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

ALICE IN WONDER

FILE INFORMATION

FILENAME(S): ALICE IN WONDER

FILE TYPE(S): SEQ

FILE SIZE: 8K

FIRST SEEN: 2025-11-30 18:12:27

APPEARS ON: 1 disk(s)

FILE HASH

e4389dfbf6d1a5d9d9096d9948da0e580fa8a03b2899225dc6096657763a2d15

FOUND ON DISKS (1 DISKS)

DISK TITLE FILENAME FILE TYPE COLLECTION TRACK SECTOR ACTIONS
DATARICH ALICE IN WONDER SEQ Sailor, Ganheden 9 7 DOWNLOAD FILE

FILE CONTENT & ANALYSIS

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00000040: 0D 20 20 20 20 20 C1 46  54 45 52 20 59 4F 55 20  |.     .FTER YOU |
00000050: 48 41 56 45 20 4C 4F 41  44 45 44 20 54 48 45 20  |HAVE LOADED THE |
00000060: 47 41 4D 45 20 41 4E 44  20 54 48 45 20 49 4E 54  |GAME AND THE INT|
00000070: 52 4F 44 55 43 54 49 4F  4E 20 49 53 20 43 4F 4D  |RODUCTION IS COM|
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00000090: 20 CD 45 4E 55 20 57 49  4C 4C 20 41 50 50 45 41  | .ENU WILL APPEA|
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000000C0: 20 20 20 20 20 20 20 20  20 20 20 20 20 20 20 D3  |               .|
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000000E0: 20 20 20 20 20 20 20 20  20 20 C3 4F 4E 54 49 4E  |          .ONTIN|
000000F0: 55 45 0D 20 20 20 20 20  20 20 20 20 20 20 20 20  |UE.             |
00000100: 20 20 20 C4 49 53 4B 20  D3 54 4F 52 41 47 45 0D  |   .ISK .TORAGE.|
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00000250: 20 52 45 54 55 52 4E 20  54 4F 20 59 4F 55 52 20  | RETURN TO YOUR |
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00000D50: 54 52 4F 4C 20 54 48 45  20 44 49 52 45 43 54 49  |TROL THE DIRECTI|
00000D60: 4E 20 4F 46 20 59 4F 55  52 20 41 53 43 45 4E 54  |N OF YOUR ASCENT|
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00001B80: 53 20 54 52 59 49 4E 47  20 54 4F 20 48 45 4C 50  |S TRYING TO HELP|
00001B90: 20 4F 52 20 54 52 49 43  4B 20 59 4F 55 2E 20 D3  | OR TRICK YOU. .|
00001BA0: 4F 4D 45 54 49 4D 45 53  20 41 20 43 48 41 52 41  |OMETIMES A CHARA|
00001BB0: 43 54 45 52 20 57 49 4C  4C 20 54 49 52 45 20 4F  |CTER WILL TIRE O|
00001BC0: 46 20 59 4F 55 52 20 50  45 52 53 49 53 54 41 4E  |F YOUR PERSISTAN|
00001BD0: 43 45 2C 20 41 4E 44 20  41 53 4B 20 59 4F 55 20  |CE, AND ASK YOU |
00001BE0: 54 4F 20 43 4F 4D 45 20  42 41 43 4B 20 4C 41 54  |TO COME BACK LAT|
00001BF0: 45 52 2E 0D D2 49 44 44  4C 45 53 3A 20 C9 46 20  |ER...IDDLES: .F |
00001C00: 59 4F 55 20 41 53 4B 20  41 20 43 48 41 52 41 43  |YOU ASK A CHARAC|
00001C10: 54 45 52 20 41 20 51 55  45 53 54 49 4F 4E 2C 20  |TER A QUESTION, |
00001C20: 48 45 20 4F 52 20 53 48  45 20 4D 41 59 20 52 45  |HE OR SHE MAY RE|
00001C30: 53 50 4F 4E 44 20 42 59  20 4F 46 46 45 52 49 4E  |SPOND BY OFFERIN|
00001C40: 47 20 59 4F 55 20 41 20  52 49 44 44 4C 45 2E 20  |G YOU A RIDDLE. |
00001C50: C6 4F 52 20 45 58 41 4D  50 4C 45 2C 20 54 48 45  |.OR EXAMPLE, THE|
00001C60: 20 43 41 54 45 52 50 49  4C 4C 41 52 20 4D 41 59  | CATERPILLAR MAY|
00001C70: 20 53 54 41 54 45 3A 20  C9 54 20 53 49 54 53 20  | STATE: .T SITS |
00001C80: 41 42 4F 56 45 20 54 48  45 20 43 52 4F 57 4E 2C  |ABOVE THE CROWN,|
00001C90: 20 54 48 4F 55 47 48 20  51 55 45 45 4E 53 20 4E  | THOUGH QUEENS N|
00001CA0: 45 56 45 52 20 57 45 41  52 20 49 54 2E 20 C9 54  |EVER WEAR IT. .T|
00001CB0: 20 49 53 20 41 20 2D 20  2D 20 2D 20 2D 20 2D 20  | IS A - - - - - |
00001CC0: 2D 2E 20 D4 59 50 45 20  59 4F 55 52 20 41 4E 53  |-. .YPE YOUR ANS|
00001CD0: 57 45 52 20 49 4E 20 54  48 45 20 42 4C 41 4E 4B  |WER IN THE BLANK|
00001CE0: 53 20 55 53 49 4E 47 20  54 48 45 20 4B 45 59 42  |S USING THE KEYB|
00001CF0: 4F 41 52 44 2E 20 D4 48  45 4E 20 50 52 45 53 53  |OARD. .HEN PRESS|
00001D00: 20 54 48 45 20 D2 45 54  55 52 4E 20 CB 45 59 2E  | THE .ETURN .EY.|
00001D10: 20 C9 46 20 59 4F 55 20  41 4E 53 57 45 52 20 54  | .F YOU ANSWER T|
00001D20: 48 45 20 52 49 44 44 4C  45 20 43 4F 52 52 45 43  |HE RIDDLE CORREC|
00001D30: 54 4C 59 2C 20 54 48 45  20 43 48 41 52 41 43 54  |TLY, THE CHARACT|
00001D40: 45 52 20 4F 46 46 45 52  53 20 41 20 43 4C 55 45  |ER OFFERS A CLUE|
00001D50: 20 54 48 41 54 20 48 45  4C 50 53 20 59 4F 55 20  | THAT HELPS YOU |
00001D60: 49 4E 20 54 48 45 20 41  44 56 45 4E 54 55 52 45  |IN THE ADVENTURE|
00001D70: 2E 0D D3 4F 4E 47 53 3A  20 D9 4F 55 20 41 43 51  |...ONGS: .OU ACQ|
00001D80: 55 49 52 45 20 41 20 53  4F 4E 47 20 57 48 45 4E  |UIRE A SONG WHEN|
00001D90: 20 41 20 43 48 41 52 41  43 54 45 52 20 53 49 4E  | A CHARACTER SIN|
00001DA0: 47 53 20 49 54 20 54 4F  20 59 4F 55 2E 20 D3 49  |GS IT TO YOU. .I|
00001DB0: 4E 47 49 4E 47 20 41 20  53 4F 4E 47 20 4D 41 59  |NGING A SONG MAY|
00001DC0: 20 48 41 56 45 20 41 20  50 4C 45 41 53 45 4E 54  | HAVE A PLEASENT|
00001DD0: 20 45 46 46 45 43 54 20  4F 4E 20 41 20 43 48 41  | EFFECT ON A CHA|
00001DE0: 52 41 43 54 45 52 2E 0D  0D C9 CD D0 CF D2 D4 C1  |RACTER..........|
00001DF0: CE C3 C5 20 CF C6 20 D4  C9 CD C5 0D 0D D4 48 45  |... .. .......HE|
00001E00: 20 41 44 56 45 4E 54 55  52 45 20 43 4F 4E 54 49  | ADVENTURE CONTI|
00001E10: 4E 55 45 53 20 46 4F 52  20 36 35 20 47 41 4D 45  |NUES FOR 65 GAME|
00001E20: 53 20 44 41 59 53 2E 20  C4 41 59 53 20 55 53 45  |S DAYS. .AYS USE|
00001E30: 44 20 41 52 45 20 49 4E  44 49 43 41 54 45 44 20  |D ARE INDICATED |
00001E40: 49 4E 20 54 48 45 20 4C  4F 57 45 52 20 52 49 47  |IN THE LOWER RIG|
00001E50: 48 54 20 43 4F 52 4E 45  52 20 4F 46 20 54 48 45  |HT CORNER OF THE|
00001E60: 20 CF 50 54 49 4F 4E 20  4D 45 4E 55 2E 20 D4 57  | .PTION MENU. .W|
00001E70: 45 4C 56 45 20 D7 4F 4E  44 45 52 4C 41 4E 44 20  |ELVE .ONDERLAND |
00001E80: 48 4F 55 52 53 20 45 51  55 41 4C 53 20 4F 4E 45  |HOURS EQUALS ONE|
00001E90: 20 47 41 4D 45 20 44 41  59 2E 20 D9 4F 55 20 4D  | GAME DAY. .OU M|
00001EA0: 41 59 20 4B 45 45 50 20  54 52 41 43 4B 20 4F 46  |AY KEEP TRACK OF|
00001EB0: 20 D7 4F 4E 44 45 52 4C  41 4E 44 20 48 4F 55 52  | .ONDERLAND HOUR|
00001EC0: 53 20 42 59 20 54 48 45  20 56 41 52 49 4F 55 53  |S BY THE VARIOUS|
00001ED0: 20 43 4C 4F 43 4B 53 20  53 43 41 54 54 45 52 45  | CLOCKS SCATTERE|
00001EE0: 44 20 54 48 52 4F 55 47  48 4F 55 54 20 D7 4F 4E  |D THROUGHOUT .ON|
00001EF0: 44 45 52 4C 41 4E 44 2E  20 D9 4F 55 20 57 49 4C  |DERLAND. .OU WIL|
00001F00: 4C 20 41 4C 53 4F 20 57  41 4E 54 20 54 4F 20 4B  |L ALSO WANT TO K|
00001F10: 45 45 50 20 54 52 41 43  4B 20 4F 46 20 54 49 4D  |EEP TRACK OF TIM|
00001F20: 45 20 42 45 43 41 55 53  45 20 54 48 45 20 43 48  |E BECAUSE THE CH|
00001F30: 41 52 41 43 54 45 52 53  20 4D 41 59 20 4E 4F 54  |ARACTERS MAY NOT|
00001F40: 20 4C 49 4B 45 20 54 48  45 20 43 4F 4E 56 45 52  | LIKE THE CONVER|
00001F50: 53 41 54 49 4F 4E 20 41  4E 44 20 41 53 4B 20 59  |SATION AND ASK Y|
00001F60: 4F 55 20 54 4F 20 43 4F  4D 45 20 42 41 43 4B 20  |OU TO COME BACK |
00001F70: 41 54 20 41 20 53 50 45  43 49 46 49 43 20 54 49  |AT A SPECIFIC TI|
00001F80: 4D 45 20 54 4F 20 43 4F  4E 54 49 4E 55 45 2E 20  |ME TO CONTINUE. |
00001F90: D4 48 45 4E 20 41 47 41  49 4E 20 53 4F 4D 45 20  |.HEN AGAIN SOME |
00001FA0: 43 48 41 52 41 43 54 45  52 53 20 41 50 50 45 41  |CHARACTERS APPEA|
00001FB0: 52 20 4F 4E 4C 59 20 41  54 20 43 45 52 54 41 49  |R ONLY AT CERTAI|
00001FC0: 4E 20 54 49 4D 45 53 2E  20 C6 49 4E 41 4C 4C 59  |N TIMES. .INALLY|
00001FD0: 2C 20 43 45 52 54 41 49  4E 20 44 4F 4F 52 57 41  |, CERTAIN DOORWA|
00001FE0: 59 53 20 57 4F 52 4B 20  4F 4E 4C 59 20 41 54 20  |YS WORK ONLY AT |
00001FF0: 43 45 52 54 41 49 4E 20  54 49 4D 45 53 2E 0D     |CERTAIN TIMES.. |
.3.4.4.76..ALICE IN WONDERLAND.---------
----------....MAIN MENU..     AFTER YOU 
HAVE LOADED THE GAME AND THE INTRODUCTIO
N IS COMPLETED, THE MAIN MENU WILL APPEA
R WITH THE FOLLOWING CHOICES:..         
       START GAME.                CONTIN
UE.                DISK STORAGE.        
        SAMPLE GAME...START GAME..TO BEG
IN A NEW GAME:..1. SELECT START GAME ON 
THE MAIN MENU. YOU WILL BE INSTANTLY TRA
NSPORTED TO THE BEGINNING OF THE ADVENTU
RE. NOTE: SELECTING START GAME ERASES AN
Y GAME YOU MAY CURRENTLY BE PLAYING, UNL
ESS YOU HAVE SAVED THAT GAME ON A DISK (
SEE DISK STORAGE)...CONTINUE..TO RETURN 
TO YOUR GAME:..SELECT CONTINUE IF YOU WA
NT TO RETURN TO YOUR GAME WITHOUT USING 
OTHER MENU OPTIONS...DISK STORAGE..TO SA
VE OR RELOAD A GAME:..ALICE IN WONDERLAN
D, LIKE MOST ADVENTURES, MAY TAKE MORE T
HAN A DAY TO COMPLETE. YOU CAN CREATE A 
STORAGE DISK TO SAVE A GAME IN PROGRESS 
AND THEN RETURN TO, OR RESTORE, THAT GAM
E AT SOME LATER TIME. SEE THE CREATE NOT
E BELOW FOR HELP IN PREPARING A STORAGE 
DISK...AFTER SELECTING DISK STORAGE, THE
 FOLLOWING SUB-MENU WILL APPEAR:.SAVE   
 RESTORE    CREATE    RETURN TO MENU.MOV
E THE CURSOR TO THE ITEM OF YOUR CHOICE 
AND SELECT...1. SAVE  AFTER SELECTING SA
VE, THE FOLLOWING MESSAGE WILL APPEAR:  
  GAME  1  2  3  4  5.EACH NUMBER REPRES
ENTS A LOCATION ON YOUR STORAGE DISK WHE
RE YOU CAN SAVE A GAME. MOVE THE CURSOR 
ONTO A NUMBER AND SELECT. FOLLOW THE PRO
MPTS ON THE SCREEN. YOUR GAME WILL BE SA
VED AS THAT NUMBER. FOLLOW THE PROMPTS T
O RETURN TO THE GAME, OR SHUT YOUR COMPU
TER OFF IF YOU PREFER TO RETURN TO THE G
AME AT A LATER TIME..NOTE:  YOU CANNOT S
AVE MORE THAN 5 GAMES PER STORAGE DISK. 
IF YOU TRY TO SAVE MORE THAN 5 GAMES ON 
THE SAME DISK, AN EXISTING ONE WILL BE E
RASED...2. RESTORE  AFTER SELECTING REST
ORE, THE FOLLOWING MESSAGE WILL APPEAR: 
 GAME   1  2  3  4  5.MOVE THE CURSOR TO
 THE NUMBER YOU WISH TO LOAD AND SELECT.
 FOLLOW THE PROMPTS ON THE SCREEN. THE G
AME YOU HAD PREVIOUSLY SAVED AT THAT NUM
BER WILL LOAD AND YOU CAN BEGIN PLAYING.
...3. CREATE  AFTER SELECTING CREATE, FO
LLOW THE PROMPTS TO PREPARE A BLANK DISK
 SO THAT IT CAN BE READY FOR USE AS A ST
ORAGE DISK...4. RETURN TO MENU  IF YOU C
AN'T FIGURE THIS ONE OUT, HANG IT UP!..S
AMPLE GAME..TO GET A PREVIEW OF WONDERLA
ND.NOTE:  DO NOT SELECT THE SAMPLE GAME 
IN THE MIDDLE OF ACTUAL GAME PLAY. IT WI
LL ERASE YOUR CURRENT GAME....EXPLORING 
WONDERLAND..WALK:   MOVE THE JOYSTICK LE
FT OR RIGHT...JUMP:   WHILE STANDING STI
LL: HOLD THE JOYSTICK BUTTON DOWN AND PU
SH THE JOYSTICK IN THE DIRECTION YOU WIS
H TO JUMP. WHILE WALKING OR RUNNING: PRE
SS THE JOYSTICK BUTTON. TO JUMP FROM A L
ADDER OR ROPE: PRESS THE JOYSTICK BUTTON
 AND PUSH THE JOYSTICK SIDEWAYS...RUN:  
  KEEP THE JOYSTICK PRESSED TO ONE SIDE 
AFTER JUMPING...CLIMB:  PUSH THE JOYSTIC
K FORWARD OR BACKWARD WHILE YOU ARE ON A
 LADDER, ROPE OR CHAIN...CRAWL:  PULL TH
E JOYSTICK TOWARD YOU WHEN ALICE IS IN A
 STANDING POSITION TO STOOP DOWN. PUSH T
HE JOYSTICK LEFT OR RIGHT. STAND UP: PUS
H THE JOYSTICK AWAY FROM YOU WHEN ALICE 
IS IN THE CRAWL POSITION...FALL:   WALK 
OFF THE END OF A LEDGE OR A TREE LIMB...
GLIDE:  GLIDING DOWNWARD IS POSSIBLE ONL
Y IF YOU HAVE A PARASOL. ALICE WILL GLID
E IF YOU PUSH THE JOYSTICK BUTTON WHILE 
SHE IS FALLING. ONCE THE GLIDE BEGINS, P
USH THE JOYSTICK SIDEWAYS TO GLIDE LEFT 
OR RIGHT. GLIDING UPWARD IS POSSIBLE WIT
H A DIFFERENT OBJECT. SELECT USE ON THE 
OPTION MENU TO ACTIVATE THIS OBJECT. YOU
 MAY CONTROL THE DIRECTIN OF YOUR ASCENT
 BY PUSHING THE JOYSTICK LEFT OR RIGHT..
.ENTER/.EXIT A.DOOR:   POSITION YOURSELF
 IN FRONT OF A DOOR AND PRESS THE JOYSTI
CK BUTTON. YOU MAY NEED TO KNEEL DOWN BE
FORE ATTEMPTING TO ENTER VERY LOW DOORS.
..OPTION MENU..THE OPTION MENU:..       
         PAUSE       TAKE    ASK      SI
NG     MENU   .                EXAMINE  
   DROP    COAX     TEASE    RENEW.     
           INVENTORY   USE     HELP     
ARGUE    SOUND.                OFFER    
   EAT     CALM     SCOLD    DAY...TO US
E THE OPTION MENU:..1. HOLD THE JOYSTICK
 BUTTON DOWN AND PULL THE JOYSTICK TOWAR
DS YOU. THE MENU SHOULD APPEAR...2. MOVE
 THE CURSOR AROUND THE MENU BY PUSHING T
HE JOYSTICK IN THE DIRECTION YOU WANT IT
 TO GO...3. STOP ON THE OPTION OF YOU CH
OICE; PRESS THE JOYSTICK BUTTON TO SELEC
T THAT OPTION...4. TO CYCLE THROUGH YOUR
 INVENTORY, PUSH UP ON THE JOYSTICK...NO
TE: WHENEVER THE OPTION MENU IS VISIBLE,
 THE GAME TIMER WILL STOP...PAUSE: STOP 
DURING THE GAME THEN RETURN TO THE ADVEN
TURE...EXAMINE: EXAMINE UNFAMILIAR OBJEC
TS YOU HAPPEN UPON. BE SURE ALICE IS STA
NDING CLOSE TO AN OBJECT YOU WITH TO EXA
MINE..MOVABLE ITEMS: ITEMS SUCH AS FOOD,
 BOTTLE OR CUPS WILL USUALLY BE FOUND ON
 THE GROUND OR SITTING ON TABLES OR SHEL
VES. EXAMINING THE ITEM BEFORE TAKING IT
 WILL GIVE A DETAILED DESCRIPTION..NON-M
OVABLE ITEMS: ITEMS SUCH AS POSTERS MAY 
BE FOUND ON THE GROUND, ON TABLES OR ATT
ACHED TO WALLS. EXAMINING THESE ITEMS MA
Y PROVIDE VALUABLE CLUES. BUT, ALICE IS 
NOT ALLOWED TO TAKE THEM...INVENTORY..OF
FER: OFFER ANYTHING YOU ARE CARRYING TO 
ANOTHER CHARACTER. CYCLE THROUGH YOUR IN
VENTORY AND SELECT..TAKE: POSITION YOURS
ELF VERY CLOSE TO ANY ITEM YOU WOULD LIK
E TO TAKE. IF YOU CAN TAKE THE ITEM, IT 
WILL DISAPPEAR FROM THE SCREEN..DROP: DR
OP AN ITEM, IF YOU ARE CARRYING TOO MUCH
..USE: USE VARIOUS TOOS YOU MAY ACQUIRE.
 A LIST OF THE ITEMS CAN BE CYCLED THROU
GH WITH YOUR JOYSTICK. SELECT THE ITEM Y
OU WISH TO USE..NOTE: ONE OF THEM WILL A
CT LIKE A HORIZONTAL ROPE. IN THAT CASE,
 STAND AT THE EDGE OF A RAMP FACING OUT 
INTO OPEN SPACE. TRY TO USE THE ROPE-LIK
E TOOL. THE TOOL WILL APPEAR IF THERE IS
 SOMETHING IT MIGHT CONNECT TO IN THE DI
RECTION YOU ARE FACING. WALK OR CRAWL OU
T ONTO THE ROPE..EAT: EAT ANY OF THE EDI
BLES YOU ARE CARRYING..ASK: ASK TAKES YO
U INTO A SUBMENU WHERE YOU MAY CHOOSE ON
E OF 3 QUESTIONS: WHO ARE YOU?, MAY PROV
IDE YOU W/ UNEXPECTED INFO.; WHERE AM I?
, USED IF YOU'RE LOST, BUT THE CHARACTER
'S ANSWER MAY BE FAR FROM STANDARD. WHY 
ARE YOU DOING THAT?, IS SOMETIMES USEFUL
 TO ASK THE PURPOSE FOR A CHARACTER'S AC
TION OR LINE OF REASONING..COAX: TRY TO 
GET SOMETHING FROM ANOTHER CHARACTER BY 
FLATTERING OR SOOTHING..HELP: OFFERING T
O AID A CHARACTER OR ACTUALLY DOING SO C
AN BE REWARDING..CALM: SOMETIMES A CHARA
CTER HAS TO BE RELAXED BEFORE HE OR SHE 
CAN HELP..SING: CYCLE THROUGH YOUR INVEN
TORY OF SONGS AND SELECT THE SONG YOU WI
SH TO SING..TEASE: SOME CHARACTERS NEED 
TO BE TEASED BEFORE THEY WILL GIVE YOU W
HAT YOU WANT..ARGUE: REASONING POLITELY 
WITH A STUBORN CHARACTER MAY BE NESSESSA
RY TO GET WHAT YOU WANT..SCOLD: YOU MAY 
NEED TO POINT OUT A CHARACTER'S FAULTS T
O BRING HIM OR HER TO THEIR SENSES..MENU
: RETURN TO THE MAIN MENU...RENEW: IF YO
U GET STUCK SOMEWHERE, RENEW WILL RETURN
 YOU TO A FAMILIAAR LOCATION AT THE EXPE
NSE OF LOSING A DAY'S TIME. IF YOU GET I
NTO AN IMPOSSIBLE SITUATION, YOU MAY HAV
E TO USE THIS OPTION..SOUND: TURN SOUND 
OFF/ON..TIME, DAY: MANY OF YOUR ACTIVITI
ES WILL BE TIME-RELATED AND IT WILL BE I
MPORTANTFOR YOU TO KNOW THE HOUR AND DAY
...CONVERSATION..IT IS IMPORTANT TO TALK
 TO THE PEOPLE OF WONDERLAND TO GET CLUE
S. YOU MUST DECIDE WHETHER A CHARACTER I
S TRYING TO HELP OR TRICK YOU. SOMETIMES
 A CHARACTER WILL TIRE OF YOUR PERSISTAN
CE, AND ASK YOU TO COME BACK LATER..RIDD
LES: IF YOU ASK A CHARACTER A QUESTION, 
HE OR SHE MAY RESPOND BY OFFERING YOU A 
RIDDLE. FOR EXAMPLE, THE CATERPILLAR MAY
 STATE: IT SITS ABOVE THE CROWN, THOUGH 
QUEENS NEVER WEAR IT. IT IS A - - - - - 
-. TYPE YOUR ANSWER IN THE BLANKS USING 
THE KEYBOARD. THEN PRESS THE RETURN KEY.
 IF YOU ANSWER THE RIDDLE CORRECTLY, THE
 CHARACTER OFFERS A CLUE THAT HELPS YOU 
IN THE ADVENTURE..SONGS: YOU ACQUIRE A S
ONG WHEN A CHARACTER SINGS IT TO YOU. SI
NGING A SONG MAY HAVE A PLEASENT EFFECT 
ON A CHARACTER...IMPORTANCE OF TIME..THE
 ADVENTURE CONTINUES FOR 65 GAMES DAYS. 
DAYS USED ARE INDICATED IN THE LOWER RIG
HT CORNER OF THE OPTION MENU. TWELVE WON
DERLAND HOURS EQUALS ONE GAME DAY. YOU M
AY KEEP TRACK OF WONDERLAND HOURS BY THE
 VARIOUS CLOCKS SCATTERED THROUGHOUT WON
DERLAND. YOU WILL ALSO WANT TO KEEP TRAC
K OF TIME BECAUSE THE CHARACTERS MAY NOT
 LIKE THE CONVERSATION AND ASK YOU TO CO
ME BACK AT A SPECIFIC TIME TO CONTINUE. 
THEN AGAIN SOME CHARACTERS APPEAR ONLY A
T CERTAIN TIMES. FINALLY, CERTAIN DOORWA
YS WORK ONLY AT CERTAIN TIMES..
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