During your adventure in the cave, I will be your eyes and hands. I know of places, actions, and things. Most of my vocabulary describes places and is used to move you there. To move, try words like FOREST, BUILDING, STREAMBED, ENTER, EAST, NORTHWEST, NORTH, SOUTH, UP or DOWN. I know about a few special objects, like a black rod hidden in the cave. These objects can be manipulated using some of the various action words I know. The objects may have side effects; for instance, the rod scares the bird. Usually adventurers having trouble moving just need to try a few more words. Usually people trying unsuccessfully to manipulate an object are attempting something beyond their (or my!) capabilities and should try a completely different tack. To speed the game you can sometimes move long distances with a single word. For example, "BUILDING" usually gets you to the building from anywhere above ground except when lost in the forest. Also, note that cave passages turn a lot, and that leaving a room to the NORTH does not guarantee entering the next from the SOUTH. Your commands should generally be in the format: <(multiple) noun phrase(s)> Some (hypothetical) examples of valid commands:  PLACE A RED ROCK IN THE SMALL BOWL PUT THE GREEN ROCK AND THE SMALL PEBBLE BEHIND THE OAK TREE READ MY POETRY BOOK SWIM IN THE SWIMMING POOL EXAMINE THE GOLD RING, THE DWARF AND THE SILVER NECKLACE EAT THE CELERY, THE TUNA, THE APPLE AND THE ONION THROW THE BATTLE AXE AND THE LARGE ROCK AT THE WEREWOLF SHOOT THE BURGLAR WITH THE REVOLVER ATTACK HIM ("HIM" will refer to last noun mentioned, e.g., the burglar) FIRE THE LASER PISTOL AT THE ALIEN MUTANT GET THE BOOK (also: TAKE THE BOOK) READ IT ("IT" will refer to last noun mentioned, e.g., the book) GET ALL (will get everything movable at the current location) GET THE KEYS, BOTTLE, FOOD AND THE CLOAK EXAMINE THE KEYS, BOTTLE, FOOD AND CLOAK PUSH THE RED BUTTON AND THE GREEN BUTTON UNLOCK THE FILE CABINET WITH THE STEEL KEY JUMP THROUGH THE OPENING JUMP OVER THE LOG NORTH SOUTHWEST PLACE AN AXE AND THE SHIELD NEXT TO THE BIG TREE PUT THE FOOD ON THE KITCHEN TABLE TURN ON THE FLASHLIGHT LIGHT THE TORCH WITH THE WOODEN MATCHES SCREAM AT THE UGLY TROLL CLIMB UP THE LADDER EXTINGUISH THE FIRE (or PUT OUT THE FIRE) DRINK THE WHITE WINE THROW THE FIRE WOOD IN THE STOVE PULL THE BELL CORD WEAR THE STUPID HAT (also: PUT ON THE STUPID HAT) TAKE OFF THE HAT (also: REMOVE THE HAT) NE (for NORTHEAST) DROP THE KEY AND THE BOTTLE ENTER THE CAVE XYZZY (i.e., a "magic" word) TURN THE DOORKNOB PLAY WITH THE DOG TALK TO (or TALK WITH) THE OLD MAN (ABOUT THE WEATHER) TELL JEFF ABOUT THE SWORD ASK JODIE ABOUT THE CRIME  Compound commands can be created by connecting single commands (like those above) with "AND", "THEN" or the punctuation symbols "," or ";" to connect two or more separate commands. However, "end-of-sentence" punctuation symbols like ".", "!" and "?" should not be used. Below are a few examples of valid compound commands:  TURN THE DOORKNOB THEN ENTER THE CAVE CLIMB DOWN THE LADDER THEN SOUTH, WEST AND NORTHWEST GET THE CLOAK AND THEN EXAMINE IT; READ THE LABEL DROP THE FOOD AND THE BOTTLE THEN UNLOCK THE DOOR AND THEN LEAVE GET THE TORCH, LIGHT IT WITH THE WOODEN MATCHES THEN EXAMINE IT  If the game understands all of the words in your command, but still seems confused by the command -- then try to say the same thing using fewer words and a simpler sentence. When in doubt, simplify your input commands as much as possible. This also saves typing effort.  SPECIAL COMMANDS:  The game uses a number of special commands for various "housekeeping" chores. These are all pretty standard for most adventure games, specifically:  HELP May (or may not) give you a hint.  SCORE Will summarize your progress, so far.  INVENTORY Will display a list of the items you are carrying, and those items you are wearing.  BRIEF  Will cause location descriptions to be brief.  VERBOSE  Will cause location descriptions to be verbose.  LOOK  Will give you a full (verbose) description of your current location.  LIST EXITS  Will list the obvious (visible) exits from your current location. There may be other ways to exit the location -- but they may not be obvious.  OOPS  Will allow you to edit (using the cursor keys, and the delete, insert and backspace keys) your previous input command. For example, if you enter THORW ROPE by mistake, OOPS will enable you to edit this command and correct it to THROW ROPE.  SAVE GAME Will save the current game status on disk.  RESTORE GAME Will restore a previously saved game from disk.  SCRIPT  Causes output to go to both the screen and a printer (using the LP1 port).  UNSCRIPT Causes output to go to the screen (only).  SOUND ON/OFF SOUND OFF turns the sound off and SOUND ON turns it on.  VIEW  Will allow you to view the various illustrations (if any) available at any location. For example, VIEW SCENE will show a picture of the current location, VIEW OGRE will show a picture to the ogre, etc.  QUIT  Quits the current game session. Always exit using QUIT -- so the game can erase some temporary data files and save disk space!  FUNCTION AND ALT-CURSOR KEYS:  The combination of the ALT key and the cursor keys have all been programmed to create an input command corresponding to their respective movement or compass directions, i.e., the ALT key and the up-arrow key causes a NORTH command to be generated, the ALT key and the home key causes a NORTHWEST command to be generated, etc. Similarly, the function keys have been predefined to stand for several of the most frequently used commands. Further, by giving the command DEFINE, you may re-define any of the function keys to give any command you wish. For example, in this game you might find it useful to re-define one of the function keys to give the command KILL ORC WITH AXE or GIVE CANDY TO BABY. Hitting the '?' key (during the game) will display a diagram of keys and their current definitions.  "POP-UP" HINTS:  This game also has a "pop-up" hint system. Any time you are stuck and need a hint, hit the key and the key together and a menu-driven system of hints for the game will pop-up for you to use. Hitting the ESC key will return you to the game when you are done with the hints.  "LOOK-AND-FEEL" OPTIONS:  This particular game is using a special version of the AGT (Adventure Game Toolkit) called the "Master's Edition" which allows the user to customize the manner in which the game's general interface is defined and to specify the game's overall "look-and-feel." The user may define color schemes, status line options, command input method, size and "layout" of the screen, etc. Once the player has a set of "look-and-feel" options he or she likes, these options may be saved as the standard defaults for this game and any other AGT game the user plays. One of the options available is a unique "menu-driven" input option that allows the player to enter game commands by selecting words from a menu. This option is particularly helpful for players who are often frustrated by their inability to figure out an adventure game's vocabulary -- since the menu always displays a list of "feasible" (though not always "smart" or even appropriate) commands from which the player may make a selection. The "look-and-feel" options are accessed by hitting the ESC key during the game (i.e., not now). SPECIAL CHALLENGE: When first released, this game offered a special $100 prize to the first person to discover 10 "secret words" that were hidden throughout this adventure!!! Sorry, but the prize has already been won. But as a special challenge, the secret words have been left in the game. Try to find them!!!