                             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.
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