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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 <h0142kdd@rz.hu-berlin.de>.

WIZOZ10.TXT, May 1996, etext #35

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=====================================================================
                           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 <object>, 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 <object>. 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
   <object>.

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

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End of the Project 64 etext of the The Wizard of Oz manual.

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