The Famous Five On Treasure Island Le Club Des Cinq Et Le Tresor De L'ile
Manual n° 1
THE FAMOUS FIVE <1>
Five on a Treasure Island
Now, for the first time on a Home Computer, Enid Blyton's greatest creation
"The Famous Five" star in their own computer game. Faithfully recreating
the world of Julian, Anne, Dick, George and Timmy the dog you can control
any of the children as they solve the mystery of the "Treasure Island".
Fully endorsed by the Blyton Estate, this is a fun to play interactive graphic
adventure that closely follows the plot and unique atmosphere of the world
famous books. You can control the actions of any of the gang (except the
dog - he is more interested in the nearest tree!) and can change from one of
the gang to the other or watch as a character goes off to "do their own
Although based on the children's books this game has been carefully
designed to be challenging to all age groups and contains almost all of the
locations in the book (many with pictures) and has loads of problems to
solve. The command parser has been developed over 3 years and can
understand complex sentences and commands.
THE GANG ARE READY AND WAITING FOR YOU TO JOIN THEM IN THEIR
GREATEST ADVENTURE YET!
(c) 1991 Darrell Waters (c) 1991 Enigma Variations Ltd
C64: Cassette: Press Shift and RUN/STOP. Press Play on tape.
The game will load and run.
Disk: Type LOAD "*",8,1 The game will load and run.
Spectrum 48K: Type LOAD "" and press ENTER. The game will load and run.
128K: Press ENTER at the loader prompt. The game will load and run.
Amstrad CPC: Tape: Press CTRL and the small ENTER key. Press play on tape.
The game will load and run.
Disk: Type RUN "DISK" and press Return. The game will load and run.
FAMOUS FIVE was written using the "Worldscape" technique. Worldscape
allows for the existence of many characters in the game who are fully
independent and animated. The flexibility of the system ensures that any
character (personality permitting) is capable of doing anything that you can!
The plot and characters in FAMOUS FIVE are closely based on Enid Blyton's
book "Five on a Treasure Island". No knowledge of the book is assumed at
any point, enabling people who have never read any of the Famous Five
books to get to grips with the game without difficulty. However, reading
the book will help in the playing of the game. Beware, many new problems
have been added and many have been changed altogether.
The Famous Five are Julian, Dick, Anne, their cousin George and George's
dog Timmy. At the start of the game, George's mother, Aunt Fanny, has
invited them to stay with her in Kirrin.
You star the game playing Julian, but you may swap to any of the children
PLAYING THE GAME
The screen is divided into windows. The top displays any graphics,
location descriptions and actions performed by any characters present.
If the screen fills with text the message "more" will appear and you
should press a key to continue.
The lower window is for text input. The FAMOUS FIVE can understand most
of your commands in everyday English! As a general rule, sentences should
contain a verb and a noun; eg. PICK UP THE BOX or just TAKE BOX.
When an instruction does not concern an object, just the verb can be used;
English grammar applies and usually the order of the sentence is not
important; eg. GIVE DICK THE SANDWICHES or GIVE THE SANDWICHES TO DICK
have the same effect.
Prepositions such as ON, OFF, INTO, OUT, etc. can alter the meaning of
some verbs; eg. TURN ON THE WIRELESS SET.
You may use the word "AND" in the same way as you would in English. You
can perform more than one action at a time such as TAKE THE BOX AND THE
MONEY or DROP THE MONEY AND GO NORTH. *
"THEN" may be used in a similar way. *
Multiple commands may also be entered by placing a comma between your
instructions such as - EAT SANDWICHES, GO NORTH, CLOSE DOOR. It is very
important that there is a space after each comma.
The words "ALL" and "EVERYTHING" may be used along with most verbs, to
perform an action upon all objects present or carried by you; eg. DROP
EVERYTHING, OPEN ALL.
Directions can be abbreviated to just their first letter; eg. N for North,
NW for north-west. You may abbreviate all words to their first four
letters; eg. TELL UNCLE QUENTIN TO EXAMINE THE WINDOWS could be typed as
TELL UNCL QUEN TO EXAM THE WIND.
Input is limited to 62 characters or 16 words. All words after this are
ignored. (32 characters and 8 words on Spectrum.)
DELETE removes your last keypress. Function key F1 (EDIT on Spectrum) can
be used to pull back your last input and allow you to alter it. Where
present function keys are predefined to useful words. Try them and see.
Whilst playing the adventure it will become necessary to pick up objects
and carry them with you. Often these will be food, drink, or they may help
you to overcome some problem which you come across later on. Sometimes,
they may have no use to you whatsoever! You will find some objects just
lying around but others will be hidden or kept inside cupboards, etc.
These will have to be opened first.
To pick up and carry an item with you simply TAKE it; eg. TAKE THE
To check on what objects you are currently carrying around with you,
type INVENTORY or simply I.
To get rid of an object again, you merely DROP it; eg. DROP THE MONEY.
You may also give objects directly to other people; eg. GIVE THE MONEY
During your travels you will meet many other characters, most of whom
are independent. Conversing and interacting with them will be essential
to completing the adventure. Often, other people may be able to do some-
thing you cannot, or might have valuable knowledge about something. Asking
someone to break something might be useful if they are stronger than you,
or asking someone to examine something might prompt them to reveal some-
thing they know or have noticed about the object. You can ask people to
perform actions useful to you by using one of the following formats:
ASK DICK TO TAKE THE ROPE or SAY TO DICK TAKE THE ROPE or TELL DICK TO
TAKE THE ROPE.
These can be abbreviated to just the person's name if you wish; eg.
DICK TAKE THE ROPE.
You can ask people direct questions by using the word "ABOUT"; eg.
ASK AUNT FANNY ABOUT GEORGE or AUNT FANNY TELL ME ABOUT GEORGE. *
If you just wished to be friendly, you could try - TALK TO GEORGE or
SAY TO GEORGE HELLO.
Don't expect everyone to fall over themselves to help you. In some cases
you might need to use some kind of persuasion, or do some kind of favour
for them first. Whether someone cooperates with you will depend upon a
number of factors, such as how they are feeling, what they are currently
doing, how they feel towards you, etc.
Some locations you visit will have no natural light and you will not be
able to see anything unless you have with you an object which gives off
light such as a lantern. You may travel in total darkness if you wish but
beware, it is very easy to become lost and disorientated!
You are able to become any of the human members of the Famous Five and to
continue playing by taking over their role. This is done by using the
"BECOME" command; eg. BECOME JULIAN. This feature allows characters to
split up and lets you switch between them. Indeed, some problems you
encounter can only be overcome by splitting up in this way. To split up
ask a person to move to another [location]; eg. TELL ANNE TO GO SOUTH.
Type WHO AM I or simply WHO to remind yourself which character you are
Some tasks are better tackled by a particular person. The following may
Julian - Is the oldest and the most intelligent. He is also quite strong.
Dick - Is the greediest and has the thinnest build. He is also quite
strong, but perhaps not as strong as Julian.
Anne - Is the youngest. She is also the weakest and the most easily
scared. Anne tends to look up to Julian.
George - Is the bravest and has a quick temper. She likes to be treated
as if she were a boy and is the best swimmer. George can be difficult at
FAMOUS FIVE is ideal to play with your friends as a multi-player adventure,
with each person controlling a character and taking over every few turns
SPECIAL ADVENTURE COMMANDS
VERBS or V - Gives a list of accepted verbs and special commands.
LOOK or L - Fully describes your current location. Any people or objects
present will be shown.
INVENTORY or I - Lists any objects which you are currently carrying.
SAVE - Saves your progress so far. Please do not use the original tape
RAMSAVE - Saves your progress so far to RAM (computer memory). BEWARE,
this will be lost when the computer is switched off! Feature is not
available on all versions.
LOAD - Re-loads a saved game from tape.
RAMLOAD - Re-loads a save game from RAM (where available).
SCORE or SC - Gives your score so far as a percentage.
PAUSE or P - Pauses the game until a key is pressed. This is useful
because normally, if nothing is typed after a short while, the program
will assume that you wish to "WAIT".
PIX/NO PIX - Turns graphics on/off.
QUIT - Quits the game and allows you to re-start from scratch!
HINTS AND TIPS
(1) - Have a pen and paper handy, as some messages will only appear once!
(2) - Make good use of the EXAMINE verb to get more information about
objects and people.
(3) - Remember, other people can carry things too.
(4) - Try to change characters regularly. Often, certain characters will
notice or do something in certain situations which would otherwise
(5) - Don't rush through the game. Not only will you miss much but your
enjoyment of the game will also be very much reduced. Good luck and
try not to get on Uncle Quentin's nerves!
Based on the books by Enid Blyton. Designed by Colin Jordan.
C64 version by Andrew Brown. Graphics by Sam Mohabull.
Program (c) 1991 Enigma Variations Ltd.
Characters and plot (c) 1991 Darrel Waters Ltd.
* Not on Spectrum version.