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331 lines
12 KiB
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331 lines
12 KiB
Plaintext
ZORK User Information
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I. Getting a ZORK
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a. ITS: Say ZORK^K to DDT rather than :ZORK to get a zork.
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b. 10X/20X: Invoke the local dungeon (usually ZORK.EXE)
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II. Bugs, comments, suggestions...
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Always welcome and encouraged. All mail should be sent to
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ZORK@MIT-DMS. ZORK has a BUG command, in addition, which
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may be used to report strange happenings. Its use is described
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below. Please note that for 10X/20X systems, net mail to ZORK
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will be acted on much more quickly than BUG command reports.
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If, in making a bug report, you know what symptoms were exhibited
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by the program, PLEASE, PLEASE!!!!! include them. It is at best
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extremely irritating and at worst useless to receive a bug report
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like 'mumble frotz' loses, or 'try saying \"mumble frotz\"'. With
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such reports, we have no way of knowing the situation when your
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'mumble frotz' lost, and no way of knowing if any bug we manage
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to reproduce (if we do) is the same one you saw. In consequence,
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everyone's time is wasted.
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III. Typing to Zork.
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A number of characters in Zork have special effects. These
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include a number of line editing commands. The characters are:
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<rubout> or <backspace>: delete the last character typed
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<ctrl-W>: delete the last word typed
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<ctrl-U> or <ctrl-X> or <ctrl-@>: delete the entire buffer
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<ctrl-D>: redisplay the buffer
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<ctrl-L>: redisplay the buffer. Sometimes this also clears the
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screen.
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<altmode/cr>: terminate commands
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<ctrl-S>: flush long typeouts
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<ctrl-G>: like the QUIT command (vide infra)
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<semicolon>: Causes the remainder of the command line to be ignored.
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This may be useful for annotating hard copies/scripts of games.
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IV. Garbage Collection
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Zork may occasionally type out a message 'GIN FREE STORAGE-
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<long pause> GOUT TIME=10.92'. This indicates that a garbage
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collection is occurring. We have attempted to prevent this, since it
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may take a significant amount of real time on a loaded system; should
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it ever occur, please send mail to ZORK@MIT-DMS describing the
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circumstances -- how many moves have been made, whether a RESTORE has
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been done, and so on. THIS IS NOT FATAL: after the GOUT message is
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printed, you may continue playing.
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V. User Commands
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The following commands may prove useful for the playing of Zork.
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They are not, however, game commands (i.e. they have no side effects
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in the current game).
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a. Verbosity
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Verbose: The default: print long room descriptions on first
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visit, 20% of the time thereafter.
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Brief: Supresses printing of long room descriptions for rooms
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which have been visited. Short object descriptions
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are also used in such rooms.
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Super(brief): Suppresses printing of all long descriptions, even
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on the first visit. Short object descriptions are
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always used.
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Noobj: Suppresses printing of object descriptions in rooms
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already visited. See the 'object' command.
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Note that the maximally verbose description (that printed on the
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first visit to a room in verbose mode) may always be obtained by
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saying 'look'. See also the 'room' and 'object' commands.
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b. Help
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Info: Prints a file which might give some idea of
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what the game is about.
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Help: Prints a short summary of useful commands.
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Doc: Prints this.
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c. Progress
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Quit: Prints your score, and asks whether you wish to
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continue playing.
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Score: Deflate your ego.
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Time: Describe how much of eternity you have injured.
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Versi(on): Describe the current version.
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d. Hard copy (directory owners only!)
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Scrip(t): Script to a file ZORK.SCRIPT
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Unscr(ipt): End scripting
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e. Save/restore (directory owners only!)
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Save: Save the game for future continuation (to ZORK.SAVE)
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Resto(re): Restore a saved game (from ZORK.SAVE)
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Only the player who created the save file can restore
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it at a later time! You are warned.
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f. Bugs, etc.
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Bug: Although the best way to report bugs is to send mail
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to ZORK@MIT-DMS, there is a 'bug' and command
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built in to the game. This generates files which
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must, alas, be manually transmitted to the
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maintainers. It is, however, better than nothing.
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Featu(re): Like Bug, to make a suggestion for a feature.
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g. General
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Again: Repeat the last input.
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Look: Describe the current surroundings. 'L' is equivalent.
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Room: Print the verbose description of the room, without
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mentioning any objects.
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Rname: Print the short description of the room.
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Object: Print the verbose description of all the objects in
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the room, without describing the room. 'Look' is
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equivalent to a 'room' command followed by an
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'object' command.
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Inven(t): Describe your possessions. 'I' is equivalent.
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Diagn(ose): Describe your state of health.
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Wait: Causes 'time' to pass.
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Oops: Corrects a misspelled word: As an example,
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for 'I don't know the word TORHC' -> say 'OOPS TORCH'.
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VI. Zork Command Parser
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A command is one line of text terminated by a carriage return or
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altmode. For reasons of simplicity all words are distinguished by
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their first five letters. All others are ignored. For example,
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typing 'DISASSEMBLE THE ENCYLOPEDIA', while meaningless, is also
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creating excess finger motion. Note also that ambiguities can be
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introduced by this: 'unscr' is 'UNSCRipt', not 'UNSCRew'.
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You are talking to a moderately stupid parser, which understands
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the following types of things.
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Actions:
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Among the more obvious of these, TAKE, DROP, etc. Fairly general
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forms of these may be used: PICK UP, PUT DOWN, etc.
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Directions:
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NORTH, SOUTH, UP, DOWN, etc. and their various abbreviations.
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Other more obscure directions (LAND, CLIMB) are appropriate in
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only certain situations. Because words are only five letters,
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you must say 'nw' for 'northwest': the latter is truncated to
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'north', which isn't quite what you had in mind.
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Objects:
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Most objects have names, and can be referenced by them. At most,
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two objects can be specified in one command.
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Adjectives:
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Some adjectives are understood and are required when there are
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two objects which can be referenced with the same 'name' (e.g.
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DOORs, BUTTONs)
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Prepositions:
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It may be necessary in some cases to include prepositions, but
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the parser attempts to handle cases which aren't ambiguous
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without. Thus 'Give car to demon' will work, as will 'Give demon
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car.' When a preposition is used, it should be appropriate:
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'Give car with demon' does not parse.
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Sentences:
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The parser understands a reasonable number of things. Rather
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than listing them, we advise you to do reasonable things. Note
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that several sentences may be typed on the same line, separated
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by periods or by 'and': 'n.e.s.w.open mailb and read' will [try
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to] do just that.
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Multiple Objects:
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Sentences of the following forms will parse:
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Put A and B and C in trophy case
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Put A, B, and C in trophy case
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Give A and B to the troll
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The following will not:
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Put A B in case
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Take A B C
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The point is that an AND or a <period> are required so as not
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to hopelessly confuse the parser.
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Special objects named 'everything' and 'valuables' exist; one
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may, for example, say 'take everything' and 'put valuables in
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trophy case'.
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Multiple commands:
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Several commands may be included on a single line. They must be
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separated by 'then' or '.'. Thus:
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TAKE BOOK. N. DROP BOOK AND CANDLE
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is correct. Note that the use of a comma between commands will
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cause the command line to be parsed incorrectly: comma should
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only be used between multiple objects.
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Ambiguity:
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The parser tries to be clever about what to do in the case of
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actions which require objects in the case that the object is not
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specified. If there is only one possible object, the parser will
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assume that it should be used. Otherwise, the parser will ask.
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Most questions asked by the parser can be answered (e.g. With
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what?).
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Errors:
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There are a number of errors which the parser may find in an input
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sentence. Some of the more common ones are listed here:
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1. 'I don't know the word ZROK'. Probably the most common parser
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error. To correct the spelling of a work, use the OOPS command.
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In this case, 'OOPS ZORK' would be the correct thing.
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2. 'I can't make sense out of that.'. This error means that there
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is no known syntax that matches the input. For example, saying
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'PUT X WITH Y' does not match any known form for the verb 'PUT'.
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This error never implies that the idea of the command was not
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good, but rather that the parser doesn't know that form of the
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verb. It's usually best to try another way of saying the same
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thing.
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3. 'Huh?'. A command usually without a noun or a verb. Sometimes
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this is confusing, because a word thought to be a noun was really
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an adjective. This is the case with, for example, 'GOLD'.
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Other commands which cause this are: 'WITH' and 'THE'.
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4. 'I can't see any <thing> here.'. An object represented by
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'thing' was not found within the room or on your person.
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5. 'It's too dark in here to see.'. A reference was made to
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an object within an unlighted room.
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6. 'I can't reach the <thing> from within the <vehicle>'. This
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means that the <thing> referenced was within the room proper,
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while you are in a vehicle within that room. Some vehicles
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will not allow access to objects outside of themselves.
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7. 'That doesn't make any sense.' Usually this will mean that
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something like 'TAKE THE COIL OF KEYS' instead of the 'SET'
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of keys. In the general case, 'THE <x> of <y>' is legal only
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if <x> and <y> are names for the same thing.
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8. 'Two verbs in command?' The parser believes that two verbs
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were in the command. If you check carefully, you will find
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that one of the words is really a verb, and not a noun as
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supposed.
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9. 'Double preposition?' Try 'TAKE WITH IN MAILBOX'.
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10. 'Multiple inputs cannot be used with <verb>'. It is only
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legal to use multiple inputs with certain verbs. The ones
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which come to mind are TAKE, DROP, and PUT.
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11. 'Too many objects specified?' A legal command may contain
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at most two object references.
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12. 'Beg pardon?'. A null input was parsed.
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VII. Theories
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The following 'theories' are fundamental to the game and should
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be noted:
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Containment:
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Some objects can contain other objects. Many such containers
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can be opened and closed; the rest are always open. They may or
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may not be transparent. For you to access (take, for example)
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an object which is in a container, the container must be open;
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for you to see such an object, the container must either be open
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or transparent. Containers have a capacity, and objects have
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sizes; the number of objects which will fit therefore depends on
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their sizes. You may "put" any object you have access to (it
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need not be in your hands) into any other object; at some point,
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the program will attempt to pick it up if you don't already have
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it, which process may fail if you're carrying too much.
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Although containers can contain other containers, the program
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doesn't access more than one level down.
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Fighting:
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Occupants of the dungeon will, as a rule, fight back when
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attacked; they may in some cases attack you unprovoked. Useful
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verbs here are 'attack <villain> with <weapon>', 'kill', etc.
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Knife-throwing may or may not be useful. The adventurer has a
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fighting strength, which varies with time: in particular, being
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in a fight, getting killed, and getting injured, all lower it.
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One's carrying capacity may also be reduced after a fight.
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Strength is regained with time. (Thus, it is not a good idea to
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fight someone immediately after being killed.) Other details
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may become apparent in the course of a few melees. The
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'diagnose' command describes your state of health.
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Vehicles:
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There are some objects in the labyrinth which are rumoured to have
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the ability to transport the fearless adventurer to mysterious
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regions which are inaccessible on foot. Needless to say, the
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adventurer faces great personal peril as he encounters these
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regions. The 'vehicles' can usually be entered with the 'board'
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command, and can be exited with the 'disembark' command.
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