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- CRYPT v2.0 by Steve Herring REGISTRATION $12
- ==========================================================
- CRYPT: Adventures Into Unfathomed Depths of Horror
- An MS/DOS text adventure program by Steve Herring
- Version 2.0 Copyright 1990
- From:
- HERRINGBONE >>>>>>>>
- SOFTWARE <<<<<<<<
- 69 CHOUTEAU AVENUE
- FRAMINGHAM, MA 01701
-
-
- CRYPT takes you to an old church in the English countryside.
- Using the same basic rules and procedures as the famous
- Colossal Cave Adventure by Crowther and Woods, you will
- explore the church, its quaint churchyard, then plunge into
- the dark, dreaded chambers below. In the crypt may be found
- long lost historical artifacts of great value, protected by
- a host of traps, tricks, and creatures both natural and
- supernatural. The successful adventurer must possess
- courage, skill, intelligence, and a bit of luck. For the
- faint of heart or weak of knee, a SAVE and RESTORE feature
- is provided and highly recommended.
-
- If you would like to volunteer for this mission, simply
- enter CRYPT at the DOS prompt. After the introduction, enter
- INFO for more detailed instructions.
-
- WARNING: The author of this game will not be
- responsible for any psychological effects
- resulting from playing this game after
- midnight or in a dark room.
-
- ------------------------------------------------------------
- CRYPT is copyrighted shareware. The author gives permission
- for unlimited copying and distribution as long as this text
- file is included. If you enjoyed the game; would like hints;
- want to know more about the historical background of the
- treasures; or would like to be notified upon the release
- of future versions, please register as a CRYPT user by
- sending $12 to:
-
- Steve Herring
- HERRINGBONE SOFTWARE
- 69 Chouteau Ave.
- Framingham, MA 01701
-
- ------------------------------------------------------------
-
- IS THIS YOUR FIRST TEXT ADVENTURE?
-
- The following notes have been prepared for those unfamiliar
- with text adventure games, to help you avoid the confusion
- and frustration that sometimes result from features that
- are familiar only to experienced adventurers.
-
- - Text adventures are the grandparents of the slick 3-D
- color graphics "quest" type adventures available at
- computer software stores today for $35 to $70. Text
- adventures can be compared to graphics adventures
- in the same way that radio dramas can be compared to
- television: there is no picture, but the imagination can
- visualize scenes even more fantastic than can be shown on
- a screen. Also, text adventures do not have the high space
- requirements of graphics, so they can be run and
- transported more efficiently. And, of course, no graphics
- monitor or board is required to enjoy a text adventure
- game.
-
- - Most text adventures include mazes. These can be
- misleading at first. The usual hallmark of a maze is that
- the descriptions of all the "rooms" are the same or very
- similar. So if it looks like a move did not work, find out
- if you are in a maze before reporting a "bug" in the
- software. One good way to test for a maze is to
- temporarily drop any object you are carrying, and then
- move to another room. The object will not be described in
- the new room. As a matter of fact, objects may be used
- to create a trail through a maze if you have enough, and
- if you don't need them to defend yourself.
-
- - Compass directions can be misleading. When you move from
- one place to another in a text adventure you cannot see
- what you are passing through between the two places. The
- passage may be straight or curving. If not straight, you
- may go NORTH from place A to place B, but need to go EAST
- to get back from B to A. Some text adventures do not tell
- you if you have changed directions, but in CRYPT any
- opening that does not follow the compass direction will
- have some form of the word "curving" or "winding" in the
- description.
-
- - Mapping the game can be very helpful. In more difficult
- areas, such as mazes, drawing a simple map of the places
- and their relationships can save a lot of time. Don't
- worry about keeping north to the top or west to the left;
- just draw connecting lines and indicate the command
- (NORTH, SOUTH, etc.) that gets you there.
-
- - Some text adventures use commands such as EXAMINE, READ or
- LOOK AT.. to give more information about an object or
- place. In CRYPT, the full description of a place or object
- will give you all the information you need to know, so you
- don't have to worry about trying to squeeze more detail
- out of everything you encounter.
-
- - For more specific instructions on the CRYPT text
- adventure, type the command INFO any time after the
- introduction when you run the program.
-
-
- Happy adventuring!
-
-