
These instructions were taken from PORK I, as written in AGT Format by Dave
Malmberg of Softworks. They apply also to PORK II. The only additional commands
specific to PORK II are the LEWD/TAME commands noted earlier.

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How To Play The PORK Adventure
------------------------------


COMMANDS AND VOCABULARY:

      The PORK Adventure Game understands a wide variety of commands.
      However, it has only a limited vocabulary, totaling approximately four
      hundred words, so it can get confused.  If you give it a word that it
      doesn't understand, it will tell you what word it doesn't know.  Try
      entering your command again using a different word in place of the one
      the game objected to.

      Your commands should generally be in the format:

       <verb> <(multiple) noun phrase(s)> <preposition> <noun phrase/object>

      Some (hypothetical) examples of valid commands:

         PLACE A RED ROCK IN THE SMALL BOWL
         PUT THE GREEN ROCK AND THE SMALL PEBBLE BEHIND THE OAK TREE
         READ MY POETRY BOOK
         SWIM IN THE SWIMMING POOL
         EXAMINE THE GOLD RING, THE DWARF AND THE SILVER NECKLACE
         EAT THE CELERY, THE TUNA, THE APPLE AND THE ONION
         THROW THE BATTLE AXE AND THE LARGE ROCK AT THE WEREWOLF
         SHOOT THE BURGLAR WITH THE REVOLVER
         ATTACK HIM
           ("HIM" will refer to last noun mentioned, e.g., the burglar)
         FIRE THE LASER PISTOL AT THE ALIEN MUTANT
         GET THE BOOK (also: TAKE THE BOOK)
         READ IT
           ("IT" will refer to last noun mentioned, e.g., the book)
         GET ALL (will get everything movable at the current location)
         GET THE KEYS, BOTTLE, FOOD AND THE CLOAK
         EXAMINE THE KEYS, BOTTLE, FOOD AND CLOAK
         PUSH THE RED BUTTON AND THE GREEN BUTTON
         UNLOCK THE FILE CABINET WITH THE STEEL KEY
         JUMP THROUGH THE OPENING
         JUMP OVER THE LOG
         NORTH
         SOUTHWEST
         PLACE AN AXE AND THE SHIELD NEXT TO THE BIG TREE
         PUT THE FOOD ON THE KITCHEN TABLE
         TURN ON THE FLASHLIGHT
         LIGHT THE TORCH WITH THE WOODEN MATCHES
         SCREAM AT THE UGLY TROLL
         CLIMB UP THE LADDER
         EXTINGUISH THE FIRE (or PUT OUT THE FIRE)
         DRINK THE WHITE WINE
         THROW THE FIRE WOOD IN THE STOVE
         PULL THE BELL CORD
         WEAR THE STUPID HAT (also: PUT ON THE STUPID HAT)
         TAKE OFF THE HAT (also: REMOVE THE HAT)
         NE (for NORTHEAST)
         DROP THE KEY AND THE BOTTLE
         ENTER THE CAVE
         XYZZY (i.e., a "magic" word)
         TURN THE DOORKNOB
         PLAY WITH THE DOG
         TALK TO (or TALK WITH) THE OLD MAN (ABOUT THE WEATHER)
         TELL JEFF ABOUT THE SWORD
         ASK JODIE ABOUT THE CRIME

      Compound commands can be created by connecting single commands (like
      those above) with "AND", "THEN" or the punctuation symbols "," or ";" to
      connect two or more separate commands.  However, "end-of-sentence"
      punctuation symbols like ".", "!" and "?" should not be used.  Below are
      a few examples of valid compound commands:

         TURN THE DOORKNOB THEN ENTER THE CAVE
         CLIMB DOWN THE LADDER THEN SOUTH, WEST AND NORTHWEST
         GET THE CLOAK AND THEN EXAMINE IT; READ THE LABEL
         DROP THE FOOD AND THE BOTTLE THEN UNLOCK THE DOOR AND THEN LEAVE
         GET THE TORCH, LIGHT IT WITH THE WOODEN MATCHES THEN EXAMINE IT

      If the game understands all of the words in your command, but still
      seems confused by the command -- then try to say the same thing using
      fewer words and a simpler sentence.  When in doubt, simplify your
      commands as much as possible.  This also saves typing effort.


SPECIAL COMMANDS:

      The game uses a number of special commands for various "housekeeping"
      chores.  These are all pretty standard for most adventure games,
      specifically:

         HELP          May (or may not) give you a hint.

         SCORE         Will summarize your progress, so far.

         INVENTORY     Will display a list of the items you are carrying, and
                       those items you are wearing.

         BRIEF         Will cause location descriptions to be brief.

         VERBOSE       Will cause location descriptions to be verbose.

         LOOK          Will give you a full (verbose) description of
                       your current location.

         AGAIN         Will cause the last command that was given to be
                       repeated.

         LIST EXITS    Will list the obvious (visible) exits from your current
                       location.  There may be other ways to exit the location
                       -- but they may not be obvious.

         SAVE          Will save the current game status on disk.

         RESTORE       Will restore a previously saved game from disk.

         SCRIPT        Causes output to go to both the screen and a printer
                       (using the LP1 port).

         UNSCRIPT      Causes output to go to the screen (only).

         QUIT          Quits the current game session.  Always exit using QUIT
                       -- so the game can erase some temporary data files and
                       save disk space!


FUNCTION AND CURSOR KEYS:

      The function keys have been predefined to stand for several of the most
      frequently used commands.  Similarly, the cursor keys have been
      predefined to correspond to the appropriate compass directions, i.e.,
      the up arrow is NORTH, the PgDn key is SOUTHEAST, the "-" key is UP, the
      "+" key is DOWN, the Ins key is ENTER, the Del key is EXIT, and so
      forth.

      Hitting the '?' key will display a diagram of the definitions for all of
      the function and cursor keys if you need a reminder.

