


      ALCHEMY II:  The Hangover
     ---------------------------
A Comedy/Fantasy by Scott J. Brinker

 "You drank one too many potions..."

 Copyright (c) 1991  Galacticomm, Inc.
        All rights reserved.

...It is rather dark, but the night sky offers some light...
...You're standing in the purple forest near a wall.
It is too dark to see if anything is lying among the reddish-purple underbrush.
The moon Amary is half full and the moon Ristina is gibbous tonight.
>inv
...You are holding a hotnheavy potion, a magiclove potion, a killjoy potion,
and a ladyjane potion.
>s
...It is rather dark, but the night sky offers some light...
...You're standing near a lime tree.
It is too dark to see if anything is lying on the bumpy ground.
The moon Amary is half full and the moon Ristina is gibbous tonight.
>s
...It is rather dark, but the night sky offers some light...
...You're standing in the purple forest.
It is too dark to see if anything is lying among the reddish-purple underbrush.
The moon Amary is half full and the moon Ristina is gibbous tonight.
>s
...It is rather dark, but the night sky offers some light...
...You're standing in a clump of rubber trees.
It is too dark to see if anything is lying in the bush.
The moon Amary is half full and the moon Ristina is gibbous tonight.
>s
...It is rather dark, but the night sky offers some light...
...You're standing in a clump of Dicfurs.
It is too dark to see if anything is lying near the base of the Dicfurs.
The moon Amary is half full and the moon Ristina is gibbous tonight.
>s
...It is rather dark, but the night sky offers some light...
...You're standing in the purple forest.
It is too dark to see if anything is lying among the reddish-purple underbrush.
The moon Amary is half full and the moon Ristina is gibbous tonight.
>s
...It is quite dark here.  You can see nothing.
>s
...It is quite dark here.  You can see nothing.
>s
...It is quite dark here.  You can see nothing.
>n
...It is rather dark, but the night sky offers some light...
...You're standing in the purple forest.
It is too dark to see if anything is lying among the reddish-purple underbrush.
The moon Amary is half full and the moon Ristina is gibbous tonight.
>n
...It is rather dark, but the night sky offers some light...
...You're standing in a clump of Dicfurs.
It is too dark to see if anything is lying near the base of the Dicfurs.
The moon Amary is half full and the moon Ristina is gibbous tonight.
>e
...It is rather dark, but the night sky offers some light...
...You're standing in the purple forest.
It is too dark to see if anything is lying among the reddish-purple underbrush.
The moon Amary is half full and the moon Ristina is gibbous tonight.
>s
...It is rather dark, but the night sky offers some light...
...You're standing in the purple forest.
It is too dark to see if anything is lying among the reddish-purple underbrush.
The moon Amary is half full and the moon Ristina is gibbous tonight.
>s
...It is rather dark, but the night sky offers some light...
...You're standing in the purple forest.
It is too dark to see if anything is lying among the reddish-purple underbrush.
The moon Amary is half full and the moon Ristina is gibbous tonight.
>s
...It is rather dark, but the night sky offers some light...
...You're standing in the purple forest.
It is too dark to see if anything is lying among the reddish-purple underbrush.
The moon Amary is half full and the moon Ristina is gibbous tonight.
>?


ALCHEMY II: The Hangover is a Galacticomm, Inc. product written
by Scott J. Brinker.  It is Copyright (c) 1991 by Galacticomm, Inc.
and all rights are reserved.

Since ALCHEMY II is such an advanced type of game, there are several areas of
help which are covered in more detail.  To see them, type "help <subject>",
for example, "help commands".  The following help messages are available:

     author ....... background info about the author
     commands ..... partial list of popular game commands
     npcs ......... info about computer-controlled characters
     potions ...... info about potions, mixing, drinking, etc.
     time ......... a bit about how time moves in the game

Thanks is given to Aaron Von Gauss, Richard Skurnick, Jeffrey Kobal, Robert
and Debbie Trotman, Adam Horowitz, "Kyra", Tim Stryker, Shari Borek, and
many others for their contributions to this crazed fantasy world.

>? author 


Scott J. Brinker is the Vice-President of Galacticomm, Inc.
Galacticomm, Inc. owns and operates the Ft. Lauderdale-based multi-user
system of "Isles of Shae" as well as being a leading developer of
multi-player entertainment software.

He wrote ALCHEMY II:  The Hangover in January-May 1989, inspired and
influenced by comedy work of Mel Brooks, "Monty Python", Steve Martin,
and other well-known comedians.  He has also written or co-written the
multi-player adventures of QUEST FOR MAGIC, SORCEROR'S ISLES, KYRANDIA
(Fantasy-world), and QUEST FOR ZEN.

>? commands 


In case if you need some help, here is a summary of some of the most-used
commands in the game, although there are others.  Also, for more information,
you will want to read "help potions" and "help npcs".

  n/s/e/w ........................... move in appropriate direction
  inv ............................... see what items you currently have
  gold .............................. see how much gold you have
  hits .............................. see how many hit points you have
  say <message> ..................... speak to other players
  whisper to <who> <message> ........ whisper to another player
  yell <message> .................... yell for others to hear
  drop <item in hand> ............... drop an item you are holding
  get <item> ........................ get an item lying around or nearby
  get <who>'s <item> ................ steal another player's item
  give <who> <item> ................. give another player an item
  look <something or someone> ....... look more closely at someone/something
  sit/lie/stand ..................... sit down, lie down, stand up
  kiss/hug/comfort <who or what> .... do nice things to other players/things
  kick/slap <who or what> ........... do mean things to other players/things

>?


ALCHEMY II: The Hangover is a Galacticomm, Inc. product written
by Scott J. Brinker.  It is Copyright (c) 1991 by Galacticomm, Inc.
and all rights are reserved.

Since ALCHEMY II is such an advanced type of game, there are several areas of
help which are covered in more detail.  To see them, type "help <subject>",
for example, "help commands".  The following help messages are available:

     author ....... background info about the author
     commands ..... partial list of popular game commands
     npcs ......... info about computer-controlled characters
     potions ...... info about potions, mixing, drinking, etc.
     time ......... a bit about how time moves in the game

Thanks is given to Aaron Von Gauss, Richard Skurnick, Jeffrey Kobal, Robert
and Debbie Trotman, Adam Horowitz, "Kyra", Tim Stryker, Shari Borek, and
many others for their contributions to this crazed fantasy world.

>? npcs


One of the many neat new features of ALCHEMY II is the semi-intelligent,
computer-controlled characters of the game (for example, the bartender at
Avagadro's Tavern).  They have the ability to interact with the real players
by answering questions, acting as merchants and other roles, and offering
services and equipment -- for a price, most of the time.

The following command formats are suggested for most of the interaction with
these computer-controlled creatures (NonPlayerCharacters... NPCs):

     give <amount> gold to <npc>
     look <npc>
     ask <npc> <question>

In most cases these creatures cannot be harmed by the normal means used to
attack other players... their purpose is not to act as "random monsters".

However, you should beware of some NPC creatures, such as brownies, jazz
saxaphonists, killer squirrels, and others whom will harm your character
in one of many ways.

>?


ALCHEMY II: The Hangover is a Galacticomm, Inc. product written
by Scott J. Brinker.  It is Copyright (c) 1991 by Galacticomm, Inc.
and all rights are reserved.

Since ALCHEMY II is such an advanced type of game, there are several areas of
help which are covered in more detail.  To see them, type "help <subject>",
for example, "help commands".  The following help messages are available:

     author ....... background info about the author
     commands ..... partial list of popular game commands
     npcs ......... info about computer-controlled characters
     potions ...... info about potions, mixing, drinking, etc.
     time ......... a bit about how time moves in the game

Thanks is given to Aaron Von Gauss, Richard Skurnick, Jeffrey Kobal, Robert
and Debbie Trotman, Adam Horowitz, "Kyra", Tim Stryker, Shari Borek, and
many others for their contributions to this crazed fantasy world.

>? potions


Potions are the "heart" of this game, and success in the game lies with the
mastery of how they mix together and what effects they have when drunk,
shaken, thrown, or poured.  The following commands are most of the ones used
with potions:

     look <potion>
     mix <potion1> and <potion2>
     mix <potion1> and <potion2> and <potion3>
     drink <potion>
     shake <potion>
     pour <potion> on self

Sometimes, when you drink a potion, it will give you a special power... and
to use it you must perform another action, such as aiming your finger at
someone, or something like that.  An example is:

     aim finger at <who>

>?


ALCHEMY II: The Hangover is a Galacticomm, Inc. product written
by Scott J. Brinker.  It is Copyright (c) 1991 by Galacticomm, Inc.
and all rights are reserved.

Since ALCHEMY II is such an advanced type of game, there are several areas of
help which are covered in more detail.  To see them, type "help <subject>",
for example, "help commands".  The following help messages are available:

     author ....... background info about the author
     commands ..... partial list of popular game commands
     npcs ......... info about computer-controlled characters
     potions ...... info about potions, mixing, drinking, etc.
     time ......... a bit about how time moves in the game

Thanks is given to Aaron Von Gauss, Richard Skurnick, Jeffrey Kobal, Robert
and Debbie Trotman, Adam Horowitz, "Kyra", Tim Stryker, Shari Borek, and
many others for their contributions to this crazed fantasy world.

>? time


Another "special" feature of ALCHEMY II is the fact that the world actually
comes alive around you.  The sun rises and sets, along with the two moons,
Amary and Ristina, creating both night and day enviroments.  Of course, this
also adds the factors of darkness and vision limitations, but we will leave
discovery of this up to you.

As days move by (4 Peyennuuian days to one real day in most cases), the
phases of the moons will change... and one hint is that this does have some
importance towards solving certain puzzles in the game.  The game also has
months and years, but again, we will let you discover the full extent of
this on your own.

When you exit the game, time continues to move on, although your player's
character is held is "suspended animation" until you return.

>
