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"``@@64lh"AAC`@  "``@@64lh"AA`@  "``@@64 lh@@"AA `@  ??"``@@64lh "AA`@  "``@@64lh "AA `@D  "``@@64lh "AAA`@D  "``@@64lh "AA`@D  "``@@64lh "AAa@FD  "``?40h` !AAB%(&D   "``64lh AAb%@*D  "``40 h`@@B%(&D   "``44hhA@F| < x>``40h`@ ``40h`@ ``40h`@ ``??@ ALTERNATE REALITY .. Imported by Sewer S'Ware ... corrections by the POSSUM. @ GUIDEBOOK TO THE CITY. @ Welcome to The City of Xebec's Demise. Read this Guidebook before entering; it gives vital pointers to help you survive. The separate Reference Card gives instructions for using your computer to enter Alternate Reality. @ A Map of The City is included in your package. The Floating Gate in the center of the Map is surrounded by Granite Bank, Best Bargin Store, Best Armourers, and Tail of the Dog Tavern. Use this as a base for exploring and mapping the rest of The City. Also enclosed is an artist's rendering of major City sites that may be useful in your mapping efforts. @ There are many establishments in The City. This list will help you in your travels: 15 shops; 7 inns' 14 taverns; 3 banks; 4 smithies; 2 healers; and 12 guilds. The City game doesn't allow you to interact with Weapons Trainers and some other institutions. Also, you'll discover entrances that require the use of a disk you don't yet have. Alternate Reality - The City is designed to be expanded. Future additions include The Dungeon, The Arena, The Palace, The Wilderness, Revelation, and Destiny. In addition to the game, you need a blank disk to use as a Character Disk. @ Without a Character Disk you can't save the game. @ You're kidnapped by an alien spaceship and find yourself in a room with only one exit. Through this doorway you see The City of Xebec's Demise. An energy field moves across the opening. Overhead is a panel with constantly changing numbers.The moment you step through the door, the numbers freeze.Thissetsyour level of Stamina, Charm, Strength, Intelligence, Wisdom, Skill, Hit Points,and Wealth. The higher these beginning Stats,the better your chances of surviving in The City. @ During the first few days, you're extremely vulnerable to foul play (of which there is an annoying amount).The safest area is near the Floating Gate. Of course, safety isn't your only con- sideration; there are benefits to dis- cover in the more dangerous locales (cheaper food and lodging, better treasurer, etcetera). @ Keep a low profile until you're familiar with the ways of The City. And, avoid Encounters with life forms that are obviously superior (don't tease a Wizard during these early days!) NOTE: Save games and backup your Character Disk regularly. @ Once you're familiar with The City Square (the area marked on the enclosed Map), it's time to be more daring and explore further afield. @ The object of your sojourn in The City is to become oriented to Alternate Reality, build your Stats, and become the sort of Adventurer who can survive hardships, fight heroic battles, and solve the quests presented in The Dungeon and sub- sequent adventures. @ STATS - The values at the top of the screen shop off you know for certain about your Character. Increasing them is crucial for your development. Stats are increased by certain potions, by a first visit to any Guild, and by moving up a Character Level. Charm, Strength, and Intelligence also improve with use. @ EXPERIENCE is gained through en- counters with life forms in The City (you start the game with Experience points and Character Level at 0). The more encounters you survive,the more Experience points you gain. When Experience builds to somewhere between 250 and 300, you move up a Character Level (all your Stats influence how many Experience points you need). When you move up a Character Level, you usually gain other Stat points as well. Each Characterer Level requires twice as many Experience points as the one before. @ STAMINA is important if you're to survive. This Stat determines your health, endurance, and how long you can hold up in battle. @ CHARM determines how other life forms react to you. If you aren't "charming" enough, you're more likely to be attacked without provocation. Bribing an opponent is easier for a "charming" Character; and the battle tactic of charming (an evil act -see Encounters) requires a great deal of Charm. The more you use these tactice, the higher your Charm level becomes. @ STRENGTH is very advantageous when fighting. The stronger you are, initially, the better, since you enter Encounters armed with noting but your bare hands. Later, when you acquire Weapons, how well you're able to use them depends on Strength (and Skill). Strength also determines the size and number of objects you can carry. Fighting prolonged battles in which you're ultimately the victor improves your Strength. @ SKILL helps you avoid blows from an adversary. It also helps in wielding certain close-combat weapons during battle: Short Swords, Daggers, Stillettoes, and the like. @ INTELLIGENCE enhances your Wisdom and is crucial for tricking your enemies (see Encounters - this is an evil act). using your Intelligence helps to increase it. @ WISDOM is for discernment. When you find a Treasure, Wisdom is the Stat that helps you discover whether it's Cursed, Magical, or Mundane (see Treasure). It's also important when you're trying to decide whether or not a Potion is one you want to quaff (see Potions). @ HIT POINTS are very important: the move you have, the harder you are to kill! As you build Strength and Experience, you also build Hit Points. You are closely monitored! Many things, including your personality, are constantly being taken into account by the computer. But the Stats on the screen don't tell the whole story. @ PHYSICAL SPEED - When you enter one Guild (discover which one for yourself!), you are given an increase in Speed. That is the only time you'll ever know exactly how high this Stat is. Speed controls how fast and easily you can escape undesired Encounters. @ MORAL JUDGEMENT - You enter The City with Neutral morality (neither Good nor Evil). It's up to you to develop your personality. The City is designed to be harder on Evil Characters than on Good ones (although, as in "real" life, it's oven difficult to see the whole picture). Evil acts include things such as charming and tricking Good or Neutral life forms, or attacking them with no provocation. To develop a Good Character, you must really be on your toes! Try to avoid battles whenever you can, especially with Good life forms. Be careful about which Guilds you join and what sorts of Spells you use. The straight and narrow is not an easy path!. @ TIME - A City year has twelve months, 30 days in each. There are 24 hours in a day, divided into 12 hours of darkness and 12 hours of light (allowing for dusk and dawn). Each AR hour is equal to approximately 4 actual minutes. However, when you're sleeping in an Inn, working, or attending classes at a Guild, time passage is (thankfully) speeded up so you don't spend forever waiting to wake up, finish work, or get out of school!. @ WEATHER - Rain, cold, and heat can hit at any time in The City. The weather can affect your Stats if you aren't dressed properly, so it's a wise idea to ensure that you're adequately protected against the elements. If you spend too much time in the rain, for example, without proper attire, a bad cold could be the consequences! Heatstroke or a chill are other possible results of being unprepared. Being out in severe weather can make you tire more easily, too; and heat definitely produces thirst! @ MAPPING - Use the 64 x 64 grid in the center of this manual for building your Map of The City. It's a good idea to make photocopies of the grid and keep the original intact (everyone makes mistakes!) If you look closely at The City's walls, you'll notice faint, vertical lines, six "steps" apart. The distance between these lines corresponds to one square on the grid. In the daytime, you can use the position of the sun to keep track of which direction you're going. At night or when it's raining, you need a Compass (see Compass). @ SECRET DOORS AND ONE-WAY WALLS - A Secret Door looks like a regular wall, but you can walk through it (accomplanied by a whooshing noise and an odd melody). One-Way Walls are visible on one side; you can pass through the invisible side, but trying to go through the visible one will only prove embarrasing! @ OBJECTS - How much you can carry depends on Strength and Stamina, plus the size and weight of the items you're lugging. Check your inventory occasionally to see how efficiently you're managing your objects. Otherwise, you may be unpleasantly surprised when items your Stats don't allow for start falling on the ground. You can drop objects at any time during gameplay (press D). Any item you drop can be picked up again (press G), if it hasn't been stolen by Thieves or whisked away by magic. Carrying objects is not the same as using them. Press U and follow the prompts to use an item. This goes for absolutely anything you carry, except a Compass (it's always in use, if you own it). Some objects are listed in your inventory permantly, whether you actually possess them or not. If you aren't sure whether you own an item, try to use it. @ CLOTHING - You enter The City with a minimum of clothing. Although this arrangement is fine for hot summer afternoons, you could be in real trouble if there's a sudden cooling trend or a rainstorm. Shops offer clothing in all price ranges and weather-protection values. Use common sense in deciding which items of clothing to buy. Aside from its advantages in protecting you from the elements, clothing also has a "dapper" value. Some life forms you Encounter are influenced by the style, fabric, or colour of what you wear. To wear an article of clothing, press U and follow the prompts. @ FOOD PACKETS AND WATER FLASKS - As you step through the portal into The City, you see that you've been supplied with three Food Packets and three Water Flasks. These are important staples as you will become hungry and thirsty in your travels and may not always be near a Tavern. To use a Food Packet or Water Flask, press U and follow the prompts. Replenish your stock at a convenient Tavern. @ COMPASS - This is the single most important item for a new Character to own in The City. Without a Compass, it's very easy to get lost. As soon as you enter The City, go to the nearest Shop (if it's closed, come back the instant it's open). Tell the shopkeeper you aren't interested in his stock and he will offer to sell you a Compass. Buy it! Once purchased, your Compass is displayed at the left of your screen. The direction you're heading is always topmost on the Compass; the arrow always points North. @ TREASURE - Treasure (found lying about or acquired after a successful Encounter) takes many forms: Watches, Gems and Jewels, Money, Weapons and Armour, and Portions. All Treasure, except Money, is potentially Magical or Cursed. Magical items are usually very valuable; Cursed items can be a source of great despair. @ WATCH - Usually, to find out the time, you must go into an Inn. However, there will be occasions when you arn't near an Inn and could use a good Watch. A watch is a precious commodity in The City; you can't buy it in a Shop, but must find in in Treasure or after an Encounter. To use your Watch, press U and follow the prompts. @ GEMS AND JEWELS - These valuable items aren't legal tender in The City, but they can be exchanged for Money at any Bank. Some Banks offer more than others (occasionally, Gems or Jewels are absolutely worthless). @ MONEY - Currency in The City is in Gold, Silver, and Coppers. One Gold piece is worth 10 silvers; one Silver is worth 10 Coppers. naturally, carrying your money in Gold and Silver is easier than carrying it all in Coppers. When you find yourself with more cash thatn you can easily tote, open a Bank account. Just be sure to keep enough currency in your pocket for food and lodging. @ WEAPONS AND ARMOUR - Even if you abhor violence, you need a Weapon for self-defence and Armour for personal safety. Some creatures in The City will attack you no matter how nice you are. There are three ways to acquire Weapons and Armour:. 1. Finding them after an Encounter. 2. Finding them after uncovering a Treasure. 3. Buying them from a Smithy. When you defeat an opponent in an Encounter, you won't always get the Weapon he was fighting with or the Armour he was wearing. Often, they were broken in battle, or were magical and simply disappeared!. Always examine Weapons or Armour carefully before picking them up. The more Intelligent and Wise you are, the easier it is for you to tell if these Treasures are Magical or Mundane (normal). Magical means they have special properties: there're very valuable or thery're Cursed. Once you pick up a Cursed item, you can't drop it; you need help to get rid of it (see Guilds). Weapons and Armour come in a variety of types. Any item's value in battle is determined by many factors, including: the type of creature you're fighting; whether or not your battle accoutrements are Magical; and your levels of Strength and Skill. Armour comes in pieces that protect body parts: head (helmets, caps), torso (breastplates, mail coats), legs (greaves), and arms (gauntlets). To use Armour, youmust use each part specifically. Press U to use a Weapon or piece of Armour (follow the prompts). @ Here are a few points that will help you determine the value of certain armaments: A Longsword is a better Weapon than a Dagger; a Flamesword is the most effective of any Sword; Shields come in all sizes and shapes, the Tower Shield being the most defensive; any Mail offers more protection than Quilted or Leather Armour; Plate Armour is more effective than Mail (Crystal Plate is the strongest!). If, while carrying the maximum load, you find a Weapon you want, drop one of the Weapons you already have in order to pick up the new one. Weapons, even Magical ones, can wear out or break. If you notice that a formerly formidable Weapon is no longer doing the same job in Encounters, it's probably time to discard it and find or buy another. @ POTIONS - Some Potions are beneficial in advancing your Character. Others are just the opposite. When you find a Potion, examine it for colour. For more information, taste, then sip it. Each sip or taste tells you a little more about the Potion. You can then save the Portion for later or quaff it to get it's full effect. CAUTION: Sipping a Potion can cause you to receive some of the Potion's effects (though not as strongly as if you quaffed it). To use a Potion you've saved for later, press U and follow prompts. Potions of Defusion or Drunkenness are two of the worst; they aren't deadly, like Poisons, but they won't go away by themselves (many Potions are time-limited). When you're under the effect of these Potions, you can't navigate properly, your Stats aren't at all what they appear, and you're very susceptible to being attacked by unfriendly life forms. Find a Healer! There are also Potions, such as Treasure-Finding and Invulnerability, that make the Potion-taking risk truly worth the trouble. The effects of these Potions usually wear off after a while. @ EMPLOYMENT - Part- time jobs may be available to you (if you meet the qualifications) at Inns, Taverns, and Banks. There is a mimimum wage (depending on the job), but part- time workers do not receive any benefits or job secutity; job availability, duration, and wages are all determined solely by the "boss." You decide whether to accept or reject the job offer. Some jobs are more strenuous than others, but all result in some degree of fatigue. There is also the risk of on-the-job injury (you may lose Hit Points); danger is directly related to the type of work (and ther's no Workman's Compensation!). @ BELLHOPS, JANITORS, AND DESK CLERKS are the jobs available at Inns. you must have a certain level of Strength to work as a Bellhop. Stamina is important for a Janitor's job, Charm for the Desk Clerk position. BOUNCERS, HOSTS AND DISHWASHERS are in demand at Taverns. Strength is the main criteria for Bouncers, Hosts must have Charm, and a Dishwasher has to have enough Skill to avoid breaking the glassware. GUARDS, FILE CLERKS, AND COIN ROLLERS are necessary at Banks. Bank jobs pay more than any others, but they also have higher requirements. A Guard needs both Strength and Stamina; a File Clerk needs high Intelligence as well as Skill; and a Coin Roller must be skilled and honest (Evil Characters need not apply). @ INNS - Inns offer lodging - for a price. They're also Time and Date information centers. When you sleep in an Inn, you're offered several choices of accommodations. The better the room, the faster you're likely to rebuild lost Hit Points. You use up nourishment while sleeping, so be careful about sleeping 'round-the- clock; it's humiliating for an adventurer to die in his sleep! @ TAVERNS - When you buy food and beverage at a Tavern, you automatically consume them. The exception is when you buy Food Packets and Water Flasks. These must be used (press U) in order to be beneficial. It isn't necessary to be in a Tavern to use Food Packets or Water Flasks. Make friends in Taverns by buying rounds of drinks afor the house. Everytime you buy a round, you endear yourself further to the Tavernkeeper and his customers. This comes in handy if you're broke and hungry and enter a Tavern where you're known. Pay attention to food items you purchase. Some of them not only satisfy your immediate hunger, but also add Food Packets to your inventory! If an item you want (Food Packets, for example) isn't on the menu, come back in an hour (AR time) after the menu changes. Taverns serve alcoholic beverages; but, as in real life, drink only in moderation. If you're drunk, movement is hampered, manipulating screens is difficult, and you can even black out! Find an Inn and sleep it off. @ BANKS - Banks offer investment plans for your money. The higher the interest rate, the greater the risk. It's a good idea to spread your fortune between the Banks and account types; don't put all your eggs in one basket! Banks are exchequers where you can sell Gems and Jewelry. But they have regular hours; you can't do business in the middle of the night! @ SMITHIES - As you approach a Smithy, you may hear the Smith hammering away on his anvil. This helps if you're trying to find one of these establishments that's hidden away in an obscure corner of The City. Smithies offer a variety of Weapons and Armour (these are never Magical or Cursed and inventories change hourly, AR time). Prices and quality!) vary greatly, so haggling is essential. However, don't be misled; the items for sale in Smithies aren't the only Weapons in The City. Mny items you find after Encounters or as Treasurers are not available in any Smithy. @ SHOPS - Enter a Shop and you're offered a menu of the shopkeeper's wares. All manner of Clothing is available for sale. Try to bargain for a lower price, but don't insult the shopkeeper or he will ask you to leave! Say NO when he wants to show you his stock and he'll offer to sell you a Compass. If the Clothing you're looking for is not available, try another Shop. Or, come back later; shopkeepers update their stock every AR hour (when you aren't on the premises). @ GUILDS - The first time you enter a Guild, you're rewareded with Character-enhancing knowledge. For a fee, any Guild will help you get rid of Curses. You may also join a Guild, but they are very particular about accepting new pledges. Don't expect to be welcomed as a member on your very first visit. Each Guild has certain Stat and Character Level requirements for membership candidates (these include the Stats at the top of the screen, as well as Physical Speed, Moral Alignment, and other Stats that you can's see) Requirements are different for every Guild. You can belong to as many Guilds as will accept you; membership is for life. @ SPELLS - Once you're accepted into a Guild you're given the opportunity to learn a Spell. You must attend classes on a specified number of consecutive days in order to learn the Spell. These classes last 8 hours (AR time), so you can become hungry, thirsty, and tired while learning. If you miss a day of class, you have to make it up. Each Guild has a limited number of Spells that it can teach. The Guild "director" selects which Spell you're allowed to learn and will never offer you classes in a Spell that you already know. The quantity of items you're carrying necessarily limits the number of Spells you can acquire. When you Cast a Spell, there's no guarantee it will work! The more you use a particular Spell, the more your ability to use it increases (just as Strength improves with fighting); the better you know the Spell, the more likely it is to have an effect. Casting Spells makes you tired, so use them with care. CAUTION: Spells can backfire and cause you to lose Hit Points. @ POISON - When poisoned, you sustain initial Hit Point and neuyrological damage in line with the strength of the Poison. If you're lucky enough to find a Potion that cures Poison, drink it! Otherwise, find a Healer right away! Your Stats will continue to go down until you eventually die. There are four ways of being poisoned 1. Swallowing poisonous Potions; 2. Being clawed by a poisonous creature; 3. Being bitten by a poisonous creature; 4. Being stung by a poisonous tail. @ DISEASE - Left untreated, Disease is almost always fatal. Contracting a Disease results in Hit Point and neurological damage in line with the severity of the infection (although, some Diseases don't show effects until several days have passes - an incubation period). If you get a Disease, drink a Potion that Cleanses or seek out a Healer. If you're clawed or bitten in an Encounter, find a Healer to prevent possible infection. There are three ways to contract Disease: 1. Contact with bacteria from Mold and Slime 2. Being clawed by a Diseased creature 3. Being bitten by a Diseased creature @ ENCOUNTERS - It is common to Encouter other life forms. Some areas of The City have a higher probability of Encounters than others. Also, Encounters are more common at night and when it's raining than they are on sunny afternoons. The five categories of Encounters are listed below, in the order most favourable to you: 1. You surprise a life form;. 2. You notice a life form ( before it sees you);. 3. You see a life form (at the same time it sees you);. 4. You are noticed by a life form (before you see it);. 5. You are surprised by a life form. @ In an Encounter you are given several options (do nothing at all and you'll be attacked). 1. Attack your opponent . You move offensively,while maintaining a decent defence;. 2. Trick an opponent if you're Intelligent. You aren't prepared for defence if a Trick fails ; plus, it's an evil act if used against a Good or Neutral life form;. 3. Charm an opponent if your Charm level is high (also an evil act);. 4. Offer an item to a life form, if you have something he'll accept. (a good act that may even save your life); 5. Leave to get out of the Encounter. Sometimes, this is the only solution;. 6. Lunge at your opponent; this is a two-handed blow that lands with great force. If it fails, you have virtually no defence. @ You may also (whether or not you're in an Encounter):. C - Cast a Spell (if you know any);. D - Drop an item or check inventory;. G - Get an item;. U - Use an item or check inventory;. P - Pause the game (this suspends all time and activity - press any key to continue);. S - Save a game (follow the prompts). @ Tailor your Encounter strategy to fit your condition and the kind of life form confronting you. It's easier to trick a Warrior than a Master Thief. Don't expect to charm or trick mindless life forms; you's look pretty silly trying to charm Mold! @ HEALERS - Healers can: Restore Sight (heal Drunkenness); Restore Clarity (restore Defusions); Cleanse Poison; Diagnose Diseases; Cure Diseases; and Heal Wounds (both Major and Minor); If you've been hit during an Encounter or become ill or poisoned, see a Healer as soon as possible. There are some effects of Disease or Poison that don't show up right away, so don't wait! Like doctors everywhere, Healers charge a fee for their services. The prices usually go up on successive vists, but ther;s a way around this inflation; Wait 24 hours (AR time) and return. The prices should go back down to a reasonable level. Occasionally, you'll visit a Healer and discover that he isn't in! When this happens, you just have to find The City's only other clinic, or wait until the Healer comes back from his rounds. @ LIFE FORMS - There are many life forms in The City. Some are Good and some are Evil. The good guys are usually out on the streets during daylight hours and the evil ones at night and in the rain. The music accompanying the appearance of a life form gives you a clue to its alignment: heavy, foreboding music indicates an evil being; lighter, more cheerful sounds mean the Encounter is of a friendlier nature. Below is a list of some of the beings you may Encounter in The City. @ PAUPERS have no ambition or have met with some catastrophe that has put them in dire straits. @ COMMONERS possess no special skills or distinctions. This is your class when you enter The City. @ MERCHANTS work hard to keep The City's economy healthy. You usually see these capitalist types on their way to or from wheeling-and- dealing. @ COURIERS deliver messages and parcels. @ GUARDS police The City. Don't cross them! If you're being attacked by Guards, it probably means you've become evil. @ GLADIATORS fight in the Arena games. @ NOBLEMEN live in the Palace and are fond of Arena games. Rich and powerful, theye're attended by private Guards when out in public. @ DWARVES resist many Poisons and Magic Spells, have excellent night vision, and are terrific close-combat fighters. @ MAGES AND OTHER MAGICAL TYPES dwell in The City. Most are associated with Guilds or other learning institutions. Acolytes, Novices, and Wizards belong to this category. @ THIEVES take anything that isn't nailed down! They abound in The City and each has his own criminal specialty (Muggers, Cutthroats, etc.) @ ASSASINS strike swiftly, without warning. One blow can be the end of even the strongest Character. @ GIANT RATS AND WOLVES carry Rabies and love to share it by biting and clawing you. @ BROWN MOLD AND BLACK SLIME leave you with horrible Diseases that are neither diagnosed nor cured easily. @ IMPS lash out with long, dagger-like, poisonous tails. They're nasty creatures; avoid them! @ DRAGONS attack with claws and flame. There are Blue Dragons and Green Dragons, small and large. They usually can't be defeated with ordinary Weapons, so use caution! @ WRAITHS, GHOSTS, SPECTRES, AND ZOMBIES hover menacingly. They're Evil creatures that require a stout heart in any adventurer who Encounters them. @ NIGHT STALKER is a legendary creature of the night. It's an extremely powerful beast that no one can be sure doesn't exist. @ @ CHARACTER DECISION MENU. @ The Character Decision Menu offers four options: @ Hit N to become a New Character Hit E to resume and Existing one Hit T for a Temporary Character. @ PRESS N TO CREATE A NEW CHARACTER. If you wish to keep this Character, you must have a formatted disk ready with fewer than 8 Characters saved on it. As prompted, type a Character name (up to 31 letters) and Press RETURN. Follow the prompts until you're at the portal to enter The City. @ PRESS T FOR A TEMPORARY CHARACTER. Follow the prompts, pressing RETURN after each reponse. You can't save this Character, but it's useful for getting into The City quickly to look around and get the feel of the game. You don't need a Character Disk for a Temporary Character. @ PRESS E TO RESUME AN EXISTING CHARACTER FROM A PREVIOUS VENTURE INTO THE CITY. Type the Character number (1- 8) corresponding to the name you're using. Follow the prompts. @ IF YOU MAKE A WRONG SELECTION FROM THE CHARACTER DECISION MENU OR AN ERROR WHEN TYPING A CHARACTER'S NAME, press the ESC key. @ TO ENTER THE PORTAL. After you've created a new Character, you're taken to The City's portal. To enter, press the SPACE BAR (this sets yours Stats). @ TO SAVE A CHARACTER. Save your Character when you're ready to stop playing or when you've built it up to a level you want to keep (you can save up to eight Characters on a Character Disk). Press S and follow the prompts. If you don't save your Character to disk, you'll lose it when you turn off the computer. @ To resume play with a saved Character, reload The City and select E at the Character Decision Menu. @ @ BACKING UP. @ After saving, take time to make a backup copy of your Character Disk. You can do either a disk copy or a file copy (see your ST/Amiga manual), but make sure the backup disk is named ARCHAR. @ @ COMPASS @ Finding your way around is simplified by using a compass, available for purchase at Shops in The City. Say NO when a shopkeeper asks if you want to see his wares. He then offers to sell you a compass. Once purchased, the compass appears at the left of your screen. The direction you're heading is always topmost on the compass and the arrow always points North. @ @ MOUSE CONTROL @ At the right of the screen there are four large arrows. The left and right arrows are for turning left or right; the top and bottom arrows are for moving forward and backward. Move the Mouse cursor to an arrow and press either button. This highlights the arrow and you move or turn in the direction it's pointing. You can use the Mouse to enter Shops, Banks, and other establishments, but you must use the down Arrow key or a Joystick to exit (see below). @ JOYSTICK AND KEYBOARD CONTROL @ Use a Joystick for quick movement through The City. Push up on the Joystick to move forward, pull back to move backward; move the joystick left or right to turn left or right. @ Movement via the Keyboard is accomplished using the Arrow keys for movement; the up Arrow moves you forward, the down Arrow moves you bakcward, the left and right Arrow turn you left or right. Whenever you move in any direction using either a Joystick or the Keyboard, the large arrow at the right of the screen correponding to the direction you're going) is highlighted. To enter a Shop, Bank, or other establishment, push up on the Joystick or press the up Arrow key. Pull back on the Joystick or press the down Arrow to exit. @ You also use the Keyboard to interact with businesses, review and position your belongings, and during Encounter. In a business or during an Encounter, a menu at the bottom of the screen displays your options. Each option has a flashing number or letter. To choose, press the appropriate flashing character. @ Press the < (back)and > (forward) keys to get a full account of your condition. These keys cycle through all the menus describing your wealth, weapons, armour, magic, etc. @ Some commands you need aren't shown on any menu (press ? to get a list of these commands at any time during the game):. @ C - Cast a Spell (you can't cast Spell in the Inn); D - Drop an item or check your Inventory; G - Get an item you've dropped or discovered; U - Use an item or check your inventory; W - Switch Primary and Secondary Weapons; P - Pause the game (press any key to continue); S - Save the game (you can't save games during Encounters). @ @ Alternate Reality DOCS edited by SEWER POSSUM for SEWER SOFTWARE .... @ ARKANOID Brought to you by SEWER SOFTWARE! @ Boot and run the game as usual,pick a start screen and begin the game.Next hit the space bar to pause the game. While the game is paused,type in dsimagic without spaces and without hitting return. Unpause the game by hitting the spacebar again. A Yellow power Capsule with "DS" on it will fall down the center for you to catch. Once you get it you can call up any type capsule you want at any time in the game!! Just press the first letter of the type of Capsule you want and it will roll down the center for you to catch. Examples:. @ S low. C atch. E xpand. D isruption. L aser. B reak. P addle. @ Suggested strategy is to catch several P addle Capsules to give you extra lives. In this mode its possible to have several normally incompatible attributes active at the same time. i.e. you can Disrupt the ball into three balls then call up  the Lasers,too. There are a few more features of this Cheat mode. Hitting the F key will teleport you to the Final Screen and a confrontation with DOH {Dominion Over Hour} Make sure you have plenty of extra lives left first!! The other feature is the ability to skip any screen you don't wish to play, merely hitting the ENTER Key on the numeric keypad . You wont receive any points for the screens you skip so you might prefer to just use a break Capsule. It WILL give you a score for all the bricks on the screen. TH-TH-THAT'S all folks.!!!!. @ ARTURA - VERY SHORT DOCS ======================== @ ARTURA : To move to different parts of the land, go to doorways and push joystick IN or OUT of the screen while pressing FIRE. @ Press R to activate RUNE mode (for spells), and again to toggle it off. @ ENJOY!......... @ The marathon effort of typing this huge DOC file in can be attributed to A-HA who also cracked the ST version. @ Brought to you by SEWER SOFTWARE. Edited and corrected by SEWER RAT (why do I get all the big ones?) @ @ GAME REVIEW @ BACKLASH @ The game description is as follows :- 1/ This is a fast action arcade game. 2/ Objective is high score. 3/ Action is continuous with increas- ing difficulty. @ This description is very accurate. On starting the game you are presented with a wide screen view of an alien landscape that consists of upended cones, regularly spaced dots and flat discs. The dots fade into the horizon to give a feeling of distance. In the center of the screen is a heads up display, which is a combination gunsight and radar. @ It doesn't sound very exciting, does it? But just wait until you push your joystick forward, (yes it is joystick controlled). You suddenly find yourself skimming, ice skater like, over the ground at (very) high speed. There is a very realistic sensation of motion. If you should run into one of the cones you stop and a buzzing sound is emitted. Press the fire button and a single ball of flame is ejected from the screen center and bounces away into the distance. Hold the fire button down and the auto fire cuts in, shooting balls into the air at an alarming rate, each one bounding after the other in formation. All of this is accompanied by digitised sound effects of course. @ So all we need now is something to blast away at! As we skim around we notice that the flat discs open out and spit out various nasties, spinning tops, flying saucers, and, (my favourite), balls, that when closed, open to reveal large glaring eyeballs. Of course these things aren't entirely benign, they fire at you with their own fireballs, which prove fatal. Each of the enemy can be spotted on the HUD radar. Occasionally a warning beeper sounds, which indicates a homing missile is after you. Your only hope is to blast it. The only problem is that the warning beeper can be drowned out by the sound of your own blasting, so be careful. As the game proceeds you are awarded with an extra life every 10,000 points. The colour of the scenery also changes as do the number and type of enemy. I am not really sure how this game ends, or if it ends, (I don't think it does). You just keep on shooting. Because of this I must express some doubt as to the lastability of the game, but it does hold your attention long enough to ensure good value for money. This game is fun and a must for all blast 'em up fans. @ I dunno who typed this but the game's the same on Amiga and ST anyway. @ SEWER POSSUM. @ IMPORTED FOR ST by SEWER POSSUM of SWR Edited and corrected by SEWER RAT @ Keyboard Controls by Jeff of DC! Call Paranoia, Amiga Central, Cranston Manor, ComputerEase, 1984, and ACE for more of the latest! Remember SPREAD THE WORD AND THE DISK. BUT DON'T FORGET TO TYPE IN THE DOCS! @ Move Left Move Right Move Up Move Down Switch to Alternate strip Pause Game Options R or F6 Run A or F7 Attack D or F8 Defend F or F9 Flee G or F1 Get U or F2 Use P or F3 Put Down S or F4 Stop J or F5 Jump @ @ @ @ THE BARD'S TALE INSTRUCTIONS @ Brought to you by SEWER SOFTWARE Edited and corrected by SEWER RAT @ @ 1 Introduction @ 2 The Party and Exploration @ 3 Wine Cellars and Sewers, and @ The Catacombs @ 4 Harkyn's Castle, Kylearan's @ Tower, and Mangar's Tower @ @ @ @ THE BARD'S TALE @ Part 1 @ @ THE BARD'S TALE is a multi-character role-playing game in the tradition of the WIZARDRY series. It was written by Michael Cranford of Interplay Productions and distributed by Electronic Arts. @ @ The game begins in the town of Skara Brae, where the evil wizard Mangar the Dark has isolated the town from all help by casting a spell of eternal winter on the surrounding countryside. Mangar has defeated all the good wizards and warriors of note in the town and has infested the town with his evil minions. The task now before you as junior magic casters and warriors is to defeat Mangar and restore Skara Brae to its rightful inhabitants. Oh yes, you should bring a bard along to record your deeds. He will sing your praises if you succeed, or croon a dirge at your funerals. @ The magic system used in the game is rich in diversity. A magic user must start out as either a magician, specialising in casting magical effects on non-magical objects, or a conjurer, who deals with the instantaneous creation of objects and effects through magic. After summoning and control of supernatural creatures. The experience points required to advance a level as a wizard are much higher than the other magic classes. It is best to let your magic user advance all the way to level 7 in whichever art he is in before changing classes. But be sure to change class after he has attained level 7 of the art. In the dungeons there are many traps for the unwary; you never know who will be killed and what spells are required to save your party from extinction. @ @ There are several different fighter classes available in the game: @ monks, paladins, hunters, warriors and rogues. All have different strengths and weaknesses. During combat only the first three members of your party can physically fight or be attacked; the last three can cast spells. It pays early in the game to have three fighters of some type to protect your magic users from physical combat and free them to concentrate on a magical attack. @ The bard is a unique individual who can fight, albeit poorly, and cast six magical spells by playing an instrument. You must have one along, as this is the Bard's Tale. @ @ THE BARD'S TALE @ Part 2 @ @ Obviously, the first thing you must do is assemble your party. There is a beginning party (supplied with the game) already equipped with a basic level of armor, instruments, etc. A much better and unique option is to transfer characters over from either WIZARDRY or ULTIMA III. These characters come over as fairly senior level characters and make the beginning of this game much easier. This is a highly desirable alternative. @ @ If you create your own characters -- which you must do for your bard -- pay special attention to the dexterity attribute. This attribute determines who strikes first in combat, and can be the difference between an easy encounter and one which is a struggle. Magic users should have a high IQ, while fighter classes should have a high strength. I recommend a monk as one of your fighters. Their armor class drops as their level rises. Mine eventually had an armor class of LO wearing only a robe. They also can do the most damage unarmed in actual combat. @ @ My starting party consisted of a monk, two paladins, a bard, a magician and a conjurer. At higher levels of the game, you will want to trade in one of your paladins and develop another magic user. @ @ When you first leave the Adventurer's Guild, explore the city. Visit Garth's Armory, and find the Review Board (located next to the inn on Trumpet Street). Don't wander too far until you get a feel for how you can survive. To restore hit points after fighting, visit a temple. There, all ills -- including death -- can be cured for a price. After a fight, you will quite frequently find objects of some type. Keep them all.If you don't need them, go to Garth's and sell them for gold -- you will need it. @ @ Visit Roscoe's Energy emporium located off the Gran Plaz on the corner of Grey Knife Street. There you will get an idea what it costs to restore spell points. @ @ Early on, when you are still short of gold, the best way to restore spell points is to go into the Adventurer's Guild and just wait. This game is in real time, and spell points are restored as you just sit there. If you wait on the street or in a house, you will almost certainly be attacked. @ @ When you find an object after a fight or in a chest in the dungeons, experiment with it to find out what it is. There are no cursed items. Quite a few objects have magical properties that are not readily apparent. Here are a few of the objects that I found most useful, even though you won't run into these until later in the game: Kael's Axe seemed to be the best weapon, causing the most damage for my Paladins; a frost horn for your Bard, when used in combat, causes 40-70 hit points of damage to a group of monsters; a mage staff for your magic users allows them to regain spell points even in a dungeon (this is incredibly useful). I will leave it up to you to discover the usefulness of the other items found during the game. @ @ After learning the game play by wandering around the city and being able to survive, it is time to visit the dungeons. This is where the battle with Mangar will be won or lost. @ @ @ THE BARD'S TALE @ Part 3 @ @ There are five dungeons in the game that must be explored in the following order: Wine Cellar and Sewers, The Catacombs, Harkyn's Castle, Kylearan's Tower, and Mangar's Tower.Each contains something that will help in the subsequent stages of the game. @ @ Wine Cellar and Sewers @ @ The easiest dungeon of them all is reached from the inn on Rakhir Street. Enter the inn, ask to order a drink, then select wine. You will then be ushered into the Wine Cellar. I cannot over stress the importance of mapping in this game. Whenever possible, have the MALE spell in operation. This will help you avoid some of the traps that are lying around. When you have an encounter and find a chest, always cast a TRZP spell to disarm any traps that may be guarding the chest. @ @ Located in the Wine Cellar are the stairs down to the Sewers. The first level of the Sewers contains almost nothing of interest. So locate the stairs to the second level of the sewers as quickly as possible and get down there. The second level contains one very important bit of information that you will need to enter the Catacombs: the name of the Mad God. There are also two hints to questions that will be asked in other dungeons. Explore this level fully to find all the hints and the Mad God's name. The lowest level of the Sewers is next and contains one item of importance for later in the game. Locate and take the stairs exiting from this level. Make sure you know where the stairs lead exactly. After this (I hope you have been visiting the Review Board regularly to advance levels and learn new spells), you are ready for the Catacombs. @ @ @ The Catacombs @ @ @ The Catacombs are reached from one of the Mad God's Temples, located on the east side of the Gran Plaz. After entering the Temple, ask to speak to the priest, then give him the Mad God's name: TARJAN. @ @ The first level of the Catacombs is just a survival test at this stage. Once you can survive there fairly easily, head for the second level of the Catacombs. The second level has a clue in it about the Mad God. It also contains a very nasty creature called a Soul Sucker that lurks in the southwest corner of the second level. If you decide to go in there and try him out, make sure you have your character disk backed up. You will not be able to defeat him at this stage of your development, but fortunately you don't have to. @ @ The lowest level of the Catacombs contains something you will need later. Once you have reached the third level of the Catacombs, you must use a teleport square to enter the Wizard's Realm. The teleport is located in the southeast corner of the dungeon. Once you are in the Wizard's Realm, you must defeat him to gain the Eye. After you have this item, you are ready to tackle Harkyn's Castle. @ @ @ THE BARD'S TALE @ @ @ Part 4 @ @ Harkyn's Castle @ @ Harkyn's Castle is located in the northeast corner of Skara Brae. At this point in time, it becomes very important for you to have filled your special slot with the most powerful character your magic users can summon. If you are in the process of developing a wizard, a lesser demon is best. @ @ The first level of Harkyn's Castle contains one item of importance: the Crystal Sword from the southeast corner of this level. You will now begin to find some of the more powerful objects to experiment with during your encounters. After obtaining the crystal sword, head for the second level of the Castle. The stairs are located in the northeast corner of the first level. @ @ The second level of the Castle has a couple of interesting things. If you answer the riddle correctly ("SHIELDS") you get a magic mouth which can be used to cast the SOSI spell.You must also obtain the silver square from the southwest corner of the dungeon. The access to this is from a teleport located towards the middle of the northern section of the dungeon. The portal to the third level is located in the northeast section of this level. @ @ The third level of the Castle contains the entrance to Kylearan's Tower and some interesting opportunities.The answer to the Old Man's question is "SKULL TAVERN." When you encounter the berserkers located at 12E 5N of this level, take advantage. They can be fairly easily defeated with the right magic spells. You should have at least two sorcerers capable of casting the MIBL spell. It also helps if your bard has a frost or fire horn to aid the others along.When you can defeat these guys easily, it is time to make another magic user. You can teleport from the Castle entrance, fight the berserkers, teleport back to the entrance, exit the castle, then do it again and again until your spells run low. At 60,000 experience points a crack,it doesn't take long to develop a decent magic user. After this, it is time to attempt Kylearan's Castle. @ @ When you approach, and fight the statue of a Mad God located in the southeast corner of this level, you will be teleported inside the gates of Kylearan's Tower. @ @ Kylearan's Tower @ @ After the battle with the Mad God and your subsequent teleport (you did have the eye in your possession), go one step forward, turn right, then kick the door down. You will then be entering one of the two most difficult mazes in the game. Most of it is in the dark and there are riddles that must be answered. Backup your character disk before entering this maze. Once you are in,watch carefully for teleports: they are everywhere. It is extremely important that you map this maze very carefully. After you have reached the antimagic square from wandering in a very small section of the dark, the next step forward is a teleport to 11E 12N. Explore until you find a magic mouth that asks you to "Name the one of cold, foretold twofold," The answer to this one is "STONE GOLEM." You will then be teleported again.After this, you will enter a very large, dark area. In order to get out of this, you must answer the question posed at 12E 2N which says,"Name the Endless Byway and your path will be guaranteed." The answer to this is the only street in Skara Brae with no end, Sinister. You then can map your way through a lighted section to another dark area. From this dark area you must obtain the Silver Triangle, located at the very north of the dark area. You can then exit the dark area, going south from 1E 6N. After this, you will face the Crystal Golem (did you bring the Crystal Sword?). You can defeat him with conventional weapons and spells, but somebody has to have the crystal sword or he will reappear to block your exit. At this point, you can exit the tower to refresh your players or continue on. If you exit, when you reenter you must again answer the endless byway question to continue.Upon reaching the end of the snaky road on the east side of the maze,don't go through the south door. Take the door that goes west. You will then enter several rooms with spinners and teleports that make finding your way almost impossible. The way past these is southwest. When you make it,you will be teleported to 14E 1N. It is then an easy stroll to meet Kylearan himself. He turns out to be the friendly wizard and gives you a key that allows you to get into Mangar's Tower. He then teleports you to the stairs exiting his tower. You no longer need the crystal sword or the eye, and you are now ready for Mangar himself. @ @ Mangar's Tower @ @ If you paid heed and followed the stairs from the bottom level of the Sewers, you will know how to get inside Mangar's walls. If not, go to the Wine Cellar, teleport your party 17E 16N 3D, and take the stairs up. Then turn right and kick the door in. You should be at the entrance to Mangar's Tower. @ @ Level one of Mangar's is fairly easy to find your way around in. Follow the teleports and walk around until you reach the magic mouth on the east side of the maze. What is tricky is that after leaving the magic mouth, you are now on level 2 of the tower. So be careful in mapping. @ @ Level two of Mangar's is again fairly easy (not even a warmup for level 3). From this level you must answer the question located at 4E 15N to obtain the silver circle. The answer to the question is "CIRCLE." You must then make your way to the stairs located in the middle of the southern side of the maze. @ @ Level three is the hardest maze of all, but by this time you must be getting really proficient at mapping. You must wander around this level and obtain quite a number of items. First of all, you should get the master key, for 50,000 gold pieces, from 19E 12N. This key allows you to enter Mangar's through the front gate, instead of from the Sewers. You must then find the clues to the seven words needed to access the fourth level of Mangar's. Gratefully, you can teleport into and out of this level of the Tower. After finding the clues, you can then speak the seven words to the magic mouth located at 10E 4N. They must be entered one at a time. The words are, "LIE WITH PASSION AND BE FOREVER DAMNED." @ Stairs will then appear at 3E 9N. This is the only way to obtain entrance to the upper reaches of Mangar's. @ @ The fourth level of Mangar's has only one tricky part. When you first arrive, you have a limited number of ways you can go. After reaching a certain point, located in the northeast corner of the level, doors appear everywhere. Don't be confused. Everything maps the same, it's just that doors are everywhere. Eventually you will find the portal to level five in the southwest corner of this level. @ @ Level five is the home stretch. This easy maze leads you to the lava pit in the middle of the eastern side of the maze. There you dive in and are teleported to 10E 6N. You will then find the march up the hall of harm to be fruitless if you didn't bring the three silver items along. If you have the silver triangle,silver square, and silver circle, a door will appear directly north of you. After passing through this door, cast your REST spell to restore everybody to health and proceed directly north to the final battle with Mangar. @ @ The final battle itself is a large disappointment as it is fairly easy to defeat Mangar and his vampires, and meet Kylearan again, who gives you 300,000 bonus experience points. After defeating Mangar, you can then proceed one more square north for the last question of the game. The answer is "SPECTRE SNARE," which you then receive (it is good for binding to your party any of your opponents in battle). @ @ Originally written in 1985 and copyrighted by Robert Colling. @ Brought to you by SEWER SOFTWARE @ CAPTAIN BLOOD DOCS ================== @ @ @ Game Control: Mouse in port 1 controls hand as well as flying! When flying, right button to accelerate and left button to decelerate. @ @ The Story: @ You are trapped in a universe of your own creation that is populated by strange creatures in unlikely scenarios and of your own mind. As Captain Blood, you are in a predicament. The hyperspace warp that sucked you into the game also fragmented your genetic structure creating five exact duplicates of you that are now hiding somewhere in the galaxy of Hydra. You must find the clones and assimilate them to replenish the vital fluids you so desperately need. @ @ Playing The Game: @ When the game begins you will see the inside of the ship followed by the view of the nearest planet. The arm you see on the screen is yours! Because of your lack of fluids, YOU ARE DISINTEGRATING! As you continue to disintegrate throughout the game, your arm will shake making it more difficult for you to control. The on board clock keeps track of the elapsed time. You have 2 1/2 hours to find a clone to get the fluids you need before your arm becomes totally uncontrollable. If you find a clone, you get 2 1/2 more hours to continue your quest. The 1st planet that comes up each time you begin a new game is always inhabited. After that, you are on your own! @ @ Planet Vision Screen: @ Several things can be done on the Planet Vision Screen. They are: Geo Photo, Planet Destruction, or Landing Mission. @ Control Panel: @ There are 6 buttons on the control panel and only a few are active at any one time on the panel. The buttons will be called 1-6 (left to right) @ GeoPhoto Vision: @ Used to get a closer look at a planet. Select button #6. Flashing light will indicate enemy missiles on the surface. Select the button again to get a closer view. Select button #2 for planet vision again. @ Planet Destruction: @ To destroy the planet, select button #5. You may exit a destruction at any point by pressing the DEL key. @ Landing Mission: @ Select button #4 from the planet vision screen and you will be transported immediately to the planet surface and a vector image of the surface will appear. @ Landing Sites: @ Each planet has a landing site located at the end of a long narrow valley. If you are headed in the right direction, the sight will appear as a flashing diamond shape. If you are off target, an arrow will appear in the direction that you must turn. When you reach it, your ship will land and if there is an alien then he will appear. (If there is one that is!) @ Avoiding Missiles: @ If there are missiles on the surface they will home in on you. A beep noise will let you know that you have been sighted by them. To avoid missiles, you must fly as low as you can to the surface without crashing. When missiles have locked on you, arrows appear on either side of the screen and move towards the center. The closer the arrows get, the closer the missiles are to you. When and if they meet in the center of the screen, Your spaceship is destroyed and you will be returned to the main ship. @ The UpComm: @ To talk to the aliens you need to use this icon system. Once you land, it will appear on the screen. @ Receive A Message: @ As the alien speaks, icons will appear on the left side. Just point to the icon in question to get the translation on the screen. If the mouth is moving then it means that the alien isn't done speaking, Click on the mouth to get more of the message. @ Sending A Message: @ You may respond to the alien by using any of the highlighted icons in the window. The window shows only a small selection of them and you can scroll selections with the selectors on the right and left of the window or scroll quickly with the scroll bar at the bottom of the window. Select the icon you want to use and press the button. It will appear on the right side which holds 8. (8 for each sentence.) When your message is ready, hit the mouth to send. The left-arrow shaped button on the right side will let you delete or insert an icon. @ Teleporting: @ If an alien agrees to be teleported, the icon will appear on the bottom of the screen. To return an alien to the surface, press the icon button after you land. Use the triangular shaped button to return to the ship. @ The Ship's Interior: @ Button #1 is used to save the game or load a game. Button #2-Planet Vision Screen if active. Button #3-Galaxy Map @ Selecting any inactive button will return you to the ship's interior. @ The Fridgitorium: @ If you teleport a clone or an alien onto the ship, it will appear in the fridgitorium on the left side of the screen. You will not be able to talk to whatever is in there. To disintegrate a creature or clone, select the button below it. When a creature is gone, you will recover its vital fluids. However, only the clones fluids are compatible with your system. @ Spaceship Reactivation: @ If you already landed on a planet, you will have a (?) mark appear. If you choose that, it will reactivate your spaceship on the surface. @ Hyperspace: @ From the galaxy map, select the hyperspace button to travel to that picked location. You may abort the sequence at anytime with the delete key. @ YOU CAN ONLY SAVE A GAME AFTER THE FIRST 5 MINUTES HAVE BEEN PLAYED! YOU CAN ONLY LOAD A SAVED GAME DURING THE FIRST 5 MINUTES OF PLAY! @ @ The Finale: @ Find the five clones. The last clone will give the coordinates of the planet Torka, where the beautiful Alien Ondoyante is waiting. Once you go there and teleport her to your ship, you've won. (Note: She will not stay in the Fridgitorium.) @ @ DOCS TYPED IN BY ROBOCOP! ------------------------- @ Taken from the 64 docs written by eaglesoft and altered for the amiga by ROBOCOP! @ @ Snaffled from the Amiga by SEWER SOFTWARE.Alterations and corrections by SEWER RAT. @ @ @ @ BLACK CAULDRON SOLUTION ======================= @ @ Well,here is the long-awaited solution for The Black Cauldron. There are many alternative routes to an ending, but there is only ONE correct way to get all 230 points. @ One more thing ... since B.C. uses mostly the joystick or the special commands instead of text,here are the commands: @ F1 - Sound On/Off F2 - Display DO/USE/LOOK Menu F3 - Save Current Game F4 - USE Object Selected On Status Screen @ F5 - RESTORE A Saved Game F6 - DO Something [talk,enter,exit, open,etc...] F7 - RESTART The Game F8 - LOOK At Area Or Object From Status Screen @ [TAB] Display STATUS Screen [ESC] PAUSE Game [CNTRL]-J Install Joystick [RETURN] Returns To Game From Status Screen [HELP] Displays Help Screen Type in 'SLOW' Slows The Game Speed. Type in 'NORMAL' Sets The Default Game Speed. Type in 'FAST' Speeds The Game Up. @ @ Keyboard Movement: @ @ Use the numerical keypad for directional movement,8 is north, 2 South,4 West,6 East,7 North-West etc. @ @ So, now there will be no questions about what command you are supposed to do! Whenever a sentence does not say which command to use, try 'DO' first, 'USE' second. To USE an item, hit [TAB], move the highlighter to the desired item, and then hit [RETURN] or push the joystick button. Now when you select USE, that item will be done. If using 'DO' does not work, try 'USE'.The reverse is also true. @ @ SOLUTION ======== @ @ Before the Castle: ------------------ @ Well Assistant Pig-Keeper, go inside the house, and talk with Dallben. Grab the pot from the fire, and empty out the cupboard on its right. Exit the house, and go East. Enter the pigpen, and feed the pot of gruel to Hen-Wen.When she splits for the house, tag along. Go inside again, and watch the fun little pictures.Take the rope, and leave the house. Go South,and then East to the bridge. On the bridge screen, when you first appear, don't make any movements, and count to twenty. If a gwythaint appears,RESTART the game (What's a gwythaint you ask? Believe me, if one appears, you'll know it). It will go after Hen-Wen, bringing her to the Horned King. You will not be able to get all 230 points easily if she is captured, so its best just to RESTART. If none appear, walk over to the right side of the bridge, and search around. Grab the Food Wallet, and WALK BACK TO HEN-WEN! Pigs don't swim, so if you kept walking, you'd lose her! Go with her across the bridge, and then go South, West, and West again. You should now be on a screen full of bushes. To get through the thicket, stand behind the stones, then go behind the bush east and behind the stones. Walk to the east end of the bush, and head North until your feet are at a blue-coloured bush. Go West young man, toward the center of the screen. Tah-Dah! Open the door, and go inside with Hen-Wen. Chat for a bit with Gwystyl, and you'll get The Magic Word. Go to the cabinet next to the secret passage, and open it. Grab the cookies, and then leave. You will have to go find a gift for the King, so while in the thicket, go west until there is a clear area to the North. Go North, and then cross the river. Go North again,and look into the hole in the tree. You will find a Lute, and then USE it twice. That was nice, wasn't it? Back to the game ... go North, and then East. Walk along the southern edge of the lake, while going East. On the waterfall screen, walk along the southern edge of the lake again, and go as far East as possible. When you are next to the rock, use the Magic Word. The rock will drop, and you can walk across it to the grey cave area to the right of the waterfall. You will drop down into the caves of the Fair Folk. Talk a bit with the King, and then offer him the lute. He will give you some Flying Dust, and a Magic Mirror. Use a little of the dust, and fly out of the cave. Once outside, use the Magic Word again, and walk back across the rock. Now for the hard part ... you'll have to find a little furry guy named Gurgi, and feed him to make him friendly. He is never in the same place twice, so you'll have to hunt for the little bugger. He can be anywhere in a one- screen radius from the waterfall (including it, of course), so you will just have to hunt around for him. When you catch up with him, feed him an apple or a cookie. UNTIL YOU FIND HIM, YOU CANNOT GO ON TO THE NEXT SECTION ! @ @ @ @ @ The Road To The Castle: ----------------------- @ Now that you've found Gurgi (If you didn't, you cannot get all 230 points) and fed him, making him your friend, you must raid the castle of the Horned King. Return to the waterfall screen, because that's the easiest place to give directions from. At the waterfall go North twice (don't cross the bridge), and West three times. Pull the dagger out of that freaky tree,but ignore the 'NO TRESPASSING' sign. Go West, and then North to the rock maze. This is another area which takes some tricky maneuvering to get through. First, go behind the boulders at the bottom-right of the screen. Move towards the right of the screen, until you think you have reached the 'V' in the next row of boulders (you should be totally hidden). Go as far forward as you can, then west until you reach the 'V' in the third row of boulders. Go forward again, and then left. Go forward and left again, until you are behind the boulder to the farthest left. Go forward as far as you can go, then go right to the center of the screen. Go forward towards the dead tree in the center of the screen, and you have arrived! Now, use the rope, and you will be able to scale the cliff. Remember to go diagonally, or you'll do your Humpty Dumpty imitation. Once at the top, you will be faced with a rather nasty looking series of ledges. This is yet another maze screen, but with different directions. There are also two screens of this type, each a mirror image of the other. From the rope, walk west until you reach the edge of the cliff. Walk towards the far wall, and then climb up it. Go west as far as you can, and then climb down. Walk west to the edge again, and climb up on the wall once more. Climb up to the highest ledge to the right, and go above it. Climb down, and you will be on a VERY tricky ledge. Carefully walk to the right edge of it, and then climb up on the wall again. Go up and right, and then drop down to the end of the cliffs! Wah-lah! Walk off the screen to the right, and check out the castle. Cool, eh? But, you must press onward...by going forward. There is another set of twin screens, each with a twisted pathway on it. Type 'SLOW', which will slow the game, and then walk very carefully. Once you reach the end of the path, type 'NORMAL'. Go forward, and you will see the only passable portion of the moat. [Once in a while, an evil dude will pull up to the drawbridge, at the screen to the west of this area. Jump into his wagon, and enter with him into the castle, but jump out fast or he will see you.] At the moat, wait until the gators are at the sides of the screen, and none of them are in between you and the wall. Swim across, and if there are no gators in between, you will be able to outswim them. Or,just dodge around them until you get through. At the wall, go forward to the next screen. Go climb up the wall, while not going over the light coloured stones, and also avoiding the rocks thrown at you by the bad guys. Go up to the next screen, where a lot of vines have grown. Keep dodging boulders and light coloured stones,and go over the yellow rectangle. Select the DAGGER, and then cut the vines away. A window will open up, which will allow you to go... @ @ @ @ @ Inside The Palace Of The Horned King: ------------------------------------- @ Welcome to the most unfriendly place you could go beside Lybia. The guards will constantly be chasing after you if spotted, but the hanging tapestries provide enough cover so that the guards will not be able to see you, and then leave. Or, since you run at the same speed, you could simply outmove them. But, when you first enter the castle, it helps more to let yourself get captured!!! Just wait for a guard to show up, and walk into him. You will be taken to the high point of the castle -- the dungeon! After being put in jail (do not pass go, do not collect $200), grab the tin cup, and bang it against the door. Some spazzy chick will open a secret door in the floor,and you might as well get out any way possible. After you know where the door is, you can open it whenever you get thrown into jail by those spaced-out guards. Once in the under-dungeon tunnels (nice place, eh?), go West twice, North, and North again. Take a look at the dude there, and then grab his sword. GUARD THIS SWORD WITH YOUR MISERABLE EXISTENCE. Hit [TAB], and select it. Whenever a guard gets too close, USE it. The girl will slip out a door you can't use, so keep looking! Go South twice, and then East. Turn the gargoyle candelabra, and go through the newly opened secret door! When you get up there, go to the other gargoyle at the far left, and turn it again. We don't want to go falling into a hole now, do we? While still at the far left, go North. The guard will pop instantly, so USE the sword quickly. After boinking him upside the noggin, grab the keys off of the right wall. If the guard wakes up, bop 'im again! You have to unlock the door to the North (you'll have to un-select the sword though), and unlock the chains holding the bard, Fflewddur Fflamm. In his gratitude, he'll give you another musical instrument, a harp. He'll exit the castle (how, even I don't know), and you should walk out as well. Back at the guarded room, you have to go West to a flight of stairs. If the guard gets too close, you know what to do (ka-whack!). Go up the stairs. About halfway up, if you have followed these directions to the letter,you should be thirsty. Hit [TAB], and USE the Water. You might as well eat something as well. Continue up the stairs, and then go East. There is a small door on this screen, in which all your confiscated stuff is. Open the closet door, and grab your gear.You'll have to reselect the Sword at this point. Ignore that chained gwythaint, because if you get too close, it'll catch you like a guard! Go through the South door, into the wine cellar (hic!). Go directly South, or else a guard will pop up if you take too much time. You should now be at the drawbridge control room. Stand next to the chain and winch, and USE the sword to Ginsu the chain. The drawbridge will drop, and now you are on your way to... @ @ @ @ @ The Marshes Of Morva: --------------------- @ To get down from the Horned King's castle, just reverse the directions you used to get up there in the first place. When you get to the end of the boulders, go South twice. USE the Flying Dust, and go South across the Marsh. Once over dry land again, USE the Dust again for a landing (landing lights not necessary). Get your Magic Sword ready before you open the door and enter the hut. Go inside, and open the chest. Ignore the previous adventurers/frogs, and wait for the witches to appear. Talk to them for a little bit, and when they say they will turn you into a frog, USE your sword. Ahhh ... the Cauldron at last! Alas, if you wish to get all 230 points, you must simply wait for a gwythaint to come and swipe it. Depressing, wasn't that? You must now trudge off to the Horned King's castle again to get rid of both him and the Cauldron. @ @ @ @ @ The Battle For The Black Cauldron: ---------------------------------- @ You now are returning to the once Good castle for the last time. Instead of going past the gators and climbing the wall, go west from the moat screen to the now open drawbridge. Go North, into the wine cellar again (double hic!). There is a secret passage between the second and third kegs on the right. Walk between them, and keep going right after the text says you found a passage. You'll do a Star Wars imitation, going right down the garbage chute. After falling, you will now be in those lovely little tunnels under the dungeon level. Hit [TAB] and ready the Magic Mirror you got from the King of the Fairy Folk. Go South, and then East. The Horned King will be in here, making some truly bizarre home brew (actually,he'll be making an army of invulnerable,undead soldiers). When you drop in unannounced, he'll get a bit peeved, and go after you. USE the mirror, and the horror of what he sees will make him take a swim in the Cauldron. YECH! You don't wanna think about what is in that pot now! The walls will crumble, but you'll be safe on a floating log. Enjoy the ride (Black Cauldron floom ride - no tickets necessary.), until you find yourself on the same screen as that stupid Cauldron again!!! The witches will offer you all sorts of junk, but ignore ALL of it. You'll get your sword back, and then you'll reach .... THE END!!! @ @ @ Originally written by an anonymous person.Brought to you by SEWER SOFTWARE and edited by SEWER RAT. @ @ DEJA VU: A NIGHTMARE COMES TRUE!!! *** Clues and Hints *** @ The following is a complete copy of the $3.00 xerox Mindscape sends you! @ After you pay up to $45 for the game!!! @ Originally written by The Paw! Imported and fixed for ST by SEWER POSSUM of SEWER SOFTWARE AUSTRALIA. Edited and corrected by SEWER RAT @ We hope you enjoy being lost in another world, dazed, and maybe a bit confused. If you are TOO lost and need help, then read on. @ @ GENERAL GAME MECHANICS: @ @ All commands are executed by using the mouse to click on a command and/or on an item. @ @ TO OPEN A DOOR: Click on OPEN then on the door to be opened. @ TO UNLOCK A DOOR: Click on the key, then on OPERATE, then on the door or lock. @ TO PAY MONEY TO SOMEONE OR SOMETHING: Click on the money, click on the OPERATE command, then click on the person you wish to pay. @ TO PAY FOR A CAB RIDE: Click on the money, click on OPERATE, click on the pay slot (labeled "Pay Here") @ TO FIRE A GUN: Click on the gun, then on OPERATE, then on the target. (If this doesn't work, open the gun and make sure you still have unfired bullets of the right caliber. The game has both .38 specials and {for the luger} 9 mm. (Be sure and check the hookers purse. The Paw!) @ TO LOOK INSIDE ANYTHING: Click on OPEN, then on the thing you wish to look into. @ @ @ IN THE BAR @ "I can't get out of the bar!" @ +You obviously haven't tried very hard! @ @ @ Have you found the body? If not, you probably haven't looked inside your coat and/or wallet. Use the OPEN command to open the coat, then open the wallet. Examine what you find. There is a key thet might have something to do with a locked office upstairs. If you have been in the office, but you still can't get out, open EVERYTHING you find there, including the corpse, to search for information. You should be able to find the key you need to go out the front door. Of course there are at least three other exits besides the front door ....... @ @ @ "What is the combination to the safe?" @ +You will find it later in the game. You'll know it when you see it. @ @ @ @ ON THE STREET @ @ "How do I get past the big, nasty, mean mugger?" @ +Shoot him. @ @ "How do I get past the nice, little, weasily mugger?" @ +Either pay him some amount of money or hit him. Note that although hitting him is a lot of fun, it will eventually prove fatal...to you. @ @ @ "How do I get past the 'nice looking lady'?" @ +Slug the dame. @ @ @ "I can't get the newsboy to do anything." @ +You're right. @ @ "Is the bum's information worth twenty bucks?" @ +There is only one way to find out. @ @ @ "How do I get past the construction pit?" @ +You can't. @ @ @ "What good is a gun shop?" @ +Most people use them to purchase guns and ammunition. (Except on Sunday, of course, when the shops are closed for the day.) @ @ @ THE MERCEDES @ @ @ "Where is the car key?" @ +In the private office in the bar. @ @ @ "How do I defuse the bomb?" @ +You can't. @ @ @ "I can't enter the back seat!" @ +You're right. @ @ @ "Why is the darn car even in the game?" @ 1) To blow up careless players. @ 2) So you will look in the glove compartment for the registration. @ @ @ THE SEWER @ @ @ "How do I get past the alligator?" @ +Bang. @ @ @ THE CASINO @ @ @ "How do I win any money?" @ +Play the right-most slot machine until you win. @ @ @ THE CABS @ @ @ "How do I pay the cabby?" @ +OPERATE the money on the pay slot (labeled "Pay Here"). @ @ @ "I can't get him to take me anywhere!" @ +Be explicit. The cabbies only know five addresses. SPEAK to the cabby and type the street address exactly as you found it (i.e. "934 West Sherman"). @ @ @ "How do I get change from the cabby?" @ +You can't. He thinks you are a big tipper. You need to have enough change, and to get it, you need to win it in the casino. @ @ @ JOEY SIEGEL'S APARTMENT @ @ @ "The elevator doesn't work!" @ +Sure it does. Look in your wallet. Do you see anything that might have something to do with this building, in particular with the slot in the wall? Ever hear of an access card? OPERATE the card on the slot. @ @ @ THE BUNGALO @ @ @ "How do I get in?" @ +Be tough. Be mean. Think like a hard-boiled, well-armed detective. Shoot the darn lock off! A small, wooden screen door is unlikely to stand up to gun fire. @ @ @ ACE'S AND THE DOCTOR'S OFFICE @ @ @ "I can't get in." @ +Have you been to the bungalo? If not have you been to the apartment? If not, have you been inside the Mercedes Benz? Find the address to the apartment.Find the address of the bungalo. Get the key from the bungalo. @ THEN you can get into the office. @ @ @ "I can get into one office, but not the other!" @ +There is a thing called a master key which opens all locks in a building. @ You might want to try it on the other office. @ @ @ "Every time I go into my office, I get shot!" @ +Shoot first. THROUGH the glass. @ @ @ "I can't get the filing cabinet in the Dr.'s office open." @ +Well, shoot. @ @ @ "I can't open the drug cabinet." @ +You're right. That's because it's already open. @ @ @ "How do I use the drugs?" @ +OPERATE the syringe on the vial. OPERATE the newly-filled syringe on SELF. @ @ @ "What syringe?" @ +Tsk, tsk ... the one you didn't find in the strange room at the bar @ Remember--ALWAYS look in wastebaskets at the scene of a crime. @ @ @ "What is the address of the bar?" @ +Re-examine all objects after your memory returns. You may notice new details that escaped you before ... like the address of the bar on the road map. @ @ @ @ MEMORY IS BACK...NOW WHAT? @ "I've done everything, now what?" @ +Have you had a chat with the fat lady? @ @ @ "What fat lady?" @ +The one in the trunk of the Mercedes. @ @ @ "How do I get the trunk open?" @ +With a key. @ @ @ "Where is the key?" @ +In the office safe. @ @ @ "Where is the combination?" @ +In the bungalo. @ @ @ "I can't get the gag off." @ +Try dragging it off with the mouse, like every other object in the game. @  @ @ "She won't talk to me." @ +Give her something to get her talking. Sodium pentathol comes to mind. @ @ @ And no, you can't get her out of the trunk. She weighs too much. @ @ @ AT THE MANSION @ "I can't get the butler to let me in." @ +Again, slug him. @ @ @ "I can't wake the sleepers." @ +Try to get them talking in their sleep. Like you did with the fat lady. @ @ @ "I can't find the money from the briefcase." @ +Neither can I. @ @ @ "The notepad is blank. What good is it?" @ +Haven't you ever watched a Sherlock Holmes movie? OPERATE a pencil on the pad. EXAMINE the newly-penciled pad. The pencil will expose the indentations from the previous sheet. @ @ @ OK, I KNOW IT ALL...NOW WHAT? @ When you have all the evidence against the Sternwood/Siegel/Vickers ring, go to the police with your findings. If you are arrested, read the final text carefully to find out why you were arrested. All of the false evidence tying you to the murder/kidnapping needs to be disposed of or the police won't believe you. @ @ @ Final evidence requirements: @ Against the crooks: @ 1) Marsha Vickers' diary @ 2) Siegel's note to Sternwood offering to sell him Vickers @ 3) The timetable @ @ @ To be destroyed: @ 1) The bad checks tying you to Siegal @ 2) The false letter from your files that ties you to the kidnapping @ 3) The gun used in the murder @ @ Evidence can be burned, flushed, or dropped in the whirlpool in the sewer. The whirlpool is the ONLY safe place to dispose of the gun. @ @ @ Well, That's it, so enjoy the game @ The Paw! @ (and SEWER SOFTWARE) @ DUNGEON MASTER TIPS Edited by S. Possum @ Don't know who wrote this originally! @ I know so much about this game I'm starting over. WANT A TIP? Leave a trail of objects (not valuable) so you know how to get back to the surface. @ ----------------------------------- Has anyone found a way to get past those open pits with no way to close them up? @ Think about what causes the pits to open. They are not always open - something CAUSES them to open. You can simulate what causes them to open, and what causes them to close....... @ ----------------------------------- Another hint for everyone - what appears dangerous to you and your characters (and is bad and dangerous for them) can also be bad and dangerous for monsters! What causes damage and strange, hurtful things to happen to you can do the same to monsters. This hint will help out! @ ----------------------------------- I found an easy way to kill those purple worms, move around in a circle hitting and then moving, hitting and moving, they won't be able to touch you and you can kill them with little damage to yourself. @ ----------------------------------- For the door where none shall pass, get mad at it. Some trips must be held down in order to work. To work magic, read the scrolls and match words with the table on page 26 of the manual.(Or write to Sewer Software for further information). @ ------------------------------------ The first iron gate - Examine the walls next to the pressure plates. You will have to move very fast. @ ------------------------------------ The best way to get the worms is to move in circles. Hit them and then move to the left and turn right. They will move in front of you, and then you can hit them again. If you do it long enough, you will kill them. I found the Firestaff not too long ago, but I'm short one RA key. According to a scroll I will have to go down a level to find it. The Staff is around the 6th or 7th level. If you think the worms are hard, wait 'til you reach the flying snakes!! @ ----------------------------------- I'm stuck at the gate with the sword behind it. I haven't solved the glimmering gate with the treasure chest but have completely explored the entire area. I used the copper coin to open the other gate (to give you an idea of where I am). Can someone tell me how to get through the gate? Both sides are flanked with water fountains but otherwise there isn't anything special -- no buttons, keys, etc, to open the gate. @ ------------------------------------ HT, I'll try to go back and see how I made it through level three. I sometimes go back there for food. Those worms aren't very filling, but they do the job. Basically, as far as I remember, you have to fight your way through. Watch for secret passages and hidden buttons. Dead ends aren't always dead ends..... @ ------------------------------------ You don't use the scrolls - the writing on them tells you what you need. Then you can discard the scrolls, try using them as return trail marks. @ ------------------------------------ If you use a character with too much kill ability like Ganhu with his darts, then when you get to a door with 8 things behind it none of you other champions has any experience (if you use the darts to kill all the prior monsters). @ ------------------------------------ If you can get to that "prisoner" mummy, you will be just about near the staircase that goes down a level. I also suggest you do what the writing says. You will have to do a little more fighting if you don't. @ ------------------------------------ In the "gem" door you have to insert the gem to open the door. @ ------------------------------------ It says,"show us your INFLUENCE and your MIGHT." Think on that, it is a two step puzzle, using two different aspects of your champions power. Also, it must be done in the correct order. @ ------------------------------------ To keep that on and off wall open you should remember that you aren't the only 'people' who can step on pressure plates.....It isn't necessary to figure it out, but you still get a few prizes. @ ------------------------------------ "Don't let a closed door stop you." @ ------------------------------------ Keep an eye open in the wide open arena for the Leprechaun that steals your items and hauls ass. @ ------------------------------------ Use each chest to carry only one type of item, food is a good choice. Save your torches as a last alternative for lighting, and save often! @ ------------------------------------ Conserve food! In the beginning there is an overabundance, but very quickly you find that where you go is dictated by whether you have the eats to get there. @ ------------------------------------ The healing potions are of course probably the most important, and so is the cure poison potion. I assume everyone can make those? I also have a SURE FIRE strategy against purple worms. @ ------------------------------------ Magic boxes -> hold them in your ready hand to use them. Anyone besides me figure out the poison gas spell? It starts as a dart kind of thing, then when it hits a wall it explodes into a cloud of poison gas. @ Also, here is something that I just figured out, maybe it'll help someone else. Too cast a spell that requires more mana then you have, select the first parts, but don't cast it, these parts will be held at the ready, then when your mana regenerates, you can add the rest, then cast away. also you can use the same principle to go into battle with spells "at the ready". @ ------------------------------------ OK, here are my suggestions. I don't like the way the quiver thing works. firing a bow, I can pull arrows out. This is how it should be, of course. But I can also set it up so I can fire one arrow, then pull a sword out of the quiver (because the upper left- hand spot will accept and it is the first to be pulled from.) Now, why can't I shoot all my arrows first, then pull the sword? But no, I gotta pull up the character, grab the sword and replace while being bashed by critters. @ Anyone figured out the spell of magical protection? It's like the potion you find in the chest behind the force field, but it covers the whole party. @ ------------------------------------ I've figured out a bunch of weird spells, I've made that green ball one...(thanks for the tip on Mana) ...I've also made a spell that makes a green 'barrier' (it doesn't move) that just explodes from where it was cast and does MUCH damage! @ ----------------------------------- I think I can help some with character strategies. First of all, your front 2 characters should be fighters first and foremost, to absorb and fight well, use their wiz and priest power for things like light spells and the weaker healing potions. Why waste your real magic users on these things? @ Your third character should be NINJA/WIZARD. A Ninja shoots the arrows. If one of the front fighters is in trouble, you can switch with the Ninja. Develop the Ninja's wizard spells so he can cast fireballs. @ Your last character should be Wizard/Priest for taking care of everyone else. However, he's weak so I always give him a shield. @ Finally, Wuuf has the highest mana (I think he starts with 30 or 35) so I use him as my wizard/priest. He's been very effective. (that's the dog by the way). @ And I like the character who has skills in all the areas - NINJA, FIGHTER WIZARD and PRIEST. He's the Duke of Zed. @ Finally, I've also had GREAT success with Azzizzi. She's the black barbarian woman. She's mean as *&&* with an axe, I tell you. I've gotten 122 hits from her with an axe and one of the more powerful commands that she gets later with the axe. @ ------------------------------------ Time is of the Essence and The Matrix both serve the same purpose as the other rooms in that series - they have key in them somewhere. For the Matrix, you need a compass. Ditto for Time, It's a quick trick to get over that pit _once_ To use the shortcut, manipulate the thing on the wall nearby in the obvious way, then look around. @ As for characters, I found Gandu to make a great wizard/ninja, with his darts backed up by throwing stars. Also, Linfolas (?) the elf comes equipped with a bow. I usually reincarnate one person (I think -which one brings you back with no abilities? I do that to one) and they usually end up with a pretty balanced list of skills. Except the she devil who has a mana rating of 2! Great fighter tho. @ ------------------------------------ The ZO spell only works on some doors! In fact, I'm pretty far down and it's only worked on 1 door so far. @ Fireballs - this is pretty obvious! What is a fireball? It's FLYING explosive light, right? (read the manual for more). One more hint - EVERYTHING is equally dangerous to both sides, which is realistic. Fireballs can kill you. And other things that hurt you (like slamming will hurt them. There's something else that hurts you and that you and instinctively run away from that will hurt THEM too. @ Some parts of this game are so *(&$# obvious that it makes them hard. That's just a general hint. @ ------------------------------------ By the way! I found a weapon today that's best used by a magic user. Really odd - try all your weapons with all your characters! @ ------------------------------------ ... I actually started over tonight and reinc. Leyla with the rope. The rope allows you to climb down into the pits without injury. Except you can't go up without the blue transport mist. Maybe this is useful elsewhere. @ ------------------------------------ As for the trap door in the time is of the essence area, it works pretty much like the other trap doors, the only difference is where the trigger is! @ ------------------------------------ Rabbit's foot - notice that it goes somewhere on your character. I think that it increases your character's luck in combat, I don't know for sure. @ ------------------------------------ Henry for TEST YOUR STRENGTH do you remember "cast your might"? @ ------------------------------------ GREEN - you don't open any of those doors to get to the chest. HINT! @ ------------------------------------ I have the compass...I thought it was some more corn the first time I saw it, (until I saw it was blue)... @ ------------------------------------ I made a big error at the start -> I chose a character with low mana, the she-devil). Don't do this! As you get further down, every member of your party must contribute to the potion pool. You can be crippling your high- power magical types with always having to cast full spells and healing potions. jeff -> I don't think anyone has gotten through that force field, but a lot of us have gotten the chest [HINT!] @ ------------------------------------ HELP WITH THE ROOM AFTER THE ROOM OF RIDDLES. @ First of all, go around that room and place objects on the floor and NOTICE WITH YOUR EAR which pressure plates are affected by objects. Some are only affected by people. When you figure this out, you've got it about 1/2 way. @ You have to figure this out (what I just described) and combine what your learned from TIME IS OF THE ESSENCE. @ ----------------------------------- Hmm, about the "When is a rock not a rock", have you thought about those rock monsters? @ ------------------------------------ What about the little stone you get way back on the level before the worms? (or wherever) @ ------------------------------------ Whoever asked about the wall that says "When is a rock not a rock?" Well, when is a wall not a wall? [HINT!] @ ----------------------------------- Henry, the two buttons in that section are interconnected. The first one reveals the second one which reveals the key and other goodies. In the grave of Filius, I only found a key and other items. I ended up with one key and two locked doors. I skipped both of the doors and kept the key. Got past WHEN IS A ROCK NOT A ROCK finally. I always knew how to solve it but didn't believe myself since I was looking in the wrong place (but the solution was VERY close by...). @ ----------------------------------- Need more assistance than is provided in this cryptic DOC? Sewer Soft have the Official Dungeon Master Hint Disc, with maps etc for both AMIGA and ST. It is a complete 360K single sided disk FULL of maps, hints, etc. so if you want it write to us at :- @ SEWER SOFTWARE, P.O. BOX 191, MODBURY NORTH, S.A. 5092, AUSTRALIA @ ELITE...... by Rainbird @ Converted from AMIGA to ST by Sewer Possum. Edited and re-formatted for Sewer DOC DISC 1 by Sewer Possum. @ @ Do yourself a favour and get (a) the Cracked version with passwords removed (b) the Elite Cheat...a neat Commander creator that allows you to customise everything, from size of cargo bay to status. @ SPACE TRADERS FLIGHT TRAINING MANUAL @ CONTENTS @ 1. Introductory Data..............2 @ 2. Navigation and Flying ........ 4 @ Flying and Navigation Controls @ Leaving the Space Station @ Making for Your Target World @ Travelling to Other Galaxies @ Docking Procedure @ @ 3. Interplanetary Travel ....... 10 @ In-Flight Combat: @ Controls and Tactics @ Likely Enemies @ @ Equipping the Cobra Mk III: @ Weaponry and Non-Combative Equipment @ How to Buy Equipment for Your Ship @ @ 4. Intergalactic Trading.........18 @ How to Trade @ Piracy @ Bounty Hunting @ @ 5. Political Profile of Universe ...... 22 @ Consequences for Trade @ Alien Races @ 6. Observer's Guide to Ships in Service...... 25 @ 7. Pilot's Log.............35 @ @ - 1 - @ @ INTRODUCTORY DATA @ @ Welcome aboard this Cobra Mk III trading and combat craft. The ship has been supplied to you by Faulcon deLacy Spaceways, by arrangement with the Galactic Co-operative of Worlds whose Space and Interstellar Pilot's Exams you have just successfully completed. The small flight manual supplied with the craft is designed to familiarise you with all aspects of space flight, combat and trading, and we hope that it will be of use to you. @ @ You begin your career, your ship equipped with a single forward-firing pulse laser, 3 homing missiles, 7 light years of fuel, and the sum of 100 Credits (CR), ready to embark from a space station in orbit around the planet Lave. @ The Cobra Mk III is the best of the medium-range, medium capacity fighter- traders, and is an ideal ship for new traders intent on building their fortunes, or new combateers who will constantly need to finance the cost of both armaments and non-combative equipment. @ The ship is highly maneuverable,has a good C-holding factor during hyper space transit, can hold sufficient Quirium H- fuel for a 7-light-year single jump and has full Auto Trading Systems Link for use at space stations. Further, it is protected by Dual Zieman Energy Deflection Shields, powered by 4 energy banks, and has a powerful, rapid-fire pulse laser mounted on the forward hull segment. Flight controls and elegant and simple, and ThruSpace GravDistort communications systems. Its life support functions are varied and flexible to ensure maximum comfort during trading or hunting operations. @ Pilot licences are issued only at the planet Lave, and it is likely, therefore, that you are now docked at a Coriolis station in orbit around that particular world. Lave is a rich, agricultural dictatorship, but is a reasonably safe world at which to begin your endeavors. GalCop and the Lave Authorities allow practice docking and departure runs to all their space stations here, and you would be advised to take advantage of this facility. @ @ INTERIOR OF A COBRA MK III @ The Cobra is essentially a single- pilot trade-ship, but has been designed to support a second person, provided that person is of ordinary human or humanoid dimensions and physiology. The ship itself consists of five main areas: @ THE CARGO HOLD fills the bulk of the mid-space area, and the cargo bay doors open downwards. The capacity in an unmodified Cobra is 20 1-tonne canisters. Extra cargo space may be acquired by extending the cargo bay, which does not affect maneuverabil- ity. Tonne canisters (TC) attach magnetically to the cargo arms within the bay, and 2 AutoShuttles occupy the central space. @ THE BRIDGE has seats for pilot and co - pilot, a MedStim Center, entrance to the escape pod, descent well to living quarters, communications console, special suit locker, RemLock supply case, attachment facilities for AutoDock System and a hand-weapons locker. The main wall is occupied by the scanner screen, astrogation console and main systems monitors. @ @ - 2 - @ @ THE DRIVE SECTOR houses the direc- tional thrusts, the System Space Kruger "lightfast" motors, and the Irrikon Thru-Space drives. Also here are the rear laser housings, the ECM capsule, the Zieman shield generators, and energy banks, and the Witch-Space fuel condensors (Quirium). There are both internal and external access panels. Radiation level is high. @ THE LIVING AND HYGIENE SECTION is below the main bridge, and reached through a descending gravity well. Two bunks, food dispensing facilities, waste disposal (including high-tox copper exudate for Aonians), Syn Pleasure relaxapads, and videos. @ THE EQUIPMENT LEVEL runs throughout the ship, and houses all energy banks for lasers, plus the missile rests, with dispatch shafts to the lower hull. The communications center is here, and the escape pod (with a separate entrance from the bridge) life support systems, cryogen tanks (two) and 40 cubic meters of Facs Environment for emergency use. @ THE STATUS PAGE @ The "Present System" refers to the planetary system which your ship is currently in; while the "Hyperspace system" refers to the system onto which the hyperspace is locked. There are 4 possible "Conditions": DOCKED means that you are docked in a space station at the Present System; GREEN means that there is no immediate danger; YELLOW indicates enemy ships in the vicinity; Condition RED signals a high-risk on-going death-type combat situation. @ "Legal Status"refers to your Galactic Police record. If this is CLEAN you have nothing to worry about, but as an OFFENDER or, still worse, a FUGITIVE you are likely to be attacked by police ships. @ The "Rating" is a dispassionate assessment of your performance in combat so far. Current cash and fuel are also displayed, along with a list of ship fittings. The status page is always retrievable by pressing F9. @ YOUR RATING AS A COMBATEER @ To become an elite combateer requires great skill and great patience, because expert trading is essential before the necessary more powerful armaments and equipment available to the Cobra ship can be bought: beam lasers, more missiles, energy bombs, a docking computer, galactic hyperdrive, etc. @ As you sail through space between the stars, and as you trade, you will live with your combat rating. You will begin as HARMLESS. If you survive your first skirmish you may be reclassified as MOSTLY HARMLESS. But on the slow climb to a status level that reflects a growing talent for combat you will have to engage many different ships, in many different skirmishes, in the System Space of many different worlds. You will be classified as POOR, then AVERAGE, then ABOVE AVERAGE, then COMPETENT. Then you will become DANGEROUS, then DEADLY. An at last, a few will become ELITE. @ - 3 - @ Your kills are photographed and transmitted by TS ComDirect to the nearest GalCop Federal Law Center. Your rating as a combateer will increase in direct proportion. Fly your Cobra craft wisely and carefully. Remember: other pilots may be attempting to increase their own combat rating by attacking either innocent traders, or police Vipers (the ships of the GalCop Police Force). If you resort to such tactics (or if your adopt the fast-credit routine and trade in illegal goods) then your combat rating may rise, but your legal status: CLEAN -> OFFENDER- > FUGITIVE, will make you Public Enemy Number One with the Federation Crime Monitoring Authority and you will not be left alone. @ --------------------- @ KEY FUNCTION - STATUS @ F9 - Status page accessed by pressing F9. @ NAVIGATION AND FLYING @ NAVIGATION @ The Galactic Co-operative is only one - although the largest - of several planetary federations, and maintains trade and diplomatic links with over 2000 planets spread throughout 8 galaxies. The political profile of a planet is an important navigational consideration as many are in a state of anarchy and are unsafe to visit in poorly equipped ships. Important too is its economic profile, as will be discussed in the section about trading. Navigational strategy depends of course upon your aims in life. If you think you have what it takes to become elite, you will need to chart your path through the galaxies with care and great precision. You will wish to equip your ship as fully and as early as possible. You will, therefore, need to study the trading section of this manual so that you can work out a profitable trading route in order to be able to afford the weaponry you will require. You will wish to lead; in general, the more risks you take (travelling to dangerous planets or trading in contraband goods), the faster you may equip your ship but the quicker you will be killed. You will discover that life in the 8 galaxies is a question of fine balance. Although it may seem, at first, that indiscriminate carnage is a soft option (kills improve your rating, after all), as your skills and experience of living in space mature, you will quickly discover that piracy is a short-lived career. @ Success in this context is a mosaic of talents: combative, certainly, buy thinking and decision-making talents too. @ Here you are introduced to all the controls which will eventually be useful to you in developing a route through the 8 galaxies. @ NAVIGATIONAL CONTROLS @ @ It is important that you do not press the F1 key for the moment. @ GALACTIC CHART (F5). This chart shows all registered worlds within the galaxy, and indicates your own coordinate position. The star cursor may be used to scan the shown worlds for potentially favorable trade sites. @ @ - 4 - @ @ Use the joystick, mouse or cursor keys to move the small cross over to one of the dots, and hit F7. @ WORLDATA LINK. The Orbit Space Authority takes no responsibility for the accuracy of the information registered here, but the trader may gain some idea of the relative wisdom of trading with the world whose data is displayed. The information shown is distance, type of main life form, degree of agricultural or industrial development, with industrial and technological level displayed on a scale of 1-12. The government type, ranging from Corporate State to Anarchy, will be a strong indication of the danger of trading with the system. @ Use F5 again to return to the chart and acquire information about some more planets. The larger of the crosses on the chart shows where your ship is and the circle shows how far it can jump with its current hyperspace fuel. Hit B key to return the small cross to the larger one. @ LOCAL NAVIGATION CHART (F6). This is a high power chart of all planets in the immediate vicinity of your docking world. Since the Cobra ship has a maximum single H-jump range of 7 light years, the target world must be chosen carefully. The target cursor, used in conjunction with the Worldata link, will indicate dangerous or likely worlds for trade. @ If the cross moves off the screen, use the B key to bring it back. Notice also that the D key will tell you how far away the system nearest the small cross is. @ -------------------------- @ KEY FUNCTIONS - NAVIGATION @ @ F5 - Galactic chart @ F6 - Local chart @ D - Distance to system @ B - Retrieve cursor cross @ F7 - Data on system @ Cursor keys - Cross-sight cursor for local and galactic systems. @ @ A CORIOLIS SPACE STATION @ Every world registered with the Galactic Co-operative has several Coriolis space stations in orbit at various altitudes. Coriolis stations are "neutral" territory, controlled equally by GalCop and the Planetary Government. @ A new dodecahedral design (the so- called "Dodo" stations) is replacing the Coriolis design in the more advanced systems. Coriolis stations are hexagonal in approximate shape. They spin along a single axis running vertically from the planet below. One side of the station always faces the planet, and it is on this facet that the access tunnel is located. @ @ - 5 - @ @ Coriolis stations were designed at the GASEC (Galactic Astronautic and Space Exploration Center) Laboratories on the planet Vetitice. The first station was in orbit around the world Lave in 2752. Coriolis stations have powerful defensive shields (against pirate attack and inept docking) and a large fleet of Viper fighters, and several larger types of ship. The inside of the station is free-space, and on each inner facet of the station there are berthing and refueling facilities, as well as cities, hospitals, farmlands and leisure-scapes. Each Coriolis station has a diameter of 1 standard kilometer. They can berth 2000 ships, and support a fair- sized colonial life development of humanoids. @ @ LEAVING THE SPACE STATION (F1) @ @ On coding for Station Depart the pilot is advised to accept a 10-second MemnSomn to dispense with subjective experience of the passage from docking bay to Coriolis station egress. The screen will then show a break-pattern, which is the passage through the protective field over the Coriolis entrance tunnel. @ BASIC MANEUVERS @ The Cobra trade ship needs practice to fly well, though it is highly maneuverable, very fast, and a good combat vessel. It accelerates and decelerates rapidly using fingertip control: @ Anticlockwise roll @ <, joystick or mouse left. @ Clockwise roll @ >, joystick or mouse right @ Dive @ S, joystick or mouse forward @ Climb @ X, joystick or mouse back. @ Increase speed. @ SPACE or hold right mouse button then forward. @ Decrease speed @ / (slash) or hold right mouse button down then back one. @ Cancel roll. @ press on right mouse button. @ Pitch and yaw maneuver requires bi- digital play on keyboard model (<,>,S,X) @ Notice the small dot moving around inside the large circle on the dials. This is your compass; the dot corresponds to the position of the space station. If the dot is small then the station is behind you. When the dot is large and in the center of the circle, you should be able to see the space station directly in front of you. @ Practice rotating the space station off the screen and using the compass to find it again. @ You might see some Cobra Class ships. These are other traders like yourself, and will not harm you unless you shoot at them. If you do this they will either attack or, alternatively, run away. Should you use them for combat practice, do not expect the space station to turn a blind eye to such unruly behaviour. Nothing will attack you while you are within sight of the space station - unless you make a nuisance of yourself. @ @ - 6 - @ @ It is not possible to land on the planet, and flying into planets or space stations is fatal. The altimeter shows your height above the planet's surface, and you should not let it fall too low. (If you are a new pilot, now is your best chance to practice docking maneuvers with the space station at Lave. The Lave Orbit Space Authority permits an unlimited number of practice runs by newly appointed pilots, and does not charge. This facility is suspended during attack, or when the Coriolis station has no free docking space. @ CONSOLE READINGS @ (bars to the left of the flight grid scanner). @ 1. (FU) Fuel level. @ 2. (CT) Cabin temperature will increase and the console register this when your ship flies too close to a sun. @ 3. (AL) Altimeter. You altitude above your destination planet can be crucial. Flying too near its surface will be fatal. @ (flight grid scanner) @ 4. (x1 -upper left corner of scanner) Radar Magnification. @ 5. (S) S refers to the space station and indicates that you are on target for it and within its protective range. @ 6. Compass (upper right corner of scanner). This instrument first picks up a target planet while it remains out of range of the main flight-path scanner. When the planet's space station nearest to you comes within range of it, the compass picks up that instead. When the dot is small, the object is behind you; when large and in the center of the compass circle, it should be visible through your front viewfinder. @ 7. Flight grid scanner. This sophisticated instrument displays a three- dimensional view of space in the immediate vicinity of your ship, seen from a point behind and above it. The precise position of any ship within its range can be pinpointed. @ (bars to the right of the flight grid scanner). @ 8. (SP) Forward velocity should be maintained at maximum on planetary approach. Keep it low during space station approach, and minimal for final docking. @ 9. (RL and DC) Gyro orient bar indicators show right/left roll and dive/ climb status. @ @ - 7 - @ @ MAKING FOR YOUR TARGET WORLD @ @ Hyperspace and Related Controls @ Having left the space station you will be in low orbit above the planet Lave, moving at low velocity. Decrease your velocity to absolute minimum before coding the astrogation console for Hyperspace Jump. @ During space flight only, F1, F2, F3, and F4 provide access to views all around your ship. @ Use F5 or F6 to display a chart (galactic or local, respectively), and move the smaller cross to choose a larger planet, press F1, then hit H. After a short delay, the hyperjump motors will engage. @ On arrival in a new planetary system, after transit from hyperspace, you will find yourself at some distance from your target world. This conforms with GC Flight Law. @ Even in the safest systems there can be unseen dangers, and you will be well advised to approach orbit space, and the safety of the space station, as quickly as possible. Increase forward velocity to maximum. At this point you can take full advantage of the space-skip facility (J). Inter- space jumping does not function (because of interference patterns) if there is another ship, a planet or a sun in the immediate vicinity. Soon your ship's computer will pick up the beacon signals of the nearest orbital space station and will re- engage the compass to track that instead of the target planet. Once the Cobra is within scanning and protec- tive range of the Coriolis station, the flight-grid scanner will begin to track it. Its own defenses are now available for your protection. The scan console will register the letter "S" as long as the space station is within range. @ @ Hyperdrive Across Galaxies @ The intergalactic hyperdrive is expensive and can be obtained only from planets at Tech level 10 or higher. It can only be used once, and will take you to a system in a whole new galaxy (i.e. a new F5 map). There are 8 such galaxies and making 8 jumps will return you to your starting galaxy. The Inter-Galactic Hyperdrive is engaged by pressing G then H. @ @ - 8 - @ @ DOCKING PROCEDURE @ @ Docking with a Coriolis space station is never easy, unless the ship is equipped with an automatic docking computer (in which case C will activate it). The Navy Training Manual recommends the following approach and dock sequence. Locate the Coriolis station and approach it. The entrance tunnels to all these stations face the mother planet. Fly near to the station and then on towards the planet (monitoring altitude carefully). By turning a half circle you will now find your ship orientated towards the entrance. @ Approach the final moments of docking at DEAD SLOW SPEED. Failure to dock cleanly can be fatal but may simply result in your scraping the sides of the aperture, with consequent loss of defensive shield(s) and quite possible your cargo. Manually control the Cobra's roll motion to match the rotation of the Coriolis station. The entry port must be as nearly horizon tal as possible. If docking is successful; the field across the station entrance is penetrated, and a break pattern appears on the screen. Berthing is handled automatically. Docking protocol, and Orbit Space Regulations, are numerous, and are available in the GC Orbit and System Space Code, published by Federation Planet Bureau. @ @ ---------------------- @ KEY FUNCTIONS - FLYING @ @ F1 - Launch @ SPACE - Increase velocity @ J - Space skip @ / (SLASH) - Decrease velocity @ < - Counterclockwise roll @ > - Clockwise roll @ S - Dive @ X - Climb @ G then H - Inter-galactic hyperdrive @ C - Docking computer toggle on/off @ @ - 9 - @ @ INTERPLANETARY TRAVEL @ @ IN-FLIGHT COMBAT: @ COMBAT PROTOCOL @ Not all ships in deep space, even small fighters, are pirates. Most ships will respond to hostile action with hostile action. If you attack a police ship or trade in contraband goods see Trading), your legal status will be changed to OFFENDER, or even higher. If you destroy pirate ships, or Thargoid invaders, (or asteroids) you will receive a bounty payment. If you shoot at the Coriolis space station, its own defensive ships (Viper class fighters) will attack you. @ MANEUVERING @ The Cobra tradeship is fast, and has a very tight turning circle (though less tight at full speed); it is an ideal combat ship against small packs of enemy vessels. It will outrun many attack craft by speed alone, but it will not outrun a missile. Spinning, fast-slow, and duck-and-weave tactics are very effective against the larger, less maneuverable ships when then attack. A sudden decrease in speed followed by a tight 180 degree turn and an increase in velocity will often give you a big advantage over pursuing enemy craft. @ SIGNS OF DANGER @ If you cannot make an interspace quick jump J towards the planet, there is a ship in the vicinity. It could be dangerous. If the status screen, during flight, shows YELLOW or RED, prepare to engage in combat. Laser fire striking the defensive shields makes a light screeching sound. Listen for laser fire striking the hull direct. Through damaged screens it makes a low, screeching sound. DANGER. An incoming missile will be detected, tracked, and a warning message flashed on main screen. Some star pilots are braver than others and pirate ships may break off and run in the face of stiff re sistance. Some appear to know no fear - in particular Thargoid vessels, whose captains have had their fear glands surgically removed. @ LIKELY ENEMIES @ Lone-wolf traders - such as Cobra pilots - are constantly at risk from other Spacefaring types. An under standing of other loners, packhunters, and bounty killers is essential. @ @ - 10 - @ @ Bounty Hunters @ Unless you have achieved FUGITIVE status, and especially if you are highly ranked as a combateer as well as being a criminal, bounty hunters will not bother a ship as insig- nificant as a Cobra Mk 3. In fact, many bounty hunters favor Cobra trade- ships as they make an excellent disguise. But the real killers star- ride in the sleek, and highly efficient, Fer-de- Lance Lightspeeder, in which they live for months at a time. Bounty hunters can always be found outside Orbit Space, especially around worlds classified as dangerous. They are invariably of combat rating: DEADLY or ELITE. @ Bounty hunters rarely identify themselves to passing ships, and if pestered too closely will usually kill. @ Pirate Vessels @ There are several ways of identifying a space-going ship as "pirate occupied", and this is essential since pirates and renegades will take any ship for their purpose, from a Worm to a massive Python. Pirates exist everywhere in the galaxy, but cluster mainly around unstable GalCop worlds, especially worlds run on a feudal or anarchic system. @ Small ships hovering very distant from a planet are pirates. Large ships accompanied by a mixture of small fighter types are pirates. Ships that refuse to acknowledge identification signals are pirates. Around worlds run by autocracies, or clans, pirates will very often have been paid to leave trade ships alone. Piracy is a huge, and complex, business, and any life- respecting trader will learn the tell- tale signs of pirate presence. @ Police @ In a Co-operative of Worlds as complex as the 2040 planets of the GalCop, the police can be as menacing as they can be helpful. The typical police vessel is a Viper GH Class PulseShip, which is very fast, and very maneuverable. They are on constant standby on every Coriolis and Dodec space station, and will attack - a pirate, or a fugitive trader - within seconds. They do not make arrests, they destroy. There are different police departments serving different purposes - narcotics, space- drunkenness, psychotic shooting, piracy, slave trading, etc. - but all have small fleets of these very fast Viper patrol craft. @ Thargoid Invasion Ships and Thargons @ The Thargoids are humankind's deadly enemy, and throughout the 8 galaxies there are at least 50 war zones between humanity and Thargoid. This highly technologically advanced insectoid race is also at war with 17 other space- going life-forms. @ In combat you'll find all Thargoid vessels have a skill level comparable with elite-status human combat pilots. Though most of the Thargoid Space Fleet is currently engaged by the Galactic Navy in InterGalactic Space, a few of the smaller battle ships make occasional destructor-raids into human space. These ships are extremely fast for their size and invariably have anti-missile (ECM) Systems. @ @ -11- @ @ Additionally, most Thargoid battle ships carry several small, remote controlled "thargons", killer-craft each equipped with a single, but highly advanced, pulse-laser. The Galactic Navy are developing their own deep- space RemCraft, and pay a large bounty for any thargon craft that are brought to them. @ (N.B. Bounty on Thargoid invasion craft destroyed is very high. Thargoid battle-cruisers believed to be able to "hover" in Witch-Space (hyperspace) and destroy through-coming craft). @ OTHER SPACE TYPES @ Rock Hermits @ Pirates, aging bounty hunters, or planetary outcasts, who create living space out of asteroids. They usually choose large asteroids, and set up signal beacons to warn off miners. GalCop Law protects Rock Hermits, but since most of the asteroid is hollowed out, there is little advantage to be gained by "mining" them anyway. @ Generation Ships @ Before the development of the WS Thru Space drive, in all its various forms, interstellar travel occurred in large, self-sustaining environment ships - Generation Ships - most of which have now been logged and their progress monitored. There are more than seventy thousand of these immense vessels ploughing their way through the galaxy, some of them into their 30th generation. The penalty for inter ference with such craft is marooning. @ Space Dredgers @ These immense factory ships are to be found wherever there has been a war, or a Thargoid invasion, or a natural catastrophe. More than forty miles long, the dredgers are a life-form to themselves. The Dredgers are huge cities in space, feeding off debris and ruination. Heavily armed, and with fleets of reconditioned fighter ships, they are to be avoided at all cost. @ COMBAT CONSOLE @ (bars to the left of the scanner) @ 1. (FS & AS) Defensive shields take power from two energy bank sources, fore and aft. @ 2. (missile) Missile status depicts the number of missiles on board and whether they are "targetted" (purple) or "untargetted" (green) or "locked" and ready to fire" (red). @ 3. (LT) Laser temperature will rise during continuous firing of the ship's laser(s). As the central housing overheats, a laser will temporarily cut out rather than destroy the system. @ (flight grid scanner) @ 4. The 3-dimensional scanner operates in such as way that you can pinpoint a ship above and below yours, as well as to the front, behind or to the sides. The vertical bars show this clearly. @ @ - 12 - @ @ (bars to the right of the scanner) @ 5. (1,2,3,4) Energy banks will rapidly drain if defensive shields are taking excessive fire. Using lasers or an ECM System will also drain their resources. When the fourth bank is tapped, an ENERGY LOW message will flash onto the screen. Eventually, in normal circumstances, the banks will be automatically replenished by surface radiation absorption. @ AGRESSIVE WEAPONRY @ ITEM TECH LEVEL PRICE/CR @ Fuel always varies @ Missile always 30 @ Large Cargo Bay always 400 @ ECM System 2 600 @ Pulse Laser 3 400 @ Beam Laser 4 1000 @ Fuel Scoops 5 525 @ Escape Capsule 6 1000 @ Energy Bomb 7 900 @ Extra Energy Unit 8 1500 @ Docking Computers 9 1500 @ Galactic Hyperdrive 10 5000 @ Mining Lasers 10 800 @ Military Lasers 10 6000 @ LASERS @ Pulse lasers are initially housed only in the front of the ship, and so no sights appear across rear or side views until such time as you have sufficient credits (from combat and trading) to afford lasers for these mountings. As we shall see, with sufficient cash you will also be able to upgrade pulse to more powerful beam lasers. The Cobra astrogation console accommodates a single laser-fire key (A). Pilots with joysticks use the fire button of course. Even fully equipped only one laser may be fired at a time. If a laster overheats it will not fire (observe the laser temperature bar). @ Lasers are the principal armament of all space fighters. Pulse lasers will be offered for sale at planets of Tech level 3 or above (see Trading). Beam Lasers will be offered at Tech level 4 or above. If a beam laser replaces a pulse laser the price of the pulse laser is refunded after the beam one has been fitted. @ Pulse Laser Specification: @ Ingram Model 1919A4 Pulse Laser is recommended for all positional laser mountings, but is especially effective for rear-shooting. Fires intermittent laser "rods" 610mm in length, with a cycle rate of 1500 RoPM. The barrel is of high grade Allutium fibre, lined with tempered QuQorian Silica. Power provided directly from inverse energy banks contained inmain ship's drive. Each rod is capable of piercing 267mm of Flux- Locked metal. @ @ - 13 - @ @ Beam Laser Specification: @ @ Ingram Model M1928A2 is highly recommended for front shooting. beam lasers fire continuous laser strands, up to 150 in parallel. Barrel is Allutium + lined with tensioned plastiglass, and as with the 1919A4 Pulse laser, power is provided by main drive link. Beam lasers are capable of slicing through 410mm FL metal. @ Military lasers are the very height of sophistication. Costing fifteen times the price of a pulse laser and available only on planets at Tech level 10, it is an extremely effective piece of hardware. @ Military Laser Specification: @ Range and penetration twice as effective as the Ingram Model M1928A2 beam laser. This is Lance & Ferman's entry into the laser market. Hitherto known for their highly effective and relatively cheap missile systems, in the military laser they have in effect created a whole new laser market. The LF90 is the current computer- aided model and comes with x4SUSAT sights. @ MISSILES @ Missiles are always available, whatever the nature of your destin- ation world, though no more than four may be carried at any one time. They are extremely effective weapons and are carried by the larger star ships. Your ship's computer will warn you when one is fired at you with a message on-screen. Unless your ship is fitted with ECM (see below) you will have to out maneuver the missile, which will home in on you relentless ly. If a missile hits you, it can almost completely exhaust a fully charged shield and, if your shields and energy are low, may well be fatal. @ Before a missile can be fired it must be locked onto a target. When fired, it will home in on that target and destroy it, unless your enemy successfully takes one of the pre cautions described above. The missile launch mechanism is very reliable and hardly ever jams. Missiles can be locked onto targets in any view (F1, F2, F3 or F4). @ The targeting sequence is engaged by hitting the T key. The square missile status indicator on the astrogation console will then turn purple. When any possible target enters the cross- hair region the missile will lock onto it, the missile status block turning red. A beep will sound to inform you of this. @ Pressing the I key switches on the ship ID computer. This computer will tell you the class of the next enemy ship to pass in front of your cross- hairs, and then it will automatically Lock a missile onto that ship. The M key will then fire the missile. The U key (Unarm) will abort the sequence at any time before firing. @ @ - 14 - @ @ Missile Specification: @ Lance & Ferman Homing Missiles (4x4) are now recommended for all small class trade-combat ships, but can be fitted as part of a mixed design weapon rack. LF missiles have 2IL-135 guidance systems, and optional manual directional control overrides. Warhead packed with Terminal 9 explosive, and the 4x4 is invulnerable to all known counteraction, except ECM systems. Capable of Megazon Destruct Force 7. Prototype first used in 2987, during Ineran Wars. @ ENERGY BOMBS @ An energy bomb will be offered for sale at a planet of Tech level 7 or higher, and can be used only once. It is activated by the TAB key and will destroy all other ships, asteroids, and missiles in the vicinity. @ Energy Bomb Specification: @ Medusa Pandora Self Homing Energy Bomb (available at Tech Level 7 worlds or higher) is a tactical weapon capable of Megazon Destruct Force 13. Has heat radius of 900 km. Developed by Klaus-Kline laboratories for multi- role combat using "launch-and-leave" techniques. @ DEFENSIVE MEASURES @ SAFETY ZONE @ The Orbit Space around any Coriolis Space Station is safe. The Stations own defences will come to your immediate assistance. Entry to safety zone is signalled with a large "S" on the astrogation console. @ SHIELDS AND ENERGY BANKS @ Your ship comes equipped with fore and aft shields and energy banks. The shields protect your ship from agressive fire, and will be recharged from the energy banks. Constant fire will harm the shields. Once a shield is depleted, enemy lasers and missiles striking that shield will take energy directly from the energy banks and may even destroy items of cargo or ship fittings. When all your energy banks are empty your ship will be destroyed. Using lasers or an ECM system will also deplete your energy banks. @ The ship's computer will keep you informed of any damage to your ship and will also warn you when energy levels are dangerously low. An Extra Energy Unit may be fitted at planets of Tech level 8 or higher, and doubles the energy bank replenishment rate. This is the energy unit with the copper coloured top. No other unit looks like it, or lasts like it. @ Defensive Shield Specification: @ The shields consist of hi-tense flux webs of Zieman-charged sub-particles. They are weakest where the laser and missile tubes pass through the ship's hull, and along the central ship bank where the two shields overlap, and cause a stress zone. @ @ @ - 15 - @ @ ECM @ An ECM System (literally Electronic Counter Measures System) is offered for sale at Tech level 2, and may be used any number of times given sufficient energy replacement. When activated by the E key, ECM destroys all missiles in your vicinity - including any that you have fired. Some enemy ships, especially traders, will have this and may use it against your missiles. Your ship's computer displays an E on the console when it detects ECM broadcasts. @ Anti-missile (ECM) System Spec's: @ Radiant-Magnetic "wipe-out" using ion saturation theory developed by Bell and Braben on riedquat 359. Elec- tronic Counter Measures Systems use minute charged particles of InterSpac heavy element dust, releasing their radiant energy and setting up expanding nuclear flux chains. @ ESCAPE CAPSULE @ An escape capsule can be fitted in place of your cabin at any world of Tech level 6 or higher. If Q is then hit during combat the capsule will be jettisoned from the ship, be auto matically tracked by the nearest world and will travel safely to a Coriolis space station. Your cash will be preserved but all your cargo will be lost. However, this item comes with a widely recognised insurance cover which will guarantee you a new Cobra Class ship, equipped in like manner. The contents of the cargo hold is exempt from this protection. Since the unique IR signature of a ship's hull is used to file police records, abandoning your ship in this way will have the effect (unfortun- ately exploited as much by galactic brigands as trader victims) of clearing your police record. @ You may see an escape capsule leaving an enemy ship. This will not harm you unless you crash into it. @ Escape Capsule Specification: @ Recommended model is the Xeesian FastJet LSC 7, which can support two human life-forms for seven weeks, in moderate Suspended An.state. @ NON-COMBATIVE EQUIPMENT @ FUEL @ Fuel is always available. You can refill your tanks to full (7 light- year) capacity - no less is permitted. @ FUEL SCOOPS @ Fuel Scoops may be fitted to the hull at a planet of Tech level 5 or higher. These enable a ship to obtain free hyperspace fuel by "skimming the sun" - flying close to it at high velocity. @ @ - 16 - @ @ Since fuel scoops utilize powerful electro-magnetic fields to guide the solar winds into their converters, they may also be used to pick up miscellaneous space debris. Almost all pirate vessels are fitted with these so that they can blast their prey apart and sift among the wreckage, rather than attempt to dock with a hostile craft. Once fuel scoops are installed, you can scoop up an object (such as a cargo canister) by keeping it in the lower half of the screen view areas while flying right up to it. @ Fuel Scoop Specification: @ Fuel scoops are considered an essential for Deep Space, and dangerous zone trading. They have a standard design, and a standard fitment. They use powerful electro magnetic fields to guide solar wind or small space debris nto their ReQax convertors. @ CARGO BAY EXTENSION @ One cargo bay extension can be bought, increasing the hold space from 20 to 35 tonnes. @ Cargo Bay Extension Specification: @ Standard model is the Mariner Freight Chamber. @ DOCKING COMPUTER @ This is available from all Tech level 9 planets; they are fitted to the ship's flight control system and enable it to dock the ship auto matically. The auto-docking sequence is triggered by the C key and switched off by pressing C again. @ Docking Computer Specification: @ The SinCorn RemLock D&A System is a sophisticated and expensive piece of gadgetry. It comes with MemnSomn pilot interaction to induce hi-cram sleep during the maneuvers. @ INTERGALACTIC HYPERDRIVE @ The intergalactic hyperdrive is obtainable only from planets at Tech level 10 or higher, and can only be used once. The Inter-Galactic Hyperdrive is engaged by pressing G then H. @ IGH Specification: @ Although a number of manufacturers have supported a whole range of IGH motors, it is recommended you remain loyal to Xexor/Hikan who provide the standard hyperspace transit drives. @ @ - 17 - @ @ ASTEROID MINING LASERS @ Asteroid mining involves the fitting of fuel scoops and special mining lasers to your ship. Ships which always carry them are known as "Belters". They search for asteroids and, on finding one, use the laser to fragment it into pieces sufficiently small to be taken into the cargo bay. @ Mining Lasers Specification: @ Kruger Model ARM64 Sp. Mining laser is highly recommended as both a trade and combat addition. Uses variable frequency laser rods of 200mm length,fired in wide beam, 100 channels/beam. Automatic debris- pattern lock ensures no fragments of large size of target asteroid impinge on ship space. Can be fitted with a fuel and matter scoop. @ ---------------------- @ KEY FUNCTIONS - COMBAT @ A - Fire laser @ T - Target missile @ I - Ship ID computer @ M - Fire missile @ U - Unarm missile @ E - Operate ECM @ TAB - Launch energy bomb @ Q - Launch escape capsule @ F4 - Equipment acquisition @ @ INTERGALACTIC TRADING @ The Cobra Mk III, designed primarily as a trading ship, combines combat efficiency and maneuverability with substantial cargo space (20 Tonne Canisters) and with scoop attachments for space debris, jettisoned cargo and space rock. Most space stations have made the process of trading very simple, in order to facilitate a fast turnover in goods and ships. Import and export tariffs - which are high on some worlds - are automatically added or deducted and this is reflected in the prices shown. The auto-trader system, employed by the Cobra, does not allow for more specific trading deals to be performed. A selection of the more valuable alien items that are tradeable is given in this manual, but the trader must deal with them in person. Once docked you are linked directly with the CorCom Trade System. At your request you can obtain a list of basic trade items available for purchase. Slaves are measured by the tonne in galactic trading. This may seem a little strange, but it includes the cryogenic suspension system necessary to keep them alive during space travel. The slave trade, once almost eliminated by the Galactic government is now returning, despite the efforts of the Galactic Police Force to suppress it. @ @ - 18 - @ @ AVERAGE @ ITEM PRICE/CR @ @ Food (Simple organic products, see below) @ 4.4 credits/tonne (t) @ Textiles (Unprocessed fabrics) @ 6.4 credits/tonne @ Radioactives (Ores and by-products) @ 21.2 credits/tonne @ * Slaves (Usually humanoid) @ 8.0 c/tonne @ Liquor/Wines (Exotic spirits from un- earthly flora) @ 25.2 c/tonne @ Luxuries (Perfumes, Spices, Coffee) @ 91.2 c/tonne @ * Narcotics (Tobacco, Arcturan Megaweed) @ 114.8 c/tonne @ Computers (Intelligent machinery) @ 84.0 c/tonne @ Machinery (Factory and farm equipment) @ 56.4 c/tonne @ Alloys (Industrial Metals) @ 32.8 c/tonne @ * Firearms (Small-scale artillery, sidearms, etc) @ 70.4 c/tonne @ Furs (Includes leathers, Millennium Wompom Pelts) @ 56.0 c/tonne @ Minerals (Unrefined rock containing trace elements) @ 8.0 kg @ Gold @ 37.2 kg @ Platinum @ 65.2 kg @ Gem-stones (Includes jewelery) @ 16.4 g @ Alien Items (Artifacts, Weapons, etc) @ 27.0 tonne @ * These items are defined as illegal by the Galactic Government, so trading in them is risky. @ F8 activates a list of basic trade items at current market prices. Shown on this list are the quantities of each item available (vertical bar to the right of  the item), and the current market price per unit. Most CorCom Trade Systems deal exclusively under blanket categories, including Food, Machinery, Minerals and Gemstones. The prices shown at the time of trading represent an offer to you and will be guaranteed while you are in Trading Mode. @ F10 offers an inventory of cargo, fuel and cash. @ F3 puts you in purchase mode. If you wish to buy, numerically indicate the amount you wish to purchase; autoSCAM modules will immediately load your purchase into the cargo bay. Your screen will indicate your remaining credit facility. @ The Cobra trade ship must dock with a Coriolis space station before buying or selling cargo. It has no Free Space trade facility, apart from routine jettisoning of cannisters. Once docked, the selling process is automated, although there is no requirement to sell. F2 puts you in selling mode. @ @ - 19 - @ @ HOW TO TRADE @ BUYING MODE FOR GOODS @ F8 - List of goods available on target planet. @ F10 - Inventory of your cargo. @ F8 - To see again what is available. @ F3 - To buy some goods use the mouse, joystick or cursors to select item and then press fire or double click either button. You will then be asked to enter the quantity of goods you require on a calculator pad. @ SELLING MODE @ F2 - To sell some goods use the mouse, joystick or cursors to select item and then press fire or double click either button. You will then be asked to enter the quantity of goods you wish to sell on a calculator pad. @ ADVICE TO TRADERS @ The Cobra trade ship can be fitted with four lasers, four missiles and one energy bomb. This should be sufficient to make trade possible within the System Space of even heavily piratised worlds. But it is strongly recommended that pilots achieve a combat of at least "Deadly" before any worlds designated "Anarchy" or "Feudal" are approached, especially if the cargo is high tech machinery or luxury goods. To make money as a trader is no easy task. Unless you have backing capital you would be well advised to start with foodstuffs, textiles, minerals and luxuries. Demand for goods varies widely and prices within planets fluctuate, but GalCop regulations prohibit planets from advertising their requirements or announcing their market prices beyond their own System Space. Any trader, therefore, approaches all transactions with a certain financial risk. Trade depends upon demand, and selling prices depend upon the level of demand on the planet, and its available money. None of these factors can be assessed before docking. @ Agricultural planets invariably have excess produce at reasonable purchase prices, and such food sells well at industrialised, middle- to high- technology worlds. Raw materials, and ores, will sell well to middle-tech worlds, which are usually able to refine them, and the refined product can fetch excellent prices at worlds of very high tech status. @ The rules are complex, and anarchy and piracy has its effect on causing the rules to change. @ @ In trading with a planet, consider its economic profile: @ AGRICULTURAL WORLDS need specialist food and raw materials, but mostly basic machinery and spare parts. If they are rich, they need luxuries and high tech industrial machines. They produce food in quantity, raw materials and specialized "organic" items, like some textiles. @ @ - 20 - @ @ INDUSTRIAL WORLDS need agricultural produce; raw materials (for refining); resource exploitation machinery; (if rich) high tech goods. They produce basic items of need for civilized worlds: beds, seals and gaskets, power storage units, basic weapons, mass produced fertilizer, mass produced medicines, etc. @ Think about a planet's needs. @ Think what might make the society function. @ Don't trade expensive trivia to a hungry world. @ If the profit isn't worth it, trade it somewhere else. @ @ ALTERNATIVES TO TRADING @ Since the Cobra craft is equipped as a fighter as well as a trader, with in- built capacity for strengthening its armaments, there are alternative life- styles to trading which may prove profitable, but which are excessively dangerous. @ BOUNTY HUNTING @ Galactic banks, which insure the larger trading convoys, will pay a large bounty for each pirate ship destroyed. A ship's computer will transmit photographic evidence of any kill to the GalCop Bank Federation Monitoring Authority. The IR signature of the destroyed ship is then tallied with all known pirate vessels, and the bounty hunter pilot credited accordingly. Bounty hunters commonly have Cobra Class ships in order to masquerade as traders. They simply hyperspace into a system (anarchic and feudal worlds especially) and wait to be attacked, ensuring that they have sufficient hyperspace fuel (Quirium) for a quick escape. @ PIRACY @ Piracy is widespread throughout the 8 galaxies, and many pirates are not hardened criminals at all, but failed traders who have turned to this way of life in desperation. To survive as a pirate, looting freighter convoys and small ships, requires a high degree of combat experience, since not just Police Vipers will pursue them, but other pirate ships and Bounty Hunters, too, prey upon them. @ But the rewards are high. Provided the pirate ship is equipped with a fuel scoop, the jettisoned tonne cannisters of attacked cargo ships can be scooped up and traded. @ ASTEROID MINING @ There is money in rock, but to make the most of it a Cobra ship must befitted with a fuel scoop and a MinReduc 15 Mining Laser (or some equivalent type). The mining laser will blast very large asteroids into very small fragments and the scoop can rapidly swallow this tradeable ore. @ @ - 21 - @ @ FREE SPACE CARGO @ Trade ships are often destroyed (by natural catastrophe or enemy action) and their cargo left ungathered. Using a fuel scoop such "free bounty" can be collected. The contents of the cannisters will be known until they are taken aboard and examined, and may be worthless or worth a fortune. It their contents are illegal goods, they cannot be traded or sold without legal risk. @ (NB: Pressurized cargo canisters are the Universal means of storing cargo for Interplanetary Space voyaging. Made of HiFlux Chromon-alloy, they hold one Gal Tonne of goods, under variable pressure and temperature conditions. Tales have been told of such barrels being discovered after over 500 years on barren moons, and such "Moon salvage" is a remarkable source of historical artifact material.) @ ILLEGAL TRADING @ It is surprising how many planetary systems will allow the purchasing of illegal trade items, notably firearms, narcotics (especially Arcturan Megaweed) and slaves. Slaves are supplied in cryosuspension in transporter coffins, and often turn out to be old and sick specimens of vaguely humanoid life forms. Nonetheless, few systems will allow the selling of these items without taking recriminatory action. @ --------------------- @ KEY FUNCTIONS - TRADE @ F8 - Market prices @ F10 - Inventory @ F3 - Buying mode/trade goods @ F2 - Selling mode/trade goods @ @ @ POLITICAL PROFILE OF THE UNIVERSE @ CONSEQUENCES FOR TRADE @ To trade successfully, and profitably, will almost certainly require you to fly the Cobra trade ship into politically unstable planetary systems. Pirate and free-booter activity is high in many solar systems, and adequate ship defences are essential if the rewards of higher selling prices are to be reaped. @ For the benefit of new traders, a brief political summary is given below, but reference should be made to Kroweki & Carr's PsychoHistory and Economic Theory in the GalFederation, 2845. @ @ - 22 - @ @ Planetary governments, or federations, determine the relative safety of their Solar Space. Ranked in decreasing order of safety, the 2040 officially registered worlds of the Galactic Federation can be classified as.... @ Corporate States @ Democracies @ Confederacies @ Communist States @ Dictatorships @ Multi-Governments @ Feudal Worlds @ Anarchies @ @ CORPORATE STATES @ Like ENGEMA and ZAATXE, these are well-ordered worlds, which have usually developed from settlers who practiced a free trade form of competition. Taxation is high on such worlds, but the living standards are high also. Corporate planets with to protect their trade, so goods are expensive, but luxuries are welcomed. Import licences are often necessary. Engema is an agricultural world, run as a single farming co-operative. Farmers receive a fixed payment for their crops, whether or not the harvest is good, and selling prices do not vary greatly. It is a depend able market, and customer relations are good. Luxuries, machinery and raw materials sell well here. Zaatxe is an example of a rich, industrial state (Tech level 12. It produces luxury goods, elaborate and innovative machine systems, and specializes in Prototype design. Prices fluctuate depending upon the level of inter-state competition, but it is always a safe bet to buy recently- developed machine items which have not yet spread very far across the galaxy. @ DICTATORSHIPS @ Dictatorships such as the worlds Lave and Enzaer, are only moderately safe to trade with, but are well worth the risk (provided the trader is well defended and combat trained). Very often pirate attack will not occur because of an agreement between pirate fleets and the world itself. A proportion of all incoming trade is "allowed" to be stolen by pirates, who will then leave the world alone, and protect its shops from aliens or rogue traders. It is an uneasy liaison, which often breaks down. @ Lave is an agricultural world, and Enzaer an industrial planet, but a similar principle operates on both surfaces. There are two trading standards, that of the People and that of the Aristocracy. Standards of living are artificially generated, a veneer of progress, and luxury goods, machinery and textiles sell well - usually. The great demand, however, is for basic commodities, especially foodstuffs, clothes and raw materials. These will sell well when the voice of the People has been raised in protest. @ @ - 23 - @ @ ANARCHY PLANETS @ A trader can make his biggest profits here and reach his grave the quickest. Worlds like Onisou and Xeesenri have vast wreck-yards in far orbit, the dead places of ships that came to trade honestly, and fell prey to trickery. These are lawless places, and have usually become so because the original settlers completed too hard when there was too little resource material. Those worlds which survived holocaust did so because of uneasy and bloody alliances between clan families. Pirates and mercenaries were hired for protection and assassination purposes. Anarchic worlds will trade readily in narcotics, slaves, firearms and exotica, and the price will be good... if you get a price at all. These worlds are almost always supplying invisible Masters, usually elite trader/combateers who have turned to crime as the most profitable way of life. Such form loose federations, and trade on the black market extensively throughout the galaxies. These worlds pay highly for goods they cannot produce themselves, because they know that traders avoid them. Their own products need specialized, illegal outlets: weaponry, narcotics, eavesdropping devices... if it's covert, then anarchic worlds are producing it. Trade in these items and you will get rich quick, or dead quick, or at least become a "Fugitive". @ @ ALIEN RACES @ Of the 2040 officially registered planets in the GalCop, all but 45 support human colonies only, that is to say, human presence elsewhere is restricted to settlements in under- populated parts of the land surface. Trading at such worlds depends, for its success, very much upon the extant state of co-operation between human and alien. Human control the Coriolis stations in orbit, but the avail ability of items for trade, and their relative expense, can be affected by the controlling life forms. Most alien life forms are either too primitive, or too glad of off-World trade, to interfere. Some, such as the Reptiloid life form of Esanbe or the Amphibioids of Anbeen, can make a trader's life very difficult, by haggling at the point of a laser. @ The available planetary information on all worlds will indicate the nature of the inhabiting life form. @ BIRD-FORMS. Dealing in alien artifacts on such worlds often involves forming a close liaison with Flight Elders, or Nest Elders, and this is very much a job for the specialist. Bird-forms are, on the whole, a delight to trade with, and the highest form of honor (fairly universally) that an off-worlder can receive is an (invitation to "keep the eggs warm for a moment". @ AMPHIBIOIDS are usually a lot sharper than their wet, sluggish appearance would suggest. They are usually keen to trade in narcotics, or exotic foodstuffs. Skin creams are always well received. Technologically they tend to be backward, but will pay high prices for such middle-range items as automated ponds, croak metres, spawn freezers and swamp purifiers. @ @ - 24 - @ @ FELINES are dangerous in the extreme. No matter what sort of political structures the world may have, feline aliens are pack orientated, and feudal, and very unpredictable. All traders are advised to wear body suits, to prevent secretions of sweat from triggering a feeding response among these hostile and enigmatic life forms. To win the confidence of a feline alien is almost invariably to be invited to mate, so a certain aloofness is recommended. @ INSECTOIDS. The most dangerous insectoidal life form is the Thargoid, which is mentioned in the Combat section. Insectoidals are usually highly intelligent, often existing as a group mind. There is rarely any individuality among insectoids, and the trader must beware making deals in such a way. One life form builds earth cities up to four miles high, and over four million drones live in the middle levels. According to legend, any trader who voluntarily ascends the earth passageway from ground to upper surface of these immense mounds is honored with the rare title Ascender of the Scent City. And then consumed alive. But trading with insectoids can be immensely profitable, as there are so many of them (to trade in wrist watches, for example, means two to four watches per individual in a clone-group of perhaps ten thousand). @ In dealing with any alien life-form, for the purposes of trade, there are three cardinal rules: @ - Learn the body language of the alien race. @ - Cover up your body scent. @ - Beware of Carapace concealed weapons. @ @ @ OBSERVER'S GUIDE TO SHIPS IN SERVICE @ In most trading and combat oper ations, certain ships are repeatedly encountered. All ships, whether unarmed cargo shuttles or Navy transporters, are potentially dangerous as pirate and bounty hunting activity spreads. Some ships are potentially more dangerous than others. The brief guide given here is just an indication of the range of ship-types plying the trade and space lanes. The illustrations show top, side and front views of each craft. Dimension data provide the scale. For a fuller account see Jane's Galactic Ships and Remote Colonial Construction, 5th Edition, 3205 pub. Trantor House. @ @ - 25 - @ @ ADDER @ Manufactured by Outworld Workshops, a rogue breakaway company from Spalder and Prime Inc. which operates without license from an unknown location, the Adder-class craft has dual atmospheric- spatial capability and is often used by smugglers. Pregg's "wingfolding" system permits landing on planetary surfaces. Carries one missile. @ Dimensions - 45/8/30 ft. @ Cargo Capacity - 2 TC (Tonne Canisters). @ Armaments - Ingram 1928 AZ Beam laser; Geret Starseeker missile. @ Maximum Velocity - 0.24 LM (Light Mach.) @ Inservice Date - 2914 AD (Outworld Workshop). @ Maneuverability - CF (Curve Factor) 4 @ Crew Number - 2 @ Drive Motors - AM 18 bi Thrust @ Hull Stress Factor - T Ko 28 @ Hyperspace Capability - Yes @ @ ANACONDA @ The largest known freighter with a cargo bay designed by Beerbaum and ThruSpace Inc., the Anaconda is the only freighter fitted with Dizaner SpaceWares swing-float platforms. These load-balance metering devices enable the loadmaster to rearrange the cargo within seconds to increase maneuverability of the great ship. Equipped only with laser weaponry (the 500 Gigazap front-firing pulse), and sometimes with missiles, the Anaconda range of craft usually have fighter escorts. In trader parlance, the Anaconda is built as strong as a rogue asteroid, and steers like one. @ Dimensions - 170/60/75 ft @ Cargo Capacity - 750 TC @ Armaments - Front-fire Hassoni HiRad Pulse laser; ColtMaster @ Starlasers; Missiles (GeretStarseeks) @ Maximum Velocity - 0.14 LM @ Inservice Date - 2856 AD (RimLiner Galactic) @ Maneuverability - CF (Curve Factor) 3 @ Crew Number - 40-72 @ Drive Motors - V&K 32.24 Ergmasters, with under-and-over firing tubes @ Hull Stress Factor - T(ensmann) Ji57 C-Holding Z 22-28 @ Hyperspace Capability - Yes @ @ @ - 26 - @ @ ASP MK II @ Galactic Navy vessel designed and manufactured in government workshops, incorporating secret self-destruct devices which are primed to activate when the astrogation controls are used by unfamiliar hands. Integument has chameleon properties enabling the ship to assume effective camouflage in any type of environment. Intended for reconnaissance and the transport of high-ranking military personnel from combat it is very fast and maneuver able. Despite its hazardous nature it makes an ideal pirate vessel, primarily because of the speed, camouflage and high intensity Hassoni Kruger Burst-lasers. The Asp II has room for powerful shield generators, but only one missile port. @ Dimensions - 70/20/65 FT @ Cargo Capacity - None @ Armaments - Hassoni-Kruger Burst Laser; Geret Starseeker missile @ Maximum Velocity - 0.40 LM @ Inservice Date - 2878 AD (GalCop Workshops) @ Maneuverability - CF 4 @ Crew Number - 2 @ Drive Motors - Voltaire Whiplash HZ Pulsedrive @ Hull Stress Factor - TT 16 @ Hyperspace Capability - Yes @ @ @ BOA CLASS CRUISER @ Although marginally smaller than the Python, which it superseded, the Boa has a greater cargo capacity due to refinements in equipment design (e.g. the Renold Astrogation bloc is one fifth the size of the previous Machanalian Interspatial Wayfinder) and reduced number of necessary crew. Largely developed out of the recom mendations left by Commodore Monty, a Python Captain of 40 years experience. @ Dimensions - 115/60/65 ft @ Cargo Capacity - 125 TC @ Armaments - Ergon Laser system; Standard JK Pulse laser; IFS Seek & @ Hunt missiles @ Maximum Velocity - 0.24 LM @ Inservice Date - 3017 AD (Gerege Federation Space Works) @ Maneuverability - CF 4 @ Crew Number - 15-28 @ Drive Motors - 4 C40KV Ames Drive motors. Seeklight Thrust Systems @ Hull Stress Factor - T(ensmann) Yo20 C-Holding K21-31 @ Hyperspace Capability - Yes @ @ @ - 27 - @ @ COBRA MK I @ Combat-trader craft favored latterly by pirates, the Mark I Cobra was the first trade ship designed and built for the one-man trader. Its special feature at the time of manufacture (by Paynou, Prossett and Salem) was its Prossett Drive, which incorporated afterburners with proton-tightened, interior shaft walls. These are now a standard fitting for both internal and external integuments of all PPS made craft. @ Dimensions - 55/15/70 ft @ Cargo Capacity -10 TC @ Armaments - Hassoni Variscan laser system and early Lance & Ferman missile system. @ Maximum Velocity - 0.26 @ Inservice Date - 2855 (Paynou, Prossett and Salem) @ Maneuverability - CF 3 @ Crew Number - 1 @ Drive Motors - Prossett Drive @ Hull Stress Factor - T Ji 18 @ Hyperspace Capability - Yes @ @ @ COBRA MK III @ @ Larger, more popular version of the Cobra Mk I (the Mk 2 only reached prototype stage and was abandoned due to a design fault in the hull). This ship is equipped with several special features, including Zieman Energy Deflection Shields, fore and aft, and mountings for four Ingram Pulse lasers. The Cobra is much favored by lone-wolf traders who wish to combine potential superior combat qualities with adequate cargo space. @ Dimensions - 65/30/130 ft @ Cargo Capacity - 20 TC @ Armaments - Ingram laser system; Lance & Ferman Seek & Kill missile system @ Maximum Velocity - 0.30 @ Inservice Date - 3100 AD (Cowell & MgRath Shipyard, Lave) @ Maneuverability - CF 8 @ Crew Number - 1 or 2 @ Drive Motors - Kruger "lightfast" motors Irrikan ThruSpace @ Hull Stress Factor - T Ji 18 C- Holding M18 @ Hyperspace Capability - Yes @ @ @ - 28 - @ @ FER DE LANCE @ @ A Zorgon Petterson Group (Zee Pee Gee) designed vessel favored by well- heeled bounty hunter and freewheeling business corporations. A sophisticated craft, capable of both limited trading, combat, and leisure function. The spacious hull is mainly given over to sophisticated weaponry, defences and navigation equipment at the expense of cargo capacity. Cabin accommodation is large and luxurious with extensive Owndirt Inc. recycling facilities, encouraging extended live- in periods (useful whilst pursuing a quarry). Fuel scoop is a standard fitting, ensuring complete self- sufficiency. @ Dimensions - 85/20/45 ft @ Cargo Capacity - 2 TC @ Armaments - Ergan Laser System; IFS Seek & Hunt missiles @ Maximum Velocity - 0.30 @ Inservice Date - 3100 AD (Zorgon Petterson) @ Maneuverability - CF 5 @ Crew Number - 12 @ Drive Motors - Titronix Intersun Ionic for LT @ Hull Stress Factor - T Ji 10 @ Hyperspace Capability - Yes @ @ @ GECKO @ @ Patented by Robert Bream, but not manufactured until Ace and Faber improved upon the original design specifications after the death of the inventor. Later the design was stolen and widely circulated to a number of "backyard" workshops who produced the ship in vast numbers with many individual variances to protect companies against lawsuits. Mainly used as a single- pilot combat craft, typically pirates. @ Dimensions - 12/40/65 ft @ Cargo Capacity - 3 TC @ Armaments - Ingram 1919 A4 laser; LM Homing missile @ Maximum Velocity - 0.30 @ Inservice Date - 2852 AD (Ace & Faver HullWorks, Lerelace) @ Maneuverability - CF 7 @ Crew Number - 1 or 2 @ Drive Motors - BreamPulse Light XL @ Hull Stress Factor - T to 84-94 C- Holding JZ20 @ Hyperspace Capability - Not available @ @ @ - 29 - @ @ KRAIT @ @ Small, reliable one-man fighter, common until the standardized version of the Mamba became available on the open market. Several of these early Faulcon deLacy designed craft may still be found in service in remote areas, but spare parts are no longer available and the need to cannibalize has reduced numbers still further in recent years. @ Dimensions - 80/20/90 ft @ Cargo Capacity - 10 TC @ Armaments - Ergon laser system @ Maximum Velocity - 0.30 Light Mach @ Inservice Date - 3027 AD (deLacy ShipWorks, ININES) @ Maneuverability - CF 8 @ Crew Number - 1 @ Drive Motors - deLacy Spinlonic ZX 14 @ Hull Stress Factor - C-Holding A20-B4 @ Hyperspace Capability - No @ @ @ MAMBA @ @ Fighter which grew out of custom- built primarily designed for racing purposes but adopted and armed by pirates due to its high speed and maneuverability. Cargo space was added later when Raddlett and Rayburn Shipyards (based at Reorte) standard ized the variences and began manufacturing the craft in large numbers. @ Dimensions - 55/12/65 ft @ Cargo Capacity - 10 TC @ Armaments - Ergon laser @ Maximum Velocity - 0.32 @ Inservice Date - 3110 AD (Reorte Ship Federation) @ Maneuverability - CF 9 @ Crew Number - @ Drive Motors - Seeklight HV Thrust @ Hull Stress Factor - TKi 10 C-Holding @ Hyperspace Capability - No @ @ - 30 - @ @ MORAY STAR BOAT @ Developed initially as a submarine flyingboat, Marine Trench Co. soon saw the possibilities for extending their operations into space and the Moray SFB became the "Star Boat" after its ingenious adaptations were completed. Aquatic space-faring races are the main users of this multi-purpose vessel, whose hull is able to withstand the pressures of depths of up to 5500 fathoms. Standard fittings include: highpower seal locks, 2 torpedo tube/ single missile pods and flood-lock cabins for subaquatic life- forms. @ Dimensions - 65/25/60 ft @ Cargo Capacity - 7 TC @ Armaments - Geret Starseeker missile system @ Maximum Velocity - 0.25 @ Inservice Date - 3028 AD @ Maneuverability - CF 4 @ Crew Number - 6 @ Drive Motors - Turbulen Quark Re- charger Mode 1287 @ Hull Stress Factor - T Ko T24 @ Hyperspace Capability - Yes @ @ @ PYTHON @ @ One of the larger trading vessels manufactured in Inera Orbit Space by Whatt and Pritney ShipConstruct. Cabin accommodation is cramped and spartan in contrast to facilities for cargo and "alien environment" transport. Though slow and ponderous, the craft has powerful CC-Voltaire shields and Volt-Variscan Pulse lasers, earning it the nickname of the"space porcupine". Not commonly attacked by pirate ships, but a popular craft for freebooters, usually used as a way-station and storage hulk. @ Dimensions - 130/40/80 ft @ Cargo Capacity - 100 TC @ Armaments - Volt-Variscan Pulse lasers @ Maximum Velocity - 0.20 @ Inservice Date - 2700 AD (Whatt and Pritney ShipConstruct) @ Maneuverability - CF 3 @ Crew Number - 20-30 @ Drive Motors - 4 C40K V Ames Drive Exlon 76NN Model @ Hull Stress Factor - T(ensman) YO 20 C-Holding K21-31 @ Hyperspace Capability - Yes @ @ @ -31- @ @ ORBIT SHUTTLES @ These unarmed and often unmanned craft are built under license in every planetary system. Based on a prototype developed by Saud-Kruger AstroDesign, they are used for cargo ferrying between planet and space station, but can be modified to hospital ships, or orbiting prisons. Favorite targets for small-time criminals, because of their instan taneous release of cargo canisters, they are often followed by single fighter patrol ships. @ Dimensions - 35/20/20 ft @ Cargo Capacity - 60 TC @ Armaments - None @ Maximum Velocity - 0.08 @ Inservice Date - 2856 AD (Saud-Kruger AstroDesign) @ Maneuverability - CF 4 @ Crew Number - 6 @ Drive Motors - V & K 20.20 StarMat drive @ Hull Stress Factor - T Ko 28 @ Hyperspace Capability - No @ @ @ SIDEWINDER SCOUT SHIP @ @ Designed by Faulcon deLacy and built in the Onrira Orbital Shipyards by Spalder and Starblaze Inc. to Galactic Navy specifications for a multi- purpose support craft. Mainly used for atmosphere and planetary surface scouting, but extensively too for city- strafing, reconnaissance and infantry air support (and by pirates who favor speed and elusiveness, its primary advantage). Has some interspatial capability not including hyperspace, and must be carried through hyperspace by jump-capable vessels. Hull is too small for the installation of fuel scoops, or more than one missile pod. @ Dimensions - 35/15/65 ft @ Cargo Capacity - None @ Armaments - Dual 22-18 lasers; Seeker missiles @ Maximum Velocity - 0.37 @ Inservice Date - 2982 AD (Onrira Orbital/Spalder & Starblaze) @ Maneuverability - CF 9 @ Crew Number - 1 @ Drive Motors - deLacy Spin Ionic MV @ Hull Stress Factor - Not available; C- Holding C50 @ Hyperspace Capability - No @ @ @ - 32 - @ @ THARGOID INVASION SHIPS @ Though most of the Thargoid Space Fleet is currently engaged by the Galactic Navy in Intergalactic Space, a few of the smaller battle ships make occasional sorties into Human Space. These ships are extremely fast for their size and invariably have ECM Systems (this was originally a Thargoid invention to counter Navy missiles, subsequently copied by the Navy from captured Thargoid ships). Additionally, most Thargoid battle ships carry a few small remote- controlled ships, each equipped with a single pulse laser. It is rumored that the Galactic Navy are designing their own remote-controlled fighter, and will pay well for Thargoid ones to study. @ Dimensions - 180/40/180 ft @ Cargo Capacity - @ Armaments - Widely varying. Mountings available for most systems. @ Maximum Velocity - 0.20 LM @ Inservice Date - Uncertain @ Maneuverability - CF 6 @ Crew Number - 150 @ Drive Motors - Thargoid invention @ Hull Stress Factor - Uncertain @ Hyperspace Capability - Yes @ @ @ TRANSPORTER @ @ The Lakon Spaceways MC15 QuikTransport Shuttle is the most commonly encount ered intermediate range shuttle, with a range of 0.1LY and a full HiGrav Loading facility. It can carry up to 100 passengers, and has a cargo capacity of 10 tonnes undefined bulk. Can land on asteroids, space stations, and can skim atmosphere, and touch down on land surfaces and all liquid surfaces except acid. @ Dimensions - 35/10/30 @ Inservice Date - Unknown, but probably pre-2500 AD. Known prototype built on spaceLink Shipyards, Mars orbit (Old Earth). @ @ @ -31- @ @ VIPER (POLICE SHIP) @ Small, highly maneuverable short range "hunter-killer", the Viper was specifically designed for GalCop Space Policing purposes by Faulcon Manspace and are built under licence on all Medium Tech worlds. The Viper is a single pilot craft, but can carry up to ten humanoid passengers. It has no cargo space, but has a "tug" capability, and can tow a ship of up to 140,000 MTS mass (including the Cobra Mk 3). This popular ship is also carried by large freighter convoys, for defensive purposes. @ Dimensions - 55/80/50 ft @ Cargo Capacity - Zero @ Armaments - Ingram MegaBlast Pulse Laser; Seeker missiles @ Maximum Velocity - 0.32 LM @ Inservice Date - 2762 AD (Faulcon Manspace, Reorte) @ Maneuverability - High (CF 7.4) @ Crew Number - 1 (up to 10) @ Drive Motors - deLacy Super Thrust VC10 @ Hull Stress Factor - Varies @ Hyperspace Capability - No @ @ @ WORM CLASS LANDING VEHICLE @ @ A small landing craft carried on larger ships, for use as either a lifeboat, or for landing parties. Lightly armed, the Worm is occassion ally employed as an attack and/or decoy craft during combat conditions. Manufactured to specific requirements dependent upon the Mother Ship, the Worm is highly adaptable. @ Dimensions - 35/12/35 ft @ Cargo Capacity - None @ Armaments - Ingram Pulse laser @ Maximum Velocity - 0.23 @ Inservice Date - 3101 AD @ Maneuverability - CF 6 @ Crew Number - 2 @ Drive Motors - Seeklight HV Thrust @ Hull Stress Factor - T Ki 10 @ Hyperspace Capability - No @ @ @ - 34 - @ PILOT'S LOG @ Date: Filename: @ Name: Status Combat/Legal: @ Planets Traversed: @ Current Equipment: @ Purchases and Prices Paid: @ Item/Planet Av.price Price paid Quantity ordered. @ Trading Profits. @ Kills: @ Credits: @ SPECIAL NOTES: @ - 35 - @ PILOT'S LOG @ Date: Filename: @ Name: Status Combat/Legal: @ Planets Traversed: @ Current Equipment: @ Item/Planet Av.price Price paid Quantity ordered. @ Trading Profits: @ Kills: @ Credits: @ SPECIAL NOTES: @ - 36 - @ Phew, this mammoth DOC was reformatted and corrected to keep Lamers (yeh, you know who I'm talking about Jason!)from ripping it off our compilation disc. As a result, although the entire manual is here, if you want to use it to by-pass the password protection on protected copies of Elite, then you're out of luck. For the full,unabridged 83k DOC source (with all the blank spaces intact!) then contact us at Sewer S'ware Australia. Thanx to TIMEWORKS for HABAWRITE, a very nice w/processor that took a little of the aggravation out of preparing this. @ Transmission ends...Sewer Possum. (and SEWER SOFTWARE) @ @ Falcon Extensive Documentation ============================== @ Written by, The Godfather ========================= @ @ PORTED FROM AMIGA TO ST FOR YOUR ADMIRATION AND APPRECIATION BY POSSUM OF SEWER SOFTWARE! EDITED AND CORRECTED BY SEWER RAT !! @ @ Keyboard Commands ***************** @ @ 1. End = Front View (Numeric Keypad) 2. PgDn = Read View (Numeric Keypad) 3. Home = Left View (Numeric Keypad) 4. PgUp = Right View (Numeric Keypad) 5. 8 = Nose Down (Numeric Keypad) 6. 2 = Nose Up (Numeric Keypad) 7. 4 = Bank Left (Numeric Keypad) 8. 6 = Bank Right (Numeric Keypad) 9. + = Throttle Increase 10. - = Throttle Decrease 11. = Air to Ground Weapons Select 12. = Air to Air Weapons Select 13. = Trigger and Move Highlight in options screens 14. / = Military - Afterburner Toggle 15. , <0 on keypad - ST) = Flares (to defeat heat-guided missiles) 16. , <. on keypad - ST) = Chaff (to defeat radar-guided missiles) 17. P = Pause 18. R = Radar On/Off Toggle 19. O = LCOS Toggle (LCOS is the HUD mode that appears if an enemy is around) 20. B = Air Brakes 21. W = Wheel Brakes 22. G = Landing Gear 23. V = View Weapons 24. F = Flaps 25. C = Radar/Map Display Toggle 26. R = Radar On/Off Toggle 27. T = Air Target Select 28. E = Emit ECM Radar Jamming Signals (only if ALQ pod is installed) 29. = Menu Select 30. = Landscape On/Off Toggle 31. A = Autopilot, tracks you to MIGs. 32. S = Sound On/Off Toggle 33. X = Clear Locked On Position 34. CTRL-B = Black Box 35. CTRL-C = Jettison Centerline Stores 36. CTRL-D = Demo 37. CTRL-E = Eject 38. CTRL-K = Jettison All Stores 39. CTRL-S = Joystick Control Style 40. = Yaw/Pitch Control 41. , = Trim Control 42. = Center Yaw/Pitch Control 43. = Flight Path Ladder On/Off Toggle 44. = ILS Landing Mode 45. = Center/Level Plane 46. = Decreases Sensitivity 47. = Increases Sensitivity 48. = Change Speed to Adjust to Computer CPU Speed PRESS ONCE TO SLOW, AGAIN TO RESTORE. @ @ Weapons Descriptions ******************** @ @ USE THE SPACE BAR TO HIGHLIGHT MISSIONS OPTIONS @ 1. M61-A1 Vulcan Internal Gun - Also called a cannon, we call the M61 a gun because of the information displayed on the HUDs where its status will appear. Since the M61 is an internal weapon, your F-16 Falcon already starts with 5000 rounds of ammo. The gun is an all purpose weapon (Air-to -Air or Air-to-Ground). @ 2. AIM-9J Sidewinder - The AIM-9J is a heat-seeking missile used in Air-to- Air combat, with an average useful range of 5 miles. It needs a strong heat source to track, and should be aimed directly at the Mig's rear quarters for it to be effective. @ 3. AIM-9L All Aspect Sidewinder - The AIM-9L is similar to the AIM-9J in that it is a heat-seeking missile. However it's called an "all aspect" missile because it contains filters that block out other heat sources (such as flares). The effective range is 5 miles. @ 4. AGM-65B Maverick Missiles - The Maverick is an optically guided missile used for Air-to-Ground bombing. It must be fired from below 20,000 feet. It has a TV camera in the nose, when it is selected and your radar is on, you can view the ground/ targets in your Radar CRT (center bottom of cockpit). @ 5. Mk 84 2000lb Low Drag Bomb - The Mark 84 is a general purpose bomb. It is used for any Air-to-Ground bombing when you want to make maximum impact. @ 6. Durandal Anti-Runway Bomb - This bomb is especially made to destroy runways. It propels its self underneath the runway, and then blows. This causes more repair time, and more damage. @ 7. ALQ-131 ECM Pod - The ALQ-131 pod is a radar scrambler for Air-to-Ground Missions. However, do not use it unless your going to be flying low, the ALQ-131 pod tells every Mig in the world that your coming. @ @ Missions ******** @ Milk Run - Destroy the practice buildings east of your runway. Effective Weapons: Maverick, and Mark 84 @ Black Bandit - Destroy one MiG. Effective Weapons: AIM-9J AIM-9L Vulcan internal gun. Mig loiters north of your base. @ Rattlesnake Roundup - Destroy three SAM sights (you will find these when in enemy territory, they look like a mountain with two missile launchers coming out of it). Effective weapons: Mark 84 Maverick Vulcan internal gun. @ Double Trouble - Destroy two MiG's. Same effective weapons as Black Bandit. @ Dragon's Tail - Destroy the bridge in the middle left quadrant. Same effective weapons as Milk Run. @ Dragon's Jaw - Destroy the bridge in the upper left quadrant. Note: the only effective weapon is the Mark 84 @ Hornet's Nest - Destroy the central airport in the upper left quadrant. Note: the only effective weapon is the Durandal Anti-runway bomb. @ Bear's Den - Destroy the Communication Center north of Dragon's Jaw. Same effective weapons as Milk Run. @ Venus Flytrap - Destroy all the SAM sights in the lower left quadrant. Hint there are only two. Effective weapons, same as Rattlesnake Round-up. @ Strike Palace - Destroy the enemies headquarters in the left hand center quadrant. Destroy both buildings! Same effective weapons as Milk Run. @ Double Dragon - Complete both Dragon's Tail and Dragon's Jaw in the same mission! Use the effective weapons described in those missions. @ Grand Slam - Destroy four MiG's. Same effective weapons as Black Bandit. @ @ @ RANK **** @ @ 1st Lt. | Captain| Major| Lt. Col| Col @ Lowest ----- DIFFICULTY ------ Highest Easy ----- EASE OF FLYING ---- Hardest Easy ------ GUN ACCURACY ----- Hardest SUPER ENGINE | NORMAL ENGINE NO ENGINE STALL | STALL POSSIBLE @ Attributes according to Rank **************************** @ 1st Lieutenant : Unlimited Arms, Unlimited fuel, No collisions, No ground crash, Ejecting pilot lives and returns, Unlimited Flares, Unrestricted landing and takeoff, No pilot blackout and redout, No MIG missiles or guns, No MIG flares and no SAMs. @ Captain : Limited Arms but no weight or drag, Limited fuel - must monitor it or else, Collisions possible with ground structures, Crash > 60 degrees, Ejecting pilot lives and returns, Unlimited Flares, Must raise and lower gear during landing & takeoff, No pilot blackout and redout, No MIG missiles, Guns poor, No MIG flares, SAMs won't hit. @ Major : Limited Arms but no weight or drag, Limited fuel - must monitor it or else, Collisions possible with ground structures, Normal ground Crash, POW possible when ejecting, Unlimited Flares, Full landing gear and nose wheel system requirements, Redout and blackout possible, MIG missiles and guns have fair accuracy, MIG flares are poor, SAM SA-2 only will hit. @ Lieutenant Colonel : Limited Arms with full weight and drag, Limited fuel - monitor it or else, Collisions possible with ground structures, Normal Ground crash, POW or fatal always upon ejection, Limited Flares (30), Full landing gear and nose wheel system requirements, Redout and blackout possible, MIG Guns very accurate and missiles fair, MIG flares effective, SAMs SA-2 + 7 will hit @ Colonel : Same as Lieutenant Colonel with following changes : All enemy MIG weapons accurate, MIG Flares totally effective,SAMs SA-6 and SA-7 effective @ @ @ FLYING AND USING YOUR WEAPONS ***************************** @ TAKE OFF PROCEDURE: (key to press is in parentheses []) @ START ENGINES - [+] (JFS Light goes on) RELEASE WHEEL BRAKES - [W] INCREASE POWER TO 100% - [+] GENTLY PULL BACK ON STICK AT 150 KNOTS (AIRSPEED INDICATOR IS ON THE LEFT OF YOUR HUD) (The NWS light will switch to DISC when airborne) RETRACT GEAR - [G] @ You can change the cockpit views with keys 3 4 5 6 8. @ 3 front 4 left 5 rear 6 right 8 Auto (switches to view MIG, keep it on Auto when your Radar is off, you can be traced to your radar emissions, then turn it off in combat by selecting one of the other view angles) @ Note : At higher ranks (normal engine) when taking off with heavy loads of bombs and fuel, use the after burner for more speed - [/] @ @ LANDING PROCEDURE: @ Runway 9 is equipped for ILS (instrument landing system) USE it whenever possible. It's the horizontal runway at your base, approach it from the west. Turn on your ILS - [F7], at a 90 degree heading towards runway 9. You will then see "radio" messages from the tower, as well as the Glide slope deviation scale on your HUD. When the lines intersect to form a perfect cross, you are on the right approach. Use your Angle of Attack indicator and indexer. The indexer is the 3 lights on the left side of your HUD, a down arrow head, a circle and an up arrow head. When the circle is light you are on a perfect descent angle. The up arrow means too high and slow, down too low and fast. The indicator is the scale on the right of your CRT radar. At upper ranks it is imperative that the indicator read between 8 and 13 for a safe landing. (Dropping airspeed increases your AOA) @ Use your airbrakes [B] and Flaps [F] to slow your plane, throttle should be at about 68%. Lower gear at approx. 4,000 feet. NWS RDY (ready) Light goes on. As soon as you touch down, apply Airbrakes , Flaps and Wheel brakes and reduce throttle to 60%. At this point you can press ESC and select "Mission Completed" from the option screen. @ @ @ USING THE WEAPONS ***************** @ At Captain rank and higher you select your own weapons. Use the cursor keys to move from the items, + and - keys to equip or de-equip that item. You can't always get what you want though, the Sarge'll tell ya'. @ THE GUN: @ The target designator is a square that wraps around the target when it's on screen. Through the square, you will see a line, this is the LCOS, there is an indicator on the Stores control panel showing when it's active. The Black line is the computers guess of the enemy's heading, the white line is his contrail or engine vapour. ALWAYS aim your weapons and plane at the black line, AHEAD of the target. The large circle is the Aiming reticle, this shows where your rounds will land, when you fire the gun. To hit the enemy wait for the IN RNG (in range) indicator on your HUD (within two miles), keep an eye on the Target distance scale on the left bottom of the HUD, as it moves lower on the scale the closer you are to the target. When you are within 2 miles, line the Aiming reticle on the LCOS line directly in front of the target. Squeeze the trigger (space bar or joystick button) a few times and "Splash" that bogey! Practice at 1st Lieutenant until you get the hang of it. You can hit the P key to pause and refer to your docs at any time. Hitting the Pause/Break key may lock your computer, so don't get confused. @ AIR TO GROUND STRAFING: @ Tap Backspace to select the M61 A1 gun, confirm that it's in A to G mode by looking at the Stores Control Panel, the top line should read SRF 999 GUN, the 999 is a rounds count, if you have less you've already done a little shooting. @ Set your Airspeed to 30 to 40 and your altitude should be about 2,000 feet. Line up the target with the designator (large circle) and 'pickle' the trigger. In other words, tap it once to lock the designator on target, if you lock on to the wrong place tap the X key to clear the lock and re- center the target and pickle again. @ Once locked on you don't have to continue a dive! The Falcon is a remarkable plane and can adjust it's Yaw and Pitch so that the nose is pointed up or down or left and right and it will continue to fly straight, up or down! To do this hold down the shift key and push forward on the stick, the nose will go down, but the plane will fly straight. The Velocity Vector ( a small circle with a vertical line on it's top) will indicate your true heading, even though the center point on the HUD will point at the target, your V vector will indicate level flight. To re-align the plane so that it points in the same direction it's flying, tap the key. @ OK, so you're lined up and locked on to target. Your HUD Target Discrete (left bottom of HUD) switches from an ARM indication to LCK it's locked, so squeeze the trigger, an X will mark where your bullets hit. @ If you want to ignore the Lock on ranging system, pump your trigger in short bursts instead of holding it down in one long burst. @ The AIM9 SIDEWINDERS: @ Use the procedure for tracking and closing on your target as with the cannon. Select the sidewinders, with the ENTER key. If you have a combination of AIM9Js and AIM9Ls, switch to the ones you want with ENTER (note: Joystick button B can switch between weapons, but to switch between A to A or A to G you must use BACKSPACE and ENTER keys). Watch your HUD target discrete, as you close, the IN RNG will light up on the right bottom of the HUD, just under the Target Distance indicators. Keep an eye on the right bottom of the HUD, the weapons Discrete. When it switches from ARM to LOCK, a flashing diamond also appears in the target designator, fire the missile. @ When fighting multiple bogeys it becomes necessary to switch the Designator between targets. Use the T key to switch between bogeys and watch your ass, they like to play carrot and stick. @ THE MAVERICK MISSILE: @ Use the same procedure for locking on as with the strafing run. It's a bit easier to lock with the maverick since it has a TV camera in the nose. @ Switch the COMED to radar mode, select the Maverick and activate Radar. You will now be able the see the ground in the COMED screen. @ Fly straight and level to the target and line it up in the COMED, right between the two lines. "Pickle" the trigger when in range. You will then get a lock indication. Fire away! You don't have to fly directly at the target anymore, just in it's general direction. As long as you see it so does the Maverick. Watch your COMED and see the target crumble, if you aimed right, that is! @ @ NOTE: WHEN CARRYING BOMBS, FUEL AND PODS AT UPPER RANKS, YOU CANNOT FLY UPSIDE DOWN UNLESS YOU JETTISON CENTER STORES FIRST. THIS IS KNOWN AS A CAT-3 CONFIGURATION. @ @ MK 84 AND DURANDAL BOMBS: Practice on the Practice buildings! @ DIVE BOMBING: @ Select the MK84 bombs. Fly at the target at an airspeed of of 45 and an altitude of 19.5. Keep the aiming reticle right on top of the target. As you close the bombsight will begin to move into view from the bottom of the HUD, once you see it, "pickle" the trigger(tap it once). Adjust the angle of attack to keep the target designator on top of the building, in other words, DIVE, but do it gently. When the Bomb site is at the base of the building, tap your trigger to release a pair of Mk84s. This will NOT MAKE a sound, the only indication you have of a release is the word REL will replace ARM on your HUD's weapon Discrete (lower left). Pull back on the stick and get the hell out of there if this is a combat mission at higher rank. Select a rear view to see if you were successful, an X marks the spot of impact. In combat never go back to see if you were successful,let intelligence find out for you when you land safely. @ NOTE: Use Mavericks against SAMs and buildings whenever possible, but you must use MK84s against the Cantelever bridge in Dragon's Jaw. When bombing runways follow this procedure with the Durandal, or use @ THE FLING BOMBING TECHNIQUE: AKA "POP-UP BOMBING" @ MK84 OR DURANDAL ALTITUDE SHOULD BE BETWEEN 2,000 AND 10,000 FEET. @ Maneuver so that the aiming reticle is directly CENTERED on the target. This usually requires a shallow dive. @ Pickle the trigger, the target designator (small black square) will appear in the reticle. The LOCK discrete will appear in the designator @ Make sure that the designator is perfectly aligned with the target, if not, clear with the X key and re-lock. If properly locked on, fly straight and level to the target. The release Queu and displayed impact line will appear when in range. The Queu is an X at the top of the screen, the impact line flows from it to the bottom of the HUD to the bombsight. To stay on course, you must keep the Displayed impact line intersecting the center point of the HUD and the reticle (circle). @ As you approach the target, the Queu will move downward, towards the reticle. Once the target disappears below the HUD pull back on the stick and start a shallow climb of about 110 degrees (flight path ladder between 1 and 2). When the release Queu passes through the reticle (circle) hit the trigger to release the bombs. Apply power and go into a 40 degree climb, until you have cleared the impact area. @ @ @ BLACK BOX ********* @ @ You need at least 384K w/DOS 3.X to have the use of the Black box flight recorder. (Obviously you don't if you've got an ST or AMIGA!) @ At any time inside the plane or during the awards screen you can invoke the Box by pressing Control-B @ The top left grid is "top looking down". Top right is "Ground level facing north". Bottom left is "Ground level facing east". @ Your Flight path is Cyan, enemies are white. @ All controls are invoked using the cursor keys and the enter key. @ The box records for up to 10 minutes, use it to evaluate your performance. @ @ @ GLOSSARY ******** @ @ A-A : AIR TO AIR AB : AFTERBURNER ACM : AIR COMBAT MANEUVER ADI : ATTITUDE DIRECTOR INDICATOR AFTERBURNER : SPRAYS FUEL OUT OF ENGINE, MORE POWER A-G : AIR TO GROUND AGM : AIR TO GROUND MISSILE AIM : AIR TO AIR MISSILE ALQ-131 : JAMMING POD AOA : ANGLE OF ATTACK BANDIT : ENEMY MIG BINGO : LOW FUEL, 2 MINUTES UNTIL YOU MUST RETURN BUSTED : COURT-MARTIALED CAT : CATEGORY 3, CENTER STORES ON PLANE COMED : MAP/ELECTRONIC DISPLAY CONES OF VULNERABILITY : AIMING CIRCLES IN HUD DIRECTIONAL INDICATOR : ALWAYS REPRESENTS WHERE NOSE IS POINTING GSD : GLIDE SLOPE DEVIATION JOKER : LOW FUEL, 5 MINUTES UNTIL YOU MUST RETURN LD : LOCALIZER DEVIATION NWS : NOSE WHEEL STEERING SYSTEM VELOCITY VECTOR : REPRESENTS DEGREE OF YAW AND PITCH, ANGLE AND DIRECTION OF FLIGHT @ @ This file was ported from the Amiga by  SEWER POSSUM,edited and corrected with great anfractuosity by your munificent and magnanimous SEWER RAT, before being presented for your beguilement and delectation without any expectance of quidproquo by SEWER SOFTWARE in this first ST DOC DISK. @ @ @ MICROPROSE GUNSHIP ================== @ @ Gunship uses the following keys: @ ABORT MISSION = Esc PAUSE = Tab PORT ENGINE ON/OFF = 1 STARBOARD ENGINE ON/OFF = 2 ROTOR ENGAGE/DISENGAGE = 3 LOCK/NEXT TADS = Backspace JETTISON WEAPON = Alt 4-6 DAMAGE REPORT = D MAP = M STORES = S VIEWS = Arrow keys ROTATE FROM HOVER = ( & / STOP ROTATION = ) CHANGE CRT = Space bar COLLECTIVE UP FAST = * COLLECTIVE UP = - COLLECTIVE DOWN = + COLLECTIVE DOWN FAST = Enter @ Weapon select keys are: @ AIM-9L SIDEWINDER = 4 2.75" FFAR = 5 AGM-114A HELLFIRE = 6 30mm CANNON = 7 DROP CHAFF = 8 RADAR JAMMER = 9 INFRA RED JAMMER = 0 DROP FLARE = - @ @ The passwords & countersigns are: @ PASSWORD COUNTERSIGN @ ACCENT TRAMPOLINE BILLBOARD KICKBACK CROMAGNON MELODRAMA DAKOTA ONSTAGE ELECTRA VERTICAL FOOTHOLD INSOLENT GRENADIER NOCTURNE HEDGEHOG LOCKSMITH IVORY WILLOW KNOCKOUT PUREBREAD LOZENGE ROMANTIC MAZURKA YELLOW NEBULA QUAKER OVATION UPSTAGE PENTHOUSE SYMPHONY QUARTZ ZEBRA @ EXAMPLE: If a US Base gives the password IVORY then you would reply willow. @ @ THE FLIGHT INSTRUMENTS ARE FROM LEFT TO RIGHT AS FOLLOWS: @ TOP OF DISPLAY: @ FUEL GAUGE FOR LEFT AND RIGHT TANKS AIRSPEED INDICATOR CRT DISPLAY ALTIMETER RADAR & INFRA RED WARNING AND JAMMER INDICATORS @ BOTTOM OF DISPLAY: @ ENGINE AND ROTOR RPM TORQUE GAUGE ATTITUDE & ARTIFICIAL HORIZON WEAPONS SELECT & STATUS VERTICAL SPEED INDICATOR THREAT DISPLAY @ BOTTOM LEFT HAND CORNER: @ INERTIAL NAVIGATION SYSTEM TAKE OFF AND LANDING @ @ First of all after boot up pick the Training in the USA option because you don't want to worry about nasty things like FLAK and SAMs.Turn on both engines (keys 1 & 2) and engage the rotors (key 3).When the rotor speed reaches about 80% hit the collective up fast key (*) until the readout shows about 75-80%.At this time the chopper should leave the ground (the collective key alters the pitch of the rotors to produce vertical momentum). You will notice that the airspeed still reads zero so push forward gently on the stick till you start to pick up speed then slowly reduce the collective until you attain level flight.You can use the collective to maintain a climb or dive without a loss or gain of speed or you can use the control stick to produce a climb or dive with a corresponding loss or gain of speed.At speeds of less than 50 knots you can use the rotate left and right keys to produce a change of direction without a loss or gain in height.A helicopter is inherently unstable and as such requires constant adjustments to keep height and course constant.Climb to 1000 feet and practice turning and climbing and diving using the collective to keep a constant speed.To go into a hover (very important when landing) gently pull the nose up while reducing or increasing the collective until you are no longer climbing or diving. Slowly toggle the collective still further until your speed begins to drop towards zero,then let your speed drop past zero until you are flying backwards.Slowly increasing the collective will bring you to a hover. I'll just have a quick read of the manual then I will tell you how to land. @ Before landing line the chopper up with your base (the large white square on the map) and dive to 200 feet and reduce forward speed to below 100 knots.Close to within 1.5 miles of the base then slowly adjust the collective until you can maintain a shallow descent,and a slow reduction in speed. When height is below 100 feet,pull the nose up slightly while still maintaining a descent.Don't worry about landing directly on the chopper pad for the moment,anywhere within about half a mile is fine because you can make short hops to the base.Once within about 100-200 yards of the pad and on the ground you can shut down both engines (keys 1 & 2),and disengage the rotors (key 3). @ @ COMBAT @ The first thing you need to know in combat is the capabilities of your weapons, it is no good firing a Hellfire at an enemy chopper for instance.Just above the CRT display in the centre of the screen is a small box which will inform you when the on board computer detects a possible target.Pressing the fire button once will show the target in the CRT display.Friendly targets will show green while enemy targets will show red.Pressing Backspace will toggle through all possible targets and the zero key on the keypad will clear the CRT.When a target is displayed in the CRT you will notice in the top left hand corner a set of figures, this is the range to target. The figure in the top right corner is the magnification of the camera scanning the target and is as far as I know,mainly for decoration. When you have a target displayed on your CRT, you will notice a small box will have appeared in the upper cockpit window. This is known as your TADS (Target acquisition & designation system).TADS will track the target as long as it stays in your field of view. The weapons of your chopper are listed as follows with their ranges and uses: @ The 30mm Chain Gun.This weapon is situated directly under the nose of the chopper.It is not aimed manually, and will automatically track any target found by your TADS.It has a maximum range of 1.5 miles but its effective range is about half that. The further from your line of flight it tracks the less accurate it becomes.It is a good all round weapon and can be used with varying degrees of success against most targets. @ AGM-114A Hellfire Anti-Tank Missile. The Hellfire can only be used against 'hard' targets (tanks and bunkers),it is totally ineffective against men choppers and AA guns.It has a maximum range of 6 miles and range does not effect accuracy as it has to be guided by laser,which means that the chopper has to stay exposed until the missile finds its target. @ 2.75" Folding Fin Aerial Rocket.The FFAR rockets are an old weapon,dating back some 30 years and as such they have no guidance system.They fire straight ahead so need to be aimed by the pilot pointing the nose of the chopper straight at the enemy.The warhead of the FFAR is High Explosive so it is good against all soft skinned targets,but only marginally effective against armour.It has a range of perhaps 4 miles.Range does effect accuracy. @ AIM-9L Sidewinder Air to Air Missile. The sidewinder is only effective against air targets.It has a range of about 14 miles and uses an infra red homing system so is of the 'fire and forget' type. @ @ Defensive Systems : @ Chaff (small strips of metal used to jam radar) and your Radar jammer (key 9) are effective against Radar Homing missiles,while flares and the IR jammer (key 0) are effective against heat seeking missiles.If these fail to shake a missile,it is possible to outfly them as both types of missile have a HUGE turning circle.The only counter measure against FLAK is to avoid it or to shoot up the guns.When flying against enemy choppers YOU have the advantage as their guns are fixed to fire forward and because of their size and weight you are very much more maneuverable.One other thing I've just remembered,when you've ECMed a missile,don't just assume that it won't hit you, as they continue to fly in the direction they were going when ECMed. @ @ @ I HOPE THIS HELPS ANYBODY OUT THERE WHO'S STRUGGLING. @ THE PHANTOM PHORMATTER 14/2/1988 @ Imported for ST by the SEWER POSSUM of SEWER SOFTWARE (SWR).Edited and corrected by SEWER RAT. @ @ @ Hacker Hints @ @ These are the sequences of which cities to go to first and what to buy and trade when you get there. @ 1. Switzerland - Give 5,000 - Buy Both Items. 2. Egypt - Give Watch - Buy Both Items. 3. Rome - Give Tut - Buy Nothing. 4. India - Give Scarab - Buy Nothing. 5. New York - Give Swiss Chalet - Buy Bonds. 6. Tokyo - Give Bonds - Buy Both Items. 7. China - Give Pearls - Buy Jade. 8. Cuba - Give Jade - Buy Nothing. 9. London - Give Camera - Buy Beatles Album. 10. San Francisco - Give Beatles Album - Leave to Washington. 11. Washington - Give F.B.I. Agent Document. @ These are the four security checks it will ask for in order. @ @ 1.MAGMA, LTD. 2.AXD-0310479 3.HYDRALIC 4.AUSTRALIA @ @ Now to start the game. When it asks for logon type. @ LOGON:Australia @ It will then take you right in to the game avoiding clicking the mouse on the various items. Next center your time zone so you have daylight on the most populated area. I will now give you a chart of the moves to make to get through the game. NOTE: Be very careful when clicking your moves because the count is VERY important one false move and you will not make it to Washington. This game is timed by moves and not by a time limit. Take your time but be accurate and careful. @ When it asks for your name type your name fully because it will print a page from the Washington Post with your name in it, so be sure to have an Epson compatible printer connected. @ W'ell here goes. GOOD LUCK!!!! @ @ 6 - East 4 - North Switzerland - Give 5,000 - Buy Both Items. 4 - West 1 - North 6 - East 2 - South 1 - East Egypt - Give Watch - Buy Both Items. 1 - East 1 - North 1 - West Rome - Give Tut - Buy Nothing. 1 - East 3 - North 2 - East 3 - South 1 - East India - Give Scarab - Buy Nothing. 1 - West 3 - North 16 - West 1 - South New York - Give Swiss Chalet - Buy Nothing. 6 - West 1 - North 14 - West 2 - South 5 - East Tokyo - Give Bonds - Buy Both Items. 4 - West China - Give Pearls - Buy Jade. 1 - East 3 - South 2 - East 1 - North 4 - East 1 - South 2 - East 1 - South 2 - East 1 - South 8 - East 3 - North Cuba - Give Jade - Buy Nothing 8 - East 2 - North 2 - West 1 - North 3 - East London - Give Camera - Buy Beatles Album 3 - West 2 - South 12 - West 1 - North 1 - East San Francisco - Give Beatles Album - Go to Washington 1 - West 1 - South 10 - East 2 - North 2 - West 1 - South 3 - West Washington - You Made It !!!!!!! @ @ Dave Devenport Copperstate Business Systems 3125 East McDowell Phoenix,Arizona 85008 602-244-9391 @ @ This DOC was edited and corrected by SEWER RAT and brought you by SEWER SOFTWARE. @ @ Strike Force Harrier @ ----- REFERENCE CARD ----- @ @ (Keyboard 1 thru 9): @ 1 = weapon/ARR display toggle 2 = re-arm (only at established ground site) 3 = vertical thrust 4 = 45 degree thrust angle 5 = horizontal thrust angle 6 = clear foftrac 7 = bomb sight * 8 = homer 9 = missile sight 0 = normal Heads Up Display (HUD) @ * Q-W-E-R = landing sites (must select "homer" before selecting one) T = engine sound on/off U = gear up/down O = power down P = power up A = pause S = sound on/off Z = bank left X = bank right ; = nose up / = nose down @ (Note : Joystick in port two can also be used for the last four commands) @ > = right rudder < = left rudder F = flaps B = brakes C = chaff I = infra red flares Space Bar = fire cannon/bomb/missile (whichever is activated) ESCAPE = abort Alternate-F = disk options! (load, save, etc.) @ @ @ Like we said, Strike Force Harrier REFERENCE CARD, not DOCS. The DOCS will be coming as soon as I get hold of the full manual. @ VitaMax! @ @ Brought to you by SEWER SOFTWARE. Edited and corrected by SEWER RAT. @ @ JET === @ @ This here is gonna be just a quick scan of the book. What follows next is from the reference sheet for flying and general program control: @ @ [Keyboard controls going from top left to bottom right...] @ AM - JT1 JET KEYBOARD CONTROLS @ @ escape ---- exit to menus F1 -------- first 3D F2 -------- second 3D F3 -------- map F4 -------- radar F5 -------- multi-player F6 -------- mouse/yoke select F7 -- multiplayer text cursor toggle F8 -- ( nothing?) F9 -- coarse zoom OUT (SHIFT F9 for RADAR zoom control) F10 - coarse zoom IN (SHIFT F10 for RADAR zoom control) @ @ escape key -------- medals display KEYBOARD 1 thru 0 - "Select preset window config. Press shifted number to save window preset" - (minus sign) ---- fine zoom OUT + (plus sign) ----- fine zoom IN (backspace) ------- set 1X zoom TAB --------------- sound on/off Q ----------------- place tower at jet location W ---------------- full screen toggle E ----------------- view locked MIG R ----------------- view direction (315 degrees from nose) T ----------------- view direction (straight ahead) Y ----------------- view direction (45 degrees from nose) U ----------------- gear up/down I ----------------- attitude indicator on/off O ----------------- range circle on/off P ----------------- pause [ ----------------- (nothing) ] ----------------- (nothing) RETURN ---------- select next weapon HELP -------------- (nothing) A ---------------- missile's-eye view S ------------------ spot plane view D ------------------ track view F ------------------ view direction (270 degrees from nose, ie, left wing) G ------------------ view direction (straight down relative to jet) H ------------------ view direction (90 degrees from nose, ie, right wing) J ------------------ (nothing) K ------------------ faster scenery toggle L ------------------ launch from catapult (Shift-L) (F18 only?) ; ------------------ (nothing) ' ------------------ (nothing) Z ------------------ lock view behind jet X ------------------ cockpit view (according to whatever the last view was) C ------------------ control tower view V ------------------ view direction (225 degrees from nose) B ------------------ view direction (straight behind jet) N ------------------ view direction (135 degrees from nose) M ------------------ toggle window titles , ------------------ (nothing) . ------------------ fire machine guns / ------------------ (nothing) @ @ >>>>> notes <<<<<<< [SHIFT-R] to Repair, Rearm and Refuel if at base [SHIFT-E] to eject [SHIFT-N] to abort ejection and fly immediately (thass what it sez...) @ @ @ KEYPAD CONTROLS: ---------------- @ 7 ----------------- (nothing) 8 ----------------- nose down 9 ----------------- increase throttle (SHIFT-9 for full throttle) 4 ----------------- left roll (aileron) 5 ----------------- center ailerons and elevator (Note: SHIFT-5 to level bank; SHIFT-5 again to level pitch) 6 ----------------- right roll (aileron) 1 ----------------- (nothing) 2 ----------------- nose up 3 ----------------- decrease throttle (SHIFT-3 to cut throttle) 0 ----------------- air and ground brakes . ----------------- fire machine guns @ @ Well, that's it for the reference sheet. Hope that will getcha goin' for now. Huh? Oh, OK, but just a quick scan of the book itself. Hmmm... @ @ MENU SELECTIONS (modes of play): @ 0 -------demo. Computer-controlled F-16, combined attack scenario. 1 ------- F-16 dogfight. Outmaneuver, outshoot MIG-21's. 2 ------- F-16 target strike. Bomb ground targets, avoid SAMs. 3 ------- F-16 free flight. Enjoy scenery, practice, etc. 4 ------- F-16 combined attack. Outmaneuver MIG-21's, bomb ground targets. 5 ------- F-18 dogfight.Outmaneuver, outshoot MIG-21's. 6 ------- F-18 target strike. Bomb sea targets, avoid SAMs. 7 ------- F-18 free flight. Enjoy scenery, raise a little hell. 8 ------- scenery disk load. For use with FSII scenery disks. 9 ------- multi-player dogfight! @ @ MENU II: @ Select Skill Levels (0-9) @ 0 ------ practice; no crash, no enemy fire. Boo! 1 ------ easy; hard to crash, weak enemies, little enemy fire. 9 ------ difficult; easy to crash, strong enemies, intense enemy fire. @ @ MENU III @ Select Armament @ 1 AIM-9 Missile > > Dogfight missile loadup. 1 to 6 of each missile. 2 AIM-7 Missile > 3 AGM-65 Missile > > Target strike bomb loadup. 4 MK-82 Bomb > 5 Exit Arming Menu ----- press when finished arming. @ @ @ Warning lights: @ G -------- gear down R -------- red out. If frame load drops below -3G's, you will "red out due to blood rushing to your head. You will be unable to control the jet until frame load decreases. This flashes when you are about to red out. B -------- blackout. If frame load exceeds 9G's, you will black out due to insufficient blood flow to yer head. Like red out, you lose control, indicator flashes just before blackout. C -------- crash warning. If this indicator flashes as you come in for a landing, you will crash! Pull up, or level off to touch down safely, and be sure yer gear is down. F -------- Fuel low. Less than 5% fuel when flashing. Return to nearest base to refuel. M -------- Missile locked! Flashes when an ENEMY missile is locked on to YOUR jet. A beep increases in frequency as yer would-be downfall ie, enemy missile, approaches closer and closer..... E -------- enemy alert. Flashes when an enemy MIG is detected within approximately 2 1/2 miles of yer jet. @ @ Radar Screen: @ white dot = enemy MIG green dot = unlocked enemy missile red dot = locked enemy missile blue dot = friendly missile (Radar radius = 12 miles) @ Range Circle (middle of the screen): the percentage of red in this circle indicates range; if all white, out of range. Use this sight for cannon and missile launch. If there's no circle, but a black cross instead, there are no more enemies, return to base. @ @ Dogfight Armament: @ AIM-9 SideWinder ------- short range- 5 miles. heat seeking, light. accurate good for close combat @ AIM-7 Sparrow ---------- medium range - 25 miles. radar homing disadvantage: high weight @ M-61 Machine Guns ------ 500 rounds loaded when arming menu entered. can be used against MIGs 20MM cannon @ @ Target Strike Armament: @ AGM-65 Maverick -------- Air-ground operation medium range - 14 miles optically guided; accurate small warhead, small hit radius @ MK-82 Smart Bomb ------- bomb. No propulsion tracks a point on the ground limited accuracy large warhead, large hit radius @ @ DOGFIGHT- Object & rules @ Dogfight is a 3 dimensional combat scenario that pits you against Soviet MIG-21's and MIG-23 fighter aircraft. They are equipped with Atoll air to air missiles, while you can select from a variable arsenal of AIM-9 SideWinders and/or AIM-7 Sparrow missiles, along with your 20MM Vulcan cannon. Your mission is to engage and shoot down all enemy aircraft at the skill level you selected, then return to home base for refueling and rearming as required. If your mission has been a success, a new wave of enemy aircraft will then appear at the next higher level. As your skill level increases, you will face more difficult enemy MIGs on each sortie. @ You earn 1000 points for each MIG-21 and 1500 points for each MIG-23 you shoot down. These two different types of aircraft can be distinguished by shape and colour. The MIG-23 is bulkier, with swept-back wings, and a brown fuselage. The MIG-21 has a gray fuselage. If you shoot down an enemy aircraft before returning to base, you earn a 3000 point bonus. You get another jet for every 10,000 points scored. @ A warning beeper sounds and the missile warning indicator light flashes if an enemy missile comes within the danger threshold of your aircraft. If your jet is fatally damaged by an Atoll missile, the screen will flash red and orange, and your jet will spin out of control. You have seconds to eject before your jet explodes and the game is over. If you eject in time, you will float safely back to earth, and given a new jet. Note that an enemy missile hit is not necessarily fatal, particularly at lower skill levels. You may be able to sustain several hits before you have to eject. You will know that a hit is fatal when the screen flashes orange and red. Once all of your earned jets have been shot down, you are grounded, and the game is over. @ ENEMY AIRCRAFT @ Enemy aircraft will come at you from the south at the start of each mission. You may encounter either MIG-21s or MIG-23s depending on your skill level. The MIG-21 is less maneuverable than your jet, but can fly at about the same speed. The MIG-23 is faster than your jet and is quite maneuverable. The skill level you choose determines the type and number of aircraft you must shoot down. The more advanced the skill level, the more MIG-23s you will face. @ During a dogfight, the MIGs will track you and fire their Atoll air to air missiles. Missiles also track your jet, and will detonate their warheads if they come WITHIN THE HIT RADIUS of your aircraft. MIGs will take evasive action if they detect that they have been locked onto by your weapon systems. @ You must select the appropriate weapon system (AIM-7, AIM-9 missiles or M-61 cannon) to target and shoot down an enemy aircraft. Press [RETURN] to select an appropriate weapon system. A MIG will be highlighted by a white tracking box when it comes within range of your weapon system. You must position the range circle over the targeting box to lock onto the MIG. When your weapon system locks onto the MIG, the tracking box will turn black. Press the Spacebar to fire the selected weapon. The tracking box will turn red to indicate that the MIG is now being tracked by a missile. When your weapon system has locked onto a MIG, your missiles are able to track it and the probability of destroying it is greatly increased. If you fire a missile at an unlocked MIG, it is unlikely (but possible) that it will be destroyed. @ After shooting down all opponents, or if you run out of weapons, you will have to return to home base. Any remaining MIGs will chase you until you enter the safe zone surrounding your base. Once you have landed, press [SHIFT-R] to refuel, rearm and repair your aircraft. @ DOGFIGHT STRATEGIES @ The primary combat strategy of enemy MIG pilots is to get behind you. If you can anticipate the direction of their flight, you will be better able to lock onto and destroy them. It may be useful to zoom in to determine aircraft type when MIGs are far away, and to zoom out as far as possible to get a wider field of view when they are nearby. You can also use the missile's eye view to gather information on approaching aircraft. As your missile approaches the target, you should be able to determine if it is a MIG-21 or MIG-23. Remember that MIG-23s are faster and more maneuverable. @ You may find it useful to preconfigure the display windows before going into battle. You can set up a front and back view to see as much area as possible, or perhaps a control tower view to get an overall picture of the battle. @ You can turn off all non-essential scenery during combat to increase animation time and improve response to your control inputs. Press [K] to toggle non-essential scenery details off and on. @ Although missiles are very effective for destroying MIGs at a distance, your gun is more effective in close combat. Since bullets cannot track a target, you will have to lead the target a bit. You can fire your gun at any time, regardless of which weapon is selected, by pressing the [.] key. @ Always be prepared to evade an enemy missile. If you hear the missile warning beeper, bring up the radar display (press F4) to see how near it is. The best way to evade a missile is by changing direction, causing it to burn fuel, or by flying straight up if you have enough velocity. Be careful of missiles launched from a faraway MIG. You don't want to get destroyed before the battle begins! @ If you suffer a fatal missile hit (flashing orange and red screen), eject immediately. Your jet has already been lost, and the game will be over if you don't eject in time. @ @ @ (Ed. note:) >whew<, I'm tired. Yeh, yeh, I know, you want the rest! Hopefully I will put it up here soon, but for now, here's what you're missing: Target strike description, object and rules, Combined attack object and rules, landing tips (sorry, just eject maybe :> ) miscellaneous info on preset window configurations and other stuff touched on in these docs, and multiplayer info. The meat of the book is from about pages 10 to 35, much of which has been somewhat mentioned here. Hmmm...so, maybe, I DON'T hafta type up the rest.....hmmmm ( here insert a good-natured "tee hee"). @ @ @ Type in by Vitamax and spread on the Amiga by Ginnie (MCC) @ Ported to the ST by SEWER POSSUM, before being edited and corrected by SEWER RAT and presented for your lucabration (assuming that it is late which is when most people use their trusty ol' ST's) by SEWER SOFTWARE in this first ST DOC DISK @ Leather Goddesses of Phobos Solve @ By Charazz, Mad Hacker, & Obsidian Brought to you by SEWER SOFTWARE. Edited and corrected by SEWER RAT. @ @ Ok...well, we'll start out in Joe's Bar. This is where you decide whether you want to be a boy or a girl. If you want to be a boy, go NW; if you wanna be a girl, go NE. The next thing to do is to GET STOOL. Then PISS. Then go back the way you came, either SE or SW. Now for the fun part...type LEWD, then 19 (for your age). Now WAIT until you're in the cell. GET ALL, OPEN DOOR, S(outh), OPEN NARROW DOOR, S, GET ALL, N, U, N, TURN ON FLASHLIGHT, STAND ON TRENT, ENTER CIRCLE, HISS, W, GET JAR, PUT ALL IN BASKET, ENTER CIRCLE, GET SWORD, S, MOUNT, W. You should be at the main hatch now. So, DISMOUNT, GET SUIT, WEAR SUIT, OPEN HATCH, N. Now you are matched up against an assassin with bad breath. So, you gotta kill him before he kills you. HIT THORBAST WITH SWORD, then press G until it says that his sword is coming toward you. This may take a long time, but it will work. If you wish, you may want to alternate between commands like swing sword, hit sword, kill assassin, etc. Anyway, once you see that happen, GET HIS SWORD and then OFFER HIS SWORD TO THORBAST. Now with Thorbast out of the way, HIT MONSTER WITH SWORD and UNSTRAP YOUNG WOMAN. Now FOLLOW YOUNG WOMAN and you'll get the photo of Jean Harlow. Now OPEN DOOR and go E(ast). You have a fun time with Elysia and then go S(outh). Go S, MOUNT, E, DISMOUNT, W, W, W, and ENTER CIRCLE. Then WAIT and you should be at the ruins with the frog. If not, then something is screwed. Go W, W, NW, SHOW PAINTING TO MOUSE, GET MOUSE, S, ENTER CIRCLE. Now you should be in the basement. Go U, U, N and ENTER CIRCLE. Now you should be in the jungle. Go E, E, TAKE STAIN, NW, OFFER FLASHLIGHT TO SALESMAN, GET MACHINE, KNOCK ON DOOR, D, GIVE CHOCOLATE TO MALE (or female if you're female) GORILLA, Z, Z, FUCK FEMALE GORILLA (or male if you're female), GET HOSE, EAT CHOCOLATE, OPEN CAGE, OUT, UNSTRAP ME, UNSTRAP TRENT, DROP HOSE, PULL SWITCH, GET UP, GET HOSE, ENTER CIRCLE, PULL KNOB, OPEN BOX, GET COIN, SE, ENTER CIRCLE. Now you should be at the Royal Docks. So, ENTER BARGE, PRESS PURPLE, PRESS ORANGE, Z, Z, Z, Z, PRESS ORANGE, OUT, N, PUT ALL IN BASKET, DROP SWORD, GET MESSAGE, GET BALM, S, IN, PRESS ORANGE, Z, PRESS ORANGE, Z, OUT, E, NE, Y (don't worry, Trent and Tiffany never die), SAY "RIDDLE", W, READ CODED MESSAGE. Now type in the number that appears on the coded message, except type it in backwards. The guard should reply, I'll summon that one. Go W, Z, ASK WIFE TO KISS MY KNEECAPS, GET ALL, DROP STOOL, DROP MESSAGE, D, SAY "KWEEPA", HOP, CLAP, NW, N, NE, E, CLAP, NE, HOP, NE, SAY "KWEEPA", CLAP, SE, D, NW, HOP, CLAP, NE, N, SAY "KWEEPA", S, CLAP, HOP, NE, U, NW, CLAP, GET PHONE BOOK, SAY "KWEEPA", HOP, NW, CLAP, S, SE, SE, D, CLAP, HOP, SAY "KWEEPA", NE, W, CLAP, E, HOP, W, S, CLAP, SAY "KWEEPA", SW, GET RAFT, HOP, CLAP, N, S, E, NW, CLAP, SAY "KWEEPA", HOP, N, U, GET PIN, N, E, SE, U, ENTER CIRCLE. Now you've passed the hardest part in the game. By the way, if you didn't follow the above catacomb directions to the letter, you should be dead. Anyway, now you shouldn't be able to see. So type D until the floor crashes in. Then DROP TORCH, DROP MAP, ENTER CIRCLE, W, IN, PRESS ORANGE, G, Z, Z, Z, OUT, PRESS ORANGE, W, PUT STAIN ON CIRCLE, DROP STAIN, ENTER CIRCLE, S, GET SACK, OPEN SACK, EMPTY LEAVES, PUT ALL IN SACK, N, NE, U, GET SHEET, TEAR SHEET,TIE STRIPS TOGETHER, TIE ROPE TO BED, THROW ROPE OUT WINDOW, 200, Z, Z, TAKE HEADLIGHT, CLIMB DOWN STAIRS, E, MOVE SOD, ENTER CIRCLE. You should now be at the end of the hallway. Go N, ENTER CIRCLE, E, D, OUT, S, SE, DONATE COIN TO PENGUIN, SE, EMPTY BASKET INTO SACK, N, GET BABY, PUT BABY IN BASKET, PUT BLANKET IN BASKET, S, S, PUT BASKET ON STOOP, WAIT until she opens the door and takes the baby, then OPEN DOOR, ENTER IGLOO, TAKE COTTON BALLS, OUT, N, NW, W, ENTER CIRCLE. Now you should be at Wattz Up Dock. Go W, W, NW, PUT BALM ON LIPS, PUT PIN ON NOSE, DROP ALL, COVER EARS WITH HANDS, CLOSE EYES, KISS FROG, GET BLENDER, TAKE PIN OFF NOSE, DROP PIN, TAKE OFF BALM, DROP BALM, SHOW PAINTING TO MOUSE, TAKE MOUSE (Make sure you show him painting first), TAKE ALL BUT BALM AND PIN, W, N, N, OPEN COMPARTMENT, PUT JAR IN COMPARTMENT, CLOSE COMPARTMENT, TURN ON MACHINE, OPEN COMPARTMENT, GET JAR, RUB CREAM ON DAUGHTER, GET ANGLE, N, PUT RAFT IN WATER, GET IN RAFT, Z, Z, Z, Z, Z, Z, GRAB DOCK, S, E, S, GIVE COIN TO PROPRIETOR, SEARCH DUST. Now press G until you grab the tube, then go TUBE, PUT CIRCLE ON GROUND, ENTER CIRCLE, Z, Z, GIVE BLENDER TO TRENT, GIVE HOSE TO TRENT, GIVE COTTON BALLS TO TRENT, GIVE ANGLE TO TRENT, GIVE HEADLIGHT TO TRENT, GIVE MOUSE TO TRENT, GIVE PHOTO TO TRENT, GIVE PHONEBOOK TO TRENT... @ @ @ Yet another solution brought to you by SEWER SOFTWARE. @ THE LEISURE SUIT LARRY SOLVE ============================ @ @ This solve didn't get all the points, but it finishes the game. @ The 1st step is to enter the bar, go to the bathroom and read the walls several times until you get the password. Then go to the sink and get the ring. You can use the toilet if you want. Go to the bar and buy a whiskey. Go to the drunk next to the bathroom wall and give him the whiskey. He'll give you the remote control. Get the rose too. Go back into the bar and knock on the big door.. when he asks you for the password.. tell him "Ken sent me", Then enter. Turn on the T.V. with the remote. Keep changing channels until you find a channel he likes.. he'll move from the stairs. Climb up and voila! The prostitute. Don't hop into bed with her until you get the rubber. You just need the candy on the bench. Get it. Go out the window, and go to the fire-escape ladder. You'll fall into a dumpster. Search it and get the hammer. Exit the dumpster and go left. Call a cab at the street. Now go to the casino and go through the lobby. Get the card in the ashtray. Now gamble a bit until you have about 250 dollars. Go outside. Sometime in the game when outside the casino, a guy in a barrel will come up and ask you to buy an apple. Buy it. Call the cab .. tell him to go to the Store. Enter the store and buy a rubber. Also get the cheap wine in the back. (Never enter the cab with the wine .. the cabbie will get drunk and kill you) Pay for the wine and exit .. wait for the russian looking guy to come from the left. (Ignore the dog) When he comes, give him the wine .. not money. Once you have the knife go right and show the pass to the Bouncer at the disco door. Go in and sit down at the table with the lady. Smile and give her the ring, the candy, and the rose. Ask her to dance. When you finish off with the dancing ask her to marry you. She'll ask you for 100$. Give it to her and meet her at the marriage chapel. It's east of the casino front. Enter and go up to the front. Type "marry", and you'll get married. Go up to the honeymoon suite.( fourth floor, door with the heart.) Knock, and enter. She'll be on the bed, and "Not in the Mood!?!" Turn on the radio and listen to it. You'll get a number to call to get the wine delivered that she wants. Go to the casino and get some taxi fare money. Go to the phone in front of the store, call the number and have them deliver it to the "honeymoon suite". If they say it probably won't show up, you screwed up on the typing. Go back to the casino and go to the suite. Be sure that you have the knife. Enter and pour the wine. Things will take they're course and you'll find yourself tied to the bed. (The Bitch!) Use the knife and free yourself. Get the rope and leave. Go to the casino again and using some saving, use the dollar and get about 50$. Once you have it, go to the bar and Knock on the door again. Go up the stairs and screw her now that you have the rubber. Remove the rubber after you've used it. Go out the window and this time go to the right of the balcony. Tie the rope to your- self and tie it to the railing. Type "Go window" or something so you're hanging in front of the window on the right. Break the glass with the hammer. Get the pills. Pull on the rope and untie yourself. Go down the fire escape and call a cab again. Go to the casino and go to the eighth floor .. Talk to the lady at the desk until the game tells you that you'll need some medicine or something. Give her the pills. She'll run off and leave the desk unguarded. Push the button and enter the open doors on the right. FINALLY, THE FINISH... Enter and go up and right. When you're in the room with the bed, open the closet door. Enter it and type, "look". Get the doll... then wait as you run after it. When you're near the hot tub, enter it. Look at the lady. Smile, and give her the apple. Things will then run they're course, and Voila! Vous avez finiz le adventure! (You have finished the adventure!) @ @ @ If you found this solve useful, please support these boards: @ Hackers Rbbs ..... (914)897-2265 Trial's and Tribulations of a Pulse dial Fone BBS .... (915)821-1856 Mookie's Hideout . (915)581-5145 Swashbuckler's ... (416)229-6834 @ @ Solve by Nasty Nat.. You can contact me on any of these boards. @ @ Note : As this file was ported from the Amiga by SEWER SOFTWARE, the above boards will more than likely be Amiga users (sounds logical) so I suggest ST owners don't waste time trying to contact 'Nasty Nat'. @ Editing and correcting was done by SEWER RAT. @ @ @ GET READY FOR MACH 3 ******************** @ Here at last! The game for the super heroes amongst you.... @ The fantastic arcade in which you must reluctantly leave the beautiful Gwendoline behind and go and fight the monstrous Sfax. @ Sfax is a mutant sorcerer from the Red Planet who has cast an evil spell over your ravishing companion, who is now dying a slow and cruel death. @ You have no choice but to go beyond the portals of space and time in order to find this evil sorcerer, the physical embodiment of Sfax, and destroy him! @ Wait no more. Take charge of your super vessel.... @ @ CONTROLS @ S - down X - up B - left N - right @ Spacebar = fire @ ESC = Pause/Quit game @ 1 - (numeric keypad) = reverse controls 2 - (numeric keypad) = normal controls @ @ ======================================= @ Docs to Mach 3 are brought to you by The Southern Star. @ @ Well, that's what we here at SEWER H.Q. like to see, short and to the point, but they could have been a little more informative .... @ This DOC, like all the others on this fabulous (we think so!) DOC DISK is brought to you by SEWER SOFTWARE.It was edited and corrected by SEWER RAT. [>> M I N D S H A D O W <<] Brought to you by Sewer Possum. Ported from the AMIGA and edited by S.Possum. @ Part 1 @ Well, here we are again, all set for another adventure, but without any elfin swords or magic lamps. You awake on a deserted island suffering from amnesia. Your mission, if you accept, is to save yourself and to regain your memory. There are a few tricky puzzles to solve and saving the game at various spots is recommended. Also, as in other adventure games, it is a good idea to map your surroundings. The graphics are adequate and the parser, although not as good as Infocom's, does work. Remember to examine and search everything you find in your journey. There are two unique commands built into this game. The most critical function is the "THINK" command. When a clue is found, type in the word THINK (followed by the clue that you found) and hope for the best. If you haven't thought enough  you'll never solve the game. The other command is the "HELP CONDOR" function. The game has a help list built into the program that you can call on if you need a push in the right direc tion. The only problem is that it can be called up only three times during the game. After that you are on your own. Let's get started. You awake on a deserted beach with a spectacular view of the ocean. In fact, look at the ocean but but don't go in the water. Go N, then enter the hut and take some straw. Examine the trash can and take the candle. Well, you don't really need it. Exit the hut then go E. Take a piece of steel from the dory, then go E again and take a vine. Go W, W, S, and drop all but the vine. Go E, and you should be at the edge of a cliff. Tie the vine to a rock then go Down. Enter the cave and examine and search all, then take a rock from the ground. Dig in ground. Take the map, then E, Up, W. Look at the map, then N. At this point, you might want to save the game. Go N, N, E, N, E, E, S, S, E. Search the trunk and take the bottle, but don't drink it. Go W, W, N, W, W, S, W, S, S, S. Drop the map, then take the piece of steel and the shell. Listen to the shell. Type, "BANG ROCK WITH STEEL OVER STRAW TO MAKE FIRE". Drop the rock and the piece of steel, then wait. When the boat comes, offer the captain the bottle. @ MINDSHADOW - Part 2 @ You should now be on the pirate ship and the captain will have left you alone to go exploring. Go N, W, and talk to the doctor. Go S, then fight with the man. Go S again and take the meat cleaver. You can also eat the fish if you like sashimi. Go N, N, E, S, S, S, W, then cut the chain with the meat cleaver. Go E, N, N, E, E. You should now be in England. Go E, E, E, S, and search the sleeping man. Take the hat and the money, then go N, W, W, S. Give the man 5 pounds and take the pole. Go N, W, and get the debris with the pole. Drop the pole, then take the newspaper. Read it. Remember to remember. Go E, N, and talk to the man. Give the man 5 pounds and remember the password (it may vary with different disks). Go S, E, N, E. This is another good spot to save the game. Talk to the woman, then give her the hat. Go E. Examine the drink, then follow the man. Go S, W, then take the hat and look inside the hat. Rather then leave a tip, you can kiss the woman. Go W, N, E, then type, "CHANDRALT" or whatever the password is in your game. Give the man 200 pounds for your ticket then go W, S, S, W, N, N, and enter the airplane. Remember to remember. You should now be in beautiful downtown Luxembourg. Go N, W, then BOOTH 11. Talk to the man. If that doesn't work, search the man. Take the note and the ID card, then read both of them. Go E, E, N, N, W, Up, N. This is another spot to save the game. @ MINDSHADOW - Part 3 @ Go W, then DUCK. Examine the room and take all. Read the parchment. Go E, S, Down, E, S, and now we are going on a little nature hike. Go E, E, E, S, and dig in the ground with the shell. Drop the shell, then take the leaflet and read it. It sure does look like a bank account number. Go N, W, W, W, W, and talk to the woman. Type in the bank number then open the box. Take the gun, then drop the box. Go E, N, W, Up, N, N, N, N. This is it. Save the game again, then E. Shoot the man with the gun, then take the message and read it. Now, if you have remembered all the names and found all the clues, you should regain your memory and solve the game by using the THINK COMMAND. Type "THINK ARCMAN". "THINK BOB". "THINK MASTERS". "THINK JARED". "THINK TYCOON". "THINK LUXEMBOURG". "THINK WILLIAM". At this point, a new screen should appear with the entire story of your trials and tribulations. MINDSHADOW is copyrighted 1985 by Activision, Inc. This walkthru is copyrighted 1985 by Gerry S. Hossa. All rights reserved. @ Typed and edited by Sewer Possum for DOC DISC 1.@ IS THIS THE LAST MISSION FOR THE LAST OBLITERATOR? @ Your personal communicator beeps. A summons. The Federation Council of Elders wants you and they want you now. No time to pack-a Nuclonic inter- stellar shuttle is on its way to collect you the last time this happened it took them three months to put your body back together again. You shudder-the adrenalin is pumping. You're tough, you're mean and you're ready for action-but what's in store? Something big is about to break-(your Amiga-or ST!) the star fleet was on alert for days-then one morning it was gone, the whole fleet and no one knows where. The top brass have been running around with stark terror on their faces-no one knows why. And they are going to tell you-the last of the Obliterators. Why? During the last war you and the unit...you were heroes- wherever the fighting was the hottest and the bloodiest who did they send? the Obliterators of course! The most highly trained elite fighting force ever assembled; each one recruited at birth from amongst the population of billions in Federation space; each one intensively trained and educated from childhood. Each one with an genetic ally enhanced body to speed up reflexes, enhance the senses and increase strength and agility. Always the Obliterator mission is suicidal, always a last attempt to rescue impossible situations against impossible odds. And always-incredibly- you survived. But the clone wars were eight years ago, and since then the Obliterators have only been called to undertake the occasional suicide mission-but you always came back and that's why you're the only Obliterator left. And that's why they want you! @ The briefing is over and you have orders. it's hard to believe that the summons came less than four hours ago- now you're three million parsecs away, about to enter into the most dangerous situation of your life-and you're alone. With all else failed the Elders had to call on you-and what they told you was beyond belief. The entire Federation Star Fleet had been destroyed by a single Alien Spaceship- but what a Spaceship! For centuries the Federation had been the most powerful force in the galaxy. Ever expanding outward, colonising new worlds and absorbingold alien cultures. More than a thousand worlds knew and enjoyed the Federation's law and order. But all this was not without cost. Expansion inwards towards the galaxy's core revealed many old civilizations some of which were both unwilling to join the federation and technologically superior. Federation attempts to coerce these Aliens into joining them had many enemies. Now these enemies have banned together to construct a seemingly indestructible craft- and they are hell bent on revenge. Enormous in size and apparently invulnerable this craft is heading straight into the center of Federation Space. Its apparent mission-the destruction of the Federation homeworld-Earth. The Starfleet never stood a chance. The alien ships anti- matter screens deflected everything they threw at it with a scornful ease, and then it simply removed the fleet from existence with its main weapons. The technology is awesome. The Elders plan is simple. There exist a prototype matter transporter, the latest thing in interstellar travel. It has two problems-no living creature has yet used it and the immense power needed to transport an object as complex as a human being. There is though, enough power to put one person aboard an alien craft and the Elders have given you the honor. And how about this for a mission-the Elders only want you to disable the Plasma drive engines-bring down its battle shield and disable the main weapons system. That should give  the Fed erations few remaining strike craft a chance to destroy the cruiser-but thats just for starters. The Fed eration also need information on the alien ship. Any alien computer datapacks must be recovered-the information they contain is vital. Which means they expect you to somehow survive and escape before they destroy the ship. Now the mission begins. Luckily it worked-your body was broken down into elemental parts, then beamed aboard the alien spacecraft out in deep space where it had been re- assembled-not a pleasant experience. But everything seems to be in the right place and in working order. The environment is strange but the atmosphere breathable. All seems menacing. From the limited intell igence the Federation scanners were able to pick up, you know that this craft is crewed with a mixture of androids, robots and the worst kind of bad guy aliens you could possibly hope to meet. With luck you should be able to disable equipment and machinery by removing vital components. But your first priority must be to survive-you were able to bring a limited arsenal with you-to stay alive you'll have to live by your wits-steal what weapons and ammunition you can-learn as you go and kill. You must kill every alien you come across and create as much havoc and confusion as possible-and, once you've completed your objectives the elders expect you to escape with the information they so desperately need-nothing must stop you, nothing must get in your way, the mission is all important. Only one thing can save the Federation now-YOU! Within the alien space craft you control our hero 'Drak'. Once the game task started you will materialize somewhere in the rear of the alien space craft and in order to complete the game YOU MUST FIND AND REMOVE the vital components (look at the picture) !. Whilst completing these tasks you will be confronted by various creatures and contraptions which you must destroy to earn points.Once all five tasks have been completed the score will COUNT DOWN (the border colour will now be slightly blue) until it reaches zero at which point the federation fighters will attack .If you are successful your score is your remaining points. During gameplay weapons may be discovered which may be used in exactly the same manner as the pistol which you always have .Its projectiles are slow and fairly ineffective. Drak is equipped with a personal shield which protects him from most alien weapons but which degenerates whilst in use. Shield-Regenerators may be found at various points , to activate simply walk into them as you would a doorway. The Game may be controlled from the keyboard, by the mouse or a joystick in any combination although fine control of weapons firing requires the mouse. The following keys may be pressed at any time during play to issue commands. @ Arrow keys .....left, right , up , down at the next opportunity. @ H or F1 Halt (stop) @ Return or F2 Go into at next opportunity. @ J or F3 Jump @ S or F4 Shoot @ D or F5 Defend @ A or F6 Action (depends on context) @ Space Bar ..... Swich to alternate Strip @ Esc ....Pause @ Help....Game Options @ Docs by Heops Von ToT & J.R.L. @ Obviously English ain't these guys native tongues...Imported from AMIGA and cleaned up by Sewer Possum. @ PANDORA INSTRUCTIONS @ @ THE PLOT:The generation ship 'PANDORA' was conceived by the British research team Maincore Computer Development in collaboration with a group of eminent European scientists in the latter half of the twentieth century. @ It carried a mixed crew of humans and droids, and was designed to support life indefinitely whilst it drifted through the unchartered territories of space, seeking out alien life forms of a greater intelligence than Man. The ship was controlled by a seventh generation computer, PANDORA, after which the spacecraft had been named. @ PANDORA'S design brief was to surpass the capabilities of any other computer past, present or future. During it's construction, a major component, the bio-rhythmic stabilisers, could not be tested under alien conditions. PANDORA'S research team were of the opinion that de-stabilisation of this component could lead to pseudo aggressive tendencies, resulting in contravention of the computer's operational directives. However, it was thought that it was very unlikely that this condition could occur. @ It is now the 22nd century and PANDORA has been roaming space for almost 200 years and Maincore's monitoring team has discovered that rather than roaming deeper into space, PANDORA is rapidly making it's way back to Earth. @ PANDORA'S imminent return to Earth has made front page headlines in every journal. PANDORA'S current intentions are still not known, and neither are the contents of it's cargo hold. @ YOUR MISSION @ Your mission as an inter-galactic salvage operator is to board and investigate PANDORA. If anything untoward has happened, the success of your mission will be gauged by the number of alien artifacts salvaged and returned to Earth for analysis. @ GETTING STARTED @ To begin your mission, press your fire button. Upon entering the spaceship PANDORA, you will see that the screen is split into two main sections - the play area which takes up approx two thirds of the screen (it is here that your character, guided by the joystick, will pick up objects, trade and fight with the inhabitants of the spaceship) and the character status display panel, which occupies the lower third. @ GAME INTERACTION @ All game interaction is controlled through the joystick and the spacebar. The joystick is used to move your character through four points of the compass (N,E,S,W) whilst the spacebar is used to access you inventory. @ THE DISPLAY PANEL @ The HOLDING window displays the object that you are currently holding in your hands. If this window is empty, it signifies that you are not holding anything. @ The CHAR window shows the name of the character nearest to you. @ The CARRYING window displays the name of the object that the character displayed in the CHAR window is carrying. @ The BACKPACK window lists the objects contained within your backpack, and this is part of your inventory. This window can only be accessed in INVENTORY mode. @ The POCKETS window displays the contents of your pockets and these are also part of your inventory. Again, this window can only be accessed in INVENTORY mode. @ The DEAD CHAR window displays the inventory of the dead character that you are currently standing over when you select INVENTORY mode. @ The STATUS window describes your health at any given time. The text in this window is also colour-coded so that white is the strongest followed by yellow, turquoise, green and finally red which signifies the weakest condition. Your overall health goes from MIGHTY to HIGH to POOR, then finally to DIRE. @ The DIST window shows a numeric value which is rapidly decreasing to zero, informing the player of PANDORA'S distance from Earth's orbit. @ The FIGHT windows appear during a fight, and are explained under the section entitled 'fighting at close range with hand held weapons'. @ At the bottom of the screen there is a message display line. This relays information from the characters or other sources to you during the game. @ Throughout the course the game, certain actions will cause extra windows to appear temporarily over the display panel. These message windows inform you of the outcome of a critical action, such as trading, and will warn you if a message on the message display line is important. @ Certain actions will cause quotations to appear over the gameplay window. These quotations are merely light- hearted and they do not affect the game (or do they ?!). @ MOVING OBJECTS FROM YOUR HANDS TO YOUR BACKPACK OR POCKETS @ In order to perform an exchange of objects between whatever you are holding and whatever is in your backpack or pockets, you must first enter INVENTORY MODE by pressing the spacebar. @ INVENTORY MODE is signalled by the disappearance of the HOLDING window and the appearance of an arrow pointing to the top line of your backpack window. In inventory mode, the players character will not respond to joystick input - instead the arrow pointer will move accordingly. @ To swap an object between your hands and wherever the inventory arrow is pointing at, simply press the fire button on the joystick. If you are not holding anything and the slot where the arrow is pointing is empty then nothing happens. @ If you are holding an object and there is nothing where the arrow is pointing, the object will be moved from your hands to the slot that the arrow is pointing at, whether it be backpack or your pockets. @ If you are not holding anything and the arrow is pointing at an object in your inventory, the object will be placed in your hands. If there are objects in both your hands and the position the arrow is pointing at, three positions will be swapped. @ To enter or exit INVENTORY MODE, press the space bar. @ TAKING OBJECTS FROM DEAD CHARACTERS @ If you are standing over a dead character, you will be able to access the dead characters inventory as well as your own - thereby being able to obtain objects from any character (provided you kill it first, or somebody else has done it for you !) - without giving anything in return. It is possible to give objects in your possession to dead characters. If you enter INVENTORY MODE while standing over a dead character, you may swap an object between your hands and the dead character, as well as your backpack and your pockets. The objects are swapped in the same way as described in the section 'moving objects to ...'. @ PLACING OBJECTS ON YOUR SHUTTLE @ To the left of your start position there is a cargo chute. If you stand next to the chute whilst pressing the fire button, the item you are carrying will be deposited via the chute into the shuttle which took you to PANDORA. @ TRADING OBJECTS @ One of the most important facets of PANDORA is the concept of trading, since without trading objects, the player will be unable to complete the game. @ If another character has a liking for a particular object within the game and has made this clear through the message display line at the bottom of the screen, you can initiate a trade with the character, providing you are carrying the object they want, by pressing the fire button when you are close to the character. @ If the character successfully trades objects with you, a message to this effect is given and the object you have traded appears in your holding window. If this event does not occur then obviously the character does not want to trade with you at the moment. @ TAKING OBJECTS FROM PLINTHS @ If you move your character against a plinth (e.g a shelf or table ) that appears to contain an object and you are not holding another another object in your hands, the object is automatically removed from the plinth and appears in your HOLDING window. @ Conversely, if you move your character against an empty plinth whilst holding an object that is designed to fit on the plinth, the object will be placed upon it. @ ACCESSING COMPUTER TERMINALS @ Pushing your character against the side of a computer terminal will allow you to access the terminal, as long as you have some identification (I.D). Moving away from the terminal will close the terminal down. @ FIGHTING AT CLOSE RANGE WITH HANDHELD WEAPONS @ This aspect will seem to many to be the most important part of the game, and certainly during the first few plays it will appear to be a very accessible and appealing pursuit. @ Here is a brief insight into the mechanisms of combat. @ A fight will ensue in any of the following situations: @ 1) If you collide with a character and either of you are holding a weapon. @ 2) If you collide with a character and neither of you are holding a weapon. This results in a fist fight. @ 3) If you cross the path of a character who wants the object you are holding more than it wants to like you @ The outcome of hand to hand combat depends very much on the weapon you're holding at the time, your skill at pressing the fire button, as well as the status of your character when entering the fight. @ If you are NOT holding a weapon, or the weapon has no effect against your opponent, the blow is assumed to be struck with your fists. @ Weapons possess different attributes which affect strike rate and efficiency. The strike rate refers to the speed at which you can deliver a blow. For example: An Iridium mace has a slower strike rate than your fists, which in turn have a slower strike rate than a shock whip. @ Efficiency describes the power of a weapon, a mace for example will have greater efficiency than your fists. @ During a fight two windows appear over the display panel: the window on the left contains a moving coloured bar - this is a measure of your strike rate. @ Pressing the fire button at the point just before the bar changes colour allows the player to deliver a blow with maximum efficiency, thus inflicting maximum possible damage. The weapon you are using directly relates to the severity of the blow. @ Pressing the trigger a fraction too early will administer a strike with half the full effect, and pressing it far too early will cause the blow to miss. If you wait too long and allow the bar to change colour you will over strike the opponent, making a wild swing, missing your opponent completely and losing your balance. Missing by this margin means you will have to wait for the bar to start again, and in effect, this waiting time would be similar to the time taken to recover your balance. The faster the strike rate of the weapon you are holding, the quicker you will return to your fighting stance. @ The display in the second window consists of a green and red bar which indicates your opponents stamina, and you will notice that a correctly struck blow will reduce the length of this bar. When the bar is in the red zone, your opponent will be very weak and it will take very little effort to kill your adversary. @ Characters themselves have skill and attribute levels. The drunkard, for example, has a low skill factor compared to that of a combat droid, who in turn gets more blows in with full strength than the drunkard. A combat droid is probably much more skilled than you are, so beware !!! @ NOTE FOR ST USERS @ The strength of your opponent can be gauged from a window very similar to your own STATUS window. Upon striking an exact blow, rather than a bar decreasing in length, you will be informed of your opponents strength in the form of words ranging from from high to dire. @ USING FIREARMS @ Another form of combat is that of using firearms. If you are holding a firearm, press the firebutton to operate it. It is not possible to use a firearm during close range combat. If you attempt to do this, the player will strike a blow with the firearm, as described in the section 'fighting at close range ...' @ HINTS @ 1) you must have an I.D card to move anywhere within the ship. @ 2) In any of the four security areas marked by Greek letters, a valid security pass with the necessary security clearance or higher is needed to avoid unwarranted fights with patrol guards. @ 3) Any specific force field may be penetrated once the correct I.D is held. @ 4) One force field protects the escape transporter that will beam you back to your shuttle. On reaching this point you will (perhaps) have completed the mission. @ N.B Atari ST users are given the option to adjust the distance that the screen scrolls when your character moves towards the screen boundary. Pressing the '+' key on the numeric keypad will increase the amount by which the screen scrolls, and pressing the '-' key will reduce the amount by which the screen scrolls. @ This hack & document was brought to you by ITAL MAN and 007 (he read, I typed !!). @ In turn,it was ported to the ST by SEWER SOFTWARE and edited by SEWER RAT, before being presented for enjoyment in this first ST DOC DISK. @ @ @ POWERDROME .... =============== @ Extensive documentation brought to you by SEWER SOFTWARE. Edited and corrected by SEWER RAT. @ Keyboard Commands @ E Engine On/Off (*** to race ***) W Wall Proximity Warning Toggle SHIFT Afterburners S Pause / Unpause T Lap Time P Race / Qualifying Positions L Lead Time SHIFT Q Quit Race / Qualifying B Call Up Rescue Craft TAB Toggle Sound Effects On / Off @ Robopit Controls @ 8 Replace Nosecone 4 Replace Left Wing 6 Replace Right Wing 1 Replace Left Engine 3 Replace Right Engine * Toggle Status Screen On / Off Y Toggle Pitch Lock (Track 0 only) T Lap Time P Race / Qualifying Positions SPACEBAR Exit Robopits / Quit Demo @ @ ENJOY !!! @ @ This file was originally typed by A-HA who also cracked the game. It's a wonder he can find time to type these large files in with all that cracking. @ Brought to you by SEWER SOFTWARE. @ @ Q-BALL ====== @ @ CONTROLLING THE GAME: @ The game is controlled completely with the keyboard. Use the cursor keys to rotate the cube to change your view of the balls. Use the RETURN key to shoot You may shoot at any time after positioning the cue ball. You have 60 seconds to take a shot. A shot will be taken automatically when the timer reaches (0). If the timer runs down 3 times, the game will end and you will be returned to the demo screen. @ @ THE RULES: @ The object is to sink the red balls in the (8) corner pockets. Bonus points are awarded for the amount of time left on the timer at the end of each shot. Each time a red ball is pocketed, you must sink the yellow ball for bonus points. The yellow ball will be put back into play each time it is sunk. If there are no red balls left in the game cube, you must sink the yellow to end the game. @ @ PLAYING THE GAME: @ Press the space bar to exit the demo screen. Choose a 1 or 2 player game. In two-player mode, each player has his or her own settings, which are reset at the start of each turn. @ @ SHOOTING: @ To take a shot, use the aiming keys to position the "GHOST" cue ball at the projected impact point of your shot. The ghost image will appear at the point at which your shot's projected path intersects with another ball or with the wall of your cube. You can move the ghost image left, right, up, down, towards you, and away from you with the keys. @ These movements are in relation to your current view of the cube. You can use the rotation key to find a view of the cube which helps you line up your shot (like walking around the table in billiards). @ @ SPIN: @ Once your shot is lined up, you need to set cue spin. The cross hair indicates where you will strike the cue ball and thus how much "ENGLISH" will be applied to the ball. Note that top and back spin have a much more pronounced effect in three dimensions than is possible in the more mundane, two-dimensional game of pool. @ @ DEFINITION OF KEYS: @ RETURN - Shoot UP-ARROW Flip 900 vertically LEFT-ARROW Rotate Clockwise RIGHT-ARROW Rotate Counter-Clockwise DOWN-ARROW Flip 900 Vertically @ @ Before taking a shot, you have the opportunity to designate 5 settings. These settings will appear in the message bar on the right of the screen as: Position Cue Ball, Aim Cue Ball, Set Cue Spin, Set Power and Set Friction. Use the Enter key to move to the next setting. You may change any or all settings before each shot, or keep the same settings. @ @ Use the numeric keypad to: @ 1. Position the cue ball (up, down, left, right) @ 2. Aim the cue ball using the "GHOST" target image (up, down, left right, near, far). @ 3. Set the cue spin using the crosshairs (up, down, left, right). @ 4. Select real or planner mode for cue spin. (Real/Planner Key). @ 5. Set the Power Level (left, right). @ 6. Set the friction level (left, right). @ @ DEFINITION OF NUMERIC KEYPAD: @ 7 - NOTHING 8 - UP 9 - FAR 4 - LEFT 5 - REAL 6 - RIGHT @ PLANNER @ 1 - NEAR 2 - DOWN 3 - NOTHING @ @ REAL or PLANNER MODE: Choose between Real and Planner modes. Real is a full three-dimensional mode, while planer takes the shot as if it were being played on a pool table. This has bearing on the effect of your spin setting. In three-dimensional (REAL) mode, top or bottom spin will cause the impacted balls to move up or down in relation to the cue ball. In Planer mode, this doesn't happen. @ POWER: Set the power with which you will strike the ball. @ FRICTION: Since there is no gravity to affect the balls' path, the only thing slowing them down is friction with the air around them (and the resultant impacts with other balls). You can control the Friction Coefficient of the air for each shot. A large FC will slow the balls down more quickly while a tiny FC will keep the balls bouncing for a LONG time. @ @ Once all the above settings are adjusted, take the shot by pressing the fire key. All settings are retained for you from turn to turn. If you like, you can take your shot at any time by pressing the fire key. This will use whatever settings are in effect at the time. @ @ THE TIMER: @ The countdown timer starts at the beginning of each shot. It is set initially to sixty seconds, and when it reaches zero, the shot will be taken...whether you are ready or not. The number of seconds left when you take your shot directly affects your score. @ @ SCORING: @ Hitting a red ball straight on: 1 x Timer Sinking a red ball: 10 x Timer plus 500 Sinking multiple red balls: A bonus modifier for every additional ball sunk; i.e. if 3 reds are pocketed, the first will give 1 x (10 x timer + 500) the second 2 x (10 x timer + 500) and the third 3 x (10 x timer + 500). Hitting the yellow ball straight on: 1 x Timer Sinking the yellow ball: 10 x Timer + 2000 Foul shots: Sinking the wrong ball, scratching (sinking the cue ball), or missing altogether: minus 500. @ @ @ THIS DOCUMENT WAS PREPARED COMPLIMENTS OF ANCHORAGE'S BEST, CAPTAIN CRUNCH!! @ @ It was then ported from the Amiga by SEWER POSSUM,edited and corrected with great anfractuosity by your munificent and magnanimous SEWER RAT, before being presented for your beguilement and delectation without any expectance of quidproquo by SEWER SOFTWARE in this first ST DOC DISK. @ @ @ RAMBO III @ @ You are JOHN RAMBO, a veteran with a mission in Afghanistan.Your colleague Colonel Trautman has been captured by the Russians and is being tortured and held captive somewhere in the fort. Rambo's first job will be to locate and rescue him. Along the way you'll have the chance to rescue other Afghan prisoners and confront hoards of enemy soliers. Various objects can be found which will either help or hinder your progress. @ SECTION ONE @ As this section starts, you have just broken into the Afghan fort where Colonel Trautman is held. You are surrounded by enemies and so stealth is important. You must search the fort to discover where the Colonel is held, and release him. Along the way you will find various objects to help you, and various traps to alert the guards to your presence. @ CONTROLS @ Joystick to move Rambo, fire to use current weapon. SPACE = Inventory screen F1 = Toggle music on/off. ESC = Pause game (ESC again to quit, SPACE to continue) @ HINTS AND TIPS @ * The guards will only become aware of your presence if they either see you, or if you make a loud noise, such as by using explosives, or an unsilenced gun. @ * Once the alarm has sounded, all the guards in your area will seek you out. When they are all destroyed you are safe again. @ * Rubber gloves make you immune to electric shocks. @ * Batteries are needed for some pieces of equipment to work. @ * Look out for switches on the walls. @ * To deactivate a control box on a wall, destroy it with an explosive arrow. @ @ SECTION TWO @ Having rescued the Colonel, you must escape from the fort. A helicopter stands on the other side of the compound, unfortunately the guards are waiting for you. @ HINTS AND TIPS @ * You will get a bigger bonus score for completing this section quickly. @ * All the guards are out to get you, so shoot first, and ask for their mother's maiden name later. @ @ SECTION THREE @ On your way out of Afghanistan you are surprised by the appearance of a whole task force. You capture one of the tanks and must now race towards the border and freedom. @ CONTROLS @ This section is controlled by a mouse. @ HINTS AND TIPS * Fire in short bursts so that the gun will not overheat. @ * Shooting at a bunker as you approach it may kill anybody inside it, which will stop them from throwing grenades at you. @ * Destroy the commander's helicopter before he gets annoyed. @ @ Have fun with Rambo III, @ ** FF ** @ @ @ Spread by BEAR OF BLOCKBUSTERS If you want to swap hot games on the ST or if you want to swap new videos. Just contact me QUICK !!! @ Sven Lind Klisatravagen 41 138 00 Alta SWEDEN @ Or just call:(Sweden)-08-7732436 @ @ Yet another DOC file brought to you by SEWER SOFTWARE on this seemingly endless DOC DISK NUMBER 1.Again, the file was edited and corrected by SEWER RAT. @ @ @ INSTRUCTIONS FOR ROADWAR 2000 @ @ I. THE JOURNAL @ In a dimly lit corner of a government archive,you find a dust-covered volume chronicling the most horrifying years in human history.It is the journal of the Director of the top secret Government Underground Biolab,and it reveals the institute's heroic struggle against the invasion of 1999. The journal has been retained,but one hopes that the world never again will need its lessons. @ March 29, 1999 @ Washington is a zoo. St. Andrew's received 187 new cases of the strange "bug" yesterday. The city is panicking.Unfortunately, ours is not an isolated case.Twenty-two other cities have had similar outbreaks of disease.So far, HEW is investigating the routine methods of contamination: poisoned food, bad batches of medicine, etc. We have been alerted, but no quarantines have been set up yet. The symptoms are extreme: the incoherent patient usually experiences debilitating nausea, chills, and high fever.Tomorrow, we'll receive blood and tissue samples for analysis.I'll assign Pintero to the work. @ May 7, 1999 @ We now have a national epidemic. Pintero found the cause of the disease .... a bacterium in three different forms.At first, the bacterium exists in pupal stage, much like a caterpillar.The bacterium in this form causes great damage to the entire neurological system.In the next stage, a cocoon, the bacterium becomes dormant, causing very little or no damage.But later, about two months after the adult bacterium breaks out of the cocoon, the patient dies. Pintero's experiments on rats convinced me that we don't have much time; the disease runs its course in about a year.We've got to produce a vaccine that prevents maturation.Once we've done that, we'll have to find a cure.I'm creating a special medical task force.In the meantime, we'll work with HEW to find out how this thing spreads.They suspect foul play. @ May 27, 1999 @ It's worse than any of us thought. They used fake passports to get here. Anderson located one of them in Philadelphia, and I flew out for the interrogation in her guarded hospital room.Even truth serum didn't make her talk or dull the hatred in her eyes.As she succumbed to the disease, she spoke deliriously of her home and her cause.We know only that she hates anything to do with the U.S. Her blood samples indicate the bacterium has matured.She has only a month to live, but I can't feel sorry for this suicidal lunatic. @ June 8, 1999 @ This one talked.It's grim.The plan originated with a fanatic sect.Some of their scientists genetically engineered the bacteria. They injected one hundred volunteers, then sent them to the U.S. to spread the disease.They have been very effective; 82% of our country is infected to some degree.But the sect itself developed a cure.Many of the sect's members have received the vaccine.When I asked this member about the vaccine, he just laughed and turned his head to the wall.Our task force must succeed. @ June 13, 1999 @ The country is dissolving into anarchy.The President,most of the Congress,the military, and the police force lie in hospitals - if they're lucky.Those that aren't lie in the streets.Barely able to move, they can't find sufficient food and water.I remain isolated here with other GUB members.I pray for my family each minute, each second ... But there is hope, since we know a vaccine can been produced.The sect that infiltrated has one.Surely, we can produce a vaccine too.The task force has a few leads; I'm sure we are closer to our goal. @ July 7, 1999 @ The secretary called me today. "Herrel,it's getting beyond our control.We're calling the National Guard to stem some of the looting." "What can I do, Sir?" "I think you'd better get that special task force of yours into the field to see the bacterium at work, to get a sample of the vaccine and analyze it." "They're close, Sir.Close to a real breakthrough." "They'd damn well better be.Have them report to me tomorrow.I'll arrange new locations.Everything top secret, of course." I think about the members of the task force.They are eager to go into the field.But I know ... out there, it could mean their deaths. @ July 8, 1999 @ We stood listening to the Secretary, everyone tense, white-faced. Then, carrying small satchels of supplies, the task force boarded the helicopter. Each member had been given pellets of food and vitamin concentrates that would reduce his food consumption by half.The general population can get pellets only by looting the few shelters that contain them. @ July 20, 1999 @ Nuclear bombs have struck strategic cities across the U.S. With the defense system down, we could not protect ourselves or retaliate. The bastards. Radiation will cause horrible sickness.The worst of it is that not all of the bombs have exploded.Some of the hardware was defective.So in various cities there are bombs likely to explode at any time.People will flee to cities to escape the existing radiation only to be annihilated by the delayed explosions. Anderson and Rogers tell me that the cities are divided into small sections, each ruled by a gang with a strong leader.In some cases, where the leader is strong enough, the gang rules the entire city.Funny to think of Boston run by a motorcycle gang. A gang leader usually gains control when he has a doctor, a drill officer, and a politician supporting him.Rogers, who made it back from the upper north side, said a leader called Mox is in control there. Mox found his doctor while looting for supplies at a hospital.A doctor, depending on the degree of his skill, may be able to save a diseased soldier.Roger's doesn't know how, but he's seen men live who by rights should have died. Drill officers at old military bases are usually willing to come with the gang leader.The drill officer is responsible for training and discipline.With training by a drill officer and experience in battle, a gang member has his fighting ability increased. Incredibly, even in a bio and nuclear war, politicians talk - and people listen.Mox found his politician by allowing needy people to join his band.Bureaucrats controlled Mox's area, but the politician reduced the amount of bribes Mox had to pay them. These gang leaders, together with their three cronies, can control cities.They can protect against or permit looting and other activities. But can they last? @ August 2, 1999 @ Now we must fight against a land invasion.Their forces, already innoculated, are everywhere.Heavily armed with conventional weapons, the invaders truck along the coasts and came through Mexico.Our own resistance has had mixed results.Few people are equipped - or even physically able to fight the invaders.The gang leaders seem to have the best chances. No phones, no mail. I hear little from the outside world and the agents have increasing difficulty returning.But a message did get through from one of the eight.They are very,very close to a breakthrough. @ August 21, 1999 @ The radiation from the nuclear bombs caused a strange mutation in the bacterium.The new strain affects the aggression-controlling area of the brain, causing extremely violent behaviour.People carrying the new strain are called mutants. Ironically, the invader's vaccine is not effective against the mutated bacterium.The invaders are now experiencing the agonies others have felt.They die from the mutated disease ; we die from the original disease.Each side needs the other side's vaccine.The doctors (now called healers) who have the new vaccine cure people, but at a huge price.All men must be cured at the same time or they become reinfected. I feel disoriented and defeated. @ October 6, 1999 @ Travel is becoming extremely difficult for our agents.They must obtain food and gas, and if they are ill, the vaccine. Transportation is a problem.There is snow and no one to plow the northern roads.Snow tires will cover twice as much ground as conventional tires, but they can be found in tire stores only.I loathe being forced to encourage looting. @ November 20, 1999 @ Our supplies are dwindling.We've always kept a two-year cache of food and water, but we've gone through nearly half of that.Will we, too, become common looters and gang members when we've eaten it all? It must be time to bring the agents back to GUB ... all eight of them.Dade, Macallister, Washington, Pintero, Smidlapp, Trotier, Mills and Sinh. I need a leader.I hear that there are individual gang leaders who control several cities at once.When a gang leader controls enough cities, I'll send an agent out to relay instructions.If the gang leader is loyal to our cause, he'll help the scientists to get back here.By the time he brings six or seven of them, I'll feel I can trust him and let him use the Radio Direction Finder to locate the remaining one or two. @ December 25, 1999 @ I wait.Each tick of the clock signifies one moment gone, one fewer remaining.My men collapse, physically and mentally.I, myself, am not well, the images of pain, terror, and death in my dreams.It is Christmas Eve, 1999.The snow falls, mercifully covering the ugly scars.The old Christmas carols come to mind ... O Holy Night ... @ @ @ II. GETTING STARTED @ A. Booting Instructions @ Insert Roadwar disk in drive A and press reset button.Program will automatically load and run. @ B. Resuming a Saved Game @ When asked whether you wish to resume a saved game, type Y and follow the prompts on your screen. @ C. Starting a New Game @ When asked whether you wish to resume a saved game, type N.When asked to enter the name of your gang, type a name of no more than 20 characters, and press RETURN/ENTER. @ @ III. COMMANDS @ A)bandon Vehicle. You may abandon any of your vehicles,When you respond to the computer prompt with the ID number of a vehicle, the vehicle is dropped, and the remaining vehicles renumbered. @ C)ity Scouting. You may send out scouting parties to search out the inhabitants of the city.Respond to the computer prompt with the number of each rank that is to be sent.Some of the scouting parties will not return. @ D)rop Supplies. You may drop any amount (up to the amount carried) of Food, Tires, Fuel, Guns, and Medical Supplies. @ E)mpire Status. The computer displays all of the cities controlled by the player as well as pertinent information regarding progress towards winning. @ F)ix Tires. The gang takes time out to replace damaged Tires with spares. @ G)ang Status Report. The report consists of two parts: Gang stats and Vehicle stats, which indicate the various attributes of the gangs vehicles,personnel and possessions. @ Note: A similar display will be used in deploying your troops prior to detailed road combat. @ H)eal Sick with Antitoxin. If there is enough antitoxin, the crew is innoculated against disease.One unit of antitoxin cures 50 crew. @ I)nitialize Save Game Disk. Respond to the computer's instruction to insert a blank disk and the disk will be formatted for your use. @ K) Check contents of Cache. The computer displays any supplies previously stored by a player in the currently occupied city. @ L)oot, Search for. The gang searches for usable items.Items exist in a number of locations, but they may or may not be found in the search.Looting has a chance of success in all but forest or desert terrain. @ M)anpower Report. The computer displays the gang members by rank. @ P)eople, Search for. The gang patrols an area, actively searching for other people.Generally, the search leads to footgang encounters. @ Q)uit Game. @ R)ecall Saved Game. You may recall a game position from a disk and resume play from that position.Remember to save a current position to a disk (or it will be lost) before recalling a previous one. @ S)ave Game to Disk. You may save a game position to disk and resume play from that position at a later time.The save disk must first be formatted, using the I command.Only one game may be saved per disk.Play may be continued after saving the game. Note: You may find it wise to save your game frequently, especially early in the game. @ T)ransfer Supplies to/from Cache. You may distribute supplies among the vehicles and the cache.This command may be used only when the gang is in a metropolitan area. @ U)se Radio Direction Finder. You have a chance of acquiring an RDF to use in tracking down the scientists.Use of the RDF is explained in the rules (Section X.B.) @ V)ehicles, Search for. You may search the immediate vicinity for abandoned vehicles.This is the primary means of meeting a gang's vehicular transport needs. @ W) Damage Report. During the movement or fire portions of tactical combat, you may view a brief report on the damage suffered by the active vehicle. @ X) Examine Supplies. The computer displays a summary of the supplies carried by the gang at present. @ Number keys (1-8). The gang moves 1 space in the indicated direction on the overland map. @ 1 ----- North 2 ----- North-east 3 ----- East 4 ----- South-east 5 ----- South 6 ----- South-west 7 ----- West 8 ----- North-west @ Note: Not all commands are available from all menus.As a general rule, all commands pertinent to a given situation are available. For example, during road combat aftermath the G,X and D commands are available. Don't hesitate to press a command key at any menu. If it is available it will be activated.If unavailable no harm will be done. @ @ @ IV. OVERLAND MOVEMENT @ Overland movement is controlled by the number keys (or mouse).1 represents north,2 north-east,3 east, and so forth to 8 which represents northwest.For easy reference, a directional rosette appears on the map in the middle of this rulebook. Each movement on the overland map represents travel of approximately fifty to seventy-five miles. @ A. Terrain @ 1.Plains. Plains represent range land and other rural terrain not primarily for agriculture.Roads are few and of poor quality; travel is slow.Ranches are common, but farms less so.Other establishments are far and few between.People are scarce. @ 2.Farmland. Farmland represents land used primarily for agriculture.Roads are in poor condition, slowing travel.Farms are very common; they are sometimes raided for food by road gangs.Other people are scarce. @ 3.Desert. Desert represents barren terrain with no roads to speak of. Little life exists in the desert.To run shy of fuel is to perish. @ 4.Woods. Woods represent areas of virgin forest with few roads and no habitation worth mentioning.Woods are another place in which to be sure of one's fuel supply. @ 5.Mountains. Mountains are very rugged terrain with no roads.Travel is almost impossible. @ 6.Wilderness. Wilderness represents rugged, forested land untouched by the hand of man.Passage is impossible. @ 7.Water. You may be the saviour of your race, but you can't drive on water. @ 8.Roads. Roads represent large interstate and multi-lane highways. Not all were left intact by the war. Many smaller cities and towns dot their lengths.Road gangs may find sufficient supplies for subsistence. Travel is rapid despite numerous wrecks and abandoned vehicles. @ 9.Cities. Cities are large metropolitan areas.Metroplexes are areas formerly populated by at least five million souls.Large metropoli are areas formerly of at least one million, and small metropoli had well in excess of one hundred thousand inhabitants. Small metropoli tend to be even smaller in the west.The cities are the stomping grounds of a wide variety of social groups, some benign, others quite unsavoury. Supplies are plentiful, but can be exhausted.The larger the metropolis, the more inexhaustible the sustenance.Travel is no problem; there are a multitude of highways and byways which allow easy bypass of the streets choked with wrecks and abandoned vehicles. @ 10.Oilfields. Oilfields are areas in which petroleum was king. Roadgangs battle daily for access to the vast supplies of fuel still available there. @ 11.Swamp. Swamp represents tracts of soft, treacherous, wet and slimy land. Swamps are not hospitable to wheeled vehicles. @ 12.Long Island. Long Island may be entered only via the New York City metroplex. @ 13.Cape Cod. Vehicles can not drive across Cape Cod Bay, so access is via the farmlands due west of the cape. @ 14.Devastated Areas. These sites of cities formerly destroyed by nukes are unpleasant at best.There is little to be gained in these desolate places. Mutants are a constant danger. @ 15.Coasts,Small Islands,Bays. and others.These areas consist mainly of water.See water. @ B.Winter @ December, January, and February bring unpleasant road conditions to the northern portion of the map.Operations are slowed to a crawl. @ @ V. VEHICLES @ A. Vehicle Attributes @ The basic attributes of each type of vehicle are given in the Vehicle Table. The attributes that may be modified during play appear in the vehicle status section of the Gang Status Report.Type the command letter "G" to view the report. If a vehicle attribute does not appear in the vehicle status report on the screen, it cannot be modified during play. @ 1. Mass. Capacity and weight of a vehicle. @ 2. Structure. The vehicle's resistance to physical destruction. @ 3. Maximum Speed. The maximum speed of the vehicle in MPH.Maximum speed can be reduced by the loss of tires during combat. @ 4. Maneuverability. The ability to turn. @ 5. Braking. The ability to slow down. @ 6. Acceleration. The ability to speed up. @ 7. Missile Factors. The maximum number of crew who may fire through each facing of a vehicle. @ 8. Missile Protection. The amount of cover the vehicle affords against enemy fire through each facing. @ 9. Volleys. If the vehicle carries a sufficient crew, this is the number of times a vehicle's crew may fire during each fire phase.You can have either 1 or 2 volleys. @ 10. Tires. The number of tires possesses by a vehicle in good working order.vehicles with 0 tires have treads or extremely heavy tires. @ 11. Boarding Factors. Dependent on facing and location in or on the vehicle, this is the maximum number of crew who may board enemy vehicles or transfer within or among friendly vehicles. @ 12. Interior Crew Capacity. The maximum number of crew who may ride inside the vehicle. @ 13. Topside Crew Capacity. The maximum number of crew who may ride atop the vehicle. @ 14. Fuel Consumption. The amount of fuel the vehicle requires to move once.The vehicle may carry in its fuel tank equal to twice its fuel consumption (that is, the amount required to move twice) without taking up space in its carrying capacity. @ @ B. Maintenance @ 1. Structural Damage. Vehicles may sustain structural damage during combat with enemy vehicles.This damage may be repaired at various body shops located while looting. @ 2. Flat Tires. Tires may be lost during combat.These can be repaired after combat.Repair requires that your gang carry a sufficient number of replacement tires. @ @ C. Improvements @ Vehicles may be improved during play by the discovery of certain special locations while looting.Some enemy road gangs may drive improved vehicles. @ @ VI. SUPPLIES @ A. Carrying Capacity @ Each vehicle can carry an amount of supplies equal to the number of spaces in its carrying capacity. The total capacity of the gang's vehicles is displayed in the Gang Status Report.Each unit of supply of Food, Tires, Fuel, Guns, and Medical Supply takes up one space of the total capacity.Ammo and Antitoxin take up no space.The Fuel needed for two moves is stored in a vehicle's tank ; this amount is not displayed on the status report and does not take up space. @ B. Consumption @ Each night each member of your gang eats one unit of food.Each time your gang moves, its vehicles consume fuel equal to the fuel consumption figure given in the Gang Status Report. Healers require various amounts of medical supplies in exchange for their services.Tires are consumed in repairing battle damage.Every time a member of your gang fires a gun, one round of ammo is expended. @ C. Caches @ You may stash up to 255 units each of Food, Tires, Firearms, Fuel, and Medical Supplies in each metropolitan area.Supplies may be transferred freely between your gang's supplies and your cache while in the area in which the supplies have been stored. @ @ VII. PEOPLE @ A. Gang Members @ 1. Quality. Almost all of the people you encounter will be rated armsmaster, bodyguard, commando, dragoon, or escort, in order of decreasing effectiveness.A member's quality reflects the likelihood of that member's survival in all events. @ 2. Recruiting. Gang members may be recruited by searching for people and sending envoys.The higher the quality of the prospective gang member, the less likely he is to join your gang. @ 3. Cronies. A crony can be of invaluable aid in your travels.Only one of each specialty can travel with you; therefore, when you encounter and accept a new one into your gang, your former specialist leaves.Each crony practices his trade with a different degree of skill. @ a. DOCTOR. If your gang includes a doctor, its casualties in foot combat are reduced and fewer men are lost to disease and accident. The quality of your doctor determines his effectiveness.You must judge his skill from the results of his work. @ b. DRILL SERGEANT. If your gang includes a drill sergeant, its losses to desertion and recklessness are decreased and the number of men promoted is increased.The quality of your drill sergeant determines his effectiveness. @ c. POLITICIAN. If your gang includes a politician, he can serve as your envoy and liaison with bureaucrats.He is your mouth-piece and can talk himself out of a cannibal's mouth (sometimes) or even talk a lesser politician out of offering to join you. @ @ B. Encounters @ 1. Agents and Scientists. While searching for people, you may encounter agents.They are unlikely to reveal themselves under normal conditions.Similarly, you may find scientists, who will introduce themselves at the right moment. @ 2. Healers. The healers are the remnants of the medical community. Bound together by their common oath, they have gathered together into informal research groups to aid the sick and injured and seek remedies for the disease.They ask only to be supplied with medical goods and to be left alone.They heal all who seek their services.The healers have developed an assortment of antitoxins to cure the mutant infections.They live primarily in cities where their needs for research materials can be met more easily. @ 3. Foot Gang Commands @ a. SENDING ENVOYS. A dangerous mission, but the best way to gain recruits.Showing strength may be beneficial.If you have a good politician, you may not need to send troops. Note: If you send 0 troops you are returned to the previous menu. @ b. FIRING A VOLLEY. This is the ultimate show of strength.It tends to cause bad feelings among the recipients. @ c. WAITING. Waiting may be taken by some as a sign of weakness. @ d. LEAVING. Leaving is understood by all as a sign of weakness. @ 4. Foot Gangs @ a. MERCENARIES. Soldiers of fortune, mercenaries are groups of well-trained ex-military types.It is dangerous to quarrel with them, but it is seldom necessary as they generally are willing to ally with a stronger gang. Never insult a mercenary band. @ b. STREET GANGSTERS. A street gang includes a mixture of stout followers and camp followers, but usually has a strong,intelligent leader. @ c. ARMED RABBLE. Pillagers and rapists, armed rabble are a scummy lot with little to recommend their company. @ d. THE NEEDY. Mobs of starving and pitiful souls.Any of them might give his life for a mouthful of food. @ e. CANNIBALS. These throwbacks have solved the food problem.They are wily ones, fond of ambushing envoy parties.The scum of the earth. @ 5. Residents @ a. LAWFUL NATIONAL GUARDSMEN. A few cities are still under martial law imposed by isolated national guard units containing well-armed and well- trained troopers. @ b. RENEGADE NATIONAL GUARDSMEN. These mutinous bands of armed and dangerous soldiers prey on all who are unfortunate enough to enter their cities. @ c. LOCAL GANGSTERS. Some cities have come under the control of intelligently led large gangs. @ d. BUREAUCRATS. Occasionally, local governments maintain control of their municipalities with the aid of local law-enforcement agencies.Gangs who pass through must pay tolls in most of these places. @ e. SURVIVALISTS. Knots of hard-core survivalists, trigger-happy and dangerous, have followings in some cities. @ f. THE REBORN. These are pleasant folk with a single aim, to live in peace.They never provoke a fight, and anything they have is yours for the asking. @ g. SATANISTS. Skulking bushwackers, these bands want to be left alone to practice their ways.They use passerby for target practice and seek victims for their rites. @ h. THE MOB. The country's second government holds a few cities ... They don't like intruders muscling in on their action. @ i. INVADERS. These soldiers from other shores have some degree of control in all coastal and southwestern areas.Despising all road gangs for their undisciplined tactics, the invaders are very dangerous. @ 6. Mutants @ These are the diseased, psychotic zombies who want to tear all healthy people to bits.Roaming quietly at night only, they are very dangerous. @ 7. Road Gangs @ a. ARMED RABBLE. Some of these no- accounts can actually operate a motor vehicle.To be found in all areas, they are more annoying than dangerous. b. RENEGADE NATIONAL GUARDSMEN. These bands are more common in the hinterlands than their counterparts are in the cities.Their excellent armament makes them dangerous foes. c. CANNIBALS. Ever see a slime drive a car? These vermin fit the bill. Poorly armed and led, they are easily dispatched. d. TURF GANGS. There are a number of gangs which have claimed certain locales.A gang will contest the claim of any rival road gang which infringes on its territory.Most are well armed, and many drive modified vehicles.Their training is above average. @ @ VIII. ROAD COMBAT @ A. Modes of Combat Resolution @ There are three modes of road combat resolution: ABSTRACT, TACTICAL, and QUICK.When a rival gang is encountered, the computer prompts FIGHT DETAILED ROAD COMBAT? If you respond N,the resolution is ABSTRACT and very fast and bloody.If you respond Y, the computer prompts you to insert the back of the game disk. Deployment (Section VIII. B.) occurs, and is followed by either TACTICAL combat resolution or QUICK combat resolution at the player's option. @ B. Deployment @ 1. Crewing Vehicles @ a. AUTO-DEPLOYMENT. The computer places all of your men in vehicles. They are distributed among your vehicles as evenly as possible based on the quality of your troops.Guns are distributed to as many vehicles as possible.Following auto-deployment, you have an opportunity to adjust the troop and weapon allocations as you choose. b. MANUAL DEPLOYMENT. You must manually allocate your men one at a time to vehicles.You also must allocate weapon types for each vehicle for each volley.For this purpose, one half the crew constitutes a volley. @ Note: When using manual deployment or when adjusting after auto-deployment, weapon types may not be altered until all troops are allocated.When the crew of a vehicle is changed, that vehicle's weapon types will be reset to crossbows. @ 2. Deploying Vehicles on the Tactical Map @ a. DEPLOYMENT AREA. All vehicles must be deployed in spaces with an X coordinate of 10 through 19.There is no such limitation on the Y coordinate b. RESTRICTIONS. Vehicles may never be deployed on trees, oil derricks, rocks, fences, wrecks, water, or buildings.In farmland, vehicles never may be deployed in mud or tilled fields.In cities and on highways, vehicles may be deployed only on roads @ C. Movement on the Tactical Map @ 1. Viewing the Tactical Map. During any friendly movement turn, you may view the map by activating the viewing mode cursor.To activate the cursor, press a number key from 1-8. Subsequently, each time you press a number key, the cursor moves and the map scrolls to enable viewing the entire area.Exit viewing mode by pressing Q to continue moving vehicles @ 2. Changing Speed. A vehicle may accelerate or brake, but never both in one move.All changes in speed must be completed before a vehicle moves. Changing speeds may be interspersed with turning maneuvers. @ 3. Maneuvering. A vehicle's maneuverability represents the number of 45-degree turns the vehicle may execute in a single move. Maneuverability is reduced by tire damage and high speed. Maneuverability is reduced by 1 for every 30 MPH or fraction therof by which the vehicle's speed exceeds 30 MPH.Maneuverability is reduced in proportion to the fraction of tires lost.An unmoving vehicle can never maneuver.A vehicle with a speed of 10 MPH can maneuver freely. @ 4. Moving. Vehicles can move only one space straight ahead in each move. Movement ends a vehicle's turn, therefore all changes of speed and turning maneuvers should be completed prior to moving. @ 5. Terrain Effects. a. SPEED LOSS. When a vehicle enters any terrain, except roads, it may have a 10 MPH loss in speed.Roads never cause a loss of speed. b. FISHTAILING. A vehicle entering mud chances losing traction and swerving to a different facing. c. COLLISIONS. Vehicles which attempt to enter terrain such as rocks, oil derricks, trees, wrecks, or buildings are halted and suffer structural damage and possibly destruction.Fences and cacti also cause structural damage, but the vehicle destroys the obstacle and is not halted. d. WATER. Driving a vehicle into water is a sure way to lose the vehicle and all aboard. @ D. Ramming @ Whenever a vehicle attempts to enter a space occupied by another vehicle (friendly or enemy), a ram occurs. Both vehicles may receive structural damage, and either or both may be destroyed. @ 1. Structural Damage. The amount of structural damage incurred by each vehicle in a ram depends on the speeds, masses, and relative facings of the vehicles involved.The faster the speeds of the vehicles, the greater the damage.Head-on rams are most destructive, broad-side rams are average, and front-to-rear rams are least destructive.In any ram, each vehicle is damaged in inverse proportion to the ratio of its mass to the mass of the other vehicle.All vehicles have reinforced front ends and therefore receive half damage if ramming, or if rammed head on. @ 2. Speed Alterations. Either or both vehicles involved in a ram may suffer a change in speed. @ 3. Overruns. If one vehicle involved in a ram outmasses the other by a great deal, the smaller vehicle may simply disintegrate and the larger experience little effect. @ E. Fire Combat @ 1. Volleys. In fire combat, most vehicles may fire two volleys. Each volley must be fired through a different facing.If all men fire in the first volley, a second volley is not allowed. @ 2. Facing. Each volley must be directed through either the left, right, front, or back facing of the vehicle.The number of men who may fire in a volley depends on this facing. @ 3. Line of Sight. Vehicles cannot see or fire through trees or buildings.To check the line of sight of a vehicle, press a facing key while holding down the control key. @ 4. Weapon Types. There are two types of projectile weapons: crossbows and guns.Crossbows have a maximum range of 5 spaces.Guns have a maximum range of 10 spaces and are more accurate than crossbows at equal ranges.Both types suffer attenuation of accuracy due to range.Men armed with guns resort to crossbows if all ammo has been expended. @ 5. Tires. Tires may be lost due to fire combat.A loss affects the maneuverability and maximum speed of the vehicle. @ 6. Missile Protection. Each vehicle affords various degrees of protection for its crew dependent on the facing through which the fire is received.The higher the protection factor, the better the protection.Protection 5 equals complete protection. @ Note: Tires have protection 4 @ F. Boarding Combat @ 1. Limitations on Boarding. Men may board only vehicles which are horizontally adjacent or directly in front of or behind.see figure below. @ @ _________________________________ LEGAL BOARDING/TRANSFER LOCATIONS @ IB BD IB @ BD VV BD @ IB BD IB @ V -- VEHICLE BD - LEGAL BOARDING/TRANSFER LOCATIONS IB - ILLEGAL BOARD : NOT PERMITTED @ @ Men may be killed attempting to board enemy vehicles.There never may be more boarders on a vehicle than its total crew capacity. This limitation does not include the vehicle's crew in calculating the maximum allowable borders.At least one interior crewman must stay aboard each friendly vehicle @ 2. Order of Combat. In boarding combat, boarders, topside crew, and interior crew attack in a set order.First, the vehicle's topside crew attack any boarders. Next, boarders attack topside crew.If no topside crew remain, the boarders attack the vehicle's interior crew instead.Finally, interior crewmen attack any remaining boarders. A round of combat may end with both crew and boarders still aboard the vehicle. Combat is continued in the next boarding combat segment. @ 3. Vehicle Captures. When all crew have been eliminated and boarders still remain, the vehicle may be captured.When a vehicle is captured, any remaining boarders become its crew and the vehicle may move freely in the next movement segment. @ 4. Crew Transfers. Any vehicle which has no enemy boarders aboard may transfer crew between the interior and topside locations of that vehicle If no enemy boarders are on a vehicle which is horizontally or vertically adjacent to a second friendly vehicle, or if the second vehicle is directly in front of or behind the first, the first vehicle may transfer crew to the second.Men may be killed in attempting to transfer between friendly vehicles. In all crew transfers, crew limitations of the receiving vehicle may not be exceeded.At least one interior crewman must stay aboard each friendly vehicle. @ G. Aftermath. Road gangs carry significant amounts of supplies. These supplies become available to the victor when two gangs clash.If a winning gang has lost so many vehicles that it cannot carry all of its supplies, excess supplies are lost at random.Such losses may be mitigated by picking through the spoils left by the losing gang. @ Note: The G,X and D commands are active to aid in balancing supplies after road combat. @ @ IX. QUICK COMBAT @ A. Quick Combat @ This is a representation of tactical combat; it can be resolved much more quickly.All aspects of fire combat and ramming are as explained in the tactical combat section.The major differences are a lack of boarding combat and a lack of the ability to capture enemy vehicles.During quick combat, all vehicles are considered to be driving at maximum speed. @ 1. Delay Length. The higher the delay, the longer the display will remain on the screen.Quick combat may be paused by pressing any key. @ 2. Ram Ratio. This determines the size of enemy vehicles which your vehicles ram. A ram ratio of 1 means your vehicle rams vehicles of equal or lesser mass. A ram ratio of 2 means your vehicle rams vehicles of half your mass or less.A ram ratio of 1/2 (one-half) means your vehicle rams vehicles of up to twice your mass, etc. @ 3. Aiming Priority. Prior to quick combat, you are prompted to enter a priority for each location (topside, interior, or tires) for your group's fire.Each number you assign must be from 1 to 8. The total of the three numbers must be exactly 10. @ @ X. MISCELLANEOUS @ A. Controlling Cities @ One method of avoiding residential encounters is to take control of one or more cities.If a city is controlled by a rival faction, your gang must best them in combat, sometimes repeatedly, to usurp power.The smaller cities are less desirable and therefore easier to control. @ B. Radio Direction Finder @ It is possible to gain possession of a Radio Direction Finder during play. The RDF may be used to locate the ultra-secret, elusive scientists.To activate the RDF, press the U key.To select a scientist's homer to be locked into, press 1 or 2. @ C. Command Limitations @ At the beginning of a game, your gang may possess a maximum of 6 vehicles. After that, whenever you complete a tactical (not abstract or quick) combat with a rival road gang, this maximum is increased by 1.The absolute maximum number of vehicles your gang may possess is 15. @ Note: Vehicles lost during tactical combat still apply toward this maximum until the conclusion of the combat. @ D. Surprises @ You may encounter surprises during your tenure as ganglord.Some are pleasant, others unpleasant.They might be specialty shops, side trips, and/or cities of special interest. @ @ XI. PLAYERS' NOTES @ The following notes were excerpted from the logs of notorious gang leaders. @ @ A. "Ace" Nader, leader of the AAA @ Dec. 4, 1999. These up-and-coming road gangs are a blessing in disguise. They don't realise they are just dogmeat for any real gang.I call them "welcome wagons." 'cause they keep my gang supplied with food, guns, fuel what have you.They even deliver! @ Dec. 9, 1999. Forget what I said before.Ran into a real gang today. Called themselves the L.A. Skulls.Put up a real good fight. We barely had time to salvage their supplies when reinforcements arrived.They chased us all the way to Modesto! @ @ B. "Rocco" Scalesi, leader pro-tem of the AAA @ Dec. 28, 1999. Ace hit the big one today.We ran into a heavily armored gang, even bigger than us.Ace forgot to duck, and even Doc White couldn't save him. @ @ C. Elihu Lopez, leader of Dos Exis @ The road from Spokane to Fargo was the back breaker of 'em all. Me'n 400 boys left Spokane in 10 vehicles, 5 of them big rigs and nothin' smaller'n a limo. When we got to Fargo, there were 80 of us stuffed into 1 semi. What a ride! The worst stretch was north of Denver when we ran out of gas.We searched for two days solid and nuthin'!Then, all of a sudden, we Eureka'ed a fuel storage tank and we were cruisin' again. @ @ D. J.J. Jennings, leader of the Stockton Rollers @ Starting out was the hardest.I remember when there was just me and 6 or 8 good ol' boys in the rollers. We started with 1 hot rod. I was thankful for the advice given me by B.O., the former leader, after I had bested him to take command. "First," he said, "you'll need more wheels. As many as you can find.Then get a couple dozen good boys to watch your back. Don't let your gang get too big, though, not until you have a bunch of food. "Once you've got plenty of vehicle space and food, start hiring troops.Watch your food, but gather a couple hundred men at least." @ "Be real careful of the invaders.Scout every town and if you find those SOBs, clear out and fast." @ "The last important thing is to know where the healers hang out in the area you're in.If there are no healers,it's time to move." @ @ E. Tom "Tow-Away" Jones, leader of Repo Men @ First of all,you gotta git yerself sompin' big, lak a bus or semi, even a bulldozer.One o' them kin carry more'n its weight in supply.Then git some dudes, some crack shots, not namby-pamby tenderfoots.Sure, ya ask 'em ta join and then send da worst of 'em on a wild goose chase scoutin' or sumpin'.Keep an eye on yer gang, lots of things kin go wrong if yer short of food or medicin'.Set up yer caches early.That way ya won't have to go muckin' around, searchin' for sumpin' ya need. Pay 'ttention to what yer at, too.If yer stompin' around near the Arctic Circle in fall, don't be surprised if it takes the whole winter ta git down to places whar ya won't have ta shovel out the freeway.An' find out who's in charge when ya come into a new town. It's safer to go lookin' fer them than ta have'em looking fer you. 'Sides, it's polite.Oh, yeah, and when ya git into a tangle onna road, ya otta take real good care of yer vehicles.Don't go screamin' down a road at a hunnerd miles an hour cause all they need ta do is stick out a foot an' boom! yer dead. Set up yer cars in a checkerboard pattern ta give ya more whadayacallum flexibility.Remember the more roadfights ya really command, the better ya'll git.So when ya hit some o' the really nasty road gangs lak the Muthuh Truckers or the Hot Rod Lincolns, ya won't git creamed. Keep in there.Keep on truckin' and ya might end up as king of the road. @ @ F. Gorgeous George Guttlerez, leader of the Marauders @ What should I do? My men are starving and I am low on fuel!Should I loot the town with the Nat'l guard around? Or should I take my chances with a feudal road gang! My men have come a long way since a bunch of dragoons! Now I've got some well trained body-guards and a few elite armsmasters. @ Though I have some well-trained men, my attrition rate has been unusually high!There are only 28 men left out of my once loaded Mack crew. @ I found 2 different foundries with enough workable steel between the two to build up some protection for my men on top.But now I need to find food.I decided to go south along the highway till I find a farm.I once heard there are a lot in California. @ Since I keep my group compact and in one car, it's easier for me to avoid the bigger gangs with more cars.Since my group is well trained, I beat all the groups that are my size.My group, however, would not be so well trained if I had not passed by Cheyenne Mtn. in the Midwest and found that military man. @ Yesterday, I was talking to Ace, leader of Triple A, and I was telling him how dangerous it was driving only one vehicle.Thanks to some great welding jobs in Chicago, my truck has taken some head-on collisions and come out OK. @ @ G. Jammer Jaques, leader of the Paris 8 Gang @ To My Trusted Lieutenants - to be read after my death. @ July 10, 2000. We haven't been together very long yet, but I realise how dangerous it is to travel these days.We've lost many friends and followers in numerous battles, but have somehow managed to gain new recruits.Now that I'm gone, allow me to emphasise certain important facts which will help you toward reaching your goal. Fuel is your most precious commodity.Never carry so many other supplies that you have to scrimp on fuel. @ Certain places are much more dangerous than others.Follow your survival instincts and avoid prolonged stays in the most dangerous areas. @ Try to train, arm, and protect your people, especially the more able ones. They are harder to replace than vehicles. Try to maintain a balance between the size and strength of your group and its mobility. @ Finally, Good Luck! @ @ @ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ @ This DOC was written for your benefit by SEWER RAT of SEWER SOFTWARE. Yes, that's right, WRITTEN by SEWER RAT. It was done a long time ago when I first got my ST and actually bought games, as well as had time to sit down and type a 45K DOC in. But, those times have disappeared now, ever since a practise called PIRACY came into bearing. @ @ @ ROAD WARS ========= @ @ It is the beginning of the Twenty Fifth Century and the whole of humanity is entering a new golden age of enlightenment and reason under the beneficent rule of the Galactic Federation. Democracy is flourishing. The planets of the Federation are held together throughout the galaxy, using the instantaneous communication offered by the new McIntyre Psychic Resonance consoles. @ These were developed following the advances in resonance theory. This replaced Einstein's relativity theory as the dominant theory of physics, when the work by Donald McIntyre, the Koestler Professor of Parapsychology, at the university of New Edinburgh, on Caledonia 3, proved conclusively that telepathy was a real phenomenon, and that it provided an instantaneous form of communication of any distance, at the end of the Twenty Third Century. @ With the advances in mathematical physics that followed the overturn of relativity, came rapid advances in the fields of computing, leading to true cybernetics and artificial intelligences. More and more of the work was being done by computers. This left humans free to enjoy their new found wealth and leisure. Feats of engineering reached new heights, with the computers able to actively stabilise the most flimsy of structures, rings were built around planets, with staircases linking them to the surface. @ The Galactic Federation has brought peace and freedom throughout mankind's realms. With no other space faring races in the galaxy there is no cause for confrontation. And with the advances in cybernetics and artificial intelligence, there is now no need for any human to have to work, all the necessary tasks are carried out by robots or computers, leaving humanity to a life of pleasure and idleness, with the entire galaxy as its playground, there is always something new to see, a new sensation to try, a new thrill to seek. @ The whole of the universe has opened up as a great pleasure garden for all. Like all the other planets in the galaxy, Armageddon had prospered under the new order of peace and prosperity. Though with the surface of the planet blackened and seared from the last ever war, habitation is only possible on the moons. This encounter was between the forces of the Galactic Federation, all robots of course, and those of the Tar'Sians, the only race not to welcome the Federation. @ The Tar'Sians ruled five planets in the galactic core, they dominated the other races on the planets in a despotic rule of violence and barbarism. @ The exploratory task force sent to the sector first landed on one of the planets occupied by the Tar'Sians in 2371. Although rebuffed by the Tar'Sians the subservient races pleaded with the Federation for deliverance. Within a year, the Tar'Sians had attacked five Federation planets, and for the first time in Thirteen Decades the Federation found itself at war. @ Armageddon found itself at the centre of the conflict, even though it had been a Federation planet for more than fifty years, under its earlier name of Sarac. The war left its mark on Armageddon, and it will never again be fit for habitation. Fortunately it was the only planet destroyed, this however made the planet famous, and earned it its new name, a name based on an ancient legend, dating from the old earth and the time before space. @ As the last planet destroyed by war, Armageddon, achieved a large degree of notoriety. In a Universe of peace and tranquility, Armageddon was unique. It rapidly became a major centre for tourism, the only activity left for real people, and its future prosperity was assured. Instead of dying from its overdose of radiation, Sarac rose like a phoenix from the ashes as Armageddon, a museum to destruction and a monument to peace. @ With the population forced by the war to move to the moons, these were linked together by a series of space roadways. These magnificent pathways, provided fast and easy access between the different moons. They required all the power of the latest developments in intelligent computers to maintain the links between the moons, which of course circle the planet at different rates. @ The computer also controlled the safety mechanisms that kept the travellers on the roadways. These in themselves became tourist attractions, with visitors from all over the galaxy coming to marvel at the engineering achievement of the universe, the only space roadways to link natural moons anywhere in known space. @ However now there is a problem! The computer has gone rogue. The roadways are no longer safe for traffic. Some of the side panels that create the magnetic field that keeps vehicles on the roadways have been altered and are now sending violent electric sparks arcing across the roadway, destroying all that try and cross their path. @ You have been chosen to clear the roadway. You are to control a battlesphere. These robot droids are highly maneuverable, heavily armed and armoured weapons of destruction, two of these are being sent out to clear the road, of which you will control one. You must work together to clear the road, do not take cooperation for granted. @ Your battlesphere is armoured with a protective shield, you can lower this at any time, to reveal your powerful laser canon. Use this to keep the space-highway clear. But be warned although you can replace your shields at the touch of the button, if you are a fraction slow you will be utterly destroyed. @ If you lose your shields, and you will, you will have to rely on your skill, speed and reflexes, mixed with a little luck to survive. Destroy the sparks by blasting the correct side panels, but do not be indiscriminate, they are all that are keeping you on the road. Shoot too many of the side panels and you, and your opponent are vulnerable to being forced off the road, and in space there is a long way to fall! @ To get as far as possible along the road you need to co-operate with the other player. In a one player game the computer will act as a good but not a perfect partner. Remember that in the bonus stages you are rewarded for killing your opponent, so do not co-operate too much. @ @ GAME PLAY @ The object of the game is to clear the road of obstacles. On either side of the roads there are panels that serve to keep you on the road. However some of these have turned rogue and are producing sparks. These are blue whereas the normal panels are brown. @ For each spark there are two blue panels, one on either side of the road. If you shoot either of the two blue panels the spark will be stopped. @ Shooting all the blue panels will open up the gateway to the next road. @ When you reach the open gateway you will drop down to the next road, the number of panels varies on every road depending on the difficulty. @ You can run through a spark with your shields up, but eventually they destroy them. Crossing a spark with your shields down is fatal. @ On the later levels there are aliens that live in the side panels, these should not be shot as killing these generates two new rogue panels and a new spark. @ After every four levels you complete you will enter a bonus road. During this you are actively competing against the other battlesphere. Both battlespheres are now targets and can be shot. The gate will only open for one battlesphere. If you are killed or forced off the road on a bonus road, you will not regenerate until the other player dies. @ When you regenerate the energy involved clears all the aliens from the section of the road that is visible. This gives you two seconds grace before any aliens, spikes, barriers etc. can actually kill you. @ @ HAZARDS @ There are a range of other hazards to impede your progress.Satellites appear at the side of the road shooting laser beams. These aim for the centre of your path. They do not always fire, you will have to learn their fire pattern and use your judgement as to whether you need to dodge them or not. @ The small red balls run in the opposite direction to you along the road. If you hit these with your shield up they will destroy your shield, if your shields are down or have been destroyed then your battlesphere will be totally destroyed @ A select few of the balls mutate into missiles when hit. These then head straight for you and need to be shot again to be finally killed. Other aliens cluster together, and what looks like a single red ball is in fact four. Shooting these causes them to split into the individual parts and you then have four targets to hit instead on one. @ Chevrons in the middle of the road cause the same damage as the balls. That is, they will destroy your shield if they are closed or the whole of the battlesphere if the shields are down or destroyed. @ The red and white barriers can be barged through if you have your shields up but destroy you if your shields are down. @ Spikes completely destroy your sphere, even if your shield is up. @ On the later levels fast aliens appear. These travel along the road in the same direction as you but at a higher speed, so they catch up with you from behind. Once these have passed you, they will line up a good shot. They rarely miss so you are advised to shoot them early. @ @ ORBITERS @ If you run over an arrow pointing towards you in the road, you will be rewarded with an orbiter. This is a small extra sphere that orbits around your battlesphere. They give you increased firepower, firing when you do. @ @ CONTROLS @ You can use either a joystick or a mouse. There are five controls, each selected by moving the joystick or mouse in a different direction. Fire button on the joystick or mouse button one fires your gun. See "controlling your battlesphere" for the effects of the controls. @ @ CONTROLLING YOUR BATTLESPHERE @ The control method for a battlesphere is the same whether you are using the joystick or the mouse. The control positions are as follows: @ Close Shields - Push UP Open Shields - Pull DOWN Move Left - Push LEFT Move Right - Push Right Aim Left/Right - Hold Fire Button down and push Left and Right Fire Laser - Press Fire Button @ @ CLOSE SHIELDS @ This shuts the battlesphere's protective shield, protecting it from sparks and aliens. @ OPEN SHIELDS @ This allows you to shoot, shield will also open automatically if you fire. @ MOVE LEFT/MOVE RIGHT @ Moves the battlesphere across the road. AIM LEFT/AIM RIGHT @ Rotates the gun but leaves the battlesphere in the same place on the road. Used for aiming at specific targets. @ @ ======================================= @ @ The Road Wars doc written by The Southern Star, before being ported to the ST by SEWER SOFTWARE.Edited and corrected by SEWER RAT. @ @ @ THE SENTINEL INSTRUCTIONS ======================== BROUGHT TO YOU BY SEWER SOFTWARE. EDITED AND CORRECTED BY SEWER RAT. @ @ In a strange universe of 10,000 worlds, where the only force is pure energy, a lone Synthoid does battle against the Sentinel and her agents, the Sentries. @ You control the Synthoid in his attempt to dethrone the Sentinel as the ruler of each of the 10,000 worlds. @ As you move about the individual landscapes, avoiding the withering stare of the Sentinel and the Sentries, you must gain a position from where you can destroy the Sentinel ; her energy becomes yours and the landscape is complete. @ Drawing on your remaining energy, you must now Hyperspace to a new world where a fresh challenge awaits and only 9,999 words to go and victory will be yours. @ @ GETTING STARTED @ Upon loading being complete, the title screen will be displayed. Pressing either the mouse buttons or any key will access the Landscape Selection Screen. @ Each landscape, except the first, is reached via an 8-digit code. We will deal with how these codes work later in the manual. For now, just press the RETURN key and a representation of the first landscape will appear before you. This representation gives you your first information about the landscape that awaits. You will be able to get an idea of the terrain involved in the landscape, hills, valleys, plains, chasms and so on. It will also show you how many Sentinels and Sentries there are. Have a good look, as this is all the information that you will get. @ The screen will be prompting you to press any key so, press any key. @ You are now in the landscape. @ MOUSE CONTROLS ============== @ Taking hold of the mouse, press the left-hand button and a cursor will appear on the screen. This cursor is your means of control and movement. We will now get used to its functions and their implementation. @ Move the mouse to the right and the cursor will cross the screen in that direction. When the cursor approaches the edge of the screen your Synthoid will turn in that direction. Now move the cursor to the left of the screen and the Synthoid will turn left and you will be returned to the view that you began with. @ Now move the cursor to the right of the screen and leave it there. The view will now pan round and will keep doing so until the cursor is centred. If you let the view move 21 times then you will have returned to the starting point. @ Now start moving the cursor to the top and bottom of the screen, so that your view pans upwards and downwards. If you leave the view panning, either upwards or downwards, you will eventually reach a point beyond which you can look no further, the point which is almost vertical, either upwards or downwards. You will know if panning has stopped by looking at the cursor. Whilst panning is taking place, the cursor will flash. If it is not flashing, then the view is stable. @ By moving the cursor to one of the corners of the screen, you will be able to achieve a diagonal pan. The screen does not scroll in a diagonal fashion, rather it moves the view first on the horizontal plane and then on the vertical, to achieve a diagonal effect. @ So, now that you have discovered the principles of viewing the landscape, spend some time getting used to the mouse and changing the viewpoint of your Synthoid, as speed will become an integral part of the game-play. @ THE FUN STARTS HERE =================== @ Now that you have become used to looking around you, we will start to discover how to move within the landscape, how to create and absorb. @ The Sentinel is a game of energy, and the units of energy that exist in the landscape have a variety of forms. @ One unit is represented by a tree and this is the building block upon which the rest of the game takes place. While you were looking around, you will have seen that there are many trees within the landscape. These are for you to take to build up your energy. We shall start by absorbing a tree. @ You may have noticed that below and to the right of the starting view (the view that you get on first arriving in the landscape) there is a tree. You should move three times diagonally and twice down, from the starting view, to look at the square on which the tree is standing. Ensure that the cursor is over the square on which the tree stands and press the left-hand button. You will see the tree disappear before your eyes. @ The tree, or at least the energy, still exists. If you look to the small figures above the screen, you will notice that there are currently three small Synthoids and a boulder (an inverted U). If you noticed this section before, you will remember that there was a small tree where the boulder now is. This is because every object within the landscape has an energy value. These values are as follows: @ 1 Unit: a Tree and a Meanie 2 Units: a Boulder 3 Units: a Synthoid and a Sentry 4 Units: a Sentinel @ (By now you will have heard a clunking sound, and possibly seen the box at the top right corner of the screen fill with static. This means that the Sentinel is scanning you and absorbing your energy. This is because the action of absorbing or creating anything will start the Sentinel turning. If this has happened, then you will probably have died. (don't worry about this at present, we'll get on to keeping you alive a little later). @ Now that you have absorbed an object, it is time to create an object. From the starting position, look around the landscape until you find a square that doesn't have anything on it. Then, with the cursor on the target square, press the 'T' on the keyboard of your computer and a tree will appear. You will notice that your energy indicator has dropped by 1 unit (ie. a tree). Now absorb the tree by pressing the left-hand button of the mouse. Having done that, press the 'B' key on the keyboard. This time a boulder will appear. Absorb the boulder as you would a tree, and press the key 'R'. You will see a synthoid appear. You are almost there. @ By now you will have died, so start again and use the techniques that you have learnt to start moving about the landscape. @ From the starting view, turn to a position from which you can see a square, as before, and, with the cursor on the chosen square, press the key 'R'. As before a Synthoid will appear. Now press the right-hand button of the mouse. For a moment the screen will turn blue and you will hear a five note tune. When the screen comes back, you will notice that things look a bit different - the reason is that you have transferred into the second Synthoid! @ When the transfer is complete you will be looking back at your old Synthoid. Absorb it as you would a tree and your energy level should be the same as before you moved into a new Synthoid. @ Now to put the technique to real use. @ From the starting position, find a square as before and create a boulder. Then, with the cursor still on the square, press the key 'R'. You will see that a Synthoid has now been created at the top of the boulder. Press the right-hand button of the mouse and you will have transferred into the second Synthoid, but because you are also standing on a boulder, your position in the landscape will be higher. Beacuse of this higher position you will now be able to see much more in the landscape; more trees to absorb, more squares to move to. You have now embarked on a unique gaming experience. @ MAKING IT WORK ============== @ The Sentinel is a complex, yet simple game. By now you should be able to absorb and create objects, although you will probably have died many times. Now to deal with staying alive. @ As was mentioned earlier, when you make any kind of move other than panning, the Sentinel and the Sentries if they are there, will start turning to look at you. Their movement is akin to that of a lighthouse beam, turning steadily in one direction (either clockwise or anticlockwise). Should their view look upon ANYTHING that has an energy value that is greater than one, then, through the same process of absorbtion that you used, they will break down the object into single energy units (a Sentinel can't store energy as you can). @ So, to stay alive, your first aim is to avoid the Sentinel's gaze. There is no substitute for experience but follow these guidelines and you should get to grips with things pretty quickly: @ @ i) Always make sure you know in which direction the Sentinel is turning, so that without looking at it you can anticipate when the withering stare will reach you, and react accordingly. @ ii) Keep on the move, as it doesn't take the Sentinel long to turn a full circle. @ iii) When you move, always try to create a boulder and a Synthoid, so that every time you move you will gain height and therefore your options will increase. @ iv) To absorb a Sentinel, as with any other object, you MUST be able to place your cursor on the square on which she stands, so gaining height is of prime importance to completion of a landscape. @ v) If you find yourself being scanned by the Sentinel, DON'T PANIC! Energy will be taken from you a unit at a time, and you may find that you have just enough time to create another Synthoid and move to a position of safety. If you feel that you don't have enough time to move, then there is the last way - HYPERSPACE. By pressing the key 'H' you will be transported to another, almost random point in the landscape to try again, at an energy loss of three units (this is because of the loss of your previous Synthoid). If you have less than 3 units left, then Hyperspacing means suicide. The 'almost' random nature of the move is because the new position that you are moved to will only be on the same level of terrain or below. Beware: you may end up in a position from which you cannot move any further. If this is the case then suicide is probably the only option. @ vi) Absorb as many trees as you can, and always reabsorb your old boulders and Synthoids. Gain as much energy as possible. @ vii) Rather than panning all the time, you can turn through 180 degrees by pressing the key 'U' (a U-turn). @ viii) You can hide from the gaze of the Sentinel, either behind parts of the landscape or behind trees. If the Sentinel can't see you, she will just keep turning. @ @ This raises another aspect of the game - the Meanies. @ Meanies are created by the Sentinel or Sentries when they have spotted a Synthoid but cannot see the square on which he is standing to absorb him. The Sentinel or Sentry will look for a nearby tree and will transform the tree into a Meanie. The Meanie will then swiftly rotate until he can see the Synthoid and, hopefully, the square on which he is standing. If this is the case then you will be Hyperspaced. There is nothing you can do, other then absorb the Meanie before he looks at you, or move out of the way. If you don't have enough energy to Hyperspace, then the Meanie will destroy you. @ You will know if the Sentinel or a Sentry can see you in this way when the scanning box (top right) is only half-full of static, consequently this is known as half scan. @ ix) Energy in the landscape is static, and though it can be absorbed and distributed, it cannot be either created or destroyed. If a Sentinel breaks down a boulder and a Synthoid for example, the energy will not disappear, rather it will be redistributed as five trees elsewhere in the landscape. @ x) As long as you have enough energy, you can place as many boulders as you like on top of each other, with a Synthoid on top. You can use this technique to dominate the landscape more quickly, but beware; if you are scanned whilst on a top of such a stack you will almost certainly lose a lot of energy. @ xi) There is a 'help' feature that can be used at any stage of the game that serves to give you an idea of where you are in the landscape. First, ensure that your Synthoid is looking into the sky, then press the HELP key. This has the effect of giving you a view of the landscape from the position of the sky which you looked towards. This also acts as a pause facility and can be very useful in providing you with valuable information about the landscape. @ @ These are the basic techniques to playing Sentinel ; you'll probably discover your own as your experience of the game develops. @ @ ONE POINT IS LEFT - HOW TO WIN @ Your object is to absorb the Sentinel and any Sentries that may exist. @ Having done this, you must place yourself on top of the Sentinel's tower and then, satisfied with your achievement, press the Hyperspace key. After a few short seconds you will be given an eight digit code to a further landscape. WRITE IT DOWN and make sure you don't make a mistake! @ This is your only means of getting to any other landscape than #0000, and as such acts as a game save. When you load the game you can get to any landscape you wish, as long as you have the correct code. @ The way it works is as follows: when you are on the top of the Sentinel's tower and you Hyperspace the program calculates how much energy you have left (three units are taken away for the hyperspace) and gives you the code for the landscape that corresponds to your remaining energy. So, if you have just finished landscape #25 with 15 units remaining, you will be given the code to landscape #37 (25+15-3 = 37). Keep going like this, recording all your codes, all the way to #10,000! @ It is worth mentioning that once the final Sentinel has been absorbed, then nothing else within the landscape can be absorbed. However, you can still distribute energy, so you can chose the next landscape that you go to. Say you have just finished landscape #25 with 15 units remaining, rater than hyperspacing immediately, creating one tree will leave you with 14 units, giving you the code to landscape #36. You can use this technique if you have problems with a specific landscape. @ Supposing that landscape #37 is very difficult (no landscape is impossible), you could return to #25, complete it again and try to end up with the code to another landscape, possibly higher than #37. @ @ This DOC was written by an anonymous person on the Amiga,ported to the ST by SEWER POSSUM,edited and corrected by SEWER RAT and finally presented for your perusal by SEWER SOFTWARE as part of the first ST DOC DISK. @ STARGLIDER 2 - Amiga/Atari ST Guide ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ @ Brought to you by SEWER SOFTWARE. Edited and corrected by SEWER RAT. @ Control Devices --------------- @ The Icarus can be controlled by either the mouse or a joystick, and additional keys are used for features such as weapons selection, and utility functions. The mouse should be connected to the first port and the joystick to the second port. @ Mouse Control @ The mouse controls the Icarus in the most direct and responsive way - moving the mouse left and right makes the Icarus roll - you can roll the craft all the way round by 360 degrees, or simply fly upside down (but remember to take your InvertoGrav headache tablets first). Move the mouse forwards to make the nose of the Icarus dip and fly downwards, and pull back on the mouse to raise the nose, and make the Icarus pull up. To fire the currently selected weapon, press the left mouse button. The right button is the Icarus' speed control - when pressed down, pushing the mouse forwards makes the craft accelerate, and pulling back makes it decelerate. @ Joystick Control @ Operation of the joystick follows the same principles as the mouse, except that since it is centrally sprung, fine control of the craft is not as effortless as with a mouse. Pushing the joystick left and right causes the Icarus to roll, and pushing forwards and backwards causes it to accelerate and decelerate. To fire the currently selected weapon, press the fire button As there is no second joystick button, speed control is slightly different when using a joystick. STARGLIDER 2 uses a joystick control known as One Hand Mode, and this basically makes the one fire double as both mouse buttons. To accelerate and decelerate, simply hold down the fire button and push the joystick button forwards and backwards. Alternatively, One Hand Mode can be switched off from the Options Menu, and weapons can be fired by pressing the Space Bar on the keyboard - this will stop unwanted firing of weapons when altering the Icarus' speed. @ Keys ---- @ STARGLIDER 2 utilises a number of keys, some of which need to be used frequently, and others only once during a game, or possibly not at all. They are as follows: - @ Game control keys @ Select weapon SHIFT Fire weapon SPACE or mouse/joystick button Stardrive ON/OFF D Identify object under cross-hair I Audio analysis of nearest object A Status Report R Tractor beam ON/OFF T Rotate the tractor beamed object left/right < and > Move tractor beamed object towards craft M Collect tractor beamed object C Toggle Fixed/Floating cross-hair sights F Toggle patchwork landscape ON/OFF P Toggle the projected shadows ON/OFF S Abort game ESC Pause game BACKSPACE @ @ Keys operative when game is paused : @ Inventory mode I Give object (to cooperative depots) G Exit Inventory mode E Jettison object J Continue game @ @ View keys @ These keys allow you to select the position from which the Icarus is displayed and viewed. The craft can either be seen from inside the cockpit, or as an outside view - it is best to experiment with the various options. Keys prefixed with the letter n denote the numeric keypad: @ Cockpit view 1 Cockpit view - Icarus locked to Z- axis 2 Cockpit view - Icarus locked to X- axis 3 Cockpit view - Icarus locked to Z and X axes 4 Outside view 5 Outside view - Icarus locked to Z axis 6 Outside view - Icarus locked to X axis 7 Outside view - Icarus locked to Z and X axes 8 Toggle the Cockpit/Outside view of the Icarus. ENTER @ The numeric keys select different positions for both the inside and outside view. For outside views, most of the options are disabled whilst inside a tunnel network. @ Left rear view n1 Rear view n2 Right rear view n3 Left view n4 Down view n5 Right view n6 Left front view n7 Front view n8 Right front view n9 @ By using the following keys, you can define a completely custom viewing position. @ Rotate view left - Cursor Left Rotate view right - Cursor Right Rotate view up - Cursor Up Rotate view down - Cursor Down Move viewpoint further from Icarus - Move viewpoint closer to Icarus + or 0 @ Utility Functions @ The following function keys perform utility tasks. @ Sound effects ON/OFF F1 Save game position to disk F10 To save a game position, you will need a blank disk. STARGLIDER 2 uses its own custom format, so do not read or write to this disk using the normal filing system. @ @ @ Options Menu ------------ @ @ Press the Space Bar while the title screen is being displayed to reach the Options Menu. This allows you to define or select a number of user options, as follows:- @ 0 Select joystick ON/OFF 1 Select one-hand-mode ON/OFF 2 Select Fixed cross-hair sight ON/OFF 3 Cross-hair autocentre X,Y,XY,OFF 4 Change mouse scaling 5 Load a saved game 6 Load the hi-score table 7 Display the hi-score table 8 Painting with Rolf 9 Restart an interrupted game @ All of the above are self explanatory except option 8. As a bonus, you are able to examine all the shapes in STARGLIDER 2, rotating them, changing their size, and painting with them, with fine control over the cycle sequence of animated shapes. Use the mouse to move the shape around the screen. To make the shape larger and smaller, hold down the right button and move the mouse backwards and forwards. The various feature keys are as follows:- @ Rotate shape forwards and backwards in X-axis - X and S Rotate shape forwards and backwards in Y-axis - Y and T Rotate shape forwards and backwards in Z-axis - Z and A Stop shape rotating P Reset shape to start position R Cycle through the shapes < and > Start animation, cycling forwards - Cursor Up Start animation,cycling backwards - Cursor Down Single step animation one frame forwards - Cursor Right Single step animation one frame backwards - Cursor Left End animation sequence E Draw with a shape/clear screen toggle D Alter scale of objects n0 to n8 Return to Options Menu ESC @ @ @ This file was ported from the Amiga by SEWER POSSUM,edited and corrected with great anfractuosity by your munificent and magnanimous SEWER RAT, before being presented for your beguilement and delectation without any expectance of quidproquo by SEWER SOFTWARE in this first ST DOC DISK. @ @ @ Silent Service DOC @ @ Keyboard Commands @ F1 Select the Maps and Charts battle station screen. If you are already at the Maps and Charts, pressing the key will center the map on your sub. @ F2 Select the Bridge battle station screen. This is only possible when the sub is on the surface. @ F3 Select the Periscope/Binocular battle station screen. This display is only available if the sub is of periscope depth or on the surface @ F4 Select the Gauges and Instruments battle station screen. @ F5 Select the Damage Reports battle station screen. @ F6 Display the Quartermaster's Log for the current patrol. @ F8 Return to the patrol Selection display search for another convoy. This ends the game if you are playing a Convoy Action. @ Z (Zoom) Expand the situation map display, used to take a closer look of nearby ships and terrain. @ X (Unzoom) Compress the situation map display, Used to get a wider view of ship locations and land areas. @ 0-4 Throttle settings: All Stop,1/3, 2/3,Full, Flank Speeds. @ D Causes your sub to dive to a deeper depth. When you have reached the desired depth, cancel this command by pressing Return. @ S Causes your sub to come up to a lesser depth. Cancel this command by pressing Return. @ R Reverse the engines. Note that the effect of the rudders is reversed if the sub is proceeding in reverse. @ CONTROL-E (Emergency) Blow emergency tanks. This will often halt an otherwise fatal dive. However, it will often bring the sub to the surface. You may only use this once per engagement. @ @ @ Command Key Description @ P Raise/Lower the periscope. This command also sets the visual bearing to be the same as your sub's heading. (Straight ahead) @ I Identify target on scope. @ T Fire torpedo. Bow or AFT tubes will be selected automatically depending on which faces the target more directly. Note that four torpedoes or gun shells may be active at any one time, if a fifth torpedo is fired before the first completes its run, the first torpedo will end its run prematurely and the new torpedo will be launched. @ G Fire the 4-inch deck gun. @ + Add 25 yards to the deck gun range deflection. @ - Subtract 25 yards from the deck gun range deflection. @ F Increase the time scale to cause the simulation to proceed more rapidly. @ N Return to normal time scale. @ Crsr Rt. - Left Rudder. Press again for Full Left Rudder. To cancel press Return. @ Crsr Lt. - Right Rudder. Press again for Full Right Rudder. To cancel press Return. @ RETURN Cancel turn and dive commands. @ W Pause the simulation - press any key to continue. You may also pause by going to the Conning Tower screen. @ SPACE BAR (Conning Tower) - Return to the conning tower screen. @ ? In a desperate situation a sub might release debris and oil which would rise to the surface. The objective was to convince the escorts that the sub had been sunk. You may use this play once per engagement. @ A Enter Angle on Bow estimate. Angle of Bow is entered in degrees by holding the stick left or right. Press the fire button to enter the estimate. Use positive numbers for port and negative numbers for Starboard. ie: 45 Degrees Starboard is - 045. @ @ Mr Rogers - Far Side Soft Inc. April 7 1987. @ @ Stolen from the Amiga by SEWER POSSUM. Edited and corrected for the ST by SEWER RAT. @ @ Sinbad and the Throne of the Falcon *********************************** @ @ For those people that want to win, but need help, read on !! @ @ Seek out the Shaman first. Find out what animal you need a body part from. Find the Gypsy and get her to give you a charm and also location of the Genie. Find Libitina and get the location of all three idols.(Do not let her possess you, that is only good for learning how to fight) Keep watch on the city map. The flashing hexes are supply points and you acquire men the longer you stay there. (Up to 51 or so) When this limit is reached have a smaller group ready to move on that hex and move the larger group off. In this way you will have more men to fight the Black Princes Armies. Protect your supply points but the Castle is the MOST important. @ Use the Genie only as a last resort. There are three wishes to be granted, if you need him use all you wishes at once, if you don't you'll find out quickly why not! @ Tips for fighting: @ Human opponents: Defend and attack low and medium (don't attack high) @ Animals (Lion,Panther,and Lynx): Defend and attack low and sometimes medium @ Sasquatch: Defend and attack high @ Skeleton: Same as human @ Idols: Defend and attack low (without charm from Gypsy you don't have a chance) @ @ IDOLS: When you are ready to seek out the idols go for the toughest one first. (Libitina with inform you which the strongest is) When the eye is green click the mouse button on it. If it isn't green then get ready for battle (and pray). @ @ Cyclops hints: Keep moving and Practice, Practice, Practice !!! @ Shipwreck hints: Keep a sharp eye for men floating usually between rocks, if in doubt as to missing the rocks then leave them alone and go the safest path. If you hit a rock the game is over. @ Earthquake hints: Try your own strategy but here's mine. Wait until the boulders are close to you to jump to the next ledge (Not too close though). Keep towards the center if you can so as to avoid getting trapped on the edge. @ @ Doug Nolte Luke AFB, AZ @ @ These hints were brought to you by the illustrious and regal SEWER SOFTWARE team. Edited and corrected by SEWER RAT. @ @ SLAYGON @ @ INTRODUCTION @ You developed it .... The Slaygon. The ultimate infiltration device. @ Controlled from within by one highly trained specialist. It possesses the strength of a hundred men, the armour and weapons of a small tank, and the intelligence of it's operator. The Slaygon is the most sophisticated robot ever created. Conventional weapons have no effect on it and normal defenses are merely a nuisance. @ You, and your one of a kind machine, are needed by the government to help uphold peace and justice in the world. @ The situation is critical. You accept immediate employment as an officer in the United Defense Force. @ You receive the following top secret dispatch..... @ (A report on Cybordynamics, a controversial business empire devoted to replacing human workers with automated robots and machines) @ "Intelligence report: Cybordynamics Laboratories Incorporated" @ "Recent intelligence indicates Cybordynamics coastal based research facility is working on a new strain of toxic virus which could annihilate all human life." @ "Cybordynamics, along with their allies, could then launch a devastating attack which would enable them to capture the world intact, without the use of destructive nuclear weapons." @ "The Cybordynamics lab is totally automated, controlled by a Dantes 9000 megacomputer which monitors the plants fusion reactor." @ "Disable the main computer and the cooling system for the reactor will fail, causing a reactor overload, destroying the facility." @ "None of our agents have ever been inside the complex, the location of strategic targets is unknown." @ "We are, however, able to forge you a low clearance maintenance pass, that will gain you access into the building." @ "Your orders are to destroy the facility at all costs." @ "Once inside you are on your own, Be careful and Good Luck." @ @ The transmission ends ...... @ @ With your orders, you decide to activate the Slaygon. @ @ OPERATING INSTRUCTIONS @ The Slaygon master disk is not copy protected, so you will be allowed to create backups for your personal use and/or archival storage. It is recommended that you do this, and use the copy for game play. If you have any questions on how to make working backups, please refer to your ST/Amiga owners manual for the proper procedure on how to make a backup. @ @ LOADING INSTRUCTIONS @ 1) After loading, you will be asked to continue a saved game (Y/N)? A response of "Y" (yes) will load a previously saved game. While a "N" (no) response will cause a new game to be created. If you decide to start a new game, you will then be asked whether you would like to play the Novice or Expert level. A response of "N" will start a Novice level adventure, a response of "E" will start the Expert level. @ 2) The game will begin as soon as the computer says Slaygon is on-line and the mouse pointer appears on the screen. @ @ SPECIAL NOTES: @ A) You can save a current game any time by pressing the screen button marked "Save". @ B) You can load a previously saved game any time by pressing the screen button marked "Load". @ C) You can exit the game without saving by pressing the screen button marked "Quit". @ D) Slaygon was written to accommodate the MultiTasking environment, allowing you to take advantage of this feature on the Amiga (Not available on the ST) During game play if you hold down the Amiga key and press "N", the WorkBench will appear over the top of the Slaygon screen. You will then be free to use your computer with other programs, while the Slaygon is still loaded. To bring Slaygon back to the front and resume your game, hold down the Amiga key and press "M". @ E) There is room on your disk to save one game to it. If you choose save a game and one already is previously saved, then the game you are playing now will be saved and the one on the disk will be erased. @ @ @ NOTE : THE NUMBERS PRECEDING THE CONTROL DESCRIPTIONS IN THE FOLLOWING PARAGRAPHS REFER TO NUMBERED SECTIONS OF THE CONTROL PANEL. PLEASE LOAD THE 'SLAYGON II' FILE FOR A COMPLETE PICTURE OF THE CONTROL PANEL, WHICH IS NUMBERED CORRESPONDINGLY WITH THIS FILE. SEWER RAT !! @ 1-8 STORAGE AREAS: Storage is available onboard the Slaygon for eight objects. @ 9 DIRECTIONAL INDICATOR: Shows the direction your are heading (North, South,East or West). @ 10 OBJECT SELECTOR: Cursor to select which object in storage area to use/ drop or where to put a taken object. @ 11 MAP VIEW SCREEN: Top view of the complex as you travel. This is updated every time you take a step. Meaning of the coloured dots: @ White ------ Location of Slaygon Lt.Green --- Doorways Dk.Green --- Hallways Yellow ----- Special Rooms Black ------ Walls Red -------- Guards/Traps Blue ------- Objects @ 12 SHORT RANGE SCANNER: Status display lights up green if condition is safe, and red if danger is near. At times the Slaygon may be able to identify the danger and notify you of who/what it is. @ 13 FRONT VIEW SCREEN: This is the view through Slaygon's 3-D, front view. @ 14 MESSAGE DISPLAY SCREEN: Slaygon's onboard computer will communicate to you through this screen. @ 15 ENERGY LEVEL INDICATOR: Shows total energy in Slaygon's battery reserves. Let this drop to zero and Slaygon will cease to function and your mission will have failed. @ 16 QUIT GAME: After verifying (Y/N) you will be exited back to the WorkBench (Desktop - ST) immediately, without saving the game in progress. @ 17 LOAD A SAVED GAME: Load a previously saved game from the Master Disk. @ 18 SAVE A GAME IN PROGRESS: Will save current game and overwrite any previously saved game (There is only room for one saved game on your Master Disk). @ 19-22 MOVEMENT BUTTONS: Used to turn the Slaygon left or right and to move him forward or backward. @ 23 USE OBJECT: Uses the object that is currently under the object selector @ 24-25 TAKE/DROP OBJECT: Picks up or drops a selected object. Be sure object selector is located on an available storage space or the Slaygon will swap the item in storage with the object being taken and vice versa. @ 26 IDENTIFY OBJECT: Computer will attempt to identify an object directly visible in the front view screen. @ 27-28 MOVE OBJECT SELECTOR: Moves the object cursor left or right between the eight storage areas. @ 29-30 SHIELD/LASER LEVEL INDICATOR LIGHTS: Shows which shield or laser is installed, with a strength of either blue, green or red. @ The following six pieces of equipment are easily identifiable on the screen shot due to labeling and therefore are not numbered as were the previous ones @ CLOAKING DEVICE: Makes Slaygon invisible to all security robots except the base commander. Uses extreme amounts of energy, so use carefully. Also makes guards invisible to Slaygon. @ BATTLE SENSORS: Displays enemy Lazer and shield strength along with enemy energy level. Indicator bars @ Yellow ----- Enemy Laser Potential Red -------- Enemy Power Level Green ------ Enemy Shield Strength @ SHIELD GENERATOR: Allows a conventional shield belt to be used with Slaygon's magnetic shield generator. @ LASER AMPLIFIER: Allows channeling of high power laser energy through a conventional hand laser. @ LONG RANG SCANNER: Plots out a large area showing locations of anything within range of the scanner (See Map View Description for Description of dot colours). @ PLOTTER: Maps areas on map view screen as you walk, a white dot indicates the location of the Slaygon @ @ @ @ GAME HINTS @ @ YOUR GOAL: @ To find the five override codes and enter them into the computer room's system console. This will disable the computer causing the main reactor's cooling system to fail and the complex to explode. Steal the top secret data disk and get out of the building as fast as you can, before the reactor explodes. @ ABOUT OBJECTS: @ There are five security levels, a higher level key card will allow you to pass through all lower level doors @ Blue ------ Minimum security Green ----- Low security Yellow ---- High security Red ------- Very high security White ----- Maximum security @ Some objects need to be "used" while others just have to be carried. A used object effects either the Slaygon or anything visible in the front view screen. Some types of objects are colour coded in order of quality and/ or importance. @ Blue ------ Useful/Important Green ----- Very Useful Red ------- Extremely Useful @ Certain objects will activate equipment in special rooms. Some objects have no use at all. @ In the Novice level these things will always be found in the same place. @ Security keys Terminal rooms Computer room Important objects (Force Field Neutralizer, D-Ionizer Rod etc.) @ Only objects that do not perform very important tasks will be randomly moved throughout the complex. @ In the Expert level everything is randomly distributed throughout the complex. @ @ ABOUT GUARDS AND TRAPS @ The Force Field Neutralizer, D-Ionizer Rod, and Mine Deactivator, when carried allow safe passage through force fields, ionizer beams, and proton mines. @ Use your short range scanner to keep an eye on traps and guards (It will turn red when danger is near - and the computer may identify the source of the danger). @ Your shields will absorb some or all of the destructive energy generated by various traps and guards, but your energy decreases more rapidly when the shields are left on. @ @ IN GENERAL @ The more items you have activated, the more energy you will use. 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Brought to you by SEWER SOFTWARE. Edited and corrected by SEWER RAT. @ @ @ PARTIAL BALLYHOO WALKTHROUGH !! =============================== @ @ NOTE: THIS IS A PARTIAL WALKTHROUGH, WHICH WILL GIVE YOU 80 OF THE 200 POINTS.WE RELEASED IT BECAUSE OF THE GROWING QUESTION OVER THE USE OF THE TICKET. SPECIAL THANKS ARE GIVEN TO KRILL AND TOUCH-TONE. @ WRITTEN BY: CLASH, CHRONOS, AND THE GREMLIN. @ @ (COMMENTS IN PARENTHESIS SHOULD NOT BE ENTERED) @ @ HERE WE GO :- @ S, HELP MIDGET, S, GET POLE, N, N, N, U, E, E, E, E, E, E, GET BALLOON W, W, W, W, W, W, D, D, GET POLE, S, S, W, GET MASK, S, W, GET ALL, Z, HIDE, Z, Z, E, UNTIE BALLOON, SUCK HELIUM,HARRY,HELLO, S, WEAR MASK, WEAR SUIT, W, KNOCK ON DOOR, S, EXAMINE ASHTRAY, GET M, @ (CHUCKLES THE CLOWN WILL NOW THROW YOU OUT) @ CRAWL UNDER TENT, GET WOOD, Z, Z, Z, Z, Z, E, E, N, N, NE, SEARCH GARBAGE, GET TICKET, SW, S, PUNCH BLUE @ (BLUE FOR BOYS, PINK FOR GIRLS...) @ INSERT TICKET IN SLOT, E, S, SE, LOOK IN CAGE, GET KEYS WITH POLE, NW, N, E, N, SHOW TICKET TO RIMSHAW, RIMSHAW, HYPNOTISE ME (RIMSHAW,HYPNOTISE ME IS ONE COMMAND,NOT TWO) @ (YOU WILL BE HYPNOTISED AND PLACED IN THE GRANDSTAND...) @ GET UP @ (WHEN YOU SEE THE HAWKER SOMETIME WITHIN THE NEXT 12 TURNS, TYPE: [BUY {FOOD}] WITH {FOOD} BEING WHATEVER HE HAS TO SELL. THEN TYPE: [GIVE $1.85 TO HAWKER].) @ S, E, U, U, E, D, D, E, U, U, E, D, S, GET IN LINE, Z, Z, GET OUT OF LONG LINE, GET IN SHORT LINE, Z, Z, Z, GET OUT OF LONG LINE, YES, GET IN LONG LINE, EAT BANANA, THROW BANANA, N, HAWKER, HELLO @ (YOU WILL NOW GO BACK. FOLLOW THESE DIRECTIONS UNTIL YOU WAKE UP: @ U, W, D, D, W, U, U, W, D, D, W, U. @ (YOU SHOULD HAVE WOKEN UP BY NOW AND SHOULD BE BACK IN RIMSHAW'S ROOM.) @ RIMSHAW, TELL MY FUTURE RIMSHAW, READ MY HEAD, GET UP, S, W, CRAWL UNDER TENT, SEARCH GARBAGE, GET GRANOLA BAR, CRAWL UNDER TENT, E, E, N, NE, GET STOOL, GIVE BAR TO LADY, LADY, HELLO,SHAKE HAND, NW, GET RADIO, S, W, W, W, S, W, W, CRAWL UNDER TENT, E, UNLOCK COMPARTMENT, OPEN COMPARTMENT, GET WHIP, W, CRAWL UNDER TENT, E, E, N, N, N, UNLOCK CAGE, OPEN CAGE, ENTER DEN, WHIP SMOOTH, G, G, G, OPEN GRATE ... @ @ WELL, THATS ALL WE'VE GOT FOR NOW, BUT A COMPLETE WALKTHROUGH WILL SOON COME OUT. @ @ @ CUT-THROATS SOLVE ================= @ @ The solve: @ @ look out window, wind watch, get out of bed, read note, open dresser, get passbook and room key, look in closet, i, open door, n, close door, lock door, wait @ (until the weasel comes,originally hoping to steal your passbook) @ n, n, e, e, e, e, s, sit @ @ order food, order drink, eat food, drink drink, yes, get out of chair, n, w, w, s, s, w, w, e, e, e, e, ne, s, s, sw, w, w, e, e, n, look (until 9:00), n @ @ withdraw $603, s, ne, n, nw, w, w, w, open window, look through window, w, drop passbook (so mcginty wont know you are leaving), e, e, n, n, w, w, sw, sw, nw, wait (until johnny starts to talk, if he pulls out the dinner plate then continue with:), examine plate, se, ne, ne, e, s, n, e, e, s, n, e, s, buy drink, drink drink, n, se, s, s, se, i @ @ wait (until johnny red comes along), yes, show $500, no, nw, n, n, nw, w, s, wait (until mcginty leaves), look, give (amount of money john says you need to pitch in), buy c battery and putty, buy flashlight and repellent, buy electromagnet, rent compressor, i, n, e, s, sit @ @ wait (until johnny starts to talk), order food, order drink, eat food, drink drink, get out of chair, n, se, s, s, sw, w, w, (interesting: the weasel gives mcginty his seaman card here..) wait (for mcginty to go east), e, e, ne, n, n, nw, w, w, s, s, w, look through window, w, e, wait, look through window (if mcginty is gone continue with:), open window, enter window, get envelope (the weasels seaman card: thus the collateral for the deal), n, w, s, s, unlock door, open door, s, read envelope, get all from closet @ @ i, n, close door, lock door, n, n, e, e, s, s, w, w, drop room key, e, e, e, e, ne, nw, s, sit, order drink, drink drink @ @ wait, wait, n, w, s, wait, wait (until delivery boy leaves), n, w, n, w, s, d, n, n, n, get c battery, get drill, open panel, put c battery in drill, close panel, s, s, s, s @ @ wait, wait, wait, latitude is 30, longitude is 15, wait, wait, wait, wait, drop envelope, n, u, n, s, drop wet suit, drop flippers, drop mask, drop drill, i, w, n, d @ @ n, get all, examine compressor, examine air tank, fill tank with air, s, s, drink water, s, d, u, s, n, n, n, look under bunk, n, s, u, w, s, examine drill, n, wait (until 5:45) @ @ d, n @ @ eat stew, drink water, n, i, (now that the yelling is over) sleep, (asshole, that was a good dream!) get out of bunk, u, sit, ** in the next part when you see an obstacle to starboard push right, when you see an obstacle to port push left, wait the rest of the time until midnight. If you need a midnight snack go to galley for some stew right after you avoid an obstacle** @ @ get out of chair (sleepwalking), d, sleep (asshole, shut up!), rest @ @ get out of bed, s, eat stew, drink water, s, s (now to the captain's cabin to alert of the traitor!), get envelope, show envelope to johnny (ha!), n, u (ha!), d (ha!), u **now it's time for the dive.. preparations.....** @ @ drop all, get watch, wear watch, get wet suit, wear wet suit, get air tank, wear air tank, get flippers, wear flippers, get mask, wear mask, i, look, get tube, get flashlight, get canister, get drill, get electromagnet, i, look **jump!** @ @ dive in ocean, open lid (haha loan shark!), d, turn on flashlight, d, d, d, s, open door, s, put magnet on mine, turn on magnet, drop magnet, u, remove tank, s, s (now for the operations - careful ...), turn drill on, drill safe with drill, turn drill off, grab case, n, n, d, n, u, drop tank, examine tank, examine glass case, examine stamps (holy shit!! now to attempt to preserve them so they have value at all!), turn drill on, drill case with drill, (sputter..., just in time, now to patch that sloppy?! job), open tube, put glob in case (whew!!), d, n (the final stretch), u, u, u, u, u @ - end of session - @ You have now come up with the $50 million dollar stamp collection, and you are classified as: a rich diver! @ @ @ @ @ SOLUTION TO INFOCOM'S ENCHANTER I. @ @ FROM THE FORK IN THE ROAD GO: @ NE, N, OPEN OVEN, GET BREAD, GET JUG AND LANTERN, S, E, SE, NE, DRINK WATER, GET WATER, SW, SE, SW, SW, S @ ---> AN OLD HAG WILL GIVE YOU A SCROLL. THROUGHOUT THE GAME, YOU WILL BE FINDING THESE SPELL SCROLLS. SOME SPELLS YOU WILL NEVER NEED. SOME YOU MAY NEED TO USE MORE THAN ONCE.YOU MUST WRITE THE ONES YOU NEED TO USE MORE THAN ONCE IN YOUR SPELL BOOK. 'FWEEP' IS ONE OF THESE, SO: @ READ SCROLL, GNUSTO FWEEP, NE, NE, E, E, MEMORIZE FWEEP, FWEEP THE GATE, E @ ---> YOU HAVE REACHED THE CASTLE. WHENEVER YOU FEEL HUNGRY OR THIRSTY, DRINK THE WATER OR EAT THE BREAD. NOW DO THE FOLLOWING: @ READ BOOK, MEMORIZE FROTZ, FROTZ THE LAMP, S, S, E, S, OPEN DOOR, N, READ WRITING, REMOVE BLOCK, E, GET SCROLL, READ SCROLL, GNUSTO EXEX, W, S, U, DROP ALL, E, GET LIGHTED PORTRAIT, GET SCROLL, W, GET ALL, READ SCROLL, GNUSTO OZMOO, N, N, E, MEMORIZE OZMOO, E, OZMOO ME, (WAIT FOR A COUPLE OF TURNS BY TYPING 'L' OR 'I') @ ---> YOU WILL NOW BE SACRIFICED, BUT THE OZMOO SPELL WILL KEEP YOU ALIVE! NOW THEN: @ D, OPEN SOUTH DOOR, S, GET ALL, N, W, W, S, CUT ROPE WITH DAGGER, OPEN BOX, GET SCROLL, READ SCROLL, MELBOR ME, S, W, U, GET IN BED, SLEEP. @ ---> YOU HAVE NOW PROTECTED YOURSELF (TO A DEGREE) AGAINST THE POWERFUL MAGIC OF KRILL. THIS ALLOWS YOU TO AT LEAST FACE HIM AND USE THE POWERFUL KULCAD SPELL... BUT MORE OF THAT LATER. AT THE MOMENT, YOU SHOULD PAY ATTENTION TO THE DREAM YOU HAVE. NOTICE THE PRINCESS WHO SEEMS TO HIDE A SCROLL IN THE BED- POST. WELL, WHEN YOU WAKE UP, YOU SHOULD TRY THE FOLLOWING: @ GET OUT OF BED, EXAMINE BEDPOST, PUSH BUTTON, GET SCROLL, READ SCROLL, GNUSTO VAXUM, D, E, E, E, S, SE, MEMORIZE NITFOL, NITFOL TURTLE, MEMORIZE EXEX, EXEX TURTLE @ ---> NOW YOU HAVE ONE FAST MOVING TURTLE ON YOUR HANDS! BY THE WAY, IF YOU EVER GET SLEEPY FROM HERE ON, JUST SAY "SLEEP". @ OK, NOW YOU WANT THE TURTLE TO FOLLOW YOU, SO SAY @ "TURTLE, FOLLOW ME", NW, N, E, U @ ---> NOW YOU HAVE TO GIVE THE TURTLE THE FOLLOWING STRING OF COMMANDS AT ONCE.... @ "TURTLE, SE, GET SCROLL, NW " @ ---> YOU'VE GOT THE KULCAD SPELL! @ GET SCROLL, "TURTLE, STAY", D, W, N, N, N, N, FOLLOW TRACKS, REACH IN HOLE, READ FRAYED SCROLL, N, MEMORIZE FWEEP, FWEEP THE GATE, N, GET SCROLL, READ CRUMPLED SCROLL, S, W, W, W, W, W, U, MEMORIZE FWEEP, FWEEP THE EGG, KREBF SHREDDED SCROLL, GET SCROLL, D, MEMORIZE VAXUM, E @ --> OK, NOW YOU SHOULD MESS AROUND IN THE HALLS OF MIRRORS UNTIL YOU SEE THE ZORKING ADVENTURER. YOU SHOULD THEN: @ ZIFMIA THE ADVENTURER, VAXUM ADVENTURER, SHOW THE DAGGER TO THE ADVENTURER, (GO EAST UNTIL YOU ARE IN THE GUARDED ROOM), POINT AT THE DOOR, N, "DROP ALL BUT BREAD, JUG AND LAMP", GET MAP AND PENCIL, S, CLOSE DOOR. @ ---> IT IS >VERY< IMPORTANT THAT THE THE ADVENTURER DOES NOT TAKE YOUR SPELL BOOK OR YOUR BRITTLE SCROLL OR YOUR FRAYED SCROLL. IF HE HAS, YOU MUST RESTART THE GAME AT THE LAST SAVED GAME (YOU HAVE BEEN PERIODICALLY SAVING THE GAME, HAVEN'T YOU?) AND MAKE SURE YOU CLOSE THE DOOR TO THE ROOM SO HE DOESN'T GET THOSE THREE ITEMS WHILE YOU ARE OFF DEFEATING THE GREAT TERROR!! @ ---> NOW THEN, IF YOU LOOK AT THE MAP, YOU WILL NOTICE THAT IT MAPS THE STRANGE TRANSLUCENT ROOMS YOU FIND BELOW THE DUNGEON. IF YOU NOTICED THE TUNNELS CONNECTING THE ROOMS DOWN THERE, THEY WERE PERFECTLY ROUND AND MADE OF CARBON. WELL, THIS MAGIC MAP CAN MAKE AND ERASE THESE MAGIC TUNNELS JUST BY DRAWING AND ERASING LINES ON THE MAP!! BUT YOU ONLY HAVE A COUPLE OF LINES WORTH OF PENCIL LEFT, SO YOU HAVE TO USE IT WISELY! THE SCROLL YOU NEED TO DEFEAT KRILL LIES IN THE ROOM MARKED P.... BUT SO DOES THE ULTIMATE EVIL TERROR, WHO IS GUARDING IT. THE IDEA IS TO RELEASE THIS TERROR BY CREATING A TUNNEL TO P, BUT TO TRAP THE TERROR IN OTHER ROOMS BEFORE IT GETS A CHANCE TO ESCAPE THE TRANSLUCENT ROOMS AND JOIN FORCES WITH KRILL! FIRST, GET DOWN TO THE FIRST ROOM BELOW THE DUNGEON... @ W, W, W, W, W, W, S, S, S, S, E, S, D @ ---> NOW TO TRICK THE TERROR! @ S, E, NE, SE, CONNECT F AND P, SW, SW, GET SCROLL, ERASE B AND R, ERASE V AND M, NE, NW, NW,CONNECT B AND J, W, READ POWERFUL SCROLL, U, U, E, E, N, N, N, N, N, E, OPEN DOOR, N, DROP MAP AND PENCIL, GET ALL BUT MAP AND PENCIL, S, W, S, S, E, E @ ---> NOW TO UNDO KRILL'S MAGIC STAIRS AND GET THE BASTARD! @ MEMORIZE VAXUM, KULCAD STAIR, READ ORNATE SCROLL, IZYUK ME, E, GONDAR DRAGON, VAXUM BEING, GUNCHO KRILL @ **** YOU'VE DONE IT!! **** @ @ @ @ SOLUTION TO KING'S QUEST II =========================== @ @ Key: ---- @ < : Stands for the Left arrow key, or West > : Stands for the Right arrow key, or East ^ : Stands for the Up arrow Key, or North D : Stands for the Down arrow key, or South @ All Commands appear in UPPER CASE, and all comments will appear in lower case in parentheses. Now onto the game... @ @ D,D,D,GET SHELL,GET BRACELET,D,D,GET TRIDENT,>,(Beware of the Witch, Dwarf, and the Sorcerer, avoid at all times), >,LOOK LOG,GET NECKLACE,>,>,LOOK HOLE, GET MALLET,>,D,>,^,READ DOOR,D,<,<,<, <,OPEN DOOR,D,>,GET POT IN FIREPLACE, OPEN CHEST,GET EARRINGS,<,^,<,<,<,(Go into the cave, if the Witch is there, go outside and wait until she shows up outside the cave, then go back in the cave and get the cage,then jam), <,^,^,^,^,(Swim towards the mermaid, and give her the earrings),SAVE GAME, RIDE SEAHORSE,(Just wait until the seahorse stops at the king),GO NEXT TO KING AND SHELL,GIVE TRIDENT TO KING,GET KEY,>,(Go until the seahorse stops),>,>,D,D,>,>,>,>,^,^,^,^,<,OPEN DOOR,(Go up to the priest, and type: PRAY, then type: Graham, he should give you a cross),WEAR CROSS,LEAVE CHURCH,^,>,^,UNLOCK DOOR,READ DOOR,D, <,^,^,<,D,D,D,D,D,>,OPEN DOOR,YES, GIVE LADY CAGE,(She should give you a lamp),RUB LAMP, RIDE CARPET,>,RUB LAMP,RUB LAMP,THROW BRIDLE ON SNAKE, TALK HORSE,>,>,GET KEY,<,<,<,RIDE CARPET,^,LOOK HOLE,GET BROOCH,>,^,<, ^,SAVE GAME,>,^,UNLOCK DOOR,READ DOOR,D,<,^,^,<,<,<,<,<,^,>,GET STAKE, >,^,^,^,OPEN BOX,GET BASKET,SAVE GAME,OPEN DOOR,(Leave *quickly* if wolf is in bed, if not then GIVE GRANDMA SOUP),LOOK UNDER BED,D,<, (Fu** around until you see Red Riding Hood then:),GIVE BASKET TO RED RIDING HOOD,WEAR RING AND CLOAK, SAVE GAME,^,>,>,^,^,TALK MAN,GET IN BOAT, GET OUT OF BOAT,SAVE GAME, (Now comes a bitch of a time ... go to the door carefully, without touching the vines),OPEN DOOR,<,SAVE GAME,GO UP STAIRS,OPEN DRAWER,GET CANDLE, DOWN STAIRS,SAVE GAME,LIGHT CANDLE ON TORCH,(The torch on the stairs),>,>, GET HAM,>,(Go to the hole on the left),LOOK IN COFFIN,GET PILLOW,GET KEY,OPEN COFFIN,KILL VAMPIRE,GET KEY, >,^,^,SAVE GAME,CLIMB STAIRS,UNLOCK CHEST,OPEN CHEST,GET TIARA,DOWN STAIRS,OPEN BOTTLE,SAVE GAME,D,<,D, (Make your way to the boat man),GO BOAT,>,>,>,D,<,D,>,D,UNLOCK DOOR,^,GET NET,FISH,(Keep fishin' till' you catch a fish),GET FISH,THROW FISH IN WATER, RIDE FISH,SAVE GAME,>,GET AMULET,D, OPEN DOOR,SAVE GAME,CLIMB STAIRS, GIVE LION HAM,OPEN DOOR,(Game almost finished!!!!),KISS GIRL,(Ok..ready? now just type ............ : HOME) @ @ @ @ SOLUTION TO INFIDEL @ @ AT THE START OF THIS ADVENTURE YOU ARE LYING IN BED, SUFFERING FROM A TERRIBLE HANG-OVER (OR IS IT). YOU WILL HEAR A PLANE OVERHEAD. JUST IGNORE IT. IT DROPS A CRATE WHICH CONTAINS NOTHING OF USE. @ GET UP, S, S, GET ROCK AND MATCHES, S, S, GET SACK, N, NW, W, GET AXE AND SHOVEL, E, N, W, DROP SACK, DRINK WATER, GET CANTEEN AND ROPE, OPEN CANTEEN, FILL CANTEEN, GET SACK, E, E, N, BREAK LOCK WITH ROCK, REMOVE LOCK, DROP ROCK AND LOCK, OPEN TRUNK, EAT BEEF, DRINK WATER, GET MAP, OPEN MAP, GET CUBE, DROP MAP. @ (NOW THAT WE ARE DONE IN THE CAMP, LET'S GO FIND THE PYRAMID!) @ S, E, SE, SE, DIG WITH SHOVEL (KEEP DIGGING (I USE THE WORD 'AGAIN') UNTIL YOU UNCOVER THE ENTRANCE TO THE PYRAMID), PUT CUBE IN OPENING, D. @ (YOU'RE IN.NOW TO DISCOVER THE SECRETS OF THE AGES ....) @ GET TORCH AND JAR, TIE ROPE TO ALTAR, THROW ROPE DOWN STEEP STAIRS, OPEN JAR, POUR LIQUID ON TORCH, LIGHT MATCH, LIGHT TORCH WITH MATCH, DROP MATCHES AND SHOVEL AND JAR, S, S, NE, NW, E, N, W, N, N, N, N, N, W, S, GET CHALICE, N, E, E, S, GET CHALICE, POUR WATER IN SILVER CHALICE, DROP CANTEEN, N, W, S, S, S, S, S, E, S, W, N, E, D, W, GET SHIM, DROP ALL BUT TORCH, PUT TORCH ON MAST, LIFT MAST, GET ALL BUT SHIM, E, U, W, GET BEAM, S, SE, SW, U, U, D, DROP ALL BUT TORCH. @ (WHAT COULD THAT STATUE BE FOR? LET'S CHECK IT OUT.) @ MOVE STATUE @ (OH! OH! ... IT BROKE ... NOW WHAT??) @ GET HEAD, PUSH STATUE SE, DROP HEAD, NW, NW, NW, GET CLUSTER, SE, SE, SE, GET HEAD, PUSH STATUE NW, AGAIN, DROP HEAD, SE, SE, SE, GET CLUSTER, NW, NW, NW, GET HEAD, PUSH STATUE SE, PUSH STATUE, PUSH STATUE SW, DROP HEAD, NE, NE,NE, GET CLUSTER, SW, SW, SW, GET HEAD, PUSH STATUE NE, AGAIN, DROP HEAD, SW, SW, SW, GET CLUSTER, NE,NE, GET CLUSTER, DROP GOLD CLUSTER, PUT ALL BUT AXE AND GOLD CLUSTER IN SACK, GET ALL BUT GOLD CLUSTER, U. @ (NOW FOR THE FUN PART...ALSO THE MOST DANGEROUS PART ...) @ W, S, E, REMOVE FIRST AND THIRD AND FIFTH,DROP FIRST AND THIRD AND FIFTH, E, N, W, BREAK PLASTER WITH AXE, W, W, W, PUT BEAM IN NICHES, STAND ON BEAM, BREAK PLASTER WITH AXE. @ GOOD THING YOU WERE STANDING ON THAT BEAM...THAT'S A LOOOOOOONG DROP! @ OPEN DOOR, W, GET BEAM, S, PUT BEAM BETWEEN ROCKS (WHICH MIGHT OTHERWISE SQUASH YOU!), OPEN DOOR, W, DROP SACK, GET DIAMOND AND OPAL AND RUBY AND EMERALD, PUT DIAMOND IN FIRST, PUT RUBY IN SECOND, PUT EMERALD IN THIRD, PUT OPAL IN FOURTH. @ (DID I HEAR A CLICK? MAYBE I UNLOCKED SOMETHING ....) @ OPEN SLAB, GET BOOK AND SACK, E, GET BEAM, N, N, PUT BEAM UNDER LINTEL, BREAK SEAL WITH AXE, OPEN DOOR, N, PUT BOOK IN LARGE RECESS, E, DROP SACK, GET GOLD CHALICE AND SILVER CHALICE, PUT GOLD CHALICE ON LEFT, PUT SILVER CHALICE (WHICH ALREADY HAS THE WATER IN IT FOR EXTRA WEIGHT) ON RIGHT, GET SCARAB, W, PUT SCARAB IN SMALL RECESS, TURN NEITH, TURN SELKIS, TURN ISIS, TURN NEPHTHYS, OPEN QUARTZ COVER. @ @ (OH NO! YOU HAVE DIED, BUT YOU HAVE SOLVED INFIDEL WITH 400/400 POINTS.) @ @ @ @ @ Hitchiker's Guide to the Galaxy by The Djin & The Ice-Queen @ Call The Outpost...312/441-6957 @ [This is a Step by step solve abort if you wish to solve it.] @ @ [Get Up],[Turn on Light],[Get Gown], [Wear Gown],[Look in pocket],[take analgesic], [Get all],[South],[Get Mail],[South], [Lie Down In Front Of Bulldozer],[Wait],[Wait],[Wait],[When Prosser Takes your place follow Ford], [Follow Ford],[Enter Pub],[Look Shelf],[Buy Sandwich],[Drink Beer], [Drink Beer],[Drink Beer],[Exit],[Feed dog sandwich],[Get towel],[Wait], [wait],[wait],[wait],[wait],[wait], [wait],[get device],[push green button] @ @ Vogan Ship @ @ [move around until you see you lost 'you can't smell anything' and type 'smell'],[look in shadow],[Eat Peanuts],[Take off gown],[Put Gown on hook],[put towel over drain],[get satchel],[put satchel in front of panel], [put mail on satchel],[push button],[get all],[wear gown],[push switch], [this will tell you how to find a word you need to know, just wait till you are in chairs],[enjoy poetry],[type 'word' you got from switch and poetry,[get plotter], [wait till thrown out of ship] @ @ Heart Of gold ... (Use The Bridge as a storage area for things) @ @ [Move around till you can hear and then type 'listen'],[Aft],[S],[U], [drop all],[d],[s],[s],[s],[s],[s], [look],[look],[get all],[north], [north],[up],[drop drive],[insert small plug in small receptacle],[d], [w],[touch pad],[get cup],[e],[u], [drop cup],[insert dangly bit in cup],[get towel],[push switch] @ @ Bugblatter Beast @ @ [move around until you can smell and then type 'smell'],[look at shadow], [Type "Say Arthur Dent], [Put towel over head], [Carve Arthur Dent in memorial], [remove towel],[w],[sw], [get all] ,[wait until you can hear and type 'listen'],[Aft],[s],[w], [Open Panel],[Get Board],[Insert interface in panel],[Press Pad],[Wait till attack starts],[e],[u], [Insert large plug in large receptacle],Start Drive @ From hear you hit the next three randomly. Save your game as you die here also randomly. As you finish each Part You start the next by starting the drive .............. @ @ Boat @ @ [Wait until you can see and type 'see'],[See Light],[get toolbox], [stand],[Look Under Seat],[Get Fluff and key],[steer towards Cliff],[n], [Do anything till trillian comes], [tell guards, "drop rifles"],[shoot rifles],[e] @ @ The party @ @ [wait till you can feel, and type 'feel'],[drop plate],[look at Arthur Dent],[open hand bag],[get fluff], [put fluff in handbag],[Get Plate], [Look at Phil],(Wait till Phil takes you outside). @ @ War Chamber @ @ Wait till you can hear and type 'listen'],[look],[get awl],[examine sun],[examine third planet],[then in maze move till you are at particle and type 'Look Particle],[Get particle] @ @ Earth @ @ [wait till you have vision and type 'see'],[See Light],[N],[Offer towel to Arthur,[Go To Prosser],[Tell Prosser To Lie Down],[s],[w],[look shelf],[buy peanuts],[Drink Beer], [Drink Beer],[Drink Beer],[e],[open satchel],[get fluff],[n],[give fluff to arthur],[Wait Till Back in Ship] @ @ Heart of Gold @ @ After going to these places you should have 4 Kinds of fluff. From the Bridge go [d],[w],[Get Tea],[Get No Tea],[e],[u],[Unplug Dangly Bit from Substitute],[Drop Cup],[Insert Dangly Bit in Tea],[Drop all but Thing,Babel Fish],[Start Drive] @ @ Inside Whale @ @ [Wait till you can touch and type 'Feel' .... (Note you only get one chance at it!!)],[Get Flowerpot], [Insert Flowerpot in Thing],Wait till back at ship] @ @ Heart of Gold @ @ [Get all Fluff],[Get Thing] .. (If it hasn't shown up visit and come back it reappears by itself...), [Remove Pot from thing], [Plant all Fluff in pot],[Wait till something happens in the pot. Then Wait 4 more turns] [w],[Look Plant],[Get Fruit],[Eat Fruit],[Get Tool Mentioned],[Drop all but the Tea, No Tea,Tool],[d],[s], [w],[Show tea],[Show No Tea],[Drink Tea],[w],[Ask Marvin to open hatch], [e],[d],(Make sure all you are carrying is the Tool needed & The babel Fish),[e],[Wait for Marvin], [Hand him the tool spelled exactly right],[w],[d] .... You solved it!! @ @ @ @ @ SOLUTION TO MINDSHADOW ====================== @ INTRODUCTION ------------ @ @ THERE ARE A FEW THINGS THAT MAKE MINDSHADOW SPECIAL.ONE IS THE LARGE INVENTORY.YOU CAN HOLD MOST OF THE THINGS YOU COME IN CONTACT WITH AND WORRY ABOUT HOW MUCH YOU CAN CARRY. UNFORTUNATELY,THIS IS NEVER REALLY NEEDED SINCE MOST ITEMS ARE ONLY USED ONCE.SECOND, THERE ARE SOME UNIQUE COMMANDS IN THIS GAME.THE AND STATEMENT IS ONE OF THE NEW TYPE OF WORDS THAT IS NOW UNDERSTOOD BY THE COMPUTER.THIS MAKES COMMANDS LIKE "OPEN BOOK AND READ IT" POSSIBLE. LASTLY,THERE IS THE DEEPER CONCEPT OF YOU BEING A PUPPET.NOT ONLY DO YOU GET AND MANIPULATE OBJECTS,BUT YOU NOW MUST ALSO TELL YOUR PUPPET TO "THINK". YOU MUST LITERALLY TELL YOUR PUPPET TO "THINK BOB" OR "THINK MAN". THEREFORE, WHILE TRYING TO OVERCOME YOUR AMNESIA YOU MUST FIGURE OUT WHERE YOU ARE AND WHAT HAS HAPPENED. @ @ @ Mindshadow Solve ---------------- @ 1. GET SHELL 2. GO TO HUT. ONCE INSIDE GET STRAW 3. FROM HUT EAST TO SHIP.LOOK SHIP AND GET STEEL. 4. CONTINUE EAST TO JUNGLE AND GET VINE 5. GO BACK TO BEACH,THEN EAST TO ROCKS.DROP ALL 6. TIE VINE TO ROCK. 7. CLIMB VINE AND ENTER CAVE 8. LOOK CAVE AND GET ROCK 9. DIG AND GET MAP (THIS MAP IS TO BE USED TO GET THROUGH THE QUICKSAND MAZE) 10. GO BACK TO HUT THEN NORTH TO SIGN. FROM SIGN N, N, E, N, E, E, S, S, E 11. LOOK AROUND AND GET RUM 12. FOLLOW DIRECTIONS BACKWARDS AND GO BACK TO BEACH.THEN BANG ROCK ON STEEL (THIS MAKES A SPARK WHICH LIGHTS THE STRAW ON FIRE) 13. WHEN PIRATE ARRIVES GIVE RUM 14. ONCE ON SHIP GO N,W,S TO GROUP OF PIRATES.THEN KICK MAN 15. AFTER THE MEN ALL BACK OFF GO SOUTH INTO KITCHEN AND GET CLEAVER 16. MOVE TO ANCHOR THAT'S CHAINED UP, CUT CHAIN WITH CLEAVER (THIS STOPS THE SHIP SO YOU CAN GET OFF) 17. RETURN TO WHERE YOU WERE FIRST LET ON AND GO PLANK (IT MAY TAKE A FEW MOVES FOR THE ROYAL NAVY TO CATCH UP WITH YOU SO WASTE SOME TIME UNTIL IT IS THERE.ALSO, DON'T WALK BY CAPTAIN AFTER CUTTING CHAIN OR HE WILL KILL YOU FOR LETTING THE NAVY CATCH HIM) 18. ONCE SHIP APPEARS.GO SHIP 19. AFTER BEING DEPOSITED ON THE DOCS KEEP GOING EAST TO ALLEY THEN SOUTH 20. SEARCH MAN AND GET ALL 21. FROM HERE RETURN TO THE STREET BEFORE THE ALLEY AND GO NORTH. 22. EAST TO CAFE AND GIVE HAT 23. ONCE SEATED AND GOT DRINK, LOOK DRINK, THEN FOLLOW MAN 24. TALK TO MAN (REMEMBER THE NAME OF THE SHIP TYCOON).THINK TYCOON 25. ON YOUR WAY OUT OF CAFE GET HAT (YOUR HAT HAS NOW CHANGED.) 26. LOOK HAT AND THINK BOB 27. ONCE OUT OF CAFE GO S, W, N.BRIBE MAN 28. THEN S, S, BUY POLE 29. RETURN TO DOCS AND USE POLE 30 .GET NEWSPAPER 31. READ PAPER AND THINK ARCMAN 32. FROM HERE GO E, E, N, N 33. SAY CHANDRALT AND BUY TICKET 34. FROM HERE W, S, S, W, N, N, GO PLANE 35. ONCE OUT OF PLANE N, E TO BAR, THEN BOOTH 11 36. SEARCH MAN, GET ALL 37. READ MESSAGE AND LOOK ID 38. THINK JARED.THINK BOB MASTERS 39. EXIT BAR AND CONTINUE NORTH TO HOTEL,EAST TO GET IN,GET ROOM NUMBER 40. CLIMB STAIRS AND GO INTO YOUR ROOM 41. ONCE INSIDE, DUCK, GET PARCHMENT 42. LOOK PARCHMENT (IT SHOWS YOU WHERE SOMETHING IS BURIED,BY THE TWO TREES) 43. FROM OUTSIDE HOTEL GO E, E, S, S,E 44. DIG AND GET PAPER, READ IT 45. ONCE BACK ON STREET ENTER BANK,SAY AN11649 (THE ACCOUNT ON THE PAPER) 46. ONCE YOU HAVE THE BOX OPEN IT. 47. GET GUN 48. GO BACK TO HOTEL AND UP STAIRS TO JARED'S ROOM. (FOR FUN TRY THE OTHER ROOMS) 49. ONCE IN JARED'S ROOM SHOOT MAN. 50. GET NOTE AND THINK WILLIAM 51. START TO REMEMBER ALL TYPES OF THINGS THINK ARCMAN,THINK JARED,THINK TYCOON,THINK BOB MASTERS,THINK WILLIAM @ THERE YOU GO YOU NOW HAVE YOUR MEMORY BACK,AND THE STORY IS REVEALED.YOU HAVE NOW COMPLETED MINDSHADOW !!!!! @ @ THE LAZY DRAGON (U)BBS (312) 728-4069 @ @ @ @ SOLUTION TO PLANETFALL @ @ WARNING: THIS IS NOT A HINT SHEET! THIS IS A STRAIGHT-FORWARD WALK THROUGH OF THE GAME! EXIT OUT IF TOO MUCH IS BEING GIVEN AWAY ... AFTER ALL, SOLVING IT ALONE IS MOST OF THE FUN! @ @ DIRECTIONS ARE GIVEN AS SINGLE LETTERS AND ANYTHING OUT OF THE ORDINARY WILL BE INDICATED IN 'QUOTES'. OTHERWISE, JUST TYPE THE COMMANDS IN THE ORDER GIVEN. @ HERE GOES .... @ @ YOU START ON BOARD THE FEINSTEIN, WHERE YOU ARE SUPPOSED TO BE SCRUBBING THE DECK ... NOT MUCH TO SEE HERE, EXCEPT THAT MEAN &%$*#$ BLATHER. AN ALIEN MAY STOP AND GIVE YOU AN AD BROCHURE. IF HE DOES, JUST DROP IT AS IT'S JUST INFOCOM'S TRADITIONAL TRADEMARK. @ THEREFORE, YOU SHOULD JUST: @ WAIT (KEEP WAITING UNTIL THE SHIP BLOWS UP), THEN GO W INTO THE POD. @ GET IN WEBBING, WAIT (KEEP 'WAITING' UNTIL YOU LAND ON THE PLANET), GET OUT, GET KIT, OPEN DOOR, EXIT POD, SWIM UP, U, U, U. @ @ YOU SHOULD NOW BE IN THE COURTYARD. YOU MIGHT WANT TO SAVE THE GAME HERE, IN CASE YOU GOOF HEREAFTER. NEXT GO: @ N, NE, E, E, E (DOWN THE LONG HALL), S, S, S, SE, TURN ON ROBOT (NOTHING WILL HAPPEN AT FIRST, BUT HE'LL JOIN YOU SOON), W, W, DROP BRUSH AND ID CARD, GET BAR, NE, N, N, N, N, HOLD BAR OVER CREVICE, DROP BAR, S, OPEN KIT, DROP KIT,W, W, UNLOCK PADLOCK WITH KEY, REMOVE PAD- LOCK, DROP KEY AND PADLOCK, OPEN DOOR, N, GET LADDER, S, E, E, N, N, DROP LADDER, OPEN LADDER, PUT LADDER OVER RIFT, N, W, W, OPEN DESK, GET SHUTTLE CARD, E, OPEN DESK, GET KITCHEN CARD AND UPPER CARD, E, S, S, S, E, PUSH BLUE BUTTON, W, EAT BROWN GOO, S, S, S, SW, GET FLASK, E, PUT FLASK UNDER SPOUT, PUSH RED BUTTON, GET FLASK, N, N, N, N, E, N. @ @ YOU SHOULD NOW BE IN THE UPPER ELEVATOR, WHERE YOU NEED TO: @ 'SLIDE UPPER CARD THROUGH SLOT','PUSH UP BUTTON' @ *** NOW, KEEP WAITING (OR DO ANYTHING TO USE UP MOVES. I LIKE USING 'L' CONTINUOUSLY) UNTIL THE ELEVATOR DOOR OPENS UP. THEN: @ S, NE, POUR LIQUID IN HOLE, SW, N, SLIDE UPPER CARD THROUGH SLOT, PUSH DOWN BUTTON, ('WAIT' UNTIL DOOR OPENS), S, W, S, S, S, S, PUT FLASK UNDER SPOUT, PRESS GREEN BUTTON, GET FLASK, N, N, N, N, E, N, SLIDE UPPER CARD THROUGH SLOT, PUSH UP BUTTON, (WAIT UNTIL DOOR OPENS), S, NE, POUR LIQUID IN HOLE, SW, N, SLIDE UPPER CARD THROUGH SLOT, PUSH DOWN BUTTON, (WAIT UNTIL DOOR OPENS), S, W, S, S, S, S, PUT FLASK UNDER SPOUT, PUSH GRAY BUTTON, GET FLASK, N, N, N, N, E, N, SLIDE UPPER CARD THROUGH SLOT, PUSH UP BUTTON, (WAIT ...), S, NE, POUR LIQUID IN HOLE, DROP FLASK. @ *** O.K., THE COMMUNICATIONS SYSTEM IS REPAIRED. YOU ARE PROBABLY VERY TIRED BY NOW, SO LET'S GET TO BED!...TRY: @ SW, N, SLIDE UPPER CARD THROUGH SLOT, PUSH DOWN BUTTON, (WAIT ...), S, W, W, N, GET IN BED, SLEEP (YOU MAY NEED TO WAIT A MOVE OR TWO). @ @ *** NOW, IN MY EARLY VERSION, THERE'S A BUG THAT TAKES ALL OF THE ITEMS THAT YOU AREN'T WEARING AND PUTS THEM IN THE ROOM OUTSIDE YOUR BED. THEY ALSO AREN'T VISIBLE UNLESS YOU 'LOOK' OR GO OUT OF THE ROOM AND RE-ENTER. IF YOU FIND YOU'RE MISSING YOUR ACCESS CARDS, THEY ARE RIGHT THERE IN THE ROOM NEXT TO THE BUNK. O.K., NOW ON TO THE OTHER COMPLEX!!! (YOU MIGHT WANT TO SAVE THE GAME AGAIN!) @ @ GET UP, (LOOK AND GET YOUR CARDS IF YOU NEED TO), S, W, S, GET CANTEEN, OPEN CANTEEN, SLIDE KITCHEN CARD THROUGH SLOT, DROP KITCHEN CARD, S, PUT CANTEEN IN NICHE, PUSH BUTTON, GET CANTEEN, N, N, E, E, S, E, GET BEDISTOR, W, S, S, SW, GET LASER AND PLIERS, NE, N, N, N, EAT RED GOO, E, N. @ *** NOW, THE NEXT THING YOU NEED IS THE LOWER ELEVATOR ACCESS CARD. FLOYD HAS IT, BUT THE ONLY WAY TO GET IT FROM HIM IS TO BE IN THE UPPER ELEVATOR WITH HIM AND KEEP SAYING 'SLIDE UPPER CARD THROUGH SLOT'. EVENTUALLY, HE WILL SHOW YOU HIS CARD, AT WHICH POINT YOU SHOULD 'GET LOWER CARD'. THEN YOU SHOULD: @ @ S, PUSH RED BUTTON, DROP UPPER CARD, (WAIT UNTIL THE ELEVATOR OPENS), S, SLIDE LOWER CARD THROUGH SLOT, PUSH DOWN BUTTON, DROP LOWER CARD, (WAIT UNTIL DOOR OPENS), N, E, S, E. @ *** YOU SHOULD NOW BE IN THE SHUTTLE. ALFIE CONTROL EAST, TO BE EXACT. THIS LITTLE HONEY WILL TAKE YOU TO THE LAWANDA COMPLEX ON THE OTHER ISLAND. THE SHUTTLE CONTROLS ARE VERY SIMPLE. THE LEVER CONTINUALLY ACCELERATES THE SHUTTLE WHEN IN THE UP POSITION. IT MAINTAINS CURRENT SPEED WHEN IN THE MIDDLE POSITION AND DECELERATES THE SHUTTLE WHEN IN THE DOWN POSITION. TO ACTIVATE THE CONTROLS, INPUT: @ SLIDE SHUTTLE CARD THROUGH SLOT, DROP SHUTTLE CARD, PUSH LEVER UP. @ *** O.K. NOW, KEEP HITTING 'L' AND YOU'LL NOTICE YOUR SPEED INCREASING EACH TIME IN INCREMENTS OF 5. KEEP HITTING 'L' UNTIL YOUR SPEED HITS 55 MPH. (NEVER MIND THE SIGN YOU SEE). THEN, 'PULL LEVER DOWN'. IT WILL NOW BE IN THE MIDDLE POSITION AND YOU WILL BE STEADY AT 55 MPH. SOON YOU WILL SEE A SIGN MARKING THE HALFWAY POINT. WHEN YOU SEE IT, HIT 'L' ONE MORE TIME, THEN INPUT 'PULL LEVER DOWN'. THE SHUTTLE WILL DECELERATE (IGNORE THE SPEED LIMIT SIGNS) AND SHOULD STOP RIGHT WHEN YOU'VE ENTERED THE LAWANDA STATION! @ (THIS IS ANOTHER GOOD TIME TO SAVE THE GAME!) @ @ *** O.K., NOW TO FINISH FIXING THE REST OF THE SYSTEMS AND FINISH THE GAME. NOTE >>> SOMETIME BETWEEN NOW AND THE END OF THE GAME (DEPENDING UPON HOW LONG IT TOOK FLOYD TO GIVE YOU THE LOWER CARD), YOU WILL GET HUNGRY. WHEN YOU DO, JUST 'DRINK LIQUID' AND DISCARD THE CANTEEN. O.K., FROM ALFIE CONTROL EAST GO: @ W, N, U, U, NE, N, TELL FLOYD TO GO NORTH, TELL FLOYD TO GET SHINY BOARD, S, E, N, OPEN PANEL, REMOVE SECOND BOARD, INSERT SHINY BOARD IN PANEL, DROP FRIED BOARD. @ *** O.K., THE PLANETARY DEFENCES ARE REPAIRED! NEXT: @ S, E, N, OPEN LID, REMOVE FUSED BEDISTOR WITH PLIERS, INSERT GOOD BEDISTOR IN CUBE, DROP FUSED BEDISTOR AND PLIERS. @ *** COURSE CONTROL IS FIXED! NOW GO: @ S, S, S, S. @ *** YOU SHOULD NOW BE IN THE COMPUTER ROOM. YOU MUST NOW WAIT UNTIL FLOYD ENTERS AND NOTICES THAT THE COMPUTER IS BUSTED. THEN: @ NE, OPEN BIO-LOCK DOOR, SE, E, LOOK IN WINDOW. @ *** FLOYD SHOULD NOW BE WITH YOU AND THE BRAVE LITTLE SOUL WILL SEE THE MINIATURIZATION CARD IN THE LAB AND WILL VOLUNTEER TO GET IT. YOU NEXT SHOULD: @ OPEN DOOR, CLOSE DOOR, L, OPEN DOOR, CLOSE DOOR, (DEAR LITTLE FLOYD WILL PERISH), GET MINIATURIZATION CARD, W, OPEN DOOR, W, S, REMOVE OLD BATTERY, DROP OLD BATTERY, INSERT NEW BATTERY IN LASER, N, SW, S, SLIDE MINIATURIZATION CARD THROUGH SLOT, TYPE 384, SET DIAL TO 1, E, N, N, SHOOT BOULDER WITH LASER, (YOU WILL NEED TO KEEP SHOOTING THE BOULDER UNTIL YOU DESTROY IT), SET DIAL TO 6, S. @ *** A LARGE MONSTER WILL NOW BLOCK YOUR PATH. YOU HAVE TO KEEP TYPING 'SHOOT MONSTER WITH LASER'. THE WOUNDS WILL KEEP HEALING, BUT SOON YOU WILL SEE IN THE DESCRIPTION THAT THE MONSTER IS ATTRACTED TO THE HEAT OF THE LASER. WHEN YOU SEE THIS DESCRIPTION, YOU NEED TO 'THROW LASER INTO VOID'. THE BEAST WILL FOLLOW AFTER IT. NEXT: @ S, W, (YOU WILL FIND YOURSELF IN AN AUXILIARY BOOTH), N, OPEN DESK, WEAR MASK, PUSH RED BUTTON, OPEN DOOR, W, OPEN LAB DOOR, W, W, OPEN DOOR, W, SW, W, S, PUSH BUTTON. @ @ *** ALL RIGHT, YOU'VE DONE IT!!!!! ALL YOU HAVE TO DO IS WAIT FOR THE DOOR TO OPEN, THEN GO NORTH AND THE REST TAKES CARE OF ITSELF!!!! @ @ @ @ SEASTALKER WALK-THROUGH BY DEMUFFIN MAN! @ @ THANKS TO : COPY/CAT OF */H<>H/* @ @ *ENTER YOUR NAME AND START THE GAME* @ GET MIKE TURN ON MIKE TURN ON VIDEO TURN KNOB TELL ME ABOUT PROBLEM TELL ME ABOUT MONSTER GOODBYE DROP MIKE EAST (TWICE) EXAMINE PANEL PULL BREAKER WEST SOUTH (TWICE) WEST GET CAPSULE NORTH SOUTH GET MAGAZINE INSERT CAPSULE IN REACTOR CLOSE REACTOR CLOSE HATCH FILL TANK OPEN MAGAZINE TURN ON REACTOR TURN ON ENGINE OPEN GATE OPEN THROTTLE EAST DOWN EAST OPEN THROTTLE WAIT 5 TURNS NORTH (TWICE) EAST (TWICE) NORTH WAIT 4 TURNS EAST WAIT 5 TURNS NORTH WAIT 6 TURNS EAST CLOSE THROTTLE TURN ON AUTOPILOT WAIT OPEN THROTTLE WAIT 50 TURNS CLOSE THROTTLE TURN SEARCH LIGHT TO STARBOARD TURN SEARCH LIGHT TO PORT PUSH TEST BUTTON OPEN THROTTLE WAIT 3 TURNS TURN ON SONARPHONE GOODBYE WAIT OPEN THROTTLE GET GEAR OPEN HATCH EXIT NORTH (TWICE) ASK BLY ABOUT PROBLEM NORTH EXAMINE SYSTEM ASK TIP FOR TOOL OPEN DOOR WITH TOOL GET RELAY SCREW RELAY BACK IN CLOSE DOOR SOUTH ASK BLY ABOUT PROBLEM TELL ME ABOUT EVIDENCE OPEN BOX WITH TOOL EXAMINE BOX ASK BLY ABOUT CREW READ ARTICLE YES (SIX TIMES) SHOW ARTICLE TO DOC YES NO YES NO SOUTH NO ASK TIP ABOUT GRID YES (TWICE) SOUTH EAST INSTALL GUN ON SCIMITAR EAST SOUTH GET SURVIVAL UNIT NORTH WEST GIVE SURVIVAL UNIT TO BILL TELL BILL TO INSTALL UNIT ON SCIMITAR WAIT SOUTH (THREE TIMES) PUSH TEST BUTTON EXAMINE UNIT GET HYPO OPEN HATCH EXIT NORTH (TWICE) GIVE HYPO TO DOC YES SOUTH WAIT 2 TURNS GET HYPO FROM DOC SHOW HYPO TO BILL LOOK (FOUR TIMES) TURN OFF ELECTRICITY TURN ON ELECTRICITY WEST (THREE TIMES) SOUTH (THREE TIMES) FILL TANK PUSH TEST BUTTON TURN ON ENGINE OPEN GATE OPEN THROTTLE SOUTH OPEN THROTTLE WAIT EAST WAIT YES (TWICE) NO YES TURN ON SONARSCOPE NORTH (TWICE) CLOSE THROTTLE WAIT (FOUR TIMES) LOOK AIM BAZOOKA AT SEA CAT FIRE BAZOOKA YES @ *NOTE* @ THOSE OF YOU WHO WONDER HOW THE IDEA OF THE GRID IS PRESENTED TO TIP MAY FIND OUT BY TAKING OUT THE SCIMITAR TO HUNT THE SNARK (SANS GRID). THIS FILE WAS WRITTEN TO COMPLETE THE GAME IN THE SHORTEST NUMBER OF MOVES POSSIBLE. @ @ THE LAZY DRAGON BBS (312) 728-4069 @ @ @ @ SUSPENDED SOLUTION ================== @ @ THE FOLLOWING COMMANDS GET YOU THROUGH THE GAME IN LESS THAN 70 MOVES. AS A RESULT THEY GIVE LITTLE AID IN THE EVENT THAT YOU FINISH THE GAME IN MORE THAN THAT TIME. THE GAME CHANGES CONSIDERABLY AFTER THE 75TH MOVE. @ THERE ARE MANY PROBLEMS THAT SURFACE AFTER THAT TIME ... WHICH THESE CLUES DO NOTHING TO AID. @ LETS GET STARTED.. #1 POET,GO TO WEATHER CONTROL #2 SENSA,GO TO SUB SUPPLY ROOM #3 WHIZ,GO TO SECONDARY CHANNEL #4 SENSA,TAKE RAMP #5 SENSA,GO WEST #6 SENSA,TAKE CONTAINER AND GRASPER #7 SENSA,GO TO HALLWAY JUNCTION #8 WALDO,GO TO HALLWAY JUNCTION #9 AUDA,GO TO GAMMA REPAIR @ @ THE ABOVE MOVES SET THE GAME UP. POET IS NEEDED TO TURN THE WEATHER CONTROL OFF ... THIS MINIMISES DEATHS AT THE SURFACE ... YOUR PRIMARY GOAL. SENSA GETS THE RAMP THAT IS NEEDED TO ALLOW THE ROBOTS TO GO FROM ONE LEVEL TO ANOTHER. AUDA IS SENT TO THE GAMMA REPAIR AREA BECAUSE SHE WILL BE NEEDED LATER...AND WITHOUT THE HUMANS COMING FOR A WHILE THERE IS NOTHING THAT CAN BE DONE WITH HER ANYWAY. WALDO, IS SENT TO THE HALLWAY JUNCTION TO MEET SENSA AND TAKE THE CONTAINER AND GRASPER ON HIS WAY TO FIXING IRIS WHO IS REPORTED TO BE OUT OF ORDER. @ @ #10 POET,TURN SECOND DIAL TO 100 #11 POET,GO TO HALLWAY END #12 IRIS,GO TO MAIN SUPPLY ROOM #13 SENSA,PUT RAMP AT DROPOFF #14 AUDA, LISTEN #15 WALDO,TAKE CONTAINER AND GRASPER #16 WALDO,GO TO MAIN SUPPLY #17 WALDO,INSTALL GRASPER #18 WALDO,TAKE RED IC AND YELLOW IC #19 SENSA,GO NORTH #20 SENSA,TAKE RAMP @ @ ONCE POET GOT TO THE WEATHER CONTROL, HE HAD TO RESET THE FAULTY CONTROL TO 100. THIS IS ONLY A TEMPORARY FIX BECAUSE IF YOU LET THE GAME GO ON TOO LONG, ALL HELL WILL BREAK LOOSE WITH VARIOUS DISASTERS AND ACCIDENTS OCCURRING WHICH YOU WILL NOT BE ABLE TO CONTROL. POET IS THEN SENT TO THE HALLWAY END WHERE HE WILL BE USED TO GET THE TV CAMERA NEEDED LATER. IRIS IS SENT TO THE MAIN SUPPLY ROOM WHERE SHE CAN BE FIXED WHEN WALDO ARRIVES. SHE WILL ALSO HELP WALDO REPAIR THE MACHINE THERE. SENSA ... UPON ARRIVING PUTS THE RAMP IN PLACE SO THAT AUDA CAN GET TO GAMMA REPAIR AND SO THAT SHE AND POET CAN GET TO THE OTHER LEVEL. WALDO IS HANDED THE GRASPER AND CONTAINER WHICH HE INSTALLS. THIS IS DONE NOW TO SAVE MOVES LATER. @ @ #21 SENSA,GO TO SMALL SUPPLY #22 WALDO,OPEN PANEL #23 WALDO,REPLACE ROUGH DEVICE WITH ROUGH OBJECT #24 WALDO,CLOSE PANEL #25 POET,GET IN CAR #26 POET,GET OUT OF CAR #27 POET,GO TO BIOLOGY LAB #28 WALDO,TAKE BURNED AND FRIED CHIP #29 POET,TAKE CAMERA #30 SENSA,PUT RAMP AT HOLDER @ @ THIS STAGE SETS THE ROBOTS TO THEIR MAJOR GATHERING TASKS. WALDO HAS FIXED IRIS, AND IS NOW SET ON FIXING THE MACHINE AND SALVAGING ITS PARTS. POET HAS ARRIVED AT THE HALLWAY END , GOTTEN IN THE CAR, EXITED THE CAR AND IS NOW GETTING THE CAMERA. AND SENSA HAS ARRIVED AT THE SMALL SUPPLY ROOM TO TAKE THE CABLE CUTTER. @ @ #31 SENSA,GET ON RAMP #32 SENSA,TAKE CUTTER #33 SENSA,GET OFF RAMP #34 SENSA,TAKE RAMP #35 SENSA,GO TO SLOPING CORRIDOR #36 POET,GO TO VEHICLE DEBARKATION #37 WALDO,PUT RED IC IN RED SOCKET #38 WALDO,PUT YELLOW IC IN YELLOW SOCKET #39 POET,GET IN CAR #40 POET,GET OUT OF CAR @ @ SENSA HAS COMPLETED HER TASK OF GETTING THE METAL TOOL THAT SHE WILL NEED SHORTLY. POET HAS GOTTEN THE CAMERA AND IS NOW COMING BACK AND WALDO IS IN THE MIDST OF FIXING AND SALVAGING THE MACHINE WITH IRIS IN THE MAIN SUPPLY ROOM @ @ #41 POET,GO TO PRIMARY CHANNEL #42 SENSA,PUT RAMP AT DROPOFF #43 GO TO GAMMA REPAIR #44 WALDO,PUSH BUTTON #45 IRIS,TAKE FUSE #46 WALDO,TAKE CABLE #47 WALDO,GO TO THE SECONDARY CHANNEL #48 IRIS,GO TO MIDDLE SUPPLY #49 IRIS,TAKE CABLE #50 IRIS,GO TO MAIN SUPPLY @ @ POET HAS BEEN SENT TO USE THE CAMERA IN THE PRIMARY CHANNEL (THIS IS A KAMIKAZE MISSION BECAUSE HE HAS TO PASS THROUGH THE CAVERNOUS ROOM TO GET THERE). SENSA HAS GOTTEN TO THE SLOPING CORRIDOR AND REINSTALLED THE RAMP SO THAT SHE AND POET CAN GET TO THE LOWER LEVEL, AND WALDO AND IRIS HAVE GOTTEN THE MACHINE FIXED AND SALVAGED ONE OF THE TWO NEEDED CABLES TO SET THE FCS IN BALANCE.WALDO IS NOW SET ON A KAMIKAZE MISSION WHERE WHIZ WILL BE WAITING TO INSTALL THE CABLE NEEDED IN THE SECONDARY CHANNEL. @ @ #51 SENSA,EXAMINE OBJECT #52 SENSA,TURN FLOWSWITCH #53 BOTH SENSA AND AUDA,MOVE FRED #54 SENSA, CUT CABLE WITH CUTTER #55 POET,PLUG TV1 IN #56 POET,AIM TV1 AT SIGN @ (THIS IS THE IMPORTANT RESET CODE..WRITE IT DOWN..ITS DIFFERENT EVERY GAME) @ #57 SENSA,TAKE CABLE #58 SENSA,GO TO PRIMARY CHANNEL #59 IRIS, PUT CABLE IN MACHINE #60 IRIS, PUT FUSE IN MACHINE @ @ SENSA AND AUDA SALVAGED THE REMAINING NEEDED CABLE TO FIX THE CABLE IN THE PRIMARY CHANNEL. SENSA IS NOW ON HER WAY. POET VALIANTLY DIED TRYING TO WORK THE CAMERA IN THE PRIMARY CHANNEL AFTER HAVING CORROSIVE ACID SPILLED ON HIM, AND IRIS HAS FIXED THE RESET MACHINE NOW ONLY AWAITING THE INSTALLATION OF THE CABLES IN THE FCS TO RESET THE SYSTEMS TO SET THE SURFACE WORLD ABOVE RIGHT. @ @ #61 WHIZ,GO TO WALDO #62 WHIZ,TAKE FOURTEEN-INCH CABLE #63 WHIZ,REPLACE THE NINE-INCH CABLE WITH THE FOURTEEN-INCH CABLE #64 WHIZ,DRAG WALDO TO THE EAST END #65 AUDA,GO TO SLEEP CHAMBER #66 SENSA,REPLACE FOUR-INCH CABLE WITH TWELVE-INCH CABLE #67 IRIS,PRESS ----- CIRCLE #68 IRIS,PRESS ----- CIRCLE @ @ AT THIS POINT THE GAME IS OVER AND ONLY 8000 ARE DEAD AND YOU HAVE SUCCEEDED IN YOUR MISSION. IT SHOULD BE NOTED THAT THIS DOES NOT ANSWER ALL THE QUESTIONS AND PUZZLES THAT ARE PRESENTED IN THE GAME IT JUST TELLS YOU HOW TO WIN THE GAME IN THE SHORTEST ORDER. @ @ @ @ Well,that's all the solutions for this file,so if you still want more solutions (as if that wasn't enough), choose "SOLUTIONS 2" from the menu. @ This file was originally compiled by Cyborg and brought to you by SEWER SOFTWARE. @ @ This file contains solutions for :- @ Borrowed Time Deadline Sorcerer Starcross Tass Times in Tonetown Trinity Wishbringer Zork I Zork II Zork III (in that order!) @ Again, Compiled by Cyborg. Brought to you by SEWER SOFTWARE and edited by SEWER RAT. @ @ @ @ SOLUTION TO BORROWED TIME ========================= @ @ INTRODUCTION: ------------ @ THIS IS THE THIRD ADVENTURE BY ACTIVISION AND PROBABLY THEIR BEST. IT HAS SHARP GRAPHICS AND SMOOTH ANIMATION. PLUS A MENU FEATURE IN PLAY. HOWEVER,THIS GAME HAS ONE DRAW BACK.IF YOU START TO MAKE TOO MANY WRONG MOVES THE THUGS CLOSE IN ON YOU AND KILL YOU.THIS MAKES IT RATHER TEDIOUS TO HAVE TO KEEP GOING THROUGH THE SAME SCENES, TRYING TO FIND THE "CORRECT" THING TO DO. BECAUSE OF THIS I HAVE PUT THINGS THAT AREN'T NECESSARY IN PARENTHESES. @ THIS GAME ALSO HAS SPECIAL KEYS THAT CAN TAKE CARE OF COMMON COMMANDS. @ 1 - SAVE GAME 2 - LOAD GAME 3 - REPEAT PREVIOUS COMMAND 4 - TELL ME ABOUT 5 - DROP 6 - GET ALL 7 - QUICKSAVE 8 - QUICKLOAD 9 - TALK TO THE @ NOW ONTO THE GAME.... @ SOLVE: ----- @ 1. (OPEN CABINET,READ CASES,GET PHONE, OPEN DESK-CHECK NOT NEEDED) 2. E,(READ NOTE PAD,GET WATER) 3. DOWN 4. E 5. HIDE CHAIR 6. N 7. LOCK DOOR,U 8. BREAK WINDOW,GET GLASS,E 9. CLIMB CABLE 10. CUT CABLE 11. E 12. (SIT BAR,ORDER DRINK) 13. W, N 14. LISTEN WOMAN, N, SAY TINPLAYER 15. LOCK DOOR, LOOK FIREPLACE, GET SCRAP, E 16. GET CANDLESTICK, HIT MAN, E 17. E, E, N, W, N 18. OPEN DOOR 19. LOOK TABLE, {TIED UP], GET CANDLE AND MATCHES, LIGHT MATCH, LIGHT CANDLE, BURN TWINE, W 20. LOOK TRASH, MOVE STOVE {HANDS BURNT], E 21. S, S, E, S, S, S, W, W, N 22. YES 23. LOOK DESK, GET BANDAGES, WRAP HANDS WITH BANDAGES {HANDS ARE HEALED], DROP BANDAGES(LISTEN DOCTOR), N 25. W, SEARCH TRASH, GET BONE 26. N, N, E, W {BACK TO RITA'S ROOM] 27. OPEN DOOR, W 28. GET KEY AND SCRAP AND RECEIPT 29. E, S, S, W, S, W, N{MONGO'S HOUSE] 30. BREAK DOOR 31. UNTIE MAVIS, GET TUBE AND NOVEL 32. S, S, E, N, W, W, N {PARKING LOT] 33. LOOK NOVEL, GET BOOKMARK, DROP KEY AND SCRAP AND NOVEL AND BONE,HELP MAN, {WAIT FOR POLICE],SHOW CANS AND GLOVES AND RECEIPT AND TUBE AND BOOKMARK {ONE DOWN TWO TO GO] 34. GET KEY AND BONE AND SCRAP 35. S, E, E, E, E, S, S, E, E {POST OFFICE] 36. OPEN BOX 999, GET POEM, READ POEM, DROP POEM AND KEY 37. W, W, S, S, S {SHED] 38. TURN DIAL TO 6316, GET SHOVEL, N 39. DIG, GET SUITCASE 40. N, W, W, W {TRASH PILE] 41. HIDE TRASH, GIVE BONE TO DOG, E 42. DROP SHOVEL,OPEN SUITCASE, GET FOLDER 43. E, E, N, N, N, W, W, W, W, W, N {FRONT OF SHUMAN'S HOUSE] 44. SAY HIYO, N 45. UNTIE RITA,TALK TO WAINWRIGHT {GIVES YOU A REPORT], WAIT FOR POLICE, {TWO DOWN ONE TO GO] 46. E, E, E, E, E, S, S, E {POLICE OFFICE] 47. ARREST FARNHAM 48. N 49. SHOW SCRAP AND REPORT AND FOLDER AND SUITCASE @ {CONGRATULATIONS! YOU CAUGHT THE THREE CRIMINALS. NOT BAD FOR A DAY'S WORK] @ @ @ @ SOLUTION TO DEADLINE =================== @ @ THE OUTPOST 312/\441-6957 @ @ @ THIS TUTORIAL WILL BE DIVIDED INTO TWO SEPARATE PARTS: THE FIRST BEING A GENERAL OUTLINE FOR SOLVING DEADLINE, THE SECOND BEING A DETAILED DESCRIPTION ON HOW TO SOLVE IT. @ @ SOME GENERAL HINTS ABOUT DEADLINE : @ [1] ALWAYS KEEP IN MIND THAT YOU ARE NOT LIMITED TO TWO WORD COMMANDS, LET YOURSELF GO AND BE CREATIVE! @ [2] YOU HAVE THE ABILITY TO INTERACT WITH PEOPLE AS WELL AS OBJECTS. @ [3] ALWAYS TRY TO GET A FEEL FOR THE VOCABULARY OF AN ADVENTURE BY TYPING WORDS EXTEMPORANEOUSLY. IN THIS WAY YOU CAN SOMETIMES GET THE IDEA OF THE VOCABULARY NEEDED. @ @ HOW TO SOLVE DEADLINE --------------------- @ @ ALL COMMANDS ARE IN "QUOTES" AND ALL DIRECTIONAL MOVES ARE IN [BRACKETS]. @ @ FROM THE FRONT PATH OF THE ROBNER'S ESTATE PROCEED [N]. NOW YOU SHOULD BE AT THE FRONT DOOR OF THE HOUSE. TYPE "OPEN DOOR" AND THEN PROCEED [N] AGAIN. THIS WILL PLACE YOU WITHIN THE ESTATE. THEN GO [N,N,E,] THEN "CLIMB STAIRS". THIS WILL PLACE YOU AT THE SECOND LEVEL OF THE ESTATE. THEN GO [W,W,W,W,N]. THIS WILL PLACE YOU IN THE LIBRARY TO DO YOUR DETECTIVE WORK. FIRST "LOOK RUG". YOU WILL SEE MUD SPOTS (CRUCIAL FOR THE ARREST). THEN "TAKE CUP AND PAD AND CALENDAR AND PENCIL". NOW "RUB PENCIL ON PAPER". AFTER HAVING DONE THIS, "TURN PAGE ON CALENDAR" AND "READ CALENDAR". AFTER HAVING DONE THIS, "OPEN BALCONY DOOR" AND GO [E]. THIS WILL PLACE YOU ON THE BALCONY. "LOOK RAILING" (THIS WILL CONFIRM OUR MUD THEORY). HAVING DONE ALL OF THE ABOVE PROCEDURE, [S,E, E,E,E,D,D,W,S,S]. THIS WILL PLACE YOU AT THE FRONT DOOR AGAIN. NOW GO [NW, S,S,E,S,E,SE]. THIS WILL BRING YOU TO THE SHED (MORE DETECTIVE WORK). NOW, "LOOK LADDER" (MORE MUD AGAIN-I THINK IT IS SAFE TO ASSUME THAT THE MURDERER USED THE LADDER TO ENTER THROUGH THE BALCONY AND THEN SOMEHOW MURDERED OUR DEAR FRIEND MR.ROBNER. NOW THIS HAVING BEEN DONE, RETURN TO THE FRONT DOOR. [NW,W,N,W,N,N,SE]. NOW WE HAVE TO TREK ALL THE WAY UPSTAIRS AGAIN!. GO [N,N,E,U,U,N,N]. YOU SHOULD NOW BE IN DUNBAR'S BATHROOM. TYPE "LOOK LOBO" (INTERESTING, HEH?). NOW GO ALL THE WAY DOWNSTAIRS AGAIN. [S,S,S,D,D,W, S,S]. YOU WILL BE AT THE FRONT DOOR AGAIN. NOW YOU HAVE TIME TO TAKE A REST. TYPE "WAIT TILL 11:30". @ IT SHOULD NOW BE 11:31. NOW WE HAVE TO HUNT DOWN MR. MCNABB. GO TO THE ORCHARD [E,NE,N]. (NOTE: DUE TO THE NATURE OF DEADLINE, MCNABB MIGHT NOT BE THERE. IF HE IS NOT, HUNT HIM DOWN! - IT DOESN'T MATTER WHERE YOU FIND HIM). ONCE MCNABB HAS BEEN LOCATED SAY "HEY MCNABB"/CR/ "WHAT IS WRONG". AFTER THIS FOLLOW HIM HOME AND HE WILL THEN POINT OUT TO YOU TWO HOLES IN HIS ROSE GARDEN. YOU THEN SAY "LOOK HOLES" (MORE MUD THEORY) AND THEN "DIG GROUND". THEN WITH YOUR NEW FOUND TREASURE TYPE "ANALYZE FRAGMENT FOR LOBLO". NOW WE HAVE TO CATCH THE WILL READING. GO [N,N,SE,S, SW,W,S]. YOU WILL BE AT THE FRONT DOOR ONCE AGAIN. NOW GO [N,N,W] AND WAIT FOR THE WILL TO BE READ. AFTER THAT SAY "HEY GEORGE". THEN TYPE "SHOW GEORGE THE CALENDAR". HE WILL PANIC AND RUN UPSTAIRS. FOLLOW HIM!! HE THEN WILL DUCK INTO HIS ROOM AND YOU GO [W,W,N,N]. THIS WILL PLACE YOU ON THE LIBRARY'S BALCONY. NOW TYPE "WAIT 10 MIN". ONCE GEORGE ENTERS THE ROOM WAIT FOR ABOUT 2 MIN AND THEN [S], "LOOK BOOKCASE", "PRESS BUTTON", "GET WILL", "LOOK SAFE", "GET PAPERS", "READ PAPERS" THEN GO TO THE LIVING ROOM [S,S,E,E,E,E,D,D,E,E] AND SAY "HEY BAXTER", "WHAT ABOUT FOCUS", "SHOW FOCUS TO BAXTER", "HEY DUNBAR", "SHOW FOCUS PAPERS", "WHAT ABOUT FOCUS". THEN FOLLOW DUNBAR CLOSELY. ONCE OUTSIDE THE HOUSE SHE WILL DROP A PIECE OF PAPER. "GET PAPER", "READ PAPER" THEN CONTINUE FOLLOWING HER. ONCE YOU CATCH UP, ASK HER "HEY DUNBAR", "SHOW PAPER TO DUNBAR". THEN MAKE TRACKS FOR THE SHED. [E,E, SE]. WAIT FOR BAXTER. ONCE DUNBAR AND BAXTER ARE PRESENT TYPE "ARREST BAXTER AND DUNBAR". @ @ EASY, ISN'T IT ??? @ @ @ @ SOLUTION TO SORCERER ==================== @ @ {S} *YOU'LL BE EATEN BY THE HELLHOUND AND THEN WAKE UP*. {FROTZ ME, GET UP, W, W, PULL HANGING, GET KEY, OPEN DRAWER, UNLOCK JOURNAL, READ JOURNAL} * INSIDE THE JOURNAL IS A WRITTEN CODE WORD WHICH WILL CHANGE EVERY TIME THE DISK IS BOOTED. WRITE THE CODE WORD DOWN, YOU WILL BE REFERRING TO IT LATER IN THE GAME... @ {DROP KEY, DROP JOURNAL, E, S, S, W, GET MATCHBOOK, GET VIAL, OPEN VIAL, DRINK POTION, DROP VIAL, E, OPEN MAILBOX, PUT MATCHBOOK IN MAILBOX, E, GET SCROLL, GNUSTO MEEF, W} * NOW, IF YOU HAVEN'T HEARD THE DOOR- BELL RING YET, KEEP TYPING [WAIT] UNTIL THE MAILMAN ARRIVES AND DELIVERS THE MAIL. IF YOU'VE HEARD THE BELL, THEN THE MAIL IS ALREADY HERE. @ [OPEN MAILBOX, GET ORANGE VIAL, D] * NOW WE NEED TO UNLOCK THIS TRUNK. THE COMBINATION OF BUTTONS TO PUSH DEPENDS UPON THE CODEWORD FOUND IN BELBOZ' JOURNAL. FOLLOWING ARE THE VARIOUS WORDS AND THEIR ASSOCIATED COMBINATIONS. @ EXAMPLE: IF THE CODE IS "BLOODWORM", YOU WOULD INPUT: @ PUSH WHITE, PUSH GRAY, PUSH BLACK, PUSH RED, PUSH GRAY @ AND THE LOCK WOULD OPEN. HERE ARE THE VARIOUS CODES (THANKS TO THE GREAT "FINEOUS FINGERS" FOR SUPPLY- THEM!!): @ BLOODWORM: WHITE GRAY BLACK RED GRAY BROGMOID: RED PURPLE RED BLACK PURPLE DORN: GRAY PURPLE BLACK GRAY WHITE DRYAD: BLACK GRAY WHITE RED RED GRUE: BLACK BLACK RED BLACK PURPLE HELLHOUND: PURPLE WHITE GRAY RED GRAY KOBOLD: RED PURPLE BLACK PURPLE RED NABIZ: PURPLE BLACK BLACK BLACK RED ORC: RED GRAY PURPLE GRAY RED ROTGRUB: GRAY RED GRAY PURPLE RED SURMIN: BLACK BLACK PURPLE RED PURPLE YIPPLE: GRAY PURPLE WHITE PURPLE BLACK @ * OK, THE LOCK SHOULD POP OPEN AND THEN YOU SHOULD... @ [GET MOLDY SCROLL, AIMFIZ BELBOZ, NE] * THAT SHOULD GET YOU AWAY FROM THE HELLHOUND. @ {D, D, S] * YOU SHOULD BE IN THE CRATER @ [NE, NE, E, N, NE, MEMORIZE IZYUK, IZYUK ME, U, GET GUANO, GET SCROLL, GNUSTO FWEEP, D, SW, U, W, W, NE, SE, E, E, PUT GUANO IN CANNON, GET SCROLL, W, LOWER FLAG, SEARCH FLAG, GET AQUA VIAL, W, NW, SW, W, D, D, S] * YOU SHOULD BE BACK AT THE CRATER. @ [W, MEMORIZE IZYUK, MEMORIZE IZYUK] * THIS IS SO YOU CAN REMEMBER THE SPELL LONGER. @ [IZYUK ME, W, W, N, GET COIN, S, E, IZYUK ME, E, E] * ABOUT THIS TIME, YOU MAY NEED TO SLEEP. IF NOT, YOU MIGHT WANT TO TYPE [WAIT] A FEW TIMES UNTIL YOU GET TIRED. THEN TYPE [SLEEP] @ [NE, NE, E, E, WAKE GNOME, GIVE COIN, E, E, N, N] * NOW, ON TO THE MAZE! YOU NEED TO MEMORIZE THE "FWEEP SPELL" AT LEAST 3 TIMES IN ORDER TO GET THROUGH THIS. THE SPELL WEARS OFF AFTER A WHILE AND YOU WILL NOT BE ALLOWED TO CARRY ANYTHING (LIKE YOUR SPELL BOOK) WHILE YOU'RE A BAT. IF YOU HAVEN'T MEMORIZED IT ENOUGH, YOU'LL FORGET IT, SO ..... @ [DROP ALL BUT BOOK, MEMORIZE FWEEP, AGAIN, AGAIN, FWEEP ME, E, N, E, S, S, W, D, E, E, N, N, U, U, S] * YOU SHOULD NOW RETURN TO HUMAN FORM. @ [E, GET SCROLL, DROP SCROLL IN HOLE, FWEEP ME, W, W, S, E, D, D, W, W, U, U, N, N, D, E] * YOUR FWEEP SPELL SHOULD WEAR OFF AT THIS POINT. @ [FWEEP ME, S, E, N, D, W, S, W, U, W] * YOU'VE DONE IT! NOW, KEEP TYPING [WAIT] TIL YOU'RE HUMAN AGAIN, THEN.. @ [GET ALL, S, S, E, GET SCROLL, GNUSTO SWANZO] * SLEEP IF YOU NEED TO... YOU PROBABLY WILL BY THE TIME YOU GET TO THE AMUSEMENT PARK. @ [W, W, W, SEARCH GNOME, W, W, SW, SW, S, SW, W] * A GNOME WILL APPEAR. @ [GIVE COIN, W, W, S, GET BALL, OPEN AQUA VIAL, DRINK AQUA POTION, THROW BALL AT BUNNY, DROP AQUA VIAL, N, E, E , NE, S, YONK THE MALYON, MALYON THE DRAGON] * AT THIS POINT, KEEP TYPING [WAIT] TIL YOUR MUSCLES FEEL THE EFFECT OF THE AQUA POTION WEARING OFF, THEN ..... @ [S, OPEN ORANGE VIAL, E, DRINK POTION] * AT THIS POINT, YOUR TWIN SHOULD APPEAR. THIS IS AN INTERESTING TIME PUZZLE THAT MUST BE SOLVED CORRECTLY IN ORDER TO GET PAST IT WITH THE SCROLL YOU'VE FOUND AND YOUR SPELL BOOK STILL INTACT. @ [GIVE BOOK] * WHEN YOU GIVE YOUR SPELL BOOK TO YOUR OLDER SELF, HE'LL GIVE YOU A COMBINATION NUMBER ... REMEMBER IT, THEN ..... @ [DROP VIAL, E, SET DIAL TO] * WHATEVER NUMBER YOU WERE GIVEN. @ [OPEN DOOR, E, GET ROPE, U, SW, GET TIMBER, S, NE, N, W, TIE ROPE TO TIMBER, DROP TIMBER, DROP ROPE DOWN CHUTE, CLIMB DOWN ROPE, GET SCROLL, GOLMAC ME, OPEN LAMP, GET SMELLY SCROLL, D, TELL YOUNGER SELF "THE COMBINATION IS] * THE NUMBER YOU WERE GIVEN. @ * REMEMBER TO USE THE QUOTES WHEN YOU TALK TO YOUR YOUNGER SELF. THIS WAY HE SHOULD THEN GIVE YOU YOUR SPELL BOOK. YOU SHOULD IMMEDIATELY GO... @ [D] * NOW [WAIT] A FEW TIMES UNTIL THE ORANGE POTION WEARS OFF AND YOU FEEL TIRED, [SLEEP]. @ [GNUSTO VARDIK, MEMORIZE MEEF, AGAIN, DROP BOOK, SWIM IN LAGOON, D, MEEF WEEDS, GET CRATE, U, W, DROP CRATE, GET BOOK, OPEN CRATE, GET SUIT, GET CAN, NE, N, MEEF VINES, SPRAY REPELLENT ON SUIT, W, W, MEMORIZE VARDIK, VARDIK ME, OPEN WHITE DOOR, MEMORIZE SWANZO, SWANZO BELBOZ @ @ ***AND THAT DOES IT*** @ @ THANK THE GUNSLINGER AND FINEOUS FINGER FOR THIS TUTORIAL. @ @ @ @ @ SOLVING STARCROSS, BY ================================= @ @ STARCROSS IS A RELATIVELY SIMPLE ADVENTURE-- IT'S ALL SIMPLY A MATTER OF SHOVING COLOUR CODED RODS INTO THE APPROPRIATELY COLORED SLOTS. (FREUD WOULD HAVE BEEN PROUD). THE ONLY PROBLEM IS IN FINDING THE RODS AND SLOTS. THIS COLUMN WILL TELL YOU EVERYTHING YOU NEED TO KNOW... (IN CHRONOLOGICAL ORDER!) <=* A WORD TO THE WISE: IF YOU PUT A ROD INTO A SLOT OF A DIFFERENT COLOUR IT WILL DISAPPEAR FOREVER. @ @ THE LANDING =========== @ GET UP. GET LIBRARY. E. PUSH RED BUTTON. READ SCREEN. GET THE COORDINATES FOR WHICHEVER UNIDENTIFIED MASS (UM-??) HAS BEEN CHOSEN AT RANDOM FROM THE CHART BELOW: @ COORDINATES FOR MASS OBJECTS @ OBJECT R THETA PHI TYPE ====== = ===== === ==== UM91 050 015 121 UNCHARTED MASS UM12 100 345 107 UNCHARTED MASS UM24 100 285 087 UNCHARTED MASS UM08 150 210 017 UNCHARTED MASS UM52 175 165 035 UNCHARTED MASS UM70 100 135 101 UNCHARTED MASS UM31 150 105 067 UNCHARTED MASS UM28 250 045 178 UNCHARTED MASS AB40 250 300 022 ASTEROID (CERES) MARS 250 120 012 PLANET US75 175 135 034 SHIP AX71 125 180 047 ASTEROID AX32 125 240 105 ASTEROID AX01 200 240 134 ASTEROID AX87 125 075 102 ASTEROID @ @ ENTER COUCH. SAY TO COMPUTER "R IS (R), PHI IS (PHI), THETA IS (THETA)". WAIT FOR COMPUTER TO REPLY THAT THERE IS INDEED A MASS THERE. IF IT DOESN'T, THEN YOU GOT THE COORDINATES WRONG! TRY AGAIN. THEN TYPE: SAY TO COMPUTER "CONFIRMED." FASTEN BELT. WAIT. (THE ROCKETS WILL FIRE.) UNFASTEN BELT. GET UP.EAST.DON SUIT.GET LINE. W.SIT. FASTEN BELT. WAIT. WAIT OR LOOK UNTIL THE TENTACLES GRAB YOU AND YOU ARE SAFELY DOCKED. (A TOTAL OF 7 WAITS). @ @ GETTING IN ======= == @ UNFASTEN BELT. GET UP. OPEN INNER. OUT. CLOSE INNER. OPEN OUTER. OUT. PRESS FOURTH BUMP. (THE SCULPTURE IS SUPPOSED TO BE THE SOLAR SYSTEM. YOU PRESS THE FOURTH BUMP BECAUSE IT CORRESPONDS TO YOUR HOME PLANET (EARTH). WHY IS EARTH THE FOURTH BUMP AND NOT THE THIRD ? BECAUSE THE SUN COUNTS AS THE FIRST BUMP!). AT THIS POINT YOU SHOULD SEE A "TINY BUMP"). PRESS TINY. NOW YOU WILL SEE A BLACK ROD RISE UP. THIS ROD IS A "SELF- DESTRUCT" DEVICE! DO NOT PUT IT IN ANY BLACK SLOT, EVER!. TAKE BLACK ROD. THE AIRLOCK DOOR WILL OPEN WHEN YOU TAKE THE ROD. IN. CLOSE OUTER. OPEN INNER. IN. TA-DA! YOU ARE NOW IN THE "ARTIFACT" !!! @ @ THE ARTIFACT === ======== @ THINK OF IT AS AN INTER-GALACTIC INTELLIGENCE TEST. PUT THE RIGHT BLOCKS IN THE RIGHT HOLES AND WIN THE PRIZE. THE ARTIFACT IS CYLINDRICAL IN SHAPE, AND DIVIDED (LIKE A PIE) INTO FOUR WEDGES, WHICH (LIKE THE SLOTS) ARE COLOUR CODED. THESE COLOURS ARE: RED, BLUE, GREEN, YELLOW. THESE WEDGES ARE TRANSECTED BY 5 CONCENTRIC RINGS: IN SHORT, THE CYLINDER IS DIVIDED INTO A SORT OF CIRCULAR GRID SYSTEM OF RINGS AND COLOURS. (THIS WILL BE MORE OBVIOUS TO YOU AS YOU MOVE ABOUT IN THE ARTIFACT.) DIRECTIONS ARE: N,S,E,W,U, AND D. UP AND DOWN CORRESPOND TO IN AND OUT. EAST AND WEST CORRESPOND TO LEFT AND RIGHT, AND ALSO TO PORT AND STARBOARD. WHEN YOU ENTER THE ARTIFACT, YOU WILL BE UNABLE TO ENTER THE YELLOW SECTION WITHOUT BEING EATEN BY THE GRUES (WHICH WERE APPARENTLY CAPTURED ON THE PLANET ZORK, BUT WHO ESCAPED FROM THE ALIEN ZOO FOR THE EXPRESS PURPOSE OF MENACING ADVENTURERS FOOLHARDY ENOUGH TO TRAVEL WITHOUT LIGHT. ) @ @ COLLECT THOSE RODS! ======= ===== ===== @ @ YOU CAN GET THESE IN DIFFERENT ORDERS, BUT THE FOLLOWING ONE WILL DEFINITELY WORK: BLACK, RED, SILVER, YELLOW, PINK, BLUE, GOLD, BROWN, VIOLET, GREEN, CLEAR (CRYSTAL), WHITE. @ @ GETTING THE RED ROD: IT'S BEING HELD CAPTIVE BY "ANT-MEN"! TO GET THERE: N. W. FORWARD. E. NOW, THE ANT-MEN WILL BE VERY NASTY IF YOU TRY TO TAKE THEIR ROD AWAY. SO LET'S KEEP THEM BUSY DOING SOMETHING ELSE -- LIKE REBUILDING THEIR NEST .... THROW SOMETHING AT THE NEST -- THE TAPE PLAYER WILL DO NICELY, AND YOUR SPACE SUIT WILL ALSO WORK IF YOU WANT TO BOTHER TAKING IT OFF. THEN GET RED ROD. DON'T FORGET TO RECLAIM WHATEVER IT WAS YOU THREW!! (GET LIBRARY) @ @ GETTING THE SILVER ROD: (IT'S ON THE WAY TO THE YELLOW ONE, WHICH WE REALLY >NEEDSECOND< RED SLOT (THIS WILL TURN ON THE LIFE SUPPORT SYSTEM AND GET THAT TELL-TALE WINDEX AROMA OUT OF THE AIR IN A FEW TURNS. LATER ON THIS WILL ENABLE YOU TO TRADE YOUR OLD SPACESUIT FOR SOMETHING TRULY USEFUL (LIKE A BROWN ROD)). GET CARD. YOU'LL NEED TO PUT THIS INTO THE COMPUTER -- I SUSPECT IT'S A DISK II CONTROLLER CARD -- CAN'T BOOT UP WITHOUT ONE! @ @ GETTING THE PINK ROD: IT'S IN THE SPACESHIP DOCKED OUTSIDE THE YELLOW AIRLOCK. BE CAREFUL, ONE FALSE MOVE AND IT'S DEEP SPACE FOR YOU. TO GET THERE : U. N. D. W. OPEN INNER. OUT. CLOSE INNER. OPEN OUTER. GET BASKET. (THIS BASKET CAN BE USED TO HOLD THE RODS TILL YOU NEED THEM -- THAT WAY THEY WON'T TAKE UP VALUABLE INVENTORY SPACE.) OPEN OUTER (YES, AGAIN: IT STUCK THE FIRST TIME!). OUT. ATTACH LINE TO SPACESUIT. ATTACH LINE TO HOOK. PORT. GET PINK ROD. @ @ GETTING THE BLUE ROD: IT'S IN THE LABORATORY, WITH OTHER USEFUL IMPLEMENTS. TO GET THERE: E. DETACH LINE FROM HOOK. IN. CLOSE OUTER. OPEN INNER. IN. S. S. PUT ALL RODS IN BASKET. E. GET ALL DISKS. NOW COMES THE TRICKY PART: THE ROD IS IMBEDDED IN THE SILVER SPHERE. ALL WE HAVE AT OUR DISPOSAL TO OBTAIN IT IS THE 4-POSITION DIAL AND THE TWO DISKS ... FORTUNATELY, THESE ARE "TRANSPORTER DISKS". UNFORTUNATELY, THEY EXPLODE INTO NOTHINGNESS IF YOU ALLOW THEM TO TOUCH .... ANYWAY, HERE'S THE PROCEDURE: PUT RED DISK UNDER GLOBE. PUT BLUE DISK ON FLOOR. PUT CARD ON GLOBE. TURN DIAL TO 4. TURN DIAL TO 2. GET CARD. GET BLUE ROD. GET ALL DISKS. PUT BLUE ROD IN BASKET. W. PUT BLUE DISK ON FLOOR. (YOU *>HAVE<* TO PUT IT ON THE FLOOR HERE SO THE "MAINTENANCE MOUSE" CAN COLLECT IT AND PUT IT IN THE GARAGE SO YOU CAN TRANSPORT THERE (AND OUT OF TROUBLE) LATER!!!) @ @ GETTING THE GOLD ROD: N. N. N. N. W. AFT. NOW YOU'RE IN THE COMPUTER ROOM. OPEN PANEL. PUT CARD IN SLOT. CLOSE PANEL. TURN COMPUTER ON. (IT WILL SPEW OUT A GOLD BAR FOR YOU). PUT GOLD ROD IN BASKET. LOOK AROUND IF YOU LIKE, BUT THERE'S NOTHING ELSE TO DO HERE. THE ENUNCIATOR PANEL TELLS YOU WHAT YOU HAVE TO FIX TO PUT THE ARTIFACT IN ORDER, BUT I'M GOING TO TELL YOU THAT ANYWAY ...... @ @ GETTING THE BROWN ROD: N. W. W. S. S. E. E. REMOVE SUIT. LOOK AROUND OR "WAIT" OR SOMETHING UNTIL THE CHIEFTAIN COMES. OFFER SUIT TO CHIEF. POINT AT BROWN ROD. @ @ GETTING THE VIOLET ROD: YOU HAVE NO TIME TO PUT THE BROWN ROD IN YOUR BASKET! FOLLOW THE CHIEF WHEN HE LEAVES. IT'S THE ONLY WAY TO GET THE THE VIOLET ROD!!! JUST KEEP SAYING "FOLLOW CHIEF" UNTIL YOU GET TO THE "CENTER OF THE WARREN". THEN: D. CLOSE INNER. OPEN OUTER. OUT. P. P. GET VISOR. N. MOVE SKELETON. GET VIOLET ROD (MOVE THE SKELETON ONLY ONCE!!). S. S. PUT RED DISK ON FLOOR. STAND ON RED DISK. SURPRISE ==> TRANSPORTER CITY. WITH ANY LUCK YOU'LL NOW BE IN THE GARAGE. IF THE MOUSE HASN'T COLLECTED THE BLUE DISK YET, YOU'LL BE BACK OUTSIDE THE LABORATORY. YOU'LL JUST HAVE TO WAIT TILL HE COMES AND GETS IT, THEN TRANSPORT TO THE GARAGE ...... @ @ GETTING THE GREEN ROD: ENTER BIN. (KEEP TYPING "ENTER BIN" OR "AGAIN" UNTIL YOU FIND THE GREEN ROD. IT MAY TAKE UP TO 10 TRIES!). GET GREEN ROD. PUT GREEN ROD IN BASKET. @ @ GETTING THE CLEAR ROD: F. P. N. N. N. N. W. LOOK AT LASER THROUGH VISOR. GET CLEAR ROD. @ @ GETTING THE WHITE ROD: E. S. S. U. S. S. P. U. U. JUMP. PUT SILVER ROD IN SILVER SLOT. IN. GET WHITE ROD. @ @ YOU'VE GOT ALL THE RODS NOW. ALL YOU HAVE TO DO IS FIGURE OUT WHY YOU'VE COLLECTED THEM. @ @ FINISHING UP ========= == @ @ PUT THE WHITE ROD IN THE WHITE SLOT. (A BLACK SLOT WILL APPEAR. DO =>NOT<= PUT THE BLACK ROD IN THE BLACK SLOT!). GETTING TO THE CONTROL BUBBLE: OUT. U. JUMP. FIRE GUN AT DRIVE BUBBLE. AGAIN. AGAIN. (YOU SHOULD NOW BE "ON CONTROL BUBBLE".) D. PUT GOLD ROD IN GOLD SLOT. IN. PUT CLEAR ROD IN CLEAR SLOT. FIVE COLORED SLOTS WILL APPEAR. PUT THE APPROPRIATE ROD IN EACH SLOT --> THE ORDER YOU DO IT IN DOESN'T MATTER. @ THE FINAL SEQUENCE: YOU NOW USE THE VARIOUS COLORED SPOTS TO SET THE COURSE OF THE ARTIFACT TOWARD EARTH. TOUCH LARGE SQUARE. (THE VIEW NOW COVERS THE AREA FROM THE SUN TO JUPITER). TOUCH BROWN SPOT. (YOU WILL HAVE TO TOUCH IT 4 TIMES, UNTIL THE EARTH IS HIGHLIGHTED). TOUCH VIOLET SPOT (THREE TIMES, UNTIL THE PATH FORMS A CIRCLE AROUND THE EARTH. (DON'T STOP AT THE ELLIPSE!)). TOUCH GREEN SPOT. (THE PATH WILL FLASH.) TOUCH BLUE SPOT. BLAST-OFF !!!!! YOU WIN !!!! @ @ SIT BACK AND BASK IN THE GLORY OF A PERFECT SCORE. @ @ @ @ @ The Keymaster Presents How to Solve : Tass Times in Tonetown Special thanks to : The Guildmaster and The Black Bunny @ @ Notes : Movement commands are in [BRACKETS], other commands in "QUOTES", and ----- comments are preceded by an --> Arrow. Also, movement commands are given in compound form. If you want to see most of the pictures, enter them one at a time (This does have excellent graphics..) @ @ --> First off, you are in your grandpa's cabin. He's gone, the only thing showing that he was around is a slip for an anchovy pizza. Let's look around and see if we can find out where Gramps went... @ [S],"LOOK JAR","GET KEY",[N.W], "UNLOCK DOOR","LOOK BOWL","GET BOOK" "GET PICKS",[E],"FLIP SWITCH","ENTER HOOP" @ --> Welcome to Tonetown! @ [N],"ENTER TRENCH",[E.S.E],"BUY FOIL",[E],"BUY JUMPSUIT","BUY HOOPLET" "WEAR JUMPSUIT","WEAR HOOPLET" @ --> Now you look Tone! (And you won't be considered a "John Boy"..) @ [W.W.S.S],"TALK NUYU","GET CAMERA", [E],"TURN ON PRINTER","TURN ON TERMINAL","TYPE "DH LEGEND"","YES", "GET PASS","DROP KEY",[W.N.N.N.N.N] @ --> That's north 5 times. Welcome to the concert... @ "SHOW PASS TO STELGAD","TAKE PICTURE","GET ZAGTONE","TALK ZAHG "WAIT" (3 TIMES),"DROP PRESS","DROP CAMERA",[S.S.S.S.S],"SHOW PICTURE" @ --> Done with the first assignment, now on to a REAL one... @ [N.N.N.W],"GET JAR",[E.E],"GET MITTS","WEAR MITTS",[W.N.N.E.N.N.E.N] "GET DEVIL",[N.N.W.W],"GET MUSHROOM", "THROW MUSHROOM AT EYE","DROP BOOK, JAR" @ --> Don't drop the book and jar anywhere else, you'll need them later ... @ [S.S.S.S.E.S.W.S.E],"BUY MASK","GET BLACK","WEAR BLACK",[W.W],"WAIT" @ --> Snarl probably won't be in the shop, keep waiting until he arrives... @ "BUY BLOBO",[E.S.E],"ORDER BURGER", "GET BURGER",[W.N.N.W] @ --> He shouldn't, but if Ennio says that "I smell snarlmeat!" here, then go [N.S] until he doesn't say it anymore. You don't want Snarl in the well R with you .... @ [D.W.W.N.N.N.U.N.E.],"UNLOCK GATE", "DROP MASK","OPEN GATE",[S.S.W.W.S.S] "GET CARD",[E.E.E.N.E.N.E.E.E.E.N.N], "ENTER BOAT",[W.S.W.N] @ --> The Tower Island.... @ [N.W],"INSERT CARD","PUSH BUTTON 5",[E],"HIT CUFFS WITH ZAGTONE",[W] "PUSH BUTTON 1",[E.S],"ENTER BOAT", [S.W.W.W],"GET BOOK,JAR","OPEN GATE", [W.W.W] @ --> The final confrontation with Snarl. @ [N],"SIC ENNIO","GIVE BOOK TO GRAMPS","OPEN JAR","THROW SNARL THROUGH HOOP" @ --> That's it! You've solved Tass Times in Tonetown! @ --> Solve written by : The Keymaster @ @ @ @ ------- TRINITY ------- @ @ World tensions seem to be running high, but so what else is new? Darned if you're going to let that get in the way of enjoying the last day of your vacation. You don't get over to the east side of the Atlantic often and there's no reason for angry rhetoric to spoil a stroll through Kensington Gardens. It's a spot you will have to learn to love, since you're doomed to be passing through it forever. But the good news is you're going to become an integral part of the space-time continuum. But that's for physicists; let's get on with the game! @ As in any game, be sure to map. The mapping is especially fun in this game, since it shows great symmetry with the props included with the package, particularly, the Sundial. @ You start off at the Palace Gate, getting ready for a stroll through the park. The first place to go is off to the northeast, The Wabe. Here you'll find an object that is the central theme for the whole game, a Sundial. If you examine it, you notice that the gnomon, the piece that casts the shadow, is loose. Hmmm. UNSCREW GNOMON. It falls to the ground. TAKE GNOMON. @ From the Wabe go southeast to the Flower Walk. But what's that in the bushes? A soccer ball. TAKE BALL. (There are very few red herrings in this game.) Go north from here. I'll meet you at Lancaster Walk. @ There is water on two sides of us here. First try going east toward the Long Water. Whoa! That's some tough grass. But notice what an easy time the bicyclists have. Well, let's head off to the west. This is the Round Pond, a quaint European scene. Take a look at the boats. What's this, a paper bird? TAKE BIRD. Look at the bird. There's some writing. OPEN BIRD. READ PAPER. Take a look at your watch. 4 pm isn't far away. You're going to have to find a way across that grass. @ Go northwest. This is the Black Lion Gate. Some irresponsible nanny has forgotten her perambulator. (Don't worry, you can call it a pram.) OPEN PRAM. Whew! At least she didn't forget the child. This has wheels, kind off like bicycle tires. Better bring it with you. PUSH PRAM SOUTH. @ Here at the Broad Walk you see an old woman selling crumbs. At least she isn't on the dole. Patronise the woman; BUY CRUMBS. She offers the bag and your change: TAKE BAG AND COIN. Put the coin and the paper (from the bird) in your pocket. Might as well give some crumbs to the birds. FEED BIRDS. (Once, and only once. You'll notice that the wind shifts.) What's this? A Ruby? Try to take it. Beep Beep! A Roadrunner in England? These crumbs are going to be useful, so take care not to spill them. @ PUSH PRAM NORTHEAST. Here you are at the Iverness Terrace. There is a typically preoccupied British youth listening to his walkman and blowing bubbles. Don't antagonize the fellow, just remember the scene for future reference. PUSH THE PRAM EAST. @ Here at the Lancaster Gate you'll see a woman struggle with and lose her umbrella. Oh, the poor woman, look at her face. Before you can help, she has left and her umbrella is in the tree. Well, maybe you can give it back to her at some other time. THROW BALL AT UMBRELLA. Down it falls. TAKE UMBRELLA. PUSH THE PRAM SOUTH, back to Lancaster Walk. @ Time is running out. GET IN THE PRAM. (Don't you feel silly? You certainly look silly.) Now how to get this thing moving? Remember the wind? OPEN UMBRELLA. Eiiiiiggghhhh! When you get up you'll notice you will have dropped everything. TAKE ALL. (Don't worry about the pram.) When you read the description, you'll notice that the rhetoric has turned into war and the first missile is on its way! Fortunately, a door appears over the water. ENTER WATER. ENTER DOOR. (And, yes, it is a good direction!) You're on your way to the other side! @ You find yourself in a meadow. A shadow lies across the room. You will become very familiar with the shadow. Also here is a gigantic mushroom. There are six others like it in this part of the game. Five of them must be solved before the sixth one can be solved. (If you haven't yet done so, save the game and have a look around and then continue from here.) The only way out of this room is to the north. You are now at the Summit, and have seen or will see a meteor fly through the sky and hear it hit the ground. @ From the Summit go northeast to the South Bog. Amid the bog is a decaying log. It sparkles as it decays. Most adventurers recognise a potential light source when they see one, and this is certainly one. KICK LOG. TAKE SPLINTER. No need to worry about grues or other such creatures now. Go east to the Bottom of the Stairs. Go up twice to the Top of Vertex, and notice the temperature. EXAMINE HOLE. EXAMINE RING. Try to screw the gnomon in the hole. The threading doesn't match. You'll try again later. Go down twice. @ From the bottom of the stairs go south to the Trellises and southwest to the Arborvitaes. Go east to the Arboretum and notice the statue. Go north to the North Arbor and then up to the Top of Arbor. Here you'll see an axe. TAKE AXE. It will be an extremely important piece of equipment. Go down (to the south if they ask) and you'll be in the South Arbor. Go down into the Arboretum and once again notice the statue. The name is sdrawkcaB! Go west and then northeast to get back to the Trellises and then north again to the Bottom of Stairs. Go up twice. Now SCREW GNOMON IN HOLE. It works this time because the threading (and everything else) has been reversed. EXAMINE THE RING again. Notice that the symbols on the ring are the same that are on the sundial in the game package. Also note that they are present in the "Illustrated Story of the Atomic Bomb" in the game documentation.You'll notice a lever has popped up, too. @ Go down twice. From here go northeast to Under Cliff. You will see a bee hive here. Go east to the Crater's Edge and east again into the crater. Here is that meteorite that you saw earlier.You can't take it now, however, because it is too hot. You will have to find a way to cool it down. Go west and then northwest to the Bluff. Here is a cottage. OPEN DOOR. Go east into the Cottage. Examine the surroundings,they are interesting and amusing.LISTEN TO THE BIRD. Get the whole recipe; be sure of it by WAITing enough times so that the bird repeats the first thing you heard. (Not including "Awks!" or other bird-type sounds.) Now you have a quest. @ OPEN THE BACK DOOR. Go east to the Herb Garden. You'll see some mushrooms, one with a door, and a refuse pile. SEARCH PILE. TAKE GARLIC. You now have one of the necessary ingredients. Go west back into the cottage and DROP THE GARLIC (not in the cauldron). Go west again to the bluff and then southwest to the Chasm's Brink. You'll see the shadow here and a big tree. In order to cross the chasm, you have to fell this tree. Fortunately, you have your axe with you. CHOP TREE WITH AXE. Make sure the tree falls where you want it to: PUSH TREE NORTH. The tree will bridge the gap and you can go north to the Mesa. When you get there you will see another mushroom, but the white is open. ENTER DOOR. @ If you've noticed the correlation between the sundial and the documentation, then you know where you are. Climb down from the Scaffold. OPEN BOX. TURN ON SWITCH. You can listen to the final procedure checks. PUSH BUTTON. Now you can get out as the doors open. Go south to the South Beach. You can walk around a bit, but better just to go northwest to West Beach. You can see a small islet a short way off shore. Try to enter the water. Owww! Don't bother trying to placate these crabby creatures, it can't be done. If you simply WAIT a few turns some interesting things happen. You will see a large dark fin approach you and you will see a coconut fall from a tree on the islet. Don't back away from the fin; just prepare yourself for...a dolphin! He's friendly and intelligent and, sadly, probably soon dead. When the tide has risen so that the coconut is afloat, POINT AT COCONUT. The clever dolphin understands you and sends it to your feet. TAKE COCONUT. You must now take leave of the dolphin and go back through the door. Go southeast then north. UP. ENTER DOOR. @ You are now back on the Mesa. Go south and then northwest. You see the boy again, but now he's huge. You'll get back to him. Go south. This is the North Bog, directly north of the South Bog. Notice the Venus Flytrap. Go southeast to the Bottom of the Stairs. DROP UMBRELLA here. Go northeast. This hive is no doubt the place for the honey. This is no time to stop taking risks: PUT HAND IN HIVE. Now you've done it. You need a defence. The Flytrap! Without hesitation go west twice. The bee will get sidetracked (permanently) and you can go back for the honey. Go east twice. PUT HAND IN HIVE. @ From here you must go back to the cottage to get rid of this honey which is stuck to your hand. Go east then northwest, then east again to enter the cottage. You were daring to get the honey, now be daring to get rid of it: PUT HAND IN CAULDRON. That's one down, three to go. DROP COCONUT. CRACK COCONUT WITH AXE. TAKE COCONUT. POUR MILK IN CAULDRON. That's two down and two to go, and the garlic is right here on the floor. But what about the lizard? DROP THE COCONUT and let's find it. @ Go west, southeast, west and southwest to get back to the Bottom of the Stairs. Go up twice and TURN RING TO THIRD SYMBOL. Go down twice and west twice until you reach the Waterfall. Go north to the Cemetery, noticing the crypt, and then north again into the Barrow. You'll see a barrow wight here, but he'll not bother you so long as you have a light source. You will also see a small hole in the wall. Go north again and you'll be in the Ossuary, surrounded by those less fortunate then yourself. SEARCH THE BONES and you should find (appropriately enough) a skeleton key. TAKE KEY. The mushroom here has its white door open. (The shadow from the enormous gnomon is the key to the doors; by changing the position of the gnomon by turning the ring, you direct the shadow from the suns toward a particular door. While the shadow touches the door it remains open (until you pass back through it). By keeping the lever down the suns are prevented from moving.) ENTER DOOR. @ This area is the Underground. You'll notice a small thermo-nuclear device waiting to be detonated. You will also see a lantern. TAKE LANTERN. Go west. TAKE WALKIE-TALKIE. A skink is a small lizard, by the way. Go west. By now you have probably noticed that the skink is afraid of light. To get it out of the crevice, PUT SPLINTER IN CREVICE. The skink then runs by to the east. Time to corral that li'l critter. Go east. TURN ON LANTERN. DROP LANTERN. Go west and there is the confused and bewildered skink running around at your feet. TAKE SKINK. PUT SKINK IN POCKET. This is no time to be squeamish. Go east and TAKE LANTERN. Go east twice, the second time being back through the door. @ Now that you are back in the Ossuary, you have to get out of this creepy place but those bars are there to see that you don't. Go south. Remember that hole? PUT KEY IN HOLE. TURN KEY. Just go DOWN to get out to the Ice Cavern. First thing to do is TURN OFF LANTERN. You will need it again later. In fact, LOOK AT LANTERN. It is now time for some inventory management. @ Go east to get to the Waterfall and then east twice more to get to the Bottom of Stairs. DROP WALKIE TALKIE AND LANTERN. Those two items and the umbrella should now be here. Return to the Ice Cavern by going west three times. LOOK AT CEILING. There are icicles there, just the thing to cool a hot meteorite. THROW AXE AT ICICLES. One falls to the ground. TAKE AXE AND ICICLE. Save the game here. (I hope you have been doing so regularly.) Take the icicle to the Crater using the shortest possible route. Oops, didn't quite make it, eh? A detour is in order. From the Ice Cavern go east three times to the Bottom of the Stairs and up twice to the Vertex. (Remember that it's cold in thin air.) While you're here, TURN RING TO SECOND SYMBOL. Now that the icicle is re-frozen, go down twice, northeast, and east twice to get into the crater. No time to lose, PUT ICICLE ON LUMP. You can feel its pull on the axe, so you know it is a magnet of sorts. TAKE LUMP. It is now time to visit the bubble boy. @ Go west three times and then northwest to get back the Promontory.GET IN WATER. WAIT until you are swept up into a bubble. You do not have to worry about any special means of guiding the bubble, simply give directions normally. Go south, then southwest and finally IN. The bubble freezes and you are floating in space. When you read the description, you will notice that the moon, in crescent form, is coming into view. TAKE SKINK. KILL SKINK. Soon you will collide with a satellite (the kind Cap Weinberger dreams of) due to the force of the magnetic meteorite. Save the game. When the satellite brings you VERY close to the white door, BREAK BUBBLE WITH AXE. This will propel you into the door and send you back to the Waterfall. @ You now have the last ingredient for the potion the bird described. Go northeast, east, northeast, and east to get back into the Cottage. Open the cage door and let the bird go. PUT SKINK IN CAULDRON. TAKE GARLIC. PUT GARLIC IN CAULDRON. EAST. WAIT. After the Boom you can go back into the cottage. The book and pedestal and map are all destroyed. However, if you look in the cauldron there is an emerald there. TAKE EMERALD. That leaves three mushrooms to go. @ TAKE CAGE then go west, southwest, southwest again, and east back to the Bottom of Stairs. You can now DROP ALL BUT CAGE and go up twice. SET THE RING TO FIFTH SYMBOL and go down twice. Go west, northeast, northeast again, east, and east again. This will bring you back to the Herb Garden where the door in the mushroom is now awaiting you. ENTER WHITE DOOR. This brings you out onto the Platform in Siberia. Go down to Under Platform. Eeek, what's that? WAIT a turn and you'll see that the ground is covered with rodents which are racing to the northeast. May as well follow them so go northeast twice. At the Cliff Edge you recognise these rodents as lemmings. They are so thick underfoot that they almost obscure the fissure beneath your feet. EXAMINE FISSURE and sure enough, there is a lemming in there just waiting for you to take it. TAKE LEMMING. PUT LEMMING IN CAGE. CLOSE CAGE. That's what you're here to get so go southwest twice, up, and ENTER DOOR to exit back to the Herb Garden. @ Go west twice, southwest twice, and east. Now go up twice and SET RING TO SIXTH SYMBOL. Go down twice, DROP CAGE, and TAKE UMBRELLA AND PAPER. Go east twice to the Moor where another mushroom with an open door invites you in. ENTER DOOR and ooops...where's the ground? Pretty far down so you'd better OPEN UMBRELLA. Once again you seem to have dropped everything so TAKE ALL. Go east into the Shelter and TAKE SPADE. Go west back out to the Playground and examine your surroundings to be sure you know where you are. WAIT for a little while and a girl will appear and be very interested in that umbrella of yours. It's clear she would like it but maybe you should charge her for it. You'll need a way back up to that white door in the sky. If you could only fly. Did you see anything in the school windows that gave you an idea what to do here? Perhaps one of those paper birds is the answer. Of course, you still have your own paper bird, don't you? Oh, it's a little ruined? So refold it. YOU can't. GIVE PAPER TO GIRL. Now we're on to something. GIVE UMBRELLA TO GIRL. See, you knew something magical would happen! BOARD BIRD and once it stops just ENTER DOOR. @ Now it is time to use the spade. From our map we know that the seventh mushroom must be across the river, but if you've ever tried to board that dory while you were alive, you know you can't. If you've never tried it, go ahead, it doesn't hurt and may yield a smile. From the Moor go west four times and then north. Here in the Cemetery is that crypt whose lid you may have tried to pry with the umbrella or axe. Neither of them worked; but if you examine the spade, you'll see that it looks sturdy enough. PRY LID WITH SPADE. LOOK IN CRYPT. EXAMINE CORPSE. TAKE SHROUD and you may as well WEAR SHROUD. TAKE BANDAGE and then LOOK IN MOUTH. TAKE SILVER COIN. Looks like we're ready to cross that river now. But wait, that silly corpse is wearing a green boot and a red boot. TAKE RED BOOT AND GREEN BOOT. WEAR RED BOOT. WEAR GREEN BOOT. They may just come in handy. Go south and then east twice. You can DROP BANDAGE AND SPADE. You should now TAKE CAGE, EMERALD, WALKIE-TALKIE, LAMP, AND BAG. @ You are now ready for the seventh mushroom. Don't forget to go up twice, SET RING TO SEVENTH SYMBOL, and go down twice before you set out for the river. Go southeast and WAIT. Once the real ghosts take a seat you can BOARD DORY. Because you have covered up those tourist shorts with a shroud you should have no problem with this. GIVE SILVER COIN TO OARSMAN and you're off on the final leg of your journey. @ From the Sand Bar, go south. You should be greeted by the roadrunner with that ruby. ENTER DOOR after the roadrunner and emerge in New Mexico. You are in the Shack and because of the voices outside it seems prudent to stay here for a while so let's read a little. DROP CAGE. TAKE BOOK. READ BOOK. It's not very interesting so DROP BOOK and TAKE SLIP OF CARDBOARD. EXAMINE SLIP OF CARDBOARD. READ POETRY and EXAMINE DIAGRAM. Take careful note of the diagram each time you play because the diagram is different each time and its information is critical to your success. DROP SLIP OF CARDBOARD and TAKE CAGE. @ It sounds as if the men have left so go west and then down twice. Here's the roadrunner and that ruby. Hmmm, we already have an emerald. That makes a red gem and a green gem! There must be some connection then between the gems and the red and green boot. EXAMINE GREEN BOOT. Yup, looks like that emerald would fit into that recess. PUT EMERALD IN GREEN BOOT. Interesting,and probably useful. TAKE RUBY. PUT RUBY IN RED BOOT. Looks like you are ready for some speedy traveling and that is essential because time is short. From your Illustrated Story of the Atom Bomb you know that the bomb will be tested at 5:30. (With the wings on your boots you can cover one move in the desert in 15 seconds but without the wings it will take you 5 minutes. Brewing up that emerald was a required part of the game!) @ Go northwest three times and you will be at the Paved Road near the jeep. OPEN DOOR and ENTER JEEP. EXAMINE RADIO and EXAMINE DIAL. That dial matches the slider on your walkie- talkie pretty well so let's SET SLIDER TO X where X is the number the radio dial is set to. (This number varies with each game you play.) OUT. Don't worry about that wallet, you don't need it. RAISE ANTENNA and TURN ON WALKIE-TALKIE. There just may be some useful information to overhear. Go southeast five times and then east once. Now go south and then west. @ There are two doors here. Let's OPEN RIGHT DOOR and go west. Yipes, this looks like trouble. I would leave fast, so go north. Boxed yourself into a closet, huh? Well, first CLOSE DOOR. Whew! Safe for now. But what can you do now? Maybe if you distracted the snake with another prey, it would be satisfied and leave you alone. OPEN CAGE and OPEN DOOR. Perfect! Just as planned. Go OUT. MOVE PAPER, DROP CAGE, and TAKE SCREWDRIVER. Go south and then west. TAKE KNIFE. You really don't have time to explore the rest of the house but you now have all that there is for you here. @ Go east, north, east, east again, and southeast. DROP ALL BUT BAG AND LAMP. (Never, ever drop that bag unless you want to use it -- that roadrunner is hungry!). Go up and DROP BAG (I guess it is safe here). Go IN and DOWN. TURN ON LAMP. (I hope you saved as much of the power in this lamp as possible.) DROP LAMP and go UP and OUT. Now go down, northeast, and up. TAKE BINOCULARS and oops! Here we go again! But we've prepared in advance so just go DOWN and TAKE BINOCULARS. Now go UP and OUT and TAKE BAG (wouldn't want those tasty crumbs to get wet). Go down and TAKE WALKIE-TALKIE, SCREWDRIVER, AND KNIFE. Go northwest, north, west, and then northwest twice. @ Let's explore the south road next. (If you've been listening to your radio, you know that time is getting short. Or you can check your wristwatch, it is working again.) Go south four times until you are Behind the Shed. WAIT a bit until your friend the roadrunner arrives then EXAMINE SHELTER WITH BINOCULARS. That bird sure is nosy, isn't he. Put him to work by typing POINT TO KEY. DROP BINOCULARS, TAKE KEY, and then go north four times. UNLOCK PADLOCK WITH KEY, TAKE PADLOCK, DROP PADLOCK, OPEN BOX, and EXAMINE PANEL. OPEN CIRCUIT BREAKER. Listen carefully to what you hear, especially the part about the "kid" and the line he may have forgotten to connect. @ Now in your next move CLOSE HANDLE or they will come to investigate. Again, listen carefully to what they say because the timing of the final puzzle depends on what you hear. OK, you now know what you need to do. If you can somehow disconnect the line that the crew thinks is faulty, and you do it AFTER the autosequencer starts, they will chalk it up to a "wet line" and let it go. You know which line it is because the kid is worried about it. I can't tell you which one it is because it changes from game to game. @ It will be the positive, ground, informer, or detonator. These are abbreviated as POS, GND, INF, and DET on the slip of cardboard you found in the book. Remember that panel in the Shack? You now have the screwdriver you need to open it and you have the knife to cut the proper wire (the slip of cardboard will translate the name of the wire into the colour of the wire you need to cut). All you have to do now is go up into the Shack, open the panel, wait for the autosequencer to start, and then cut the correct wire. Oops, there is that searchlight, isn't there? Maybe we should take care of that first. @ Then it should be safe to climb back up into the Shack. Go southwest four times and you will be Outside Blockhouse facing a big dog who is sleeping. Perhaps you have looked on this dog as a problem but he is, in fact, the solution to a problem. The searchlight is mounted on this blockhouse. Have you ever disturbed the dog or allowed the roadrunner to disturb him? Notice that when the crew comes out to investigate, they turn the searchlight from the tower to the blockhouse area.This is what we need to use to our advantage. @ Also, have you studied the actions of the roadrunner here? He's been hungry all during the game. The dog seems to provide a good dinner table but not for long. If you could just find a way to have the roadrunner disturb the dog when you were at the tower, you could climb the tower while the searchlight was aimed at the blockhouse area. So, here is what you can do. @ After arriving at Outside the Blockhouse, WAIT for the roadrunner. As soon as he jumps onto the dog, DROP BAG. Whew, he is more interested in the crumbs; but when he's done, he will probably go back onto the dog and alert the crew. After dropping the bag, immediately go northeast four times. If you haven't wasted any crumbs along the way, you should see the searchlight sweep away from the tower just as you arrive (you are still listening to your radio, I hope). @ We're almost there now but no time to linger. Go up twice and then east. UNSCREW SCREWS WITH SCREWDRIVER and LOOK IN PANEL. Too dark? Then just turn on your lamp. Oh, that's in the reservoir? OK, just TURN ON THE BULB that is conveniently in the Shack. That's better. Now LOOK IN PANEL. As you suspected from the diagram, there are four wires which are red, blue, striped, and white. Using the card and the information regarding the "wet line" you gained after you opened the box, you now know which wire to cut with the knife.But DON'T do it until AFTER the autosequencer starts at T-45. WAIT as long as needed. CUT xxxx WIRE WITH KNIFE. @ @ CONGRATULATIONS! Perhaps their next test will be a little less ambitious and you will survive your London vacation after all. To get the final messages from the game (now that you are back in Kensington Gardens at the Palace Gate), go east, north, and north again. EXAMINE WOMAN and read your final rank. @ @ @ @ WISHBRINGER SOLUTION Written by:The Sheik @ @ =====INTRO===== @ Having completed Wishbringer in one day, (sure you did, SEWER RAT !!) I thought I would type up this file to help anyone stuck somewhere in the game, who is smart enough not to by the original or the InvisiClues. I would first like to give a brief background on Wishbringer. The object of Wishbringer is to find the cat, Chaos, and bring him/her/it back to the woman who owns the Magick Shoppe. Wishbringer is unique in that it can be solved many different ways (thus allowing for longer game-play). Wishbringer (the item you will find) is equipped with 7 wishes, and the game can be solved without using any of them. In my completing the story, I had to use one wish, and I may try to go back and solve the story without using that wish, but the solution I provide here will be the same. You will end up with 95 out of 100 pts, while still successfully completing the game. @ This solution will not be "exact". As it is, there are wandering monsters ("Boots") that you will have to avoid on your own. I will present answers to any obstacles that may seem difficult to people like me who did not buy the game package. Notes will be included in brackets .... @ Here we go .... @ >S.READ POSTER.GET ENVELOPE.N.W.W. [you will be told the cemetery is scary, and asked if you want to proceed, just type "Y"] >N.SHOW ENVELOPE TO DIGGER.W.E.GET IN GRAVE.GET BONE.GET OUT OF GRAVE.S.E.E >E.GIVE BONE TO DOG.N.N.SEARCH FOUNTAIN.GET COIN.E.BUY TICKET.ENTER THEATRE [^^oops!!^^ be sure to take the note from Voss!] >GIVE TICKET TO DIGGER.N.SEARCH AISLE.GET GLASSES.WEAR GLASSES. [at this time you just keep typing look until the movie is over] >S.TAKE OFF GLASSES.LEAVE.N.N.N.N.N.E.GET BRANCH. GET BRANCH. >U.W.N.U.E.S.U.OPEN DOOR.ENTER SHOP.WAIT.WAIT.SHOW ENVELOPE TO WOMAN. >OPEN ENVELOPE.READ LETTER TO WOMAN [take the can the woman offers you, then just wait until she allows you to leave] >D.N.W.D.S.E.D.W.GIVE CAN TO TROLL.GET CAN.OPEN GATE.S. [See note above about the Boots. You MUST avoid them whenever possible, as you can only get caught once!] >S.S.ENTER CHURCH.GET CANDLE.LEAVE.N. W.U.GET SHOE [If your load is too heavy, don't worry about it, I never used the shoe in my solution] >OPEN STUMP.ENTER STUMP.E.S.MOVE BUNK.DROP ALL.U.GET BLANKET.D.GET CANDLE. >N.E.PUT BLANKET ON GRUE.OPEN REFRIGERATOR.GET BOTTLE AND WORM.W. S.GET ALL.N. >W.U.N.E.S.SEARCH FOUNTAIN.PUT WORM IN FOUNTAIN.GET TOKEN.W.W. [Now, at Lake Edge, the grating south of you should be open at this time. If it is not, you may have to wander awhile, avoiding the Boots, and come back] >S.GET UMBRELLA.N.SQUEEZE CAN.GET STONE.DROP CAN.OPEN UMBRELLA.WISH FOR RAIN. >DIG X.GET WHISTLE.BLOW WHISTLE.W.WAIT.TAKE HAT.WAIT.BLOW WHISTLE.E.N.N.E.S. [West of House ... Sound familiar????] >OPEN MAILBOX.GET.LEAFLET [At this point, keep typing "N" until it allows you to go north] >E.GIVE HAT TO PELICAN.W.W.S.GET TOKEN.E.E.PUT LEAFLET IN BIG MAILBOX. S. [Save game now] >PUT TOKEN IN MACHINE.PUSH STICK W. PUSH STICK W.PUSH STICK S.PUSH STICK S >PUSH STICK S.PUSH BUTTON [You will be asked if you are sure, etc, just keep typing "Y". Hope those are the right directions, because I am typing this from memory! (heh heh)] >KALUZE [Remember the Pelican?] >S.S.GIVE NOTE TO MR. CRISP.GET COAT.SEARCH COAT.GET KEY.UNLOCK CHAIN.DROP KEY >PULL LEVER.OPEN HATCH.CLIMB UP.U.WEAR GLASSES.GET CAT.POUR MILK.GET BROOM. >FLIP SECOND SWITCH [If it does not say your score went up 3 pts then flip this back and flip the first switch] >D.TAKE OFF GLASSES.MOVE PAINTING. TURN CRANK.D.GET NOTE.READ NOTE.DROP NOTE. >U.TURN CRANK.N.N.E.ALEXIS, HEEL.OPEN DOOR.E.GET KEY.READ MESSAGE.W.N. >UNLOCK DOOR WITH KEY.ENTER LIBRARY. S.S.BREAK CASE WITH BROOM. [The alarm will not go off since you flipped that switch] >DROP ALL BUT STONE.GET SCULPTURE.PUT STONE IN SCULPTURE [At this point you will get the familiar -Are you sure?- -Are you super dupere reaallllyyyy sure?????-.. Just keep typing "Y" until you see a bunch of paragraphs pop up on the screen, this is called The End] >KNOCK DOOR [Woman takes cat, tells you a little story, and that is it!] @ @ @ @ HOW TO WIN AT ZORK I WRITTEN BY: THE LOCKPICK THANX TO: "THE THING" AND CRACKSMEN @ @ THIS IS THE STEP-BY-STEP TUTORIAL ON HOW TO SOLVE ZORK I @ I HAVE HEARD OF A STRANGE PASSAGE BETWEEN THE CYCLOPS ROOM AND THE LIVING ROOM. IF YOU CAN GET THROUGH IT YOU MAY WISH TO USE IT AS A SHORT CUT (OPTIONAL). I WOULD SUGGEST YOU HAVE AN INITIALISED SAVE GAME DISK OR ELSE IT WILL BE ALMOST IMPOSSIBLE TO WIN!!! @ @ FROM THE START: [N,N,U], "GET EGG", (NO WE'RE NOT GOING TO THROW IT ONTO THE GROUND) [D,S,E], "OPEN WINDOW", [W] @ "GET ALL", [W], "OPEN SACK", "GET LUNCH AND GARLIC", (NO WE'RE NOT HAVING A PICNIC) "DROP ALL", "GET SWORD AND LAMP", "MOVE RUG", "OPEN TRAPDOOR", "OPEN CASE" (GET EVERYTHING READY HERE), [E,U], "TURN ON LAMP", "GET ALL", [D,W], "DROP KNIFE" (YOU MAY WISH TO SAVE YOUR GAME HERE IN CASE THE THIEF POPS IN AND STEALS SOMETHING IMPORTANT) @ [D,S,E], "GET PAINTING", [W,N], (NOW, SAVE YOUR GAME AGAIN BECAUSE WE'RE GOING TO KILL A TROLL IN THE NEXT ROOM) @ [N], "KILL TROLL", (KEEP TYPING IN "AGAIN" UNTIL HE'S DEAD. NOW IF YOU WERE WOUNDED OR KILLED YOU CAN RESTORE YOUR GAME.) @ "DROP SWORD", (WE DON'T NEED IT ANYMORE), [E,E,SE,E], "TIE ROPE TO RAILING", (IT'S SAFER THAN JUMPING!), [D,S,E], "GET COFFIN", [W,S], "PRAY" (NOW THAT TRAPDOOR WON'T CLOSE ANYMORE!), [S,N,W,W,W], "OPEN COFFIN", "GET SCEPTRE", "PUT COFFIN AND PAINTING IN CASE" @ [E,E,E,E,D,D,N], "WAVE SCEPTRE", [E,E,N,N], "GET SHOVEL", [NE], "DIG SAND", "AGAIN", "AGAIN", "AGAIN", "DROP SHOVEL", "GET SCARAB", [SW,S,S, W,W], "GET POT", (WHERE DID THIS COME FROM?), [SW,U,U,NW,W,W,W], "PUT ALL BUT LAMP IN CASE", (WE'RE A QUARTER OF THE WAY THERE !!) @ "GET ALL BUT SACK AND GARLIC", "OPEN TRAPDOOR", [D,N,W,S,E,U], "GET BAG AND KEY", [SW,E,S,SE], "GIVE LUNCH AND WATER TO CYCLOPS" (YOU CAN'T KILL HIM) @ "DROP BOTTLE", (NOW SAVE YOUR GAME HERE BECAUSE WE HAVE TO KILL THE THIEF), [U], (SAVE YOUR GAME AGAIN IF YOU WERE NOT WOUNDED OR KILLED) @ (NOW, IF THE THIEF DID NOT TAKE YOUR EGG BEFORE TYPE IN "GIVE EGG TO THIEF" AND SAVE YOUR GAME AGAIN) @ "KILL THIEF", (IF YOU HAVE KILLED HIM WITHOUT GETTING HIT YOU MAY WISH TO SAVE YOUR GAME ONCE MORE) @ (IF THE SWORD IS HERE DON'T TAKE IT) "GET ALL BUT STILETTO", "DROP KNIFE", [D,NW,S,W,U,D,NE], "UNLOCK LOCK", "DROP KEY", "OPEN GRATE" @ [U,S], "WIND UP CANARY", "GET BAUBLE", [S,E,W,W], "GET CANARY", "PUT ALL BUT LAMP IN CASE", "GET GARLIC", [D,N,E,N,NE,E,N], "GET MATCHBOOK", [E], "PUSH YELLOW", "GET WRENCH AND SCREWDRIVER", [W,S], "DROP GARLIC AND SCREWDRIVER", "TURN BOLT WITH WRENCH", "DROP WRENCH", [E] @ "GET PLASTIC", [N], "DROP PLASTIC", [S, SW,S,E], "ECHO", "GET BAR", [W,SE, E,D], "TURN OFF LAMP", "GET TORCH", [S], "GET BELL" @ [S], "GET ALL", [D,D], "RING BELL", "LIGHT MATCH", "LIGHT CANDLES WITH MATCH", "READ BOOK", "TURN OFF CANDLES","DROP BOOK", [S], "GET SKULL" @ [N,U,N,N,N,W,W,S,U], "PUT SKULL AND BAR IN CASE", [D,N,E,N,NE,E], "GET GARLIC AND SCREWDRIVER", [W,N], "DROP ALL BUT TORCH", "GET TRUNK", [N,N], "GET TRIDENT", [S,S,S,SW,SW,W,S,U], "PUT TRUNK AND TRIDENT IN CASE", [D,N, E,N,NE,N], "GET ALL", [N,N,U,N,N,W,N, W], "DROP TORCH", "TURN ON LAMP", [N], "GET FIGURINE", (IT'S A GOOD THING WE HAD THAT GARLIC!) [S], "DROP FIGURINE", [N,E], "DROP ALL BUT LAMP AND GARLIC", [N,D,E,NE,SE,SW,D,D,S], "GET COAL", [N,U,U,N,E,S,N,U,S], "GET ALL", "PUT COAL AND SCREWDRIVER IN BASKET", "LIGHT MATCH", "LIGHT CANDLES WITH MATCH", "PUT CANDLES IN BASKET", "LOWER BASKET", "DROP MATCHBOOK", [N, D,E,NE,SE,SW,D,D,W]"DROP ALL", [W], "GET COAL AND CANDLES AND SCREWDRIVER", [S], "OPEN LID", "PUT COAL IN MACHINE", "CLOSE LID", "TURN SWITCH WITH SCREWDRIVER", "DROP SCREWDRIVER", "OPEN LID", "GET DIAMOND",[N], "PUT DIAMOND IN BASKET", "DROP CANDLES", [E], "GET ALL BUT TIMBER" @ [E,U,U,N,E,S,N], "GET SAPPHIRE", [U,S], "RAISE BASKET", "GET DIAMOND", [W,S], "GET ALL", [E,S,D,U], "DROP GARLIC", "PUT ALL BUT LAMP IN CASE", [D,N,E,N,NE,N,N], "GET PUMP", [S,S,E], "GET PLASTIC" @ [S,D,E,E,S], "DROP PLASTIC", "INFLATE PLASTIC", "DROP PUMP", "ENTER BOAT", "LAUNCH", "GET BUOY", "LAND", "GET OUT OF BOAT", [S,W,W,SW,U,U,NW,W,W,W], "OPEN BUOY", "PUT EMERALD IN CASE", (NOW THE LAST TREASURE WILL APPEAR, WHICH IS AN OLD PARCHMENT. YOU DO NOT NEED IT IN THE CASE FOR A PERFECT SCORE SO YOU CAN READ IT IF YOU WISH.) @ [E,E,N,W,SW,W] AND YOU'RE THERE WITH A PERFECT SCORE OF 350! @ @ @ @ HOW TO SOLVE ZORK II WRITTEN BY: MIKE R. @ @ TO START: -------- @ 1. TAKE ALL 2. S,S,S,SW,S 3. LIGHT LAMP 4. SE 5. IN (OR ENTER GAZEBO) 6. GET TEAPOT 7. OUT 8. N,NE 9. GET WATER 10. S,SE,S,S,W,SE (YOU SHOULD BE IN THE RIDDLE ROOM, MOVE AROUND UNTIL YOU ARE) 11. SAY "A WELL" 12. E 13. GET PEARLS 14. E 15. IN BUCKET 16. POUR WATER 17. GET OUT 18. E 19. GET RED CAKE, GREEN CAKE, BLUE CAKE 20. EAT GREEN CAKE 21. E 22. THROW RED CAKE IN POOL 23. GET CANDY 24. W 25. EAT BLUE CAKE 26. NW 27. TELL ROBOT "E" 28. E 29. TELL ROBOT "PUSH TRIANGLE" 30. TELL ROBOT "S" 31. S 32. GET SPHERE 33. TELL ROBOT "LIFT CAGE" 34. GET SPHERE 35. N,W,S (YOU SHOULD BE IN TEA ROOM) 36. W 37. GET IN BUCKET 38. GET WATER 39. GET OUT 40. DROP TEAPOT 41. W,W,NW 42. OPEN BOX 43. GET VIOLIN 44. E,N,N 45. IN 46. DROP ALL BUT SWORD AND LAMP 47. GET MAT AND OPENER 48. OUT 49. S,S,W,N 50. GET CLAY 51. N,N,U 52. OPEN LID 53. PUT MAT UNDER DOOR 54. PUT OPENER IN HOLE 55. GET MAT, KEY, OPENER 56. UNLOCK DOOR WITH KEY 57. OPEN DOOR 58. N 59. GET SPHERE 60. S,D,S,S,S,E,N,N 61. IN 62. DROP ALL BUT BRICK, SWORD, AND LAMP 63. GET NEWSPAPER AND MATCHES 64. OUT 65. S,S,E,SW 66. GET STRING 67. N,D,E,N,N 68. ATTACK DRAGON 69. S 70. ATTACK DRAGON 71. S 72. ATTACK DRAGON 73. W,W 74. GET RUBY 75. S 76. GET IN BASKET 77. OPEN RECEPTACLE 78. PUT PAPER IN RECEPTACLE 79. LIGHT MATCH 80. LIGHT PAPER WITH MATCH 81. WAIT, WAIT 82. W 83. TIE WIRE TO HOOK 84. GET OUT 85. GET COIN 86. S 87. OPEN PURPLE BOOK 88. GET STAMP 89. N 90. GET IN BASKET 91. UNTIE WIRE 92. WAIT, WAIT, WAIT, WAIT 93. W 94. TIE WIRE TO HOOK 95. GET OUT 96. S 97. PUT STRING IN BRICK 98. LIGHT MATCH 99. LIGHT STRING WITH MATCH 100. N,S 101. GET CROWN 102. N 103. GET IN BASKET 104. UNTIE WIRE 105. CLOSE RECEPTACLE 106. WAIT (KEEP WAITING UNTIL BASKET IS AT THE BOTTOM OF VOLCANO). 107. GET OUT 108. N,E,E,SE,E,N,N 109. IN 110. DROP ALL BUT LAMP 111. OUT 112. S,W,SW,N,N,N,W,N,N 113. GET CHEST 114. KISS PRINCESS 115. S,S,S,SE,E,N,N 116. IN 117. WAIT (UNTIL PRINCESS COMES). 118. OPEN CHEST 119. OPEN CHEST 120. GET DRAGON 121. DROP CHEST AND ROSE 122. GET CANDY, RED SPHERE, BLUE SPHERE, AND PEARLS 123. OUT 124. S,S,W,S,S,D,S 125. GET CLUB 126. SE,NE,NW,SW,N,U,N,N,SW,SW 127. FEED LIZARD CANDY 128. UNLOCK DOOR WITH GOLD KEY 129. OPEN DOOR 130. S,W 131. DROP ALL BUT LAMP 132. E,N,N,NE,N,N,N,W,N,W,W,NE,E,S 133. GET PORTRAIT 134. N 135. ENTER LIGHT 136. ENTER SOUTH WALL 137. ENTER LIGHT 138. GET BILLS 139. KILL SELF 140. W,W,W 141. GET LAMP 142. S,S,S,SW,S,SE 143. IN 144. GET ALL 145. OUT 146. S,S,W,SW,SW,S,E 147. DROP ALL BUT LAMP 148. GET CLUB 149. W 150. THROW CLUB AT GLASS 151. GET WHITE SPHERE 152. E 153. PUT RED SPHERE ON RUBY STAND 154. PUT BLUE SPHERE ON SAPPHIRE STAND 155. PUT WHITE SPHERE ON DIAMOND STAND 156. GET BLACK SPHERE 157. S 158. PUT SPHERE IN CIRCLE 159. N 160. GET STAMP, VIOLIN, RUBY, AND COIN 161. S 162. GIVE ALL BUT LAMP TO DEMON 163. TELL DEMON "GIVE ME WAND" 164. TAKE WAND 165. N,E,N,N,NE,S 166. POINT WAND AT MENHIR 167. SAY "FLOAT" 168. SW 169. GET COLLAR 170. NE,S,D,D 171. PUT COLLAR ON DOG 172. E 173. OPEN DOOR 174. S 175. TURN OFF LAMP 176. OPEN SECRET DOOR 177. S @ @ CONGRATULATIONS.... @ *** YOU HAVE JUST SOLVED ZORK II *** @ @ @ @ ZORK III SOLUTION ==== === ======== @ @ IN THIS, THE THIRD SCENARIO OF THE ZORK TRILOGY, YOU ARE TO SEEK OUT AND TAKE OVER THE DUNGEON MASTER'S POSITION IN THE GREAT UNDERGROUND EMPIRE. INSTEAD OF HUNTING FOR TREASURES AS IN THE OTHERS IN THIS TRILOGY, YOU MUST PROVE YOUR WORTHINESS BY SHOWING COMPASSION, BRAVERY, TRUST, ETC... @ @ BE WARNED THAT THIS IS NOT A HINT SHEET. IT IS A FULL SOLUTION TO THE GAME. ONWARD BRAVE ADVENTURER !! @ @ GET LAMP, TURN ON LAMP, S,W,W, GET BREAD, D, WAIT, WAIT, (SHOULD YOU TRUST HIM? SURE!), TIE ROPE TO CHEST, (WHERE'D HE GO?) WAIT, WAIT, WAIT, GET ROPE, (GOOD THING YOU TRUSTED HIM!), GET CHEST, SW, (NOW YOU ARE IN THE SHADOWY AREA, THERE IS A CLOAKED FIGURE WALKING AROUND IN HERE. JUST WALK AROUND UNTIL YOU FIND HIM, WHEN YOU DO, YOUR SWORD WILL COME TO YOU, THEN:) ATTACK FIGURE, (KEEP ATTACKING THE FIGURE UNTIL YOU SEE THE DESCRIPTION "HE IS NOT ABLE TO DEFEND HIMSELF", THEN:) REMOVE HOOD, DROP SWORD, GET CLOAK, E, (KEEP GOING EAST UNTIL YOU GET TO THE CREEPY CRAWL), S,S, DROP ALL BUT CHEST AND LAMP, PUT LAMP IN CHEST, CLOSE CHEST. @ --->NOW WOULD BE A GOOD TIME TO SAVE THE GAME. IF THINGS DON'T GO AS THEY SHOULD HERE, YOU CAN JUST RESTORE AND TRY AGAIN. @ JUMP IN LAKE, D, GET OBJECT AND CHEST (IF YOU DON'T GET THEM OR YOU GET KILLED, JUST RESTORE) U,W,S, GET TORCH. @ NOW THIS IS A LITTLE TRICKY .... @ LOOK AT TABLE (IF YOU SEE THE SACRIFICIAL ALTAR, "WAIT" UNTIL THE SCREEN CHANGES. OTHERWISE:) TOUCH TABLE, WAIT (UNTIL YOU ARE BACK IN THE SCENIC VISTA), N. @ ---> SAVE IT AGAIN @ JUMP IN LAKE, D, GET CHEST, U,S, OPEN CHEST, GET LAMP, DROP CHEST, S,S,E, GET KEY, MOVE COVER, D,N,N,N,W,S,E,E, S,S, WAIT (YOU MUST WAIT FOR AN EARTHQUAKE TO OCCUR. IT WILL HIT AT ABOUT 150 MOVES ... JUST BE PATIENT AND KEEP WAITING ... AFTER IT OPENS THE DOOR, THEN:) E,N, PUSH GOLD MACHINE SOUTH, OPEN STONE DOOR, PUSH MACHINE EAST, SIT IN MACHINE, SET DIAL TO 776, PUSH BUTTON, GET RING, LISTEN TO GUARDS (KEEP LISTENING UNTIL YOU HEAR THEM LEAVE, THEN:), OPEN DOOR, W, OPEN WOODEN DOOR, N, HIDE RING UNDER SEAT, WAIT (KEEP WAITING UNTIL YOU RETURN TO THE PRESENT TIME-FRAME, THEN:) GET ALL, OPEN STONE DOOR, W, OPEN WOODEN DOOR, N, LOOK UNDER SEAT. @ ---> NOW FOR THE ROYAL PAIN (PUZZLE) @ S,S,D, PUSH EAST WALL, W, PUSH SOUTH WALL, E,S,S,E, PUSH SOUTH WALL, N,N,E, PUSH SOUTH WALL, GET BOOK, PUSH SOUTH WALL, E,E,N, PUSH WEST WALL, AGAIN, AGAIN, N,W, PUSH SOUTH WALL, E,S, PUSH WEST WALL, E,E,N,N,N,N, PUSH EAST WALL, S,S,S,E,E,N,N, PUSH WEST WALL, N,W, PUSH SOUTH WALL, AGAIN, S,S,E,E, N, PUSH WEST WALL, AGAIN, S,W, PUSH NORTH WALL, AGAIN, AGAIN, W,N,U. @ ---> YOUR OUT !!!! NOW FOR THE END OF THE GAME !!! @ LET'S GO! @ N,W,N,N,W,W,S,S, GET ALL, N,N,N,E,NE (NOW, THERE SHOULD BE A LITTLE OLD MAN SITTING NEAR THE WALL. IF NOT, KEEP GOING SW AND NE UNTIL HE SHOWS UP. THEN:) WAKE MAN, GIVE BREAD, OPEN DOOR, N,N, BREAK BEAM WITH LAMP, S, PUSH BUTTON, N, GET LAMP, N,N, LIFT SHORT POLE, PUSH YELLOW PANEL, AGAIN, LOWER SHORT POLE, PUSH MAHOGANY PANEL, AGAIN, AGAIN, LIFT SHORT POLE, PUSH YELLOW PANEL, AGAIN, AGAIN, AGAIN, PUSH PINE PANEL, N, KNOCK ON DOOR. @ ---> THE DUNGEON MASTER!! YOU MUST BE GETTING CLOSE TO THE END! @ N,E,N,N, SET DIAL TO 4, PUSH BUTTON, TELL DUNGEON MASTER TO STAY, S, OPEN DOOR, S, TELL DUNGEON MASTER TO SET DIAL TO 1, TELL DUNGEON MASTER TO PUSH BUTTON, UNLOCK BRONZE DOOR WITH KEY, OPEN BRONZE DOOR, SOUTH. @ ---> YOU DID IT! YOU HAVE BECOME THE DUNGEON MASTER OF ZORK!! @ @ THIS WALK-THRU WAS WRITTEN BY THE LUNATIC AND THE SILMARILLION. @ @ @ @ THE ABOVE FILE WAS PORTED FROM THE AMIGA BY SEWER POSSUM,EDITED AND CORRECTED BY SEWER RAT AND FINALLY BROUGHT TO YOU BY SEWER SOFTWARE. @ @ @ Docs typed by Otay. Pilfered off an Apple BBS by The Cure, not "Gilroy, scrotum of the South".Pilfered from the Amiga by SEWER SOFTWARE.Edited and corrected by SEWER RAT. Call Amiga Central 801/943-2011. @ @ Introduction @ @ Welcome to the Airborne Ground Attack Vehicle, the latest and most revolutionary of the new range of two seater fight craft designed and manufactured by Draziw Industries. Novenias leading armaments company for the past eight hundred years. @ This manual is divided into chapters detailing most of the features of the AGAV. However, because of the unique flexibility of the craft's design, notably the ability to upgrade and modify the weaponry, control systems, and fuel-feeders without needing to rebuild the craft from scratch, I can't be sure that I will cover everything. @ You are reminded that this document is classified at Level 4.2, and is therefore printed on anti-Holostat paper. Any attempt to duplicate this manual will result in auto decomposure of the complete document, and the simultaneous release of Kryplex gas, which will paralyse the nervous system of all known carbon based life-forms in the western spiral arm of the galaxy. @ Yrag Draziw Chief Designer, Project AGAV. Stardate 3429.6.81. @ Entering the AGAV @ To enter the AGAV craft, follow the standard procedure:- @ 1. If the AGAV plasma drive is in operation, press the switch marked OPEN CANOPY, situated below the canopy rim (there is a switch on both sides of the vehicle). If the drive is inactive, release the safety catch and slide back the blister canopy manually, using the handles of the rim @ 2. Climb onto the wing and stand as far forward as possible, close to the auxiliary oxygen port. @ 3. Place both hands on either side of the rim of the canopy, and lift your legs over the rim and into the cockpit @ 4. Lower yourself into the pilots seat @ 5. Adjust the seat until comfortable, using the posture control switches situated under the seat. @ 6. Fasten the safety harness. @ 7. Close the canopy by pressing the small green button to your immediate left (marked CLOSE CANOPY). If emergency power restrictions are in force, slide the blister canopy forward, using the handles situated just behind the pilots seat. @ The co-pilot or instructor should follow steps 2 to 7, standing slightly further back on the wing. @ The AGAV Instrument Panel @ Your AGAV has one of the most comprehensive computer control systems ever developed for a fighter craft. This means that the pilot only has to concentrate on the vital aspects of flying, such as navigation, combat, and docking at repair stations for fuel and extra weaponry. @ Local Area Scanner @ This hexagonal screen displays the position of all objects within the AGAV's range. The scanner can detect density and movement extremely accurately, to the extent of the sensing the colours of each building, vehicle or aircraft. @ Energy Level @ This instrument shows a constant indication of how much energy the AGAV has stored for its Plasma Drive Unit. It is advisable to always keep the energy level above 15%. @ Shield Status @ The molecular Neutralising Force- Shields should NEVER be allowed to drop below 10% under any circumstances. Shields are replenished when the craft is repaired at a maintenance silo. The shields are at their weakest around the undercarriage therefore it is important that you never allow the AGAV to scrape along the ground during flight. @ Laser Cell Status @ All four Sapphire II laser units are fed from the laser cell. If it drains completely, your craft will be unable to fire laser bolts. The laser cell can be refuelled at any Novenian airbase or maintenance silo equipped with a PosiLok recharger. @ Altitude Meter @ The altitude meter shows your current height. If it gets below a safe level (usually 5%), the meter will flash rapidly and emit a sonic warning. You are reminded that it is an offence to fly low in a suburban area except in times of military emergency, unless you have clearance from your Area Commander. @ Velocity Indicator @ The velocity indicator displays the current air speed, up to 2550 urads. @ Bank Level Indicators @ These twin indicators (one indicator is affixed to each wing tip) display the level at which the AGAV is banking. The AGAV can bank to 45 degrees unladen, although cameras or missiles will alter the maximum banking angle. Both indicators should always display the same bank factor, unless one of the wings is severely damaged. @ Plasma Drive Status Display @ These waveform display units indicate various internal values of the Plasma Drive. As an AGAV pilot, you need not worry about these unless they stop completely, or start moving in a reverse direction during flight. @ Sector Display @ The Novenian landscape is divided into 10,000 sectors, on a 100 x 100 matrix. The sector indicator will show the current X and Y position ranging in value between 0 and 99. @ Missile Indicator @ The missile indicator shows the number of missiles currently on board. The maximum number of missiles allowed at any one time is two. @ Heading Display @ This instrument displays the heading of the AGAV in relation to the Irralya Star (discovered by Carrido Otnip in 2601.55.2) in accordance to the north, south, east, west convention. @ @ @ Flying the AGAV @ Taking Off @ Once all safety checks have been completed, you may take off using the following procedure: @ 1. Pull back on the joystick to increase altitude. 2. Increase thrust and accelerate forward. @ The AGAV has a top speed of 2550 urads, enabling it to outrun any sub light-speed Alliance craft, as well as all Egron and Aruloid military craft currently in service. It is quite safe to fly at full speed, as the computer will monitor the plasma drive at all times, and modify the neutron stabilizer automatically to ensure the plasma converter is always operating within its safe range. @ Flight Manoeuvres @ If you have not had full training in one of Draziw Industries comprehensive flight simulators, you should familiarise yourself with the more frequent manoeuvres when attacking land vehicles and escaping reprisal from a nearby enemy is accelerating, banking and gaining altitude in one smooth operation. Likewise, when at high altitudes, it is essential that you are able to decelerate, change direction downwards, and accelerate towards an attacking enemy target as quickly as possible. @ When flying at low speeds, the bank factor of the AGAV is so acute that you will be able to turn by 180 degrees with extreme ease. Even at maximum thrust, the turning circle of the craft is very tight. The quickest way to turn by 180 degrees is to decelerate to standstill, bank left or right to the AGAV's maximum bank factor, and accelerate quickly away. @ Landing the AGAV @ The AGAV is fitted with all-terrain landing pads, enabling you to land on any surface, including molten lava, acid rock, and the vast Erialc fungi reefs. To land on a surface, bring the craft to level flight, and decelerate until the computer cuts in and holds you in hover mode at zero velocity. Push forward on your joystick slowly until you touch down. If you are landing on molten lava, do not be alarmed by the loud hissing sound of the landing pads cooling the surrounding lava streams. @ WARNING: During flight testing of the AGAV prototypes in the vast Tranalua desert, it was found that flying at extremely low altitude over an inductive energy powerline resulted in the absorption of small amounts of plasma energy. At the time, this seemed unimportant, but as the mk.1 AGAV's were brought into service in urban areas, where high capacity powerlines were more commonplace, the full size of the problem was realised. Daredevil rookie pilots, trying to prove their aerobatic prowess, decided that flying just above the ground at high speed between the twin towers at the beginning of a powerline and following the path until swerving to avoid the apex tower was a great test of skill. This resulted in large amounts of volatile energy being absorbed by the AGAV's energy storage pod, and subsequently overloading the neutron stabilizer and inflicting fatal damage to the plasma drive. Attempts to refuel in this way will result in severe action being taken by both the Novenian airforce, and the Plasma Energy Corporation against all guilty parties. @ Weaponry Systems @ The AGAV's main weapon is the Sapphire II quadpulse laser system. The laser is powered from a dedicated laser energy cell situated in the nose-cone of the craft, directly behind the PosiLok refuelling nozzle. @ Two laser cannons are situated under each wing of the AGAV, and each group of lasers fire simultaneously. @ The AGAV has two laser sight operation modes: fixed sights ensures that the sight is always in the center of the screen, requiring the AGAV to be directly in line with its target; whereas floating sights allows the sights to move freely about the screen in the direction of the joystick control movement. @ The laser fire button has a rapid auto-repeat, enabling a target to be hit many times at great speed. The Sapphire II has an armour piercing factor of 0.45 - powerful enough to destroy a vehicle with similar armour to an Alliance tank with only six direct hits. The laser cell has a capacity for around 250 full-power laser pulses and can be recharged by a PosiLok station at any Alliance airbase, maintenance depot or silo. @ Some AGAV's (mainly carried on Interstellar Exploration Fleet Dredgers) are fitted with short-range mk. 12 and mk. 14 proton missiles. @ As a desperate measure, and provided your shields are sufficiently intact, it is possible to intercept enemy craft and ram them if no other option is available. For this to be successful, the enemy should have little or no shield or force wall of its own. @ The AGAV is fitted with a revolutionary new system: The VidiMon remote-controlled television guided camera. @ Using a high-definition video camera, the AGAV pilot is able to transmit pictures directly back to Military Headquarters at Qazalon City. An automatic sliding visual display has been incorporated into the craft which monitors the flight of the camera. @ The camera's flight is started by pressing the LAUNCH button on your keyboard console. @ Once the camera has been launched, you can guide it using the normal AGAV flight controls (the AGAV itself will simply hover in its current position under computer control). The plasma drive should be able to transport the camera for at least twenty minutes. If the camera is not returned to the proximity of the AGAV within that time, or if it is intercepted by the enemy, it will self-destruct. @ Docking and Maintenance Procedure @ Routine maintenance checks are made on all Alliance craft, before and after every flight. The AGAV has a major overhaul after every five flights, or if any mechanical or computer related faults are discovered. @ During a flight, if you need to refuel the plasma drive, laser cell, or replenish the shields you should establish a datalink with the nearest airbase and follow standard docking. During a state of military emergency, or if the AGAV has been damaged and is in need of immediate attention, you may dock at an Alliance space station repair silo. @ The Alliance silos are vast underground chambers with a sloping entrance building at ground level. The entrance hatch to the silo is marked by a laser strobe which is easily detachable by the AGAV's Enhanced Vision System. The silos are used to build and maintain all Alliance space stations and large military air vehicles, but also have facilities available for the AGAV. Not all space stations maintain geostationary orbit, so as they approach the entrance, the silo will rotate to face the space station using the NavSynch system, and then pull it in using its tractor beams. @ The current docking procedure is as follows: @ 1. Establish a datalink with the Chief Engineer at the silo, and wait until clearance is given. The silo will rotate to face you, and then stop, unless you adjust your flight path. Manual flight into the silo is necessary, since the AGAV is too small to be automatically pulled in using the tractor beams. @ 2. Slowly guide the AGAV through the doors to the silo. Keep the AGAV central at all times, as hitting the door or a wall could result in major structural damage being inflicted upon your craft. @ 3. Once inside the silo, your Enhanced Vision System should alter your display so that only relevant sections of the silo are visible. @ 4. If you need to collect any new equipment, such as a replacement television guidance camera, or armaments for special projects (such as sonic bombs or mk. 14 proton missiles), instruct the Chief Engineer to deposit the equipment at an AGAV collection point, which is usually situated near the center of the silo. @ 5. When the equipment is ready, fly towards the collection point, where an AGRO unit will unlock it into place on the AGAV's fuselage. @ 6. To refuel your laser cell, fly towards the end of the silo, and slow down to an almost stationary speed. @ 7. Align centrally with the PosiLok Refuelling Point, and fly forward until you lock into position. When your laser cell has been refuelled, the force shields will be replenished, and any superficial damage will be repaired by the AGRO androids. @ While the AGAV is being prepared, you will be able to obtain food, liquid input, medical treatment, or a place to sleep in the recreation sector of the silo. @ @ When the AGAV has been prepared, you will be escorted to the launch pad. To launch from the silo, wait until an AGRO unit has started up the plasma drive. When the drive reaches full power, press the button on the console marked LAUNCH FROM SILO. @ Once you have been launched from the silo, accelerate slowly forward, but do not try to increase altitude until you are clear of the silo. @ AGAV Specifications @ The main features of the AGAV are as follows: @ @ Plasma Drive @ The retro-thrust plasma power units are a development of the mk. 6 neutron fusiondrives which were used to great effect in the single-seater GS20 fighter class craft. They have been substantially redesigned to incorporate a neutron-stabilizer circuit, which has almost completely eliminated the spontaneous explosions occasionally experienced by unfortunate GS20 pilots who flew above plasma storms in the ionosphere, against the advice of their Atmostat data reports. @ @ Molecular Neutralizing Force Shield @ These are the latest concept in the shield technology and have been developed at great cost by the Irata University Molecule Research Unit. The shields work by fusing all unstable molecular structures into an integral part of the shield shell, therefore minimising the destructive force of any solid matter coming in contact with the force shield. The second advance in shield design is in dealing with laser bolts, by converting laser energy into sound waves. This is a great improvement over the energy- thirsty fission based shields used on all previous Alliance units. @ @ Laser Cannons @ The AGAV class craft retain the tried and tested Sapphires II laser system, which has been fitted with a new longer-lasting laser energy cell, using the new PosiLok cell refuelling system now installed at all airbases and outlying service depots. The original duo-pulse unit has been modified to a quadpulse system for the first time to take advantage of these developments. @ @ Communication Systems @ The standard issue military two-way radio system has been fitted to the AGAV. A sub-etha data link, using the new NetCell cellular communication system developed by Novenia Telecom has been added for remote tracking, and other computer controlled operations. @ @ Computer System @ The AGAV is the first craft to have a ship's computer specifically designed for a single craft. Draziw Industries has worked in conjunction with Imperial Business Machines, to produce the P-Cat (ProIntelligence- Communication and TransProcessor). The P-Cat is the pilots main interface with the AGAV, and informs the pilot of the ships status at all times using its built in SynthaVoice circuitry, message projection, and the ergonomically designed control panel instrument display. @ Because the AGAV has been designed as a low-flying attack and reconnaissance craft for use in unchartered landscapes, there is no computer controlled navigation system. The advantage of this decision is that in the event of the enemy gaining control of an airbase, they would be unable to control an AGAV remotely, or follnw its exact flightpath. @ * The P-Cat development team has been assigned to i1*l@???@?@@1@1@1`@1`@1`@1`@1`@1`@1??`@1 ?`@1 ?`@1 ?`@1??`@1`@1@1@@????l\N&oh pp`pp?000  ``<<x?x0 `??~o1*r4??<<<0<p<<<<?<<<?>`??s unique amongst modern fighter craft in its control mechanisms. The pilot (and co-pilot) manoeuvre the vehicle using the joystick. @ There is a secondary control system, used by the co-pilot or flight instructor consisting of a keyboard module. @ In the event that the joystick is not functional for one reason or another, the keyboard may be used for complete control. @ @ Well, that's it, so enjoy the game ... @ Otay, The Cure! and SEWER SOFTWARE @ @ @ STAR WARS GAME REVIEW AND INSTRUCTIONS ====================================== @ @ Star Wars, the computer game, is a straight conversion of one of the world's most famous arcade games. @ It comes on a single disk packaged in a CD size plastic case. The instructions are in four languages and contain the loading details for five different computers, but NOT the Amiga. @ @ On start up you are presented with a screen that gives you your control options of mouse, joystick or to reverse the vertical axis. Be warned though, these options are not operated by pressing the appropriate key when the option screen is presented, but they do toggle when the game is in process. @ You are presented with a wire frame Star Wars logo that then dutifully disappears into the distance. A quick resume of the Star Wars story then follows and will loop continuously if you let it. While this is happening your ears are assaulted by a pretty woeful rendition of the theme music to the movie. All of this can be stopped and the game started by pressing the fire button. You can then enter the game at either of three levels. @ You are presented with a 'through the front window' view. At each corner of the screen can be seen the ends of your laser cannons, and at the top, the number of the shields you have left. You start with eight protective shields, (read :- lives), but it is very easy to lose these. @ The three areas of gameplay are, @ 1> Space Battle:- Guide your X-wing fighter and the target cross-hair to shoot down enemy fighters. They will explode into spinning pieces with a satisfying 'whoompth' (not on ST, SEWER RAT) if your aim is good. But they are not completely harmless, they will fire spinning fire-balls at you that will cost you one shield if they hit you. You can dodge these, but more points will be gained if you shoot them. Every now and then Darth Vader's ship will appear, and this is worth extra points if you hit it. You can tell that it has hit as it turns white when the laser fire contacts it. Eventually you will run out of targets and your ship will automatically fly towards the surface of the Death Star. At this stage a digitised Luke Skywalker intones, 'Look at the size of that thing!', (sounds slightly rude to me). The digitised voices are present throughout the game and do help give it atmosphere, but it would have been nice to have the option to turn it off, as it can become quite monotonous after a while. @ 2> Surface Attack:- Here your ship flies along the surface of the Death Star. The wire frame graphics are very quick and give the sensation of skimming over the ground in a realistic manner, in a way that is similar to that other wireframe classic, Starglider. There are block- houses and gun towers to shoot at you and to be shot at. Bonus points are to be gainH`q)T<|2:g//e_1"ߥ n 8g