Treasures and implements are scattered throughout the library. Some
of the objects can be used, some can not. The purpose of an object
is not immediately apparent, so don't toss something aside if it
doesn't work--it may come in handy later on. Or it might just be
a red herring. Occasionally an object will be described in the
description of the room but cannot be manipulated. Please be
assured that any object necessary to complete the game will be
available to take or use. If the game doesn't understand what you 
are trying to take (the copier, for example), you can safely infer 
that you do not need it. In certain situations, the game will mention
the presence of a sign, but will not respond to the instruction "Read
Sign." Should this happen, try reading the object to which the sign
is attached.

The number of objects you can carry is limited. If you can't pick 
something up, try dropping a few things.




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Commands can be expressed in the format:

     VERB  (NOUN)  (PREPOSITION)  (OBJECT OF THE PREPOSITION)

where the elements in the parentheses are optional. The game can
understand most standard adventure game commands, for example:

     NORTH or SOUTH or SOUTHWEST
     GET (or TAKE) THE MASTER KEY
     UNLOCK THE DOOR WITH THE MASTER KEY
     OPEN THE DOOR WITH THE MASTER KEY
     THROW THE PAPER
     LIST (or SHOW) EXITS
     GIVE THE PAPER TO THE SECURITY GUARD
     GET (or TAKE) ALL 
     READ IT (IT refers to the last noun mentioned)

The words "THE", "MY", "ITS", "A" and "AN" are ignored, as are
"PLEASE" and "NOW", so the command "NOW PLEASE GIVE THE KITTEN TO
THE LIBRARIAN" is equivalent to "GIVE KITTEN TO LIBRARIAN".
("PLEASE LIBRARIAN" will not be understood.)
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You can also use "AND", "THEN", or a comma or semi-colon to connect
two or more separate commands, for example:

     TAKE THE PAPER, READ IT
     NORTH, NORTH AND EAST
     TAKE THE COFFEE AND DRINK IT

Function keys can be used to enter many commonly-used commands, and
the cursor keys can be used to enter directions. Enter "?" to
display a diagram of the keys and their commands.

Normally, each room will be described in full every time you enter
it. To receive the full description only when you enter a room for
the first time, enter "BRIEF". This command can be reversed by
entering "VERBOSE".

"SCRIPT" will direct all the screen's output to a printer.
"UNSCRIPT" will turn off the printer's output.


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All the directions can be abbreviated by using one or two letters.
For example, type "N" for North, "NW" for Northwest, etc. "EX" will
let you EXamine something, "L" will Look at a room, "I" will give
you an Inventory of what you are carrying, "G" will repeat the
previous command (aGain), "H" will give you Help (in selected
locations), and "Q" will make you Quit.

The library is a very dangerous place, so the Author suggests that
adventurers frequently save their games so that they may be
restored in case of fatal accident. To save a game, type "SAVE".
You will then be prompted for a file name under which you wish to
save the game. To restore a game, type "RESTORE". You will then be
prompted for the name of the file you wish to restore. For a complete
listing of the places in which the adventurer can die, enter the
command "MORTIS". (This can only be done once.)

For further instructions, read the green leaflet in the antechamber.


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