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How To Play An AGT Adventure
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COMMANDS AND VOCABULARY:

    AGT Adventures understand a wide variety of commands. However,
they do have a limited vocabulary. If you give it a word that it
doesn't understand, it will tell you what word it doesn't know. Try
entering your command again using a different word in place of the one
the game objected to.

    Your commands should generally be in the format:

<verb> <(multiple) noun phrase(s)> <preposition> <noun phrase/object>

    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
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 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

    UNSCRIPT      Causes output to go to the screen (only).

    QUIT          Quits the current game session. Always exit using
                  QUIT -- so the game can erase some temporary data
                  files and save disk space!


FUNCTION, KEYPAD, AND CURSOR KEYS:

    The keypad and cursor keys have been programmed to create an input
command corresponding to their respective movement or compass
directions:

    <Up arrow>    NORTH            < - > UP
    <Down arrow>  SOUTH            < + > DOWN
    <Left arrow>  WEST
    <Right arrow> EAST
    <Insert>      ENTER
    <Home>        EXIT
    <Help>        (guess!)

    Similarly, the function keys have been predefined to stand for
several of the most frequently used commands:

    <F1> GET
    <F2> DROP
    <F3> EXAMINE
    <F4> READ
    <F5> OPEN
    <F6> CLOSE
    <F7> INVENTORY
    <F8> LOOK
    <F9> SCORE

    Hitting the '?' key (during the game) will display a diagram of
keys and their current definitions.

