********* Welcome to Project 64! The goal of Project 64 is to preserve Commodore 64 related documents in electronic text format that might otherwise cease to exist with the rapid advancement of computer technology and declining interest in 8- bit computers on the part of the general population. If you would like to help by converting C64 related hardcopy documents to electronic texts please contact the manager of Project 64, Cris Berneburg, at <74171.2136@compuserve.com>. Extensive efforts were made to preserve the contents of the original document. However, certain portions, such as diagrams, program listings, and indexes may have been either altered or sacrificed due to the limitations of plain vanilla text. Diagrams may have been eliminated where ASCII-art was not feasible. Program listings may be missing display codes where substitutions were not possible. Tables of contents and indexes may have been changed from page number references to section number references. Please accept our apologies for these limitations, alterations, and possible omissions. Document names are limited to the 8.3 file convention of DOS. The first characters of the file name are an abbreviation of the original document name. The version number of the etext follows next. After that a letter may appear to indicate the particular source of the document. Finally, the document is given a .TXT extension. The author(s) of the original document and members of Project 64 make no representations about the accuracy or suitability of this material for any purpose. This etext is provided "as-is". Please refer to the warantee of the original document, if any, that may included in this etext. No other warantees, express or implied, are made to you as to the etext or any medium it may be on. Neither the author(s) nor the members of Project 64 will assume liability for damages either from the direct or indirect use of this etext or from the distribution of or modification to this etext. ********* The Project 64 etext of the The Wizard of Oz manual. Original document released 5/85 by Spinnaker under the "Windham Classics" label. Converted by Paul David Doherty . WIZOZ10.TXT, May 1996, etext #35 ********* ===================================================================== WIZARD OF OZ ===================================================================== Loading Instructions: Commodore 64 (TM) 1. Turn on disk drive, computer and tv or monitor. Place Disk Side A in drive and close drive door. Note: When using a Commodore128, the Commodore Key must be depressed while turning on the computer. 2. Type LOAD "WIND",8 and press RETURN. At READY prompt, type RUN and press RETURN. 3. Press G to start, C for credits, or P to preview another Windham adventure. IBM (R) Boot your DOS disk (Disk Operating System) in Drive A. When the A> appears, remove the DOS disk and insert the WIZARD OF OZ game disk (side A) and type AUTOEXEC. The program will load automatically. Apple (R) 1. Place Game Disk Side A in the disk drive and close the disk drive door. 2. Turn on computer, monitor or tv, and drive. Program will load automatically. 3. Press G to start, C for credits or P to preview another Windham adventure. ===================================================================== Starting Out ===================================================================== Create: Use the CREATE command to create a Save Disk. To create your Save Disk: After loading your Game Disk according to the instructions above, a cursor will appear. Type CREATE and press RETURN. Follow all instructions about inserting a separate blank disk. Beware: This procedure will erase any contents that may already be on disk. Save: Use the SAVE command to store on a separate disk all game play up to a point in the adventure. One important use of this command is to SAVE whenever you enter a predicament. Saving allows you to RESTORE or return to a point in the adventure where you might have gotten into trouble. NOTE: If you turn off your computer, the game will be saved only where you have used the SAVE command. To save up to a certain point in the game: When the cursor appears, type SAVE and follow instructions. A list of numbered positions showing locations to be saved will appear. Select a number and type a name to describe your present location. Press RETURN. Restore: Use the RESTORE command to return to a point in an adventure that you saved on the Save Disk. You might want to restore in these instances: If you wish to return to an earlier point in your adventure: When a cursor appears, type RESTORE. Follow instructions. The adventure will resume from the point you selected. If you have reached a premature or unanticipated ending in your adventure, the screen will read: PRESS ANY KEY TO RESTART. Press any key to go to the beginning of the game. Type RESTORE. Follow the screen instructions. The game will resume from the point you selected. Restart: Type RESTART at any time to return to the beginning of the game. Quit: Type QUIT if you wish to end an adventure before you have completed. You may want to save your game before quitting. Newdata: Type NEWDATA to obtain any new instructions. Pictureson/Picturesoff: Choose whether or not you want to play with pictures. Pictures are automatically provided. Type PICTURESOFF if you want only text. You may recall the pictures to your screen by typing PICTURESON. ===================================================================== Your Guide to The Wizard of Oz Adventure ===================================================================== You can explore Oz by entering certain vocabulary. Drawing a map of Oz during play may also be helpful as you discover new locations. Exploring the Land of Oz: Move about by entering directions as either full sentences (GO SOUTH), or as abbreviations (N,S) or U(UP) and D(DOWN). In addition, you may move by typing GO TO , such as GO TO THE OAK TREE. You can get a description of your environment by typing LOOK, L, SURROUNDINGS or SURR. Use these commands to see possible paths and directions for movement. For further information about objects, type EXAMINE or EX . Valuable clues can be obtained by examining objects. NOTE: Always EXAMINE anything you may want to TAKE. Entering Commands: Your commands should consist of short, clear sentences. A verb (TAKE, PUT, etc.) should always be followed by a noun (SHOES, HAT, etc.). You may use articles(THE) and prepositions(ON) before a noun. It is not necessary to end a command with a period. Press RETURN after you type each command. For example: 1. TAKE THE SHOES 2. PUT THE HAT ON SCARECROW Several separate actions may be included in one command, but actions must be separated by a comma, or the words THEN or AND. For example: 1. TAKE THE BOX, OPEN THE BOX 2. OPEN THE DOOR THEN EXIT 3. TAKE THE HAT AND GO SOUTH The program will not accept commands of more than 16 words or two typed lines. If your sentence is longer, separate your commands. Magic Charm: To cast a Magic Charm, type SAY followed by the Charm enclosed in quotation marks. For example: SAY "EPPE, PEPPE, KAKKE" Getting Assistance with WordWindow(TM): If you can't find the correct commands, use the WordWindow(TM) by typing WORDS. WordWindow is a list of words used in a location, even if the word is intended for use later. When you are done, press the spacebar to continue. Reviewing Your Inventory: Type INVENTORY, INV or I for a complete list of the items you have. For descriptions of any item you have, type EXAMINE . Finding Out Who is in Your Party: You may choose to have some of the characters join you through Oz. Type PARTY or WHO to see a complete list of the characters who are with you. ===================================================================== The Importance of Conversation in Oz ===================================================================== Speaking with the people of Oz is important in finding the Wizard and returning to Kansas. When meeting characters for the first time, get as much information as you can, for they may be too preoccupied later on to chat about a particular topic. Familiarize yourself with the names of the characters by referring to the list of characters in the WIZARD OF OZ vocabulary section. To converse with characters in the Land of Oz: Address the character directly, followed by a comma and then DISCUSS or TALK ABOUT the topic. You may also ASK the character ABOUT the topic, TELL the character ABOUT the topic, or simply TALK TO the character. Following are examples: 1. BOQ, TALK ABOUT MUNCHKINS 2. GLINDA, DISCUSS THE EVIL WITCH 3. TELL GLINDA ABOUT KANSAS 4. ASK BOQ ABOUT EMERALD CITY 5. TALK TO GLINDA To ask for suggestions from the characters who are with you in your party: Type the name of the character to whom you are speaking, followed by a comma, and WHAT NEXT or WHAT NOW. 1. TINMAN, WHAT NEXT 2. LION, WHAT NOW REMEMBER: This command is extremely helpful in a predicament, as the characters will often provide clues or even a solution to the problem. To instruct a character in your party: Sometimes you will need to ask a character to do something. To do this, type the name of the character to whom you are speaking, followed by a comma, and the command. For example: 1. TINMAN, CUT DOWN THE TREE 2. KING, TAKE ME TO EMERALD CITY ===================================================================== The Wizard of Oz Vocabulary ===================================================================== [The noun list was messed up; we've sorted and corrected it --ed.] Nouns animal clearing grove monkey rust apricot cliff guard monster scrap arm(s) closet gully mop screen army clothing gump mouse seal aunt clown Halloween Munchkin(s) shed axe container hat music shield badge corn head musicbox shoe balloon cornfield heart nest soldier beast cottage hiding nickel sorcerer bee(s) couch hill noise sorceress bell country home nut(s) sound berry courage horseshoe oak spider bill courtyard humbug oil statue bird covering jackolantern palace straw body creature jar pantry stuffing bottle crossing jester party stump box(es) crow jewel patch sunflower boy crowd journey path surroundings (surr) boysenberry crown Kalidah pattern table brain cushion Kansas penny tent bramble cyclone key pie(s) throne branch direction(s) kiss piece tin brew dish kitchen pillow trapdoor brick dog knocker plate trash bridge door label plum tee brook emerald land pole troop bucket Emerald City leaf pond trophy bug eye(s) leaves poppy trouble bush farm leg(s) pot trunk cabinet feet lemonade powder village canyon ferry lid proof vision cap field life pumpkin wall cart fire light puzzle walnut castle floor liquid raft wardrobe catalog flower log reed water cave foot machine revolt window ceiling forest maple reward wing celebration fortune mattress river witch chain fox(es) meadow roach wizard chair freedom merchant road wolf charm fruit mice robot wolves cherry furniture milkmaid rock wood china gate(s) mirror room woodshed city gown money rope Yellow Brick Road (ybr) Verbs ask dance hug pat spread attack defeat inspect pet sprinkle board discuss join pick stay break draw jump put step brush drink knock read stuff buy drop lasso remove swim call eat lay restuff take calm enter lead ride talk carry examine leave ring tell carve exit lie run throw catch fight lift say toss chase fix live scare touch chop fly look (l) scatter turn clean follow make shield use climb get march show walk close give mend shut wear come glue mop sit wind command go oil smile wink cross help open speak yell cut hide Adjectives bad crashed grassy muddy square big dead green oak together blue emerald large red walnut bramble evil magic round wicked brick flying maple royal wonderful bubbling golden mason silver yellow cowardly good Directions east (e) west (w) south (s) up (u) down (d) north (n) Prepositions about behind of out towards across for off over under around from on through with at in, into onto to Pronouns her me us what you him Characters: Boq, Clown, Cow, Ferryman, General Jinjur (jinjur), Glinda, Toto, Hammerheads (hh), Jack Pumpkinhead (jp), King of the Winged Monkeys (king, monkey), Lion (ln), Merchant, Milkmaid, Mombi, Munchkins, Queen of the Field Mice (queen, mouse), Sawhorse (sh), Scarecrow (sc), Soldier with Green Whiskers (soldier, guard), Stork, Tiktok (tk), Tinman (tm), Tin Soldiers (soldier), Tip (tp), Wicked Witch, Wildcat (cat), Wizard of Oz (wizard, oz), Wogglebug (wb, te, hm) ===================================================================== (c) 1984 Spinnaker Software Corp. All rights reserved. WIZARD OF OZ computer program is a trademark of Windham Classics Corp. Commodore 64/128 is a trademark of Commodore Electronics, Ltd. This software product is copyrighted and all rights are reserved by Windham Classics Corporation, a division of Spinnaker Software Corp. The distribution and sale of this product are intended for the use of the original purchaser only and for use only on the computer system specified. Lawful users of this program are hereby licensed only to read the program from its medium into memory of a computer for the purpose of executing this program. Copying, duplicating or otherwise distributing this product is hereby expressly forbidden. IN-D-WOZ B ********* End of the Project 64 etext of the The Wizard of Oz manual. *********