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
00000000: D3 45 4C 45 43 54 49 4E 47 20 27 C3 48 41 4E 47 |.ELECTING '.HANG| 00000010: 45 20 4F 52 20 C5 58 41 4D 49 4E 45 20 D0 4F 53 |E OR .XAMINE .OS| 00000020: 53 45 53 53 49 4F 4E 53 27 20 41 4C 4C 4F 57 53 |SESSIONS' ALLOWS| 00000030: 20 59 4F 55 20 54 4F 20 50 41 47 45 20 54 48 52 | YOU TO PAGE THR| 00000040: 4F 55 47 48 20 41 4C 4C 20 54 48 45 20 54 52 45 |OUGH ALL THE TRE| 00000050: 41 53 55 52 45 53 2C 20 4D 41 47 49 43 20 49 54 |ASURES, MAGIC IT| 00000060: 45 4D 53 2C 20 57 45 41 50 4F 4E 53 20 41 4E 44 |EMS, WEAPONS AND| 00000070: 20 41 52 4D 4F 52 20 4F 4E 20 59 4F 55 52 20 CD | ARMOR ON YOUR .| 00000080: 41 53 54 45 52 20 D4 48 49 4E 47 20 CC 49 53 54 |ASTER .HING .IST| 00000090: 2E 20 20 C1 44 44 20 41 4E 20 49 54 45 4D 20 54 |. .DD AN ITEM T| 000000A0: 4F 20 54 48 45 20 43 52 45 41 54 55 52 45 27 53 |O THE CREATURE'S| 000000B0: 20 49 4E 56 45 4E 54 4F 52 59 20 57 49 54 48 20 | INVENTORY WITH | 000000C0: 54 48 45 20 4A 4F 59 53 54 49 43 4B 2E 20 20 C9 |THE JOYSTICK. .| 000000D0: 46 20 59 4F 55 20 53 45 4C 45 43 54 20 41 4E 20 |F YOU SELECT AN | 000000E0: 41 4C 52 45 41 44 59 20 48 49 47 48 4C 49 47 48 |ALREADY HIGHLIGH| 000000F0: 54 45 44 20 49 54 45 4D 20 41 4E 20 41 44 44 49 |TED ITEM AN ADDI| 00000100: 54 49 4F 4E 41 4C 20 4F 4E 45 20 4F 46 20 54 48 |TIONAL ONE OF TH| 00000110: 41 54 20 49 54 45 4D 20 57 49 4C 4C 20 42 45 20 |AT ITEM WILL BE | 00000120: 41 44 44 45 44 20 54 4F 20 48 45 20 49 4E 56 45 |ADDED TO HE INVE| 00000130: 4E 54 4F 52 59 20 49 46 20 41 4E 20 49 4E 44 49 |NTORY IF AN INDI| 00000140: 56 49 44 55 41 4C 20 49 53 20 41 4C 4C 4F 57 45 |VIDUAL IS ALLOWE| 00000150: 44 20 54 4F 20 4F 57 4E 20 4D 4F 52 45 20 54 48 |D TO OWN MORE TH| 00000160: 41 4E 20 49 54 20 48 41 53 2E 20 20 CF 54 48 45 |AN IT HAS. .THE| 00000170: 52 57 49 53 45 20 54 48 45 20 49 54 45 4D 20 57 |RWISE THE ITEM W| 00000180: 49 4C 4C 20 42 45 20 52 45 4D 4F 56 45 44 20 46 |ILL BE REMOVED F| 00000190: 52 4F 4D 20 49 54 53 20 49 4E 56 45 4E 54 4F 52 |ROM ITS INVENTOR| 000001A0: 59 2E 20 20 CD 4F 56 45 20 54 48 45 20 50 4F 49 |Y. .OVE THE POI| 000001B0: 4E 54 45 52 20 54 4F 20 48 45 20 54 4F 50 2F 42 |NTER TO HE TOP/B| 000001C0: 4F 54 54 4F 4D 20 54 4F 20 42 52 49 4E 47 20 41 |OTTOM TO BRING A| 000001D0: 20 4E 45 57 20 53 45 47 4D 45 4E 54 20 54 4F 20 | NEW SEGMENT TO | 000001E0: 54 48 45 20 53 43 52 45 45 4E 2E 20 20 D4 48 45 |THE SCREEN. .HE| 000001F0: 52 45 20 41 52 45 20 34 20 53 45 47 4D 45 4E 54 |RE ARE 4 SEGMENT| 00000200: 53 20 54 4F 54 41 4C 2E 0D 0D 35 2E 20 D3 45 54 |S TOTAL...5. .ET| 00000210: 54 49 4E 47 20 C3 52 45 41 54 55 52 45 20 D3 54 |TING .REATURE .T| 00000220: 52 41 54 45 47 59 0D 0D D5 53 45 20 43 4F 4D 42 |RATEGY...SE COMB| 00000230: 49 4E 41 54 49 4F 4E 53 20 54 4F 20 53 45 54 20 |INATIONS TO SET | 00000240: 41 20 43 52 45 41 54 55 52 45 27 53 20 53 54 52 |A CREATURE'S STR| 00000250: 41 54 45 47 59 2E 20 20 D4 48 45 20 46 49 52 53 |ATEGY. .HE FIRS| 00000260: 54 20 54 57 4F 20 49 54 45 4D 53 20 4F 4E 20 54 |T TWO ITEMS ON T| 00000270: 48 45 20 53 54 52 41 54 45 47 59 20 4C 49 4E 45 |HE STRATEGY LINE| 00000280: 20 53 48 41 50 45 20 54 48 45 20 42 45 48 41 56 | SHAPE THE BEHAV| 00000290: 49 4F 52 20 4F 46 20 54 48 45 20 54 59 50 45 20 |IOR OF THE TYPE | 000002A0: 49 4E 44 49 43 41 54 45 44 20 42 59 20 54 48 45 |INDICATED BY THE| 000002B0: 20 54 48 49 52 44 20 49 54 45 4D 20 4F 4E 20 54 | THIRD ITEM ON T| 000002C0: 48 45 20 53 54 52 41 54 45 47 59 20 4C 49 4E 45 |HE STRATEGY LINE| 000002D0: 2E 20 0D 0D C5 58 41 4D 50 4C 45 53 3A 20 20 C1 |. ...XAMPLES: .| 000002E0: 47 47 52 45 53 53 49 56 45 20 2B 20 C2 52 41 56 |GGRESSIVE + .RAV| 000002F0: 45 20 4F 52 20 D5 4E 57 4F 55 4E 44 45 44 20 3D |E OR .NWOUNDED =| 00000300: 20 46 49 47 48 54 45 52 20 42 45 48 41 56 49 4F | FIGHTER BEHAVIO| 00000310: 52 0D 0D 20 20 20 20 20 20 20 20 20 20 20 D0 45 |R.. .E| 00000320: 41 43 45 46 55 4C 20 4F 52 20 C3 41 55 54 49 4F |ACEFUL OR .AUTIO| 00000330: 55 53 20 2B 20 D7 4F 55 4E 44 45 44 20 3D 20 53 |US + .OUNDED = S| 00000340: 4C 49 4E 4B 45 52 20 42 45 48 41 56 49 4F 52 0D |LINKER BEHAVIOR.| 00000350: 0D D7 48 45 4E 20 41 20 43 52 45 41 54 55 52 45 |..HEN A CREATURE| 00000360: 27 53 20 54 55 52 4E 20 43 4F 4D 45 53 20 45 41 |'S TURN COMES EA| 00000370: 43 48 20 50 4F 53 53 49 42 4C 45 20 54 59 50 45 |CH POSSIBLE TYPE| 00000380: 20 57 49 4C 4C 20 4C 4F 4F 4B 20 46 4F 52 20 41 | WILL LOOK FOR A| 00000390: 4E 44 20 50 55 52 53 55 45 20 49 54 53 20 54 41 |ND PURSUE ITS TA| 000003A0: 52 47 45 54 53 20 49 4E 20 54 48 45 20 4F 52 44 |RGETS IN THE ORD| 000003B0: 45 52 20 54 48 45 59 20 41 52 45 20 4C 49 53 54 |ER THEY ARE LIST| 000003C0: 45 44 20 42 45 4C 4F 57 3A 0D 0D C1 29 20 41 20 |ED BELOW:...) A | 000003D0: C6 C9 C7 C8 D4 C5 D2 20 C5 CE C5 CD D9 20 4C 4F |....... ..... LO| 000003E0: 56 45 53 20 54 4F 20 41 54 54 41 43 4B 20 50 4C |VES TO ATTACK PL| 000003F0: 41 59 45 52 2F 43 48 41 52 41 43 54 45 52 53 20 |AYER/CHARACTERS | 00000400: 41 4E 44 20 46 52 49 45 4E 44 53 41 4E 44 20 4D |AND FRIENDSAND M| 00000410: 41 59 20 41 54 54 41 43 4B 20 4E 45 55 54 52 41 |AY ATTACK NEUTRA| 00000420: 4C 53 20 41 4E 44 20 54 48 49 45 56 45 53 20 49 |LS AND THIEVES I| 00000430: 54 20 45 4E 43 4F 55 4E 54 45 52 53 20 4F 4E 20 |T ENCOUNTERS ON | 00000440: 54 48 45 20 57 41 59 20 54 4F 20 49 54 53 20 47 |THE WAY TO ITS G| 00000450: 4F 41 4C 2E 20 20 C9 54 20 57 49 4C 4C 20 53 45 |OAL. .T WILL SE| 00000460: 45 4B 3A 0D 0D 20 20 31 29 20 41 20 50 4C 41 59 |EK:.. 1) A PLAY| 00000470: 45 52 2F 43 48 41 52 41 43 54 45 52 0D 20 20 32 |ER/CHARACTER. 2| 00000480: 29 20 41 4E 20 41 47 47 52 45 53 53 49 56 45 20 |) AN AGGRESSIVE | 00000490: 46 52 49 45 4E 44 0D 20 20 33 29 20 41 20 50 45 |FRIEND. 3) A PE| 000004A0: 41 43 45 46 55 4C 20 46 52 49 45 4E 44 0D 20 20 |ACEFUL FRIEND. | 000004B0: 34 29 20 41 4E 20 45 58 49 54 0D 20 20 35 29 20 |4) AN EXIT. 5) | 000004C0: 41 4E 20 41 47 47 52 45 53 53 49 56 45 20 4E 45 |AN AGGRESSIVE NE| 000004D0: 55 54 52 41 4C 20 4F 52 20 54 48 49 45 46 0D 20 |UTRAL OR THIEF. | 000004E0: 20 36 29 20 41 20 50 45 41 43 45 46 55 4C 20 4E | 6) A PEACEFUL N| 000004F0: 45 55 54 52 41 4C 20 4F 52 20 54 48 49 45 46 0D |EUTRAL OR THIEF.| 00000500: 20 20 37 29 20 47 4F 4C 44 0D 0D C2 29 20 41 20 | 7) GOLD...) A | 00000510: D3 CC C9 CE CB C5 D2 20 C5 CE C5 CD D9 20 57 49 |....... ..... WI| 00000520: 4C 4C 20 53 45 45 4B 3A 0D 0D 20 20 31 29 20 41 |LL SEEK:.. 1) A| 00000530: 20 50 45 41 43 45 46 55 4C 20 45 4E 45 4D 59 0D | PEACEFUL ENEMY.| 00000540: 20 20 32 29 20 41 4E 20 41 47 47 52 45 53 53 49 | 2) AN AGGRESSI| 00000550: 56 45 20 45 4E 45 4D 59 0D 20 20 33 29 20 41 4E |VE ENEMY. 3) AN| 00000560: 20 45 58 49 54 0D 20 20 34 29 20 47 4F 4C 44 0D | EXIT. 4) GOLD.| 00000570: 80 2A 46 50 30 0D C3 29 20 41 20 C6 C9 C7 C8 D4 |.*FP0..) A .....| 00000580: C5 D2 20 C6 D2 C9 C5 CE C4 20 57 49 4C 4C 20 53 |.. ...... WILL S| 00000590: 45 45 4B 3A 0D 0D 20 20 31 29 20 41 4E 20 41 47 |EEK:.. 1) AN AG| 000005A0: 47 52 45 53 53 49 56 45 20 45 4E 45 4D 59 0D 20 |GRESSIVE ENEMY. | 000005B0: 20 32 29 20 41 4E 20 41 47 47 52 45 53 53 49 56 | 2) AN AGGRESSIV| 000005C0: 45 20 4E 45 55 54 52 41 4C 0D 20 20 33 29 20 41 |E NEUTRAL. 3) A| 000005D0: 20 50 45 41 43 45 46 55 4C 20 45 4E 45 4D 59 0D | PEACEFUL ENEMY.| 000005E0: 20 20 34 29 20 41 4E 20 41 47 47 52 45 53 53 49 | 4) AN AGGRESSI| 000005F0: 56 45 20 54 48 49 45 46 0D 20 20 35 29 20 41 20 |VE THIEF. 5) A | 00000600: 50 4C 41 59 45 52 2F 43 48 41 52 41 43 54 45 52 |PLAYER/CHARACTER| 00000610: 0D 20 20 36 29 20 41 4E 20 45 58 49 54 0D 0D C9 |. 6) AN EXIT...| 00000620: 54 20 4C 4F 56 45 53 20 54 4F 20 41 54 54 41 43 |T LOVES TO ATTAC| 00000630: 4B 20 54 48 45 20 46 49 52 53 54 20 46 4F 55 52 |K THE FIRST FOUR| 00000640: 2C 20 49 53 20 57 49 4C 4C 49 4E 47 20 54 4F 20 |, IS WILLING TO | 00000650: 41 54 54 41 43 4B 20 41 20 50 45 41 43 45 46 55 |ATTACK A PEACEFU| 00000660: 4C 20 4E 45 55 54 52 41 4C 20 4F 52 20 54 48 49 |L NEUTRAL OR THI| 00000670: 45 46 2C 20 42 55 54 20 57 4F 4E 27 54 20 41 54 |EF, BUT WON'T AT| 00000680: 54 41 43 4B 20 41 20 50 4C 41 59 45 52 2F 43 48 |TACK A PLAYER/CH| 00000690: 41 52 41 43 54 45 52 20 4F 52 20 46 52 49 45 4E |ARACTER OR FRIEN| 000006A0: 44 2E 0D 0D C4 29 20 41 20 D3 CC C9 CE CB C5 D2 |D....) A .......| 000006B0: 20 C6 D2 C9 C5 CE C4 20 57 49 4C 4C 20 53 45 45 | ...... WILL SEE| 000006C0: 4B 20 41 20 50 4C 41 59 45 52 2F 43 48 41 52 41 |K A PLAYER/CHARA| 000006D0: 43 54 45 52 20 4F 52 20 41 4E 20 45 58 49 54 2E |CTER OR AN EXIT.| 000006E0: 0D 0D C5 29 20 41 20 C6 C9 C7 C8 D4 C5 D2 20 CE |...) A ....... .| 000006F0: C5 D5 D4 D2 C1 CC 20 57 49 4C 4C 20 53 45 45 4B |...... WILL SEEK| 00000700: 3A 0D 0D 20 20 31 29 20 41 4E 20 41 47 47 52 45 |:.. 1) AN AGGRE| 00000710: 53 53 49 56 45 20 46 52 49 45 4E 44 20 4F 52 20 |SSIVE FRIEND OR | 00000720: 45 4E 45 4D 59 0D 20 20 32 29 20 41 4E 20 41 47 |ENEMY. 2) AN AG| 00000730: 47 52 45 53 53 49 56 45 20 54 48 49 45 46 0D 20 |GRESSIVE THIEF. | 00000740: 20 33 29 20 41 20 50 45 41 43 45 46 55 4C 20 46 | 3) A PEACEFUL F| 00000750: 52 49 45 4E 44 20 4F 52 20 45 4E 45 4D 59 0D 20 |RIEND OR ENEMY. | 00000760: 20 34 29 20 41 20 50 45 41 43 45 46 55 4C 20 54 | 4) A PEACEFUL T| 00000770: 48 49 45 46 20 4F 52 20 41 47 47 52 45 53 53 49 |HIEF OR AGGRESSI| 00000780: 56 45 20 4E 45 55 54 52 41 4C 0D 20 20 35 29 20 |VE NEUTRAL. 5) | 00000790: 41 20 50 45 41 43 45 46 55 4C 20 4E 45 55 54 52 |A PEACEFUL NEUTR| 000007A0: 41 4C 0D 20 20 36 29 20 47 4F 4C 44 0D 20 20 37 |AL. 6) GOLD. 7| 000007B0: 29 20 41 4E 20 45 58 49 54 0D 0D C9 54 20 49 53 |) AN EXIT...T IS| 000007C0: 20 4E 4F 54 20 41 56 45 52 53 45 20 54 4F 20 41 | NOT AVERSE TO A| 000007D0: 54 54 41 43 4B 49 4E 47 20 41 4E 59 42 4F 44 59 |TTACKING ANYBODY| 000007E0: 20 42 55 54 20 50 52 45 46 45 52 53 20 54 4F 20 | BUT PREFERS TO | 000007F0: 41 54 54 41 43 4B 20 50 4C 41 59 45 52 2F 43 48 |ATTACK PLAYER/CH| 00000800: 41 52 41 43 54 45 52 53 2C 20 41 47 47 52 45 53 |ARACTERS, AGGRES| 00000810: 53 49 56 45 20 46 52 49 45 4E 44 53 2C 20 50 45 |SIVE FRIENDS, PE| 00000820: 41 43 45 46 55 4C 20 54 48 49 45 56 45 53 2C 20 |ACEFUL THIEVES, | 00000830: 41 4E 44 20 41 47 47 52 45 53 53 49 56 45 20 45 |AND AGGRESSIVE E| 00000840: 4E 45 4D 49 45 53 2E 0D 0D C6 29 20 41 20 D3 CC |NEMIES....) A ..| 00000850: C9 CE CB C5 D2 20 CE C5 D5 D4 D2 C1 CC 20 57 49 |..... ....... WI| 00000860: 4C 4C 20 53 45 45 4B 20 41 4E 20 45 58 49 54 2E |LL SEEK AN EXIT.| 00000870: 0D 0D C7 29 20 41 20 C6 C9 C7 C8 D4 C5 D2 20 D4 |...) A ....... .| 00000880: C8 C9 C5 C6 20 57 49 4C 4C 20 53 45 45 4B 20 54 |.... WILL SEEK T| 00000890: 52 45 41 53 55 52 45 20 4F 52 20 47 4F 4C 44 2C |REASURE OR GOLD,| 000008A0: 20 4F 52 20 41 4E 20 45 58 49 54 2E 20 20 C9 54 | OR AN EXIT. .T| 000008B0: 20 49 53 20 57 49 4C 4C 49 4E 47 20 54 4F 20 41 | IS WILLING TO A| 000008C0: 54 54 41 43 4B 20 41 4E 59 42 4F 44 59 20 49 4E |TTACK ANYBODY IN| 000008D0: 20 54 48 45 20 57 41 59 20 42 55 54 20 57 49 4C | THE WAY BUT WIL| 000008E0: 4C 20 47 4F 20 41 52 4F 55 4E 44 20 41 20 50 45 |L GO AROUND A PE| 000008F0: 41 43 45 46 55 4C 20 45 4E 45 4D 59 2C 20 46 52 |ACEFUL ENEMY, FR| 00000900: 49 45 4E 44 20 4F 52 20 4E 45 55 54 52 41 4C 2C |IEND OR NEUTRAL,| 00000910: 20 49 46 20 50 4F 53 53 49 42 4C 45 2E 20 20 CE | IF POSSIBLE. .| 00000920: 4F 20 41 4C 4C 45 47 49 41 4E 43 45 20 49 53 20 |O ALLEGIANCE IS | 00000930: 53 48 4F 57 4E 20 54 4F 20 4F 54 48 45 52 20 54 |SHOWN TO OTHER T| 00000940: 48 49 45 56 45 53 2E 0D 0D C8 29 20 41 20 D3 CC |HIEVES....) A ..| 00000950: C9 CE CB C5 D2 20 D4 C8 C9 C5 C6 20 57 49 4C 4C |..... ..... WILL| 00000960: 20 53 45 45 4B 20 54 52 45 41 53 55 52 45 53 20 | SEEK TREASURES | 00000970: 4F 52 20 47 4F 4C 44 2C 20 4F 52 20 41 4E 20 45 |OR GOLD, OR AN E| 00000980: 58 49 54 2E 0D 0D 0D CE CF D4 C5 3A 20 41 20 43 |XIT........: A C| 00000990: 52 45 41 54 55 52 45 20 44 41 4D 41 47 45 44 20 |REATURE DAMAGED | 000009A0: 49 4E 20 41 20 43 4F 4D 42 41 54 20 57 49 54 48 |IN A COMBAT WITH| 000009B0: 20 41 20 50 4C 41 59 45 52 2F 43 48 41 52 41 43 | A PLAYER/CHARAC| 000009C0: 54 45 52 20 57 49 4C 4C 3A 0D 0D 31 2E 20 54 55 |TER WILL:..1. TU| 000009D0: 52 4E 20 49 4E 54 4F 20 41 20 4E 45 55 54 52 41 |RN INTO A NEUTRA| 000009E0: 4C 20 49 46 20 43 55 52 52 45 4E 54 4C 59 20 41 |L IF CURRENTLY A| 000009F0: 20 46 52 49 45 4E 44 0D 32 2E 20 54 55 52 4E 20 | FRIEND.2. TURN | 00000A00: 41 47 47 52 45 53 53 49 56 45 20 49 46 20 43 55 |AGGRESSIVE IF CU| 00000A10: 52 52 45 4E 54 4C 59 20 50 45 41 43 45 46 55 4C |RRENTLY PEACEFUL| 00000A20: 0D 33 2E 20 54 55 52 4E 20 49 4E 54 4F 20 41 4E |.3. TURN INTO AN| 00000A30: 20 45 4E 45 4D 59 20 49 46 20 43 55 52 52 45 4E | ENEMY IF CURREN| 00000A40: 54 4C 59 20 41 20 53 4D 41 52 54 2C 20 41 47 47 |TLY A SMART, AGG| 00000A50: 52 45 53 53 49 56 45 20 4E 45 55 54 52 41 4C 2E |RESSIVE NEUTRAL.| 00000A60: 0D 0D 0D 36 2E 20 C3 52 45 41 54 55 52 45 53 20 |...6. .REATURES | 00000A70: 41 4E 44 20 D3 50 45 4C 4C 53 0D 0D C3 52 45 41 |AND .PELLS...REA| 00000A80: 54 55 52 45 53 20 41 52 45 20 53 4D 41 52 54 20 |TURES ARE SMART | 00000A90: 49 46 20 54 48 45 49 52 20 D7 49 53 44 4F 4D 20 |IF THEIR .ISDOM | 00000AA0: 49 53 20 47 52 45 41 54 45 52 20 54 48 41 4E 20 |IS GREATER THAN | 00000AB0: 31 34 20 41 4E 44 20 44 55 4D 42 20 49 46 20 49 |14 AND DUMB IF I| 00000AC0: 54 20 49 53 20 4C 45 53 53 20 54 48 41 4E 20 36 |T IS LESS THAN 6| 00000AD0: 2E 20 20 C3 52 45 41 54 55 52 45 53 20 49 4E 20 |. .REATURES IN | 00000AE0: 42 45 54 57 45 45 4E 20 57 49 4C 4C 20 41 43 54 |BETWEEN WILL ACT| 00000AF0: 20 41 43 43 4F 52 44 49 4E 47 4C 59 2E 0D 0D CF | ACCORDINGLY....| 00000B00: 4E 4C 59 20 53 4D 41 52 54 20 43 52 45 41 54 55 |NLY SMART CREATU| 00000B10: 52 45 53 20 43 41 53 54 20 53 50 45 4C 4C 53 20 |RES CAST SPELLS | 00000B20: 4F 52 20 55 53 45 20 4D 41 47 49 43 20 49 54 45 |OR USE MAGIC ITE| 00000B30: 4D 53 2C 20 41 4E 44 20 43 41 53 54 20 53 50 45 |MS, AND CAST SPE| 00000B40: 4C 4C 53 20 4F 4E 4C 59 20 57 48 45 4E 20 54 48 |LLS ONLY WHEN TH| 00000B50: 45 49 52 20 D0 4F 57 45 52 20 49 53 20 47 52 45 |EIR .OWER IS GRE| 00000B60: 41 54 45 52 20 54 48 41 4E 20 4F 52 20 45 51 55 |ATER THAN OR EQU| 00000B70: 41 4C 20 54 4F 20 54 48 45 49 52 20 D7 49 53 44 |AL TO THEIR .ISD| 00000B80: 4F 4D 2E 0D 0D C3 52 45 41 54 55 52 45 53 20 43 |OM....REATURES C| 00000B90: 41 53 54 20 44 41 4D 41 47 49 4E 47 20 53 50 45 |AST DAMAGING SPE| 00000BA0: 4C 4C 53 20 4F 4E 20 46 4F 45 53 20 41 4E 44 20 |LLS ON FOES AND | 00000BB0: 42 45 4E 45 46 49 43 49 41 4C 20 53 50 45 4C 4C |BENEFICIAL SPELL| 00000BC0: 53 20 4F 4E 20 46 52 49 45 4E 44 53 2E 20 20 C3 |S ON FRIENDS. .| 00000BD0: 52 45 41 54 55 52 45 53 20 43 41 4E 4E 4F 54 3A |REATURES CANNOT:| 00000BE0: 20 C4 4F 20 CE 4F 54 48 49 4E 47 2C 20 D2 49 44 | .O .OTHING, .ID| 00000BF0: 20 52 4F 4F 4D 20 4F 46 20 41 4C 4C 2C 20 C1 44 | ROOM OF ALL, .D| 00000C00: 44 20 54 4F 20 D2 4F 4F 4D 20 CF 4E 45 2C 20 C1 |D TO .OOM .NE, .| 00000C10: 43 54 49 56 41 54 45 20 C1 4C 4C 20 D4 48 49 4E |CTIVATE .LL .HIN| 00000C20: 47 53 2C 20 C4 49 53 50 4C 41 59 20 CD 45 53 53 |GS, .ISPLAY .ESS| 00000C30: 41 47 45 2C 20 D0 4C 41 59 20 CD 55 53 49 43 2E |AGE, .LAY .USIC.| 00000C40: 0D 0D 0D 37 2E 20 C1 44 44 49 54 49 4F 4E 41 4C |...7. .DDITIONAL| 00000C50: 20 CD 4F 56 45 4D 45 4E 54 20 41 4E 44 20 C2 45 | .OVEMENT AND .E| 00000C60: 48 41 56 49 4F 52 20 D2 55 4C 45 53 0D 0D C1 29 |HAVIOR .ULES...)| 00000C70: 20 C3 52 45 41 54 55 52 45 53 20 57 48 4F 20 52 | .REATURES WHO R| 00000C80: 45 53 49 44 45 20 49 4E 20 41 20 52 4F 4F 4D 20 |ESIDE IN A ROOM | 00000C90: 57 41 49 54 20 46 4F 52 20 41 20 54 55 52 4E 20 |WAIT FOR A TURN | 00000CA0: 54 49 4C 4C 20 41 20 50 4C 41 59 45 52 2F 43 48 |TILL A PLAYER/CH| 00000CB0: 41 52 41 43 54 45 52 20 45 4E 54 45 52 53 2E 20 |ARACTER ENTERS. | 00000CC0: 20 D4 48 45 20 50 2F 43 20 47 45 54 53 20 49 54 | .HE P/C GETS IT| 00000CD0: 53 20 54 55 52 4E 20 46 49 52 53 54 2C 20 54 48 |S TURN FIRST, TH| 00000CE0: 45 4E 20 54 48 45 20 43 52 45 41 54 55 52 45 2C |EN THE CREATURE,| 00000CF0: 20 45 56 45 4E 20 49 46 20 54 48 45 20 50 2F 43 | EVEN IF THE P/C| 00000D00: 20 4C 45 41 56 45 53 20 54 48 45 20 52 4F 4F 4D | LEAVES THE ROOM| 00000D10: 2E 20 20 C9 54 20 43 41 4E 20 54 48 45 52 45 46 |. .T CAN THEREF| 00000D20: 4F 52 45 20 44 4F 20 54 48 49 4E 47 53 20 4C 49 |ORE DO THINGS LI| 00000D30: 4B 45 20 46 4F 4C 4C 4F 57 20 54 48 45 20 50 2F |KE FOLLOW THE P/| 00000D40: 43 20 49 4E 54 4F 20 41 4E 4F 54 48 45 52 20 52 |C INTO ANOTHER R| 00000D50: 4F 4F 4D 2E 0D 0D C2 29 20 C3 52 45 41 54 55 52 |OOM....) .REATUR| 00000D60: 45 53 20 44 4F 20 4E 4F 54 20 4D 4F 56 45 20 4F |ES DO NOT MOVE O| 00000D70: 4E 54 4F 20 53 50 41 43 45 53 20 4F 52 20 49 4E |NTO SPACES OR IN| 00000D80: 54 4F 20 4F 42 53 54 41 43 4C 45 53 2E 20 20 D4 |TO OBSTACLES. .| 00000D90: 48 45 59 20 4D 4F 56 45 20 4F 4E 54 4F 20 44 4F |HEY MOVE ONTO DO| 00000DA0: 4F 52 53 20 4F 4E 4C 59 20 49 46 20 54 48 45 20 |ORS ONLY IF THE | 00000DB0: 44 4F 4F 52 53 20 48 41 56 45 20 4E 4F 20 44 4F |DOORS HAVE NO DO| 00000DC0: 2D 41 4C 4C 2C 20 52 49 44 2D 52 4F 4F 4D 20 4F |-ALL, RID-ROOM O| 00000DD0: 52 20 41 44 44 2D 54 4F 2D 52 4F 4F 4D 20 53 50 |R ADD-TO-ROOM SP| 00000DE0: 45 4C 4C 53 20 4F 4E 20 54 48 45 4D 2C 20 41 4E |ELLS ON THEM, AN| 00000DF0: 44 20 4C 45 41 44 20 53 4F 4D 45 50 4C 41 43 45 |D LEAD SOMEPLACE| 00000E00: 20 49 4E 20 54 48 45 20 53 41 4D 45 20 52 45 47 | IN THE SAME REG| 00000E10: 49 4F 4E 2E 0D 0D C3 29 20 C3 52 45 41 54 55 52 |ION....) .REATUR| 00000E20: 45 53 20 44 4F 20 4E 4F 54 20 50 49 43 4B 20 55 |ES DO NOT PICK U| 00000E30: 50 20 4D 41 47 49 43 20 49 54 45 4D 53 2C 20 57 |P MAGIC ITEMS, W| 00000E40: 45 41 50 4F 4E 53 2C 20 4F 52 20 41 52 4D 4F 52 |EAPONS, OR ARMOR| 00000E50: 2E 20 20 C1 4C 4C 20 45 58 43 45 50 54 20 46 52 |. .LL EXCEPT FR| 00000E60: 49 45 4E 44 53 20 41 4E 44 20 53 4C 49 4E 4B 45 |IENDS AND SLINKE| 00000E70: 52 20 4E 45 55 54 52 41 4C 53 20 50 49 43 4B 20 |R NEUTRALS PICK | 00000E80: 55 50 20 47 4F 4C 44 2E 20 20 CF 4E 4C 59 20 54 |UP GOLD. .NLY T| 00000E90: 48 49 45 56 45 53 20 50 49 43 4B 20 55 50 20 54 |HIEVES PICK UP T| 00000EA0: 52 45 41 53 55 52 45 2E 0D 0D C4 29 20 CD 4F 53 |REASURE....) .OS| 00000EB0: 54 20 43 52 45 41 54 55 52 45 53 20 57 49 4C 4C |T CREATURES WILL| 00000EC0: 20 47 4F 20 54 4F 57 41 52 44 20 41 20 4C 45 53 | GO TOWARD A LES| 00000ED0: 53 20 46 41 56 4F 52 49 54 45 20 47 4F 41 4C 20 |S FAVORITE GOAL | 00000EE0: 49 46 20 49 54 20 49 53 20 43 4C 4F 53 45 52 20 |IF IT IS CLOSER | 00000EF0: 54 48 41 4E 20 41 20 4D 4F 52 45 20 44 45 53 49 |THAN A MORE DESI| 00000F00: 52 41 42 4C 45 20 4F 4E 45 2E 0D 0D C5 29 20 C1 |RABLE ONE....) .| 00000F10: 20 53 4C 49 4E 4B 49 4E 47 2C 20 57 4F 55 4E 44 | SLINKING, WOUND| 00000F20: 45 44 20 43 52 45 41 54 55 52 45 20 57 49 4C 4C |ED CREATURE WILL| 00000F30: 20 53 45 45 4B 20 41 4E 20 45 58 49 54 2E 0D 0D | SEEK AN EXIT...| 00000F40: C6 29 20 D3 4D 41 52 54 2C 20 50 4F 57 45 52 46 |.) .MART, POWERF| 00000F50: 55 4C 20 28 D0 4F 57 45 52 20 3E 3D 20 D7 49 53 |UL (.OWER >= .IS| 00000F60: 44 4F 4D 29 20 43 52 41 54 55 52 45 53 20 57 49 |DOM) CRATURES WI| 00000F70: 4C 4C 20 43 41 53 54 20 41 20 53 50 45 4C 4C 20 |LL CAST A SPELL | 00000F80: 4F 56 45 52 20 54 48 45 49 52 20 53 45 4C 45 43 |OVER THEIR SELEC| 00000F90: 54 45 44 20 47 4F 41 4C 20 49 46 20 49 54 20 49 |TED GOAL IF IT I| 00000FA0: 53 20 41 4E 20 49 4E 44 49 56 49 44 55 41 4C 20 |S AN INDIVIDUAL | 00000FB0: 41 4E 44 20 54 48 45 59 20 48 41 56 45 20 41 4E |AND THEY HAVE AN| 00000FC0: 20 41 50 50 52 4F 50 52 49 41 54 45 20 53 50 45 | APPROPRIATE SPE| 00000FD0: 4C 4C 2E 20 20 C9 46 20 54 48 45 59 20 48 41 56 |LL. .F THEY HAV| 00000FE0: 45 20 4D 4F 52 45 20 54 48 41 4E 20 4F 4E 45 20 |E MORE THAN ONE | 00000FF0: 41 50 50 52 4F 50 52 49 41 54 45 20 53 50 45 4C |APPROPRIATE SPEL| 00001000: 4C 20 54 48 45 59 20 57 49 4C 4C 20 55 53 45 20 |L THEY WILL USE | 00001010: 54 48 45 20 4F 4E 45 20 57 49 54 48 20 54 48 45 |THE ONE WITH THE| 00001020: 20 4C 4F 57 45 53 54 20 49 54 45 4D 20 4E 55 4D | LOWEST ITEM NUM| 00001030: 42 45 52 2E 20 20 D3 4D 41 52 54 2C 20 48 41 4C |BER. .MART, HAL| 00001040: 46 2D 50 4F 57 45 52 46 55 4C 20 43 52 45 41 54 |F-POWERFUL CREAT| 00001050: 55 52 45 53 20 55 53 45 20 4D 41 47 49 43 20 49 |URES USE MAGIC I| 00001060: 54 45 4D 53 20 49 4E 20 41 20 53 49 4D 49 4C 41 |TEMS IN A SIMILA| 00001070: 52 20 46 41 53 49 4F 4E 20 50 52 4F 56 49 44 45 |R FASION PROVIDE| 00001080: 44 20 54 48 45 20 4F 42 4A 45 43 54 53 20 41 52 |D THE OBJECTS AR| 00001090: 45 20 41 43 54 49 56 41 54 45 44 20 57 48 45 4E |E ACTIVATED WHEN| 000010A0: 20 55 53 45 44 2E 0D 0D C7 29 20 C1 4E 20 4F 56 | USED....) .N OV| 000010B0: 45 52 42 55 52 44 45 4E 45 44 20 43 52 45 41 54 |ERBURDENED CREAT| 000010C0: 55 52 45 20 57 49 4C 4C 20 44 52 4F 50 20 41 20 |URE WILL DROP A | 000010D0: 4D 41 47 49 43 20 49 54 45 4D 2C 20 41 20 54 52 |MAGIC ITEM, A TR| 000010E0: 45 41 53 55 52 45 2C 20 4F 52 20 47 4F 4C 44 2E |EASURE, OR GOLD.| 000010F0: 0D 0D C8 29 20 C1 20 43 52 45 41 54 55 52 45 20 |...) . CREATURE | 00001100: 57 49 4C 4C 20 52 45 41 44 59 20 41 4E 20 41 50 |WILL READY AN AP| 00001110: 50 52 4F 50 52 49 41 54 45 20 57 45 41 50 4F 4E |PROPRIATE WEAPON| 00001120: 2E 20 20 C9 46 20 49 54 20 49 53 20 27 53 41 46 |. .F IT IS 'SAF| 00001130: 45 27 20 28 4E 4F 54 20 4E 45 58 54 20 54 4F 20 |E' (NOT NEXT TO | 00001140: 41 20 46 4F 45 29 20 49 54 20 57 49 4C 4C 20 52 |A FOE) IT WILL R| 00001150: 45 41 44 59 20 41 20 4D 49 53 53 49 4C 45 20 57 |EADY A MISSILE W| 00001160: 45 41 50 4F 4E 20 49 46 20 49 54 20 48 41 53 20 |EAPON IF IT HAS | 00001170: 4F 4E 45 2E 20 20 CF 54 48 45 52 57 49 53 45 20 |ONE. .THERWISE | 00001180: 49 54 20 57 49 4C 4C 20 52 45 41 44 59 20 41 20 |IT WILL READY A | 00001190: 4D 45 4C 45 45 20 57 45 41 50 4F 4E 20 49 46 20 |MELEE WEAPON IF | 000011A0: 49 54 20 48 41 53 20 4F 4E 45 2E 20 20 C9 54 20 |IT HAS ONE. .T | 000011B0: 57 49 4C 4C 20 52 45 41 44 59 20 54 48 45 20 4F |WILL READY THE O| 000011C0: 4E 45 20 57 49 54 48 20 54 48 45 20 4C 4F 57 45 |NE WITH THE LOWE| 000011D0: 53 54 20 49 54 45 4D 20 4E 55 4D 42 45 52 2E 0D |ST ITEM NUMBER..| 000011E0: 0D C9 29 20 C1 20 46 49 47 48 54 45 52 20 57 48 |..) . FIGHTER WH| 000011F0: 4F 20 49 53 20 27 53 41 46 45 27 20 41 4E 44 20 |O IS 'SAFE' AND | 00001200: 48 41 53 20 41 20 52 45 41 44 49 45 44 20 4D 49 |HAS A READIED MI| 00001210: 53 53 49 4C 45 20 57 45 41 50 4F 4E 20 57 49 4C |SSILE WEAPON WIL| 00001220: 4C 20 46 49 52 45 20 49 46 20 49 54 53 20 53 45 |L FIRE IF ITS SE| 00001230: 4C 45 43 54 45 44 20 47 4F 41 4C 20 49 53 20 41 |LECTED GOAL IS A| 00001240: 20 46 4F 45 2E 20 20 CE 4F 54 45 3A 20 46 49 52 | FOE. .OTE: FIR| 00001250: 45 44 20 4D 49 53 53 49 4C 45 53 20 4D 41 59 20 |ED MISSILES MAY | 00001260: 48 49 54 20 41 4E 59 4F 4E 45 20 49 4E 20 54 48 |HIT ANYONE IN TH| 00001270: 45 20 4C 49 4E 45 20 4F 46 20 46 49 52 45 2E 0D |E LINE OF FIRE..| 00001280: 80 2A 46 50 30 0D CA 29 20 41 20 46 52 49 45 4E |.*FP0..) A FRIEN| 00001290: 44 20 57 48 4F 20 48 41 53 20 53 45 4C 45 43 54 |D WHO HAS SELECT| 000012A0: 45 44 20 41 20 50 4C 41 59 45 52 2F 43 48 41 52 |ED A PLAYER/CHAR| 000012B0: 41 43 54 45 52 20 41 53 20 41 20 47 4F 41 4C 20 |ACTER AS A GOAL | 000012C0: 41 4E 44 20 57 48 4F 20 49 53 20 4E 45 58 54 20 |AND WHO IS NEXT | 000012D0: 54 4F 20 54 48 45 20 50 4C 41 59 45 52 2F 43 48 |TO THE PLAYER/CH| 000012E0: 41 52 41 43 54 45 52 20 57 49 4C 4C 20 44 52 4F |ARACTER WILL DRO| 000012F0: 50 20 41 20 4D 41 47 49 43 20 49 54 45 4D 20 49 |P A MAGIC ITEM I| 00001300: 46 20 49 54 20 48 41 53 20 4F 4E 45 2E 0D 0D 0D |F IT HAS ONE....| 00001310: 38 2E 20 D0 55 54 54 49 4E 47 20 D2 41 4E 44 4F |8. .UTTING .ANDO| 00001320: 4D 20 C3 52 45 41 54 55 52 45 53 20 49 4E 20 41 |M .REATURES IN A| 00001330: 4E 20 C1 44 56 45 4E 54 55 52 45 0D 0D D3 45 4C |N .DVENTURE...EL| 00001340: 45 43 54 49 4E 47 20 27 C5 44 49 54 20 CD 41 50 |ECTING '.DIT .AP| 00001350: 20 C3 52 45 41 54 55 52 45 27 20 4F 52 20 27 C5 | .REATURE' OR '.| 00001360: 44 49 54 20 D2 4F 4F 4D 27 53 20 D2 41 4E 44 4F |DIT .OOM'S .ANDO| 00001370: 4D 20 C3 52 45 41 54 55 52 45 27 2E 0D 0D D7 48 |M .REATURE'....H| 00001380: 45 4E 20 41 20 52 41 4E 44 4F 4D 20 43 52 45 41 |EN A RANDOM CREA| 00001390: 54 55 52 45 20 41 50 50 45 41 52 53 20 4F 4E 20 |TURE APPEARS ON | 000013A0: 54 48 45 20 4D 41 50 20 54 48 45 20 48 45 52 4F |THE MAP THE HERO| 000013B0: 2F 50 4C 41 59 45 52 20 49 53 20 44 52 41 57 4E |/PLAYER IS DRAWN| 000013C0: 20 49 4E 54 4F 20 41 20 53 50 45 43 49 41 4C 20 | INTO A SPECIAL | 000013D0: 41 52 45 41 20 46 4F 52 20 54 48 45 20 45 4E 43 |AREA FOR THE ENC| 000013E0: 4F 55 4E 54 45 52 2E 0D 0D D9 4F 55 20 43 41 4E |OUNTER....OU CAN| 000013F0: 20 48 41 56 45 20 4F 4E 45 20 52 41 4E 44 4F 4D | HAVE ONE RANDOM| 00001400: 20 43 52 45 41 54 55 52 45 20 4C 49 53 54 20 46 | CREATURE LIST F| 00001410: 4F 52 20 54 48 45 20 57 4F 52 4C 44 20 4D 41 50 |OR THE WORLD MAP| 00001420: 20 41 4E 44 20 4F 4E 45 20 46 4F 52 20 45 41 43 | AND ONE FOR EAC| 00001430: 48 20 52 45 47 49 4F 4E 20 49 4E 20 41 4E 20 41 |H REGION IN AN A| 00001440: 44 56 45 4E 54 55 52 45 2E 20 20 C5 41 43 48 20 |DVENTURE. .ACH | 00001450: 43 41 4E 20 48 41 56 45 20 55 50 20 54 4F 20 38 |CAN HAVE UP TO 8| 00001460: 20 43 52 45 41 54 55 52 45 53 2C 20 41 4E 44 20 | CREATURES, AND | 00001470: 45 41 43 48 20 43 52 45 41 54 55 52 45 20 43 41 |EACH CREATURE CA| 00001480: 4E 20 42 45 20 43 55 53 54 4F 4D 49 5A 45 44 2E |N BE CUSTOMIZED.| 00001490: 0D 0D D5 53 45 20 27 C1 50 50 45 41 52 49 4E 47 |...SE '.PPEARING| 000014A0: 20 C9 4E 27 20 54 4F 20 53 45 4C 45 43 54 20 54 | .N' TO SELECT T| 000014B0: 48 45 20 54 45 52 52 41 49 4E 20 46 4F 52 20 45 |HE TERRAIN FOR E| 000014C0: 41 43 48 20 43 52 45 41 54 55 52 45 2E 0D 0D C1 |ACH CREATURE....| 000014D0: 50 50 45 41 52 41 4E 43 45 20 50 45 52 43 45 4E |PPEARANCE PERCEN| 000014E0: 54 41 47 45 20 52 41 4E 47 45 20 46 4F 52 20 52 |TAGE RANGE FOR R| 000014F0: 41 4E 44 4F 4D 20 4D 41 50 20 43 52 45 41 54 55 |ANDOM MAP CREATU| 00001500: 52 45 53 20 49 53 20 30 20 54 4F 20 36 30 25 2E |RES IS 0 TO 60%.| 00001510: 20 20 C6 4F 52 20 52 4F 4F 4D 20 52 41 4E 44 4F | .OR ROOM RANDO| 00001520: 4D 20 43 52 45 41 54 55 52 45 53 20 49 54 20 49 |M CREATURES IT I| 00001530: 53 20 30 20 54 4F 20 37 35 25 2E 0D 0D D9 4F 55 |S 0 TO 75%....OU| 00001540: 20 43 41 4E 4E 4F 54 20 52 45 4D 4F 56 45 20 41 | CANNOT REMOVE A| 00001550: 20 52 41 4E 44 4F 4D 20 43 52 45 41 54 55 52 45 | RANDOM CREATURE| 00001560: 20 46 52 4F 4D 20 54 48 45 20 52 41 4E 44 4F 4D | FROM THE RANDOM| 00001570: 20 43 52 45 41 54 55 52 45 20 4C 49 53 54 2C 20 | CREATURE LIST, | 00001580: 42 55 54 20 59 4F 55 20 43 41 4E 20 53 45 54 20 |BUT YOU CAN SET | 00001590: 49 54 53 20 50 45 52 43 45 4E 54 41 47 45 20 54 |ITS PERCENTAGE T| 000015A0: 4F 20 30 20 4F 52 20 45 44 49 54 20 49 54 20 49 |O 0 OR EDIT IT I| 000015B0: 4E 54 4F 20 41 20 44 49 46 46 45 52 45 4E 54 20 |NTO A DIFFERENT | 000015C0: 43 52 45 41 54 55 52 45 2E 0D 0D CE 4F 20 4D 4F |CREATURE....O MO| 000015D0: 52 45 20 54 48 41 4E 20 31 36 20 43 52 45 41 54 |RE THAN 16 CREAT| 000015E0: 55 52 45 53 20 43 41 4E 20 4F 43 43 55 50 59 20 |URES CAN OCCUPY | 000015F0: 41 20 52 45 47 49 4F 4E 20 41 54 20 4F 4E 43 45 |A REGION AT ONCE| 00001600: 2E 20 20 D2 41 4E 44 4F 4D 20 43 52 45 41 54 55 |. .ANDOM CREATU| 00001610: 52 45 53 20 41 44 44 45 44 20 54 4F 20 52 4F 4F |RES ADDED TO ROO| 00001620: 4D 53 20 4E 4F 20 4C 4F 4E 47 45 52 20 4F 43 43 |MS NO LONGER OCC| 00001630: 55 50 49 45 44 20 42 59 20 41 20 50 4C 41 59 45 |UPIED BY A PLAYE| 00001640: 52 2F 43 48 41 52 41 43 54 45 52 20 41 52 45 20 |R/CHARACTER ARE | 00001650: 50 45 52 49 4F 44 49 43 41 4C 4C 59 20 52 45 4D |PERIODICALLY REM| 00001660: 4F 56 45 44 2E 0D 80 2A 46 50 30 0D D4 C8 C9 CE |OVED...*FP0.....| 00001670: C7 20 D2 C5 C6 C5 D2 C5 CE C3 C5 20 C7 D5 C9 C4 |. ......... ....| 00001680: C5 0D 0D C1 20 54 48 49 4E 47 20 43 41 4E 20 42 |.... THING CAN B| 00001690: 45 20 4E 45 41 52 4C 59 20 41 4E 59 54 48 49 4E |E NEARLY ANYTHIN| 000016A0: 47 2D 2D 41 20 57 45 41 50 4F 4E 20 4F 52 20 4D |G--A WEAPON OR M| 000016B0: 41 47 49 43 20 49 54 45 4D 2C 20 44 4F 4F 52 2C |AGIC ITEM, DOOR,| 000016C0: 20 41 20 53 50 41 43 45 2C 45 54 43 2E 20 20 D4 | A SPACE,ETC. .| 000016D0: 48 49 4E 47 53 20 43 41 4E 20 4D 41 53 51 55 45 |HINGS CAN MASQUE| 000016E0: 52 41 44 45 20 41 53 20 4F 54 48 45 52 20 54 48 |RADE AS OTHER TH| 000016F0: 49 4E 47 53 2E 20 20 D9 4F 55 20 43 41 4E 20 48 |INGS. .OU CAN H| 00001700: 41 56 45 20 55 50 20 54 4F 20 31 32 38 20 54 48 |AVE UP TO 128 TH| 00001710: 49 4E 47 53 20 4F 4E 20 41 4E 20 41 44 56 45 4E |INGS ON AN ADVEN| 00001720: 54 55 52 45 27 53 20 CD 41 53 54 45 52 20 D4 48 |TURE'S .ASTER .H| 00001730: 49 4E 47 20 CC 49 53 54 2E 0D 0D 31 2E 20 C3 52 |ING .IST...1. .R| 00001740: 45 41 54 49 4E 47 20 41 4E 44 20 C5 44 49 54 49 |EATING AND .DITI| 00001750: 4E 47 20 D4 48 49 4E 47 53 0D 0D D4 4F 20 41 44 |NG .HINGS...O AD| 00001760: 44 20 54 48 49 4E 47 53 20 54 4F 20 59 4F 55 52 |D THINGS TO YOUR| 00001770: 20 CD 41 53 54 45 52 20 D4 48 49 4E 47 20 CC 49 | .ASTER .HING .I| 00001780: 53 54 20 41 4E 44 20 4D 4F 44 49 46 59 20 4F 4E |ST AND MODIFY ON| 00001790: 45 53 20 54 48 45 52 45 2C 20 53 45 4C 45 43 54 |ES THERE, SELECT| 000017A0: 20 27 C3 4F 4E 53 54 52 55 43 54 20 41 4E 20 C1 | '.ONSTRUCT AN .| 000017B0: 44 56 45 4E 54 55 52 45 27 20 54 48 45 4E 20 27 |DVENTURE' THEN '| 000017C0: C4 4F 20 CD 4F 52 45 20 C4 45 54 41 49 4C 45 44 |.O .ORE .ETAILED| 000017D0: 20 D7 4F 52 4B 27 20 54 57 49 43 45 2C 20 54 48 | .ORK' TWICE, TH| 000017E0: 45 4E 20 27 C5 44 49 54 20 D4 48 49 4E 47 53 27 |EN '.DIT .HINGS'| 000017F0: 2E 20 20 C9 4E 20 D4 48 49 4E 47 20 D0 52 4F 46 |. .N .HING .ROF| 00001800: 49 4C 45 20 4F 50 54 49 4F 4E 53 20 53 4F 4D 45 |ILE OPTIONS SOME| 00001810: 20 4D 55 53 54 20 42 45 20 53 45 4C 45 43 54 45 | MUST BE SELECTE| 00001820: 44 20 52 45 50 45 41 54 45 44 4C 59 20 54 4F 20 |D REPEATEDLY TO | 00001830: 53 48 4F 57 20 41 4C 4C 20 54 48 45 20 4F 50 54 |SHOW ALL THE OPT| 00001840: 49 4F 4E 53 2C 20 41 4E 44 20 4F 54 48 45 52 53 |IONS, AND OTHERS| 00001850: 20 41 53 4B 20 46 4F 52 20 54 45 58 54 20 4F 52 | ASK FOR TEXT OR| 00001860: 20 4E 55 4D 42 45 52 53 2E 20 20 D4 4F 20 41 44 | NUMBERS. .O AD| 00001870: 44 20 41 20 4E 45 57 20 54 48 49 4E 47 20 53 45 |D A NEW THING SE| 00001880: 4C 45 43 54 20 27 C1 44 44 20 D4 48 49 4E 47 27 |LECT '.DD .HING'| 00001890: 20 41 4E 44 20 46 4F 4C 4C 4F 57 20 54 48 45 20 | AND FOLLOW THE | 000018A0: 50 52 4F 4D 50 54 53 2E 0D 0D D4 4F 20 57 4F 52 |PROMPTS....O WOR| 000018B0: 4B 20 4F 4E 20 41 20 44 49 46 46 45 52 45 4E 54 |K ON A DIFFERENT| 000018C0: 20 54 48 49 4E 47 20 41 4C 52 45 41 44 59 20 4F | THING ALREADY O| 000018D0: 4E 20 54 48 45 20 4C 49 53 54 20 53 45 4C 45 43 |N THE LIST SELEC| 000018E0: 54 20 27 C5 44 49 54 20 C1 4E 4F 54 48 45 52 20 |T '.DIT .NOTHER | 000018F0: D4 48 49 4E 47 27 2E 20 20 CD 4F 56 49 4E 47 20 |.HING'. .OVING | 00001900: 59 4F 55 52 20 4A 4F 59 53 54 49 43 4B 20 52 49 |YOUR JOYSTICK RI| 00001910: 47 48 54 20 53 45 4C 45 43 54 53 20 41 4E 20 49 |GHT SELECTS AN I| 00001920: 54 45 4D 20 46 52 4F 4D 20 54 48 45 20 4D 45 4E |TEM FROM THE MEN| 00001930: 55 20 54 48 41 54 20 41 50 50 45 41 52 53 2C 20 |U THAT APPEARS, | 00001940: 4D 4F 56 49 4E 47 20 49 54 20 4C 45 46 54 20 42 |MOVING IT LEFT B| 00001950: 52 49 4E 47 53 20 41 20 4E 45 57 20 43 41 54 45 |RINGS A NEW CATE| 00001960: 47 4F 52 59 20 54 4F 20 54 48 45 20 53 43 52 45 |GORY TO THE SCRE| 00001970: 45 4E 2E 0D 0D D9 4F 55 20 43 41 4E 4E 4F 54 20 |EN....OU CANNOT | 00001980: 52 45 4D 4F 56 45 20 41 20 54 48 49 4E 47 20 41 |REMOVE A THING A| 00001990: 44 44 45 44 20 54 4F 20 59 4F 55 52 20 4C 49 53 |DDED TO YOUR LIS| 000019A0: 54 2C 20 4E 4F 52 20 43 41 4E 20 59 4F 55 20 43 |T, NOR CAN YOU C| 000019B0: 48 41 4E 47 45 20 48 4F 57 20 4D 41 4E 59 20 4F |HANGE HOW MANY O| 000019C0: 46 20 49 54 20 41 4E 20 49 4E 44 49 56 49 44 55 |F IT AN INDIVIDU| 000019D0: 41 4C 20 4D 41 59 20 4F 57 4E 2C 20 49 46 20 59 |AL MAY OWN, IF Y| 000019E0: 4F 55 20 48 41 56 45 20 44 45 54 45 52 4D 49 4E |OU HAVE DETERMIN| 000019F0: 45 44 20 54 48 4F 53 45 20 49 54 45 4D 53 20 50 |ED THOSE ITEMS P| 00001A00: 52 45 56 49 4F 55 53 4C 59 2E 20 20 C2 55 54 20 |REVIOUSLY. .UT | 00001A10: 59 4F 55 20 43 41 4E 20 45 44 49 54 20 49 54 20 |YOU CAN EDIT IT | 00001A20: 44 52 41 4D 41 54 49 43 41 4C 4C 59 20 57 49 54 |DRAMATICALLY WIT| 00001A30: 48 49 4E 20 49 54 53 20 43 41 54 45 47 4F 52 59 |HIN ITS CATEGORY| 00001A40: 2E 0D 0D C3 41 54 45 47 4F 52 49 45 53 3A 20 D4 |....ATEGORIES: .| 00001A50: 52 45 41 53 55 52 45 53 2C 20 CD 41 47 49 43 20 |REASURES, .AGIC | 00001A60: C9 54 45 4D 2C 20 CD 49 53 53 49 4C 45 20 D7 45 |.TEM, .ISSILE .E| 00001A70: 41 50 4F 4E 2C 20 CD 45 4C 45 45 20 D7 45 41 50 |APON, .ELEE .EAP| 00001A80: 4F 4E 2C 20 C1 52 4D 4F 52 2C 20 CD 41 47 49 43 |ON, .RMOR, .AGIC| 00001A90: 20 D3 50 45 4C 4C 2C 20 D0 4F 52 54 41 4C 2C 20 | .PELL, .ORTAL, | 00001AA0: D3 50 41 43 45 2C 20 C3 55 53 54 4F 4D 20 D3 50 |.PACE, .USTOM .P| 00001AB0: 41 43 45 2C 20 CF 42 53 54 41 43 4C 45 2C 20 C3 |ACE, .BSTACLE, .| 00001AC0: 55 53 54 4F 4D 20 CF 42 53 54 41 43 4C 45 2C 20 |USTOM .BSTACLE, | 00001AD0: D3 54 4F 52 45 2C 20 D2 4F 4F 4D 20 C6 4C 4F 4F |.TORE, .OOM .LOO| 00001AE0: 52 2E 0D 0D 32 2E 20 D4 52 45 41 53 55 52 45 53 |R...2. .REASURES| 00001AF0: 20 2D 20 D9 4F 55 20 4D 41 59 20 53 45 54 20 54 | - .OU MAY SET T| 00001B00: 48 45 49 52 20 57 45 49 47 48 54 2C 20 56 41 4C |HEIR WEIGHT, VAL| 00001B10: 55 45 2C 20 41 4E 44 20 57 48 45 54 48 45 52 20 |UE, AND WHETHER | 00001B20: 54 48 45 59 20 44 49 53 41 50 50 45 41 52 20 57 |THEY DISAPPEAR W| 00001B30: 48 45 4E 20 44 52 4F 50 50 45 44 2E 20 20 C1 4E |HEN DROPPED. .N| 00001B40: 20 49 54 45 4D 20 57 49 54 48 20 41 20 4E 45 47 | ITEM WITH A NEG| 00001B50: 41 54 49 56 45 20 57 45 49 47 48 54 20 57 49 4C |ATIVE WEIGHT WIL| 00001B60: 4C 20 41 4C 4C 4F 57 20 59 4F 55 20 54 4F 20 43 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AN| 00002B70: 44 20 54 48 45 20 54 48 49 4E 47 20 59 4F 55 20 |D THE THING YOU | 00002B80: 57 41 4E 54 20 44 49 53 50 45 4E 53 45 44 2E 0D |WANT DISPENSED..| 00002B90: 0D D9 4F 55 20 43 41 4E 4E 4F 54 20 57 41 49 54 |..OU CANNOT WAIT| 00002BA0: 20 55 4E 54 49 4C 20 50 4C 41 43 49 4E 47 20 41 | UNTIL PLACING A| 00002BB0: 20 43 55 53 54 4F 4D 20 53 50 41 43 45 20 49 4E | CUSTOM SPACE IN| 00002BC0: 54 4F 20 41 20 52 4F 4F 4D 2C 20 54 4F 20 50 49 |TO A ROOM, TO PI| 00002BD0: 43 4B 20 C2 CF D4 C8 20 54 48 45 20 53 50 45 4C |CK .... THE SPEL| 00002BE0: 4C 20 41 4E 44 20 54 48 45 20 54 48 49 4E 47 2E |L AND THE THING.| 00002BF0: 20 20 CF 4E 45 20 4F 52 20 54 48 45 20 4F 54 48 | .NE OR THE OTH| 00002C00: 45 52 20 4D 55 53 54 20 42 45 20 53 50 45 43 49 |ER MUST BE SPECI| 00002C10: 46 49 45 44 20 44 55 52 49 4E 47 20 43 4F 4E 53 |FIED DURING CONS| 00002C20: 54 52 55 43 54 49 4F 4E 20 4F 46 20 54 48 45 20 |TRUCTION OF THE | 00002C30: 43 55 53 54 4F 4D 20 53 50 41 43 45 2E 20 20 28 |CUSTOM SPACE. 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(.UT WHO WANT| 000034F0: 53 20 54 4F 3F 29 0D 0D D7 48 45 4E 20 59 4F 55 |S TO?)...HEN YOU| 00003500: 20 53 54 41 43 4B 20 54 48 49 4E 47 53 2C 20 54 | STACK THINGS, T| 00003510: 48 45 20 4F 4E 45 20 4F 4E 20 54 4F 50 20 47 45 |HE ONE ON TOP GE| 00003520: 54 53 20 45 58 45 43 55 54 45 44 20 46 49 52 53 |TS EXECUTED FIRS| 00003530: 54 2E 20 20 D2 45 4D 45 4D 42 45 52 2C 20 49 46 |T. .EMEMBER, IF| 00003540: 20 54 48 45 20 53 54 41 43 4B 20 48 4F 4C 44 53 | THE STACK HOLDS| 00003550: 20 41 20 53 57 4F 52 44 2C 20 41 4E 44 20 41 20 | A SWORD, AND A | 00003560: 53 50 45 4C 4C 20 4F 4E 20 54 4F 50 20 4F 46 20 |SPELL ON TOP OF | 00003570: 54 48 45 20 53 54 41 43 4B 20 52 49 44 53 20 54 |THE STACK RIDS T| 00003580: 48 45 20 52 4F 4F 4D 20 4F 46 20 41 4C 4C 20 55 |HE ROOM OF ALL U| 00003590: 4E 43 41 52 52 49 45 44 20 53 57 4F 52 44 53 2C |NCARRIED SWORDS,| 000035A0: 20 53 4F 20 4C 4F 4E 47 20 42 55 44 20 54 4F 20 | SO LONG BUD TO | 000035B0: 54 48 45 20 53 57 4F 52 44 2E 20 20 C1 4E 20 27 |THE SWORD. .N '| 000035C0: C1 43 54 49 56 41 54 45 20 C1 4C 4C 20 D4 48 49 |.CTIVATE .LL .HI| 000035D0: 4E 47 53 27 20 53 50 45 4C 4C 20 41 43 54 49 56 |NGS' SPELL ACTIV| 000035E0: 41 54 45 53 20 4F 4E 4C 59 20 53 50 45 4C 4C 53 |ATES ONLY SPELLS| 000035F0: 20 49 4E 20 54 48 41 54 20 53 54 41 43 4B 2C 20 | IN THAT STACK, | 00003600: 57 48 49 43 48 20 49 53 20 46 4F 52 54 55 4E 41 |WHICH IS FORTUNA| 00003610: 54 45 2C 20 53 49 4E 43 45 20 4F 54 48 45 52 57 |TE, SINCE OTHERW| 00003620: 49 53 45 20 57 48 45 4E 20 41 20 53 54 41 43 4B |ISE WHEN A STACK| 00003630: 20 53 50 45 4C 4C 20 57 45 4E 54 20 4F 46 46 20 | SPELL WENT OFF | 00003640: 45 56 45 52 59 4F 4E 45 27 53 20 53 50 45 4C 4C |EVERYONE'S SPELL| 00003650: 53 20 57 4F 55 4C 44 20 53 54 41 52 54 20 47 4F |S WOULD START GO| 00003660: 49 4E 47 20 4F 46 46 20 41 54 20 4F 4E 43 45 2E |ING OFF AT ONCE.| 00003670: 0D 0D C8 45 52 45 20 41 52 45 20 53 4F 4D 45 20 |...ERE ARE SOME | 00003680: 47 4F 4F 44 20 45 58 41 4D 50 4C 45 53 20 28 45 |GOOD EXAMPLES (E| 00003690: 41 43 48 20 53 54 41 43 4B 20 4C 49 53 54 45 44 |ACH STACK LISTED| 000036A0: 20 54 4F 50 20 54 4F 20 42 4F 54 54 4F 4D 29 3A | TOP TO BOTTOM):| 000036B0: 0D 0D C1 2E 20 C4 C9 D3 C5 C1 D3 C5 20 2D 20 31 |.... ....... - 1| 000036C0: 29 20 27 C1 43 54 49 56 41 54 45 20 41 4C 4C 20 |) '.CTIVATE ALL | 000036D0: D4 48 49 4E 47 53 27 20 53 50 41 43 45 0D 20 20 |.HINGS' SPACE. | 000036E0: 20 20 20 20 20 20 20 20 20 20 20 32 29 20 27 C9 | 2) '.| 000036F0: 4E 43 52 45 41 53 45 20 CC 49 46 45 20 C6 4F 52 |NCREASE .IFE .OR| 00003700: 43 45 20 42 59 20 31 30 20 D4 45 4D 50 4F 52 41 |CE BY 10 .EMPORA| 00003710: 52 49 4C 59 27 20 53 50 41 43 45 0D 20 20 20 20 |RILY' SPACE. | 00003720: 20 20 20 20 20 20 20 20 20 33 29 20 27 C4 45 43 | 3) '.EC| 00003730: 52 45 41 53 45 20 CC 49 46 45 20 C6 4F 52 43 45 |REASE .IFE .ORCE| 00003740: 20 42 59 20 31 30 20 D0 45 52 4D 41 4E 45 4E 54 | BY 10 .ERMANENT| 00003750: 4C 59 27 20 53 50 41 43 45 0D 0D CE 4F 57 20 31 |LY' SPACE...OW 1| 00003760: 30 20 55 4E 49 54 53 20 4F 46 20 CC 49 46 45 20 |0 UNITS OF .IFE | 00003770: C6 4F 52 43 45 20 57 49 4C 4C 20 54 49 43 4B 20 |.ORCE WILL TICK | 00003780: 41 57 41 59 20 41 54 20 54 48 45 20 52 41 54 45 |AWAY AT THE RATE| 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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