










                    * * *   The Return to the Colossal Cave   * * *












                                Created and Designed by
                                   Thomas W. Penner

                                Figment Story System by
                          Bob Clayton of Patch Panel Software

                         Based Upon the Original Adventure by
                              Will Crowther and Don Woods

                                   Lead Playtesters:
              Chris Harner, Don Barlow, Brian Winslow, and Patrick Miller

                   The Prologue and The Return to the Colossal Cave,
                                  Copyright (c) 2001

                         Figlet.exe, Copyright (c) 1988-2001,
                      Patch Panel Software, All Rights Reserved.

          Information  in this document  is subject to  change without notice
          and does not represent a commitment on the part of the author.  The
          software  described in this document may be copied by the purchaser
          only for backup purposes.  No part of this manual may be reproduced
          or  transmitted  in  any  form  or  by  any  means,  electronic  or
          mechanical,  including photocopying and  recording, for any purpose
          other  than  the  purchaser's  personal  use  without  the  written
          permission of the author.

          Distribution of Figlet.exe is by license from Patch Panel Software,
          Largo, FL.  Figlet may be used only for the purpose of running this
          story.  Other distribution or use of Figlet is not authorized.

















          INTRODUCTION

               During  the mid-seventies, a program  by the name of Adventure
          was   made  available  through  ARPAnet   (ARPAnet  was  the  first
          nationwide  computer network).   The game had  been created by Will
          Crowther  and  was later  improved upon  by  Don Woods  of Stanford
          University.    Adventure was  originally  written in  Fortran  on a
          Digital Equipment Corporation PDP-10 computer.  However, the game's
          popularity spread quickly, and various adaptations of Adventure can
          now be found for almost every sort of computer.

               The  goal behind Adventure was for  the player to navigate his
          way  through an underground complex  (known as the "Colossal Cave")
          and  return all of the treasures found  in the labyrinth to a small
          brick  building on the surface (the  well house).  The player would
          use  two-word commands to  journey through the  cave and to perform
          various  other actions in order to solve the cave's clever puzzles.
          If  the player  should solve  the entire  labyrinth, he  is finally
          carried away on the shoulders of cheering elves.

               Adventure is considered the first adventure game ever created.
          As  a result  of Adventure's  popularity, numerous  other adventure
          games  have been written by various  authors, and this continues on
          even  till today.  It  is for this reason,  that after a passing of
          fifteen years, it is now time to return . . . to the Colossal Cave.

               The  story  you are  about to  play has  been broken  into two
          parts:  The  Prologue and  The Return  to the  Colossal Cave.   The
          Prologue explains the events that transpire before the beginning of
          your  quest.    The  Return  to the  Colossal  Cave  is  the actual
          adventure itself.  It is not necessary to play The Prologue, but it
          is highly recommended.















          SYSTEM REQUIREMENTS

               The  program will run on any  IBM or 100% compatible with 640K
          of  RAM and  a hard  drive.  If  you should  experience any trouble
          running  the program  (game runs  slow or  it starts  to do strange
          things)  you  may  need  to  remove  some  unneeded memory-resident
          programs  from  your system  or load  them  into upper  or extended
          memory.  Microsoft Windows Users:  This DOS program  is  compatible
          with Windows ME, however, it does not work with Windows 2000.



                                                                            2






          GETTING STARTED

               Before  starting the  game, it  is recommended  that you first
          make  a backup and put the original disk in a safe place.  Refer to
          the  instructions that came with your computer for more information
          on copying files.

               To  begin the story, switch to the correct drive and directory
          that  the program resides in.  For example, if the story is located
          on drive C: in the subdirectory CAVE2, you would type:

                         c:
                         cd c:\cave2

          As mentioned before, the story is broken into two parts.

          To start The Prologue, type:

                         prologue

          To start The Return to the Colossal Cave, type:

                         advent2

          The adventure will then load and begin.

               The  story  automatically  tests and  selects  the appropriate
          display  mode,  but  some  clone  adapters  (notably  non-register-
          compatible  EGA  clones) can  confuse  the test  giving undesirable
          results.   The system  appears to "hang".   If this symptom occurs,
          try specifying the adapter manually with the display switch:

               prologue /D3      ;3 = EGA Color

               /Dn where n=

                    1    MDA  Monochrome Display Adapter (No graphics)
                    2    CGA
                    3    EGACOLOR
                    4    EGAMONO
                    5    VGAMONO
                    6    VGACOLOR
                    7    MCGACOLOR
                    8    MCGAMONO
                    9    HERCULES

               EGAMONO  and VGAMONO tells the story to use Black & White text
          even  though  the  devices  can model  colors  as  shades  of gray.
          Conversely,  you could force mono screens  to "color" when you want
          them to display gray text.

          Note:   Forcing a non-Hercules device to Hercules mode might not be
          a good thing to do.






                                                                            3






          THE SCREEN DISPLAY

               Once you have started the story, you should note four distinct
          regions  on the screen.  These  regions are "dynamic", meaning they
          stretch and shrink as needed to accommodate changing needs.

          1)   Status Indicator

               The  Status Indicator, printed in reverse  video at the top of
          the screen, displays the status of a few key story parameters.  The
          information includes the following:

               The  name of the  current scene, informs  the adventurer as to
                    his whereabouts in the story.

               The  number  of  moves, keeps  track  of the  total  number of
                    commands typed by the player.

               The  player's score,  will increase  as the  adventurer solves
                    puzzles and progress is made in the story.

               The  player's skill level, is determined by the player's score
                    versus  the number  of moves made.   For  example, if the
                    player's  score is higher than  his number of moves, then
                    he  will have the  skill level of a  Wizard.  Whereas, if
                    the  player's score is extremely lower than his number of
                    moves,  then he  will have the  skill level  of a Novice.
                    There  are  five  skill  levels:  Novice,  Average,  Pro,
                    Expert, and Wizard.

          2)   Inventory

               The Inventory region grows as your list of acquisitions grows.

          3)   Scene Description

               As  the story  progresses, elements  of the  Scene Description
          change.   The newly  changed descriptions are  displayed in reverse
          video  to emphasize them making it easy  to see the effects of your
          commands.

          4)   Command Window

               The  Command Window scrolls your commands and their responses.
          The  story displays its  ready prompt, "Adventurer:".   The Command
          Window  scrolls split-screen fashion  as you give  commands so that
          the scrolling lines do not destroy the Scene Description.  Ordinary
          reports to your actions are given to the command region:

                         >go east
                         You can't go that way.

               The  Command Window can also process multi-page responses, but
          note that the command dialogue is always sacrificed; it scrolls off
          the  top of the Command Window and  is lost.  Therefore be sure you
          have read this message before typing any key to continue.



                                                                            4








          THE OBJECT OF THE STORY

               Most  interactive fiction  is driven  by manipulating objects,
          meaning  you can  examine them,  take them,  drop them,  etc.  Some
          objects,  function as containers which can hold many other objects.
          Opening  these objects  reveals their  contents while  closing them
          conceals the contents.

               Object  names are  composed of  a few  words, at  least one of
          which  should be embedded in the scene description so that you have
          a  couple of chances of  guessing right.  Either  of the words is a
          legal  handle to identify the object.   An object called "oil lamp"
          might be addressed in any of the following ways:

                         >take oil
                         >take the oil lamp
                         >take the lamp lighting the room
                         >take the lamp and jump in the lake

               Common  modifiers like "a", "an", "the" etc. are ignored.  The
          command  processor gets the drift early  in the command and ignores
          any  elaborations you tack on the end.   You may use upper or lower
          case letters as you like.

               By now, you should recognize that commands begin with verbs.

          Verbs cannot be abbreviated:

                         >ta balloon
                         I don't understand the command: "ta".
                         >take balloon
                         You take the Red Balloon.

               Object names represent arguments to the verb functions.  Names
          can be abbreviated:

                         >take ball
                         You take the Red Balloon.

               This  presumes  that the  string "ball"  is unique  within the
          current  scene.   If, however,  there were  an object  called "Blue
          Ball"  in the same scene,  then you would be  just as likely to get
          the Blue Ball as the Red Balloon.


          COMMAND LINES

               The story can tolerate commands longer than several lines.  If
          your  command should reach the end of the screen line, keep typing.
          The  cursor will "wrap around" to the next line to continue echoing
          your typing.  Finally, hit "Enter".






                                                                            5






               Many  punctuation operators  are supported.   Spaces before or
          after  these  operators  are  optional.   It  is  best  not  to use
          punctuation except for cases as described here.

          1)   Multiple Sentences in a Command - the Period Operator

               Multiple  sentences can be given in a single command separated
          by a period.  Thus:

                         Take the bat. Go north. Give the bat to the boy.

               The  story  will stop  executing at  the first  failed command
          (caused either by user-error or the story's inhibiting the command)
          and  wait for a new  command line.  If  you hit F6 immediately, you
          will get the failed command for editing.

               The last period on a line is optional.

          2)   Series Operations - the Comma Operator

               A  comma between objects  signifies a series  of objects to be
          submitted  to a command  for repeat processing.   A series may also
          use  the modifier "and", and spaces are not required when the comma
          separates  the objects.  Note that a  series can be as short as two
          objects:

                         take bat,ball
                         take bat and ball
                         take bat, ball, glove.
                         take bat, ball, and glove
                         take bat, ball and glove
                         take bat,ball,and glove

          A series may be embedded between the verb and its modifier:

                         take bat,ball,glove from box
                         give bat,ball,glove to boy

          but a series cannot be used with destinations after the modifier:

                         take candy. give candy to Bobby, Billy and Mary

          A  series cannot  be used  with verbs.   "Take,  drop and  kick the
          football" is illegal.


          TEXT EDITOR FOR COMMANDS

               The  full-screen text  editor is  implemented for  the command
          buffer  so that  you can  correct mistakes.   Hit  F6 anytime while
          typing  to  get the  text editor.   "Escape"  exits the  editor and
          leaves  the  cursor at  the end  of the  newly edited  command line
          waiting for you to hit Enter.






                                                                            6






          PRONOUNS

          1)   "it"

               Substitutes  the last object used.   If no previous definition
          for "it" exists, the message  "vague pronoun reference" is issued.

                         Take the book from the box and give it to the boy.

          Note that this will give the book to the boy and not the box to the
          boy.

               This pronoun can lead to some confusion:

                         Take the arrows and give it to the indian.

          Technically,  this is correct since the  object named "arrows" is a
          single  object, but  the name  implies a  plural case  causing some
          people  to  say "them"  which  would substitute  a  series yielding
          unexpected results.

          2)   "them"

               A pronoun that is used to substitute the last series used.

                         Take the bat and box, and give them to the boy.

               This variable is also global between command lines and it also
          returns  a message,  "vague series  reference", when  no definition
          exists.


          SYNONYMS

               The  story supports synonyms for the command functions and for
          the  object names as well.  This  makes the story more flexible and
          lets it flow smoother.


          COMMAND LOGS

               Commands  can be recorded  or logged in a  disk file for later
          replay.  Mistakes are not logged.  The replay can be automatic like
          a player piano or single-stepped by hitting the F9 key.

               The  log playback can be interrupted  and restarted so you can
          stop  and study the story.  You may  play or step a log file to any
          point  in the log.  If you then turn logging on, your commands will
          be  added from that point on,  effectively changing the log to your
          new sequence.  However, the best way to make command logs is to use
          your text editor.  That way, you can put comments on the end of any
          line  indicated  with a  prefixed ";"  character.   Thus  a command
          sequence such as:

                         take the ball      ;the boy left it here
                         north              ;enter the house



                                                                            7






                         pause              ;stop to examine current scene
                         put ball on table
                                            ...commands continue like this

          can  be  written  in a  word  processor  and used  as  a  log file.
          Comments must end before the end of the line.  Of course a log file
          made in the story cannot generate comments.

               The  text file from  your word processor  must not contain any
          word processing codes such as margin settings, fonts, indents, page
          breaks, etc.  If the resulting text file will not type cleanly with
          the  DOS  "type" command,  it will  not be  suitable input  for the
          story.

               Logs can be played back at user-defined speeds.  The command:

                         play demob 5

          will  play the  log file called  "demob.log" with a  5 second delay
          between  commands.    Users  with high  speed  386  processors will
          probably  want to use this  option to slow the  playback down.  The
          delay  is specified in integer seconds.   You cannot specify delays
          less than one second.

               You  can specify any  log file name  you like.   If you do not
          indicate  a log file  name, the system  will use the  last log name
          used.   Failing that, it will use a  log file with the same name as
          the  story.  See also the Special Command Reference for the "play",
          "log" and "step (F9)" commands.


          COMMONLY USED COMMANDS

               Use  the following commands when playing the story.  Of course
          the  story has ways of inhibiting  or subverting these commands, so
          you might not get the anticipated effect, but that is the challenge
          of  interactive  fiction.    It  should  also  be  noted  that this
          reference  does not give a complete listing of all the synonyms for
          the  various commands.   Thus, there are  many more word variations
          than what is listed.

                    Ask            Drop           Go             Shoot
                    Blow           East           Hit            South
                    Climb          Eat            Lock           Take
                    Close          Examine        North          Unlock
                    Dig            Fight          Put            Up
                    Down           Find           Read           Wave
                    Drink          Give           Say            West


          SPECIAL COMMANDS

               Aside  from those normally  used to play  the story, there are
          several  commands that require special attention in there operation
          and use.




                                                                            8






               In  the following syntax  definitions, "< >"  means you insert
          something  at that  point in  the command.   For  example, <object>
          would  mean that you would supply an object's name.  The symbols "[
          ]"  mean that the part of the command enclosed therein is optional.
          You do not actually type the characters "< >" or "[ ]".


          F9 - Step a log file

          Syntax:   F9 Function Key

               The step function is used to execute a log file one command at
          a time.  It is implemented as the F9 key.

               Before you play your log file, you must re-establish the state
          of  the story when the  logging process was started.   Do this with
          the  "restore" or "restart"  functions then hit F9.   Each time you
          hit F9, one command will execute.

               You  can step partway through a file, turn logging on, and log
          a  new sequence of commands.  When you play back your log, you will
          get  your original  sequence up to  the point  where you re-enabled
          logging.   From there on, you get your new sequence.  It is wise to
          make an insurance copy of the log before modifying it.

               The  step command does  not let you  specify a file  name.  It
          will  use the last  log name used,  if none was  used, then the log
          name matching the story name.

          You can step through a log then say:

                         play continue t     where t = delay time in seconds

          The log will then play out to the end automatically.


          F10 - DOS Shell

          Syntax:   F10 Function Key

               You  can leave the story to  go to the DOS command interpreter
          by  hitting F10.  You may then do any work on your machine that you
          like    (word   processing,    spreadsheets,   document   printing,
          communications,  etc.)  When you are  ready to return to the story,
          simply type "exit".  You will return to the adventure exactly where
          you left off.

               This  is  a  useful  feature  for  searching  through  various
          floppies  for  files.   If  you will  be gone  a  long time,  it is
          probably  wise  to save  your  story before  you  leave.   (See the
          command Save.)

               This  function expects  to find  the DOS  command interpreter,
          "COMMAND.COM"  on the diskette in the  default disk drive.  You get
          an  error message  and remain  in the  story if  COMMAND.COM is not
          found.



                                                                            9







               This  function  depends on  your  having enough  memory  to do
          useful  work once you are out of the story.  Use the CHKDSK program
          on your DOS disk to see how much memory you have once you have left
          the  adventure.   If too  much memory  is used  up, the  story will
          display  the  COMMAND.COM  error  message and  will  remain  in the
          adventure.

               While  you are gone, the story  sleeps in memory awaiting your
          return.   DOS  reminds you  of this  fact so  you will  not forget,
          switch off your machine, and lose your progress.


          Help

          Syntax:   Help

               This  will come in handy whenever  you find yourself unsure of
          what  to do.   The help command  will give the  player hints to the
          puzzles that are in the current scene.


          Log

          Syntax:   Log  [name] [on or off]

               The command:

                         >log on

          turns  on command logging.   A log file with  the name of the story
          and  an extension of ".log" will be created if none exists.  If the
          said file exists, it is opened and commands are appended to the end
          of the file so previously logged commands will not be over-written.
          If  you want a fresh file, you will  have to use "F10" to go to DOS
          and delete the  existing log file before you begin logging.

               Playback  is dependent on the exact state of the scene and its
          objects at any given time.  Thus, unless you save your story before
          logging,  you will  not easily recreate  the same state  so you can
          play your log back.

               The command:

                         >log off

          turns logging off and closes the log file.  Typically, you will not
          see  any disk activity until you turn off logging since DOS buffers
          small writes until you accumulate enough data to justify writing.

               The  command, "log" with no modifiers  (on or off) toggles the
          logging  feature from "off" to "on"  and vice versa allowing you to
          stop  logging momentarily  and turn it  back on again  when you are
          ready to log commands again.





                                                                           10






               While  logging  is  "on",  the  story  warns  you  by printing
          "Logging"  in reverse  video off to  the right side  of the command
          line.

               The  log file is  an ASCII file  that can be  read directly in
          your text editor.  It can also be written by same.


          Pause Command

               The  command "Pause" is an empty  command whose sole reason to
          exist  is to  be logged in  a log  file.  When  the "play" function
          encounters a pause statement during playback, it stops the playback
          at  that point.  Pause is  particularly useful with text editing of
          log  text files  (see below).   Playback can be  continued with the
          command "play cont".

               Do not confuse "pause" with "wait".


          Play

          Syntax:   Play [name] [cont] [delay]

               The  "play" command replays a log  file created with the "log"
          command  or your text editor.  You  will want to restore your saved
          version  of  your story  before  playing back  the  log file.   The
          playback  can be very rapid so you may want to hit your "pause" key
          to  study the responses  or use the "step"  command (F9) to execute
          logged commands one at a time.

               You  can  slow  down  the  playback  by  specifying  the delay
          interval  between commands.   The delay is  specified as an integer
          representing  the delay between commands in seconds.  Thus "play 5"
          plays the default log with a 5 second delay between commands.

               If you strike the key, "i" or "I" while the story is playing a
          log, the playback will interrupt playback immediately.  The  "step"
          command  (F9)  may then  be used  to  advance the  log file  or the
          playback can be resumed with the continue option.

               The option "cont" continues the log playback after it has been
          interrupted  or paused.  Of course,  it also works after stepping a
          log file any number of moves with F9.  The form of the command is:

                         >play cont

               You  can specify  log file  names in  the play  command.  This
          means you can play or step to a pre-determined point then switch to
          a different log.


          Quit

          Syntax:   Quit




                                                                           11






               Ends  your story  session and  returns you  to DOS.   Consider
          saving  your session to disk first.  This is the only legal way out
          of the story (Ctrl-C works, but it isn't legal).


          Restart

          Syntax:   Restart [<Story Name>]

               This  restarts  the story  at the  beginning.   If you  do not
          specify a name it assumes you want to restart the current story you
          are  playing.  If you garble the  name, you get a list of available
          stories.

               You  cannot restart  a story  that you  saved with  the "save"
          command.  Use "restore" for that.


          Restore

          Syntax:   Restore [<Story Name>]

               This  reloads a file that was saved previously with the "save"
          command  (See below).  If you do  not specify a name it assumes you
          want  to restore the story you  are playing (For example, if you're
          playing  The Prologue, the  story would look for  a save file named
          PROLOGUE.SAV).  If you garble the name, you get a list of available
          stories.

               Restore  differs from restart.  The state of the story returns
          to the state at the time the story was saved.


          Save

          Syntax:   Save [<Story Name>]

               This  function saves the story in  its current state in a file
          on  the  disk with  the  specified name.    Do not  specify  a file
          extension.  A save file is reloaded with "restore".

               If  you do not specify  a name, the story  assumes you want to
          save  the data under the current name of the story (For example, if
          you're   playing  The  Prologue,  the  save  file  would  be  named
          PROLOGUE.SAV).   If you  specify a name,  the adventure changes the
          current story name to that name.  If a save file is saved to a disk
          with a save file of the same name then the adventure keeps the last
          save file as a backup renamed to a ".bak" extension.

               In  order to use a ".bak" file, you must rename it to a ".sav"
          file.  You do this with the DOS command "rename".  Again, exit with
          F10, make the changes, return and use "restore".







                                                                           12






          Script

          Syntax:   Script [on or off]

               The  script command will  output the story  to a listing file.
          The  resulting text  file can be  read into your  word processor or
          printed  on your line printer.  The  listing is contained in a file
          with the name of the story and a ".lst" file extension.

               This  command is modeled after the "Log" command so you should
          recognize the usage.

               While  scripting is  enabled, the story  prints "Scripting" in
          reverse video at the right of the command line.

               It is probably best to play a log file with scripting enabled,
          but you can also use it when you are giving commands manually.  You
          can  toggle scripting on and off  by saying "script" with no on/off
          modifiers.   This lets you turn  off scripting while you experiment
          then reenable scripting and proceed.


          Wait

          Syntax:   Wait [number]

               Skill  suffers by waiting.  If you specify a number, the story
          will  wait that  number of moves.   Any events  that would normally
          transpire  on those moves will still take place even though waiting
          is in itself an empty command.


          A FEW WORDS ABOUT THE ADVENTURE

               As   you  may  have  noticed,  the  manual  says  very  little
          concerning  the quest that is before  you.  This has been purposely
          done  to make the story as exciting as possible.  However, here are
          a few helpful hints that should help you on your way:

          -  While playing The Return to the Colossal Cave, keep in mind that
          the Keeper gave you a book entitled Adventures & Adventurers Guide.
          You'll  need to read  it from time  to time.   It contains valuable
          information that is needed to solve several of the story's puzzles.

          -   Take everything that you can pick up.  Almost every object that
          you  find in  the story  will serve  some kind  of purpose.   Also,
          examining objects will yield useful information as well.

          -  If you get stuck, try looking through all the items you've found
          and  think about  how each  one might be  used.   Think about where
          you've  been and  the people and  creatures you've met.   More than
          likely, you'll figure out what to do next.

          -  Save the game periodically, there's a lot of dangerous places in
          the Colossal Cave.  Also, don't be afraid to use the HELP command.




                                                                           13






          THE SOLUTION TO THE PROLOGUE AND THE RETURN TO THE COLOSSAL CAVE

               Two  log files have  been included which  will take the player
          completely  through both parts of the  adventure.  This should only
          be  used as a last resort after  the HELP command has been used and
          all else has failed!

               To  use the log files, simply start either The Prologue or The
          Return to the Colossal Cave by typing:

                         prologue

          or

                         advent2

          The log files are named PROLOGUE.LOG and ADVENT2.LOG, so as soon as
          the story has loaded, you can either step through the log using the
          F9 key or you can type:

                         play 5

          This  will play  through the  entire log  with a  five second delay
          between commands.



































                                                                           14

