA
FE' AND HAS A READIED MISSILE WEAPON WIL
L FIRE IF ITS SELECTED GOAL IS A FOE.  N
OTE: FIRED MISSILES MAY HIT ANYONE IN TH
E LINE OF FIRE...*FP0.J) A FRIEND WHO HA
S SELECTED A PLAYER/CHARACTER AS A GOAL 
AND WHO IS NEXT TO THE PLAYER/CHARACTER 
WILL DROP A MAGIC ITEM IF IT HAS ONE....
8. PUTTING RANDOM CREATURES IN AN ADVENT
URE..SELECTING 'EDIT MAP CREATURE' OR 'E
DIT ROOM'S RANDOM CREATURE'...WHEN A RAN
DOM CREATURE APPEARS ON THE MAP THE HERO
/PLAYER IS DRAWN INTO A SPECIAL AREA FOR
 THE ENCOUNTER...YOU CAN HAVE ONE RANDOM
 CREATURE LIST FOR THE WORLD MAP AND ONE
 FOR EACH REGION IN AN ADVENTURE.  EACH 
CAN HAVE UP TO 8 CREATURES, AND EACH CRE
ATURE CAN BE CUSTOMIZED...USE 'APPEARING
 IN' TO SELECT THE TERRAIN FOR EACH CREA
TURE...APPEARANCE PERCENTAGE RANGE FOR R
ANDOM MAP CREATURES IS 0 TO 60%.  FOR RO
OM RANDOM CREATURES IT IS 0 TO 75%...YOU
 CANNOT REMOVE A RANDOM CREATURE FROM TH
E RANDOM CREATURE LIST, BUT YOU CAN SET 
ITS PERCENTAGE TO 0 OR EDIT IT INTO A DI
FFERENT CREATURE...NO MORE THAN 16 CREAT
URES CAN OCCUPY A REGION AT ONCE.  RANDO
M CREATURES ADDED TO ROOMS NO LONGER OCC
UPIED BY A PLAYER/CHARACTER ARE PERIODIC
ALLY REMOVED...*FP0.THING REFERENCE GUID
E..A THING CAN BE NEARLY ANYTHING--A WEA
PON OR MAGIC ITEM, DOOR, A SPACE,ETC.  T
HINGS CAN MASQUERADE AS OTHER THINGS.  Y
OU CAN HAVE UP TO 128 THINGS ON AN ADVEN
TURE'S MASTER THING LIST...1. CREATING A
ND EDITING THINGS..TO ADD THINGS TO YOUR
 MASTER THING LIST AND MODIFY ONES THERE
, SELECT 'CONSTRUCT AN ADVENTURE' THEN '
DO MORE DETAILED WORK' TWICE, THEN 'EDIT
 THINGS'.  IN THING PROFILE OPTIONS SOME
 MUST BE SELECTED REPEATEDLY TO SHOW ALL
 THE OPTIONS, AND OTHERS ASK FOR TEXT OR
 NUMBERS.  TO ADD A NEW THING SELECT 'AD
D THING' AND FOLLOW THE PROMPTS...TO WOR
K ON A DIFFERENT THING ALREADY ON THE LI
ST SELECT 'EDIT ANOTHER THING'.  MOVING 
YOUR JOYSTICK RIGHT SELECTS AN ITEM FROM
 THE MENU THAT APPEARS, MOVING IT LEFT B
RINGS A NEW CATEGORY TO THE SCREEN...YOU
 CANNOT REMOVE A THING ADDED TO YOUR LIS
T, NOR CAN YOU CHANGE HOW MANY OF IT AN 
INDIVIDUAL MAY OWN, IF YOU HAVE DETERMIN
ED THOSE ITEMS PREVIOUSLY.  BUT YOU CAN 
EDIT IT DRAMATICALLY WITHIN ITS CATEGORY
...CATEGORIES: TREASURES, MAGIC ITEM, MI
SSILE WEAPON, MELEE WEAPON, ARMOR, MAGIC
 SPELL, PORTAL, SPACE, CUSTOM SPACE, OBS
TACLE, CUSTOM OBSTACLE, STORE, ROOM FLOO
R...2. TREASURES - YOU MAY SET THEIR WEI
GHT, VALUE, AND WHETHER THEY DISAPPEAR W
HEN DROPPED.  AN ITEM WITH A NEGATIVE WE
IGHT WILL ALLOW YOU TO CARRY MORE THAN Y
OU DID BEFORE AFTER YOU PICK IT UP.  GOL
D HAS SPECIAL PROPERTIES; INDIVIDUALS CA
N OWN AS MANY OF THESE AS THEY CAN CARRY
 (25,000 MAXIMUM, MORE THAN ANYONE COULD
 CARRY UNLESS YOU SET THE WEIGHT TO 0). 
YOU CANNOT CHANGE THE PRESET VALUE OF 1 
FOR GOLD.  YOU CAN CHANGE THE PICTURE AN
D NAME FOR GOLD FOR DIFFERENT ADVENTURES
.  BY SETTING THE WEIGHT AND VALUE OF DE
SIRABLE OBJECTS, YOU CREATE AN ECONOMY F
OR YOUR ADVENTURE WORLD...3. MAGIC ITEMS
 - THESE ARE TREASURES WITH SPELLS ATTAC
HED TO THEM...4. MISSILE WEAPONS, MELEE 
WEAPONS AND ARMOR - MISSILE WEAPONS ARE 
THOSE WHICH OPERATE AT A DISTANCE.  MELE
E WEAPONS ARE EFFECTIVE CLOSE UP.  ARMOR
 ABSORBS SOME OF THE FORCE OF BLOWS AGAI
NST ITS WEARER...POWER (0-31) IS A MASUR
E OF THE DAMAGE A WEAPON WIL DO, OR FOR 
ARMOR, HOW MUCH IT WILL PREVENT...ATTACK
 ADJUSTMENT (-35% TO 40% FOR WEAPONS, -6
5% TO 10% FOR ARMOR) COMBINE WITH A PLAY
ER'S WEAPON OR ARMOR SKILL TO DETERMINE 
HOW LIKELY IT IS THAT BLOWS OR MISSILES 
WILL HIT THEIR MARK.  THE ATTACK ADJUSTM
ENT FOR ARMOR AFFECTS THE SUCCESS OF ITS
 WEARER WITH THE WEAPONS SHE IS USING.  
IT REPRESENTS HOW AWKWARD AND AND CUMBER
SOME THE ARMOR IS.  YOU COULD ALSO USE T
HE ARMOR AS A 'CLOAK OF SKILL' BY SETTIN
G ITS POWER TO 0 SO IT DOESN'T WARD OFF 
BLOWS WHILE SETTING ITS ATTACK ADJUSTMEN
T TO 10% SO IT WILL IMPROVE ITS OWNER'S 
SKILL WITH WEAPONS...CHANCE OF BREAKING 
(0-15%) - JUST WHAT IT MEANS.  IF YOU MA
KE A SWORD 15%, IT'S NOT A VERY GOOD SWO
RD, IS IT?..MAGIC/NOT MAGIC - HOW SUCCES
SFUL THE WEAPON IS AGAINST MAGIC DEFENSE
S...USABLE ONLY BY OWNER - CLAWS, TEETH,
 FISTS, ETC.  IF THIS OPTION IS SET TO C
AN BE USED BY ANYONE AFTER OWNER DIES, I
T WILL APPEAR WHEN ITS DEAD OWNER DISAPP
EARS.  A PLAYER/CHARACTER CANNOT DROP AN
 ITEM IN THIS CATEGORY (UOBO)...RANGE - 
NUMBER OF SPACES MISSILES WILL TRAVEL BE
FORE THEIR FORCE IS SPENT...5. MAGIC SPE
LLS - THESE CAN BE THINGS IN THEIR OWN R
IGHT OR HOOKED TO OTHER THINGS (CREATING
 MAGIC ITEMS), PORTALS, OBSTACLES AND SP
ACES.  THERE ARE 15 DIFFERENT BASE SPELL
S AVAILABLE...YOU CAN SET THE AMOUNT OF 
POWER REQUIRED TO CAST A SPELL...EACH MA
GIC SPELL CAN DISPLAY A SHORT THREE-LINE
 TEXT MESSAGE WHEN INVOKED.  A SPELL INV
OKED BY A SPACE OR OBSTACLE OR DROPPING 
AN OBJECT ON A SPACE TAKES EFFECT AT THA
T SPACE OR OBSTACLE.  A SPELL CAST OR IN
VOKED BY A PLAYER/CHARACTER LETS THE PLA
YER CHOOSE THE TARGET.  HOWEVER, IF A SP
ELL INVOKED BY A DROPPED OBJECT APPLIES 
ONLY TO AN INDIVIDUAL AND IT'S DROPPED O
N A SQUARE NEXT TO THE DROPPER, IT WILL 
AFFECT THE DROPPER UNLESS IT'S DROPPED O
N A CREATURE...MAGIC ITEMS WHICH INVOKE 
SPELLS UPON BEING PICKED UP TAKE EFFECT 
WHERE THEY WERE UNLESS THEY APPLY TO IND
IVIDUALS.  THEN THEY ACT ON THE ONE WHO 
PICKED THEM UP...6. PORTALS - MAY INVOKE
 A SPELL WHEN PASSED THROUGH.  THEY CAN 
ADMIT ONLY THOSE WHO HAVE/DON'T HAVE A C
ERTAIN ITEM.  THEY CAN BE 2-WAY OR 1-WAY
.  2-WAY DOORS CAN ALLOW PASSAGE BETWEEN
 ROOMS THAT SHARE A COMMON WALL.  1-WAY 
DOORS CAN LEAD ANYWHERE WITHIN THEIR REG
ION, OR ON THE MAP, OR ANOTHER REGION.  
YOU WILL BE PROMPTED TO TELL THE PROGRAM
 THESE THINGS...A DOOR CAN EXPLAIN WHY I
T IS NOT ADMITTING SOMEONE WHO DOES/DOES
N'T CARRY A CERTAIN ITEM.  IT CAN BE SET
 TO DESTROY THAT ITEM; FOR EXAMPLE, A CH
ASM THAT AFTER YOU CROSS IT WITH A REQUI
RED ROPE, THE ROPE BREAKS...YOU CAN HAVE
 ANY PICTURE FOR A PORTAL/DOOR YOU WISH,
 SO IT CAN BE A CHASM OR SIMILAR...7. SP
ACES AND CUSTOM SPACES - THESE OFFER A W
AY TO PUT SPELLS AND BARRIERS WITHIN A R
OOM WITHOUT USING A DOOR.  THEY CAN INVO
KE A SPELL OR SET TO BAR PASSAGE (AND TE
LL WHY) TO A PLAYER WHO CARRIES/DOESN'T 
CARRY A CERTAIN ITEM.  IT CAN INVOKE A S
PELL IF A THING YOU SPECIFY IS DROPPED O
N IT...A CUSTOM SPACE IS A WILD CARD.  Y
OU CAN CHOOSE WHICH CHARACTERISTICS YOU 
WANT IN COMMON FOR EACH COPY AND WHICH O
NES TO VARY EACH TIME YOU PUT A COPY DOW
N.  HELP SPACES ARE A GOOD ILLUSTRATION 
OF A CUSTOM SPACE...THEY CAN ALSO BE 'VE
NDING MACHINES', WHERE YOU DROP ONE THIN
G AND GET BACK ANOTHER.  TO DO THIS, SET
 LINE 5 TO 'INVOKE SPELL WHEN THING DROP
PED HERE' AND PICK THE THING TO DROP. TH
EN SET LINE 7 TO 'ADD TO ROOM ONE...' AN
D THE THING YOU WANT DISPENSED...YOU CAN
NOT WAIT UNTIL PLACING A CUSTOM SPACE IN
TO A ROOM, TO PICK BOTH THE SPELL AND TH
E THING.  ONE OR THE OTHER MUST BE SPECI
FIED DURING CONSTRUCTION OF THE CUSTOM S
PACE.  (ACS USES NO CUSTOM SPACES WHEN Y
OU USE 'LET ACS FINISH THE ADVENTURE'.).
.A CUSTOM SPACE CAN BE A BED OR CHAIR WI
TH AN APPROPRIATE SPELL ATTACHED (INCREA
SE LIFE FORCE) AND HEAL ALL WHO 'REST' O
N THEM BY MOVING ONTO THE SPACE.  THEY C
AN BE 'INVISIBLE COVERS' THAT CREATE THE
 ILLUSION OF A PITCH-DARK ROOM BY HAVING
 SPELLS THAT DON'T LET THE USER SEE THEM
 UNLESS SHE HAS A MAGIC ITEM THAT 'RIDS 
THE ROOM OF ALL UNCARRIED INVISIBLE COVE
RS'.  THEN WHEN SHE ENTERS THE ROOM, YOU
 GIVE A MESSAGE WITH THE INVOKED SPELL T
HAT READS SOMETHING LIKE, 'YOUR LIGHT SH
INES ON EVERYTHING AND YOU SEE WHATEVER'
 OR IF SHE DOESN'T HAVE THE LANTERN SHE 
GETS 'YOU CAN'T SEE ANYTHING IN HERE BEC
AUSE IT'S TOO DARK.'..8. OBSTACLES AND C
USTOM OBSTACLES -  TO MAKE A PLACE IN A 
ROOM OR ON A MAP IMPASSABLE TO EVERYONE 
ALL THE TIME, BUT AN OBSTACLE THERE, SUC
H AS A TABLE OR A MOUNTAIN.  TO MAKE IT 
TEMPORARY SET IT TO DISAPPEAR AFTER THE 
FIRST TIME IT'S BUMPED INTO...YOU CAN AS
SOCIATE A SPELL WITH AN OBSTACLE TO BE I
NVOKED WHEN IT'S BUMPED INTO BY A PLAYER
/CHARACTER.  IF YOU WANT IT MODIFIED EAC
H TIME YOU PUT THE OBSTACLE INTO DIFFERE
NT ROOMS, USE A CUSTOM OBSTACLE...THE TR
EASURE CHESTS IN 'IN A NAZI CASTLE' ARE 
CUSTOM OBSTACLES.  EACH ONE HELD A DIFFE
RENT TREASURE...OBSTACLES WITHOUT SPELLS
 ARE USEFUL FOR DECORATIVE DETAIL, SUCH 
AS MAZES WITH WALLS WITHIN ROOMS, OR FOR
 RED HERRINGS THAT LOOK LIKE THEY MIGHT 
BE WORTH INVESTIGATING BUT WHICH ONLY WA
STE A PLAYER'S MOVES...9. STORES AND ROO
M FLOORS - THESE ARE NOT VERY EDITABLE, 
BUT ARE VERY USEFUL.  YOU CAN HAVE ONLY 
ONE OF EACH PER MASTER THING LIST.  ACS 
WILL NOT ADD ANY STORES WHEN YOU USE 'LE
T ACS FINISH THE ADVENTURE'...WHEN YOU P
LACE A STORE IN A ROOM (YOU CAN ADD UP T
O 1 PER REGION WHILE EDITING A ROOM'S CO
NTENTS) YOUR THINGS LIST WILL APPEAR SO 
YOU CAN CHOOSE WHAT THE STORE HAS.  STOR
ES KNOW THE VALUE YOU HAVE ASSIGNED TO T
HINGS AND THEY COMPUTE TRANSACTIONS ACCO
RDINGLY.  STORES BUY BACK ITEMS AT A RED
UCED RATE.  THE SMARTER A PLAYER IS (THE
 HIGHER HER WISDOM RATING) THE BETTER TH
E DEAL...10. STACKING THINGS IN ONE SPAC
E - YOU CAN HAVE MORE THAN 500 DIFFERENT
 THINGS IN EACH REGION IN AN ADVENTURE. 
 YOU COULD EVEN STACK THEM ALL ON ONE SQ
UARE IN ONE ROOM.  (BUT WHO WANTS TO?)..
WHEN YOU STACK THINGS, THE ONE ON TOP GE
TS EXECUTED FIRST.  REMEMBER, IF THE STA
CK HOLDS A SWORD, AND A SPELL ON TOP OF 
THE STACK RIDS THE ROOM OF ALL UNCARRIED
 SWORDS, SO LONG BUD TO THE SWORD.  AN '
ACTIVATE ALL THINGS' SPELL ACTIVATES ONL
Y SPELLS IN THAT STACK, WHICH IS FORTUNA
TE, SINCE OTHERWISE WHEN A STACK SPELL W
ENT OFF EVERYONE'S SPELLS WOULD START GO
ING OFF AT ONCE...HERE ARE SOME GOOD EXA
MPLES (EACH STACK LISTED TOP TO BOTTOM):
..A. DISEASE - 1) 'ACTIVATE ALL THINGS' 
SPACE.             2) 'INCREASE LIFE FOR
CE BY 10 TEMPORARILY' SPACE.            
 3) 'DECREASE LIFE FORCE BY 10 PERMANENT
LY' SPACE..NOW 10 UNITS OF LIFE FORCE WI
LL TICK AWAY AT THE RATE OF 1 UNIT EVERY
 FEW TURNS.  FOUR SUCH DISEASES WILL KIL
L...B) USING ENDLESS MUSIC THEMES - WHEN
 YOU USE 'LET ACS FINISH THE ADVENTURE' 
IT ALWAYS PLACES THE GOAL OF THE ADVENTU
RE ON TOP OF A STACK WITH A MUSICAL ACCO
MPANIMENT WHILE YOU READ A CONGRATULATOR
Y MESSAGE.  THIS 'SUCCESS STACK' IS AS F
OLLOWS:..1) TREASURE/GOAL.2) 'ACTIVATE A
LL THINGS' SPACE.3) 'PLAY MUSIC' SPACE W
ITH APPROPRIATE THEME.4) 'DISPLAY MESSAG
E' SPACE.5) 'PLAY MUSIC' SPACE FOR A SHO
RT FANFARE..AFTER THE PLAYER PICKS UP TH
E OBJECT AND MOVES ONTO THE SPACE, THE D
O-ALL SPELL ACTIVATES EVERYTHING...C) LE
T THERE BE LIGHT - THIS IS THE EFFECT NA
MED IN 'CUSTOM SPACES' THAT GIVES THE EF
FECT OF A LIGHT SHINING INTO A DARK ROOM
.  IT IS AS FOLLOWS:..1) 'ACTIVATE ALL T
HINGS' SPACE.2) 'OPEN ONLY TO OWNERS OF 
A LANTERN/RIDS THE ROOM OF ALL UNCARRIED
 COVERS' CUSTOM SPACE THAT DISPLAYS THE 
MESSAGE 'YOUR LIGHT SHINES INTO EVERY NO
OK AND CRANNY'.3) AN 'OPEN ONLY TO THOSE
 WHO DON'T OWN A LANTER' SPACE WITH A DO
 NOTHING SPELL WHICH DISPLAYS THE MESSAG
E, 'YOU CAN WALK FORWARD, BUT IT'S QUITE
 DARK HERE'...THE DO-ALL SPACE LETS BOTH
 PASSAGE CONDITIONS SHINE THROUGH BUT CO
NTINUES ONLY WITH THE SPELL ACTUALLY INV
OKED.  REMEMBER THAT THE MESSAGES CREATE
 AN IMPORTANT ATMOSPHERE....*FP0.GRAPHIC
S REFERENCE GUIDE..YOU CAN HAVE THREE 'P
AGES' (SCREENS) OF PICTURES WITH UP TO 1
6 PICTURES ON THE FIRST PAGE, UP TO 48 O
N THE SECOND, AND UP TO 46 ON THE THIRD,
 A TOTAL OF 110...THE THIRD PAGE IS RESE
RVED FOR PICTURES OF CREATURES.  THE FIR
ST TWO CAN BE USED FOR ANYTHING.  UNLESS
 YOU MAKE A CHANGE WITH THE 'CHANGE DEFI
NITION OF MAP TERRAIN' ACS USES THE 16 P
ICTURES ON PAGE 1 AS WORLD MAP TERRAIN P
ICTURES...1. SELECTING A PICTURE TO EDIT
 - MOVE THE CURSOR BACK AND FORTH ALONG 
THE 'EDIT ANOTHER PICTURE' LINE AT THE B
OTTOM.  IF YOU WANT TO DRAW A BRAND NEW 
PICTURE, SELECT A BLANK SPACE ON THE PAG
E.  TO CHOOSE A DIFFERENT PAGE, SELECT '
EDIT ANOTHER GROUPOF PICTURES'...2. DRAW
ING - MOVE THE CURSOR UP INTO THE MAGNIF
IED VERSION OF THE SELECTED PICTURE.  HO
LD THE BUTTON TO PUT DOWN A BLOCK OF THE
 COLOR CURRENTLY OUTLINED BY THE SELECTI
NG BOX.  NEW COLORS REPLACE OLD WHEN DRA
WN UPON ONE ANOTHER.  TO ERASE A COLOR D
RAW ON IT WITH ITSELF...3. SELECTING A D
IFFERENT COLOR - SELECT 'DRAW ANOTHER CO
LOR' MOVES A SELECTING RECTANGLE AMONG T
HE FOUR CURRENTLY AVAILABLE COLOR CHOICE
S.  SELECTING 'CHANGE THE PAINT COLOR' C
HANGES THE COLOR IN THE SELECTING RECTAN
GLE.  CHANGING THE PAINT COLOR IN THE TO
P LEFT CHOICE CHANGES THE BACKGROUND COL
OR.  ANY CHANGE IN PAINT COLOR WILL AFFE
CT ALL PICTURES USING THAT COLOR...4. ER
ASING A PICTURE - SELECT THE BACKGROUND 
COLOR (TOP LEFT OF THE FOUR POSSIBILITIE
S) AND THEN DRAW OVER EVERYTHING WITH IT
...NOTE: TO DRAW PICTURES WHICH WON'T BL
UR INTO ADJACENT PICTURES WHEN YOU USE T
HEM, USE ONLY A BACKGROUND COLOR FOR THE
 BOTTOM AND RIGHT EDGES OF THE PICTURE..
.
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