This directory contains command scripts to complete Polyadv in
701+ point mode.

The 701+ point game should be almost identical to the 701-point version if the 
player doesn't discover that two objects can now be searched to reveal 
a new entrance.  Once this entrance has been unlocked, the cave closure
will be deferred until all the new treasures have been found.  If the closure
is in progress at the time, it will be postponed (cave entrances will be
unlocked/opened if this was the case before the closure).  Note that the 
closure clock will tick only at Transindection Level Zero, i.e. 'Red' level.

To run the complete 701+ point game, start polyadv and type:
@walk1.txt
@walk2.txt
@walk3.txt
@walk4.txt
@walk5.txt
@walk6.txt
@walk7.txt
@walk8.txt

For a variant ending (in which everything goes wrong, because you've failed
to do something important) run walk8a.txt instead of walk8.txt.

For UNIX systems, the walkthrough can be run automatically by running
walk.sh (walka.sh for the variant ending).  The window size should be 80 
columns and at least 24 lines.

Please note that many actions have a random effect, particularly travel verbs
in the extended areas from the 551-point game.  The command scripts turn on 
the deterministic random number mode, but note that this doesn't work after a 
restart.  You need to issue the walkthrough scripts as described, in a 
freshly-started interpreter - not after a restart or restore.

The scripts turn off the dwarves and pirate, and you will therefore
finish with a score 5 points below the maximum.

WARNING
-------

Finally, note that the 'automatic' execution of the walkthrough, as 
described above, is critically dependent on the random number sequence.

The walkthrough won't work properly if the sequence is changed in any
way - for example:

* If you modify polyadv - just one extra call to rand(), or one fewer, will
disturb the sequence.  This does occasionally make it necessary for the
walkthroughs to be changed when a new version of Polyadv comes out.

* If you modify the walkthrough - just one extra turn in certain locations
(Y2, Grassy Knoll) will change the random number sequence.

* If for some reason the random number function produces different results
on your platform.


