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True Spit (True_Spit.txt)

TRUE SPIT
Walk Through by Dorothy Millard (C64 Version)


Notes
1. The appearance of the Mayor and Wyatt Earp are random, To get away from Wyatt Earp when he wants
to fight you must RUN N, S or W, If you pass Wyatt Earp too often he will shoot you. Note when you
have the gun and bullets you can SHOOT EARP and he will run off. 
2. Throughout the game you can carry only a very limited INVENTORY. 
3. If you walk through the mud too often you will eventually sink. Riding the horse prevents this 
4. Twisty/Twisting passages - When you climb the rope from the chasm you randomly go to either the
Twisty or Twisting passages.  You need to return regularly to the chasm in order to reset the flag
so that you don't die of thirst in the Twisty/Twisting passages. 
5. On a real C64, to alter the game to save to disk instead of tape change the middle 1's to
8's in lines 4003 and 4103.  Note you will only be able to save to each disk once however. 
6. The only way I was, able to complete the game and get the completion message was by changing line
1165.  Instead of IF KS=1 change it to IF KS=O. You then have the kid in jail with the door closed! 
 Otherwise it is impossible to get the completion message. 

Walk Through
(Start at the edge of town), INVENTORY (carrying nothing), EXAMINE HORSE (Wow!  Look at this!),
INVENTORY (you are now carrying an orb), RIDE HORSE, S, S, S (the mayor is usually here), TALK MAYOR
(remember the first number is three), N, E, E, LEAVE HORSE, E (bar), TALK BARTENDER (remember the
second number is seven - leave the drink until later as you have no money yet), W, RIDE HORSE, W, W,
S, S, W, W, W, W (don't worry about the darkness), GET MAP, E, E, E, E, READ MAP, (remember the
next-to-last two numbers are 96... using me you can now cross the desert), S, W, W, S, S (smithy),
TALK SMITHY (remember the fifth number is two), E, S, E, S (Wyatt Earp is normally in this area so
when you meet him) TALK EARP (remember the first number is five), RUN S (keep trying until you
eventually randomly leave the location, see note 1 above), LEAVE HORSE, W (you should be in front of
a row of shops), EXAMINE SHOPS (an old passageway appears), W (into a store), S, W, W (leave the
safe as you haven't the combination yet), W, S, GET BADGE, EXAMINE BADGE (it has the number
four engraved on it - this is the last number of the safe combination). 

N, E, E, S, S (you are approaching a secret exit), DROP MAP, DROP BADGE (note do not drop the orb as
it disappears if you do), E (through the narrow crack - the orb lets you through), GET AXE, LOOK
(you are back at the narrow crack), LOOK (you are approaching a secret exit), DROP ORB (it vanishes
but never mind as you don't need it again), GET MAP, GET BADGE, WEAR BADGE, N, N, N (leave the
boots as you need money to get them), E, E, E, DROP MAP, DROP AXE, N, N, E, E, S, E (you are at the
door of the sheriff's office and if you weren't wearing the badge he wouldn't let you
leave again), DISPLAY BADGE (the sheriff welcomes you with open arms), TALK SHERIFF (remember the
third number is 1), W, N, N, W. 

S, S, W, W, W, S, W (you are in front of the safe), 37152964, INVENTORY (you are now carrying some
money), E, N (leave the boots as they're not necessary and only create another item to carry in
your limited inventory - note if you buy the boots then later drop them you will be unable to get
them again without more money), E, E, E, RIDE HORSE, N, N, N, N (note going this way resets the
counter so you won't be attacked in the roughneck country), E, E, S, E, W, S, S, LEAVE HORSE, E
(sheriff), BRIBE SHERIFF (he slips you a key), E, E (in front of old jail which is locked), OPEN
JAIL (door - using the key), E, E, GET GUN, W, W, W, W, W, RIDE HORSE, N, N, W (centre of street),
DROP GUN, DROP BADGE. 

W, W (smithy), BRIBE SMITHY (he shows you into a back room), W, GET ROPE, E, E, E, DROP ROPE, GET
GUN, N, N, N, N, N, LEAVE HORSE, DROP GUN, E, E, E (bar), BUY DRINK (don't drink it though),
PAY BARTENDER (you can now go east), E, N (to where the mean customer is), GIVE DRINK (the old timer
accepts and rushes off - later after going through the dessert you won't be bothered by the
tough hoodlum), S, E, E (the local floosie is here), PAY FLOOSIE (she shows you into a back room),
E, N (back of saloon), GET BULLETS, S, W, W, N, PLAY PIANO, S, S, W, PLAY PINBALL (just for fun but
not necessary - if you don't then drop the remaining money which will be stolen, but you
won't need it anyway and it's just one more thing to carry), N, W, W, W, W (start of
town). 

GET GUN, W, W (stable door) OPEN STABLE (door - using the key), W, W, N, SHOOT SNAKE, W, W
(forgotten corner of the stable), GET MATCHES, E, E, S, E, E, E, E, RIDE HORSE, S, S, S, S, S, S, S,
DROP MATCHES, GET MAP, S, S, S, S, W (main street), S, S, W, S, W (old tunnel), DROP GUN, DROP
BULLETS, DROP KEY, E, N, E, E, E, (as long as you gave the mean customer a drink you will now be
walking by the smell of old liquor), E, N, E, GET TORCH, W, S, W, W, W.

W, S, W (old tunnel), DROP TORCH, E, N, E, N, N (main street), DROP MAP, E, N, N, N, N, N, N, E, E,
N, N (into roughneck territory), GET TIMBER, W, W, S, S, GET ROPE, S, S, GET AXE, GET MATCHES, S, S,
S, S, W, DROP ROPE, GET MAP, S, S, W, S, W (old tunnel), PROP WALLS (the timber's not the right
length), CHOP TIMBER (using the axe), PROP WALLS, LOOK (you can now go east buy first will need some
light), DROP MAP, DROP AXE, GET MATCHES, LEAVE HORSE, GET TORCH, LIGHT TORCH, DROP MATCHES, GET KEY,
GET GUN, GET BULLETS, W, W (into mine shaft), W (you are stopped by a large oak door that
hasn't moved for years), OPEN DOOR (using the key), DROP KEY, W (into an underground recess - a
chest is here but you can't get it), SHOOT CHEST (you've busted the lock), LOOK (see a
crowbar), GET CROWBAR, E, E, E, E, DROP TORCH, GET MAP, E, N, E, S, S, S (chasm), DROP GUN, DROP
BULLETS, DROP CROWBAR, N, N, N, W, S, W, GET TIMBER, GET MATCHES, GET AXE, E, N, E, N, N (main
street), CHOP TIMBER (you've made a ladder - note if you chop the timber in the old tunnel you
cause a cave in), DROP AXE, GET ROPE, S, S, S, S, S (chasm). 

DROP MAP, THROW ROPE, CLIMB ROPE (N or S?), S, LOOK (here you will either be in a twisting or a
twisty tunnel - the one you want is twisty and if it isn't you will need to GET ROPE, THROW
ROPE, CLIMB ROPE back to the chasm and try again until it is), W, W, S, S, GET DYNAMITE, E, N, E, N,
GET ROPE, THROW ROPE, CLIMB ROPE (N or S?), N, LOOK (you are back at the chasm), GET ROPE, THROW
ROPE, CLIMB ROPE (N or S?), S, LOOK (this time you want the twisting passage), S, W, S, E, E, S (to
where the wall of rock is), DROP LADDER, DROP DYNAMITE, DROP MATCHES, N, W, W, N, E, N, GET ROPE,
THROW ROPE, CLIMB ROPE (N or S?), N, LOOK (you are back at the chasm), GET BULLETS, GET GUN, GET
CROWBAR, GET ROPE, THROW ROPE, CLIMB ROPE (N or S?), S, LOOK (you should by in a twisting passage),
GET ROPE, S, W, S, E, E, S (to rack wall). 

DROP GUN, GET LADDER, CLIMB LADDER (N or S?), S, LOOK (you are at the top of a solid wall of rock),
S, S (you are faced by a steep drop which is too deep for a ladder), THROW ROPE, CLIMB ROPE (N or
S?), S, LOOK (you're at the bottom of a steep climb), S, W, W, S (you are lost in a large
underground cave), GET PAPER, READ PAPER, DROP PAPER, E, N, E, E (you are stopped by a wall of
rock), MOVE ROCK (using the crowbar), DROP CROWBAR, DROP BULLETS, W, N, GET ROPE, THROW ROPE, CLIMB
ROPE (N or S?), N, N, N, GET LADDER, CLIMB LADDER (N or S?), N, GET GUN, GET DYNAMITE, GET MATCHES,
GET LADDER, CLIMB LADDER (N or S?), S, S, S, GET ROPE, THROW ROPE, CLIMB ROPE (N or S?), S, S, E,
GET BULLETS, E, S, S (underground pool), LIGHT DYNAMITE (with the matches - you must do this before
you swim across, otherwise the matches will be wet, but it doesn't seem to matter about the lit
dynamite getting wet!), SWIM S (southern shore), S (wall of rock), DETONATE DYNAMITE (Kaboom!
You've broken through), LOOK (you can now go south).

(Before entering the hideaway save your position as the Paper Bag Kid sometimes shoots you at
random), DROP MATCHES, S (into an old hideaway where you meet the Paper Bag Kid), SHOOT KID (Powee!
You got 'im!), INVENTORY (note you are in fact carrying the Kid), N, N, N, SWIM N, W, N, W, N,
GET ROPE, THROW ROPE, CLIMB ROPE (N or S?), N, GET ROPE, N (Doc {hic} Holliday is here), SHOOT
HOLLIDAY (Pow! He runs off), N, DROP GUN, GET LADDER, CLIMB LADDER, N, DROP ROPE, GET LADDER, CLIMB
LADDER (N or S?), E, GET GUN, GET LADDER, CLIMB LADDER (N or S?), N, GET ROPE, N, W, W, N, E, N,
THROW ROPE, CLIMB ROPE (N or S?), N, GET MAP, N, N, N, N, N (main street), E (when you meet Wyatt
Earp shoot him), N, N, N, N, N, N, DROP MAP, GET BADGE, WEAR BADGE, N, N (go this way to avoid any
trouble in roughneck territory), E, E, S, S, W, S, S, E (sheriff's office), DISPLAY BADGE (to
the sheriff), E, E, E (into jail), DROP KID, W (front of jail), CLOSE JAIL (door - if you have
altered the program as mentioned in note 7 above or are playing a "fixed" copy, you get
the completion message - otherwise nothing!)

CONGRATULATIONS!
You've done it!



Taken from Dorothy Irene's site: http://dorothyirene.fateback.com/

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