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FALLTHRU COMMAND LIST
DIRECTIONAL COMMANDS:
NORTH(n) NORTHEAST(ne) EAST(e) SOUTHEAST(se) SOUTH(s) SOUTHWEST(sw)
WEST(w) NORTHWEST(nw) UP(u) DOWN(d)
BACK(b) reverses current direction.
FORWARD(f) continues current direction.
ENTER(ent) used ONLY if direction to entrance is not specified.
REPEAT(r) toggle; on causes directional command to repeat 10 times.
MATERIAL HANDLING COMMANDS:
TAKE(tk)(pick up)<all><quantifier><object(s)> {eg: take sword 5 lbs food}
DROP(dp)(put down)<all><quantifier><object(s)>{eg: drop coat and diamond}
MOVE(mv)FROM(fr)<container,hand,here>TO<container,hand,here><quantifier>
<object(s)> {eg: mv fr here to sack knife flint c01}
FILL<container>with<substance> {eg: fill canteen with water}
EMPTY<container> {eg: empty pack}
GATHER(collect)<number><item>: gather rocks or wood. {eg: gather 5 rocks}
Note: containers are identified by serial numbers - ie: c01 = canteen c01.
quantifiers are pound(lb), ounce(oz), quart(qt), pint, and stick.
ATTACK COMMANDS:
SHOOT(sh)<arrow>at<target> {eg: shoot arrow at devi}
SLING<rock>at<target> {eg: sling rock at renegade}
THROW<object>at<target>: rocks, knives, maces, axes,spears, etc.
{eg: throw knife at demon}
FIGHT(attack)(kill): one word - used to fight warrior, renegade, demon, etc.
STEAL: one word - takes most valuable object when successful.
YIELD<surrender>: one word - allows surrender to an honorable warrior
AGREE<yes>: one word - agrees to pay tribute to a victorious warrior
RUN(retreat): one word - flees a hopeless battle
MARKET COMMANDS:
BUY<number><quantifier><object> {eg: buy 5 lbs food and canteen}
SELL<number><quantifier><object> {eg: sell 40 sticks of wood}
TRADE<object>: used to barter where money is not the unit of exchange.
INFORMATION COMMANDS:
INFO <subject>: {eg: info or'gn; info rabir; info sword; etc}
INVENTORY(i): lists all items in a participant's immediate possession.
READ(look at)<sign,notice,list,object>
LOOK IN or ON<container>: burros must be specified by name and
containers by serial number.
LOOK HERE(hr): describes current location.
HELLO(hi): talk to warriors, peasants, storekeepers, etc.
MISCELLANEOUS COMMANDS:
EAT(t)<number> {eg: eat 5 - causes consumption of 5 lbs of food}
DRINK(k)<number> {eg: k 2 - causes consumption of 2 pints of water}
REST(z)<number>: rest for a number of minutes, default is 60.
DIG: a hole in appropriate locations, requires shovel.
HUNT(h): locates game animals if any are present.
PREPARE(skin)<number><animal,melon>: convert dead animals and melons
to food {eg prepare 3 melon}.
LIGHT(l)<lamp,fire>
EXTINGUISH(x)<lamp,fire>
APPLY: salve to a wound(can be applied during a fight).
ORDER<meal,number<food>>: at inn order food to eat on premises or to
take with you.
WHERE<is><place>: obtain location information from a weyring.
LEVEL: displays current fight experience level of participant.
UNLOCK(open)<door,gate,grating,etc.>
TURN<valve>
CUT<chains,ropes,bindings,etc.>
RESET: resets odometer to zero.
OPERATING COMMANDS:
HELP(p): calls this file while game is running.
SAVE: saves current postion to disk in default drive.
RESTORE: restores the last saved position; current postion is lost.
REDO: repeats current player's turn.
QUIT(q): leaves the game; call save first to retain current position.
PQ: allows one person to quit game without affecting the others.
PI: allows one player to become inactive; can later return to the game.
Disk No: 2611
Disk Title: FallThru 2 of 2 (#1389 also)
PC-SIG Version: S2.0
Program Title: FallThru
Author Version: 2.0
Author Registration: $10.00.
Special Requirements: 300K RAM and two floppy drives.
You and up to two other players stand only half a chance of making it
home alive in this text adventure, called FALLTHRU!
You don't know how you got to this strange place, but you quickly
discover that Faland is very large, comprising millions of square miles
(all visitable) of farms, rangeland, forests, deserts, mountains, etc.
Much of it is inhabited by dangerous wild animals, renegades,
warriors, and demons.
You and your fellow players must find your way through the trackless
wilderness, while quickly learning to recognize friend and foe, earning
a living, and defending yourself by fist and weapon. And along the way
you must gather information and solve various riddles and puzzles by
talking to shop keepers, strangers, warriors, inn keepers, etc., and by
exploring the many settlements, dark and treacherous caverns,
catacombs, mines, castles and ruins scattered throughout this vast
territory.
FALLTHRU recognizes several hundred words by which you can set your
course, pick up objects, buy and sell things, fight, hunt, shoot, and
speak to the odd characters you and your companions will meet as you try
to go home! Age level: 12 to adult.
PC-SIG
1030D East Duane Avenue
Sunnyvale Ca. 94086
(408) 730-9291
(c) Copyright 1989 PC-SIG, Inc.
INTRODUCTION
FALLTHRU: A COMPUTER SIMULATED ADVENTURE
Version 2.00
-------------------------------------------
This is user supported software. If you
enjoy the game please register by sending
$10.00 (along with version number) to:
Paul H. Deal
P.O.B. 1398
Moriarty, N.M. 87035
Registered owners are entitled to a
strategy document (described below)
-------------------------------------------
GENERAL INFORMATION
Fallthru includes the following files:
Group I
FALLTHRU.EXE - Main program file.
VPET.EXE - Menu program from which program files may be run.
GO.BAT - Batch file permitting GO command to call VPET.EXE.
SSS.SSS - SSS files are used to save the current game posi-
SSS.SSL tion for continuation at a later playing session
or for the RESTORE function during game operation.
Group II
FALLTHRU.OVR - Overlay file required by the main program.
INTRO.TXT - Introductory instructions(ASCII format).
COMLIST.TXT - Brief list of commands(ASCII format).
INFO1.FT2 - Information file used by main program.
INFO2.FT2 - Information file used by main program.
PAMPHLET.TXT - Information file used by main program(ASCII format).
VIEWDOC.EXE - Browse program for viewing ASCII files.
PRNDOC.EXE - Print program to print ASCII files.
Fallthru is programmed to run on an IBM-PC or compatible running MS-DOS
2.1 or higher. If your system uses two 360K floppy diskettes, the Group
I files should be placed together on the diskette in drive A, the Group
II files together on a diskette in drive B. If a hard drive or high
capacity floppy drive is available, all the files in both groups should
be placed together in a common directory. Approximately 300K of RAM
should be available to play the game. If enough RAM is available for a
virtual disk, placing the group II files on the virtual disk will
significantly improve performance and reduce disk accesses. The
virtual disk should carry drive designation B, C, or D.
STRATEGY DOCUMENT
For registered owners a strategy document is available. In this
document a more detailed description of Faland can be found along with
hints for solving many of the riddles, puzzles, and challenges in the
game. There are an almost unlimited number of possible solutions and
it should prove most interesting to attempt the game first, without
resort to the hints. This game is intended for the serious player, but
no previous experience is necessary. Playing time can be MANY hours.
Note, also, that each time a new game is started many of its elements
will differ from any previous games!
Whether or not you are a registered owner, your comments would be
appreciated. They may be sent to the address at the beginning of this
document. Thank you for trying this software and best wishes for a
successful journey through Faland.
INSTRUCTIONS
The goal of Fallthru is to find your way 'home'. A competition may be
agreed upon by players in advance, with possible objectives being to
see who gets home first or who acquires the most wealth or the greatest
'strength'. But the game is principally intended to be cooperative.
Each player may seek different sub goals which can assist all in
getting home. There is no formal scoring because the accumulation of
'points' would be largely meaningless in the context of the simulation.
However, if a player is 'killed' and elects to continue with a new
life, the number of 'lives' used is recorded and displayed at the end
of the game. This number can serve as an informal score with the
object being to keep this number as low as possible. The use of the
'REDO' or 'RESTORE' commands during play will also have the effect of
using a 'life'. It should be noted that if more than one player is
involved, the use of 'RESTORE' will cause all players to return to the
last saved position. As a consequence, the circumstances under which
the command 'RESTORE' is permitted must be agreed upon by all players.
The total cumulative playing time for each player is also recorded and
displayed at the end of the game.
In Fallthru, information is presented in the form of text messages. The
player reads the message and responds by typing an appropriate command.
Commands are in English and, for the most part, are intuitive. A
complete list of all commands and how they are used is available by
typing 'help' or 'p' at any time. Items which are carried 'in hand'
during play are considered to be on the player's immediate person as
opposed to being in a pack, sack or other container. When an item is
'in hand' it is either in use or immediately useable. For example,
armor in hand is being worn and the strongest weapon in hand will
automatically be used in a fight.
Note the following special commands:
SAVE: saves the current game position to disk (the game can be
restarted from the saved position at any time).
QUIT or Q: quits the game (call SAVE first if you wish to continue
the game at a later time).
PQ: when there is more than one player this command allows a player
to quit the game without affecting the other players (the player
will not be able to return to the game at a later time).
PI: where there is more than one player this command allows a player
to become inactive (the player can return to the game at a later
time).
RESTORE: allows restarting the game from the most recently saved
position without first quitting (affects position of all players).
REDO: allows redoing the current turn (affects only the current
player).
During game operation this display appears at the top of the screen:
----------------------------------------------------------------------
Someone: OD 4.2s DAYLIGHT 3:00 DAY 12:MORNING
STATUS
hunger: 7
thirst: 6
fatique: 5
injury: 8 wild
----------------------------------------------------------------------
The upper left corner shows the current player. OD is an odometer
showing the direction and distance moved since the last reset or change
of direction. The rest of line one gives the ambient light conditions,
time, and number of Faland days since the game started. Commands are
entered on the second line. Below the command line, on the left, is the
status display. Values of eight are nominal; values above four are
safe; below four the player needs to take appropriate action. To the
right of the status display certain flags appear when appropriate.
These are, for the most part, self explanatory. For example, 'wild'
indicates that the player is in a wilderness area. Below the display
the rest of the screen is used for general messages.
To play successfully, you will need to gather much information. Make a
map and keep track of your location at all times. Use the 'info'
command liberally, especially early in the game. It provides details
on many aspects of Faland. Use the 'hello' command (a single word
command) to speak to peasants, storekeepers, warriors, etc. as often
as possible. Always read signs and notices.
And now, let the game begin!
GOOD LUCK!
WHAT YOU SHOULD KNOW ABOUT FALAND
This document is addressed to newcomers to Faland. Please
be assured, foreigners are welcome here. However, if you are here
involuntarily, we will understand your desire to try to find your way
back home. Whether you are seeking a way home or would like to stay and
make a new home here, it is hoped that the following information will
be of value to you.
The territory of Faland is comprised of several million
square legons, one legon being the distance King Mordat of the Ancients
was able to walk in 1000 paces while traveling on a good road over level
ground. Most of the territory is sparsely inhabited with the bulk of
the population living in and around five farm settlements. It is in the
most northeasterly of these, Or'gn, where most foreigners gain entry
into Faland and where this pamphlet is available.
The farmland is a relatively safe region except on starlit
nights (the moon lights the night sky in cycles of 15 nights followed
by 15 nights when stars alone light the way). Outside the farmlands
dangerous animals abound and place at serious risk the weak and ill
prepared. The climate of Faland is mild, with 24 hour days divided into
three 8 hour periods in the local time-keeping tradition. Most people
dress lightly, the typical attire consisting of sirkeln and mokads,
which are supplied to all foreigners. The male sirkeln is little more
than a loin cloth and belt with pockets and attachments where a few
essentials can be carried. The female sirkeln includes a light blouse.
Mokads are light weight, calf-length boots. Sirkeln and mokads are of
such durability that they never need to be replaced.
The roads and pathways of Faland are well traveled,
particularly in the farmlands. The peasants are largely benign.
However, in all areas of Faland you may be challenged by warriors, most
of whom are members of a warrior's guild and obey strict rules of
honor. You may speak with, fight, yield to, or run from these
individuals. In some cases, outside the settled farm areas, you may be
attacked by renegade warriors. You will need to defend yourself
against these or will be forced to run from them. In the dark regions
of Faland (i.e. in caves, dungeons, mines, etc) there are a number of
'demons'. These are semi-intelligent creatures that are always
dangerous and will usually attack without warning. If you enter such
regions BE PREPARED!
Supplies, including food, water, tools, weapons, etc. are
available at most settlements. Or'gn has the most complete selection
but certain specialty items can only be obtained in other places. The
rall is the basic unit of exchange and is minted as a one ounce gold
coin. The em, worth 0.01 ralls, is a one ounce silver coin used in
making change. These coins can be exchanged for goods at the markets
and in a few other places. You can also sell goods at the markets.
As a foreigner, you are given the status of warrior and are
treated accordingly. You cannot own property or run a fixed business.
You are, neverthless, expected to make a living through your own
efforts. You can buy and sell goods and can, if you choose, do quite
well as a hunter. Some merchandise (i.e. wood, sand, and oil) are
available as natural resources and can be claimed by anyone finding
them. It is also possible to find and salvage various items of
treasure (principally religious ikons of stone, bronze, silver, or gold
and various items of jewelry). Treasure becomes the property of the
finder and can be disposed of as the owner sees fit. You may also gain
wealth as a fighter, winning tribute in battle with honorable warriors
or taking money from renegades.
If you want to find your way back home, you cannot do so
from a position of weakness. Strength is gained only through accepting
the challenge of warriors and prevailing in the resulting combat. The
wise fighter knows when to refuse a challenge, when to accept, and when
to yield if the fight goes badly. Be advised, before accepting a
challenge, you should always have money to pay tribute if you lose.
You can survive and prosper here if you keep your eyes and
ears open. Examine interesting items, read notices, talk to peasants,
shopkeepers, and warriors, work diligently and fight effectively; do
these things and you will find life here pleasant and your stay
productive. Good luck and may your life be long and successful!
Volume in drive A has no label
Directory of A:\
FALLTHRU OVR 96845 6-26-90 7:50a
VIEWDOC EXE 10528 11-03-89 1:53p
PRNDOC EXE 7840 5-10-89 8:10a
INTRO TXT 8167 6-28-90 8:18a
PAMPHLET TXT 4859 5-09-90 2:25p
COMLIST TXT 3716 6-25-90 8:38a
INFO1 FT2 19116 5-03-90 9:46a
INFO2 FT2 19764 5-10-90 7:37p
FILE2611 TXT 2739 4-17-91 1:10p
9 file(s) 173574 bytes
145408 bytes free