﻿Are you frustrated with playing simple, unimaginative, run-of-the-mill adventures?



We challenge you to seek the WHITE SHIP of the ELVES and experience one of

the longest, most dangerous journeys you are likely ever to undertake through

the lands of the BLACK WARLOCK and beyond ... encountering characters

capable of independent interaction who can help or thwart your progress.



An Adventure conceived and designed by an Adventurer for ADVENTURERS.



THE JOURNEY

by Alan Davis

ZX SPECTRUM 48K



ZX SPECTRUM 48K

THE JOURNEY



Temptation 

Software Limited



LOADING INSTRUCTIONS



There is a copy of this program on both sides of

the tape to assist in cassette recorder compatibility.



Place the tape into your cassette recorder and type

LOAD " " and RETURN (Key "J" followed by 2

symbol shifted "P's").  The cassette will now LOAD

and AUTO RUN.  Should the cassette fail to load

then REWIND the tape and try again at a different

volume.



This program is not compatible with a Sinclair

printer.



GUARANTEE



This product is protected by our full lifetime

guarantee.  Please return direct to Temptation

Software Limited at 27 Cinque Ports Street, Rye,

Sussex, if any problems occur after following the 

correct procedures.



CARE OF TAPES



Transformers, magnetics and circuitry can damage

tapes.  Keep away from anything that can produce

magnetic fields.  Tape recorder heads must be kept

clean as the slightest deposit will interfere with

loading.



COPYRIGHT

THE JOURNEY



All rights reserved world wide.  No part of this

program may be transmitted, translated, stored,

reproduced or distributed in any form, nor used

in any lending or renting library without the

express written permission of Temptation

Software Limited, 58/59 Poland Street, London.



                                        Made in England



"THE JOURNEY" is a real-time text adventure

with graphics, in which your quest is to seek out

the legendary WHITE SHIP of the ELVES and be

carried to a distant land where your true destiny

as an adventurer may be fulfilled ... But be

warned - the world of "THE JOURNEY" is full of

great danger and its inhabitants need to be handled

with care!



On your journey through the lands of the BLACK

WARLOCK and beyond, you will meet many

creatures.  Some of these, like yourself, have their

own lives to lead and are free to roam the

adventure world.  They are capable of performing

all the actions that you can perform - more, or less,

according to their own individual characteristics.

They may be friendly to you, indifferent, or

decidedly hostile - and this will often depend on 

how you conduct yourself.  You should know that

unless you make the right friends, you cannot hope

to complete the adventure.  Some of them for

example, may have powers that you don't possess,

but will be unwilling to help unless you have first

won their respect.  Similarly, they will talk to you

only if they like you - and what they say may be

of value!



You will also encounter the WARLOCK's guardians.

These creatures have but one aim - to guard the

WARLOCK and his lands fiercely.  They may guard

routes, mysterious treasures, or magical objects - 

but you will discover this only after disposing of

them in a suitable manner!  It is up to you to

make the correct deductions about the objects you

find, the places you visit and the people you meet,

in order to complete the quest.



In each location you will be presented with a

description of the place, objects, characters present,

and the permitted exit routes.  (Sometimes this will

be preceded by a graphic illustration - this may be

cleared by pressing any key.)  At the bottom of the 

screen the question "WHAT NOW!" will be

displayed, inviting you to participate.  After about

20 seconds (unless you have begun to type an

instruction), this will be withdrawn briefly while

the other characters are each given the option of

performing some action.  Notice that most of the

time you will be unaware of what they have done - 

unless they are in the same location as you - but

you will of course have to deal with the 

consequences!



As long as "WHAT NOW?" is displayed, you are

free to type in your instructions, which appear in

lower case letters at the bottom of the screen.

Pressing "ENTER" will result in your instructions

being carried out, after which the characters will

take their turn.  If then, a 20 second interval has

passed, they get another go!



To pause without any interaction or action taking

place, type any letter when indicated by the

prompt "WHAT NOW" and do not enter.



ENTERING COMMANDS



The solution to "THE JOURNEY" depends on your

ability to learn how to survive in its world, and to

make the correct deductions about the situations

you encounter.  Guessing the precise vocabulary

used in the program plays no part in this, and a

full list of recognised commands is given below.

Nevertheless, there is some flexibility in the verbs:

"attack", "kill", "hit", etc. will all be understood

and interpreted as "fight" for example.  If you 

find yourself persistently entering commands which

are not in the list, you may be confident that you 

are on the wrong track!



(back)



TELL. GET (take, pick). EXAMINE (read). OPEN

(unlock). EAT. DRINK. GIVE. DROP (put, throw).

FIGHT (attack, kill, strike, hit). GO (move).

CALL. STATUS. LIST. HELP. WAIT. SCORE. QUIT.

SAVE. LOAD.



Usually, your commands should consist of simple

(verb-noun) phrases such as "eat the bread",

"take the sword", and so on.  There are special

exceptions to this.  In any case your instructions

should contain no more than four words and at

most 32 characters.



Movement



Whenever you wish to move from one location to

another, the direction must be specified.  The

quickest method is to type a single letter

(n,s,e or w), although "north", "go north", or

"go n" will all work.  Whenever doors or other

obstacles are encountered, movement in that

direction willnot be possible until the door is

opened or the obstacle removed.  Suppose for

example that there is a closed door to the south:

the location description will not list sough as a 

permitted exit until the door has been opened.

Once this is achieved, "go south" will take you

through it.



Look and examine



These are both very important commands, which

you should use often, "Look" will give you a fresh

description of your surroundings - or the single

letter "l" may be used instead.  It is particularly

important to use this when an action which you

have just performed may have changed things

significantly: killing other characters for example,

or opening containers.



The "examine" command is appropriate when you

wish to know more about any particular object or

character.  If you are standing by a stream for

example, then "examine stream" may give you

further information about it - and the same is

true for the various objects you pick up as you

proceed through the adventure.



Open



There is no need for you to specify exactly how

doors or containers are to be opened.  Provided

that you have created the appropriate conditions

(carrying the correct key, for example), then

"open door" is all that is necessary.



Tell



This is a very important command, for it enables

you to communicate with the other characters.

Typical examples might be:  "tell elf go north"

(or just "tell elf n"), "tell elf open door", "tell

elf take sword".  Notice that you must always

specify the character to whom you are talking and

remember to keep your instructions as simple as

possible - no more than four words altogether.



It is possible of course, that the character you are

talking to will be uncooperative.  This he will

almost certainly be unless you have won his respect

or friendship first.



Call



Using this command you may summon characters to

your location but your calls will go unheeded

unless you have befriended the character first - for

example: "call elf".



List



This command used alone, will tell you all the

objects you are carrying.  You may also use it to

discover the possessions of the other characters

by typing for example, "list elf".



Status



Each character in "THE JOURNEY" - including

yourself - possess three attributes: Intelligence,

Strength and Experience.  The command "status"

will tell you your own current attributes.  You can

discover the status of other characters, guardians,

etc. by typing "status elf" for example.



Your attributes will change as the adventure

proceeds.  Solving certain problems may cause your

intelligence to increase and there will be oppor-

tunities to increase your strength.  Your effectiveness

in combat is governed primarily by the sum total

of your attributes compared with that of your

opponents, together with a small luck factor.



Fight



You may engage a character or guardian in combat

by typing for example "fight the warlock" - in

which case it will be assumed that you wish to

fight with your bare hands.  Possession of weapons

however, may be used to advantage by typing "fight

warlock with sword".  All weapons give you an

increased advantage, but they are not all equally

powerful.



When asked others to fight on your behalf, you

should not specify a weapon.  An instruction such

as "tell elf fight giant" is all that is required.  If

elf is carrying a weapon, he will automatically use

it -and if he is carrying more than one he will

automatically choose the most powerful.



Of course you are not the only character capable

of entering into combat.  Others may attack you

first - or they may attack each other.  When you

are wounded your strength is reduced.  If your

strength fails below zero, you die - and similarly

for other characters.



Give



You may give objects to others using commands in

this form only "give sword to elf", (give object to

character).  Note that you must always specify the

character to whom the object is being given, "give

elf sword" will not be understood.



Other single word commands



"help" will occasionally yield a hint for the desperate.

"wait" allows you to do nothing while the other

characters take a turn (which can occasionally be

advantageous).



"score" can be used at any time to discover how

well you are doing.



"quit" starts a new game.



A high speed "save" and "load" facility enables you

to save a partially completed game to tape and

continue later.  Note that the main program must

first be loaded in before a saved game is loaded - 

simply let the game begin, type "load", and start

the saved game tape.



Some tips to get you started



Remember that other characters may be able to do

things that you can't 



Use "examine" and "look" often.



Make a map as you go - remember that paths in

forests and tunnels in caverns often twist about.



Helpline



A personal helpline is operation in which all

enquiries are dealt with personally by the author

Alan Davis.  So, if you are really stuck, drop us

a distress signal at 27 Cinque Ports Street, Rye,

complete with a S.A.E. plus proof of purchase, and

help  will be on its way!

































