GREMLINS - THE ADVENTURE DOCUMENTS 
(C) Warner Bros. Inc. 
1983 Published by Adventure International 
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SCENARIO 
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There were three warnings... 
* "Keep them out of light, especially sunlight." 
* "Don't ever get them wet. Keep them away from water." 
* "But the most important thing, the thing you must never forget... no matter how much they cry, no matter how much they beg never, never feed them after midnight." 

GREMLINS THE ADVENTURE 
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Kingston Falls is in danger of being over-run with Gremlins, Billy has been tricked by Gizmo's offsprings into feeding them after midnight. The Mogwai have already pupated and turned into the evil Gremlins, and, led by Stripe (the evilist of them all) are now causing chaos all over Kingston Falls. By taking the part of Billy you are now about to embark on a most perilous adventure. Aided by Gizmo it is your task to save Kingston Falls from being over-run with Gremlins. 

HOW AN ADVENTURE WORKS 
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If you've never played an Adventure before, you're in for a real treat. Adventuring permits the player to move at will from location to location within the game "environment" and to examine objects for clues that will help reach the objective of the game. For example, an Adventure might begin something like this: 
I'M IN A ROOM. VISIBLE OBJECTS ARE A RUBY-ENCRUSTED BOX AND A CLOSED DOOR. TELL ME WHAT TO DO. 
You might want to begin by entering a direction (North, South, East, West) to see if you can leave the room. Chances are, though, that you will have to find a way to get through the closed door. Let's try something basic. You type: 
OPEN DOOR 
...but the computer tells you in no uncertain terms: 
SORRY, IT'S LOCKED. WHAT SHALL I DO ? 
GET BOX 
...and the computer responds with: 
OK 
By saying "OK" the computer has let you know that the command has been accepted and the box "picked up". Now that you're "holding" the box, let's see if we can peek inside. You type: 
OPEN BOX 
This time the computer understands and you are rewarded with the following response: 
OK, INSIDE, THERE IS A KEY AND A RARE POSTAGE STAMP. 
Since we still want to exit the room, trying the key to unlock the door might be a good idea. The postage stamp might come in handy later, so you type: 
GET KEY AND STAMP 
But the computer responds: 
SORRY, I CAN'T DO THAT... YET! 
Ah, yes - asking the computer to get both the key AND the stamp is most definitely a COMPOUND command, something that your computer can't understand. Try again, this time asking for the objects separately. You type: 
GET KEY 
...and then: 
GET STAMP 
The computer will answer "OK" each time and you will have what you need. By "getting" the key and the stamp, they are stored for later use as you are, in effect, carrying them. As for your next series of moves, you might want to go to the door (GO DOOR), try the key in the lock (UNLOCK DOOR), and move down the hallway that's just outside (GO HALLWAY). 
You're on your way! 

SOME USEFUL NEW FEATURES 
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There are several new features which have been introduced in Gremlins to help you interact more easily with your computer. 
1. Stringing together of more than one command using a full stop (.) or a comma (,), e.g. 
GET THE BOX, OPEN THE BOX, TAKE THE KEY 
2. The use of full sentences, e.g. 
STEP UP THE STAIRS 
GET THE MOGWAI FROM THE BOX 
LOOK UP AT THE GREMLIN 
3. The ability to take or drop more than one object at a time, e.g. 
TAKE EVERYTHING 
DROP EVERYTHING 
DROP ALL 

SOME HELPFUL WORDS 
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Although the vucabulary accepted by your computer is extensive, you may find the words listed below to be of great as you set about your Adventure. 
Remember: These are just a few of the words available: 
Climb  Examine  Leave   Move  Quit  Say 
Drop   Go       Light   Pull  Read  Take 
Enter  Help     Look    Push  Save  Hit 
Take   Inventory 

ONE LETTER COMMANDS 
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You may use the following single keys to perform a variety of tasks and to expedite playing time. Type the letter for the function you wish to use and press [RETURN]. 
N, S, E, W, U, D - Go North, South, East, West, Up or Down. 
I - Display Inventory of items on your person. 
Q - Quit. 

SAVING YOUR ADVENTURE FOR LATER PLAY 
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An Adventure will often last far longer than the time available in a single sitting. You may save the game you are playing and return later to take up where you left off. To save a game in progress, type SAVE at any time. 

LOADING YOUR ADVENTURE 
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You can load a saved game only at the begin of the game. The computer will ask: RESUME A SAVED GAME ? Press the [Y](YES) key. The adventure will resume at the point which you saved it. 

QUIT THE ADVENTURE 
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To end a game in progress, type QUIT (or simply Q). If you intend to continue the game later, be sure to save it before using this command. 

PLAYING HINTS 
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Draw a map as you go, there are a lot more places than you think and without a map you will end up going round in circles or missing areas which you haven't tried. It doesn't need to be perfect as long as you have some record of where you have been and what you've found (as well as where you found it). 
Examine things you find and try to remember that most problems have solutions that require no more than some careful thought and a little common sense. 
Instructions are entered by you in the form of two word commands with the first word being a verb. If the computer doesn't understand, it will tell you so and you must try rewording what you wish to do, e.g. instead of GO FLYING try FLY. 
You will find that objects which can be picked up usually require only the last part of their name as in the Peltzer Remote Control where typing GET REMOTE is all that is needed. 
Good luck, happy adventuring and try not to die too often. 

REMEMBER CREDITS 
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Tape original + documents supplied, cracked, load/save options adapted to disk and documents typed by -JACK ALIEN-

IMMORTAL ANTIQUES 
www.remember64.de 
...enjoy... -END-