MISER
By Mary Jean Winter

Rumor has it that there's a lot of valuable treasure in the house where the old miser used to live. Think of it -- all tha treasure lying around waiting to be claimed. Surely it's worth trying to find!

After you play this adventure game, you may live to regret the idea of searching for the treasure. Or, perhaps, you may not live to regret it. Strange things await you in the old miser's house, the likes of which you've never encountered. Remember, many have gone in after the rumored "treasure," but few have come out again.

Once the program starts, give it one- or two-word commands, such as NORTH, or SHOOT AARDVARK. (As there are no guns or aardvarks in the house, we're not giving anything away.) Some other useful commands: INVEN tells you what you're carrying; SCORE tells you your current score; LOOK describes the room you're in; and QUIT ends the game.

To move, give directions such as GO WEST, WEST, or even just W. All commands must have the form: verb, noun.

Keep a map of where you've been, in case forget your way. Try synonyms for words since the author may not have thought of the word you'd use, and most important, don't assume that an object is useless just because it looks that way. You an read the program for the solution, but that's cheating. Besides, the program is so complicateed that it's almost easier to solve than it is to understand.