KNIGHT ORC
by Level 9 Computing Loading Instructions and Gameplay Guide Introduction In a hole in a mound there lived an orc. Not a clear, dry sandy hole with only spiders to catch and eat, nor yet a comfortable hobbit-hole. It was an orc-hole, and that means a dirty, clammy, wet hole filled with bits of worms and a putrid smell. It had a perfectly round garbage heap, blocking the doorway, with a slimy yellow blob in the exact middle for spitting practice. The doorway opened onto a sewer-shaped hall - a deeply unpleasant tunnel filled with smoke, with secret panels, and floors snared and pitted, provided with treacherous chairs and lots and lots of booby traps - the orc was fond of visitors. But what is an orc? Orcs are not seen much nowadays, since they are shy of human beings. They are a pungent people, little bigger than overweight elves, with the charisma of blow flies and the appetite of gannets. Orcs have little or no magic, except a rudimentary skill with knives and strangling cords and, in short, they are evil little pits. This ore was unusually ugly, even for an orc. His name was Gringleguts. Grindleguts had lived in the neighbourhood of The Mountain for about a year and most people considered him two steps lower than a tapeworm, not only because of the smell and the plague, but because he kept eating their household pets. Knight Orc follows on from the events described in "The Sign of The Orc". Grindleguts has been volunteered as their champion by the other orcs, while in a drunken stupor, and tied to a horse so that he won't escape, or fall off, before the joust. Your first task, as the orc in question, is to live long enough to escape over the viaduct to Orc Mountain. Good luck, Grindleguts. You're going to need it ...! Loading Instructions Cassette users: To remove a cassette from the box, firmly press the top of the cassette label inwards, and the cassette will pop out. Remember to always have a blank cassette or a formatted disc at hand to save your game position on. See section 6 of Game Instructions for more information about saving and restoring your game position. Each version of Knight Orc has a Menu program, which will instruct you in the further loading of the game (if necessary). Simply refer to the table below, and select the appropriate loading instructions: MACHINE DISC CASSETTE TAPE Amiga Insert game disc at the Workbench prompt Amstrad CPC 464/664/6128 RUN"MENU" Disc users type |TAPE To load game type RUN"" Amstrad PCW Load CP/M and type MENU Apple II/IIe/IIc/IIGS Insert disc in drive and turn computer on Atari ST Insert disc in drive and turn computer on Atari 130XE/800XL* Hold START & OPTION Hold START & OPTION while while turning computer while turning computer on. on. Start tape and press RETURN. Commodore 64 LOAD"MENU",8,1 Press SHIFT and RUN/STOP and start tape. IBM PC and compatibles Load MS-DOS and type MENU Macintosh/Macintosh Plus Double-click the menu icon. MSX 64k RUN "CAS:" Spectrum 48k LOAD "" and start tape Spectrum 128/Plus2/Plus3 Enter BASIC and type Switch computer on, and LOAD "MENU" press ENTER * 8-bit Atari users should turn off the machine and remove all cartridges before loading. Loading Advice If you're having any problems loading Knight Orc into your computer, then try the following... Cassette 1. Try the other side of the cassette. 2. Load another game from cassette that you know works correctly, to check that everything is connected correctly. 3. Vary the volume and tone settings on the recorder if you are able to. 4. Clean and demagnetise the recorder (following the maker's instructions). 5. Try another cassette recorder if possible. Disc 1. Try again from the very beginning. Remove all discs and turn the computer off completely and back on again. 2. Is the disc the right way up? (This applies especially to Amstrads). 3. Load another game from disc to check that everything is connected correctly. 4. Have you added any non-standard or peculiar hardware to the computer? 5. Clean the drive (following the manufacturer's instructions). Guarantee (What to do if the program doesn't work!) If you have no success in getting the program to run correctly, return it to Rainbird (or Firebird in the United States) without our packaging, and we'll replace it (if you're returning a disc, make sure it's safely packed!). Please include a short letter telling us exactly what the problem is, and what equipment your computer system comprises of. Game Instructions - Commands Knight Orc understands a wide range of commands in plain English, from simple one or two word instructions up to complex multiple sentences. This chapter is split into sections describing ways in which to communicate with the program. 1. Movement To move around The Land, use the following commands: Word Abbrv. Word Abbrv. NORTH N NORTHEAST NE EAST E NORTHWEST NW SOUTH S SOUTHEAST SE WEST W SOUTHWEST SW UP U DOWN D INSIDE IN OUTSIDE OUT CLIMB - JUMP - CROSS - These commands take you to an adjacent location. Use the EXITS command if you want to know which directions are allowed (when EXITS lead in "all directions" this means the eight main compass directions: N, NE, E, SE, S, SW, W and NW). To save time, and so you don't need to draw a map, Knight Orc provides the commands below: FOLLOW <person> (e.g. FOLLOW INNKEEPER). Try to stay close to someone, moving when they do. Other people can be ordered to follow you as well, see section iii. However, they can sometimes get left a little way behind, because even the most loyal follower will not obey you 100% of the time. Either wait for them, or command them to move to the destination with you following them. GO TO <place> (e.g. GO TO CASTLE or GO TO WELL). The program works out the sequence of short moves needed to reach your destination (e.g. OUT, NE, N, NE, IN) and carries them out. RUN TO <place> (e.g. RUN TO INN). This is like GO TO, but does not print the descriptions of the places you run through. FIND <object> (e.g. FIND GOAT). Again, this works like GO TO and takes you to the place where the object is. Note that you can FIND just about anything, including people, moving objects and things inside containers. Of course, there is not much that the program can do if you try to FIND something that does not currently exist. Or if the way to your destination is blocked (for example, there is a Thorn Hedge around the tower). In such cases, the program does the best it can. 2. Actions The majority of commands that you will use are actions, such as opening doors, stealing treasure and hitting dumb animals. Here are some examples: Command Comment GET THE KNIFE Take a stabbing weapon for later use EXAMINE KNIFE Stare closely at a tin-plated object TIE THE CORD TO THE ROPE Fasten one thing to another PUT MOUSE IN THE SACK Best place for it, if you ask me EAT THE RAT PIE Delicious REMOVE THE TETHER Untie something or take it from a container PUT KEY UNDER THE MAT I bet you've always wanted to do this WEAR THE HELMET Avoid headaches later on OPEN THE CHEST There may be treasure inside it KICK THE FROG It's smaller than you To save typing, commands can refer to more than one object, e.g: EXAMINE THE HORSE, KNIGHT AND LANCE TAKE THE CLOAK AND THE KNIFE Knight Orc understands the following collective nouns: ALL, EVERYTHING, EVERYBODY, TREASURE, WEAPONS and CLOTHES Thus, you can enter things like: GIVE THE TREASURE TO THE INNKEEPER TAKE ALL THE CLOTHES EXAMINE EVERYBODY Exceptions are also understood, for example: TAKE EVERYTHING EXCEPT THE MAT DROP ALL THE TREASURE BUT THE GOLD BRICK AND THE GOLD FISH And you can refer to the last mentioned thing as HIM, HER or IT, e.g: TAKE THE AXE EXAMINE IT THROW IT AT THE GREEN KNIGHT STEAL THE COIN AND PUT IT IN THE BUCKET You can type several commands on one line, using punctuation or AND to separate them if you like, though this is not usually needed, e.g: N NE NE CROSS (Though RUN TO PLACE is better) OPEN DOOR. GO IN AND TAKE EVERYTHING Using the fun range of command features allows you to enter near-English sentences of considerable complexity. More important, it means the game is more likely to understand what you mean. 3. Talking to Other Characters Orcs are not known for their small-talk and much prefer action to words, especially when that action is mindless, violent and aimed at someone smaller than them. So conversation is limited in this game. People can be asked about things, and a few of them may even answer you. One in particular is a mine of information. For example: HERMIT, TELL ME ABOUT THE KNIFE TROLL, TELL ME ABOUT THE RING People can be commanded to do the same sort of thing that you can do yourself, using the full range of commands. Denzyl is the only person who will obey without being recruited and I leave it to you to work out how to make other people and creatures follow your commands. Remember that you can't finish the game without help. Example commands are: DENZYL, FOLLOW ME DENZYL, FIND THE WELL, TAKE EVERYTHING, FIND ME, GIVE EVERYTHING TO ME DRAGON, FLY SOUTH AND KILL GROK THEN FOLLOW ME In some other adventure games, when you give someone a command, they go off and do whatever it was while you have to stand there and wait. Knight Orc is somewhat more realistic. If you tell Denzyl, "DENZYL, GET THE FISH, FIND ME AND GIVE THE FISH TO ME, he will head off to find it - moving roughly once for every move you make. Then you can get on with solving other puzzles, doing whatever you like, while Denzyl carries out his task. Eventually he will wander back and hand over the fish. By the end of the game, you may well have acquired a lot of followers, and they can all be given orders to carry out at the same time. For example, if you want a simultaneous attack on the vampire, you might enter commands as follows: TROLL, WAIT 2, IN, KILL VAMPIRE MOUSE, WAIT 1, IN, KILL VAMPIRE IN, KILL VAMPIRE Needless to say, a lot of puzzles in the later stages of Knight Orc require co-operation between creatures. 4. High Level Commands Knight Orc provides a number of powerful multi-stage commands, where you enter a single command such as 'RUN TO THE TOWER' and the program carries it out in stages. (The idea is that it is easier to enter one command than a lot of little ones.) Most of these have already been described above, and the full list is: FOLLOW <creature> Try to stay with someone. STOP FOLLOWING later. GO TO <place> Go to the place (the program works out the route). RUN TO <place> As "GO TO", without printing location descriptions. FIND <object> GO TO where an object is. KILL <creature> Hit and/or pursue creature in a fight-to-the-death. WAIT FOR <creature> Wait until the creature arrives. WAIT FOR <number> Wait for the specified number of 'turns'. WAIT UNTIL <time> (Use the TIME command to learn the current time). If something unforeseen happens, these commands can be paused by pressing SPACE. The program will ask if you want to continue: Press Y or N for yes or no. 5. Magic Magic works in the Knight Orc world and there are twenty-one spells to learn. You'll be able to learn them in later stages of the game and will have to know every spell in order to finish. To learn a spell, you just need to see or hear its name. To use it, once learnt, enter CAST <spellname>, or CAST <spellname> AT <target>. E.g: CAST GLOW CAST FIREBALL AT DRAGON CAST LOCATE AT RING The functions of the spells are fairly obvious from their names and the rest is up to you! & Special Commands Knight orc provides a number of general purpose commands: INVENTORY (INV) What are you carrying? (Try EXAMINE ME, too.) SCore How badly are you doing? AGAIN (A) Repeat the last command HELP This sometimes gives you a clue. QUIT Stop the game. BRIEF Don't report unnecessary text. e.g: exits and shouting. VERBOSE Report text in full. Several commands are provided to control the adventure system, rather than to make progress in solving the game, and these are described below. Please note that some of these facilities marked with an asterisk are not provided on some smaller computers and that the best way to find if a command is present in the version of Knight Orc for your micro, is to try it. * WORDS Turn off the pictures. * PICTURES Turn them back on again. * OOPS Restore the position as it was before you last moved. OOPS (or UNDO) is a very useful command and, on larger machines, it can be used several times in succession to step backwards through the game. SAVE Stores the game position on cassette or disc. Insert a formatted disc, or start a blank cassette before using this command. (Commodore 64 users may specify whether to save to cassette or disc by adding ,1 to the filename for tape, or ,8 for disc). When the SAVE has finished, stop the tape, or replace the Knight Orc game disc in the drive, as appropriate. RESTore Loads a previously SAVEd position from cassette or disc. Enter RESTore and then answer YES as confirmation. To restore from tape, rewind the cassette on which the position was SAVEd and start it on PLAY (if the cassette doesn't move, press ENTER or RETURN). To restore from disc, put the disc on which the position was saved in the drive, before using RESTore. If you are asked for a filename or equivalent, enter whatever you called the position when it was SAVEd. When the RESTore has finished, stop the tape, or replace the Knight Orc disc in the drive, as appropriate. * RAM SAVE Saves the game position in memory. This is quicker than saving on tape or disc, but the data is not as permanent and will be lost if the computer is turned off or reset. * RAM RESTore Loads a previously RAM SAVEd position. Note: OOPS, SAVE, RESTore, RAM SAVE and RAM RESTore can also be entered in response to a YES/NO question. For example, if you have just been killed in the game and the program is asking if you want to play again, you can use one of them to return to a previous position instead. Picture Moving On computers such as the Amiga, Macintosh. and Atari ST, the mouse can be used to move the picture up and down - allowing you to choose how much text is visible below it. Disc versions on some other computers, e.g the Commodore 64, control this feature by means of the up and down cursor (arrow) keys. Command Editor Some of the machines with larger memories provide a command line editor which keeps a copy of your previous commands and lets you edit and re-enter them. The command editor is controlled by the cursor keys, delete and backspace, and works in insert mode. Press cursor-up to display your previous commands: the other details are best learnt by trying it. Game Details Knight Orc is a single game, with three sections, and you must start with part one, Loosed Orc, and solve this before proceeding. The computer will display instructions on how to do this, when the time comes. Parts two and three, A Kind of Magic and Hordes of the Mountain King, are linked together, and you can move freely from one to the other. Scoring Loosed Orc The idea is to learn the adventure system and tie ropes together to make a single rope, long enough to use in crossing the chasm. You score points according to its size. A Kind of Magic and Hordes of the Mountain King Learn magic, recruit followers and escape. You score points for each spell learnt, each follower recruited (providing they have powers which complement, rather than duplicate your own), plus bonuses for solving the final stage of the game. Hints When adventurers recognise an orc, they attack. You are not likely to win many fair fights. Why not run away, or distract your opponent, or cheat in some other way. You can't take it with you (usually), so it's better to be poor than dead. Are you really stuck? Take a hint from us... Blocked by the thorn hedge? Infuriated by the Hermit? Can't recruit the helpers you KNOW are needed to complete this game? Don't despair! Although Rainbird brings you the most fiendishly devised adventures, we've got a heart (who writes this stuff?), so if you are really stuck trying to solve a seemingly unsolvable problem, fill in the Hint Request Form provided with this package. Credits Idea, design and text Pete Austin Game programming Mike Austin Adventure System Mike and Nick Austin and John Jones Steele Map and Testing Andrew Deeley Testing Paul Coppins Original Paintings Godfrey Dowson Additional artwork Nell Strudwick and Stuart Lee Poster Paul Human With thanks to all at Rainbird (and the Dragon, Mouse and Troll) without whom this game could not have been completed. COMPLETE WALKTHROUGH -------------------- PART ONE. E E TAKE KNIFE AND CLOAK WEAR CLOAK EXAMINE KNIFE OUT W N EXAMINE FLAGPOLE TAKE HALYARD GO TO CASTLE EXAMINE DRAWBRIDGE READ NOTE THROW KNIFE AT DRAWBRIDGE TAKE KNIFE N DROP KNIFE N N UP UP (from here you can see all the locations that you need to visit) RUN TO CLEARING EXAMINE GOAT TAKE TETHER TIE TETHER TO HALYARD RUN TO ROYAL OAK TAKE WASHING LINE TIE LINE TO ROPE TAKE SOVEREIGN GO TO WELL EXAMINE MAT TIE ROPE TO ROLLER DOWN TAKE HAWSER UP UNTIE ROPE TIE HAWSER TO ROPE TAKE MAT AND KEY NW EXAMINE GIBBET TAKE NOOSE TIE NOOSE TO ROPE W PUT MAT ON HEDGE N CUT HAIR TAKE HAIR TIE HAIR TO ROPE. GO TO CROSSROADS EXAMINE SIGNPOSTS TIE ROPE BETWEEN SIGNPOSTS SAVE (as the Orc Hunter sometimes kills you when he falls off his horse) EXAMINE HUNTER TAKE LASSOO UNTIE ROPE TIE LASSOO TO ROPE RUN TO FOREST LAWN EXAMINE KNIGHT TAKE AXE KILL HORSE (you've only got the one chance!) TAKE REINS TIE REINS TO ROPE GO TO CASTLE N N UNLOCK CHEST OPEN CHEST TAKE CORD TIE CORD TO ROPE DROP KEY DROP AXE (if the Green Knight hasn't already taken it) FIND CAVE IN GIVE GOLD SOVEREIGN TO HERMIT (if the sovereign has been taken from you, you will need another gold object to give instead......there are plenty in the forest!) HIT HERMIT EXAMINE HERMIT TAKE BELT TIE BELT TO ROPE RUN TO INN EXAMINE BAR TAKE SPEAR (if the Barman is here WAIT until he goes away) RUN TO VIADUCT TIE ROPE TO SPEAR S THROW SPEAR YES. PARTS TWO & THREE. (Preliminary notes:- You now know that you are wearing a visor. Lifting it up will reveal the 'true world' and in it's lowered position shows you the 'adventure world'. It is a larger version of Reveline's dream from 'Worm in Paradise'. You do not score points for collecting the silver objects and as such it is advisable to wait until you are ready to tackle the Troll to avoid characters stealing your treasures. The spell names will be shown in brackets after you first encounter them, i.e.,EXAMINE WALL ['COLD']). S READ INSCRIPTION [GLOW] E CAST GLOW AT ME E N W FOLLOW OINK EXAMINE OINK FOLLOW OINK STEAL HELMET RUN TO GROK EXAMINE GROK READ MAP WEAR HELMET FIND RAT PIE TAKE KNIFE EXAMINE TRAY TAKE PIE TAKE SACK RUN TO GROK TAKE MAP RUN TO ARCHWAY READ MAP (you now have the named locations to visit) E S S E E READ WRITING W CAST GLOW AT WALL E READ WRITING [COLD] W CAST GLOW AT ME RUN TO HOUSE IN N CAST COLD AT FIRE EXAMINE GRATE [EYE] UP S LOOK UNDER BED PUT KNIFE IN HOLE CLOSE DOOR CATCH MOUSE PUT MAP IN CRACK WAIT FOR MOUSE PUT HELMET IN CREVICE CATCH MOUSE DROP SACK TAKE SACK CAST EYE EYE,LOOK IN HOLE TAKE CARD GO TO GARDEN W CLOSE DOOR READ NOTE [GROW]. E CAST GROW AT MARROW EXAMINE MARROW [CURE] TAKE GARLIC N N NW S YES TAKE COIN WAIT FOR VAMPIRE [KNIVES] CAST CURE AT MOUSE N WAIT FOR GHOST FOLLOW GHOST (until you find a skeleton then press 'RETURN') TAKE SKELETON DROP SKELETON [SLOW] CAST SLOW AT MOUSE [DEATH] GO TO FOREST EXAMINE PEDESTAL EXAMINE BOOK NO EXAMINE RAINBIRD RAINBIRD,TELL ME ABOUT PERCH [LOCATE] WAIT FOR DRUID WAIT (until he breathes on the lake) [CHARISMA] CAST CHARISMA AT ME (it doesn't seem to help much as characters still beat you up!!) FIND FROG KISS FROG (you may have to follow it first) EXAMINE FROG LOOK EXAMINE PEBBLE [JUMP] GO TO MOUNTAIN E CAST GLOW AT ME E S E CAST JUMP NORTH [SWORD] N W S S E E (if at any time from entering the mountains to this point, you are asked if you wish to take your chosen direction, answer "NO" and "WAIT" until the Dragon arrives) S GET SCALE FIND DRAGON (the Dragon will by now be subdued as the mouse will attack it's weak spot when you meet it!) SAVE. (The following part can take several attempts to get right as success depends on how much the Valkyrie is carrying when you die. As such it is easier to give the principles involved and let the player work out how best to solve it! First find the Valkyrie by using the "LOCATE" spell or a directional command (RUN TO, FIND or GO TO). If she is on a cloud, you may have to kill someone to get her to leave the cloud. When you find her, give her the card from the mousehole and kill yourself! If it works right, you will arrive in Paradise. Now, take the card from the Valkyrie if she's collected too much this gets dropped and you will have to try again lift the visor, open the door and take the recruiter/reprogrammer). FIND MOUSE RECRUIT MOUSE FIND DRAGON RECRUIT DRAGON TAKE MOUSE (if it is elsewhere you will obviously have to find it first!) GO TO MARSH MOUSE, WAIT 1, CLEAN PLAQUE, CLEAN PLAQUE [FIREBALL] GO TO FOREST MOUSE, WAIT 1, KILL ANTS, KILL ANTS (This will carry on until ALL the ants are killed) EXAMINE AMBER [MAGICIAN] FIND SACK TAKE SACK SAVE. (Now you have to recruit the Troll so having got the sack, go in search of as many silver objects as you can find. The easiest way is to use the "GO TO (Location)" command and press 'SPACE' whenever you see a silver object. Put them in the sack and carry on until you have about 8 or 9 treasures or you could use "FIND (object)" to locate the following: SPOON/STAR/LOAF/CANDLESTICK/FOX/HARE/PLATE/SLIVER/SALVER/FISH/SIXPENCE. The actual 'mechanics' of the Troll puzzle are not particularly simple as the Troll jealously guards the bridge and you may not succeed at first if too many people are trying to cross the bridge. First go to the bridge and 'SAVE' your position. Now it is a matter of getting the Troll far enough away from the bridge so you can get into her lair! To do this, give her a treasure and 'WAIT' until she takes it. Move back away from the bridge and 'WAIT' until the Troll enters, drop another treasure, 'WAIT' until she takes it, move away and so on.......until you are alnmost out of treasure. Drop all your remaining treasures and RUN TO BRIDGE, open the door, enter her lair and take the wallet. Answer "NO" to her question and you can recruit her. Once recruited, you will find that when she has been given an order she will carry it out until you tell her to stop!!). TROLL, FOLLOW ME TROLL, STOP TROLL, WAIT 1, PULL ROPE PULL ROPE (repeat until the rope pulls clear of the water) EXAMINE RING TAKE RING TROLL, STOP TROLL, FOLLOW ME GO TO GRAVEYARD WAIT FOR TROLL TROLL, STOP GIVE COIN TO TROLL TROLL, WAIT 1, PUT COIN IN RECESS S LOOK IN GRAVE [DETECT] N TROLL, STOP TROLL, FOLLOW ME GO TO GARDEN TROLL, STOP TROLL, WAIT 1, CATCH APPLE SHAKE TREE EXAMINE APPLE [EMPATHY] (You may need a few attempts before an apple is caught despite the description of the tree, there seems to be quite a lot of fruit on the tree!) GO TO HOUSE IN N PUT RING IN FIRE [EXORCISE] RUN TO DRIFTWOOD CAST EXORCISE AT DRIFTWOOD [FLY] RUN TO GARDEN CAST FLY AT STATUE EXAMINE STATUE [SHIELD] GO TO CASTLE CAST KNIVES AT ROPES CAST SHIELD AT ME S CAST GLOW AT ME CAST FLY AT ME S EXAMINE DOOR CAST SWORD PUSH BUTTON WITH BROADSWORD S W N N TAKE ARMOUR WEAR ARMOUR EXAMINE SCABBARD EXAMINE DAGGER [TELEPORT]. S S E E OPEN DOOR N CAST FIREBALL FIREBALL, HIT SCROLLS N EXAMINE PANEL [LIGHTNING] RUN TO FOREST CAST MAGICIAN AT ME RAINBIRD, GO TO EXIT AND WAIT RUN TO DRAGON GIVE SCALE TO DRAGON DRAGON, RUN TO EXIT AND WAIT RUN TO TROLL TROLL, STOP TROLL, RUN TO EXIT AND WAIT RUN TO MOUSE MOUSE, RUN TO EXIT AND WAIT RUN TO EXIT WAIT (until the Troll, Rainbird, Dragon and Mouse are all at the exit) SAVE. (Many characters try to kill you or your allies around here and you could waste quite a bit of time having to re-locate them and re-instruct them!). DRAGON, GO SOUTH S W E N TROLL, STOP TROLL, TAKE MOUSE TROLL, STOP TROLL, GO TO HATCH RAINBIRD, FOLLOW ME DRAGON, FOLLOW ME GO TO HATCH TROLL, STOP TROLL, PUT MOUSE INTO HATCH TROLL, STOP TROLL, FOLLOW ME W TROLL, STOP TROLL, TAKE RAINBIRD TROLL, STOP TROLL, PUT RAINBIRD INTO OPENING.............the Rainbird will peck the button, opening the door and you and your accomplices will escape.......you now only have the Police to deal with for setting off the fire alarm!!!! ******************************************************************** SAVE. (Many characters try to kill you or your allies around here and you could waste quite a bit of time having to re-locate them and re-instruct them!). DRAGON, GO SOUTH S W E N TROLL, STOP TROLL, TAKE MOUSE TROLL, STOP TROLL, GO TO HATCH RAINBIRD, FOLLOW ME DRAGON, FOLLOW ME GO TO HATCH TROLL, STOP TROLL, PUT MOUSE INTO HATCH TROLL, STOP TROLL, FOLLOW ME W TROLL, STOP TROLL, TAKE RAINBIRD TROLL, STOP TROLL, PUT RAINBIRD INTO OPENING.............the Rainbird will peck the button, opening the door and you and your accomplices will escape.......you now only have the Police to deal with for setting off the fire alarm!!!! ******************************************************************** |