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The historical wing of the capitol's library was destroyed last night by a bomb explosion. From the destruction we salvaged only a few of the priceless historical books and statues. We also recovered the following hand written page, which was unscathed by fire or water. How this undamaged item got in among the rubble remains a mystery. There came a time in the history of the earth when the ocean offered the last frontier. Man had exhausted the resources of the land - the only medium he had ever learned to dominate. The hills were mined dry, the forests were burned bare, and the plains were ploughed raw. Even the timeless deserts bore scars of industrial invasion. Through the centuries, the cancer of progress continued unimpeded until the land could endure no more. When the earth was finally culled clean, mankinds hopes turned to the seas. With visions of a new way of life, free from the legacy of exploitation, he adapted to the waters. The awesome power of the environment tempered man's greed in the beginning. From this spurious veneration, he vowed to ration precious resources and preserve the ocean's many treasures. But as the sea began to lose its intimidating mystery, the majority of those who broke the vow grew. Soon, they became a majority with the strength to propagate their plans worldwide. The plans stated that under their guidance, harvesting of the seas fruits would proceed "with a pioneer spirit" and not be hindered by "conservationist paranoia." They rallied behind the philosophical masthead of "Maximum Utilities Management," one which only thinly disguised the reckless consumption that had gone on throughout the previous centuries. Those who saw the sea as a viable alternative to land-based life did not accept the return to wanton exploitation. Their desire to preserve this new way of life awakened the tale of Atlantis, the island kingdon of the Atlantic. They recalled a great race of people whose lives, both on land and in water, were not separated by any shores. And they vowed to rebuild this great society even if it meant a final confrontation between land and sea forces. Now, the expected battle has finally begun after centuries of antagon- ism. In an effort to proceed covertly to shield the public from the reality of the severed relationship, both forces have adopted sabotage as their favored method of attack. To keep the war from escalating into overt combat, The Foundation, a secret worldwide organization committed to unifying the forces of earth, has recruited the best gradualte form the Academy. What that recruit can do for the future of humanity is yet to be seen.... Your Mission In Return to Atlantis, you are an agent of The Foundation. Your pur- pose: to help mantain the balance between the forces of sea and land; to protect the creatures that swim in the ocean waters; and to oppose all those who seek to exploit the sea's wonders at the expense of the ecosystem. Who knows? You may even discover the secret of lost Atlantis along the way. From The Foundation's base on Isla Perdida, you receive your assign- ments from headquarters through a holographic projection from The Foun- dation's head agent. Headquarters gives you details of the mission and points out any dangers you need to be aware of. Once your briefing is complete, you go to the Sea Thief Cafe on Isla Perdida. This is the hot spot for buying and trading secrets. Here, you question the mysterious informatns for leads tha can help you with your mission. After you've collect your leads, a map of the world appears and a red line traces the flight pattern of your ship, the Viceroy. When you reach your destination, the Viceroy lands and your mission begins. During your mission, ART, your onboard computer, keeps you posted on your status. If you fulfill your objective, ART gives you information about the mission just completed and about your next mission. If you don't succeed, ART outlines the efforts of your failure. CAUTION: Never write-enable your Atlantis I or Atlantis II disks. Also, never remove a disk while it's in use or the information on it will be obliterated. Even a top graduate of the Academy like you won't be able to recover the data with all the tools in the world. Mouse, Joystick, and Keyboard Tips Whenever you're instructed to click on something, use the left mouse button unless you're specifically told to use the right mouse button. If you're using a joystick, plug it into port 2. The button on the joystick acts the same as the left button on a mouse. Since there is no right button on the joystick, use the alternative that you're given. After you dive, you'll see the Underwater Actions Menu at the bottom of the screen. To get to it, double click the button, or press M, and an arrow which you can select menu options with appears. NOTE: Don't use M if you're viewing RUF through the camera or the selection arrow will disappear. Should this happen, press X to get out of the Underwater Actions Menu. Press or cllick the right mouse button to stop swimming. Even though you're not swimming, time will still elapse. If you want to pause (and not use up time), press . At almost any time during the game, you can press for onscreen help. Creating a Character After you load Return to Atlantis, you're asked if you've created your ID disk yet. If this is the first time you've played, click NO. If you've previously created an ID disk, click YES. You'll be asked to enter a name, and if you want to rerun an adventure you've previously played. The first step in creating your identity is to choose a name. Click Name and type in a name up to 17 letters long. Next, click Age and enter an age. Then click Male or Female. Finally, click Done and you'll move on to the diver profile. The rest of your identity as an agent of The Foundation rests on the seven attributes that you now see on the screen. Psychology The informant's behavior towards you. Being strong in psycology makes it easier to get information because the informant will be more receptive. You can develop this strength by studying the informant's behavior and using the right methods to question him or her. Athetics Your underwater manueveralbility and your ability to swim against the current. Telepathy The maximum range at which you can communicate with RUF, your underwater robot. Awareness Your self-awareness. The greater your awareness, the slower you'll use up your oxygen supply, and the less you'll have to interrupt your mis THE BARD'S TALE II Extensive Documentation Brought to you by Sewer Software Thanks to Pirasoft/ACU for the Doc Edited and corrected by Sewer Rat Part 1 INTRODUCTION Every game that sells well deserves a sequel, and here it is -- THE BARD'S TALE II: THE DESTINY KNIGHT. Might is not always right, but in this game it sure doesn't hurt to have some on your side. It seems that lawless mercenaries (with a bit of help from the evil Archmage known as Lagoth Zanta) have taken the Destiny Wand. The Destiny Wand has maintained peace and prosperity in the Realm for 700 years (impressive, isn't it?). You and the characters you create must find and reforge the Destiny Wand! You must then use the wand to destroy Lagoth Zanta. The wand has been separated into seven pieces. Each piece is located in a dungeon protected by a snare. Before you can begin your quest to find the Wand, you need characters to hunt for it. You can select from seven races (Human, Elf, Dwarf, Hobbit, Half-Elf, Half-Orc, and Gnome) and ten classes (Warrior, Paladin, Rogue, Bard, Hunter, Monk, Conjurer, Magician, Sorcerer, Wizard, and Archmage). Some classes are not available to beginning characters. You can port characters over from the last BARD'S TALE or use your ULTIMA or WIZARDRY characters. Special characters can also be introduced into your party (illusions and monsters count as special characters). Your magic users have a total of 79 spells at their disposal, and your bard has a total of seven songs that can cause strange things to happen. With this arsenal of characters and magic you will venture out into the realm of The Destiny Knight to discover cities, special buildings, casinos, banks, taverns, temples, and the ever popular dungeon! So, buy your bard a drink, cast a Batchspell and prepare to destroy Lagoth Zanta before he destroys you! Oh, yes: Don't forget your Archmage! THE BARD'S TALE II Part 2 STARTER DUNGEON Well, are you ready to find all the segments of the Destiny Wand and destroy Lagoth Zanta? I will try and keep this as short as possible. If you are just starting, you will be located in the city of Tangramayne. If your party is very weak, you will want an easy dungeon to build up its strength. Thankfully, there is a very easy dungeon loated in the city. The dungeon is located on Claymore Street. (Make sure you have an empty slot so monsters can join your party.) Just go to the far east side of the city and check the buildings to the east. In a building located in the center of the row you will find a magician. He informs you of a noble quest that he has for you to undertake and commences to explain the details. Within his description you will notice the words "additional experience." This should be cause enough to want to find the princess. If your party is fairly strong, I would advise you to go for the harder dungeons. This one will be a waste of time. The first level of The Dark Domain has nothing of value. Proceed to the exit. It is located at 21N 15E. If you get in a room adjacent to the one with the stairs, try a Phase Door. Head on down to the second level. (As I said before, I never found anything valuable on level 1.) There are quite a few monsters on level 2, so look out! On this level if you happen to be in the room filled with darkness try not to go to the center. A monster is located there. I can't remember what it was. I think quite a few experience points will be bestowed upon the fortunate adventurer who kills it. The next location to visit is 5N 12E. There you will find a winged monster that is necessary for you to rescue the princess. "Sure join the party!" Take the monster with you. There may be other ways down, but I can't see them on my map. There is a portal in the northeast corner of the dungeon (21N 21E, for you laypeople). Don't forget to cast a levitation spell. Now you should be on the 3rd level. If you can't find a way out, just look around. You should stumble into a teleport (21N 20E) if my maps are correct. The teleport should send you to 10N 10E. Watch out for traps in this next room. I think the trap zap spell will disarm them. Make sure you move to the east. I think that walls will appear behind you blocking your retreat. There are a few wrap-around features in this dungeon: Check your location! I don't know if this is necessary to the quest, but there is a magic mouth at 3N 14E. The answer to the riddle it poses is "Mangar." Now, proceed to the stairs located at 6N 21E. There is a magic mouth here, too. The answer is "Pass." If stairs don't appear, then it may be necessary to answer the first riddle. (My maps and notes are old, so forgive me.) Once the stairs appear, go down to level 4. There are plenty traps on this level: Be careful! There is plenty darkness, too, but never fear: This is the last level! Go to the northeast corner once again (21N 21E). There you will find a teleport that will take you to 3N 11E. Now go north. Keep going north through the doors. Ah! A hole, pit, chasm -- whatever you want to call it -- will block your way unless you have the winged monster with you. Keep going north until you reach the double doors. I think your bard will have to play a tune -- the Watchwood Melody, if I remember correctly -- before the doors will open. Now, go through the doors. "Argh," or some other sound is now appropriate because you have found the Dark Lord in this room! After (hopefully) defeating him, you will find the princess in another room located here (21N 11E, I believe). You have the princess! Proceed east and a teleport should put you near the stairs. I leave it up to you to get out! THE BARD'S TALE II Part 3 THE TOMBS AND FANSKAR'S CASTLE Are you ready for some real fun? You might want to call this a "challenge." I have arranged these dungeons in the order in which the segments of the Wand will be found. So, it is now time to go after the first segment. At this point you can go to the Sage and spend some money on some clues, or you can come with me and get the clues for free. The first segment is located in the Tombs. The entrance to the Tombs is located in the center of the city of Ephesus. When you find the entrance, enter! There may be other ways of getting through this level, but this is the only one I came across. I first found a teleporter at 12N 12E. This should put you at 13N 0E. From here go north through the door, then head to the east. Keep going east until you reach a dark room. This room is full of traps. Try this: Head east until you hit the east wall; turn south and proceed until you make it to the next wall; turn west and keep going until you hit that wall. Now turn south and go through the door. I will leave it up to you to make your way through this stuff. The next place to go is 2N 11E. There is another teleport here that will take you to 18N 16E. From here you go to 20N 19E. Ah, no stairs...what is this? A teleport perhaps? Correct! You are now on level two at 21N 0E. At least, I think that's where you are -- this jelly stain on my map doesn't help. Hopefully, this is the right place. From here, you need to go north to 16N 0E. Now I know where we are. Keep going north, and go through the door at the end. From here turn east and follow the hall until you get to the Keymaster. Buy the key from him, go back to 11N 2E, and face north. The stairs are to the north at 16N 10E. Now you should be on the last level of the Tombs at 16N 10E. Head north and enter the maze. From 18N 10E follow these directions: West, north four times, east twice, south, east, and north twice. There should be a magician here playing with some fireballs. The answer to his question is "Old." Go to the door in the northeast corner and enter this room. You will now find your party at 3N 14E. From here you need to travel west to 3N 0E. The only way you can go is west and north, so you should be able to find it. From the looks of this map, there is a secret door here. The door is on the west wall. Go through it and keep heading west through two more doors. Now go north using the door at 3N 16E. Follow the hallway to the end. The teleport at the end of this hall will put you at 10N 3E. Congratulations! You are in the first Snare. This is an easy one. Head east until you get to 9N 9E. There is a spinner in the center of this room. (A Nospin ring will be handy here.) Avoid the spinner. (They always confuse me.) Go to the small alcove located in the north of the room (11N 10E). Here you will find an old man who will want to join your party. Let him join and lead the party. Now head for the alcove in the east wall (9N 12E). Have each member of your party drink from the water. Don't heal anyone. Head for the alcove in the south wall (7N 10E). Kill the toxic giant. Now, heal your party members, if necessary. Look through the equipment your characters are carrying. There should be a torch there; give it to the old man. Now go back to where you came in (10N 3E). The first segment of the Destiny Wand can be found at 10N 8E. This segment has the ability to cast the Wizard Wall spell. Well, so much for the first segment: Prepare for the next! (Oh, you can leave the dungeon now.) Fanskar's Castle is a really nice place. It isn't too hard, and it only has one level; so, it should be fun (easy). You do not need to go to the Sage unless you really want to meet him. Fanskar's Castle is located in the wilderness. I never noticed this until I started writing this walkthru but the SCSI spell works fine in the wilderness. Look at the map that came with the game, and you can see Fanskar's Castle in the center of the map (25N 17E). You might want to make a map of the wilderness so you won't have to bungle around like I did. From the entry stairs go north until you get to 14N 0E. Go east and enter the door you see at 14N 4E. Follow the hall to the end and go through the door. Now, go west through the door and take the second door you find (20N 3E). Go north through both of these rooms and head east through the last door. Go to the end of this L-shaped room, and a teleport will take you to 17N 7E. Leave this room and start heading east. The exit is in the northeast corner of the room. Look down this long hall (south). Go down the hall until you get to the door on the east side (the only door on this end of the hall). Go east until you get to 16N 13E. (Do not take the next door!) Then, go to the hall on the right side (starting at 15N 15E). Follow this hall to the end and go through the door at 15N 19E that heads east. Once in this room, head north through the door at 16N 21E. Now take the door to your left, head up the hall, and enter the door that heads east (21N 19E). It's Fanskar -- kill him! (STTO will probably work the best.) After he's dead, continue going east. There is a teleport in the next room that will take you to 9N 11E. Look to the east. You will see three doors. Take the one to your left. This takes you to 5N 13E. Go west and you will discover the second segment of the Wand. This segment will lower the armor class of whoever equips it. Wasn't that fun? Ok, so it was simple; however, wait till you see what's next! THE BARD'S TALE II Part 4 DARGOTH'S TOWER Time to find the next segment, which is located in Dargoth's Tower: Five levels -- this should be great! The first thing is to tell you where Dargoth's Tower is: It's located in Philippi. Philippi should be on the map that came with your game. A nice spell to have access to is the Dream Spell. In the game you won't find the code for the spell until you go after the last segment. I will give you the code now: ZZGO. The spell allows your party -- under normal conditions -- to teleport to every dungeon. When you cast the spell you will see the numbers 1 through 7. Each number stands for a segment of the Wand. For instance, if you hit the "1," you will be in the dungeon where segment one is. This is why my knowledge of the outside world is rather vague. I used this spell all of the time. It also has nice benefits in combat. Try it. After locating Dargoth's Tower and entering it, you will find teleport traps all about. This dungeon is fairly easy to find your way around in, though. The first place to go is 13N 16E. To get there you need to go north from the entry stairs until you get to 8N 0E. From here turn east. Keep going east until you reach 8N 12E. If magic points are not a problem, you might be able to teleport around and save some time. Anyway, you will see a door to the north. Go in this room; I think it's one of those places of darkness. In the northeast corner of this room (13N 16E) there is a magic mouth. The answer to its question is "Burn." (I think the answer to this is necessary for the stairs to appear.) From here find the stairs leading up. They are located at 4N 12E, just across the hall from your present location. There is a hidden door at 8N 16E on the south wall that lets you enter the room. Here are some quick instructions on how to get there: From the entry (7N 16E) go south through the door, then go through the door that leads west. From this room take the door located on the north wall and enter the next room. Now, you should see a door on the west wall. Go through this door and through the door on the south wall. The stairs should be right in front of you. Level 2 is rather crazy. I hope I can guide you through this! From the entry head west until you hit a wall. This should put you at 18N 15E. Now, go south until you hit the next wall, which should be close by -- a single step away, I think. Now you should be at 17N 15E. Go west (watch for spinners; make sure you're going west, and don't get turned around!) until you reach 17N 3E. This is 12 steps to the west from where you were. Now go south for 5 steps and you should be at 12N 3E. Go east one step. Well, you can light up now. You should be located at 12N 4E. Do not move from here! Whether you have guessed this or not, you are now situated in a very nice maze. From the entry at 12N 4E follow these steps closely: North, east twice, north twice, west, north, east three times, and south four times (you should be at 12N 8E). Now go west, south, east three times, south, east, south twice, and east (8N 12E); north three times, east twice, north three times, west, south, and west. You should find yourself in a room with seven statues. Examine the statues, kill them all, then exit the room. Upon exiting the room, you should be at 13N 13E. The steps to take from here are as follows: North, east, south three times, west twice, and south three times (8N 12E again); south, east, south twice, east, north, east twice, and south. You are now out of the maze. From here (1N 14E) head west through all four doors until you get to 1N 7E. This will teleport you to 18N 7E. From here go east through the two doors. Once you are in the room (18N 9E), head for the door on the east wall, and go through it. From this room keep going straight east to the next door (19N 13E). Go through the door on the north wall, then go west where you will find the stairs! I can truly say I am glad this is finished, but there are more levels ahead. There is nothing of importance on level 3, so it should go by quickly. From the stairs head through the door on the south wall, then go west until you reach 18N 4E. Turn south, go down to the door on the east wall, and go through it. Turn south, and go down the hall that leads westward. Follow the hall until you get to 10N 1E. From here go south until you reach the intersection (5N 1E). Turn east, go forward, and take the first door on your left (5N 4E). Your party should be at 6N 4E. Head west through the wall. You will now be met by another magic mouth. The answers are: "Earth," "Compassed," and "Fountain." By answering this you have gained access to the next level. Go back through the wall, and go to the upper northwest corner of the room (7N 2E). Go through the north wall. There will be a portal leading upward ahead of you at 9N 2E. Take it to level 4. Once you enter this level, head west. The hall will turn north, and then east. Follow it until you find the northern opening. Once through this go back west to the end. When you go north, you will enter some maze-like passages. Walls will tend to form behind you. Make your way east until you find the dark area and the exit. By the way, there is a secret door at 14N 11E that will help you. The stairs are at 19N 18E (you may be able to teleport and save time). Time for the final level. Make sure each member of your party has room for new items. You should be in an area of darkness. The exit is on the south wall at 17N 20E. Teleport and phase door spells will not work on this level. You need to find 12N 9E which will teleport you to 5N 20E. You will (if memory serves me correctly) have to answer a riddle. The answers are water, lie, slave, gold, hate, rooster, large, early, bard, and women. Enter the answers in this order. Go through the door at 6N 21E that leads to the east. Go to the end of the hall, then go back out the door. Do this a total of five times, and you should get this message: "Turn right at the joke, then right, then ahead, then left twice, ahead twice, right, and left. Drop all your items, or you are lost. Cry Havok, and let slip the dogs of war. Kill off your spellcasters, and you'll be saved." Make sure you go to the end of the hall each time. I don't know if this is required to finish the level. After you receive the message, go to 3N 0E. You can get there by going through the door at 5N 20E and then going through the door at 3N 21E. This is where the message's directions start. Follow them (except for the part about killing your spellcasters). The directions should lead your party to 0N 1E. You will find a statue that will come to life. Answer it with "Havok!" The statue will give everyone a dagger. Now, take the door north, and you will be teleported to 5N 21E. See the door at 6N 20E that leads west? Go through it. Go to the southwest corner of the room, and you will get the message: "Look at the wall!" There should be a door there on the west part of the wall. Head through this door, and you will find the next segment of the Wand. This segment casts the spell, Wizard War. THE BARD'S TALE II Part 5 MAZE OF DREAD The Maze of Dread is located in Thessalonica. Once on level one proceed to 1N 21E. Here is an elevator that will take you to the next levels. Press "2." On level 2 there is a riddle located at 15N 10E. When answered correctly, you will be given the Sword of Zar. The answer is "Der." I don't know if this is necessary to complete the snare. The sword is nice to have, though: It doesn't have to be equipped, and you can throw it at your enemies, doing some nice damage. Head back to the elevator located at 1N 21E and press "3." You are now on the final level. There isn't much to do here except to go to the snare and get the Wand segment. There is a teleport located at 8N 17E that will let you enter the snare. It will teleport you to 16N 4E (this will be real fun!). Go to the door at 21N 4E. Follow the corridor until you reach the end. (You will get something the first time through.) Go back, go through the door at 20N 6E, and from here find 17N 7E, where you will receive another message. Retrace your steps back to the end of the corridor where you received the vial. Do this a total of ten times (go back and forth), then go to the small room located at 19N 2E. (I don't know if this part is necessary, since I will be giving you the answer.) Go back to 17N 7E and answer "endurable." Finally enter the little room at 19N 7E (right across from the last room), and that's it! You should now get another segment of the Wand. This segment can cast the Wind Mage spell. THE BARD'S TALE II Part 6 OSCON'S FORTRESS Before you go looking for this place, you must find Kazdek. He has something you need. He is locatund the Rock statue, and there should be a door located there. In the room beyond you will find another segment of the Wand. This one can cast Batchspell. THE BARD'S TALE II Part 7 THE GREY CRYPT The Grey Crypt is located between Tangramayne and Ephesus. I am afraid that magic will not work here. Only the SCSI spell will function. As soon as you enter level one, start exploring. The only way out of the current section is 3N 20E. I think there is only one secret door in this area. This entire level is broken down into three big rooms that wrap around, and three sections that have maze-like qualities. After you find 3N 20E, leave the area by going through the door on the north wall. Find your way to 5N 3E. This will teleport you to 13N 3E. From here go to 14N 11E and take the door north. Now you must find a second teleport located at 15N 21E. (Notice that I am not leading you through the maze as I was earlier. You should map a bit, you know.) Anyway, once you find the teleport, it will take you to 11N 21E. Follow the hall until you get to the door at 10N 0E. Once you go through this door, you will find a series of doors. Go through the door, and keep heading east until you reach the wall at 10N 21E. Go through the door leading south, then go west until you reach 9N 4E. Turn south and go through the secret door. Turn east and keep going until you reach 8N 12E. Turn south and go through this secret door. From here (7N 12E) go west all the way to 7N 2E. You should run into the Sphinx here. The answer is "Wize One." After answering the riddle, go back west, and keep going until you hit the wall. Turn south, and go through the door. I thought I would help you through this part because I remembered how difficult is was to map. From this point (6N 14E) find the teleport at 5N 3E. Once you have been teleported, go back to the door at 14N 11E and go through it. The stairs down are located to the west at 18N 0E. You should be on level two at 18N 0E. This is the last level of the Grey Crypt. (Since you can't use any magic, it's a good thing, too!) Should I guide you through this or let you map? Okay, I'll guide you through. It's not too difficult. From the entry turn west and go through the secret door at 19N 21E, and keep going west. There is another secret door at 19N 19E; go through this one as well. Keep on going west until you hit the wall, then turn south and go through the secret door at 17N 17E. Turn west and go through this secret door, then turn south again and head through this door also. You should be at 16N 16E. Go west to 16N 12E then north until you hit the wall at 21N 12E. Turn west and go to 8E. Now turn north and go up to 2N. There will be a secret door on the west wall; go through it. Now you can get to the teleport that will lead you to the snare at 6N 0E. Just keep heading north and west from where you are, and you will find it. There are several secret doors leading to the teleport, so kick the walls. Oh, and watch out for the Vampire Dragon. (He's a wimp anyway.) You should be in the area of the snare (8N 11E). The first thing to do that will make life easier in the snare is to disarm the spinner in the center of the snare. The trigger to disarm it is located at 0N 13E (south of where you are now). Let me try and explain this snare. I had more trouble with this one than any other. There are two small rooms located on the east and west walls. Each of these rooms contains a mage. There are four rooms in the center of the snare. Each one is 3x3. What happens is when you go into each of the small rooms, a different set of doors opens to the 3x3 rooms in the snare. The object of the snare is to open the door to one of the 3x3 rooms, go to the center of the room, and head back to one of the small rooms to trigger the door to the next 3x3 room. Understand? Well, it took me awhile to get this one, too, so let's try it. First head to the room located at 4N 21E. This room contains the Grey mage. Go in the room to make sure the doors are open to the first 3x3 room you need to visit. Now it is time to start the cycle: Blue Mage (4N 11E); Grey Mage (4N 21E). Go to the first room. The entry is at 4N 14E, and the door should be on the south wall. Enter the room and go to the center of the room. You will get a message that confirms what you are doing. Now visit the Blue Mage. Go to the second room. The door is at 6N 16E on the west wall. Go to the center of this room where you will receive another message. Go back to the Grey Mage. It's time to visit the third room now. The door is at 2N 16E on the east wall. Go to the center of the room, then go visit the Blue Mage. Go to the fourth room. The door is at 4N 18E on the north wall. Go to the center of the room. Visit the Grey Mage, and start all over again with the first room. Do this a total of three times; when you get to the fourth room on the third cycle, you should get the next Wand segment. THE BARD'S TALE II Part 8 THE DESTINY STONE Could it be? The last segment? Yes! It's time to go get the last one. Ready? Of course you are! The Destiny Stone is located in Colosse. The first thing you need to find is location 20N 6E. It is north of the entrance. Just head north. There are no secret doors, so it should not be hard to find. After finding this location, you will be teleported to 20N 10E. Go south until you reach a solid wall, then go west until you hit a wall (17N 8E). Now, just follow the corridor north. Walls will close in behind you as you start down the hall heading east. The corridor will take you to 16N 8E. Here you will have to answer a question. The answer is "Near." After answering the question, you will be teleported to 13N 8E. This is a large room. The exit to the next level is at 3N 17E. Level two is very easy. You should find yourself in a small room at 3N 17E. Go to the northeast corner of the room (4N 18E), and kill the statue. Go to the smaller room at 3N 18E. This will teleport you to the next level. This is it: The last level! The first place you need to find is 17N 18E. There is a secret door on the south wall. Go through it and turn east. Go through this secret door, too. Location 16N 19E will teleport you inside the snare (4N 9E). Since it will be very hard to navigate, you should map this area! From 4N 9E turn west, go to the west wall, then go north until you hit the wall. From this point (9N 8E) go north one space, then start heading northwest to 13N 1E. Here you will be posed with a riddle. Don't worry about answering it just yet. Just answer with anything, and you will be teleported to 12N 9E. From 12N 9E go south two steps, then turn west and go through the door. The answer is "Zen Master." Let him lead the party. Go straight east to 10N 13E, which should teleport you to 10N 14E. To exit this room go south, then go to 12N 18E, which is in the northeast corner. The answer is "Gale." Give what you receive to the Zen Master, go down to 8N 18E, and zip through the secret door to the south. You should be at 7N 18E. Have you ever wondered what those arrows in back of your BARD'S TALE II manual were for? Well, you're about to find out. Follow the first set of arrows, and they should put you before a door to the north. Go through the door, and you will be teleported back to 4N 9E (this is where you entered the snare). Now find 13N 1E (the riddle I told you to answer wrong) and give the answer "Storm Fists." This will teleport you to 8N 14E. From here go back to the start of the maze at 7N 18E. (Note: I think you start using the arrows at 7N 18E, but it may be at 8N 18E. If it doesn't work the first time, this is the case.) Now, use the second set of arrows, and answer the riddle again (same answer). Keep going through the maze until you've used all the sets of the arrows. After the last set is used, you will be teleported to 11N 16E. Go north, then take the door leading west at 13N 16E. The answer is "Arkast." Go north one. You get a message telling you where Lagoth Zanta is. You should also get the last Wand segment. This segment casts the Brothers Kringle spell. After you leave the dungeon, head for the Temple of Narn. It's the building to the east of Corinth and the Sage. When you get here, give your Archmage all the segments, then forge the Wand. Now kill Lagoth Zanta! Your party is now strong enough to rise to the challenge set forth in the final confrontation: THE BARD'S TALE III: THE THIEF OF FATE! King's Quest I Solution Brought to you by Sewer Software -------------------------------- King Edward's domain has been ravaged. Through trickery, three of the King's items of power have been stolen from him. The kingdom lies in ruin. Its downfall is imminent. It is up to you, Sir Graham, to recover the King's treasures. Succeed and you shall be crowned King of Daventry! Fail and the worst of fates shall befall you. One word of caution before you start: Never drop anything until you're told to do so. Once an item is dropped in this game, you cannot pick it up again. For some reason, you're never weighed down by too many items; so you should be able to pick up and carry every item with you at all times. Also, in order to get maximum points, you must pick up everything you can and look at it, read it, or whatever is required. (I lost 2 points for pouring some water on the ground!) Enough said. Begin your quest by going northwest to the garden. Once there, pick a carrot and go west to the other side of the garden, south to the left of the castle and west to the rock. Stand on the north side of the rock and move it. Doing so reveals a dark hole. Look in the hole and then get the dagger. Then go west and swim west across the pond (both screens). Once out of the pond, go north to the well and west to the gate in the corral. Open the gate and enter the corral. When you see the goat, show it the carrot. Now he'll follow you wherever you go. This is important as you'll soon see. Exit the corral and head west twice. You may or may not see a fairy godmother handing out blessings. If you do see her, she'll give you a short lived protective spell. If you don't see her, no problem. She'll pop up every now and then. Now go north to the clover patch and get a clover. This is a four-leaf clover and will protect you from Leprechauns if the need arises. Go north to the wooden bridge. (Goat still with you?) As you start to cross the bridge, an ugly troll bars the way and refuses to let you pass unless you throw him a treasure. However, your goat, which hates trolls, rushes the troll and butts him off the bridge! The troll is swept downriver, never to be seen again. The goat, having fulfilled its use, strolls away. So wave goodbye and cross the bridge and continue north. You've found a crotchety old gnome and when you talk to him, he informs you that he has something to give you that might be useful...but only if you can guess his name! The crusty old fellow gives you three chances. Type "IFNKVOHGROGHPRM" and the gnome, in amazement, says "That's Right!" and leaves a handful of magic beans laying on the ground. The gnome's name, by the way, is a cryptogram. The alphabet's been reversed and the new letter set has been substituted for "Rumpelstiltskin". Get the beans and go east to another wooden bridge. Be careful you don't fall in the gorge! Cross the bridge and go east to the flower patch. Plant the beans here and all of a sudden, a huge beanstalk stretches up out of sight into the clouds! Don't climb it yet, though. Go east and swim east across the lake. When you exit the lake, continue east Look in the hole in the big rock as you pass...what an odd green glowing!) Go east again. A little dwarf may come and make a quick inspection of your possessions to see if there's anything of value. You don't have anything of note and he leaves. Now go east once more to the little beach by the river. Get the pebbles you see laying here then go west back to the beanstalk. CAUTION! Save your game here. Climbing the beanstalk is a risky business and you'll most certainly fall off it many times before you reach the top. Climb the beanstalk until it enters the clouds. Leave the beanstalk by going east into the clouds and continue east until you enter an area of trees. When you reach the first set of trees, head south then east twice until you come to a tree with a hole in its base. Look in the hole and get the sling. Go back west twice to the fruit tree then north. Now this is a bit tricky. There is a tree on the upper right edge of the screen that you should go to before you go east to the next screen. This area will give you the most amount of time to evade the giant before he kills you! Go east...there he is! Go as quickly as you can and hide behind the center tree. Make sure Graham is completely hidden behind the tree. Now just wait there. Eventually, the Giant will become tired and lie down under the tree and go to sleep. Now's your chance... The chest he's carrying is King Edward's Magic Chest! Get it and head west back to the beanstalk. Make sure you walk in the right places or you'll fall out of the clouds! It would be a good idea to save your game before you descend. Go back down the beanstalk and head south three times then east to the well. Stand on the north side of the well and cut the rope. Cutting the rope gets the bucket for you. Now lower the rope into the well and climb down the rope. When you get to the end of your rope (so to speak!), dive under the water and head southwest into the hole. Careful not to become tangled in the weeds! When you exit the hole, you're face to face with a fire-breathing dragon! Stay in the middle of your screen and go only as far as the second rock. Throw water on the dragon's fire and he's vanquished! In fact, he's so embarassed that he moves a boulder blocking the western exit from the cave and skulks away! On the northern side of the cave is the King's Magic Mirror! Take the mirror and leave the cave by going west twice. Outside the cave, you see a large, friendly bird flying back and forth. We'll get to him later, though, so head south twice to the stump. Look in the stump and you see an old canvas pouch. Get the pouch and look inside it. When you do so, you see it's filled with sparkling diamonds! Go east and swim east across the lake twice, then continue east to where you found the dagger and north to the big tree. Climb the tree and go to the nest. Craddled in the nest is a large golden egg! Get the egg and climb back down the tree and go north twice to the tree. Laying on the ground under the tree are walnuts. Get a walnut and open it. On the inside you find a solid gold walnut! Go east and get the bowl you see, then go south. Running around the banks of the lake is a friendly little elf. Talk to the elf and he's so impressed by your manners that he gives you a magic ring! Wearing it will make you invisible...but only once! So save it until you need it! Go north, east twice and north twice to the back of the woodcutter's house. Now go west and enter the front door. Inside you see a deplorable sight. A starving woodcutter and his wife sit dejectedly at an empty table. Too bad you can't help them...say perhaps that bowl...? Look at the bowl and you see the word "FILL" written on its bottom. Give the bowl to the woodcutter. He looks at you wonderering why you'd give them an empty bowl. Say "FILL" and the simple ceramic bowl fills to the brim with hot stew! For this precious gift (an unending supply of food!), the woodcutter gives you his only other possession, an old fiddle laying in the corner. Get the fiddle (careful you don't fall through the floor!) and leave the cottage. So go south from the woodcutter's house, swim across the lake in a southerly direction, then continue south and go around to the front door of the Witch's Cottage. (Taste her house if you must, it's quite good!) Save your game at this point. Open the cottage door and make your way to the bedroom. Now wait. Eventually, the witch will come home. She won't see you because you're in the other room. Sneak up on her and push her into the stove! You done the old hag in and can move about her house without fear now. Go to the cabinet on the north wall, open it and take the cheese wedge. Now go back south and leave the cottage. Now comes the fun part. Go west and south to the front of the cave where you found the Magic Mirror. The large friendly bird seems to be waiting for you! Go down to the lower middle portion of your screen and keep jumping up until the bird (which is actually a Condor) catches you. The Condor flies high up in the air and carries you to a small island which lies in the moat in front of the castle. When he drops you, your head spins as you try to regain your bearings. There's an odd hole in the ground here, but don't go down into it just yet. Head west and get the mushroom you see growing here. Now go back east and down into the hole. Oops, the long drop seems to have set your head spinning again! When it stops spinning, go south to the end of the tunnel then *cautiously* head west. There's a hungry rat running in circles here and when you talk to it, he says he won't let you pass until you give him a treasure. Don't get too close to it! Throw the cheese to the rat. Being hungry, he's just as satisfied with the cheese as he would have been with a treasure, and he scurries away into some unseen crevice in the rocks. Go to the door, open it, and go west through the door. On the other side of the door is a tiny leprechaun, who, upon seeing your clover, lets you pass unmolested. Go south and play the fiddle for the King of the Leprechauns. They dance and dance to your music then finally they all leave the hall. As the King of the Leprechauns leaves, he forgets to take his Sceptre! Get the sceptre and look! Next to the Leprechaun King's throne is King Edward's Magic Shield! Get the shield and go west up the stairs. Continue west until you come to the little hole in the western wall. Now, eat your mushroom and you're shrunken down to a size small enough to allow you to enter the hole. Go west into the hole and you find yourself in front of the big rock where you saw the strange green glow! Eventually, you regain your former size, but wasn't it fun being so tiny? Go north twice then east three times to the left hand side of the castle. Walk (carefully!) across the bridge and open the door. Enter the castle and follow the hallway to the throne of King Edward. Bow to the King and he descends his throne. You've managed to recover the Strength of Daventry and the king places his crown upon your head! As he does so, he falls to the ground in a seizure and dies. Heavy lies the head that wears the crown. You ascend to the throne to govern Daventry as King Edward had...guarding the Treasures of Power that you labored so long to recover. Thus ends the King's Quest...congratulations, King Graham! g 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 t King's Quest III Solution Brought to you by Sewer Software -------------------------------- KING'S QUEST III starts a bit different than the first two. You begin a simple slave. As always, keep the role in mind. This means you will have to think like a slave and act accordingly. If you are to ever escape the wizard's evil clutches, you will have to use stealth and guile. Keep your own counsel, and don't get caught even thinking of escape! You begin at the entry of Manannan's abode. The wizard appears, and remarks that you have been lax in handling the chores. Being who you are, you immediately carry out all of his orders. You will need to carry out whatever task it is (usually the kitchen), then, if it was something else, go to the kitchen, where this walkthru begins. One more thing: I prefer a two save approach to such games. That is, I use one as a miscellaneous save at the bottom for most of the little things. After a scene has been thoroughly examined, I do a "normal save," such as: "AFTER ALL SPELLS--0:30:27--62PTS." This way I find that I don't have a bunch of useless saves that only add to the confusion. Good luck and happy Questing! You get the knife, spoon, bowl, fruit, mutton, and bread, then go south to the dining room and get the cup. Head west and you're back at the entry. Now, up the stairs and east. "Look" and you find yourself in your own pitiful bed chamber and recall that Manannan never comes in here. "Drop All" and notice that it's a safe hiding place. "Get All" then out into the hall (still in the same scene) "Look" then "Look Behind Tapestry." Hmm, seems to be a threat! Go west and you are again at the head of the stairs. Oh, NO! It's him again! What's this, he's leaving? Well, while the cat's away.... Go north and you find yourself in the "Master Bedroom." Totally indecent in its opulence! Decadent in the extreme when compared to the meager cot in your own room. (What if he comes back?) You stop to admire the reflection in the mirror but are only reminded of your lowly position. "Open Drawer" and you find a small mirror (keeping it for yourself). Now what else might be useful? "Look in Closet" and sheesh what a fancy wardrobe! Somehow you resist the temptation to wear such finery but "Look Behind Clothes" and WOW! A map could be very useful, if you ever get out of this place! Now "Get Map" and "Look at Map." Seems to be a rather unhelpful piece of parchment, but who knows? Being cautious you "Close Closet" (pun not intended) and "Look on Top of Closet." A key? Now what could that open? This could be important so, of course, you take it with you. Then it's over to the dresser and "Open Drawer" to find a vial of essence. Doesn't mean much but probably worth more than the map and it, too, winds up in your seemingly bottomless pockets. Go south then up the stairs to the observatory. "Look Through Telescope" (So That's his Secret!), then "Get Fly" (My you really are desperate, aren't BORROWED TIME WALK-THRU *********************** BROUGHT TO YOU BY SEWER SOFTWARE ******************************** Part 1 BORROWED TIME is an action-packed adventure by Activision Home Computer Software. It is available for many different computers. Versions may differ slightly and there may be more than one way to solve it. I played the Macintosh version. In this walkthru, I am presenting one possible solution. I have tried to cover all the major problems in a step-by-step procedure as I solved the game. However, it is not necessary to do everything in this exact order. Because of one very annoying character in the game, the thug, you can expect to be "killed" frequently so save often and map carefully. THE THUG. I wasn't able to do anything about him. It seemed that he appeared when I had taken too many moves between finding evidence or obtaining information. I usually received a warning about three moves before he started blasting. GAME BEGINNING. You are in your office. Answer phone. Read your case files (all 7 of them). Go east to the little office and read the note. Take the east exit to the alley. This is where the action starts! Go east to the Dixie Arms Hotel. Hide behind the chair. Crawl north. Lock the door. Go up to the attic. Break the window. Take the shard of glass. Go east to the ledge. Climb the cable. When you get to the second-story window of the Dublin Rose Bar, cut the cable with the shard of glass. Go down to the bar. LEBOCK'S HOUSE. If you are having trouble finding or entering Lebock's house, go to the bar. Talk to the thug. Show gun to the thug. This will loosen his lip but not enough. Show gun again. He will tell you the location of the house and the password. The big bruiser, Rocco, guards the door. Say "TINPLAYER" then enter. Lock the door. Search fireplace. Take scrap of paper. Go east through the curtain. Take the candlestick and wait. Hit Rocco with the candlestick. Go east and exit back door. RITA'S APARTMENT. You'll get hit over the head and tied by your wrists to the ceiling beams. There is a table nearby. Look at table. Get the matches and the candle. Light match then light candle. Burn twine. (Amazing what you can do with your feet!) Search the kitchen. Take Receipt. If you search enough, you'll find a key but getting it now will cause you problems. Oh, well, go ahead move the stove and get the key. Now your hands are burned and you can only carry a few things. It would be best to visit the doctor now. DOCTOR'S OFFICE. Tell the nurse you are a patient. You'll see Mongo through a doorway. He is receiving medical treatment. Don't call attention to yourself; listen. Search desk. Take the bandages. If you have already burned your hands, *APPLY* bandages to your hands. Ah, that's better! BORROWED TIME Part 2 SHACK. In case you haven't found the shack, it's at the west end of First Street (just west of the hot dog vendor). Break the door. Untie Mavis. Take the tube and the novel. Read the novel and take the bookmark -- it's a claim stub! DORIS POLK'S APARTMENT. (Intersection of Pershing and Polk) Talk to Doris. Ask her about Mongo, Lebock, Farnham, etc. Show stub to Doris. This might be a good time to visit the car park. STILES' SAFE PARK. If Jake is there alone, leave and return later. If two men are there fighting, help Jake. Get gloves and cans. Show evidence to police. You should have: (1) cans, (2) gloves, (3) stub, (4) tube, and (5) receipt. Mongo will tell you about the key and the P.O. Box. TRASH PILE (First Time). Search trash. Get bone. Remember, this might be a good place to hide. VISIT FARNHAM. (85 West Polk) A tough looking guy guards the door. Talk to man. Enter building. Talk to Farnham. Notice the dogs and what Farnham says to them. HOUSE WITH FENCE AND DOGS. Say HIYO to the dogs. Enter house. Talk to Shuman. Untie Rita and Wainwright. Talk to Rita. Talk to Wainwright. Get report. Police will take Shuman away. BRUCE LIGHT'S HOUSE. (Sixth West of Main, blue brownstone) Knock on door. Enter. Look at bottles. Wait for Light to appear. Ask Light about Mongo, Farnham, etc. If he's reluctant to talk, show gun. Go upstairs (big deal, huh?) Search. When Light is able to talk, question him again. P.O. BOX. (Post Office) Unlock box 999. Get poem. Read it. There's a number written on the back. Head for the Park. PARK. (6th and South Main) Go south of the statue to Tool Shed. Set lock to 6316. Get shovel. Dig at statue. Get suitcase. Go north. Thugs are chasing you from south, north and east. Go west. Hide in Trash Pile. TRASH PILE (Second Time). You are hiding from the thugs. Give bone to dog. Wait. When dog starts to bark again, go east. You should now have enough evidence against Farnham to go to the police. END GAME. Take evidence to Police Station. Tell police to arrest Farnham. You should have the following evidence: (1) Report (from Wainwright), (2) Scrap of paper (from Lebock), (3) Suitcase (from Park), and (4) Folder (from the suitcase). DUNGEON MASTER CREATURE/ITEM LIST AND HINTS ******************************************* EDITED AND CORRECTED BY SEWER RAT ********************************* Please Note :- This file was ported from the Amiga by Sewer Possum (Thanks to Pirasoft/ACU for the original Doc). As a result, the following information contained in this file pertains to the Amiga version. We at Sewer H.Q. are unsure whether the ST version is identical, but are assuming that it is, and hence the information will be relevant. If not, we apologise to those who will therefore find this Doc useless, but I am sure there are many ST'ers who also have Amiga's and will be able to use this file anyway, thereby justifying its inclusion in Sewer Doc Disk Number 5. Enough said, Sewer Rat. DUNGEON MASTER CHAMPIONS LIST # NAME CLASSES EQUIPMENT STATISTICS ------------------------------------------------------------------------------ 1 Iaido Apprentice Fighter Samurai Sword 43/55/40/35/45/50/48/65/11 Novice Priest Ghi, Trousers ------------------------------------------------------------------------------ 2 Zed Novice Fighter & Priest Torch, Hosen 40/40/40/50/40/40/60/60/10 Novice Ninja & Wizard Pants, Mail ------------------------------------------------------------------------------ 3 Elija Novice Fighter Robe, Sandals 42/40/42/36/53/40/60/58/22 Apprentice Priest Magic Box ------------------------------------------------------------------------------ 4 Chani Novice Fighter Shirt, Sandals 37/47/57/37/47/37/47/67/20 Apprentice Wizard Moonstone ------------------------------------------------------------------------------ 5 Hawk Novice Fighter Leather Pants 45/35/38/55/35/35/70/85/10 Apprentice Priest Leather Jerkin Boots, 2 Arrows ------------------------------------------------------------------------------ 6 Boris Novice Ninja Leather Pants 35/45/55/40/45/40/35/65/28 Apprentice Wizard Leather Boots Rabbits Foot ------------------------------------------------------------------------------ 7 Alex Apprentice Ninja Leather Pants 44/55/45/40/35/40/50/57/13 Novice Wizard Leather Jerkin Boots, Sling ------------------------------------------------------------------------------ 8 Nabi Apprentice Priest Staff, Tunic 41/36/45/45/55/55/55/65/15 Novice Wizard Pants, Sandals ------------------------------------------------------------------------------ 9 Linflas Apprentice Fighter Elven Boots 45/45/47/35/50/35/65/50/12 Novice Wizard Elven Doublet Elven Huke, Bow ------------------------------------------------------------------------------ 10 Gando Novice Wizard Leather Boots 39/45/47/33/48/43/39/63/26 Apprentice Ninja Leather Jerkin 2 Poison Darts ------------------------------------------------------------------------------ 11 Syra Novice Priest Elven Doublet 38/35/43/45/42/40/53/72/15 Apprentice Wizard Tabard, Apple ------------------------------------------------------------------------------ 12 Halk Journeyman Fighter Berzerk Helm 55/43/30/46/38/48/90/75/00 Barbarian Hide Club, Sandals ------------------------------------------------------------------------------ 13 Daroou Apprentice Fighter 50/30/35/45/30/45/100/65/6 Neophyte Wizard ------------------------------------------------------------------------------ 14 Wu Tse Novice Ninja Silk Shirt 38/35/53/45/47/40/45/47/20 Apprentice Priest Tabard, Sandals 3 Throwing Stars ------------------------------------------------------------------------------ 15 Tiggy Novice Ninja Kirtle, Gunna 30/45/50/35/59/40/25/45/36 Apprentice Wizard Sandals, Wand ------------------------------------------------------------------------------ 16 Leif Apprentice Fighter Leather Jerkin 46/40/39/50/45/45/75/70/7 Novice Priest Leather Pants Leather Boots ------------------------------------------------------------------------------ 17 Azizi Novice Fighter Barbarian Hide 47/48/42/45/30/35/61/77/7 Apprentice Ninja Hide Shield Halter, Daggars ------------------------------------------------------------------------------ 18 Stamm Journeyman Fighter Leather Pants 52/43/35/50/35/55/75/80/00 Suede Boots Tunic, Axe ------------------------------------------------------------------------------ 19 Mophus Journeyman Priest Sandals, Robe 42/35/40/48/40/45/55/55/19 Cheese, Bread Apple ------------------------------------------------------------------------------ 20 Wuuf Apprentice Ninja Leather Jerkin 33/57/45/40/35/40/40/50/30 Novice Priest Empty Flask ------------------------------------------------------------------------------ 21 Leyla Journeyman Ninja Leather Pants 40/53/45/47/45/35/48/60/3 Leather Boots Silk Shirt, Rope ------------------------------------------------------------------------------ 22 Sonja Journeyman Fighter Gunna, Halter 54/45/39/49/40/40/65/70/2 Choker, Sword Sandals ------------------------------------------------------------------------------ 23 Hissssa Apprentice Fighter 58/48/35/35/43/55/80/61/5 Novice Ninja ------------------------------------------------------------------------------ 24 Gothmog Journeyman Wizard Cloak of Night 40/43/48/34/50/59/60/55/18 ------------------------------------------------------------------------------ NOTES: Statistics are in the following form - STRENGTH/DEXTERITY/WISDOM/VITALITY/ANTIMAGIC/ANTIFIRE/HEALTH/STAMINA/MANA Resurrecting a champion keeps stats. Reincarnating may lower or raise stats. -LEVEL ONE- (Hall Of Champions) FOOD WEAPONS KEYS MISCELLANEOUS CREATURES ------------------------------------------------------------------------------ Water Flask Torch Cheese Corn Apples (2) Bread (2) ============================================================================== No monsters are encountered on this level. You should choose your party members carefully. A well-balanced party may get you farther than four of the most powerful champions of the same type. Use this level to practice wielding weapons and casting spells. It will give you an idea of which champions you may wish to bring along on your adventure. If you have no idea who to take, try these four: Zed, Tiggy, Azizi, and Wuuf. Be sure to monitor your champions' stats, fatigue, and hunger on this level as well. Notice how much food and water it takes to restore stats, and bed down for a while to monitor stat regeneration. Food and water are plentiful in the early dungeon levels, but become very scarce as you go on. Conserve! Make a note on your map where you may have left food so that you can return there in a pinch. As you encounter monsters in the lower levels, be sure to have all of your party members participate in battles. Your champions experience levels raise in proportion to how much they accomplish or attempt. Plan team efforts before battling. Conserve torches. Use light spells when possible, and store your torches away for those times when MANA is important. Scrolls themselves have no use, other than to provide guidance and instructions. You may wish to use the scrolls as path markers. On this level, fill your water flask(s) and find/store all food. If one of your champions dies, be sure to pick up their bones and equipment if possible. Learn which champion can cast which spells. Eventually, you will notice which spells/potions kill each type of monster easily. Learn which weapons work best with which champions. -LEVEL TWO- FOOD WEAPONS KEYS MISCELLANEOUS CREATURES ------------------------------------------------------------------------------ Apples (5) Daggers (2) Gold (6) Boots (2) Screamers Drumstick Arrow Emerald Torch (6) Mummies Cheese (2) Sword Topaz Pants (2) Corn Stars (3) Iron Shirt Falchon (2) Solid Flask (4) Magic Box Key Of B Water Flask Buckler Copper Coin Chests (2) ============================================================================== Screamers make for a good meal. Mummies are dangerous, and you must hit and move in order to kill them this early on (keep in mind where you saw an altar). A couple of things to note on battles....closed gates can be an asset, and what is dangerous to your party is also dangerous to monsters. Recover any thrown weapons after a battle. If some are missing, a monster may have picked it up. Find and kill it. Do not be stopped by closed/locked doors. Where there is a will, there is a way. Sound is as important as sight, so turn up the volume! On this level you will encounter two seemingly impenetrable barriers: a door and a force field. They have alot to do with each other, and one of them can be violated. CAST YOUR INFLUENCE - This is a two-part obstacle. You must use two distinct aspects of your champions abilities in the correct order; the first is a spell. General Notes: Save the game position to disk regularly, especially before dangerous moves and after a tough portion of the game. If your champion has not enough MANA to chant a spell in total, chant as many syllables as possible and then sleep. When you awaken you can chant the remainder of the spell. You may pre-chant a spell for each champion and keep them at the ready in case you run into some surprising situations. You should also know by now that objects/weapons to be used must be placed in right hand. Best use of chests is to store one type of item together in each chest (food in one, clothing and armor in another, etc). -LEVEL THREE- FOOD WEAPONS KEYS MISCELLANEOUS CREATURES ------------------------------------------------------------------------------ Bread (2) Chain Mail RA Key Water Flask Screamers Drumstick (3) Arrow Pants Blue Meanies Cheese (3) Helmet Torch (2) Rock Creatures Sword Flask (2) Boots Compass Chest (2) ------------------------------------------------------------------------------ MATRIX ROOM ------------------------------------------------------------------------------ Bread Sword Gold Robe Cheese ------------------------------------------------------------------------------ CHAMBER OF THE GUARDIANS ------------------------------------------------------------------------------ Apple Chest Drumstick (2) Gold Shirt ------------------------------------------------------------------------------ CREATURE CAVERN ------------------------------------------------------------------------------ Cheese Gold ------------------------------------------------------------------------------ ROOM OF THE GEM ------------------------------------------------------------------------------ Cheese (2) Sling Gold Blue Gem Apple (2) Rabbit Foot Drumstick (2) Bread ------------------------------------------------------------------------------ THE VAULT ------------------------------------------------------------------------------ Bread Helmet Gold Pants Silver Coin Chest ------------------------------------------------------------------------------ TIME IS OF THE ESSENCE ------------------------------------------------------------------------------ Apple Gold Shirt Drumstick ============================================================================== VAULT - Don't horde -all- the money you find. Key word in the phrase is 'cast'. Remember other means of opening doors besides keys, buttons, switches, or pads. Some things cannot simply be taken, but must instead be 'exchanged'. TIME - Hit and run 4 left, 2 forward. Recall one aspect of CAST YOUR INFLUENCE. Trap door works just like other encountered, except the trigger might not be where you expect it to be. GUARDIANS - Following the chest is one way of acquiring it. Think about what you do with a mirror and don't leave the immediate area without using it. MATRIX - Remember, walls are important to notice. Use object you found upon entering this dungeon level or you may become a bit disoriented. GEM - Pits are the pits, so lose some of your less important objects. Again, watch the walls. GENERAL NOTES: It is often helpful to find a small room closeby when you need to sleep; simply close the door and your party will be sufficiently safe. Many times you will move so quickly that you will pass right by wall switches which open doors and secret panels. Remember that running and closing a gate may be the ticket to killing monster parties. Doors and gates closing on a being will cause much damage. -LEVEL FOUR- FOOD WEAPONS KEYS MISCELLANEOUS CREATURES ------------------------------------------------------------------------------ Drumstick (2) Rapier Gold Water Flask Rock Monsters Cheese Horn Of Fear Flask (3) Screamers Chain Mail Shirt Bees Axe Pants Worms Bow Gold Coin Ghosts Helmet Hosen ============================================================================== A second staircase is around somewhere which leads back to previous level. There is a room here which contains Screamers. Open door, kill Screamers, get food. Close door, re-open door and Screamers are there again. Nice food supply. Purple Worms are just as dangerous to you as that first mummy you encountered in level two. Circle and hit them. Move, hit, move. Be sure to examine aqueducts. Don't take shortcut the first time. Come back to it later. If you find the 'prisoner' you will be near staircase leading down a level. Heed the writing or you will have more work to do. As long as prisoner is imprisoned, so are you. Bow raises Ninja level very slowly. Best use it later when you find slayer arrows. Lock Picks are worthless. -LEVEL FIVE- FOOD WEAPONS KEYS MISCELLANEOUS CREATURES ------------------------------------------------------------------------------ Torch Screamers Bees Green Octopus Skeletons Flying Snakes ------------------------------------------------------------------------------ BLUE TRANSPORTER ROOM ------------------------------------------------------------------------------ Poison Dart (3) Mirror Of Dawn VEN Potion Gold Coin Helmet Blue Gem ------------------------------------------------------------------------------ BUTTON ROOM ------------------------------------------------------------------------------ Dagger Gem Of Ages Leg Mail Ekkhard Cross Mace Blue Gem Hosen Gold Coin ------------------------------------------------------------------------------ NEVER ENDING ROOM ------------------------------------------------------------------------------ Corn Staff Illumulit Helmet Choker ------------------------------------------------------------------------------ PIT ROOM (and lower) ------------------------------------------------------------------------------ Drumstick (3) VEN Potion (2) Chest DAIN Potion Blue Gem KU Potion Large Shield ============================================================================== TRANSPORTER - R-R-180-L-180-R BUTTON - Push 5 of them. Mark them to keep track. NEVER END - Button. Go back and look for room. PIT - Secret rooms, magic walls. -LEVEL SIX- FOOD WEAPONS KEYS MISCELLANEOUS CREATURES ------------------------------------------------------------------------------ Drumstick (2) Vorpal Blade Solid Wizard Eyes Magic Box Iron Skeletons Helmet Bees Yew Staff Flying Snakes Large Shield ------------------------------------------------------------------------------ KING FILIUS' ROOM ------------------------------------------------------------------------------ Mail Akelton Iron ------------------------------------------------------------------------------ FLOOR PANEL ROOM ------------------------------------------------------------------------------ Magic Box Iron ------------------------------------------------------------------------------ KING MIDAS ROOM ------------------------------------------------------------------------------ Iron ------------------------------------------------------------------------------ I DON'T LIKE TO BE IGNORED ROOM ------------------------------------------------------------------------------ Drumstick VI Potion Iron Torch ROS Potion Magic Box ------------------------------------------------------------------------------ AFTER DOUBLE DOORS ------------------------------------------------------------------------------ Corn Arrows (2) Mirth Akelton Drumstick Stars (2) Mirth Pants Crossbow Torch Magic Box (2) Vorpal Blade ============================================================================== RIDDLES - All have something to do with your inventory of objects. Think. OTHER HINTS: Transport a heavy object. Throw dagger or shoot arrow; if it returns try again, if not then turn corner....Surprise! Magic box - Wall ring. -LEVEL SEVEN- (RA Level - Tomb Of Firestaff) FOOD WEAPONS KEYS MISCELLANEOUS CREATURES ------------------------------------------------------------------------------ FireStaff RA Key Water Flask Rock Monster Carbomite Turquoise Flask (4) FUL Bomb Winged Key Torch VEN Bomb Lock Picks INQUISITOR Magnifier ------------------------------------------------------------------------------ ROOM #1 ------------------------------------------------------------------------------ Scepter Of Lyf Gem Of Ages Illumulit ------------------------------------------------------------------------------ ROOM #2 ------------------------------------------------------------------------------ DragonSpit SpeedBoots ------------------------------------------------------------------------------ ROOM #3 ------------------------------------------------------------------------------ FreezeLife Crown ------------------------------------------------------------------------------ ROOM #4 ------------------------------------------------------------------------------ Bolt Blade Flaimbain Mail ============================================================================== Keys are important on this level. Needed are 1 Master Key, 1 Ruby Key, and 4 RA Keys. RA Keys are found on levels 3, 7, 9, and 12 AMIGA DUNGEON MASTER -LEVEL EIGHT- (The Arena) FOOD WEAPONS KEYS MISCELLANEOUS CREATURES ------------------------------------------------------------------------------ Apple Yew Staff Solid Chest (2) Ghosts Cheese FUL Bomb (5) Ring Of Time Theives Potions (2) Rabbit Foot Skeletons Staff Of Manar Torch Mummies Mace Of Order Jewel Symar Star Copper Coin Magic Box Delta ============================================================================== On long hallway, take 26 steps, turn around, and wait until door opens. Chasing Theives will most times lead you to nastier monsters. -LEVEL NINE- FOOD WEAPONS KEYS MISCELLANEOUS CREATURES ------------------------------------------------------------------------------ Cheese (2) Storm Ring RA Key MAG Armadillos Apple Robe Torch (3) ============================================================================ AMIGA DUNGEON MASTER -LEVEL TEN- (The Snake Level) FOOD WEAPONS KEYS MISCELLANEOUS CREATURES ------------------------------------------------------------------------------ Corn (2) SpeedBow Skeleton Water Flask Scorpians Cheese (2) HardCleave Key Of B Chest Skeletons Bread (4) FUL Bomb Torch Wizard Eyes Drumstick Armor Moonstone Amulet Theives Magnifier ============================================================================== -LEVEL ELEVEN- (Clockwise Level) FOOD WEAPONS KEYS MISCELLANEOUS CREATURES ------------------------------------------------------------------------------ Drumstick Mace Iron Chest (2) Bees Sabre Cross (2) Copper Coin (4) Theives Staff Skeleton Water Creatures Armor Of Lyte Blue Creatures Mornigstar Mace Fury Diamond Sword VEN Potion FUL Bomb Magic Defense FootPlate ============================================================================== Portions of this level are not mappable. Beware poison traps. POISON ROOM: Get sword, stay till cloud clears, kick trap, move back. CLOCKWISE ROOM: Start at writings, move counterclockwise. -LEVEL TWELVE- (Knight Level) FOOD WEAPONS KEYS MISCELLANEOUS CREATURES ------------------------------------------------------------------------------ Corn (3) Health Potion Topaz Water Flask Knights Apple (4) VEN Potion Emerald Speed Boots Octopus Bread FUL Bomb Master Spiders Cheese Armor Of Darc RA Key Crystal Ball Drumstick Arrow Skeleton Helmet of Lyte ============================================================================== One of the Knights has a key you need. Spells do not affect him. Some spiders proliferate more than others. A distinct monster boundary is in place. Use it to your advantage. -LEVEL THIRTEEN- (Black Lord Level) FOOD WEAPONS KEYS MISCELLANEOUS CREATURES ------------------------------------------------------------------------------ NONE Flamit Hellion Necklace Black Lord (Wizard) Tar Pits Gargoyles ============================================================================== Have a fire extinguisher at the ready. -LEVEL FOURTEEN- (DRAGON LEVEL) FOOD WEAPONS KEYS MISCELLANEOUS CREATURES ------------------------------------------------------------------------------ NONE Eye Of Time Plain Crown Dragon Power Gem Various Gems Crown Silver Coins Gold Coins ============================================================================== To Kill Dragon: Lead him back to stairway you came down and attack him. When you see fireball coming, go up stairs. Power gem in locked room: rebirthing chamber, so save coins...only way in. To get power gem to merge with firestaff: Use the Zokathra spell Dungeon Master Spell List Compiled By Michael Stetter Note: The power symbols are required for all spells. Power effects the strength and duration of the spell. All potions require a empty flask. Power 1=LO, 2=UM, 3=ON, 4=EE, 5=PAL, 6=MON Elemental 1=YA, 2=VI, 3=OH, 4=FUL, 5=DES, 6=ZO Form 1=VEN, 2=EW, 3=KATH, 4=IR, 5=BRO, 6=GOR Class 1=KU, 2=ROS, 3=DAIN, 4=NETA, 5=RA, 6=SAR Power Elemental Form Class Caster Effect ----------------------------------------------------------------------- 1-6 1 P MON Potion (Stamina) 1-6 2 P VI Potion (Healing) 1-6 4 W Light 1-6 6 W Open Button Doors 1-6 1 4 P Spell Shield 1-6 1 5 P YA Potion (Protection) 1-6 2 5 P BRO Potion (Cures Poison) 1-6 3 1 P Poison Potion 1-6 4 4 W Fireball 1-6 5 1 W Poison Cloud 1-6 5 2 W Weaken Non-Material Beings 1-6 1 5 2 P Magic Footprints 1-6 1 5 3 P DANE Potion (Wisdom) 1-6 1 5 4 P NETA Potion (Vitality) 1-6 3 2 5 P Look Through Solid Objects 1-6 3 3 5 W Lightning Bolt 1-6 3 3 6 P Monster Confusion 1-6 3 4 5 W Light 1-6 3 5 2 P ROS Potion (Dexterity) 1-6 4 5 1 P KU Potion (Strength) 1-6 4 5 4 P Fire Shield 1-6 5 4 6 W Darkness 1-6 6 3 5 W ZOKATHRA Spell 1-6 6 5 5 P EE Potion (Mana) ----------------------------------------------------------------------- CONDENSED MAD MANS RAMBALINGS In Dungeon Master there are a few secrets..If you want to play without cheating stop right here..DO NOT READ ANY FARTHER FIRST LEVEL: CAST YOUR INFLUNCE..You throw a 1/6 spell to open the door, then you throw an object thru the door. LOCKED DOOR..BLUE SHIELD YOU SEE A CHEST: Find the door and strike it down with your sword SECOND LEVEL: After going downstairs face the left wall go 6 or 7 spaces and you will find a switch opens secret panel. Where you will find a compass to use with the Matrix room. Vault room: remove coin and replace with something else door will now stay open Time is of the Essense: push button and move very quickly to get through fist passage way..push button turn around and throw something through the blue field the pit will then close..push button and walk backwards Chamber of the Guardians: push the button next to the chest until the chest appears outside..In chest use the mirror of dawn to open secret passage next to blue eye Fourth Level: Transporter Room: The way through to get to the room is a you land you turn RIGHT..RIGHT..180..LEFT..180..RIGHT Buttom Room: you push the button as they show up until you have pushed 5 of them you may have to push them more than once..mark them as you push them so that you can keep track Neverending Room: Find the button on the wall push it..then go back to where you came in the big room.turn left and follow the wall to get to the next room Pit Room: In the room to the left there are many secret room starting to left by walking thru the wall while facing the arm and wood shackles...there are 3 secret rooms in all after entering On level 3 there is another staircase that leads back to level 2 there is a room that has a closed gate in that room you will find screamers that when you leave the room the door will close and they will be reborn therefore a endless food supply Fifth Level: Riddle room: I am all- I am none: mirror of dawn An arch but no back: bow Hard as a rock..Blue as the sky..Twinkle in a woman eye: blue gem A golden head but no body: gold coin Midas room: you place a coin in the hole in the wall Room with locked gate and no way to open it: Place a heavy object where the Transporter appears and turn it on After going through the locked door you will come across a room that is locked and in it you will find a magical box as you leave you will see a ring on the wall push it..you will open a secret passageway Strength Hall: shoot the green arrow or throw a dagger if it comes back try again if not go around a corner and a gate will be open Seventh Level: The easist way to shut off the Fireballs is to drop down into the pits and then drop into the next one and bring yourself back to the surface and walk foward in front of you will be the shut off for the deflector and the fireballs Eigheth Level When is a rock not a rock: when it is nothing step to the left one step and walk thru the wall as you get through the wall mark it so that you can find your way back Also on that level there is a area in the hallway that spins you 180 degrees so you end up going back where you came from. Use magical footprints or throw things down the hallway when they come back you are there mark that area and when you get there turn 180 as you get there What is at your feet is overhead: you step on switches and fireball hit you The easiest way is to put something on the switches as you get out of the way of the fireballs..with something on the switches they will only fire once and you can pass right threw..there are 6 floor switch 3 on both sides What is lighter than air.. The corbomite you found earlier Beware of my twisted fate: The room is set up like a snake you have to go thru in a winding fashion Vooommm: 2 places to go Clockwise room: go counterclockwise to get to all the different area of the room you must start at the sign that says clockwise and move to a different section by going counter clockwise Poison Room: get the sword and stay where you are until the cloud clears when the cloud clears step foward and kick off another trap and move back to the clear area until out the door To get the power gem to merge with the firestaff you must use the Zokthra spell..a little advice have everything you want in the dragon area before you do this for afterwords there is no way out Next to the power gem in the locked room is a rebirthing chamber so save those coins it's the only way in What kills the Creatures: As you get stronger in your wizard skills yopu will be able to make stronger version of the same spell as the creatures show up they each take a stronger version of the same potion and it may take more than one to kill it mummies........Weapons at first when you wizard skills are stronger Fireballs Screamers......Weapons..Poison clouds..Fireballs Blue meanies...with/Clubs..Fireballs..Weapons Rock creature..Poison clouds Bees...........Fireballs Worms..........Fireballs(level 4)..Posion cloud Ghosts.........Vorpal blade..Yew staffs..staff of Manar..non material being spell Green octopus..Fireballs Flying snakes..Fireballs Skeltons.......Fireballs Wizard eyes....Fireballs Rock Men.......Catch them in a door and then use your weapons Theives....... Fireballs..when you chase after them beware they will always lead you to a larger enemy Rats...........Fireballs Armadillos.....Fireballs Trolls.........Fireballs Scorpions......Fireballs (lots of them) Knights........Doors and Fighting skills Flaoting Oct...Vorpal blade..non material spell Spiders........Fireballs Tarpits........Fireballs Gargoyles......Fireballs Wizard.........Firestaff after being merged with power gem SPECIAL STUFF AND POWER CHARTS MAGICAL AND SPECIAL ITEMS ------------------------- AMULETS ------- Amulet of Duga - Causes magical earthquakes Ekkhard Cross - P for wizards Pendant Feral - Increases agility and wisdom (originally Wuuf's) Spirit Eye - Protection from magic Hellion - Combines magic, physik, and energy interchangeably into any form. RINGS ----- Stormring - Propels lightning bolts Eye Of Time - Stops time for all but those specifidexterity Powertower - Leg braces which increase strength Flamit - Gauntlet which casts flames Speedboots - Enhances speed of the wearer ARMOR ----- Armor Of Darc - Possibly the strongest armor in these worlds Armor Of Lyte - Better and lighter than plate mail Dexhelm - Increases wearer weapons WEAPONS ---------- Bolt Blade - Lightning sword Delta Sword - Thrusting weapon Diamond Edge - Great against armor Hardcleave - Finest battle-axe (capable of berserk attacks) The Inquisitor - One of the finest weapons in the world (adds MANA too) Vorpal Blades - For ethereal beings (possibly only usable by magic users) Nerra - Provides special abilities OTHER ITEMS ----------- Horn Of Fear - Blowing it might instill fear in enemy. Magnifier - Provides light/fire Mirror Of Dawn - Good against the ethereal beings, and for some magic walls STAFFS AND WANDS ---------------------- The Conduit - Creates storms and gives wielder ability to see thru walls Yew Staff - A twin staff of Manar (?) ORDER OF STRENGTH AND POWER --------------------------- DAGGER CLOTHING METAL HELMET LEATHER BOOTS HIDE SHIELD CLUB BUCKLER SMALL MACE PLATE MAIL BASINET FOOTPLATE SMALL SHIELD SWORD LARGE SHIELD RAPIER SAMURAI SWORD SABRE MORINGSTAR DREAM ZONE WALK-THRU ==================== Currently, (5th June '89), we at Sewer Software haven't seen the ST version of Dream Zone but have been assured that it is circulating, so we have included the Doc in Sewer Doc Disk Number 5. Be patient, you will eventually get the program. Sewer Rat! Part 1 Tonight's the time to banish those night terrors: that monster that has invaded your brain to play its own personal video game with your neuro-transmitters! According to Dr. Sigmund Fraud, who gave you a couple of jolts, electrical and chemical, all you need to do is go home, crawl into the jammies, and prepare to meet your fate. Sound relaxing? Well, it'll be better than late-night TV. Here are a couple of playing hints. 1) Using the pull-down Options menu, select visible objects. The game doesn't hide them in any interesting way, so there is really no challenge in playing without their icons. 2) If you wish to see your inventory icons, just press the Option key and they'll appear in the icon bar. Otherwise type "I" for a complete list in text. 3) You can type ahead several commands in order to skip the loading of intermediate screens. For those times you have to go back to get something -- and there are several -- it really speeds up play. For example, quickly type the following command (leave out the quote marks and press the ): "S" "E" "W" Though you'll see text descriptions of all locations, only the final picture will load. 4) There are a couple of nasty bugs in this game, so save your game often. This walkthru will help you avoid the bugs. Here you are in your slovenly Bedroom. You see a sandwich, so get it and save it for later. Wander south to the Bathroom (another den of iniquity), and get the plunger and toothbrush. Don't use either, but resolve not to be such a slob in the future. Now go north, east, north (don't make any noise in the hall, or you'll wake up the authority figures), then north to your rotten Little Brother's Room. Use the toothbrush, or you'll have to listen to rude comments about your personal habits. TALK TO BROTHER. Then ASK BROTHER ABOUT PRESENT and he'll tell you where it is. Hm. Wonder what it is? He's got it hidden in the chest. GIVE MONEY TO BROTHER. What a sucker! He runs off to buy candy. Now, quick! OPEN CHEST and GET GUN. It's just a squirt gun, but it's still handy. Return to Bedroom (south and west), and OPEN DRESSER. GET PAJAMAS and USE them. So what's next? The bedroom is pretty drab in black and white so go to SLEEP and...guess what, Dorothy? You're not in Kansas anymore! Here, we'll go on a tour of interesting deaths so that you can see all the graphics in the game. SAVE GAME here if you want the guided tour of something gruesome. Or are you not that kind of person? Go south and see how the Bathroom has changed. It's sporting a toilet with tonsils; if you stay there a second too long, you'll die a horrible, repulsive death. Restore your saved game, and go north back to the Bedroom. Go east and you find yourself in a strange, cosmic territory where you are drawn toward the Path By Your Door. Go east again to the Path By A Gate, locked, of course. You LOOK AT KEYHOLE and find it strangely familiar. This is a dream, isn't it? Nothing's too ridiculous; therefore, it seems perfectly natural to USE TOOTHBRUSH. Pop, you're through the Dream Zone and find yourself in a strange, new land. Bemused, you go east to the Town Square where you see an imposing building. If you get cold feet (after all, you DID forgot your slippers) and try to go back west, you'll find a horrid demon: the source of all your terrors! So, take a deep breath and resolve to go forward to meet your fate. (If you did go west, return to the Town Square by going east again.) Let's look around a little. We'll go north to the Secular Church. Hm, an odd concept! GET WAFER and just hang on to it. You never liked them without grape juice, anyway. Now go south twice. Ah, this is more like it: The Rigor Mortis Saloon. Feeling that you should have paid more attention to Latin, you try to go south past Bonzo the Bouncer, but he refuses to allow you to enter because you lack the proper I.D. Go west, where you find a Crowd in the same predicament. No help there. Go east twice and you're in a sleazy Alley behind the bar. There is an individual here of questionable integrity who might sell you some fake I.D. The fact that he appears to be an actual Fox doesn't put you off at all. Looks like you're beginning to get the hang of this place. LOOK AT FOX and TALK TO FOX. So far, so good. Now, try to BUY I.D. Some criminal! He won't do a thing for you without Form 69B-12C. Head west, north, and east into that imposing building: the dear old D.O.I. (Department of Information). In the Foyer, ASK CLERK ABOUT FORM 69B-12C. He sends you on the first step of a bureaucratic maze to Room N3L-D. Hang onto your temper and this walkthru. This is the most laborious part of the game. Be sure to save a couple of times, or you might have to repeat the process. Go north. You find yourself standing before a confusing Lift with weird controls. Go up twice, then north four times. Go west and you should be in Room N3L-D. ASK OFFICER ABOUT FORM 69B-12C. He refers you to Room N4R-E, where you should see Officer S3R-D. Go east, then south four times to the Lift. Go up, north five times, then east to Room N4R-E. ASK OFFICER ABOUT OFFICER S3R-D. (See, you're getting quite good at doing exactly what you're told. Mom would be so proud!) This turkey (or is he a pig?) refers you to Room N2L-D. Okay. Go west, south five times, down twice, north four times, then west, and presto! You're in Room N2L-D. ASK OFFICER ABOUT OFFICER S3R-D. "Oh," you're told, "he's in Room S3R-D." Grrrrrr. (By the way, you can't find him by going there directly...I tried.) Go east, south four times, down, then south twice. Now you're at Lift S1. Go up twice, south four times, then west, and at last! Room S3R-D. The officer has a strange paperweight, so GET ROCK. ASK OFFICER ABOUT FORM 69B-12C. (If you weren't already dreaming, I would say, "You'll see that number in your dreams.") Well, HE says he'll need Form 43A-81G from Room E4L-C. This is a great game to play at income tax time. Go east, north four times, down twice, north, then east. Now you're at Lift E1. Go up three times, east three times, then north. And now you're in Room E4L-C, where you duly and whereas ASK OFFICER ABOUT FORM 43A-81G. Grit your teeth because this one wants TWO forms: 11X-16B from E3R-D and 51M-970 from E2L-B. Just be grateful they're in the same tower. Put on your hiking boots (figuratively) and go south, west three times, down, east four times, then south. (Imagine if you had to watch all those screens load! Did you read the playing tips at the beginning of this walkthru?) Now you're in Room E3R-D, where you ASK OFFICER FOR FORM 11X-16B. Argh! He wants form 17D-16B from S4R-E. So, north, west four times, down, then east twice and north to Room E2L-B. ASK OFFICER FOR FORM 51M-970. Guess what? He wants form 16D-970 from Room S2L-A. Go south, west twice, down, west, and south to Lift S1. Then up, south, and east to Room S2L-A. The indignity of it all! You ASK OFFICER FOR FORM 16D-970. Well, what a pig! he responds that he won't give it to you. "So shoot me," he says. You've gotten so good at doing what you're told, so SHOOT OFFICER and GET FORM 16D-970. Now go west, north, up twice, and south five times, then west to Room S4R-E. ASK OFFICER FOR FORM 17D-16B. This guy is too hungry to help, so GIVE SANDWICH TO OFFICER. You automatically get the form added to your inventory. We're picking up a real head of steam here, so go east, north five times, down three times, north, east, up, east twice, then north to Room E2L-B. GIVE FORM 16D-970 TO OFFICER, and GET FORM 51M-970. Beautiful. What symmetry! Still with me? South, west twice to the Lift, then up, east four times, and south to Room E3R-D. GIVE FORM 17D-16B TO OFFICER and get form 11X-16B. Go north, then west four times. (Let's get this over with.) Now you're in the Lift. Go up, east three times, then north to Room E4L-C. GIVE FORM 11X-16B to the nice OFFICER. Do the same with FORM 51M-970. At long last, you have Form 43A-81G. This is the final leg of the journey! Go south, west four times, down three times, west, south, up twice, south four times, and west to...ta-dah! Room S3R-D. GIVE FORM 43A-81G to that stupid pig (OFFICER), and prepare to be indignant, feel your serotonin levels rise, fall, or explode because he flat out refuses to give you Form 69B-12C because he has run out of receipts. It's right there on his desk in plain view (though you can't see the icon). Go ahead! Do it! STEAL FORM 69B-12C. The officer is terrified. He asks if you're going to shoot. Go ahead and do it. As he expires, he tells you to collect the official form for killing an officer. Follow those instructions, too. Go east, north four times, up, south twice, and east. In Room S4L-B, ASK OFFICER FOR FORM 22Z-13I, which he actually gives you. West, north twice, down twice, south, and west. GIVE FORM 22Z-13I TO OFFICER in Room S2R-A and get your receipt. DROP it when you get out of the building.) Return to the Foyer (east, north, down, and north), then EXIT (tricky, tricky). Let's go get that drink! DREAM ZONE Part 2 The Bar is sounding better and better, so go south and east to the Alley, where you GIVE FORM 69B-12C TO FOX, and he gives you a Missouri driver's license issued in your name. Go west, then SHOW ID to BONZO, who will recognize you from now on, so you can DROP ID and go south. Here you are in the Bar. You've seen better and you've seen worse. Somebody left a leather jacket behind. Though it doesn't go with your outfit, GET JACKET. When you feel Nature's call, try to go west. The waitress informs you the keys to the John are lost and that you will need form 43E-61Q. (Don't panic: we're not about to go through all that again!) Feeling more desperate, you go north, then up On the House, where you see what you would expect to see in this seamy world: a Rat -- the first of several. This one's name is Nick -- a thief and a fence. BUY KEYS FROM NICK. Great! Go down and south. Then TALK TO TWINS. They offer you some gum, so ASK TWINS FOR GUM. But don't use it. Your inventory is now a little full, so DROP TOOTHBRUSH, PLUNGER, and RECEIPT (if you've still got it). If you want to look at the "signature" in the game, go south and view the J.A.M Software Wall. Good. Now go back north. USE KEYS, and go west to the Bar John. Perched in the grimy sink is another Rat with sharp teeth, named, oddly enough, John. (Note the teeth -- they'll be important later.) Up against a dead end in the game? Yeah, well, just EXIT. Surprise, you're now in a clown's Dressing Room and have a very interesting view. (Ahem.) Check out the legs, then go south to the Bigtop. The Freak Show sounds enticing, so BUY TICKET (wonderful how your money is holding out, isn't it?) and go east. These are truly a couple of Freaks: a hairy, fat woman, and Grajunk the Grajoinck, sort of an amphibian in sneakers. TALK TO GRAJUNK and discover his ailment. GIVE GUM TO GRAJUNK. It makes him feel so good that he hops into the icon line. It's great to have company, isn't it? If you TALK TO HAIRY MOMMA, you'll find out her specialty, but you can't do anything about it yet. Go east and...wow! What a woman! The dude she's with is a little strange. Everyone wants to give you this woman. She's willing, but what would Mom say? You're tempted, but the image of the two of you together doesn't go very well with your last year of High School. So go west twice then south. TALK TO KIDS, and listen to them whine and argue. Remind you of anyone? ASK ABOUT TOKENS. At this point, you can also go east if you want to look at the closed Ferris Wheel. You'll never see more of it. Go west then south, where the stupid kids are now chasing each other in reverse. Go west to the Games! TALK TO LADY, PLAY GAMES, STEAL TOKENS, and STEAL TEDDY. You're really losing it, aren't you? Oh, well, it's only a dream. The games get boring, so go east then south to the Air Terminal. Ah, a way out of here! However, when you try to BUY TICKET, you learn a ticket costs $100,000! Where could you get that kind of money? Onward. Go north to the kids and GIVE TOKENS TO KIDS. In return, they give you their sticky candy. Such a deal. But wait, go north to the Bigtop, then east to the freak show, and GIVE CANDY TO HAIRY MOMMA. She gives you the tonic. (You'll need it later, but if you like, save your game and use it, then restore. It's strange.) Okay, west, and north three times to the Bathroom, then east to the Bar where the Bartender is desperate for hors d'oeuvres. GIVE WAFER TO BARTENDER. In gratitude, he gives you a keg. Go north then west to that silent Crowd. The pesky bunch won't let you through. Take pity on the poor schlubs. Maybe they've been in the D.O.I. too long. You speculate on the dangers of too much information. SAY 'FREE BEER' (Note: be sure to use single quotes instead of double, or the game will not recognize the answer). They stampede to the Bar Door, dragging you with them. DREAM ZONE Part 3 You go east in a daze and find that the fox is gone, and his place has been taken by a nasty Loan Shark. Remembering that ticket, BUY LOAN. You get a large tuna worth 100,000 big ones and a warning about paying it back. Now go west twice, and you'll see something new. It's a Bridge to the Orient. (Remember when you were little and what you thought would happen if you dug a hole deep enough?) Go west to the Palace Lawn and north to a Sword Smith. ASK SMITH ABOUT SWORD, and whoa! It costs $100,000, too! The Smith is willing to barter, though, so ASK SMITH ABOUT TRADE, and he'll tell you about his lovely daughter imprisoned by the senile, old Emperor. The girl for the sword, very B-movie. Okay. GIVE JACKET TO SMITH, and he'll return the favor by giving you some rice. Go south, west to the Colonnade, and try west again. The guards won't let you in. It seems you have to defend the honor of the house first. Puzzle this one out by going north twice to the Emperor's Rock Garden. Go west twice and contemplate the beauties of nature -- in short, DIG GARDEN. You'll find a beautiful vase in a nest of worms. Leave them for now. Go west twice and south. Whoops! It's an enemy Ninja, and he's buggy. So SAVE GAME (very important). Now SHOOT THIEF and die. No problem. Restore your game (you did save it, right?) Note: When you get the window that tells you that restoring the game will result in the loss of the current game, be sure to click OK with the mouse. (If you press return, you will be unable to solve this one.) SHOOT THIEF again. Remember what happened to the Wicked Witch when Dorothy threw water on her? Right! Full of honor and somewhat damp, go south three times to Sushi, the rat brother, who's thin and sad. GIVE RICE TO SUSHI (after all, what is Sushi without rice?), and he tells you that any rat brother of his is a friend of yours. You'll get a nice favor later. Go north four times, east twice. GET VASE and GET WORMS, then east twice, and south twice. At last you can go west to the Throne Room, where the wizened Imperial Lordship Istostuborntoletupass XXVII (try saying THAT backwards!) and the Grand Vizier await you. The Emperor won't talk to you until you BOW TO EMPEROR. Now you are allowed to TALK TO EMPEROR. He starts moaning about his pet rock. GIVE ROCK TO EMPEROR, and he gives you the freedom of the house. Go south, west, and north. The servants keep moving the walls around, but two can play at that game. MOVE WALLS until you come to a Servant gloating over his private collection of Ming vases. ASK SERVANT ABOUT VASES, and he'll tell you where they used to be made. Remind you of anything? GIVE VASE TO SERVANT, and he'll tell you that the Princess's door is now open to you. It's all in knowing whose palms to grease. Go south to the Rock Garden, then east three times, north twice, west, south, north twice, then east to the Imperial Bed. (If by some chance this doesn't work, it means you forgot to get the loan from the Loan Shark.) Here she is, the girl of your dreams. Literally. GIVE TEDDY TO PRINCESS and she joins you. A cheap date. Also, GET ROCK. There are a lot of them around. Go north to avoid the Emperor, then south and east to Daddy. He'll give you a sword and take the girl. Too bad. DREAM ZONE Part 4 Go back to the Bar and west into the John. Then EXIT and go south to the Air Terminal, where you use the loan to buy the air ticket. You can finally go south to the Airship, where the Captain joins your party. He hints at a destination besides the usual one of Paradisia. Remembering the view from the roof, you ASK CAPTAIN ABOUT CASTLE. To get there you'll need the Pearl of Heavenly Divination. Sounds Oriental, doesn't it? Maybe you missed something. Go north many times to the John, east, north, and west twice, then south. You're at a Dock With Enticing Water where fishing is allowed but swimming is restricted to couples. Try to SWIM anyway. No dice. Use your favorite swear word. Oh, go ahead and type it. Surprise! You got sent to the Romper Room, where all bad kids get sent. There are a lot of clues on the wall. (Before getting rid of the crowd, you can get out with SAY 'I'M SORRY'.) One of the clues concerns marriage. USE SOAP and you're back looking at the crowd again. This time LOOK AT GIRL. She's the kind Mom likes and she's willing, so GET ENGAGED TO GIRL. Then go north, up, south, EXIT, and north twice. You're standing in front of a strangely familiar preacher. You really have no other ideas, so MARRY GIRL, and if it does anything for you, KISS BRIDE. Now back to the Dock (south three times, west twice, and south). It was a lot of trouble, but now you can SWIM and go Underwater. Here you see the entrance to a Cave. ENTER and meet Jacque the Water Rat, and his oyster collection. What can you find in oysters? Yeah. Jacque wants to make a submarine, so GIVE KEG TO JACQUE and he gives you a pearl...uh, globe. EXAMINE PEARL -- it's quite beautiful and useful. Now EXIT, and go up. While you're there, USE WORM, and catch a big $100,000 tuna. It appears to be the only kind they have here. DREAM ZONE Part 5 Go north, east twice, south, west, and EXIT. Go south to Airship, and GIVE PEARL TO CAPTAIN. SAY 'READY.' Whoops, you can't go yet. It seems debtors can't leave. And there is also a knotty rope tying you down (I'm telling you now, so you don't have to go back twice). Go north six times, and ASK JOHN ABOUT TASK. He joins you. Go east, north, east, and GIVE TUNA TO SHARK. (Don't get another loan.) Okay, back to the Airship. (Go west, south, west, EXIT, and south six times). John gnaws the rope and runs away. Coward. SAY 'READY.' (If you had married the wrong "beloved," she would've refused to go, and you'd be stuck because divorce is not possible in the Dream Zone.) You take off to Airship North View. (It's a good idea to save here.) Go north and you're at the Castle Door with a pit yawning attractively in front of you. (Note: For an interesting death, and to see your pajamas, go north again.) If you DON'T want to die, JUMP west, and you come face-to-face with a most unappetizing drunk. TALK TO DRUNK, and get a sickening offer but a good clue. This is just a dream, right? SHOOT DRUNK and GET WINE, but for Heaven's sake, don't drink the stuff! Now JUMP east and JUMP south back to the Castle Door. Wheeee! Here's something strange, JUMPU. No, it's not a typo, just the only way I could get the game to do it. You will be up in the Tower looking at Rambone the Rat. The characters are certainly getting uglier. He's a hairless Rat with a tattoo, a grudge, and a mean disposition. TALK TO RAMBONE and learn his sad tale. Take pity on him (since you can't shoot him without dying) and GIVE TONIC TO RAMBONE. Grajunk (remember him?) is so happy that he jumps up and knocks a hole in the ceiling. Go up and you're in the Key Tower staring at a beautiful, heavy gold key. You want it, but you're afraid of booby traps. So TRADE ROCK WITH KEY. Your wife does this maneuver for you, and now you have a key. Go down twice, then south. SAY 'READY' and take off. Go north six times, then east and GET PLUNGER, then north two times. You're getting pretty tired. Go west and face that Demon. What could be worse after what you've been through? THROW WINE AT DEMON, and it reduces him to goo. It's harmful goo, though, so be careful! Quick! USE KEY. That rotten Grajunk grabs it and swallows it with a porcelain burp. Now what does that remind you of? Good! USE PLUNGER ON GRAJUNK. He coughs it up. Repulsive. USE KEY. And, presto! You're back in your room but feeling kind of guilty about your brother's present. (It seems your wife is gone. Oh, well, it would have been hard to explain her at the breakfast table.) Go east and north, and GIVE GUN TO BROTHER. Now CLICK as suggested and see something interesting. CLICK again if you want to play from the beginning. GUILD OF THIEVES WALK-THRU ************************** COURTESY OF SEWER SOFTWARE ************************** Just a quick note. We realise that we have already released the solution to Guild of Thieves on one of the earlier Doc Disks (number 4 actually!), but the earlier solution was not as complete and thorough as this 33K Doc, so we included this one for all the adventure 'buffs' who weren't happy with the earlier one. Sewer Rat! You thought you knew everything there was to know about stealing treasures, right? WRONG! Here you are in a rickety old boat with the master thief who tells you that you are a rank amateur and you have to PROVE yourself! Hmmmmph! I'll bet he would have been KILLED in that Pyramid, and I'll BET he never got a Babel Fish in his entire life! Oh well, let's show the old geezer what we're made of. Now hold on. You don't want to get wet, so don't just recklessly head off West. See that rope? The rope is about two meters long, right? Well your legs AIN'T, so PULL ROPE and then WEST and you'll save the bath for Saturday night. Let's take a moment to see what provisions we have. You're carrying a Swag Bag (look up Swag in your Oxford Dictionary). OPEN BAG THEN LOOK IN IT will show you that you have the indispensable tool of all Adventurers, The Lamp! LOOK IN POCKET and you will find that you also have a plastic card which might come in handy later. Meager pickings, but we've started with less! WEST again will take you to an area where you'll spot an old man struggling along with a trunk. Remembering your lessons from ZORK III, you'd better HELP MAN. In fact, if you don't, you'll never get into the castle and you'll fail miserably! You and the old man will end up at the castle where the gatekeeper will lower the drawbridge for the old man, who will disappear inside with the trunk, never to be seen again. As a matter of interest, before helping him, you might ask him about the trunk, the castle and the baron. With the castle invitingly open, you can go NORTH where you'll be met by the gatekeeper who will deposit you in the Entrance Hall. Along the way, he will tell you about his favorite hobby, Rat Racing, and promise to let you know when the race is about to begin. A couple of notes here. The rat race is variable and will take place sometime in the next 20-60 moves. You have to be either downstairs or in the corridor upstairs in order to hear him shout at you. If you miss his warning, the race will take place without you and you will not be able to win any money (which you need desperately.) This walkthru is written from a LOGICAL standpoint. There are faster ways to complete the game without backtracking, but you would have to do things without knowing WHY you were doing them. Okay, we're alone now, so let's start exploring. Go WEST into the Lounge and the only interesting thing you'll see is a bucket. LOOK IN BUCKET and TAKE COAL that you'll find there. BREAK COAL and you'll discover a fossil. Not the most exciting thing in the world, but we'll keep it anyway. Now SOUTH to the Gallery. Here we'll discover three paintings, each important in its own way. EXAMINE PAINTINGS and TAKE OIL PAINTING since it's described as a classic and is, no doubt, valuable. The watercolor depicts an interesting scene -- keep it in mind for future reference especially the words. The gaudy painting doesn't look like it belongs here. If you move it, you'll discover a safe here; but since you are not, and never will be, a safecracker, leave it alone. It's not important. SOUTH again will take you into the Drawing Room. The red leather settee is obviously out of place, and if you EXAMINE SETTEE you'll find a cushion. OPEN CUSHION THEN LOOK IN IT and you'll find a Note. (Remember, this is a British creation, a Note is money, not something you read!) TAKE NOTE then go NORTH twice and EAST to the Entrance Hall. This is a good, central location to dump stuff. Unfortunately, there is no Legless Horse in this game, and the swag bag is definitely NOT bottomless. Going EAST will take you to the Dining Hall where you'll see a Bear in a cage. Also in the cage is a Platinum Chalice, and there's no question that THIS is a treasure! Unfortunately the cage is locked, and the bear looks testy anyway so leave it for now. SOUTH again will take you to the Kitchen. The cupboard looks inviting, so OPEN CUPBOARD AND LOOK IN IT and you'll find some rat poison and a jam jar. TAKE ALL FROM CUPBOARD and head SOUTH again to the Servant's Quarters. OPEN CABINET THEN LOOK IN IT and you'll find a key. TAKE KEY then SOUTH again to the gatekeeper's Bedroom. If you LOOK UNDER BED you'll find a tub. OPEN TUB THEN LOOK IN IT and you'll find a Maggot. Yeecchhh! But it must be useful, so TAKE TUB. About this time you should hear the gatekeeper shout that the rat race will start soon. Go NORTH three times and WEST to the Entrance Hall. DROP ALL BUT NOTE AND SWAG BAG. (You don't want the gatekeeper to know you're a thief, do you?) Besides, if you try to pass the gatekeeper with any treasures, the results will be fatal! Now SOUTH to the Courtyard. The gatekeeper will begin setting up for the race, so WAIT. He will then ask you if you'd like to bet and give you the odds. This MIGHT be a variable, but every time I played, the Grey rat had the longest odds. In any event bet on the rat with the longest odds (you need lots of money!). So BET ON GREY RAT WITH NOTE. You'll be treated to an exciting description of the first race at Santa Courtyard; but never fear, your rat will win. The gatekeeper will give you a VERY dubious looking cheque (check to you Americans), but it's all you'll get so settle for it. He will then depart, leaving a birdcage behind. Leave it for now. Time to explore some other areas and get some background on what's going on here. Go SOUTH (don't ever spend more than one move at the Gatehouse unless you are talking to the gatekeeper. He will escort you back to the Drawing Room if you do. SOUTH and WEST twice to the Cave Entrance. Now GET LAMP AND LIGHT IT, it gets pretty dark in these caves. WEST again will take you to the Junction Chamber, from which all roads lead. We'll try SOUTHEAST first. Here at the fork in the road you'll find an iron gate to the southeast. OPEN GATE THEN SOUTHEAST and you'll see a gravedigger plying his trade. Ignore him, he's pretty morose. EXAMINE YEW TREE and you'll spot some berries. You might get hungry later so GET BERRIES then NORTHWEST. Now SOUTH to the Undertaker's Parlor. It's locked up tight (no, the key won't work here) but that shouldn't stop a Thief. BREAK WINDOW and SOUTH and you're in! There's a casket here, which is useless. You'll notice the counter has a flap in it, so LIFT FLAP and SOUTH. The only thing of interest here is the Till. You'll find a button, so PUSH BUTTON THEN LOOK IN TILL and you'll find a coin! GET COIN then NORTH twice and WEST. Here's the "Ba k of Ker vn a." If you READ NOTICE you'll find that the bank is closed due to no business. Don't bother trying to break in. You can't. We'll get it open another way. The bank is closed because the Thieves, who used to deposit all their loot here, have gone away, and there's no business. Maybe you can fix this. You'll also find a night deposit safe here. What we are going to do is deposit all our treasures in the Bank in the hopes that it will reopen. Okay, now that you know what to do with your treasures, let's get down to some serious hunting. From the Bank go EAST, NORTH, NORTHWEST to the Junction. To the southwest you'll see some very large, substantial looking iron bars blocking your way. Just for kicks, try BREAK BARS. Aha! Just as you thought, the old Polystyrene-Bars-That-Look-Like-Iron trick! Now SOUTHWEST and you'll find a skeleton. EXAMINE SKELETON and you'll find it has one of its finger bones resting on a chest. Just to be safe, let's GET FINGER AND CHEST. Then OPEN CHEST AND LOOK IN IT and you'll find a heart. (Where ELSE would you expect a heart to be, but in a chest? Isn't British humor wunnerful?) Now go SOUTH and you'll find yourself up to your knees in a stream. Follow it WEST to the Top of the waterfall. There's a rope ladder here and if you EXAMINE LADDER you'll find it's tied in a tight ball. UNTIE LADDER and the ladder will unroll. Don't bother going down -- there's nothing you can do down there now. Go EAST, NORTH, NORTHEAST then EAST four times then SOUTH to the Wheatfield. You'll see a windmill operating in the distance. If you try to talk to the Miller he won't hear you because of the windmill. So SHOUT HELLO and the Miller will answer. Then SHOUT STOP WINDMILL and he'll shut it down. Now SOUTH and sit down to talk with the Miller. He'll give you a piece of gum which you should keep for future reference. If you ASK MILLER ABOUT LUTE that he's playing with, he'll tell you that the salesman told him it was magic. You can ask him about a few things you're interested in, and eventually he'll tell you he's tired of the Lute and wants to sell it. BUY LUTE WITH CHEQUE (careful of the spelling) and you'll be the proud owner of a magical (?) instrument. Lutes are VERY delicate, so PUT LUTE IN BAG and NORTH. Whooooops! It's a good thing you protected the Lute, you clumsy oaf! Now WEST, NORTH four times. As you go through the courtyard, you'll probably see a description of fish jumping. Keep that in mind. In the Entrance Hall GET LUTE and DROP LUTE, BERRIES, CHEST AND GUM. Now let's check out the upstairs. UP and WEST will take you into the Library. EXAMINE DESK will show you a paperback and a box. READ PAPERBACK and you'll discover that your instincts were right: the fossil IS valuable. EXAMINE BOX and you'll find the outlines of a heart, spade, diamond and club. Now OPEN BOX and inside you'll find three cards and a joker. This is VERY IMPORTANT. Pay attention to which suit is NOT represented in the box (it's a variable); this will save your life later. You can DROP BOX because you won't need it anymore. Now you can READ BOOK. You will get a variety of interesting topics, all of them variable. Among them you should find one that tells you that rats can't swim, another that tells you how to make a fishing pole out of a piece of wood, thread and needle or pin. Many of the books will give hints as to things to come in the game while others are useless. When you're tired of reading, go EAST (ignore the bathroom to the North of here), EAST and NORTH to the Billiard Room. GET CUE and then EXAMINE BILLIARD TABLE. You'll see three balls of different descriptions on the table. Now HIT (color) BALL WITH CUE. This may or may not be a variable (it was always the Red ball in my game), but one of the balls will refuse to go in a straight line. GET RED BALL (or whatever) AND OPEN IT and you'll find a diamond! DROP BALL but keep the cue -- it's a multi-purpose tool! Now EAST into the Music Room and you'll see an interesting stool. OPEN STOOL THEN LOOK IN IT and you'll find a plastic bag. GET PLASTIC BAG THEN EXAMINE IT and you'll find a valuable original manuscript! Now SOUTH twice to the Spare Bedroom. There's a wealth of important stuff here. First LOOK IN BED and you'll find a Sewing Box. GET BOX THEN OPEN IT and you'll see some cotton with a needle. Now LOOK UNDER BED and you'll find a china pot. GET POT. Now OPEN WARDROBE THEN LOOK IN IT and you'll see a designer dress. TAKE DRESS. This throws a lot of people off the track. The china pot and designer dress are BOTH treasures, even though they don't look like much. We've looted this room pretty good so go NORTH, WEST twice and SOUTH twice to the Main Bedroom. There is a strange looking painting over the bed, so GET PAINTING THEN DROP IT. It's not valuable, but you'll see a hole in the wall. Looking through the hole will show you a light a LONG way off, so I wouldn't enter the hole if I were you. You need a way to get across the chasm to the light. There's a mirror on the cabinet, so GET MIRROR and then OPEN CABINET AND LOOK IN IT. You'll see a plaque there; and if you READ PLAQUE, you'll find two buttons and the information that this is a folding bed. Being a very ingenious kind of thief, you know immediately what to do, right? SIT ON BED. Now you can't reach the buttons from here, but remember the cue? PUSH TOP BUTTON WITH CUE and Wheeee! You're in the Secret Laboratory. If you LOOK IN CAULDRON you'll find a sachet. EXAMINE SACHET and you'll find that you better not open it until you're ready to use it. Since you have no idea what it's good for, better leave it for now. There's only one other significant thing here: the diary. READ DIARY and you'll have an idea what the sachet is for, but you still will have to figure out the other ingredients. The word "distasteful" gives you some ideas, though, huh? There's nothing else to be done here right now so go WEST and you'll find yourself magically back in the Main Bedroom. Now North twice and DOWN. GET THE PAINTING AND FOSSIL, then EAST, SOUTH and EAST again to the Gloomy Passage. OPEN DOOR and NORTH and you'll be at the top of a flight of stairs. The cellar below is infested with rats; but no matter how hard you try, you can't get the rat poison where it will do any good. On the south wall is a drainage system consisting of a stopcock and pipe. Remembering what the book said about rats and swimming, OPEN STOPCOCK and you'll hear water gurgling down the pipe. But we want the water in the cellar so GET PIPE and the cellar will start to flood. WAIT one turn for the cellar to become half flooded then CLOSE STOPCOCK. Now you can safely go DOWN and EXAMINE RACK. You'll find two bottles there. GET ALL FROM RACK and you'll end up with a red bottle and a Champagne bottle. EXAMINE CHAMPAGNE BOTTLE and you'll find the instructions "Shake me, say 'Hooray' and I will explode." Something you'll probably want to remember later. OPEN RED BOTTLE THEN LOOK IN IT and you'll find some wine and a ruby! GET RUBY THEN DROP BOTTLE. (I suppose you can drink the wine if you really WANT to.) Now UP and SOUTH twice to the Junk Room. You'll see a cube here. It doesn't look very impressive, but GET CUBE and then MOVE JUNK and you'll find another exit. Go SOUTH and you're outside the castle By The Moat. There is another of those Night Deposit Safes here. It's time to see if we can't help the local economy (and ourselves). OPEN SAFE then put the ruby, diamond, dress, plastic bag, fossil, painting and pot in the safe (you won't be able to put them all in at the same time) then CLOSE SAFE. Now NORTH twice, EAST, NORTH twice and EAST. You've been working hard so it's time for a little recreation now. If you were lucky in the Library, you read a book that mentioned how to make a fishing pole out of a piece of wood, thread and pin. If not, this is something you just have to figure out yourself. The fish jumping in the moat in the courtyard is about the only other hint you have about fish. You're going to have to deal with the bear in the cage somehow, and although there IS some honey available, as far as I can tell there's no way to get it, and it wouldn't accomplish the purpose. A bear's OTHER favorite food is fish! GET COTTON and then FIX COTTON TO CUE. The syntax is a little tricky here, and if you don't get it right, the parser doesn't understand what you want to do. Also, DON'T remove the needle from the cotton...I could NEVER find a way to put it back! Now all you need is bait, so GET MAGGOT THEN PUT IT ON NEEDLE and you're all set! Go SOUTH to the Courtyard and FISH IN MOAT. You will very quickly catch a fish, and the fact that it's dead doesn't matter. (Dead mackeral maybe?) Anyway, go NORTH, GET COTTON FROM CUE, DROP CUE AND COTTON. Then GET POISON AND PUT POISON ON FISH. Now go EAST to the Dining Room and UNLOCK CAGE WITH KEY and then GIVE FISH TO BEAR. The fish will work wonders and then you can OPEN CAGE, GET CHALICE, CLOSE CAGE. (I don't know if the bear will ever wake up, but I don't believe in taking chances! Now SOUTH, EAST, SOUTH, SOUTH and OPEN SAFE, PUT CHALICE IN SAFE, CLOSE SAFE. Then NORTH, NORTH, WEST, NORTH, WEST. GET JAM JAR and go NORTH once more. There is a stable door here. EXAMINE DOOR and you'll see a horseshoe. Let's RUB HORSESHOE for good luck. You see a golden glow, but nothing much else happens. Well, maybe something good will happen later. Now EAST to the stable. Simply OPEN JAR and a fly will enter the jar and get stuck. This will come in handy later. WEST, SOUTH will take you back to the entrance hall. We'll need a few supplies for our trip so DROP ALL then GET LAMP, CHAMPAGNE BOTTLE, COIN, FINGER, MIRROR, CUBE, LUTE, JAR AND GUM. Now SOUTH, GET CAGE and SOUTH AGAIN, WEST twice and NORTHWEST, SOUTHWEST. There's a gem stuck in the wax in the ceiling, but it's really pretty simple to get. Just REFLECT BEAM AT WAX WITH MIRROR and the gem will fall. CATCH GEM and you can DROP MIRROR. Now NORTHEAST and SOUTHEAST to the Junction. We're going to take a little unnecessary side trip here, just so you can see what is going on. Go SOUTHEAST, SOUTH, WEST and you're in front of the bank. READ NOTICE and you'll see that it says "Closed due to lack of business." Now OPEN SAFE, PUT GEM IN SAFE and CLOSE SAFE. Now WAIT one turn and you'll see a little man come out and change the notice. If you READ NOTICE, you'll see that it now says "Closed due to not much business." It might be fun later to save up all your treasures and bring them here and deposit them one at a time, and see how long it takes the little man to drop from exhaustion! Now EAST, NORTH, NORTHWEST to the Junction. If you're not interested in watching the scenery just described, you can bypass that and go directly to the Zoo and put the gem in the safe there. From the Junction go NORTHEAST and you'll be at the entrance to the Zoo. There's a toll gate here and you'll have to PUT COIN IN SLOT to get in. There is also a Night Deposit Safe here in which you can put the gem if you still have it. Now EAST, SOUTH and WEST will take you to the Insect House. Some vandals have been at work here, but read the plaque which will tell you that the snake (what's a snake cage doing in an insect house?) who escaped likes cold climates. GET SNAKESKIN (you might want to make a wallet later) and then head EAST. Oops! You seem to have a snake corset! Not to worry. Remember that sign at the T-Junction which mentioned a Jungle? Jungles are HOT! So go NORTH twice and then WEST and the snake will expire from heat stroke. Now you're faced with a yucky spider, but if you DROP JAR, a sticky situation will be to your benefit. Go EAST back to the T-Junction. There's an Aviary to the East but we'll forget it for now. SOUTH, WEST, and SOUTHWEST will take us back to the Junction. We're going to investigate another area now so go EAST twice, SOUTH twice, WEST and SOUTH again and you're at the Antechamber to the Temple. There's another of those Night Safes here, a good sign that there might be treasure around! SOUTH again takes you into the temple. Whatever you do, DON'T touch the statue yet. Instead EXAMINE ALTAR and you'll find an Incense Burner. GET BURNER and you're ready to investigate the other exits. There is nothing at the Northeast exit so ignore it. Go SOUTWEST, UP and EAST and you'll find an organ. EXAMINE ORGAN then GET ALL KEYS FROM ORGAN. Now WEST, DOWN, NORTHEAST and SOUTH. You'll see a beehive here. EXAMINE HIVE and you'll find that it's closed and there are some gloves on it. You can open the hive and there is honey inside, but I know of no way in the world to get it, and it isn't needed. But the gloves might help so GET GLOVES then NORTH, SOUTHEAST and UP. There's an ivory rhinoceros here, and ivory is valuable, so GET RHINOCEROS then DOWN, NORTHWEST and NORTHWEST again. Then DOWN to an exit with "WOBNIAR" above it. If you're very observant, you'll notice that that spells rainbow backwards. Better SAVE the game here, one false step and you're a goner! Those of us who have played HOLLYWOOD HIJINX will NEVER forget the order of the colors of the rainbow. For those of you who didn't, they are Violet, Indigo, Blue, Green, Yellow, Orange, Red. You must pass through the following room by stepping on these colors in order. Assuming it is NOT a variable (it was the same in every game I played) you should be able to get through by using this sequence: SOUTHEAST (Black), SOUTHEAST (Violet), NORTH (Indigo), EAST (Blue), EAST (Green), SOUTHEAST (Yellow), SOUTH (Orange), SOUTHWEST (Red), EAST (White). SOUTHEAST will take you to the Crypt Room. The sarcophagus is locked, and what better to open it with than a skeleton bone? So, UNLOCK SARCOPHAGUS WITH FINGER then OPEN SARCOPHAGUS. There's a skull in there, and if you EXAMINE SKULL, you'll find an eye in the skull. TAKE SKULL THEN DROP FINGER. There's nothing else of interest here so go EAST into the Shrine. There's a statuette here, and although the description is pretty vague, it is valuable, so TAKE STATUETTE. Now there's a black door behind a black drape...so what do you suppose would unlock it? Right! UNLOCK DOOR WITH EBONY KEY. Now OPEN DOOR, DROP EBONY KEY and go EAST. Nothing here but a pamphlet, so READ PAMPHLET and you'll get some valuable information about walking on coals. We're done here so go WEST, WEST, and NORTHWEST to the white square. Follow the rainbow colors to get out (not the reverse of the way you got it!). From the white square: NORTHWEST, NORTH, NORTHWEST, EAST, SOUTHWEST, SOUTHWEST, NORTHWEST, NORTH should put you on the black square. Now NORTHWEST, UP, SOUTHEAST and NORTH to the Antechamber. OPEN SAFE then PUT BURNER, STATUETTE AND RHINOCEROS IN SAFE, then CLOSE SAFE and some more of your valuables have been deposited. Now we're ready to tackle that statue. Go SOUTH into the temple. Just for safety sake PUT LUTE IN SWAG BAG and then GET STATUE. Now you know why I told you not to touch that statue! Don't panic, though, just WAIT one turn. Now DROP STATUE (or you'll drown) and NORTH three times which will put you on a sandy beach. GET BROOCH which is in plain sight and then investigate those lumps in the sand. DIG IN SAND and you'll find some wetsuit boots. GET BOOTS. Now go DOWN to the Thin Shaft. If you try to enter this shaft without the right equipment, you'll slip and die, so WEAR BOOTS THEN DOWN and you'll make it okay. Now go SOUTH. You see that rope? Well, you can't possibly climb it unless you WEAR GLOVES. Now UP and GET PICK then DOWN and WEST. Looks like these minerals might be valuable so GET MINERALS WITH PICK. You can now DROP PICK, GLOVES AND BOOTS and GET STONE. Now EAST and then SOUTH. Does this look familiar? Sure it does: It's the rope ladder you let down earlier; good thing, too! So UP, EAST, NORTH and NORTHEAST and you're back in the cave at the good old Junction! Now we know what those succulents were for so back to the Zoo! NORTHEAST, to the Safe. OPEN SAFE THEN PUT BROOCH AND STONE IN SAFE, then CLOSE SAFE. Now EAST and then SOUTH and we'll try that other key. UNLOCK DOOR WITH IVORY KEY then DROP KEY THEN OPEN DOOR. Now EAST into the Office. There's lots of stuff here, but ignore it all except the spade. OPEN DRAWER THEN LOOK IN IT and you'll find a key and a magazine. GET KEY AND SPADE THEN READ MAGAZINE and you'll learn the feeding habits of the Macaw. Now OPEN DOOR and NORTHEAST to the White Corridor. Then UNLOCK DOOR WITH KEY, OPEN DOOR, DROP KEY, then go NORTHWEST and CLOSE DOOR. There's a noisy little Mynah bird here who can be of great help to you. OPEN CAGE, GET MYNAH, PUT MYNAH IN CAGE then CLOSE CAGE. Now you can OPEN DOOR and go SOUTHEAST, SOUTHWEST, WEST, NORTH twice. If you get tired of hearing the Mynah squawk, you can teach it to talk by saying MYNAH, HELLO, or whatever you want it to say. This will be crucial later. Now go WEST and GET SUCCULENTS. Then SHAKE PALM TREE and you'll be rewarded with some Macaw food. GET COCONUT. (Don't shake the tree again, or it will be fatal!). Now EAST twice to he Aviary. There's the bird you want, and he'll tell you that he'll trade some information for food. BREAK COCONUT WITH SPADE THEN DROP SPADE and then GIVE COCONUT TO MACAW and you'll be rewarded with the ingredients for the Baron's secret formula. Now we're ready to deal with those coals so go WEST, SOUTH, WEST, SOUTHWEST to the Junction and NORTHWEST twice. Now RUB SUCCULENTS ON FEET then go UP. You made it! DROP SUCCULENTS here and go UP again. There's nothing of interest in the Boathouse so just go SOUTHEAST to the Yellow Room. You probably should save the game here in case you mess up the next part. The secret to this puzzle is really simple if you explore all the rooms and draw a map. If you look at the map, you'll see that the five rooms are laid out in the same pattern as the spots on the face of a die. Dice are a very important part of the game from here on. (Which is probably why they included that die in the package.) GET YELLOW DIE then go SOUTHEAST. There are rooms with a die in each of the four corners of this White Room. Get the three other die and come back here. Okay...now if you examine the slots in the opaque case, you'll see that they are colored Red, Green, Blue, and Yellow, the same as the dice. The dice you have all have one spot on each face. They need to have a five on each face (the pattern of the rooms). So start with the Red Die and ROLL DIE. Wow! That horseshoe was lucky, after all! Okay, tell Lady Luck FIVE. Then PUT RED DIE IN RED SLOT. Do the same with the other three and the case will no longer be locked! Now GET PLASTIC DIE. Now I think it's time to start building the Baron's secret recipe. From the White Room go NORTHWEST twice then DOWN. Now RUB SUCCULENTS ON FEET (check to make sure you haven't GOT the succulents...you need them here, but should be able to use them without picking them up.) Now DOWN, SOUTHEAST twice and you're back at the junction. Now go EAST twice, NORTH twice. At the Entrance Hall make sure you have the cue, berries, heart, eye, cube and snakeskin. Now UP then SOUTH twice. The bed which shot you into the Secret Lab is still up against the wall, so PUSH BOTTOM BUTTON and the bed will return. Now SIT ON BED then PUSH TOP BUTTON WITH CUE. In the lab, GET SACHET and then, remembering what the Macaw told you, PUT HEART, EYE, SKIN, BERRIES IN CAULDRON. The diary said something about symetrical objects, so PUT CUBE IN CAULDRON. Now OPEN SACHET and the contents will turn into powder. PUT POWDER IN CAULDRON and when you LOOK IN CAULDRON, you'll see an anticube (which isn't there). GET ANTICUBE (don't ask ME...I just work here!). Now WEST, then NORTH, NORTH, DOWN. We're about to start the endgame, so let's check our provisions. You should have nothing but the LAMP, LUTE, GUM, CAGE, CHAMPAGNE BOTTLE, DIE, and ANTICUBE. Back to the cave by going SOUTH three times, WEST three times, then SOUTHEAST, SOUTH, and WEST. The notice at the bank should now say "Closed due to not quite enough business." Well, you can solve that. There's one last treasure you haven't noticed yet. EXAMINE LUTE and you'll find a silver plectrum on it. OPEN SAFE then PUT PLECTRUM IN SAFE and CLOSE SAFE. Now WAIT one turn and the little man should come out and change the notice to read "Bank open all hours, please enter." There are a few preparations you have to make before you're ready to tackle the bank. First GET CARD FROM POCKET then PUT DIE AND ANTICUBE IN POCKET. Now, we're gong to teach the bird a new word. Say MYNAH, HOORAY. You may have to repeat it before the bird says it. Now CHEW GUM and you're ready to enter the bank. OPEN DOOR THEN SOUTH and you will find a couple of queues. Experienced adventurers will have learned long ago not to try to get in the short line, so ENTER FURTHER QUEUE and you will immediately be at the teller's window. SHOW CARD TO TELLER and you will be whisked into the Bank Manager's office. He will begin explaining to you that he can't let you have any of your valuables, because the bank would be out of business. The timing is pretty critical here so pay attention. As soon as you are in his office DROP CAGE AND BOTTLE. Then WAIT one turn, then SHAKE BOTTLE. At this point he should escort you out of the office. You may have to WAIT a turn after shaking the bottle, but as soon as your are outside his office and he has locked the door behind him, PUT GUM IN KEYHOLE. It is important that you do this while the Bank Manager is outside his office, so that he can't get back in. If you've done everything right, you should hear the Mynah say "hooray" and there will be an explosion. Everyone will panic and leave you alone in the bank. You will notice that the roof has been blown off; this is your big chance. It's time for music so PLAY LUTE AND SING URFANORE PENDRA. You will be floating in the air having dropped everything you were carrying. Now go SOUTH and when you land you will be in the Bank Manager's office, and about to begin a very clever and perplexing puzzle. Go EAST into the bank vault. You will notice three exits besides the one you came in. Remember that I said dice were very important in this game? Well, the exits in the rooms from here on, are equivalent to spots on a die. You must roll a number on the die that does NOT contain a spot corresponding to one of the exits in the room you are in. In other words, you must use an exit that does NOT appear on the die after you roll it. (You may have to read that several times to catch on to what I mean.) To make it more complicated, each time you use an exit, the number you rolled will disappear from the die. You must make your moves so that when you reach the final room (which is ALWAYS reached by rolling a FOUR) ALL the numbers will have disappeared off the die. It stands to reason that as you get closer to your goal it's going to take longer to get a number...rolling the final four may take 30 or more rolls! Luckily, you rubbed the horseshoe and have Lady Luck on your side to make things easier. Okay, here we go. The room you're in has three exits. ROLL DIE and ask for a TWO. Then go DOWN (See, the center exit was not represented on the die). Now the room you are in will have the same number of exits, in the same position, as the number you previously rolled, in this case there will be two exits, NW and SE. This time ROLL DIE and ask for a ONE. Go NORTHWEST. Now ROLL DIE and ask for SIX and go DOWN. Now roll a FIVE and go WEST. Now roll a FOUR and go DOWN. Aha! Here are all the treasures you deposited! But wait! There's more! EXAMINE THE PILLAR and you will discover that there is a weighing machine on it with a cube which appears to be VERY valuable. The weighing machine is delicately balanced so that if you disturb the weight, you will die. If you EXAMINE CUBE you will see that it is about the same size as the one in your package. Notice they didn't say IDENTICAL. It doesn't have any spots...and any spots on the die you have would change its weight; THAT'S why you had to end up with a blank die. The solution is really very simple. First PUT DIE AND ANTICUBE ON SCALE. The anticube EXACTLY CANCELS the weight of the die, so it's as if you didn't put anything on there at all! Now GET CUBE AND ANTICUBE. Voila! You have another treasure! Now GET ALL and, since you dropped your lamp, GET WHITE. (Yup, it works!) You're still not quite out of the woods yet, though. The pillar has four signs on it pointing to four directions and naming the four playing card suits. If you chose the wrong direction, you're mincemeat. Remember the box you found in the Library? There was one suit missing, having been replaced by the Joker. I hope you remember what it was...because that is the ONLY safe exit! Find the direction on the signpost and then go that way. Well THIS looks vaguely familiar! It's the White Die room. You have only one task remaining now so go NORTHWEST, NORTHWEST, DOWN. Remember when I told you you wouldn't need the succulents anymore? I lied! RUB SUCCULENTS ON FEET then DOWN, SOUTHEAST, SOUTHEAST, then EAST four times to the Jetty. Now PULL ROPE and then EAST again and you will get your reward! Congratulations, you're now a full fledged member of the Guild of Thieves. THE HITCHHIKER'S GUIDE TO THE GALAXY ==================================== Again, we have released the solution to Hitchhiker's Guide to the Galaxy on an earlier Doc Disk (Number 1), but again, it was not as complete and descriptive as this file, so we have included this file for the crazed adventurers who wanted that little bit more. Sewer Rat! -------------------------------------------------------------------------- Put your "DON'T PANIC!" button on your gown, grab your towel and get ready to don those peril sensitive sunglasses because you're about to go on one of the strangest adventures from Infocom to date: THE HITCHHIKER'S GUIDE TO THE GALAXY! You wake up and notice everything is dark...have you gone blind? No, just turn on the lights. Oooh, your aching head! You realize you must've had just one drink too many at the party last night. Time to get out of bed. Stand up, get your gown and put it on. As you do, you notice something in your pocket. All this activity isn't helping your hangover any, so look in your pocket. Ah, an analgesic! Take the analgesic. Feeling better? Good! Now get the screwdriver and the toothbrush. Oh! What was that noise? What's that big, yellow bulldozer doing out there? Better go outside and find out! Go south to your front porch, collect your mail, and south to your front yard. The big, yellow bulldozer is heading straight for you! And this lunatic is shouting at you to get the hell out of the way! Don't Panic! Humanity hasn't gone completely insane, just lie down in front of the bulldozer. The driver (who's getting Union Scale wages) doesn't mind this minor inconvenience and stops the 'dozer within inches of you! As Prosser madly waves his arms about and shouts at you, you see your friend, Ford Prefect, hurrying toward you. Now what does he want? Oh, he's come to return the towel he borrowed from you. Nope, don't take it. As Ford insists on returning the towel, you tell him about your house and Prosser's intentions. Ford, who was about ready to leave the Earth (which is being demolished to make way for a new Hyperspace Bypass), decides, insanely, to take you with him! But seeing that you're not about to budge until your house's future has been assured, goes to Prosser, gesticulates toward you and the bulldozer, and convinces Prosser to take your place in the mud. What a friend! The bulldozer driver, in the meantime, sits calmly and dreams of overtime. After you've regained your feet, take the towel from Ford and go south and west with Ford into the Pub. Buy a cheese sandwich from the barman, drink the three beers Ford has given you, and listen as he explains what's about to happen to the Earth. Somehow, the situation regarding your house keeps creeping back into your mind, and Ford's words make little sense to you. All of a sudden, you hear a crashing sound that can only be the death throes of your poor house being demolished! Get up and go east. A small dog comes yapping up to you. It's obvious the poor thing hasn't eaten in several days. The humanitarian within you surfaces. Give the cheese sandwich to the dog. The poor, ravenous thing is in puppy heaven! As it devours the meal you've provided, it completely ignores a microscopic space fleet that just happens to be passing by at the moment! No time to wonder about this miracle, though. Go north and wait. Now look! Overhead, you see huge yellow machinery that amazingly resembles monstrously oversized bulldozers! Good God! What's happening? Suddenly, gale-force winds blow across the landscape, whipping trees around! Ford appears by your side and is fumbling around with a strange looking device! The thing your Aunt gave you tumbles away, but the wind is blowing so hard you can't get it! Ford drops the device and it lands at your feet. He seems to be trying to tell you something, but the wind carries his words away! Pick up the device and examine it. You see red and green lights and note that it's curiously shaped. It appears to be shaped like a hitchhiker's thumb! Quickly push the green button and everything goes.... Dark. You will find yourself spending a lot of time in the dark in this game, so get used to the series of events you have to follow in order to see where you are. Do "looks" (which takes fewer moves than "waits"). Each "DARK" sequence takes 4 looks until you regain one of your missing senses. When you recover that sense, perform it. If you can see, type "SEE". If you can hear, type "LISTEN". If you can smell, type "SMELL". If you can feel, type "FEEL". If you can taste, type "TASTE". Right now, though, your 4 LOOKS will tell you that you have regained your sense of smell. Smell the shadowy figure and then look at the figure. Ah, it's Ford and you find that the Sub-Etha Signalling Device has landed you a ride on one of the Vogon Construction Ships! Ford hands you some peanuts to replace the energy you lost during the hitchhiking transfer. Eat the peanuts then look around you. What a disgusting place this is! But there are a few interesting items here which you will explore as soon as Ford decides to take his nap. Before he does, he hands you an odd contraption and tells you it's THE HITCHHIKER'S GUIDE TO THE GALAXY and that it contains all sorts of useful information. After Ford nods off, remove your gown and hang it on the hook, cover the drain with your towel, get Ford's satchel and put it in front of the panel and put your junk mail on top of the satchel. I've had you do this correctly so that you can get the Babel Fish the first time. You might want to save your game and try getting the Babel Fish without putting the junk mail on the satchel, just so you can see what happens. Now, examine the dispensing machine and consult the Guide about Babel Fish. You learn that Babel Fish, when placed firmly in one's ear, are universal translating devices! Flip the switch on the glass case that's housing the Plotter. Strange words issue forth, but it's all garbled and you can't understand one syllable of it! Better get a Babel Fish pretty soon! Push the button on the dispensing machine and watch the circus! As the Babel Fish comes flying out of the chute, a tiny cleaning robot comes skittering across the room. The Babel Fish hits the gown, slides down the sleeve and lands on the towel (which is covering the drain). The little robot grabs the Babel Fish and goes tearing across the room toward its service panel. Just as it gets there, it smacks into Ford's satchel and loses its grip on the Babel Fish! The Babel Fish and the junk mail go flying up into the air where an upper-half-of-the-room cleaning robot is frantically gathering up the junk mail! So intent is it upon the mail that the Babel Fish falls and lands in your ear! SQUISH! Who said junk mail was useless! Now, flip the switch on the glass case again. It will tell you how to open the case so that you can get the Sub-Atomic Plotter. Poetry? Ah well, worse things could happen. Write down which word of the poetry you'll have to type in because it changes from game to game; and if you type in the wrong word, you'll blow yourself to teensy little bits! Get your robe and the towel. Ford will get his satchel. Put your gown back on and put everything you're carrying into the Thing your Aunt gave you (yes, it came back...it will ALWAYS come back to you, no matter how many times you try to lose it!) and put the Thing in your robe pocket. By now, you should be hearing warnings about hitchhikers coming over the intercom system. Just wait until the guards come for you. Eventually, the Vogons will find you and take you to the Vogon Captain, who is a cruel cuss! He'll subject you to his poetry, but don't panic! Just sit back, relax and enjoy it. Literally! Enjoy the Poetry. So gratified is the Captain by your enjoyment, that he decides to read you the second verse! Now listen carefully, and when he reads the word the glass case told you about, write it down. He appears impressed that you've been able to withstand his poetry; and instead of killing you and Ford outright, he decides to "space" you! Argh! This is better than death? You betcha! Pretty soon, you're going to type something in wrong along the way. Your typing error has been noted, and sometime soon, you'll get the results of your foolish error! It seems that those erroneous words have started some sort of space war that has destroyed an entire world! The remaining members of that doomed civilization are not happy about it either, and they're out gunning for you! When you're returned to the hold, type the word from the poetry on the keyboard of the case. The case opens and the plotter is yours! Take the plotter. (If your load is too heavy, put everything you're carrying into the Thing and put the Thing in your pocket.) Ford tries to talk the guard into letting you both go free, but the guard will have none of that and throws you and Ford into the Airlock. Ford sits pondering your respective fates and comes up with an equation about the probability of being picked up by another ship in the vicinity. Unfortunately, the odds aren't too good and as you and Ford are unceremoniously sucked out into space, the Guide bleeps to life and says that you can hyperventilate in space for 29 seconds before you explode! Ugh! Just as you reach your 29 second limit, you're picked up by a passing ship and find yourself in the.... Dark! Talk about miracles! Go through the "LOOK" routine and eventually you regain your sense of hearing. LISTEN. You hear a sound to port, but as you try to go port, you find that the program is lying to you! Instead go south. Aha! You find yourself on the Heart of Gold (HOG)! Ignore the brochure, it's not important, and let Ford lead you to the Bridge. When you get there, you see two strangers (who begin to look familiar). Hmmm, Trillian and that two-headed guy with her were at that party last night! They greet Ford and eventually all three of them head port, leaving you quite alone. Get the pincers, the Pocket Fluff from your gown's pocket, the handbag and put them in the Thing. Drop the plotter and the Sub-Etha Signalling Device and go down and aft three times. As you try to go aft the third time, the program asks you if you really want to go in there. Tell it YES. It asks if you're serious! Tell it YES again! The program will decide you really didn't mean it and take you fore. Go aft twice. The program will ask you if you want to reconsider. Tell it NO. Be persistant and eventually, you will be allowed to enter the doorway. As if not letting you enter wasn't enough, now the program will tell you there's really nothing here to see. Again, it's lying, so look two times. Aha! There's a rasp, pliers and a Spare Improbability Drive here! Get the rasp and pliers, put them in the Thing, put the Thing in your pocket and get the Drive. Eventually, you'll meet Marvin, the Paranoid Android. He'll depress the heck out of you, but there's nothing you can do about that. He wanders in and out, but just ignore him for now. His use will be made known at the end of the game. Now go fore twice and port to the Galley. Look in the carton, get the gun and put the gun in the Thing. Now for some Brownian Motion (consult the Guide about this). Touch the pad and the machine whirrs a few seconds, then shoots a cup of Alternate Tea Substitute into the chute. Take the cup, go starboard and up to the Bridge. Drop the Drive and the Cup of Tea Substitute. Let's get this contraption going! Put the small plug in the small receptacle and put the long dangly bit in the Tea Substitute. You're all set to begin some pretty far-out experiences! Since flipping the switch on the Plotter will take you to five random scenarios, they will be explained in separate sections of this walkthru. You may find yourself visiting one of the scenarios a second time, but you won't be able to do anything in them. You're automatically taken back to the dark and there's nothing to do but run through your "LOOK" routine. So flip the switch and you find yourself in the.... Dark. Do the "LOOK" routine until you find your sense of hearing then LISTEN. It seems you've been returned to the HOG because you hear a sound to port. Again, the program's lying, so go aft instead. Hey...this isn't the HOG! You see an awl laying here, so get the awl and put it in the Thing. Wait a minute...Who are these guys? They seem to be in deep conversation. Listen to their conversation. Uh-oh, YOU seem to the be the topic of discussion! Seems like that small galaxy you wiped out with your careless typing has finally figured out what happened and is speeding toward Earth to do likewise! Just as the Vl'hurgs and G'guvunts arrive, they spy a huge dog tearing into a cheese sandwich! As the fleet gets closer, the dog ignores it and finishes its meal. The obvious happiness of the dog is not lost on the aliens and with softened hearts, they head toward home, forgiving (and depositing you) along the way. But WHERE are you? You seem to have materialized inside your own brain! The confusion in here is obvious because no matter where you go, you can't get anywhere. Just keep ploughing along (it doesn't matter which way you go, all directions are the same) until you find a dark particle. Examining it reveals it to be your Common Sense! Take your common sense and suddenly you find yourself in the.... Dark. "LOOK" until you regain your sense of hearing, then LISTEN and go aft twice and up to the Bridge. Make sure that the Awl is safely tucked in the Thing. Flip the switch. As you do so, you find yourself in the.... Dark. "LOOK" until you regain your sense of sight then SEE. A bright light is shining in your eyes. Look at the light and you find yourself looking at an alien sun! But IS it really? Type "WHO AM I" and you see that you're no longer Arthur Dent, but Zaphod Beeblebrox, President of the Universe! And you also discover that you're sitting in a speedboat which is currently heading toward some mighty rough looking rocks! Quickly steer the boat toward the spires. Now then, while you're waiting to arrive, look under the seat and get the key and the seat cushion fluff. Also take the tool box. Now, just wait until you get to the...wait a second! Those spires are getting closer and closer and the boat doesn't appear to be slowing down any! Just in the nick of time, the auto-pilot activates itself and brings you safely to shore! Stand up and get out of the boat. As you step to the Dais, a wildly cheering crowd greets you! Fools! Don't they realize you're not here to dedicated the Heart of Gold, but to steal it? Ha! Wait until Trillian shows up and starts the charade. As she grabs you around your neck, rifle-brandishing guards rush onto the scene! As calmly as you can, tell the guards to drop their rifles. Trillian may hiss nasty remarks about your ineptitude in your ear, but ignore her. Now then, to complete your plan, tell Trillian to shoot the rifles that the guards have dropped! The crowd, deeply impressed, cheers wildly! Don't take time to take any bows, though, just head east and you find yourself in the.... Dark. "LOOK" until you regain your sense of hearing, then head aft twice and down. Here you find the tool box, key, and seat cushion fluff. Unlock the tool box with the key. Inside you find a magnifying glass and a wrench. Put these two tools, the key, and the seat cushion fluff in the thing. Go up, fore and up to the Bridge. Flip the switch and you find yourself in the.... Dark. "LOOK" until you regain your sense of smell, then SMELL. Ugh! What a repulsive odor that shadow has! Look at the shadow and you find yourself face to face with the stupidest creature in the Universe: The dreaded Bugblatter Beast of Traal! (Consult the Guide for further information about its stupidity.) As it roars toward you, it demands to know your name! Tell it that your name is DENT, then beat feet east! No time to linger! Get the stones you see here and then put your towel over your head. The Beast is so incredibly dense, it believes that if you can't see it, it can't see you! While it's trying to remember where you are, take this opportunity to add your name to the memorial that has the names of all the poor souls who've been unfortunate enough to have been invited for dinner by the Beast. After carving your name on the memorial, the Beast (still living up to its reputation) looks at the memorial; and seeing your name carved there, decides that it must've eaten you already and curls up in its lair for a post-dinner snooze! Remove your towel from your head and go back west and southwest to the Beast's Inner Lair. Reposing here, in eternal rest, is an alien skeleton clutching a Nutrimat Interface in its hand! Get the Interface and wait. Suddenly you find yourself captured and placed in a cage in a zoo! Amazingly, you've been mistaken for the Bugblatter Beast! The nerve! Eventually, the zoo's error is duly discovered and you're released. Unfortunately, instead of being returned to the HOG, you've been given work as a paint scraper! After several months of experience, you are allowed to leave your job and take with you the tool of your trade...a paint chipper! Suddenly your surroundings shift and you find yourself in the.... Dark. "LOOK" until you regain your sense of hearing, then LISTEN and go aft twice and port to the Galley. Open the Nutrimat panel, remove the circuit board and put the Interface in the panel. Close the panel and go starboard and up to the bridge. Put the chipper in the Thing, flip the switch and you find yourself in the.... Dark. "LOOK" until you regain your sense of feeling, then FEEL. Odd, you seem to have your hand in some sort of liquid. Taste the liquid and you take a sip of a nice white wine. It seems you're at a party! "WHO AM I" reveals that you're Trillian and this bore by the name of Arthur Dent is standing here trying to pick you up. Look at Arthur and you see a piece of Jacket Fluff on his lapel. Hmmm, you seem to need another hand, so drop the plate and the wine, take the fluff from Arthur's jacket and put it in your handbag. Arthur is so moved by your interest in his appearance that he becomes even more annoying (if that's possible!). To add to your dismay, you see the hostess approaching you! She's been known to put people out of their misery with her small talk! Now she's insisting that you pick up your plate and glass. Better do so or she'll bore you to death! Say, who's THAT handsome fellow? Phil? Well, anyone's more interesting than Arthur right now, so close your purse and follow Phil. Arthur (the dear man), follows you. Phil, noticing your discomfort, takes you by the shoulder, says some unkind words for Arthur's benefit, and takes you away from the party. What an interesting form of transportation Phil has with him! As he guides you into its interior, you find yourself in the.... Dark. "LOOK" until you regain your sense of hearing then LISTEN and go south and up to the bridge. Open the handbag, get the Jacket Fluff and the Tweezers and put both items in the Thing. Drop the handbag and flip the switch. As your surroundings change you find yourself in the.... Dark. "LOOK" until you regain your sense of sight, then SEE. Through your squinting eyes, you can see a bright light. Look at the light and you find yourself back on Earth hurrying toward your friend, Arthur's, house! Go north. You are amazed to see Arthur prostrate in the mud in front of a bulldozer! No time to worry about Arthur and his problems right now. You've got to give him back his towel and get the heck out of here before the Vogons arrive to demolish the Earth. Open the satchel, get the Satchel Fluff, the Towel and the Sub-Etha Signalling Device. Close the Satchel and offer the towel to Arthur. As you do so, you realize how much you'll miss Arthur and what a complete, uh what's the word? IDIOT! Yes, idiot you're being trying to give Arthur his towel at this moment of turmoil in his life. With calming words to Arthur, go to Prosser and tell Prosser to lie down in the mud in Arthur's place. Some softness in your head has made you decide to take Arthur with you! As Arthur stands up, go south and west to the Pub. Buy beer and peanuts and drink three beers. As you're explaining what's going to happen to the Earth, Arthur seems wrapped up in his house problems so much that he hardly hears you. And when the crash of his house comes wafting through the open doof of the Pub, Arthur jumps up and races out the door. Go east. You see Arthur stop long enough to feed a cheese sandwich to a small, starving dog, then he rushes north. Go north and drop the satchel. Now put the Satchel Fluff on top of the satchel. As you stand there watching Arthur bemoan the fate of his house, a gale-force wind whips across the landscape and the Vogon (true to their famous timing) Construction Ships arrive! As you try to reach Arthur's side, the Sub-Etha Signalling Device falls from your hand and lands at Arthur's feet! Although you try to tell Arthur to push the green signalling button, your words never reach him! You watch in fascinated horror as he picks up the device, looks at it for a few seconds, then pushes one of its buttons. Everything fades from view and you find yourself in the.... Dark. "LOOK" until you regain your sense of hearing, then LISTEN and go aft and up to the bridge. You see Ford's satchel sitting here and on top of it is the Satchel Fluff! Take the satchel, then take the Satchel Fluff. Put the Satchel Fluff in the Thing and drop the satchel. Flip the switch again and as everything disappears, you find yourself in the.... "LOOK" until you regain your sense of hearing, then LISTEN and go aft and port to the Galley. It's time to tidy up all these loose ends and bring the HOG succesfully and safely to the legendary world of Magrathea. After all the travelling you've been doing, your source of Brownian Motion has about had it! So let's go back to the Nutrimat and get another cup of tea! Touch the pad on the Nutrimat. As it whirrs to life, it gets completely confused regarding what it is you want and asks Eddie, the ship's computer, to lend it a hand. Eddie, in the meantime, has issued a warning that he's becoming overloaded with instructions and starts to panic! All around you, you hear shouts of anger, fear, hostility! Don't wait around for your tea, though! Go starboard and back up to the Bridge. When you arrive, you see that the HOG has, indeed, reached Magrathea! But the planet's inhabitants aren't to thrilled with this supposed invasion. Out the viewing screen, you see hundreds upon hundreds of missiles headed toward the HOG! No wonder everyone's panicking! Put the large plug in the large receptacle and flip the switch! As you watch the viewing screen in horror, you see the missiles turn into giant, harmless sperm whales! Ford, Trillian and Zaphod congratulate you on your fast thinking and return to their sauna, leaving you alone once more. (Whew...that was a CLOSE call!) Go down and port back to the Galley. Sitting in the chute is a cup of Real Tea! Obviously the previous circuit board didn't know the molecular structure of real tea and the new Interface did! Get the real tea. As you pick it up, you find you've dropped no tea. Get No Tea. Wow...this is truly amazing! Well, no time to wonder about this for long, so go starboard and back up to the Bridge. Remove the long dangly bit from the tea substitute and drop your real tea. Put the long dangly bit in the real tea, drop everything except the Babel Fish and the Thing and flip the switch. Strangely, you find yourself in the.... Dark. "LOOK" until you regain your sense of touch, then FEEL. Your hand seems to be in some sort of liquid. Taste the liquid. UGH! It tastes like Whale Juice! My God! You're in the tummy of a giant Sperm Whale! Sitting here is a flowerpot. Get the pot, put it in the Thing and keep trying to go north until you find yourself back in the.... Dark. "LOOK" until you regain your sense of hearing, then LISTEN and go aft twice and up to the Bridge. By now you should have all four fluffs. Plant the fluffs, one at a time, in the pot. Wait until the fluffs start to sprout and you see a tiny stem in the pot. (Consult the Guide about Fluffs and required growing conditions.) Hmmmm, warmth and moisture? That steam coming from port might just do the trick! Go port. In a couple of hours, you emerge a changed man with a changed plant! Examine the plant and you see it has, indeed, had a fit of furious growth! It has also produced a fruit! Take the fruit and eat it. In addition to the wonderful flavor of the fruit, you find yourself having a dream about Marvin, the broken Hatch Mechanism and Marvin asking you to hand him a tool. Remember that tool (it changes from game to game). As your dream fades, drop everything except the Babel Fish. If you find that you haven't got the tool that the dream told you about, Don't Panic! You'll find it in Marvin's Pantry (which is behind the Screening Door). If you do have it, though, get the required tool, the Real Tea (and pick up your No Tea!), and go up and aft to the Screening Door. If you fooled with trying to open this door at the beginning of the game, you know that it needs proof of your intelligence before it will allow you to open it. What better proof than the fact that you're carrying Tea and No Tea at the same time!? Open the door. In your encounters with Marvin you have felt his waves of depression pouring over you whenever he enters the room. Well, right through this door is the absolute soul of his depression! Better drink something to calm you before you enter here, so drink the Real Tea! Your quest for Real Tea was not wasted. The tea is the most calming, wonderful substance you've ever tasted! Go port through the door. If you didn't have the required tool, you should see it here. Also here is Marvin, moross and despondent as usual. Tell Marvin to fix the Hatch. He'll grumble about nagging humans, but will tell you to meet him in the Hatch Mechanism Access in 12 turns. After he leaves (and you're sure you have the required tool), go starboard and down. Drop everything you're carrying except the Babel Fish and the required tool and go starboard again. After waiting awhile, Marvin will stalk into the room and look at the Mechanism. When he asks you to hand him the tool, do so. In short order, he repairs the Hatch Mechanism and leaves. Go port, open the Hatch and go down. Timidly, you step down the steps. Eddie says something about humans who go out into strange environments without any clothing; but Zaphod, Trillian and Ford all urge your forward! As you plant your first step on the hitherto legendary planet of Magrathea, you wonder what fate awaits you! You'll have to wait to find out...in the sequel, perhaps? JINXTER WALK-THRU BROUGHT TO YOU BY SEWER SOFTWARE Edited and Corrected by SEWER RAT Okay, enough is enough! Seems that everything you try to do lately turns out wrong -- like getting on this stupid bus. Not a seat left anywhere! That's it. As soon as this dumb bus driver manages to get you to your nice, comfy house, you're going to go look for your wossname...lucky charm. It's time things started going right again. Meanwhile, there's not much to do for the moment except INVENTORY to see what you're carrying. Not much. Nothing else much is going to happen for a move or two, so you might as well WAIT a turn or two until the ticket inspector asks you for your ticket. GIVE TICKET TO INSPECTOR, and he will tell you that your destination is two stops from here. Pay attention to what you're doing here: If you get off too soon or too late, you're finished before you start! As soon as the bus "sails past a bus stop," PUSH BUTTON. Then WAIT a couple of turns again until the bus stops. When the doors open, GET OFF BUS. The inspector will throw you your keyring. (Don't ask ME how you lost it! You had it the last time you checked.) The keyring will land in the street. GET KEYRING. As you bend over to retrieve the keys, you find you are about to be hit by a bus. There is nothing useful you can do to avoid being hit at this point. No matter what you type for the next two moves, nothing will help. Just in the nick of time a very strange character will appear, rescue you from certain death, mumble something about Jannedor the witch, and hand you a document. READ DOCUMENT, and you'll be told to read the document that came with your package. Then the guardian (so THAT'S what he is!) will make a few more comments and disappear. Nothing left now but to get started on your mission. One thing to remember: If you vary from this walkthru, or if at any point, you see a message that says, "you feel a little less lucky than you did a moment ago," STOP THERE. You will need ALL your luck at the end of the game, and if you lose any, it means you've done something wrong (or at least not QUITE right). First OPEN GATE, then go north into your Front Garden. OPEN DOOR WITH IRON KEY, and go north again into the Hallway. Go northwest into the Bedroom. There's a cello case here which looks inviting, so OPEN CELLO CASE, and you'll see a harmonica. Leave it there for now, but TAKE CASE. It'll come in handy for carrying things. LOOK UNDER BED, and you'll find (what else?) a woolly sock. TAKE SOCK, and OPEN WARDROBE THEN LOOK IN IT. TAKE SHOES THEN PUT THEM IN CASE. Go north into the Kitchen. Ignore the refrigerator for now, but LOOK ON TABLE. You'll see a tin opener. TAKE OPENER THEN PUT IT IN CASE. Now DROP TICKET AND DOCUMENT. Going east will take you into the Conservatory and about this time the phone will ring in the Library. Go south and ANSWER PHONE. Xam will start screaming at you to get over to his house fast. (At this point you have NO idea where his house is, but don't worry about it: He's already been kidnapped, so there's no need to hurry.) Going north will take you back to the Conservatory. EXAMINE TABLE, and you'll find a red tablecloth. Since you haven't seen a towel anywhere, a tablecloth is the next best thing, so TAKE TABLECLOTH. Now OPEN DOOR WITH IRON KEY, and go north into the Back Garden. Here you'll see a pair of secateurs and a pair of gloves. You'll definitely need the gloves, and you MIGHT need the secateurs (cutters, to you Americans). TAKE ALL and WEAR GLOVES. Go north again, then east into the Grassy Field. Here you'll see a nasty bull in the corner of the field. If you go south from here, you'll find your way east is blocked by a barbed-wire fence. The problem here is to get to the east either from here or by going southeast from the Grassy Field. There are two solutions, either of which will earn you the same number points. You need only use ONE of the solutions, or you can do both if you just want the exercise. You'll only get points for your first action. If you want to deal with the bull (in the Grassy Field), WAVE CLOTH AT BULL. The bull will charge at you. Now THROW CLOTH AT BULL, and it will become entangled in his horns, blinding him. You can now go southeast into the Orchard where you can DROP CUTTERS. If you'd rather deal with the fence, go south from the Grassy Field (you should already be wearing the gloves), and HOLD WIRE THEN CUT IT WITH CUTTERS. Now you can go east into the Orchard where you can DROP CLOTH AND CUTTERS. From the Orchard go east. You'll see a plastic bottle in the weeds. GET BOTTLE THEN EXAMINE IT. What you've found is a handy little bottle in which there is water mixed with oil. Hmm. Go west, then south twice into the boathouse. First EXAMINE DOOR, and you'll see it needs oiling. Aha! But how to deal with the watered-down oil? There are also a can of worms and a mousetrap here. GET ALL then LOOK IN BOAT. There's BUNG in there! Oh Boy! Er, uh, what's a bung? Well, it's a PLUG that goes in a barrel to keep the good stuff from running out. GET BUNG and PUT CAN IN CASE. Let's go deal with the oil-in-water problem. Go back north, northwest twice, west, south three times, and west into your Kitchen. Now OPEN FRIDGE, PUT PLASTIC BOTTLE IN FRIDGE, then CLOSE FRIDGE. Now go east, north three times, southeast, east, and south. Here we are at Xam's Front Garden. OPEN DOOR WITH RUSTY KEY, and go southwest into the Messy Kitchen, and west into the Dining Room, then LOOK ON TABLE. GET CANDLE AND MATCHES, and go south. About this time, you'll hear a knock on the kitchen door. Ignore it: it's the postman, and you can't make it to the door in time anyway. Go southwest then south, and you'll find yourself under a holly bush where there's a magpie. LISTEN, and the magpie will give you a pair of spectacles to get rid of you. WEAR SPECTACLES. Now go north, northeast, north, east, northeast, and LOOK IN MAILBOX. There's a note in there. GET and READ NOTE. You'll be told to call the post office to arrange for the delivery of a package. Go southwest, west, south, and DIAL 300. The voice will tell you he'll send Lebling back with the package. Go north and east, then OPEN TRAP. Go down (those spectacles will allow you to see in the dark!) and TAKE CHEESE, then go back up. About the same time you go down into the cellar, the postman will knock on the door. He should still be there when you come back up, but he won't give you the package because you're not Xam. He'll lock it up in the mailbox. If you go out and try to open the mailbox with your plastic key, it won't fit. By now you should have noticed a timid mouse dashing in and out of the kitchen. Let's deal with the little bugger. This trap is a home-brew device, and you have to deal with it quite specifically to get the mouse. First PUT CHEESE ON TRAP, then SET TRAP, and DROP TRAP. (Do NOT say "PUT TRAP DOWN": It won't work!) Now let's do a little locksmithing. OPEN MATCHBOX THEN GET MATCH. Next, LIGHT MATCH THEN LIGHT CANDLE WITH MATCH. Finally, HEAT PLASTIC KEY WITH CANDLE. AGAIN. (You must heat the key twice for it to be soft enough to change shape.) Go northeast (your candle will go out), and OPEN MAILBOX WITH PLASTIC KEY. Voila! The parcel! OPEN PARCEL, and GET CHARM THEN READ LETTER. Examine the charm. You'll see the word "OOJIMY" inscribed on it. If you've read your newspaper, you'll know this charm freezes things. Speaking of freezing things, it should be about time to check the fridge. GO north, northwest, west, south twice, west, and OPEN FRIDGE. Now GET MILK BOTTLE THEN DRINK MILK. EXAMINE PLASTIC BOTTLE, and you discover that the water has frozen leaving only oil behind. GET OIL WITH MILK BOTTLE. Now east, north twice, east, southeast, south, and southwest back to the kitchen. EXAMINE TRAP -- there SHOULD be a mouse in it. If not, just wander around for a couple of moves, away from the kitchen, and you will eventually catch the mouse. GET MOUSE, and PUT ALL BUT CHARM IN CASE. Go northeast, north, southeast, and south. GET BOTTLE. PUT OIL ON RUNNERS then DROP BOTTLE. OPEN DOOR, and the door will open easily (and quietly). You'll see the crazy gardener oiling his machine gun. He'll be startled by your appearance and run off leaving a sack behind. (Unfortunately, he takes his machine gun with him.) LOOK IN SACK, and you'll see an amethyst charm. GET AMETHYST CHARM THEN EXAMINE IT. You'll find the word "DOODAH" on it. This charm will cause rain. (Boy, THAT oughta come in handy!) DROP SACK. If you EXAMINE CANOE, you'll find that it's not seaworthy. Let's fix that. PUT MOUSE IN HOLE, PUT CANOE IN WATER, then GET IN CANOE and GET PADDLE. We're ready to go exploring! Well, don't just sit there in the dumb canoe: Let's get going! Go south twice to the Pagoda. DROP CASE AND PADDLE. Now GET OPENER AND CAN. LEAVE CANOE and go down the steps. Your path will be blocked by a large mound of dirt. Who likes dirt better than worms? OPEN CAN WITH OPENER, then DROP OPENER, and PUT WORMS ON DIRT. DROP CAN. The worms will make short work of loosening the dirt. MOVE DIRT then go east twice, and you'll find some diving equipment. GET ALL, then go west twice, and up. Time to go for a swim! First REMOVE TROUSERS AND SHIRT. Now WEAR WETSUIT, FLIPPERS, AND MASK. (Don't put on the aqualung yet: You start using air as soon as you put it on, and you don't have much to spare.) Do an INVENTORY here just to be sure you're not carrying anything except the charms. It's okay to keep wearing the spectacles and gloves though. Go north, down, and northwest. WEAR AQUALUNG, then go north, and you'll find a hatch. OPEN HATCH and go down. You'll see a panel, so EXAMINE PANEL, then EXAMINE BUTTONS. Now PUSH LEFT BUTTON, then REMOVE AQUALUNG. EXAMINE DOOR, and TURN WHEEL THEN OPEN DOOR. Go east and down. EXAMINE DESK. On it, you see a notecase. EXAMINE NOTECASE and TAKE COIN. OPEN DOOR then go east. You'll see a chandelier that appears to be concealing something, but it's too high for you to reach. Go west, up, west, and PUSH RIGHT BUTTON. Now east, down, east, and WAIT for the water to reach your scrawny neck. WEAR AQUALUNG, and WAIT until "everything is underwater." Go up and EXAMINE CHANDELIER, then GET CHARM. Go down, west, up, west, and OPEN HATCH. Then go up, south, southeast, up, south, and you're back at the Pagoda. Now that you're safe on shore, EXAMINE UNICORN CHARM, and you'll find the word "WATCHERCALLIT" on it. This is the charm that makes things come back to you. Drop the aqualung, wetsuit, flippers, and mask, then WEAR TROUSERS AND SHIRT. GET IN CANOE, and GET PADDLE AND CASE. Now go north then southwest, and you're at the Conifer Wood. DROP PADDLE THEN LEAVE CANOE, and go south to the Village Green. Let's visit the Bakery first. Go northwest and READ NOTICE. Now ASK FOR JOB, and the Baker will give you some instructions. Go down then east to the Larder. That flour sack looks promising. OPEN SACK then SIFT FLOUR WITH SIEVE. Another charm! Go west to the kitchen. EXAMINE TABLE and you'll see a baking tin with some dough in it. You don't want the baker to find out you stole the charm, so PUT CHARM IN TIN. OPEN OVEN, and PUT TIN IN OVEN THEN CLOSE OVEN. PUSH BUTTON and the bread will be done to perfection. But WAIT! You don't want to be stuck here baking bread for the rest of your life, do you? PUSH BUTTON again, OPEN OVEN, and GET BREAD. About this time, the baker will show up and search you for the charm. He won't find anything, of course! Go up, and the baker will follow you. If you try to leave with the bread, you won't be able to because the baker wants to see how you've done. SHOW BREAD TO BAKER, and he'll take a bite out of it. He'll be so disgusted with the overdone bread, he'll throw it (and you) out the door! Now GET BREAD THEN EAT IT. You'll be left with the pelican charm. EXAMINE PELICAN CHARM and you'll find the word "DOOFER" on it. This charm will animate things. DROP CASE. Next stop: the Village Pub. Go southeast into the pub. Reading the sign behind the bar will tell you that you have only enough money for a beer. Since it's the only money you have in the world, you don't want to spend it foolishly! WATCHERCALLIT COIN, then BUY BEER WITH COIN. As soon as you buy the beer, the coin will reappear in your hand! You can DRINK BEER if you wish, but what you MUST do is WATCHERCALLIT GLASS. Take a look at the hearth. There's a raging fire in there. Try a little more of your magic: OOJIMY FIRE. The fire will go out, leaving an ash behind. GET ASH. Ignore the bartender's insults, go north to the Beer Garden, and down into the well. There you will see another coin. GET TWO-FERG COIN and climb back up. If you EXAMINE TWO-FERG COIN, you'll discover that this one can only be spent once, so you'd better spend it wisely! Go south and northwest. The bartender will snatch the glass from you when you leave, but you'll soon have it back again. Go southwest to the carousel. DOOFER UNICORN. The animal will spring to life and fly away, leaving the saddle behind. While you're here, DOOFER FIRE ENGINE, and it will take off, leaving its ladder behind. GET SADDLE then northeast and GET SOCK. Now PUT ASH IN CASE. Go northeast into the Post Office. Take note of the ringing bell on the way in. When the Postmistress shows up, SEND SADDLE TO STATION. (I have to apologize here. There is absolutely NO CLUE at this point to indicate that you should mail the saddle to the station. WHAT Station? However, by the time you find out about the Station and figure out that you have to mail the saddle to it, you will have gone a LONG way out of your way, and will have to go through some really strange shenanigans to get the job done. It's a lot easier to pretend you have ESP, and just mail the dratted thing NOW!) Anyway, the Postmistress will weigh the saddle and tell you it comes to two fergs. There goes your one-time-only two-ferg coin! GIVE TWO-FERG COIN TO POSTMISTRESS. When you entered the Post Office, you saw a safe set into the wall. It sure would be interesting to get into that safe, but how can you do that with the stupid bell announcing your entrance every time? At this point the Postmistress will bend down behind the counter looking for something. While she's down there, PUT SOCK IN BELL and that will take care of the alarm. Now you can OPEN DOOR and go southwest. You can immediately go back northeast to the Post Office; this time you will enter silently, and it will be empty. EXAMINE SAFE and you will notice four handles at the four corners of the safe. Playing with the handles quickly reveals that they are interactive. So Merlin, the master safe-cracker, will save you some time. TURN BOTTOM RIGHT HANDLE. TURN TOP RIGHT HANDLE. TURN BOTTOM RIGHT HANDLE. TURN BOTTOM RIGHT HANDLE. Finally, TURN TOP LEFT HANDLE, and the safe will be unlocked! OPEN SAFE and LOOK IN SAFE, then GET CHARM, and you'll have the fifth (and last!) charm. OPEN DOOR and go southwest. EXAMINE DRAGON CHARM, and you'll find the word "THINGY" on it. This charm clears up the weather. GET CASE, go southwest, then DROP CASE. If you LOOK THROUGH WINDOW, you'll notice the clockmaker is busy at work, and there's an oil lamp burning in the workshop. You need to get him out of the shop: time to get destructive. GET BOTTLE then KNOCK ON DOOR. The clockmaker will leave the workshop to answer the door. THROW BOTTLE AT LAMP. The clockmaker will rush back in, find the fire, and run out the door. The place is now yours to explore. GET LADDER and go southwest. If you EXAMINE ladder, you'll discover that there are a few rungs missing. That stool might make up for the missing rungs, but it's awfully hot! OOJIMY STOOL and GET STOOL, then go east in the clock. LEAN LADDER AGAINST GIRDER, and DROP STOOL. Before we go up, let's go get some supplies. Go west and northeast. GET SHOES THEN WEAR THEM. GET HARMONICA, ASH, MATCHBOX, AND CANDLE. Go back southwest, and east. GET ON STOOL, then CLIMB LADDER. JUMP north, and you're on a platform. Read the description carefully. You need to have the Rain Weatherman close to you. If it is, fine. If the Sun Weatherman is close to you, THINGY. The weather will change, sending the Sun Weatherman outside, and the Rain Weatherman inside. Now EXAMINE RAIN WEATHERMAN and TAKE HAT. HOLD ONTO RAIN WEATHERMAN and DOODAH. As it begins to rain, you'll be carried outside with the Rain Weatherman. There, you'll see a friendly cloud, which will come to a halt near you. GET ON CLOUD, then DOOFER CLOUD, and say goodbye to the village! After a short (but thrilling) flight, the cloud will deposit you gently at the Railroad Station. Get up, then READ SIGN, and you will be told positively that Mama Don't Allow No Busking Around Here. (Or something like that.) For those of you unfamiliar with the term, a "busker" is an itinerant musician or actor. Go east twice to the platform, then north twice, and you'll come to a door marked "Private." OPEN DOOR and go west into the Postal Depot. There's the saddle you shipped. GET SADDLE, and go east, south twice, and west. BUY TICKET WITH COIN. The Stationmaster will happily tell you that it's not enough, so let's make some more money. PUT COIN IN HAT then PUT HAT DOWN. The tourists around here are pretty hard to please, so you'll need all the help you can get. DOOFER SHOES then play harmonica. A tourist will drop a coin in your hat, but it's a foreign coin and useless. Keep playing the harmonica, and eventually the Stationmaster will get disgusted, and will offer to sell you a ticket at half-price! GET ONE FERG COIN, and BUY TICKET WITH ONE FERG COIN. Unfortunately, your bad luck is still holding. The ticket will be blown out of your hand. Pay attention to which direction your ticket is being blown. It seems that there may be a variable involved here, but the following directions worked for me. Go east, GET TICKET, north, GET TICKET, north, GET TICKET, north, and GET TICKET. When you finally get the ticket, you should be on the Tracks; at this point, the train will start leaving! RUN AFTER TRAIN twice, and you should catch it. When the guard shows up, SHOW TICKET TO GUARD. There's nothing left to do now but WAIT until the train stops at the Mountain. Go west, and you'll see the Unicorn grazing peacefully nearby. (Now you know why you've been messing with that stupid saddle all this time!) PUT SADDLE ON UNICORN, GET ON UNICORN, and DOOFER UNICORN. You'll go for a quick ride to the castle. GET OFF UNICORN, and go down. REMOVE SHOES THEN DROP THEM. Go east and north, then east and down to the gaol. OPEN DOOR and go north into Xam's cell. Examining the rope and the hatch will quickly reveal how the door works, and give you a fairly simple solution. TIE ROPE TO MANACLES. Then WAKE XAM. He'll make a lot of noise and summarily be rushed off by the guard, leaving you trapped in the cell. You need to find a way to have the hatch door shut with you inside. Hey, piece of cake! First, GET MATCH THEN LIGHT IT. Now, LIGHT CANDLE WITH MATCH,then PUT CANDLE IN GLASS. WATCHERCALLIT MATCHBOX. (I'll tell you why in a minute.) PUT GLASS UNDER ROPE, and quickly go north into the dumbwaiter. WAIT and the candle will burn through the rope, the hatch will slam shut, and the opposite door will open! Now, about the matchbox: If you leave the Watchercallit spell on the glass, it will reappear in your hand after you put it under the rope. Due to what I can only assume is a bug in the game, it will still be under the rope and burn through it at the same time! However, if it is a bug, they may fix it, so it's better to do the whole thing legitimately. Go north through the Kitchen and up. EXAMINE FIREPLACE in the Hall, and you'll see that it is immaculate. Keep that in mind. Now go northeast, OPEN DOOR, and east twice. You are now in the Jewel Room. If you EXAMINE DOME, you'll find it's a cube puzzle! EXAMINE BLOCKS, and you'll see the order of the blocks. What you are seeing is a Magic Cube Puzzle. For those of you who are not familiar with it, a Magic Cube is a puzzle in which you have to arrange numbers so that they add up horizontally or vertically to the same number. Since the numbers in this puzzle range from 1 to 9, the magic number has to be 15. There are only two ways to get the numbers to line up properly. Since the "4" can only end up in the lower right-hand corner, that narrows the solution down to only one possible combination. This is just like one of the plastic puzzles you played with when you were a kid, so let's get started. SLIDE 5, SLIDE 8, SLIDE 1, SLIDE 6, SLIDE 7, SLIDE 2, SLIDE 9, SLIDE 5, SLIDE 3, SLIDE 4. When you've successfully completed the puzzle, the dome will shatter, scattering glass shards everywhere. (You ARE still wearing the gloves, right?) GET BRACELET, then PUT ALL CHARMS ON BRACELET. You're now ready to deal with Jannedor. Go west twice, southwest, northwest, up twice, and you're outside two doors. If you have not lost ANY of your luck, you'll choose the right door, and all will be well; however, if you HAVE lost even the smallest amount of luck, you haven't a prayer! OPEN LEFT DOOR, and go north. Jannedor (lucky for you) is arguing with Xam out on the balcony. You'll immediately see a crystal ball on the table. GET CRYSTAL BALL then go south to get out of there before she catches you! Go down twice, and southeast to the Hall. Take the time to LOOK IN BALL. The crystal ball will show you four possible futures. You want to make sure that the future that will be to your advantage is the one that happens. Keep looking in the crystal ball until you see the scene where Jannedor ends up in the Great Hall, and glances at the fireplace. Now "fix" this future in place with magic: DOOFER BALL! Why do you suppose she looked at the fireplace? Perhaps because it didn't look the way it was supposed to. PUT ASH ON HEARTH. That oughta do it! Go up into the chimney. WAIT, and eventually Jannedor will show up and reach into the chimney to find out where the ash came from. Quickly PUT BRACELET ON WRIST. You will find yourself (now dressed as a Guardian) right back where it all started, with you about to be hit by a bus. There's nothing to do but WAIT, because you are GOING to be hit by the bus and you are GOING to die. Don't yell at me! I didn't write the ending! According to the people at Magnetic Scrolls in England, they judged this to be the only ending possible, since you were plucked from in front of the bus for the sole purpose of retrieving the bracelet and charms; they merely put you back where they found you. Seems to me they could have given you more than a cheese sandwich. you?), and go all the way back downstairs, to the first floor. At the entry, go north to the study and "Open Cabinet" and VOILA! (Worry sets in now, to get caught is to be -- well, let's not think about it!) You gather your courage, and continue the search. Since anything could help, you "Look at Books" and "Move Book." Now what? "Move Lever" and panic almost overcomes you! This has got to be one of his biggest secrets! So that's why he doesn't want you in the study alone! You tremble and shake but press on. After all, if he caught you now, well you certainly would be on his bad side. Down those dark stairs you go, but extreme caution is the word, as even something as silly as a cat on the stairs could spell your doom! (This is the only place I've found where the cat is actually dangerous.) Down and down again. Most certainly this is the dungeon, where he tortures his victims and...no! Why, it's a laboratory! "Look" then "Look at Book" and hope shines anew! You "Look at Shelf" and "Get" the six ingredients. An odd combination of emotions begins to take hold of you now as you experience a dreadful fear and hope at the same time. So close to freedom, yet so close to the wrath of one of the most contemptible of all creatures, a slave owner! The die is cast, there can be no turning back now. It's all or nothing and you know it! You keep the goodies, and head back up those stairs. (Has he returned yet?) Cautiously, you stick your head up into the study, half expecting a most horrible confrontation. Surprised to find you're still alive and human, you quickly close the trap door, replace the book and return the wand to the cabinet. You go south twice, and find yourself outside. Ah, the chickens! You "Open Gate" and "Get Chicken Feather." Knowing that you need to know more about Llewdor before making good your escape from the tyrant, you head down the mountain. (Be sure to save your game first!) The trail down the mountain is treacherous, but make it you do. (The bottom of the mountain is a good place for the miscellaneous save.) Once at the bottom, head west, then west again, desert country -- what? That was quick! Oh well, "restore game." (You did save it at the bottom of the mountain, didn't you?) From the bottom of the mountain, you go west and stop long enough to get ready to "Show Mirror to Medusa," then west again and turn around. (Where is she?) You sense her approach and Got her!! Perseus would be proud! But you aren't here to do battle, you are on a scouting mission. So you decide to move on quickly. After all, stealth and guile are important, but so is time! You head south and spot a nice cactus by the rock, "Get Cactus" and further south (nothing here), south again and "Get Snake Skin." Go east and there's an eagle! As the eagle flies by, he drops a tail feather, so you "Get Feather" and go east again. The scenery here is just lovely. So much prettier than the desert that you tend to linger. (Sierra's famous "if it's slow, it's important".) You take in the lovely scene and notice the mud along the river. "Get Mud" and continue east. (If you are really tempted to try the cave, save game first!) From the cave you head east once more to find a coast line. Hmm. Can't go any further this way. You go north along the coast and "Get Water." Not much around here so, north again. Aha! Now this is more like it! Looks like civilization, so up the ladder and west. Decisions, decisions! Okay, you try the bar. Nothing much here, no action at all as a matter of fact. (Unless you try to "Kiss Barmaid!") So it's off to the store. Finding that you can't buy anything without money, you pet the dog (he's irresistible) and leave. Outside you take the easiest route -- south. Here you find stunted trees, but on closer inspection, there's a sprig of mistletoe. (Now where *is* that barmaid?) You "Get Mistletoe" and head west. Why this is right out of a fairy tale! After making sure there is no one home, you boldly break into the house. Looking around, you don't find much, so it's upstairs for some real searching. The beds look comfortable, but you have no time to nap. "Open drawer," and a shiny, silver thimble is there. You "Take Thimble" and take your leave. Downstairs again, you can't help but feel there is something missing. Must be your imagination, so outside and "Look at Flowers" because they are so pretty. You "Get Dew" and go west again. Nothing here, so it's north. Here you find nuts, but none to suit your needs. Hmm, could be some in that hole though, so you "Reach in Hole," and nah. It couldn't happen twice in one man's lifetime. (Better save game since this is unpredictable!) You climb the ladder only to find the original robber's roost! But since he is asleep, you do what you must, and steal from him. (It's only fair.) After you have the purse, you don't even wait to get away, you count the coins, eight of them! With this much money, you know what to do! You look at the map, point to the village and -- WHOOSH! Back to the store. What a way to travel! You re-enter the store, "Look at Shelf," and buy the four items that seem most important to you. These items are salt, lard, fish oil, and an empty pouch. Suddenly you are almost overcome with fear! The wizard! He could be home by now! You look at the map again and point at the top of the mountain, and -- WHOOSH! Nope! It didn't work. Oh well, you sigh and start up that long, dangerous path. (Don't forget to save your game first!) At the top of the mountain, the fear is the worst! What if he is back? What will you do if he's waiting just inside the door? You open the door and the coast is clear! Better get rid of all this stuff! Upstairs, and east to your own little room. You drop all and hide it way underneath the bed. Now if only he doesn't come in here! Oooopps! Better get some of that food, he's always hungry whenever he returns. You "Get Fruit" and start downstairs. You worry and fret; but when he does return, he doesn't seem the least suspicious. Just hungry, the self-centered lout! Being a slave and all does have its drawbacks. Not only do you have to fetch his meals, you are expected to stand there and watch! The man has absolutely no class. But you stand there in case he wants something else. Such is the lot of a simple slave. They way he eats, it's too bad it isn't poison! After belching loudly, he takes his leave, and not even thanks! Ah, to heck with him! You think for a minute, he always takes a nap after he eats like that. Hmm! And then you can get back to plotting the escape! But not before, you caution yourself, since it is far too risky with him about, And you almost got caught coming back up the mountain! You go back upstairs, waiting in front of his bedroom. When he does take a nap, you'll want to know. And there he is. Don't disturb him? You wouldn't even dream of it! Now, quickly you go to the east, to your own room. Wait, there's the cat. You "Get Cat" and "Get Cat Hair," then into the bedroom and "Get All." You try to calm yourself, but still you race back to the stairs and down. You go into the study, and with trembling hands, open the cabinet. Taking the wand, you close the cabinet and go to the bookcase. Taking a deep breath, you open the trapdoor and carefully go down those dark and dangerous stairs. The laboratory brings back the fear, but you calm yourself and go to the table. The ancient book calls to you. This is where the hope is! Slowly you "Open Book to Page II." The room begins to glow and strange music plays. Shivers run through your body, but you are as if transfixed. You read from the book (the handbook not the disk) and follow the steps most carefully. (Except step II must be: "Put the dog fur in the bowl" since you have both.) The last of the incantation is read, and you wave the magic wand. Whew! Success! Since that one worked, another is called for, so you return to the book and "Open Book to Page IV" and follow directions exactly! Again you complete the spell and hope gives you strength. You decide on just one more for now, where was that spell? Transforming another into a cat! That's it! Once more you go to the book and "Open Book to Page XXV." The odd colored lights again return, and the music starts anew. With shaking hands and strained nerves you begin the spell. Carefully you follow directions, but is it right? Tension builds, and builds still more. The longer you work at it the more you shake, until at last! You wave the magic wand and Ahh.... Strained to the breaking you realize that at last you have the means to eliminate the evil, old Manannan forever! Then you realize that you have lost all track of time. When will he awaken? Has he already finished his nap? No, plenty of time. Looking at the cookie it occurs to you that it's going to be tougher than you thought to get him to eat the disgusting cookie. Somehow it will have to be diguised. But how? You try to "Put Cookie into Bread," but that doesn't work. Hmm. Have to think of something. You look at the map, and readily see that there isn't much that you have yet to see. You point to the bottom of the mountain and WHOOSH! Yes, this is the bottom of the mountain, so east. Ah, there's that cave again. Not much left then, so it's east once more and -- nope. Just more coastline. Hmm, back to the west. Go north and you are again facing the mysterious cave. Let's see, how do you pass a spider web that size? You don't want to chance it so, "Dip Eagle Feather in Essence" and fly into the cave. Navigation seems a bit odd as an eagle. Hard to control where you go. Hey! Spider alert! As you get close to the spider, something comes over you and it's curtains for the spider. As the spell wears off you notice that the web has been torn to shreds. You oh-so-cautiously enter the cave, and a presence causes you to freeze. What is this place? There in front of your eyes appears an oracle. It seems she knows you! More than that, she also knows who you really are. As you gaze into the vision she creates, it is revealed to you that there is another whose fate is far worse than yours. Not only that, but it is your duty to go to their aid! How are you ever going to manage? They say it's always darkest before the dawn. You gird yourself and go forth. But how can one such as yourself be of any aid to one such as that? And in a land far, far away! The spells! You realize that your only hope is to be rid of the tyrant wizard (which you had in mind anyway) and finish the spells. In order to finish the spells, you still need three dried acorns. Where might they be found? The desert is dry, but nothing grows there except cactus. Perhaps near the desert? You head west and cross the stream, but what's this? You overhear two birds discussing, of all things, YOU! Further west and two squirrels seem to have the same thing on their minds. Seems like you are the prime topic in all of Llewdor. The conversation is only moderately interesting, but it seems to clear your senses, for insight strikes. The thing that was missing! That fairy tale cottage! You hurry off, to the north twice, then east. Yes, it is the house of the Three Bears, and there they go now! As soon as they leave, you enter the house. There on the table is the thing that bothered you so when last you visited, simply because it should have been there. Porridge! What an ideal way to hide the cookie! You "Get Porridge" and exit quickly. (Those bears may no longer have a sense of humor!) Outside the house you continue the search for the acorns. Nothing here, so west again. Nope. Nothing but a couple of noisy squirrels. Argh! And two nasty bandits! They assault you severely, hit you right on top of the head, and steal everything! At least you know where the hideout is, so north you go. And there it is! Wait a second. You pause long enough to search those nuts just one more time. Lo, and behold! You find three dried acorns. You "Get Acorns" and "Reach in Hole." (Save the game.) The ladder appears again so up you go. Quietly you enter, finding the thief sound asleep. Carefully you approach the table and nab the purse. Now, where is the rest of it? You spot a bin in the corner that you hadn't noticed before. You "Open Bin" and "Look in Bin", there it all is! Quickly, you abandon the treehouse, climb down the rope and run to the east. Even here you don't stop, you feel like just running forever. Almost blindly you head north where the treacherous mountain path brings you up short. You know that you can't risk hurrying up that trail. Maybe they aren't following. You can't help yourself, you simply HAVE to know. Carefully, you take inventory, even to counting the coins in the purse. What's this? There's eight coins! But that's more than...oh, well. That path, hmm. There should be an easier way. Wait! Why walk? You "Dip Eagle Feather in Essence" and take to the air. Not only is this a lot safer, it's FUN! At the top of the mountain, you say the magic words, and look for a safe place to land. Oops, right in the middle of the chicken coop! Any landing that you walk away from is a good one! You "Open Gate" and head for the house, "Open Door" and hurry to the study. Yup, you left the trapdoor open, and the wand! Got to put that back, too! You're too close to freedom to let a little mistake ruin it all. So you "Open Cabinet," "Move Lever," and "Move Book". There that's better. Now it's back to the entry and up the stairs. You go to your room, and "Put Cookie in Porridge" and when you "Look at Porridge" you relax for a moment. It will work! It HAS to work! You "Drop All" and "Get Porridge" and it's off to the dining room. Patience is an asset to a slave, but was never one of your virtues. As a matter of fact it's all you can do to keep from dancing from one foot to the other. But wait you must. You have time on your hands for a short time, but it seems an eternity! You reflect on the danger ahead and the task set before you. Desperately you try thinking of anything but the porridge and the waking wizard! There he is now! Somehow you calm yourself so as not to give any clue that something is amiss. Now, go to the kitchen, must make it appear that you are preparing a normal meal. You can't control yourself, you turn right around and return to the dining room. You "Feed Wizard" and anxiously watch his every bite. He eats, and eats, and "Ding-dong, the witch is dead..." or something like that! Hooray! Up the stairs, and back to your bedroom again. (For the last time!) You "Get All" and go back to the stairs, then down to the study. You get the wand and open the trapdoor and cautiously go down to the laboratory. You feel a sense of exultation, but also a sense of purpose. You are almost driven to complete the spells, because, after all, she is your sister. Going to the table, you open the book to the proper page, and begin to tremble anew as the lights play tricks and the weird music starts to play. Hope carries you as you patiently carry out the instructions for the spell to teleport at random. Each step is completed in accordance with the book, you recite the verse, and wave the wand. Again you find success, and again you go to the book. Only three spells left, and the powers of the wizard are yours! You open the book again, this time to the spell marked Deep Sleep. This one seems to be a bit harder. The trembling is more pronounced. You get the feeling that you aren't going to make it, the words on the page begin to blur. But finally it's over and you have still another spell to call your own. The last two are certain to be tough! Again you open the book, now to page LXXIV. The music causes tension, the strain is great. The spell is very exacting, but so were the others. This spell, and the next come hard, but in the end they are yours. At last you are, in truth, a wizard in your own right! The feeling of power is intoxicating! POWER! What a feeling! With this much power, what could not be done? Why, perhaps you should put the cat/wizard to sleep forever? No, have him teleporting at random for the rest of eternity! Slowly, you come back to your senses. The wizard is already suffering his fate. To do more would be to become as he was. No, you realize that you have been called to a higher purpose. You must save your sister and the kingdom of your parents. You wonder what they must be like. Transportation will be a problem. To know this is to know that the tiny village is the only hope. You look at the map and point to it. WHOOSH! And here you are. You feel that already you have become used to such methods of travel. It all seems so natural. Barely hesitating, you go into the bar, find three sailors and try to strike up a conversation. Aha! That's just exactly what you do want. Money is no object, so you "Give Gold to Captain." Why the louse! Such poor manners! Grabbed all of your gold, and left without so much as "glad to have you." (Maybe he would like to be a cat?) No, that's bad thinking. No time to scold yourself though, so it's off you go for a long walk out on the pier. And this must be the ship. Yes, there's the captain now, and he seems anxious to get you aboard. That gangway looks a bit tricky, but you are becoming used to such narrow walks. As you step aboard, you get the feeling that something is wrong. But what could it be? Why these men aren't sailors! They're PIRATES! Before you can even manage a simple spell, they grab all of your possessions and throw you rudely into the hold. What a predictament! A short time ago you felt as if you were all-powerful, now you couldn't feel more powerless! You look around and find that there is a ladder just above you but just out of reach. You go east and look some more. There! That small box will surely do. You "Get Box" and go back to the west, "Drop Box," and "Jump on Box." Yes, it will work! You "Jump on Box" again and the "Jump" to the ladder. Cautiously, you stick your head up out of the hold, then climb right up from there. Hmmm, this seems to be the captain's quarters. You go west and "Open Chest" then "Look in Chest." Quickly you take your leave, lest you be caught and the possessions taken from you again -- or worse! At the ladder you face another tough decision. Up, or further east? Not down, you know what is down there. Wait a second, what about the map? You "Look at Map," only to discover water all around. Well, that, at least, figures. Hmm, how far to Daventry? How soon will you return to the land of your birth? Time is wasting and you decide to chance a look at the upper deck, so it's up the ladder. As long as you're climbing, might as well go all the way, so up still higher. Nothing but the crow's nest, and it looks like a dangerous climb. Down you go, and back to the quarterdeck. Might as well see what's at the back of the ship. West and into the galley. DRAT! The cook has seen you! You find yourself thrown back into the hold with a loss of, among other things, your dignity. You ponder a moment. What should you do? Since they seem not to have noticed how you left the hold before, why not try it again? Up the ladder, (carefully) and peek out slowly. No one around so...Nah, they wouldn't put your things in the same place. Nothing better to do, so west you go and into the captain's quarter's once more. The chest is still open, so you look in the chest, and beat it fast! Sure enough! They DID put it all in the same chest! Not wanting to risk going up top side again, you decide to go east. A quick look around doesn't show much, but here's a shovel so "Get Shovel" and scoot back to the west. Kinda risky around here. What you really need is a place to hide out and just think. Of course, the hold is the safest place to be right now! So back down into that dark, dank hold. You spend some time just thinking about the problem, pacing back and forth like a caged animal. As a matter of fact you begin to feel just like those mice. Except not quite so talkative. What are they chattering about, anyway? A treasure? Five steps east of a lone palm tree? Yeah, well it won't do you any good here! Got to think of a way out. You look at the map again, noting that the ship is considerably closer to Daventry. You'll need a plan before long. What about the storm spell? No, that could sink the ship and you right along with it! Hmm. Suddenly it strikes you just as surely as a bolt from a thundercloud! Of course, the sleep spell! "Land Ho!" A cry comes from high above. Soon, very soon, but the timing will be important. You are sure that you must wait until the anchor is dropped, but equally important is everyone must still be aboard. Another cry from above. "Drop Anchor!" You pour the sleep powder on the floor, and recite the verse. Quiet falls all around. even the mice are stilled. As if the slightest sound would break the spell, you slip back up the ladder and out on the main deck. You "Look for land" and see mountains in the north and land to the east. Cautiously, you step off the deck and into the water. Not the best dive you ever made, but you're in the water. East is land so east you swim, only to find the horror of the sea bearing down on you. You give your best impression ever of Johnny Weismuller! Whew! That was CLOSE! The trials you've seen! At last you are free from worry. The wizard will bother no one ever again, the pirates are caught in the sleep spell, and you have come at last to the land of your birth. It would be so nice to just lie here in the sun for awhile. No, that won't do. You still have a sister in the gravest of danger; and from what the oracle said, the Kingdom itself is in deep trouble. It's on your feet, and off to the east. Huh? It's the captain! He escaped the sleep spell! You deftly dodge him by going north. Something about that beach bothers you though. Wasn't that a lone palm tree in the sand? You step back to the south and find that he is gone. Over to the tree and take a close look. Yes, it is a palm tree, but can mice be believed? Only one way to find out, so stepping slowly you count: One, two, three, four, five, and "Dig." Eureka! Why there's a King's Ransom here! You wonder if you should rebury it, or try to drag it along. How much farther? What the heck, with what you are already packing, it hardly makes a difference. You grab the chest and move off to the north. Yes, the trail does look tough, and no way to get there from here. East, and the the trail begins. A step or two north, around that sharp corner, and back again to the west. You stop at the base of the Horse Head Rock, and scale the very face of it. No, this isn't nearly as bad as the trail from the wizard's. East, following the trail as it winds around to the north, then east to a lovely waterfall. Growing weary of the climb, you decide on a shortcut. You "Dip Fly Wings in Essence" and fly right up to the top of the waterfall. Following the trail east, you see a cave in the distance. No, you decide to press on. No more sidetrips, no more distractions. Further east and the trail seems to go in all directions, and a big footed foe comes up behind you! He seems to be a bit confused, and heads back to where he came from. The impulse to buzz around leaves you, and you land on the path to the south. Deciding it to be as good a direction as any, you take that path, only to find yourself scaling an almost vertical cliff! Slowly, just as slowly as you can, you climb down. You feel carefully for handholds and any possible loose stone or ice. Straight down, until you feel a ledge and carefully let it take your weight. Whew, glad that's over with. Looking around, you realize that it hasn't even begun! Staying close to the cliff wall, you carefully move to the west. It looks spooky, but you enter the cave. DARK! You fear that you will become lost in the maze, but you come at last to the far side. This isn't an improvement at all. Moving out to the end of the ledge, you begin scaling down again. No point in trying for the closer ledge, what you want is to get to the bottom. Slowly you move down, til at about the midpoint you fail to find a foothold. You move to the west a bit and then down even more. At last you feel the ledge below you, only to find that the dark caverns are to be risked again. Entering the cave again brings you out on the west side of the cliff base. It looks like you are trapped, but you dare to risk the long climb back up. Moving a few steps to the east, you begin the climb. You begin to tire, and more than a little fear arises within you. On you go until you gain the center ledge. This has got to be the way out! You enter the cave; and at last! Finally you are back on the path. You follow the path east, and east again. The mountain scenery is very beautiful, and you begin to feel relaxed, almost carefree. You are lulled into a state of recklessness! The path turns south, and you follow it blindly, right off the mountain! Actually, it's more like a large hill for you get more of a bruised ego than anything else. You pick yourself up and have a look. That looks more like a tunnel than a cave, and that looks as if it's a stairway! Into the hole you go, somewhat more aware now of where you place your feet. Up the old stairway you go. A sense of ancient times pervades this dark place. Up to a landing, and up again. Out into the daylight and warm mists surround you. Why is it so dreadfully warm? Perhaps dabbling with the mantic arts has given you a sixth sense, or maybe it comes naturally. You have a feeling that danger is near, and you "Rub Ointment on Self," before going further west. The Dragon! Your instincts have proved themselves. The dragon doesn't see you as you "Stir Storm Brew With Finger." With great care you utter the words that so long ago were memorized in haste. The storm appears and rages on! The dragon is struck, and down he falls! As the storm subsides, and the ointment wears off, the struggling girl captures your attention. You talk to her, trying to calm her, but she only screams, "Untie me!" You untie Rosella, explaining your relationship. The doubt shows plainly on her face, but she agrees to follow you. Rosella follows you east and down the stairs, and out into the daylight again. Go west, and you come to place that looks to be under siege! The well has been filled with stones, and that trench seems to run on forever. What purpose can that great stone wall serve? Go north, and at least there appears to be some sort of civilization. There is even a castle in the distance. The gnome greets you and calls you by name. Obviously, you are home at last! The gnome seems to know the way, so you follow him toward the castle. What kind of kingdom has a plank in place of a drawbridge? That plank more than anything tells the dire circumstances of this land. Somehow, this is not the home you had expected to return to. A sadness comes over you as you cross that moat, and even the rich entry of the castle does little to dispel your gloom. You turn at the end of the hall and try to guess how the throne room and your parents might look, and sadly walk the last short leg of your long journey. A nervousness comes over you. Can this truly be home? Will they know me? Questions come quickly to the mind, but there is no time for answers. As one, you and Rosella enter the throne room of Daventry and no doubt can remain. This is HOME! It could not be otherwise. Hugs and kisses, and more of the same! A tear comes to your eye as the King tells of his pride in both of you. He explains of the once magic mirror, and before your eyes it clears! The moment could not be more perfect. You could not feel any greater joy, or so you thought. King Graham brings out his old adventurer's cap and flings it toward you. What an honor, to wear the cap of the King himself. You reach to catch it, but what's this? Rosella, too, must think it an honor, for her hand goes up as well. In that moment, time seems to stop. Revelation strikes you. There are no endings, only beginnings. When life brings you to an apparent ending, it is just life and adventure beginning anew. For whom does life begin this new adventure? ." or something like that! Hooray! Up the stairs, and back to your bedroom again. (For the last time!) You "Get All" and go back to the stairs, then down to the study. You get the wand and open the trapdoor and cautiously go down to the laboratory. You feel a sense of exultation, but also a sense of purpose. You are almost driven to complete the spells, because, after all, she is your sister. Going to the table, you open the book to the proper page, and begin to tremble anew as the lights play tricks and the weird music starts to play. Hope carries you as you patiently carry out the instructions for the spell to teleport at random. Each step is completed in accordance with the book, you recite the verse, and wave the wand. Again you find success, and again you go to the book. Only three spells left, and the powers of the wizard are yours! You open the book again, this time to the spell marked Deep Sleep. This one seems to be a bit harder. The trembling is more pronounced. You get the f Well, Here we are at Disk Number 5, so we thought we should put together a list detailing the contents of the first five Sewer Doc Disks for those who don't have the entire collection. You will notice that some programs (particularly adventures) appear in more than one Doc Disk. This is usually because one file contains the instructions to the game, and the second file contains the solution (or vice versa), therefore the apparent repetition does not occur. Occasionally, we have included solutions to adventures more than once, but this is always due to the fact that the earlier solution was either incomplete or less descriptive than the later version, so we have considered it worthwile to include both solutions. Now, on with the list :- SEWER DOC DISK NUMBER 1 Alternate Reality (the instructions) Arkanoid (the instructions) Artura (the instructions) Backlash (the instructions) Barbarian (the instructions) Bard's Tale (the instructions) Black Cauldron (the instructions) Captain Blood (the instructions) Deja-Vu! (clues & hints) Dungeon Master (clues & hints) Elite (the instructions) Falcon (the instructions) Gunship (the instructions) Hacker (the instructions) Jet (the instructions) Leather Godesses of Phobos (the instructions) Leisure Suit Larry (the instructions) Mach 3 (the instructions) Mindshadow (the instructions) Moebius (the instructions) Obliterator (the instructions) Pandora (the instructions) Powerdrome (the instructions) Q-Ball (the instructions) Rambo III (the instructions) Roadwar 2000 (the instructions) Roadwars (the instructions) Sentinel (the instructions) Silent Service (the instructions) Sinbad (the instructions) Slaygon (the instructions & picture) Strike Force Harrier (the instructions) Solutions 1, containing solutions to the following :- - Ballyhoo (Partial) - Cutthroats - Enchanter (Partial) - King's Quest II - Infidel - Hitchhiker's Guide to the Galaxy - Mindshadow - Planetfall - Seastalker - Suspended (Partial) Solutions 2, containing solutions to the following :- - Borrowed Time - Deadline - Sorceror - Starcross - Tass Times in Tonetown - Trinity - Wishbringer - Zork I - Zork II - Zork III Starglider (the instructions) Starglider II (the instructions) Star Wars (game review) Super Huey (game review) Ultima III (the instructions) Uninvited (the instructions) Wizball (the instructions) World Games (the instructions) SEWER DOC DISK NUMBER 2 Battle of Borodino (the instructions) Blood Fever (the instructions) Circus Games (the instructions) Double Dragon (the instructions) Dungeon Master (extensive documentation & picture) Frostbyte (the instructions) Hacker II (the instructions) Laser 'C' Compiler (the instructions - 160K) Laser 'C' Debugger (the instructions) Mousetrap (the instructions) Nighthunter (the instructions) Phantasie I & II (the instructions) Planetarium (the instructions) Plutos (the instructions) Publishing Partner (the instructions - 220K) Quantum Paintbox (the instructions) Seconds Out (the instructions) Vegas Gambler (the instructions) Winter Olympiad (the instructions) SEWER DOC DISK NUMBER 3 Aegis Animator (the instructions) Arcade Hints (hints & cheats to 20+ programs) Batman (the instructions) Battleship (the instructions) BBC Emulator (the instructions) Buggy Boy (the instructions) California Games (the instructions & 2 pictures) Checmate Chess (the instructions) Drive Modifications (the instructions & picture) F15 Strike Eagle (the instructions) Flinstones (the instructions) GFA Basic (the instructions - 110K) G.I. Sound Tool (the instructions) Goldrunner (the instructions) Neochrome (the instructions) Protext (the instructions) Rockford (the instructions) S.D.I. (the instructions) Spellbinder (the instructions) Starquake (the instructions) Startrek (the instructions) Streetfighter (the instructions) Tetris (the instructions) The Pawn (solution) Timeworks Desktop Publisher (the instructions) Virus Destruction Utility V2 (the instructions) Whirlygig (the instructions) Zak McKraken (solution) SEWER DOC DISK NUMBER 4 Action Fighter (the instructions) Adventures I, containing solutions to the following :- - Chrono's Quest - Shadowgate - Spiderman Adventures II, containing solutions to the following :- - Tanglewood - Transylvania - Uninvited Arcade Hints II (hints & cheats) Arena (the instructions) Balance of Power (the instructions) Ballistix (the instructions) Bard's Tale (extensive documentation - 70K) Batman (the instructions) Battletech (the instructions) Borrowed Time (the instructions) Chessmaster 2000 (the instructions) Flight Simulator II Scenery (the instructions) Games, containing hints and instructions to the following :- - Spidertronic - Bubble Ghost - Dark Castle - Hostages - Space Racer - Crash Garrett Gauntlet 2 (the instructions) Gold of the Realm (the instructions) Hostages (the instructions) KISSED II (the instructions) Kristal (the instructions) Magnetic Scrolls Adventures, containing solutions to :- - Corruption - Fish Populous (the instructions - 50K & picture) Rainbird Adventures, containing solutions to :- - Pawn - Guild of Thieves - Jinxter Rampage (the instructions) Seurat Paint (the instructions) Sierra Adventures, containing solutions to :- - Leisure Suit Larry - Leisure Suit Larry II - Space Quest II - King's Quest III Tanglewood (the instructions) Test Drive 2 (the instructions) War In Middle Earth (the instructions) War In Middle Earth (solution) Xenon (the instructions) Zany Golf (the instructions) SEWER DOC DISK NUMBER 5 Bard's Tale II (hints & tips) Borrowed Time (solution) Carrier Command (extensive instructions - 90K) Docs Directory (this file) Dreamzone (solution) Dungeon Master (hints & tips) Guild of Thieves (extensive solution) Hitchhiker's Guide (extensive solution) Hunt for Red October (instructions) Jinxter (extensive solution) King's Quest (extensive solution) King's Quest III (extensive solution) Knight Orc (extensive solution) Leather Godesses (extensive solution) Lurking Horror (extensive solution) Mindshadow (extensive solution) Phantasie I (hints & tips) Return to Atlantis (hints & tips) Sub Battle Simulator (instructions) Tass Times in Tonetown (solution) Tips, containing hints and tips to :- - Bard's Tale - Barbarian - Deja-Vu! - Alien Fires - Starglider - Alternate Reality Ultima IV (hints & tips) Uninvited (extensive solution) Zak McKraken (extensive solution) Well, that's it for this time, so we'll be back at disk 10 with an updated list (if we ever make it that far !!) . On you go until you gain the center ledge. This has got to be the way out! You enter the cave; and at last! Finally you are back on the path. You follow the path east, and east again. The mountain scenery is very beautiful, and you begin to feel relaxed, almost carefree. You are lulled into a state of recklessness! The path turns south, and you follow it blindly, right off the mountain! Actually, it's more like a large hill for you get more of a bruised ego than anything else. You pick yourself up and have a look. That looks more like a tunnel than a cave, and that looks as if it's a stairway! Into the hole you go, somewhat more aware now of where you place your feet. Up the old stairway you go. A sense of ancient times pervades this dark place. Up to a landing, and up again. Out into the daylight and warm mists surround you. Why is it so dreadfully warm? 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OШPH R<VAA(P RH*DeH&%bATCda\ g…†@ k*j  tNE^$00 ZRU%,"J(t*,Quq oI0@lFP]@8L0`PA@MNRDUh$ `@@pS;S6EI W w pp TR@  xK /2/p?h/AzՉ; e΃A׃:S44tT7gAqC&F ,|1 ` ` 4@X0d⑹C@G5x14|??BWC5. 244o-. ^yODp np1^Ct  @Os@ -A&@  t0(1Фb0BG: ??>ՂAP7* ,d4Hdgh6VPn" PQn wSBE : Ql1Pa@3b paT۵ VBO@0 pp* ,yY MT ԪPA@ A@ȁyhd"o@5AQ%N  *2W@edi>@|`xpy z<1a` xb:5h4Z:@bARx<\ip5@ pD0fQ@:\ =@"R`oƠaD%=8h0$ D ?sT,$q EDaI)@sqpp:D0gA@.L3p(s#cr    4أt g 8@P<sιNԺx a$  `AGQFCA|22^>{?00 p& d,3g(%%`h^H 9:X@ʊE팇p`eEpT 6t&b`dRK*@ʊ (x;@8RN'T Ӊ)@̫s1ldB*9HHLgL)8 "b$Au!3- .iXغZi YiT,اtlZNtؚrr ᆈ2~ L0 502sՒ>:ڊ ?..$,Cb؈i4 2%\ 4VJYr'r$ރo 5@!BgUVA\YQ )* T@AʂC (d:< At last, the instructions and hints to Ultima IV, brought to you by Sewer Software. Edited and corrected by Sewer Rat. For those of you who find this file to be incomplete for your needs, you may write to me (SEWER RAT) care of the address in the text of the main loader with your problem and I will endeavour to help you. My own notes that I have are complete detailing every conversation possible in the game (I think!) and also the maps to the dungeons. However, all the important facts necessary for completing the game are detailed below. Sewer Rat! ----------------------------------------------------------------------- ULTIMA IV begins very much like an illustrated text adventure, except that there is nothing for you to do but follow passively along until you are seated in the old gypsy's wagon (more about that in a bit). The opening scene is rather unique in that you're supposed to boot up the game and begin before you read the instructions! (Actually you *should* read your player reference card before booting up the game, but the illustrated adventure tells you when to start reading the History of Britannia). Once you've read the Book and followed the scenes into the gypsy's wagon, you're ready to make your first important decisions of the game: making the choices that the gypsy presents to you as she turns over the cards. CREATING A PRINCIPAL CHARACTER Your answers to the gypsy's questions are not just a mental exercise, and they're not some form of test; instead, they determine the profession that your principal character in the game will have and where on the huge map of Britannia (16 times larger than the Sosaria of ULTIMA III) you will start. Here is where ULTIMA IV makes its first dramatic departure from ULTIMA III. You begin with only one character, not a multi-character party. You can get up to seven other characters to join your party as you journey around Britannia (much more about that later), but at the start you are on your own. Also, all the characters in ULTIMA IV are human; there is no multiplicity of races as in previous ULTIMAs. There are, however, eight different professions, each with its own unique set of attributes as described in the History of Britannia, and this is where your answers to the gypsy's questions are key. Each card that the gypsy turns over stands for one of the eight virtues of an Avatar. Each question asks you to choose between two of the virtues. The questions are structured so that at the end of the gypsy's questions you will have favored one virtue over all of the others. Each of the eight possible professions is associated with one of the virtues, as is each of the eight principal cities of Britannia. Thus, the virtue that you favor will determine both the profession of your character and the city where you begin the game. The following chart lists the eight virtues, the professions, and the cities associated with them. VIRTUE PROFESSION CITY Honesty Mage Moonglow Compassion Bard Britain Valor Fighter Jhelom Justice Druid Yew Sacrifice Tinker Minoc Honor Paladin Trinsic Spirituality Ranger Skara Brae Humility Shepherd Magincia It is probably best to answer the questions in favor of Honor so that your principal character is a Paladin. Paladins have the strongest combination of magical and physical fighting abilities. They start out armed with a sword and wearing chain armour (a considerable advantage in the early going), and they can use all types of weapons and wear magical armour (a considerable advantage later in the game, as your principal character is always first in the order of battle and can expect to take a lot of punishment). GENERAL STRATEGY The *ultimate* goal of ULTIMA IV is easy to describe: You strive to prove yourself worthy in each of the eight virtues of an avatar so that you may view the Codex of Ultimate Wisdom and guide the people of Britannia from the Age of Darkness into the Age of Light. Sounds simple, right? No? Well, I'll bet you've played an ULTIMA or two before! And if you have played any of the previous ULTIMAs, you already know the two most important skills required to successfully complete this game: Patience and Perserverance. As in the previous ULTIMAs, there is no single strategy or order of play that must be followed in order to complete the game. Unfolding the plot of ULTIMA IV, by far the most tightly woven and intricate of any ULTIMA so far, is rather like peeling an onion: you scrape away the outer layers in order to get at the juicier parts in the center. Unlike the onion, however, you don't have to peel away those outer layers in any particular order. Nevertheless, there are some things you must do if you wish to complete the game within an ordinary lifetime: 1) Read the History of Britannia, the Book of Magic, and your Player Reference Card thoroughly before beginning play. In fact it's a good idea to read them more than once (especially the Player Reference Card). There's lots of important information in these materials that you will want to have in the back of your mind throughout the game. 2) Talk to everybody. Virtually all of the clues to solving the various problems contained in this game are held by the people who you will meet in the various towns, villages, and castles. The only way to get this information is to (T)alk to everyone you encounter. You should pay special attention to the information in your Player Reference Card. Ask each person his or her name, job, and health, and note their replies. For example, if a Paladin responds to "job" by saying, "I fight to protect the shrine of Honor," you should respond by asking the Paladin about fight, shrine, and honor. In this way, you will eventually learn everything you need to know. 3) Write everything down. This is absolutely crucial. You must write down the name of everybody you meet (whether or not they have anything important to say to you the first time that you meet them), where you met them, and what, if anything, they had to say. The reason that this is so important is that the plot of ULTIMA IV is designed to make you visit every location in the game, usually more than once, and it is written in such a way that you may not know what to ask people the first time you meet them. For example, the first time you meet Sir Simon and Lady Tessa in Paws Village, they will tell you only that they know a great secret. Later, someone else in another town will tell you exactly what it is that you should ask Sir Simon and Lady Tessa about. But, he will not tell you where to find them. If you hadn't written down that they were in Paws, you wouldn't know where to go to get this important information. 4) Thoroughly explore all the towns, villages, and castles. As your Player Reference Card says, many quests in the game are contained entirely within the individual towns, villages, and castles of Britannia. Take the time to familiarize yourself completely with their geography. Don't limit yourself to the areas that are immediately visible. Much of the really important stuff is hidden on the perimeters of the towns and behind secret doors. As for the perimeters, experiment by trying to walk around the areas immediately outside the town. You will find that in many places you can walk around the outside border of the town without the game forcing you to exit back to the Britannia map. You will often run into people who have very important things to say. Vital information can also be found behind the secret doors in most of the towns, villages, and castles. How do you know where a secret door is? Well, look carefully at the brick work that forms the walls of the room where you are. If you see what appears to be an oddly-placed rectangle in the brick work (one that doesn't fit in with the pattern of the other bricks) that's a secret door! Just move your character through it to get to the other side. When exploring in this manner, you'll sometimes come up against locked doors or passages blocked by magic fields. Don't be concerned that you can't get by these barriers. Just make note of their locations; they'll be easy enough to handle later on in the game. 5) Be virtuous! Who is an avatar? One who has proved him/herself worthy in each of the eight virtues. The eight virtues are: honesty, compassion, justice, spirituality, valor, sacrifice, humility, and honor. You can't play ULTIMA IV in the same way that you played the first three ULTIMAs and expect to win. This game does *not* reward stealing and beating up on the guards. If you insist on lying, on taking the gold that's just sitting there to tempt you in the towns and castles, and on attacking non-evil creatures, the Seer Hawkwind will recognize you for the evil cur that you are, and you'll be a complete washout as an avatar. Play this game with the golden rule in mind and walk the straight and narrow. EXPLORING THE CASTLES, TOWNS, AND VILLAGES The heart of the game in ULTIMA IV is exploring the various castles, towns, and villages and conversing with the many NPCs that you will find residing there. It is in these locations that you learn virtually all of the secrets that the game holds. Keeping accurate notes of what the NPCs say to you and who said what is vital to the successful completion of the game. You should also note where each NPC was found, since later in the game another NPC will tell you that a certain character holds important information, but the NPC won't tell you where that character is located. Listed below are summaries of the important information to be found in each of the castles, towns, and villages. Rather than attempt to repeat each drawn-out. Where possible, I have included the name and profession of the NPC who provided the information (alas, my notes weren't perfect, especially those I took early in the game, but all the necessary information is included). The locations are listed in the order that I explored them. you can explore them in any order you want. You should, however, go have a talk with Lord British in his castle as early in the game as possible. I have also included in brackets the latitude and longitude of each location. You will need a sextant obtained from a guild shop in order to use these coordinates. CASTLES: BRITANNIA CASTLE [G'L", F'G"] Lord British -- Find Lord British in his second floor throne room. Ask him of the Virtue, and he will describe the towns that represent each Virtue. He will also tell you of the castles that represent each principle. And he will tell you of the Abyss and the Codex. LB will also raise the levels of you and your party members when you earn enough experience points. If you ask him of his health and respond "no" when he asks if you are also well, he will raise all of the hit points of your party to their current maximums for free. So visit him often! The Seer Hawkwind -- Hawkwind is located in the southwest area of the castle's first floor. Visit him often to learn of your progress toward avatarhood in each of the 8 Virtues. Sheesha -- Injured fighter -- Seek out the Smith named Zircon in Minoc for he made the mystic arms, only they will save thee in the Abyss. Shawn -- Shepherdess both strong and beautiful -- Her town was destroyed for its pride. The ruins lie on an isle at Lat-K'J", Long-L'L". EMPATH ABBEY [D'C", B'M"] Guard -- In the Oak Grove many find the meaning of peace and Love. Visit the small Shrine within the Abbey. Chinup -- Stately Child -- Visit the Oak Grove. There four profession types seek the Truth. Pass guard -- From the altars a 3-part key is gained, needed to enter the chamber of the Codex. Brother Antos -- Wise Druid -- Ask the Bard beyond the secret passage about the Candle of Love. Suzanna -- Lovely Lady -- Malchor can lead thee to the Silver Horn. Malchor -- Bold Paladin -- The Silver Horn is buried on a small isle off the tip of Spiritwood. Lady Marcy and Lord Robert -- They know one syllable of the word of passage: "Amo" To learn of the White Stone, find the Old Hermit Sloven, he lives near Lock Lake. OAK GROVE (LOCATED WITHIN EMPATH ABBEY -- REQUIRES KEYS TO ENTER) Benjamin -- Love alone forms compassion. Lastro -- Spirituality is based on Truth, Love and Courage. Deirde -- Justice is formed from Truth tempered by Love. Thomas -- Sacrifice is comprised of Love and Courage. Isaac -- The White Stone sits atop the Serpent's Spine. It can only be reached by one who floats above the clouds. Garam -- Fighter -- The Bell is at the bottom of deep well at sea at N'A", L'A". Ask the Beggar Jude about the Skull. He is very poor. THE LYCAEUM [G'M", N'K"] The Charming Lady -- Beth Frasier, The Stately Baron -- Robert Frasier -- They know one syllable of the word of passage: "Ver" Scatu -- Tall Mage Wearing Strange Armour -- Visit the seer often. Nigel -- Noble Wizard -- The Resurrection spell consists of one part each of Ash, Ginseng, Garlic, Spider Silk, Bloodmoss and Mandrake Root. Injured Warrior -- A Fighter -- Was lost in a dungeon altar room. They connect the dungeons unto each other. Each of the three rooms connects to four dungeons each. SERPENT'S HOLD [P'B", J'C"] The ruler of this Castle knows the third part of the word of passage: "Cor" Ranger -- Ask teach about rooms. Shyra -- Training Master -- In the Altar Room of Courage use the Red, Orange, Purple and White Stones. Noxum -- Nixie -- HMS Cape had a magical wheel that would strengthen her hull. Ask Lassorn. Lassorn -- Sailor -- HMS Cape lies sunken in the deep waters of the Bay of the Cape of Heroes. TOWNS: TRINSIC [L'I", G'K"] Rigmore -- Strong Paladin -- Information about the Virtue of Honor is found throughout Trinsic. There are 2 requirements to enter and use the Shrine of Honor. Publius -- Sleepy Fighter -- Seek the purple Stone of Honor. Winthrop -- Scruffy Merchant -- Go to the pub in Jhelom and ask of sextants. Kline -- Searching Paladin -- The Mantra of Honor is "Summ." The Shrine of Honor lies to the south and west beyond the swamps. Swindrik -- Wizard -- Ask at the Folley Tavern of Mandrake. Terrin -- Cowering child -- Rune of Honor is buried in the southwest corner of the town. Quix -- Wandering mage -- The skeleton knows a great secret about the purple Stone of Honor. Barkeep -- Ask the old hermit Sloven who lives near Lock Lake of the white Stone. Virgil -- Mage (Located inside poison field in southwest corner of town) -- Nightshade may be found at Lat-J'F", Long-C'O" only on the darkest of nights. BRITAIN [G'K", F' C"] Gweno -- Jester -- Beggars are thankful for small donations; shows compassion. Sprite -- Beggar -- Pepper knows of the Rune. Shapero -- Druid -- Find the Shrine of Compassion east across 2 bridges. Sebastion -- Prostrate -- Mondain's influence has not left the world. An artifact remains. At Bucaneer's Den, ask at the pub there of the Skull. Joe -- Fighter -- The yellow Stone may be found in the Dungeon Despise. Pepper -- Bard -- The Rune of Compassion lies at the end of a hall somewhere in this town. Cricket -- Bard -- The Mantra for the Shrine of compassion is "Mu." The great Stygian Abyss is the darkest pocket of evil left in Britannia. In its deepest recesses lies the Codex, which only one of the highest Virtue may enter. Give of thy life's blood so that others may live. Meditation lights the path. Runes are needed to enter Shrines. Mantra chants are needed to focus thoughts while meditating. SKARA BRAE [I'A", B'G"] Carlyle -- Wise Mage -- Magic missiles need but one part ash. Presto -- Very Small Wizard -- Ask the barkeep at the Axe-N-Ale in Vesper about Nightshade. Barren -- Small Child -- The Mantra of Spirituality is "Om." Mitre -- Radiant Ranger -- The white Stone is no longer in the Dungeon Hylothe, it is gone. Ask for the Stone at the tap in Trinsic. Romasco -- Teacher -- Teaches of the Abyss, a word of passage is needed at the last gate. Seek Zair the Wise in Paws for more on the word. JHELOM [N'O", C'E"] (NOTE: In order to completely explore this town, you will need keys obtained from a Guild shop and several Dispel spells.) Guards -- Passages are restricted. X -- Strange Person -- Seeks the red Stone of Valor. Thou shalt need the red Stone in one altar room to get the third part of a key. Sir Hrothgar -- Mighty Warrior -- Seek the Shrine of Valor. Ask Aesop for the Mantra. Aesop -- The Mantra of Valor is "Ra." Use it in the Shrine on the next isle. Lord Robert -- Ask Nostro of the Rune. Nostro (he's located deep in the restricted passages) -- The Rune is buried in a Tower. Senora -- Virgil in Trinsic knows about Nightshade. Gravnor -- Grave fighter -- The red Stone is found on an altar in the Dungeon Destard. For navigation a sextant is vital. Ask for item "D" in the Guild shops. Bingrod -- Wounded fighter -- Find the altar room of the Dungeon Destard. Therein use the Stones found in the connecting dungeons. MOONGLOW [I'H", O'I"] Calabrini -- Tall Mage -- The Shrine lies on an isle to the north. Tyrone -- Battered Mage -- The Stone of Honesty is found on an altar in the Dungeon Deceit. Browning -- Tall Mage -- Truth is the root of Honesty. Shazom -- Dying Young Wizard -- Nigel lives at the Lycaeum. Cosima -- Elderly Woman -- Sleep spell actually requires but one part spider silk. William -- Child Eating Sandwich -- Search for the Rune of Honesty by Mariah's gold. Cromwell -- Regal Paladin -- The Mantra of Honesty is "Ahm." Dekker -- Bouncy Jester -- Humility is not derived from the direct combination of Truth, Love or Courage. YEW [C'L", D'K"] Druid -- Wandering Druid -- The Shrine of Justice lies to the East then North. Ask Talfourd about the Rune. Pinrod -- Thin Man -- The Druids chant the Mantra. Talfourd -- Wise Judge -- The Rune is hidden well. Silent -- Chanting Druid -- Chants "Beh." Seek the green Stone in "Wrong." Calumny -- Old Mage -- Mandrake root is found only in the fens of the dead and in the Bloody Plains where the ground is always damp. Quickness requires but one bloodmoss. MINOC [B'E", J'P"] Mike Ward -- Stocky Ranger -- Rune of Spirituality is missing from Skara Brae. Azure -- Tinker at Table -- Ask Mischief of Rune of Spirituality Alex -- Teenage Boy -- Give all you can to the needy. Alkerion -- Old Ragged Man -- The Stone of Spirituality is Orange in Colour and used in the altar rooms of Love and Courage. Jude -- Ragged Soul -- The Skull of Mondain may be found at P'F", M'F" on the darkest of nights. Use it only at the mouth of the Abyss to destroy it. Merida -- Wandering Tinker -- The Shrine of Sacrifice is on a lake to the East. A hidden Shepherd knows the Mantra. Singsong -- Cute Bard -- "In the Corn the Raven sayeth 'Cah.'" Zircon -- Tinker -- The Mystic Weapons and Armour he gave to Sir Simon and Lady Tessa. Mischief -- Happy Tinker -- Search for the Rune of Spirituality in the Treasure Chamber of Britannia. Enter the Gate of Full Moons by Minoc with the Rune to find the Shrine. The Candle of Love is found in a secret place hidden off Lock Lake. Mystics can be found only by an 8-parts Avatar. MAGINCIA [K'J", L'L"] Nate the Snake -- Ask in the Pub in Britain of the Black Stone. Casperin -- Ask Heywood of the Mantra of Humility. Heywood -- Ask Faultless of the Mantra of Pride. The Silver Horn must be used to pass the Demon guard of the Shrine of Humility. Ask Demitry of the Horn. Demitry -- Ask the Lady in Waiting of the Queen of Love of the Horn. Faultless -- The Mantra of Pride is "Mul." VILLAGES: PAWS [J'B", G'C"] Sir Simon and Lady Tessa -- If you are not yet an 8-parts Avatar, they will tell you only that they know a great secret. If you *are* an 8-parts Avatar, they will tell you that the Mystic Weapons lie in the training room of Serpent Castle and that the Mystic Armour lies in the center of the Oak Grove at Empath Abbey. Zair the Wise -- A 3-part key and a word of passage are needed to enter the Chamber of the Codex. Ask his brother beyond Lock Lake of the Word. Jingles -- Young Mage -- His master, Mentorian, lives in a hidden village in Lock Lake, reachable only by ship. Ask Mentorian of the Gate Spell. Greg N Rob -- Bartender -- The last person I knew that had any mandrake was an old alchemist named Calumny. Damsel -- Small Druid -- Rations are used in the dungeons. In the great castle there is a secret entrance. Wheatpin -- Meek Shepherd -- The Rune is around there in nook of mountains. VESPER [D'L", L'H"] Flatbush -- Visit each Shrine for One, Two, Three cycles each for paths to be clear. Plain -- When the 3 principles of Virtue combine in 8 ways, pride has no Virtue. Gem -- When thou knowest the Mantra of pride, reverse it. Job -- The Shrine of Humility lies on the North bank of the Isle of the Abyss and guarded by endless hords of Demons. It is Southwest of Britannia. Traveling Dan -- Knows the world is round. BUCANEERS DEN [J'O", I'I"] Ragnar -- If you ever use the Skull except to destroy it, all thy Virtues will be lost. Starlight -- Powerful Magic Missiles are made from one part Black Pearl and one part ash. COVE [F'K", I'I"] Frontis -- Find peace in our Shrine. Brother Zair -- The Kings of the Castles which represent the 3 Principles of Virtue each know but one syllable of the Word of Passage. Blissful -- The Shrine Ankh knows how to Enter the Chamber of the Codex. Shrine Ankh -- To enter the Chamber of the Codex, one must be an 8-parts Avatar, have the key of 3 parts, the word of passage and know the Pure Axiom. Mentorian -- A gate spell requires Ash, Pearl and Mandrake Root. Circe -- The whole of the Axiom is greater than all its parts. The measure of unending Love, the limitless Courage needed to face all obstacles, the Truth which encompasses all things. Spellbind -- For the Codex, one must know the combination of the 3 principles of Virtue. The combination equals the measure of time and space. Only the ghost of Isaac who haunts the Inn at Skara Brae can tell thee of the White Stone. Stay until he shows. Allen -- The Abyss may only be approached by ship and the ship must have a magically strengthened hull. Merlin -- To find the Black Stone, stand where the Gate of Both Moons Dark shall appear, search when the moons go dark. Zorin -- In the castles, find all named Antos and ask of the bell, book and candle. CHARACTERS 1. Dupre.........Paladin (Trinsic) 2. Katrina.......Shepherd (Magincia) 3. Shamino.......Ranger (Skara Brae) 4. Janna.........Druid (Yew) 5. Geoffrey......Fighter (Jhelom) 6. Mariah........Mage (Moonglow) 7. Julia.........Tinker (Minoc) 8. Iolo..........Bard (Britain) DUNGEONS AND THEIR LOCATIONS 1. Deceit.........E'J"/P'A" 2. Wrong..........B'E"/H'O" 3. Despise........E'D"/F'L" 4. Covetous.......B'L"/J'M" 5. Dasterd........K'I"/E'I" 6. Shame..........G'I"/D'K" 7. Hylothe........Behind Castle Britannia 8. Abyss..........O'J"/O'J" RUNES AND THEIR LOCATIONS 1. Honesty........A'G"/A'I" (Moonglow) 2. Valor..........B'O"/B'O" (Jhelom) 3. Spirituality...A'I"/B'B" (Britannia) 4. Humility.......B'N"/B'N" (Paws) 5. Justice........In Yew 6. Sacrifice......In Minoc 7. Compassion.....A'B"/B'J" (Britain) 8. Honor..........In Trinsic MANTRAS 1. Justice........"BEH" 2. Compassion....."MU" 3. Sacrifice......"CAH" 4. Humility......."LUM" 5. Valor.........."RA" 6. Honesty........"AHM" 7. Spirituality..."OM" 8. Honor.........."SUMM" STONES AND THEIR LOCATIONS 1. Black..........Moongate 2. White..........Serpents Spine 3. Blue...........Deceit (level 7) 4. Green..........Wrong (level 8) 5. Yellow.........Despise (level 5) 6. Orange.........Covetous (level 7) 7. Red............Dasterd (level 7) 8. Purple.........Shame (level 2) SHRINES AND THEIR LOCATIONS 1. Justice........A'K"/E'K" 2. Compassion.....F'M"/I'A" 3. Sacrifice......C'N"/M'N" 4. Humility.......N'I"/O'H" 5. Valor..........O'F"/C'E" 6. Honesty........E'C"/O'J" 7. Spirituality...B'D"/K'G" 8. Honor..........M'N"/F'C" STONES USED FOR 3-PART KEY AT ALTARS 1. White/Orange/Green/Yellow...Love 2. White/Orange/Red/Purple.....Courage 3. White/Blue/Green/Purple.....Truth MISCELLANEOUS ITEMS 1. Bell...........N'A"/L'A" 2. Book...........A'G"/A'G" (Lycaeum) 3. Candle.........A'B"/B'G" (Cove) 4. Mystic Arm.....A'E"/B'G" (Empath Abbey) 5. Mystic Weap....A'P"/A'I" (Serpents Hold) 6. Silver Horn....K'N"/C'N" 7. Wheel..........N'H"/G'A" 8. Skull..........P'F"/M'F" PLACES VIEWED THROUGH TELESCOPE IN THE LYCAEUM A....Britannia B....Lycaeum C....Empath Abbey D....Serpents Hold E....Moon Glow F....Britain G....Jehlom H....Yew I....Minoc J....Trinsic K....Skara Brae L....Magincia M....Paws N....Buccaneer's Den O....Vesper P....Cove THE ABYSS To reach the Abyss, you must sail through the pirate armada and land on the eastern shore. Disembark, and quickly make your way to the fiery lava cross. Make sure you have the maximum number of spells available. Save game. At the center of the cross (don't worry about being burned; it can't be helped), use your bell, book, and candle. You may destroy the skull here by using it, if you wish. Do not dispell the field. Enter. There are 8 levels in this dungeon. To go down a level, you must locate an altar, answer a question, and use the appropriate stone. All 8 levels must be completed in one sitting (no save game here!). What follows are the answers to the questions and the correct color of the stones to be used on each level: LEVEL VIRTUE STONE 1 Honesty Blue 2 Compassion Yellow 3 Valor Red 4 Justice Green 5 Sacrifice Orange 6 Honor Purple 7 Spirituality White 8 Humility Black Some altars are difficult to find, so you'll have to use a lot of gems, and search very carefully for hidden triggers (sometimes two in one room!). There are also many terrible monsters to defeat. Use your spells judiciously, and run when you're really overwhelmed. When you finally reach level 8, you must be extremely careful. You will have to type in a number of answers to questions, and one mistake can throw you out to the surface. Here is the list of answers to the questions that are posed when all goes black: PASSWORD = VERAMOCOR THE TWELVE ANSWERS 1. Honesty 2. Compassion 3. Valor 4. Justice 5. Sacrifice 6. Honor 7. Spirituality 8. Humility 9. Truth 10. Love 11. Courage 12. Infinity The Codex opens, and all knowledge is revealed to you! Congratulations! CARRIER COMMAND EXTENSIVE (90K) DOCUMENTATION BROUGHT TO YOU BY SEWER SOFTWARE --------------------------------------------- CARRIER COMMAND MISSION BRIEFING INCOMING SUB-ETHA FACSIMILE... FROM: FLEET ADMIRAL GEORGE H. WHITTAKER DATE: 4TH June 2166 TIME: 15:37 ENTER OFFICIAL IDENTIFICATION SEQUENCE: ******** ACCEPTED. DOCUMENT PROCEEDS: Commander, thank you for making yourself available at such short notice. The following information is of a highly confidential and sensitive nature and must not fall into the hands of dangerous and irresponsible persons. I am, of course, speaking of politicians and journalists. This document has been prepared by Commander Sherwood, and only he, you and myself are aware of the full extent of this sensitive situation... Document received 29 MAY 2166: It is a little known fact amongst the general populace of this nation that almost three years ago the ship SS Delta made an exciting and economically miraculous discovery whilst on a routine tour of duty in the Southern Ocean. The Delta is a member of our small fleet of Fuel Hunters - specially designed ships whose sole purpose is to scour the ocean bed, probing the silt and drilling into the rock, searching for the rarest commodities in the modern world--Fossil Fuels and essential industrial metals. After reports of inconsistent air pressure and unpredictable tidal activity in an area 670 miles due west of Gamma Base, Delta discovered that a number of small volcanic islets had emerged from the sea and even more were emerging, due to a huge movement in the Treltor and Avapola tectonic plates which were not expected to separate for at least another six thousand years. A number of eminent scientists who were sent to investigate the phenomenon reached the conclusion that the movements were probably due to the multitude of underground nuclear weapon tests that were carried out in the late twentieth century, but the blame was never officially laid on any nation who had previously entertained a nuclear arsenal. The press and public were never informed of anything other than a 'minor geological fault' occurring in the area. However, the team of scientists who investigated the fault also put forward a theory suggesting that the stored energy trapped within the fault could be 'tapped' and stored in a form suitable for shipping back home. The scientists' report put forward the following five-point plan: 1. There should be a 'controlled' leak of the volcanic magma energy, to produce a group of small islands similar to the ones already in existence, but of a controllable size. 2. The majority of the islands should be geologically encouraged to develop volcanic activity, which could then be controlled. 3. Some of the islands should have their volcanic activity inhibited, and these islands could be used to house the various Power Stations and Command Centres that would be necessary. All these facilities should be populated by service droids. 4. Two large vessels should be commissioned and developed. These ships would carry a detachment of Aircraft and Amphibious Tanks which would transport the Control Centre Builders (highly advanced self-constructing devices, designed to build the Control Centres and their accompanying buildings), collect raw materials, and also serve as a defence force, if need be. 5. The Aircraft Carriers would start on opposite sides of the island archipelago, and work towards 'populating' all the islands within a two year period. With the whole planet in the midst of a colossal energy crisis, the government decided to keep the entire matter secret, whilst proceeding with the simultaneous design and construction of the two Carriers, and the controlled development of the archipelago of islands. The Carrier commission was given to the giant Draziw Industries Corporation, as they were the only contractor who were in a position to develop the aircraft, tanks, Command Centres, and ancilliary servicer droids necessary for operation within the Carrier. The first carrier, the ACC Epsilon was completed eighteen months ago and set for sea trials in the Gamma Base area of the Southern Ocean. A number of significant modifications to the original design were made, and it was decided to make the Carrier totally computer and droid controlled, instead of having an onboard supervisory Commander as was originally intended. Unfortunately, time was of the essence, and many of the agreed modifications could only be incorporated in the second Carrier, ACC Omega before both Carriers were required to start their duties. Epsilon and Omega both set sail for the archipelago and anchored close to their designated 'home islands', which had already been provided with a Command Centre, Power Station, a runway and a web of defensive weaponry, including ground to air missile launchers and high power chemical lasers. It was from the two home islands that the expanding network of occupied islands was to stem. It was during the final sea trials of the ACC Omega that Draziw Industries' Assistant Chief Engineer was found dead in his office. The initial post-mortem showed that he had died of a massive stroke, but following a tip-off from one of K-16 section's agents, extensive tests showed that he had been injected with a previously undetected poison. Covert enquiries began amongst the members of the Technical Division at Draziw. Suspicion fell upon one of the programmers working on ACC Omega, and within a week, he had absconded. The following day, the Fleet Admiral received a document, a transcript of which is detailed below: "...Whittaker--Your agents managed to discover our fiendish plan, but it's too late to stop it now. The Control Computer software has been modified, and the ACC Omega is now under the direct control of the STANZA Organisation. Our demands are simple: If we do not receive payment of 15 billion dollars within 72 hours, the ACC Omega will be activated. It is now programmed to occupy and destroy all the islands, methodically..." Our immediate action was to examine the control software of the ACC Omega. The software had indeed been modified, and the Omega could now be instructed to occupy an island using similar techniques originally developed for the planting of the Command Centre Builders. Once an island was occupied, the Omega would move on to another island, and gradually spread its network, using the Manta fighter planes and Walrus amphibious assault vehicles to support the Carrier. The software also contained numerous inbuilt time-key encrypted tamper proof routines, so modification of the code was impossible within the given time limit, even with the advanced new Ocran Socrates series of reduced laser-gate computers. The risks were all too apparent. The nuclear solution was rejected, since destroying the Omega would mean risking a greater disturbance of the geological plates, which could result in a major planet-wide catastrophe. All the available agents in K-12 and K-16 sections were dispatched to seek out members of Stanza, and following the capture and subsequent suicide of four Stanza associates, the deadline was cut by 24 hours. We now have until 12:00 tomorrow to either pay the ransom (and hope that control of the ACC Omega will be returned to us) or face the consequences of losing our only hope in the race to provide a source of energy to the people of this nation. In the event of no solution being found by tomorrow, we may have a possible way of combatting the destructive forces of the Omega: Our Chief programmer, Dr. Oliver Baird-Onions, believes that it may be possible to redirect the Omega's control system from its occupation task by engaging the Omega with the forces of the ACC Epsilon. It is hoped that the Omega's defensive systems will be activated, resulting in the island occupation slowing as it attempts to defend itself. Furthermore, it is highly likely that by occupying as many islands as possible using the ACC Epsilon, and taking control of Command Centres which have been constructed by the Omega's forces, the Omega will try to recapture islands, slowing its incessant spread. We have calculated that the only way to actually halt the Omega is the either destroy it (only possible by weakening its resources and power) or occupy all the islands in the complex, including the Omega's heavily defended base island. By modifying the Remote Reprogramming Pod, we have managed to create what is effectively a computer 'virus', suitable for dropping on Omega controlled Command Centres. The virus program will logically modify the Command Centre's operating system and turn an enemy controlled Command Centre into a friendly one. It should be possible to actually destroy an Omega controlled Command Centre if you need to resort to totally destructive measures, although this would mean that you would have to build your own Command Centre from scratch, which is obviously more time and resource consuming. There are three types of Automatic Command Centre Builder, each of which, when successfully deployed, will determine the island type that it develops. You will have to construct an island network which links to your Base island, and also define a stockpile island to contain the weaponry, resources and equipment that your island network manufactures. The structure of your network will control the speed at which equipment is shipped to the stockpile island. It is also important to keep the Carrier relatively close to the stockpile island in order for equipment to be shipped to the Carrier as quickly as possible. At all times bear in mind the fact that the enemy Carrier will be trying to construct its own island network, and it will also try to break up your own network to prevent weaponry and equipment being supplied to your Carrier. I will leave the attack strategy entirely up to yourself, but the reports from the programming department indicate that it would be unwise to make an all-out assault upon the Omega, or its home island. The strategy most likely to succeed is based upon the principal of colonising a small group of islands around your home island, to create a 'safe area', then extend your network by creating protective clusters of islands, until you are in an advantageous position from which you can make an assault upon either the ACC Omega, or its home island. A full Carrier Operations Guide has been included with this document, and I suggest that you read it fully during your journey before you rendezvous with the ACC Epsilon. Good luck, Commander, and once again, thank you for accepting this challenging and dangerous mission. ...TRANSMISSION ENDS. OPERATIONS GUIDE This Operations Guide is split into four main sections--each section relating to one of the four icons which are found on the left of the game screen display. The fifth section (disk and program management) is described in the machine-specific user guide. For each of the four sections on the left of the screen, a bank of five related icons are displayed on the right hand of the display. For instance, selecting CARRIER DEFENSE results in the five icons for the LASER TURRET, DECOY FLARES, SURFACE-TO-SURFACE MISSILES, PASSIVE DEFENCE DRONES and DEFENCE INFORMATION being displayed. For each of the five icon sections on the right of the display, a specialised control panel is displayed at the bottom of the screen. Every time a new icon is introduced, it is shown on the page as well as being described in the text. CARRIER CONTROL ROTATING THE CARRIER (HELM icon--top right) The Helm is the Direct Control mode for the Carrier. By moving your control device left and right while in 'Control Mode', you are able to rotate the Carrier. Clicking on the CENTRE UP icon (icon above the 'A' icon) will result in the Carrier ceasing to rotate. SPEED CONTROL The Carrier can move both in forward and reverse. The Speed indicator is split into four major divisions--any speed above the first quarter means that the Carrier is moving forward, and anything below this mark represents reverse. To change the speed, either click the accelerate or decelerate icons situated to the right of the Speed indicator, or directly click on the Speed indicator itself to set the desired speed. Because the Carrier is a very large and heavy vessel, it moves comparatively slowly, and takes time to build up (and decrease) speed. Clicking on the STOP icon (hand icon) will bring the Carrier to a halt. The top speed of the Carrier, when operating on full power with all drones docked, and in deep water is 178 knots. With drones on station, an aircraft landing, or while the Carrier is anchored off an island in shallow water, the top speed of the Carrier will be limited to around 40 knots, and its maximum speed in reverse is 22 knots. The Carrier's top speed is influenced directly by its damage status. AUTOPILOT By clicking on the AUTOPILOT icon (icon 'A'), the Carrier will be automatically set on course as defined in the Carrier's Map Command section. GROUNDING The Carrier is equipped with an automatic Anti-Grounding computer whose sole purpose is to prevent the Carrier from running aground. If the Carrier is in danger of grounding, its engines will be thrust into reverse to move the Carrier away from the island. Please note that the Anti- Grounding computer will not prevent the Carrier from colliding with other vessels or craft. RADAR Positioned in the bottom left-hand corner of the screen is the ship's Short-range scanner display. Quite simply, it shows all tangible ground, sea and air based detail within the proximity of the Carrier, including the shore line of the islands, when within range. To the right of the radar are two icons--these are ZOOM IN and ZOOM OUT, and they allow you to select the magnification level of the radar form the four available. LOCATION STATUS DISPLAY Situated in the bottom centre of the screen is the Carrier's Location Status Display, which contains information relating to the current position of the Carrier using the standard X,Y coordinates format, the current bearing of the Carrier in degrees, and the island (if any) of which the Carrier is in range. FUEL USAGE The Carrier's own fuel usage allows it to travel approximately 420 kilometres (the distance of two map grid squares) on a full complement of fuel. Additional refined fuel will be shipped back to the Carrier via the resource Network, which will be your only salvation if you run out of fuel. CARRIER NAVIGATION (Carrier Navigation icon--second one on right) The Carrier Navigation section is the main map control section within the Carrier environment. From within Carrier Navigation, you can plot and program the course of the Carrier, find out information about the island,s and monitor the Resources network. At the beginning of the conflict, the Carrier is situated at the bottom left of the map, and the enemy Carrier is situated at the top right, both anchored off their Base islands. MAP MANIPULATION The Carrier's Advanced Navigation Computer is accessible from three sections of the Carrier's control system--Carrier Command, AAV Command, and Aircraft Command. There are three 'alignments' for each island, which are Neutral, Friendly, and Enemy. These are depicted by use of different colours. For a list of these colours, please refer to the machine specific User Guide. You can scroll the map in four directions by clicking on the four directional arrow icons. The map has eleven different levels of resolution, the whole map can be viewed, and at the highest level, surface detail on individual islands can be seen. To change the magnification level, click on the ZOOM IN and ZOOM OUT icons, situated to the right of the arrow cluster. Alternatively, you can position the pointer anywhere on the map and click on the right-hand mouse button (or the space bar for joystick users, and those with a one-button mouse)--in effect this will centre the map display at the pointer position, and zoom in by one level of magnification. If the map is centred on an island, you can click on the INFORMATION icon (question mark icon), which displays details about the island's name, position, size, who is currently occupying the island, etc. SETTING THE CARRIERS'S COURSE To set the destination for the Carrier, firstly utilise the map manipulation icons to zoom in to the required resolution, and then click on your chosen destination point. A small flashing diagonal cross-hair marker will be plotted at this point. Next, you should select the speed at which you wish the Carrier to travel, by clicking on the SPEED icons situated at the bottom right of the screen. To program these settings into the Navigation Computer, click on the PROG icon--a small disc with the letter C in the centre will appear to show the Carrier's destination point. Provided the Carrier is on Autopilot, and not on a collision course for an island, it will immediately change its course and head for the programmed destination. If the Carrier is not already on Autopilot, hold down the PROG icon after the course is programmed, and the Autopilot will also be engaged. If you wish to clear a course program, click on the CLEAR icon. Clicking on the CENTRE ON CARRIER icon will jump to the second highest resolution (unless you are at the highest resolution), and centre the display on the Carrier. The REPORT icon determines whether or not the Navigation Computer generates a message when the Carrier reaches its destination. It is usually selected, therefore a message is sent to the message line and the Messaging Computer. RESOURCE NETWORK Clicking on the RESOURCES icon puts you in Resource Network mode. The main map screen will show the network that determines the speed at which raw materials are shipped to Factory islands, where weaponry and other equipment are constructed, and then shipped to the Stockpile island via a fleet of submersible cargo drones. The larger and more comprehensive the network, the more efficient the production and shipping of resources. As you take control of a number of islands your network will spread across the map, and solid lines the colour of your forces will show the network links between each island. Owing to volcanic ridges and other geological features, the network can only maintain itself between certain islands, so if you take control of two islands close to each other, the network by not link them directly together. However, the network will show all links between islands captured by your forces and any other islands that it is possible to link up to by depicting them in the same colour as neutral islands (refer to your machine-specific user guide for this information). NETWORK STATUS DISPLAY Situated at the bottom right of the screen is the Network Status Display. This panel keeps track of how many islands are active in your network (i.e. how many Defensive, Factory and Resource islands) as well as showing which island is the Stockpile island. THE BASE ISLAND The Base Island is where the Carrier is initially anchored when the conflict breaks out. This island is very important to you, as it is from here that you build up the Resource Network which serves your Carrier and other forces throughout the rest of the battle. The Base island already has a Command Centre constructed on it, and some defensive forces, as well as a runway. It is also capable of producing resources and equipment itself, at one quarter of the rate of a Resource or Factory island. The base island is also initially designated as the Stockpile island (see later in this Operations Guide for more information). Most importantly, the base island controls the flow of supplies throughout the whole network if the Base island is taken over by the enemy, the whole network will 'freeze'--no new supplies will be shipped around the network, although supplies already on their way will try to reach their destination. Unless other islands under your control are networked to the Base island, they will not construct anything once their ACCB has been built, neither will the ACCB be able to repair anything on the island that has been damaged. RESOURCE ISLAND Resource islands are constructed by planting Resource ACCB's (Automatic Command Centre Builders--see the AAV Direct Control section for more information) on unoccupied islands. Once the command Centre has been built, it then constructs mines, rigs, fuel dumps and ancilliary buildings to store the mines raw materials. These raw resources are then shipped via the resource Network to Factory islands, where they are used to manufacture weaponry, refined fuel, and other equipment required by the Carrier's forces. If a Resource island loses its network link to the Base island, it will stockpile resources on the island until it reaches its maximum storage capacity, but these resources will not be shipped to the Factory islands. The island's Command Centre will also cease to construct oil rigs, fuel dumps and defences, as well as stopping all repairs to these buildings. FACTORY ISLANDS Factory islands are constructed by planting Factory ACCB's on unoccupied islands. A completed Command Centre then constructs factories to manufacture equipment and refine fuel for the Carrier's forces, and warehouses for storage of these supplies. Up to three factories can be constructed on an island, depending upon the physical size of the island, and the number of factories directly influences the quantity of supplies that are manufactured. The completed supplies are shipped to the Stockpile island via the Resource network. Factory islands are capable of producing resources at one quarter of the rate of a dedicated Resource island. If a Factory island loses its network link to the Base island, it immediately ceases to produce supplies, although it carries on the production of Resources, stockpiling them until it reaches its maximum storage level. The island's Command Centre will also cease to construct factories, warehouses and defences, as well as stopping all repairs to these buildings. DEFENCE ISLANDS Defence islands are different from Resource and Factory islands in the sense that they do not primarily produce anything. They are constructed by planting Defence ACCB's on unoccupied islands. A completed command Centre constructs a number of defensive stations, including a Marauder unit (a squadron of droid-controlled flying drones which are extremely agile and are armed with deadly heat-seeking missiles), sea-facing missile launchers, ground-to-air missile launchers, and runways on islands which are large enough, to enable you to refuel your Manta aircraft. Defence islands can produce resources at one eighth the rate of a dedicated Resource island. THE STOCKPILE ISLAND The Stockpile island is the island where all constructed weaponry, fuel and equipment is shipped by the Resource Network. From there, a Supply Drone ferries the cargo back to the Carrier itself (providing there is room on the carrier for the cargo). The CENTRE ON STOCKPILE icon (fourth icon on the right) will always centre the map on the Stockpile, and zoom in to a suitable resolution. Any island under your command can be the Stockpile island provided there is a network link to the Base island, and it is advisable to make sure that it is well defended (i.e. make the surrounding islands Defensive). If the connection between the Stockpile island and the rest of the network is broken, no new resources are being stockpiles, and you have a tactical decision to make. You can wait until the supply drone has ferried the remaining stockpiled cargo back to the Carrier, and then instruct another island to become the Stockpile. Alternatively, you can immediately instruct another island to become the Stockpile to ensure that new resources are being shipped, in which case any resources on the old Stockpile island will be lost. To instruct a new island to become the Stockpile, centre the map on the chosen island, and then click on the PROG icon. DAMAGE CONTROL (Damage control icon--third on the right--wrench) Owing to its cellular composition which is modelled on a similar structure to carbon-based life forms (the structural definition of each section of the Carrier is stored within every cell), the Carrier is able to repair itself automatically. The Damage Control Computer is the core of the repair system which is fundamental to the operation of the carrier within a battle environment. It monitors the damage status of each section of the Carrier, and then instructs the Automatic Repair System to repair each section of the Carrier according to user-defined priorities. Selecting the Damage Status screen results in the computer displaying a rotating three dimensional wire-frame representation of the Carrier, below which is a row of icons, each assigned to one of the major sections of the Carrier, and each accompanied by a 'functioning level' percentage value for the section. If an icon is selected, a graphic representation of the section is highlighted within the ship, along with an information box containing the following details: Carrier Section (E.g. Observation Turret) Repair Priority (Low, Medium, High) Repair Status (Fully functional, Under Repair) Condition (Operative, Inoperative, Reduced Efficiency) Below the list of Section percentages is the Current Repair Level, which shows which Priority sections are in the process of repair. By clicking on the 'SET PRIORITIES' icon to the right of the Carrier section icons, you are able to select the repair priority for each section. The priorities available are HIGH, MEDIUM, and LOW. It is a good idea to always keep the AUTOMATIC REPAIR SYSTEMS setting on high, as this is the section which repairs the rest of the Carrier sections. The other priorities should be set according to your current combat state. For example, if the Carrier is stationary, but under attack from enemy aircraft it is beneficial to put the LASER CANNON and the missile systems on High Priority, and other sections such as the Engines on a low priority. The Automatic Repair Computer will repair high priority sections first, spreading the repair time evenly between all the sections. Once these have been repaired it will set about repairing all medium priority sections, and then all low priority sections. Many sections will be operative when their repair level is over 50%--however, they will function with reduced power and efficiency. STORES EQUIPMENT STORES The Carrier's Hold contains the stores and fuel supplies, and they are managed by the electronic Quartermaster computer. An icon represents each of the various kinds of weaponry, vehicles, materials and other equipment contained in the stores, and displayed below each icon is the quantity available. By clicking on an icon, the display is expanded to present information about the item in question, as well as a detailed diagram. To return to the main stores screen, click on the EXIT box. New equipment is manufactured on the various islands that are controlled by your forces, from the raw materials that are mined and refined on each island. Once the equipment has been built, it is shipped back to the Carrier via the safest shipping lines, and then added to the stores. FUEL STORES At the bottom of the screen are displayed a bar indicator for each of the three types of fuel stored in the Carrier: Aircraft fuel, AAV fuel and Carrier fuel. Replacement fuel supplies are refined and shipped back to the Carrier via the island network complex. SUPPLY PRIORITIES Clicking on the SUPPLY PRIORITIES icon puts you in the Set Supply Priorities screen. This section is used to set the rate at which the resource Network manufactures replacement weaponry and equipment. Click on the large upward and downward facing arrows to cycle through the available resource types. Next to each equipment icon is its Priority Box, with the three settings HIGH, MEDIUM, and LOW. The Resource Network manufactures all equipment which is on High priority initially, and then builds anything on Medium priority, and finally anything on low priority. To set the priority level, simply click on the words HIGH, MEDIUM, or LOW. To the right of the Priority Box is the Quantity Box--this shows the maximum quantity that is to be constructed for the piece of the equipment. To change this value, click on the box (it will highlight) and then enter the new value between 0 and 999 by clicking on the numbers on the numeric keypad on the screen. Next to the 0 key is a delete button, and to the right of the numbers 3 and 6 is a Cancel button which will undo any change to the initial value. Above the Cancel button is the Enter button, which you should select when you have finished inputting the quantity required. Use the above procedure to set the priorities and quantities for all the equipment resources that you require. Once you have set these values, the Base island Command Centre assigns a factory on one of the Facotory islands to produce one of equipment types that has been set on high priority. If there are available factories after all the high priority tasks have been set, the medium priority tasks are assigned, and then the low priority tasks. Manufactured supplies are shipped to the Stockpile island, and the quantities defined in the Set Priorities section are always maintained whenever possible. Clicking on the CANCEL box will undo all changes made since the Set Supply Priorities screen was selected, and clicking on the EXIT box returns to the main Stores screen. FUEL PRIORITIES The three types of fuel can be prioritised in the same way as equipment resources. You can set the fuel to be produced at HIGH, MEDIUM, or LOW priority, and it will be produced in that order. Clicking on the Cancel box resets everything to its state when you entered the Fuel Priorities screen, and click on the Exit box returns to the main Stores screen. SUPPLY TRANSFER All manufactured equipment is transferred from the factory islands to the Stockpile Island, where it is held until the Carrier requires fresh supplies. This section enables you to transfer supplies from the Stockpile Island to the Transfer Drone, which ferries the supplies to the Carrier. To transfer the supplies, the Carrier must be in range of the Stockpile Island. If it is not in range, or if the Carrier's communications are damaged or at fault, you will not be able to access the Transfer screens. Click on the left and right arrows to move supplies from the Stockpile Island to the Transfer Drone--You will be informed if you exceed the Carrier's Stores limit or the Transfer Drone's maximum cargo quota. To exit the Supply transfer screen, click on EXIT. FUEL TRANSFER The Fuel Transfer screens allow you to load the Transfer Drone with fuel for the Carrier, AAV's and aircraft. Click on the left and right arrows to select the quantities of fuel for the Transfer Drone, and click on the Exit box when you reach the limit of the Carrier's fuel tanks. LAUNCHING THE TRANSFER DRONE Once the Transfer Drone has been loaded with supplies and fuel, clicking on the LAUNCH icon, situated at the bottom left-hand corner of the control panel sends the drone from the Stockpile island to the Carrier, provided the Carrier is within range of the Stockpile island. The Transfer Drone leaves the Stockpile island and docks with the bow of the Carrier. After the Transfer Drone has docked with the Carrier and transferred its supplies, it heads back for the Stockpile island. As a defensive measure against the enemy, the Transfer Drone has been designed to be semi- submersible, and it sinks into the water on its return journey to the island. Please note that while the Transfer Drone is docking with the Carrier, the launching and docking of AAV's and Passive Defence Drones is disallowed, although you can watch the docking sequence from the AAV Traffic Control screen. If the Transfer Drone comes under attack while docking with the Carrier, clicking on the ABORT icon sends it back underwater and returns it to the Stockpile Island, where it is safe from the enemy. MESSAGING The Carrier is equipped with a comprehensive message reporting facility. Every time an important message is generated by one of the Carrier's onboard computer systems and displayed on the central message line, it is also sent to the Messaging Computer. By selecting the Messaging icon, you are able to read the last sixteen messages received within the previous five minute period, as well as how long ago the message was reported. By clicking on the CLEAR icon, you will clear the message screen completely. CARRIER DEFENCE LASER TURRET Mounted on the top of the Carrier is a rotating turret supporting a high- power chemical laser. The turret is maneuvarable in two axis--it can rotate by 360 degrees, and also elevate up and down. The turret can be moved in direct control mode, simply by moving the mouse or joystick left, right, up and down. Alternatively, you can select Pointer mode, which enables you to click on the four arrow icons to position the laser sight, and click in the centre of the arrow cluster to fire the laser. To help you keep track of the position of the turret while you are aiming its sights, the Carrier's targetting computer shows a representation of the turret in the bottom left hand corner of the display, and is of great use when searching the barren sky for enemy aircraft and missiles. Situated to the right of the four arrows are the zoom control icons. These allow you to zoom in on a target, with four levels of magnification from x1 to x8. This is extremely useful when trying to search out island based targets from the Carrier, and is also useful for accurate targetting of enemy aircraft before they come into the range of the Carrier's other defences. To the right of the zoom icons are the CENTRE HORIZONTAL and CENTRE VERTICAL icons, which simply bring the laser turret to a standstill in either the X or Y axis. The laser itself is of the high power, long range dual beam variety, and since it is directly powered from the Carrier's neutron drives, it is extremely potent when used against almost all targets. On the far right of the control panel is the laser temperature gauge. Every time the laser is fired, the laser mechanism generates a tremendous amount of heat--if the laser temperature rises too much, the laser will function firstly with less power, and finally it will fail. If the laser temperature rises into the danger area, you should allow it to cool sufficiently before using it again. Set the repair priority for the laser gun to High in the Damage Control screen, if it should fail to function. On the left hand side of the screen is the information panel. This tells you the current status of the turret itself, and the laser cannon, as well as providing warning messages when the laser starts to overheat. DECOY FLARES An integral part of the Carrier's air defence system are the Decoy Flares- -these are high intensity magnesium--composite based devices which are launched from the Carrier deck into the sky above in an attempt to divert incoming enemy heat-seeking missiles which have been trained on the Carrier. The flares are automatically tracked by a wide-angle lens camera mounted on the Carrier. To fire a flare, simply click on the LAUNCH icon. A flare will be sent high into the sky, and then slowly descend back down to earth. Because of the lightness of the composite metals, the flares are likely to drift away from the Carrier, depending upon the direction and strength of the wind. Multiple flares may be launched, but it takes a few seconds for the flare launcher to reload. The flare tracking camera will automatically follow the most recently launched flare. The information panel to the left of the LAUNCH icon shows the number of flares currently active, and the number of flares which are held in the Carrier's stores, as well as a message line which will tell you whether or not a flare can be launched. SURFACE TO SURFACE MISSILES Because of the Carrier's ability to anchor in very shallow water off an island, the revolutionary and technically advanced "Hammerhead" low flying remote surface-to-surface missile facility has been incorporated in the Carrier's defensive systems, in order for it to be able to attack island based defence stations and enemy shipping. The Carrier is equipped with a number of Remote Viewing Drones, which can be launched above the Carrier one at a time. The drone relays an aerial image back to the Carrier, and while it is airborne you can aim and launch multiple surface-to-surface missiles at any target within range of the drone. Click on the LAUNCH icon to send a Viewing Drone up. Once the drone attains its optimum altitude, it will slowly drift downwards, until it self-destructs prior to reaching sea level. During its descent, you can launch surface-to-surface missiles by clicking on the right mouse button (or by pressing the space bar if you are using a joystick), to select Targetting Mode. The cursor will change shape to a cross-hair. Move the cross-hair cursor over the target and press the fire button to launch a missile. The missile flies at the same height as the Carrier, so it is not particularly effective against moving targets such as aircraft, which can change altitude. Once a missile has been fired, it takes a few seconds for the missile launcher to prepare itself for another missile. During this time, move the cross-hair over your prospective target, and fire as soon as the missile launcher is ready. There are limited quantity of both missiles and Viewing Drones, although these can be replenished by directing the island network factories to manufacture replacement missiles and drones. The bottom left hand section of the control panel gives a visual indication of the number of missiles and drones available, and status line informing you whether they are ready for launch, or reloading. DRONE POSITIONING Drones are inflatable decoy units, designed to provide a sacrificial defence against enemy AAV and low level missile attack, and they are remotely controlled from the Carrier Defence Computer. Drones automatically follow the Carrier as it moves around and their configurations can be reprogrammed at any time. In the event of an enemy projectile entering close proximity of a drone, the drone will generate a heat field, as well as a surrounding shield of electromagnetic interference, in an attempt to convince the projectile's guidance system that it has reached its target, thus preventing any damage to the Carrier. Any direct contact with a Drone will result in the immediate detonation of the highly packed explosive which is encased within its infaltable shell. The pressure sensing mechanisms built into the drone will prevent detonation if a large wave or sea creature were to come into contact with its surface. The Carrier is initially equipped with eight Drones--four active and four in the ship's stores. If a Drone is destroyed, a replacement can be brought into position from the stores. The resources network will manufacture replacement drones and transport them back to the Carrier, depending upon the availablity of raw materials throughout your island network. By selecting the Drone Positioning screen, you are able to move the drones around into your own strategic positions. The bottom left-hand section of the screen consists of the Drone Information panel. This window displays the number of active drones, the quantity of drones held in the Carrier's stores, and a message line which informs you of the drone's current status. The main display shows the carrier and the exclusion perimeter which defines the minimum distance at which the drones may be positioned (any closer and they are in danger of being detonated by the Carrier itself). LAUNCHING DRONES To launch either a docked drone or a drone that is replacing one that has been destroyed, click on the LAUNCH icon (the top icon to the left of 'SELECT'). The drone will be launched into a stationing position at the rear of the Carrier. Repeat this process until you have selected up to four drones, and then click on the SELECT icon to send them to their destinations. By clicking on one of the drones and dragging it to a new site, the drones may be individually repositioned to form custom defence patterns. Even while a drone is travelling to its new position, the moving drone may be clicked on, and a new destination set in the same manner. DOCKING DRONES By clicking on the DOCK icon (under 'LAUNCH' icon), all four Drones will be sent to the rear of the Carrier, and then docked within the Carrier itself. While the drones are active, the top speed of the Carrier is reduced, therefore it is advisable to dock all drones if you wish the carrier to travel at full speed. DRONE PATTERN LIBRARY Located in the bottom right-hand corner of the screen is the Drone Pattern Library section of the display--this consists of a miniature version of the Drone Positioning screen, and to the right of this display are the + and - icons. By clicking on either of these, you are able to cycle through a selection of nine pre-defined Drone patterns. Clicking on the SELECT icon will result in the currently active Drones assuming the library pattern, and clicking on CANCEL will send the drones back to their previous positions. Again, while the Drones are in transit, their destinations may be redefined. CARRIER DEFENCE INFORMATION SCREEN The Carrier Defence Information screen is a full screen display split into four section, showing the current status of each of the four Carrier Defence sections. Each section has its current Repair state displayed (e.g. DAMAGED, INOPERATIVE), whether it is active, how many units are in the Carrier's stores, whether it is reloading (in the case of the Flare Launcher), etc. AMPHIBIOUS ASSAULT VEHICLE CONTROL DIRECT CONTROL The 'Walrus' (Water and Land Roving Utility Shuttle) class Amphibious Assault Vehicle (AAV) is a highly advanced and flexible all-terrain tank, with a variety of special functions which make it especially suitable for operating within the environment of the Carrier. It can be fitted with a number of versatile weapons including the Avatar heavy duty chemical laser, the Harbinger wire-guided surface to surface missile, as well as a number of special cargo pods. The Carrier can store up to eight AAV's, although only four can actually be active at a time. The active AAV's are stored in the Carrier's Hold. Information regarding their Fitting, Course Plotting and Launching/Docking of the AAV's can be found in later sections of this Operations Guide. Once an AAV has been fitted and launched, select the Direct Control icon, and then click on the appropriate AAV icon (1 to 4), located to the left of the control panel. The AAV will be in the vicinity of the Carrier (or the place where the Carrier was when the AAV was launched). To assume control of the AAV select direct control mode (by clicking on the right-hand mouse button, or by pressing the Space Bar). STEERING THE AAV Set your desired speed by clicking directly on the SPEED indicator--the speed will increase or decrease until the correct setting is reached. The maximum speed of the AAV on land is 184 kmh (115 mph), although its top speed is directly influenced by its repair state. In the water, the AAV's top speed is influenced by the turbulence of the water, but it is around 10% slower than when on land. To steer the AAV, simply move the mouse (or other control device) left and right. the further you move the mouse, the faster the AAV will rotate. The Walrus is a split-level vehicle, which means that the main body rotates freely on the AAV's tracks (which also double as a hull when the AAV is in the water). The AAV has two modes of control, with the body being either in a fixed state, or in a free rotation state. Click on the FREE ROTATE icon to enable the AAV to turn on its tracks (it will highlight when selected). This is particularly useful if the AAV is travelling forwards, and it comes under attack--you can rotate to face the enemy target and attack, without changing course. To deselect this option, click on the FREE ROTATE icon again. To stop the AAV rotating, click on the CENTRE UP icon. If you click on the CENTRE UP icon and then hold the button down for a second, the AAV's main body will swing around and lock into a forward facing position. REAR VIEW SELECTOR By clicking on the REAR VIEW icon, situated at the bottom right of the control panel, the display will flip to a view out of the rear of the AAV. To deselect this option, click on the REAR VIEW icon again. BEACHING The AAV is a fully amphibious vehicle, which sits semi-submerged in the water, its tracks doubling as a hull and providing the method of propulsion. When an AAV encounters the beach of an island, control is taken by the AAV's automatic beaching mechanism. The AAV aligns itself so that it is facing square to the beach (it automatically centres up, if necessary), assumes a suitable speed, and then emerges from the water, scaling the beach, and then returning to its pre-beaching speed. The process for an AAV entering the sea is a reversal of the above. AAV OPERATING RANGE The AAV has two factors which limit its operating range. The first is fuel--the AAV carries enough fuel to propel it for 264 km (165 miles). If your AAV runs out of fuel, you will have to send another AAV equipped with a refueling pod to rescue it. Since the AAV is remotely controlled from the Carrier, its first person view has to be transmitted from the AAV back to the Carrier using an encrypted video signal. Because of the nature of this signal, the range of the AAV is limited to a fixed distance from the Carrier. Once the AAV begins to become out of range (at around 20 kilometers) the telemetry signal weakens considerably and the picture quality worsens. If the AAV travels further from the Carrier (up to around 26 km), the signal is completely lost and the Aav self-destructs to avoid it falling into the hands of the enemy. AAV HEAD-UP RADAR The AAV has a short range Radar, which can be selected by clicking on the RADAR icon situated at the bottom right of the control panel. The radar will show any significant objects such as aircraft, AAV's, Carriers, volcanoes, etc. as well as the island shoreline if one is within range. To Deselect the radar, click on the RADAR icon again. AAV STATUS DISPLAY The centre of the AAV's Direct Control display, between the two groups of icons, contains the Status Display. This consists of three mini screens of information, which can be cycled through by clicking anywhere within the box. POSITION This is the AAV's current position, shown as two X,Y coordinates in relation to the centre of the map. BEARING This is the bearing of the AAV, shown as a standard compass value between 000 and 359. ISLAND This shows the name of the island within which the AAV is currently in range. EQUIPMENT This screen shows a list of any weaponry and equipment fitted to the AAV, along with relevant quantities. REPAIR STATE This indicator shows the repair state of the AAV, shown as a percentage. If the AAV sustains a number of hits, its speed and maneuverability are affected in direct proportion to its repair state. If the repair state drops below 12%, the AAV develops a fuel leak, in which case you have approximately two minutes to dock with the Carrier for repairs, before the AAV runs out of fuel. If the repair state becomes too low for the AAV's structure to contain, it will explode. PAYLOAD This shows the combined weight (in kilogrammes) of all equipment fitted to the AAV. Please refer to the AAV FITTING section for information concerning the addition of weaponry to the AAV's payload. WEAPONRY SYSTEMS The AAV can carry one of two weapon types at any one time, and they both have a limited usable life. AVATAR CHEMICAL LASER The Avatar laser is of the high power pulsed variety. The unit contains its own power and reactant supply, which means that it can operate even it the AAV on which it is mounted has run out of fuel. However, its life is limited to forty shots, after which its chemical nature make it unstable and it is automatically jettisoned by the AAV's weapons control system. Select the LASER icon, and then select direct control mode (click on the right-hand mouse button or press the space bar). Press the fire button to release a twin laser bolt. HARBINGER SURFACE-TO-SURFACE MISSILE The Harbinger is the most sophisticated operator controlled missile in existence, and was designed specifically for installation on the AAV. Using an advanced remote wire-guidance system, it is especially potent when used against close range moving ground-based targets. Select the MISSILE icon at the bottom left of the panel. Point the AAV in the general direction of your target, and click the fire button. A Harbinger missile will be launched, and as this happens, a remote picture- in-picture view of the missile will appear in the bottom right hand quarter of the display. During the missile's flight, the AAV will continue moving while you take direct control of the missile. Your control device will move the missile up, down, left and right. The missile has a maximum range of 0.5 km, after which time it will self-destruct (the timer is visible in the top right-hand corner of the display). Detonation will occur if the missile collides with the ground, sea, or any target, and it is unlikely to withstand a direct hit from a laser cannon. DROPPING CARGO PODS The AAV has a versatile cargo pod facility which enables it to carry a number of different types of cargo, although it can only carry one pod at a time. To release a cargo pod, click on the POD icon, whilst in pointer mode, and then to release it, press the fire button in direct control mode. The cargo pod type is selected during the fitting stage, and is chosen from one of the following: AUTOMATIC CONTROL CENTRE BUILDER (ACCB) The ACCB pod is the cornerstone of your assault on the island complex. It is a highly advanced computer and droid combination which, when deposited on an uncontrolled island, instigates the construction of the Command Centre, which from then on controls the island, and builds the island's defences and/or manufacturing units (e.g. fuel rigs, factories, etc). There are three ACCB variations, one for each island type which can be constructed. They are: Defence ACCB (for protecting the rest of the network) Resource ACCB (where raw materials are mined and refined) Factory ACCB (where raw materials are used to build equipment) Only one ACCB can be successfully dropped on an island at a time, and once it starts to construct the Command Centre, dropping of further ACCB's by either your forces or the enemy's will have no effect. The construction of a Command Centre is unstoppable, and to recapture an island that has had an enemy ACCB planted on it, you will have to wait until construction of the Command Centre has been completed. If you wish to change the nature of an island (e.g. turn a Defensive island into a Factory island) you will have to destroy the Command Centre and drop a fresh ACCB. If the Command Centre is destroyed, the other objects on the island are dismantled, and their constituents are redeployed into the network resources, although some of the resources are lost in the dismantling process. VIRUS BOMB Once an enemy-deployed ACCB has constructed a Command Centre on an island, it can be destroyed by the application of vast quantities of firepower (Command Centres are fortified with extremely powerful Neutron Shields). Alternatively, you can equip an AAV with a Remote Reprogramming Virus Bomb, which, when fired at the opening of a Command Centre will explode, and begin to infect and gradually realign the command Centre's control systems, until its allegiance is changed to that of your forces, and the island becomes part of your network. When this happens, any defences, manufacturing plants, and other island-based features will work for your forces and against the enemy. The time taken between the virus being planted and the command Centre being captured is dependent upon the island's position within the island complex--if it is an outpost island, it will be easier to capture than an island with a more centralised network position. AAV REFUELING POD If an AAV runs out of fuel whilst in operation, it is effectively immobilised, and open to attack by the enemy forces. However, a strickened AAV can be rescued by equipping another AAV with an AAV REFUELLING POD, and despatching it out to link up with it. To refuel an AAV, drive the AAV that is carrying the fuel pod up to the strickened AAV, and park them nose-to-nose. Then, select the pod icon and release it. The immobile AAV is automatically refuelled, and the pod itself is discharged. AAV NAVIGATION The AAV Navigation section is your interface with the Carrier's advanced Navigation Computer. From this section, you are able to set an individual course for each AAV. To set a course, firstly click on the AAV that you wish to set the course for. The AAV must be either in the docking bay, or currently active. Use the map manipulation icons (as described in the Carrier Map Command section) to zoom in to the required resolution, and then click on your chosen destination point. A small cross-hair marker will be plotted at this point. Next, you should select the speed at which you wish the AAV to travel, by clicking on the icons situated at the bottom right of the screen. To program the settings into the Navigation Computer, click on the PROG icon, and a small disc with the AAV's number in the centre will appear to show the AAV's destination point. Providing the AAV is on Autopilot, and outside of the docking cone area, it will immediately change its course and head for the programmed destination. If the AAV is not already on Autopilot when you click on the PROG icon, holding it down will engage Autopilot. If the AAV is in the docking bay of the Carrier, it will adhere to the course once it has been launched. If you wish to clear a course program, click on the CLEAR icon. It is important to always bear in mind the fact that AAVs have only a limited range, for two reasons. Firstly, their fuel tanks dictate their maximum travelling distance--and if an AAV runs out of fuel, a relief AAV must be despatched to deliver a fuel pod to the strickened AAV (fuel pods are available via the AAV fitting screens, provided the Stores are able to supply them). Secondly, the Carrier's remote AAV control systems have a limited telemetry range before they become susceptable to jamming by the enemy, and unless kept in range of the Carrier, the AAV telemetry signal will initially weaken, and then be totally lost. If this happens, the AAV will self-destruct, in order to avoid the possibility of its control being taken over by the enemy. Clicking on either the CENTRE ON CARRIER or the CENTRE ON AAV icon will jump to the second highest resolution, and centre the display on either the Carrier, or the currently selected AAV. The FLAG icon, when selected, displays the AAV's number and its X,Y coordinates alongside the directional representation of the AAV, when the map is at its highest resolution. The REPORT icon determines whether or not the Navigation Computer generates a message when the AAV reaches its destination. It is usually selected, therefore a message is sent to the message line, and the Messaging Computer. AAV FITTING Prior to an AAV being launched from the Carrier, it needs to be refuelled and fitted with a supply of weaponry. When originally manufactured, the AAV does not contain any weapons, and whenever it is returned to the Carrier's hangar, all weapon systems are removed and returned to the stores. The top left quarter of the display always shows the view from the Carrier's hangar, facing the bow doors, and the rest of the central display is dedicated to the fitting procedures. At the bottom of the screen, between the icons is an AAV status display. To fit an AAV, it must be in the hangar (if an AAV is destroyed while in service, and a spare AAV is available in the Carrier's stores, it will automatically be transported to the hangar as a replacement). Click on the AAV icon to select which one you wish to fit. The right-hand side of the screen displays a side view of the AAV, with its two mounting points, a bar indicator to the left, showing how much fuel is onboard the AAV, and the repair state to the right, shown as a percentage. REFUELLING To select the quantity of fuel for the AAV, click on the two icons which are either side of the REFUEL box, until the required fuel level is reached. Below the Refuel box is a bar indicator showing how much AAV fuel is stored on the Carrier. FITTING WEAPONS The bottom left-hand quarter of the display contains the Payloads section. Cycle through the range of available weaponry by clicking on the + and - icons. for each weapon, you are told the quantity available in the stores, its weight, and a description of the weapon along with a graphical representation. There are two types of equipment available for mounting on an AAV. One is a forward facing weapon such as a chemical laser or a missile launcher, and the other is a pod-type cargo, which is dropped from the rear of the AAV. Once you have selected a piece of equipment, click on the equipment icon itself, and drag it onto the desired mounting point. If the equipment brings the payload weight of the AAV above its maximum limit, if the equipment is unsuitable for mounting in the selected position, or if there is simply no stock of the item, you will be informed with a suitable message. Certain weapons, such as the wire-guided missile launcher are able to carry multiple missiles. Select the quantity of missiles required by clicking on the increase and decrease boxes which are situated to either side of the missile icon. The ACCB pods are also selected in a similar fashion--select the required pod by clicking on the arrow boxes on either side of the pod icon. At any time, you are able to mount an alternative piece of equipment, simply be dragging it onto an occupied mounting point. Likewise, you can remove equipment by clicking on its position on the AAV and dragging it back to the Payloads section of the display. REPAIRING AAV'S Each AAV has a repair state, which is displayed to the right of the side view of the AAV. To repair an AAV, click on the REPAIR icon. The repair process can be aborted at any time by clicking on the CANCEL box. Once the repair state reaches 100%, or if the repairs are cancelled, the AAV will undergo launch preparations. REPLACING DESTROYED AAV'S If one of your four AAV's is destroyed in action, you will want to replace it with another one. Click on the icon of the AAV that has been destroyed (1-4) and you will see that the REPAIR icon has been replaced by the TRANSFER icon. Providing your island network is operational, and you therefore have AAV's being constructed and sent back to the Carrier's stores, you will be able to send an AAV form the stores to the Docking Bay by clicking on this icon. AAV TRAFFIC CONTROL LAUNCHING AN AAV Once an AAV has been refuelled, fitted with appropriate weaponry, repaired and prepared for service, it is ready for launch. The Traffic Control screen shows a display form a camera mounted at the rear of the Carrier. Select the AAV which you wish to launch by clicking on one of the four AAV icons, then click on the LAUNCH icon. The bow door opens, and the AAV drives out and stops as soon as it exits the docking cone area (unless it has a programmed course, in which case it will carry on to its destination). Once it has stopped moving, the AAV will rotate on the spot in a holding pattern. The information box at the bottom right of the control panel shows the current operational state of each AAV. DOCKING AN AAV Providing an AAV is within the docking cone area at the rear of the Carrier, you can tell it to dock by clicking on the DOCK AAV icon. The AAV will be automatically switched to autopilot mode. Once an AAV has docked, it is returned to the hold, and stripped of its weaponry, ready for refitting. Note that only one AAV can be launched or docked at a time. AAV INFORMATION The AAV Information screen is a full screen display showing the current status of each of the four AAV's. Each AAV has its current status displayed (e.g. IN DOCK, ACTIVE, DESTROYED), and if it is Active information such as its position, current island, repair state, payload weight and a list of the current payload are displayed. AIRCRAFT CONTROL DIRECT CONTROL The 'Manta' (Multi-role Aircraft for Nautical Tactical Assault) class aircraft was developed especially for deployment onboard the Carrier, and as a result, it has a number of distinctive features, such as its ability to take off and land on the Carrier or an island-based runway, its variable combat speeds, and its ability to carry a wide range of different weaponry and equipment types. The Carrier can store up to eight Mantas, although only four can actually be active at a time. If all eight Mantas have been supplied to the Carrier, excess aircraft will be stored on the designated Stockpile island and shipped back when required. The active Mantas are stored in the Carrier's aircraft hangar, where they are fitted, refuelled, and repaired. Information regarding Flight Path, plotting, Fitting, and Launching/Landing of the Mantas on the Carrier can be found in later sections of this Operation Guide. Once a Manta has been fitted, sent to the Flight Deck, and launched, select the DIRECT CONTROL icon, and then click on the icon for the Manta (1 to 4) which you want to take direct control of. The Manta will be flying in a holding pattern in the vicinity of the Carrier (or the place where the Carrier was when the Manta was launched). To assume control of the Manta, disengage the AUTOPILOT facility, and select direct control (by clicking on the right-hand mouse button, or by pressing the Space Bar). FLYING THE MANTA To control the Manta, move the mouse (or joystick) left and right to bank the plane (the further you push the mouse, the steeper the turn), and pullbackwards/push forwards to pitch up and down to affect its altitude. The altimeter is located towards the bottom right of the control panel--it is highly advisable to check your altitude every few seconds when flying low over the sea or an island, as even a slight collision will result in damage of the Manta's underbody. When flying close to, or over a volcano, it is important to avoid colliding with the rocks that are discharged from the volcano's mouth. Two icons are present which enable you to level the Manta out in either its X (bank) or Y (pitch) axis. LEVEL UP forces the Manta to correct its Y axis, and fly parallel to the ground or sea. LEVEL OUT forces the Manta to correct its X axis. The speedometer is situated at the bottom right of the control panel. Click directly on the desired speed on the meter--the Manta will then accelerate or decelerate until the defined speed is reached. The Manta has a top speed of 675 mph (1080 kph) and a minimum flight speed of around 150 mph (240 kph), below which, the Manta is prone to stalling. Fortunately, the plane has some highly reliable anti-stalling hardware installed, and this mechanism has never yet failed, even under the most arduous conditions. The Manta's top speed is directly related to its current repair state--if the Manta becomes damaged, the energy management computer will divert power away from the plane's Plasma Drive, in order to energise the shields. REAR VIEW SELECTOR By clicking on the REAR VIEW icon, situated at the bottom right of the control panel, the display will flip to a view out of the rear of the Manta. To deselect this option, click on the REAR VIEW icon again. MANTA OPERATING RANGE The Manta has two factors which limit its operating range. The first is its telemetry range. Since the Manta is remotely controlled from the Carrier, its first person view has to be transmitted from the Manta back to the Carrier using an encrypted video signal. Because of the nature of this signal, the range of the Manta is limited to a fixed distance from the Carrier. Once the Manta begins to become out of range (at around 20 kilometres), the telemetry signal weakens considerably and the picture quality worsens. If the Manta travels further from the Carrier (up to around 26 km), the signal is completely lost and the Manta self-destructs to avoid it falling into the hands of the enemy. The second limit on the aircraft's range is fuel consumption. The Manta's tanks contain enough fuel to keep it in the air for about 163 km (101 miles). If your Manta runs out of fuel, it will spiral downwards into the ground or sea. Great care should be taken to ensure that the Manta is always within refuelling range of the Carrier, or alternatively, within range of an island equipped with a runway and fuel supply. MANTA HEAD-UP RADAR The Manta has a short range Radar, which can be selected by clicking on the RADAR icon situated at the bottom right of the control panel. The radar will show any significant objects such as aircraft, AAV's, Carriers, volcanoes, etc. as well as the island shoreline if one is within range. To disable the radar, click on the RADAR icon again. MANTA STATUS DISPLAY The centre of the Manta's Direct Control display, between the two groups of icons, contains the Status Display. This consists of three mini screens of information, which can be cycled through by clicking anywhere within the box. POSITION This is the Manta's current position, shown as two X,Y coordinates in relation to the centre of the map. BEARING This is the bearing of the Manta, shown as a standard compass value between 000 and 359. ISLAND This shows the name of the island within which the Manta is currently in range. EQUIPMENT This screen shows a list of any weaponry and equipment fitted to the Manta, along with relevant quantities. REPAIR STATE This indicator shows the repair state of the Manta, shown as a percentage. If the Manta sustains a number of hits, its speed and maneuverability are affected in direct proportion to its repair state. If the repair state drops below 12%, the Manta develops a fuel leak, in which case you have approximately two minutes to land on the Carrier for repairs, before the Manta runs out of fuel and crashes. If the repair state becomes too low for the Manta's structure to contain, it will explode. PAYLOAD This shows the combined weight (in kilogrammes) of all equipment fitted to the Manta. Please refer to the MANTA FITTING section for information concerning the addition of weaponry to the Manta's payload. LANDING ON A RUNWAY The Command Centres on Resource islands are programmed to build runways, so that you can land your aircraft and refuel them (providing the island has an active Fuel Producing Unit). To land on a runway, you must approach it from the far end, flying towards the refuelling area. Keep your altitude low, and decrease in speed as you near the runway. Most importantly, keep yourself as parallel to the ground as possible--the more acute your landing angle, the more chance you have of crashing. Once you make contact with the runway (and providing you haven't crashed), the Command Centre on the island will immediately take control of the aircraft, and taxi it to a free refuelling bay. The Manta will be automatically refuelled, and readied for take-off. To launch the aircraft, click on the LAUNCH box which appears on the main display--the Manta will taxi out to a position in the centre of the runway, and then accelerate up to a speed at which it can take off. The Command Centre's Aircraft Control System is fairly crude, and it will not take evasive action if, for instance, two aircraft are instructed to take off at the same time. Once the Manta has taken off, it is put into a holding pattern, circling above the runway area on Autopilot. To resume direct control, simply click on the AUTOPILOT icon, and then enter Direct Control mode by clicking on the right-hand mouse button, or by pressing the space bar. WEAPONRY SYSTEMS The Manta can carry a variety of payloads, mounted on the underside of the wings and fuselage. These are attached to the aircraft in the AIRCRAFT FITTING section, and this procedure is explained further on in this manual. QUASAR GROUND ATTACK LASER This fuselage mounted multi-beam laser was originally designed to provide an effective laser unit for destroying ground based targets. However, although it is of the slow pulse variety, it is very potent when used against close range airborne targets as well. The Quasar's laser generator is powered directly from the Manta's plasma energy drive, and therefore has an unlimited firing life, and it rarely, if ever, overheats. To use the laser, select the LASER icon, and then select direct control mode (click on the right-hand mouse button, or press the space bar). A fixed targeting sight is projected onto the centre of the display. Press the fire button to release a twin laser bolt. the Quasar has a very fast reload time, which means that a barrage of laser bolts can be rapidly fired at the target. ASSASIN AIR-TO-AIR MISSILE The Assasin is the very latest of the intelligent heat-source seeking missiles. It has a short-burn plasma jet propellant, and is constructed from an extremely light and rigid carbon-fibre/titanium composite. The onboard guidance system locks on to the heat pattern of the target, and then keeps track of it until the target is out of range, or the missile's propellant is exhausted. Its main purpose is to destroy other air-based targets, although it can be used against ground installations (such as missile launchers) although it is advisable to use a laser against targets such as these. Select the MISSILE icon at the bottom left of the control panel. The Manta's missile targetting sight will appear, and unlike the fixed sight which is used with the Quasar laser, the sight will 'float' around the screen as the mouse or joystick is moved. To aim a missile, move the sight over your prospective target and press the fire button. Providing the target is a legitimate one (a major feature of the targetting system is its ability to recognize a 'friendly' target, such as one of your own aircraft or ground installations, and refuse to lock on to it), the sight will flash rapidly, signalling that it is ready to launch a missile. Press the fire button again to launch the missile. If the fire button is not pressed within two seconds of the targetting system locking on, the target will be cancelled. QUAKER CLUSTER BOMB the Manta's most devastating weapon is the 1000lb bouncing Quaker cluster bomb. The Quaker is a multiple warhead fragmentation device, which is designed to throw out a number of smaller proximity-fused warheads on each impact with the ground, and the bomb's core will detonate upon collision with any object that it encounters. Owing to limitations in the warhead design, the Quaker will not skim or bounce on impact with the sea. To select the bomb, click on the CARGO icon which is situated towards the bottom left of the control panel. Fly towards your target and then press the fire button to release the bomb. As it falls downwards it will assume the velocity and direction of the aircraft at the point of release. If the bomb doesn't collide with a target after three or four bounces, it will detonate automatically. AIRCRAFT NAVIGATION The Aircraft Navigation section is your interface with the Carrier's advanced Navigation Computer. From this section, you are able to plot individual flight paths for each of the aircraft. To set a flight path, firstly click on the aircraft that you wish to set the course for. The aircraft must be either in the air, on a runway, or on the deck ready for take-off. Use the map manipulation icons (as described in the Carrier Map Command section) to zoom in to the required resolution, and then click on your chosen destination point. A small cross-hair marker will be plotted at this point. Next, you should select the altitude and speed at which you wish the aircraft to fly, by clicking on the icons situated at the bottom right of the screen. To program these settings into the Navigation Computer, click on the PROG icon--a small disc with the aircraft's number in the centre will appear to show the aircraft's destination point. Provided the aircraft is on Autopilot, and in the air, it will immediately change its course and head for the programmed destination. If the aircraft is on the deck of the Carrier, or docked on a runway, it will adhere to the light- path once it has been launched. If you wish to clear a flight-path program, click on the CLEAR icon. It is important to always bear in mind the fact that aircraft have only a limited range, for two reasons. Firstly, their fuel tanks dictate their maximum flight distance--to carry out a long-distance raid will entail island-hopping, refuelling from island to island. Secondly, the Carrier's remote aircraft control systems have a range of only a few miles before they become susceptible to jamming by the enemy, and unless kept in range of the Carrier, the aircraft telemetry signal will initially weaken, and then be totally lost. If this happens, the aircraft will self-destruct, in order to avoid the possibility of its control being taken over by the enemy. However, a single Long-Range Communication Pod may be fitted to one of the aircraft. This will enable it to fly anywhere within the island complex (subject to fuel consumption) and remain in contact with the Carrier. The Communications Pod may be activated in the Aircraft Fitting section. Clicking on either the CENTRE ON CARRIER or the CENTRE ON AIRCRAFT icon will jump to the second highest resolution, and centre the display on either the Carrier, or the currently selected aircraft. The FLAG icon, when selected, displays the aircraft number and its X,Y coordinates alongside the directional representation of the aircraft, when the map is at its highest resolution. The REPORT icon determines whether or not the Navigation Computer generates a message when the aircraft reaches its destination. It is usually selected, therefore a message is sent to the message line, and the Messaging Computer. AIRCRAFT FITTING Before an aircraft can be launched from the Carrier, it needs to be refuelled and fitted with a supply of weaponry. When originally manufactured, the aircraft do not contain any weapons, and whenever they are returned to the Carrier's hangar, all weapon systems are removed and returned to the stores. The top left quarter of the display always shows the view from the Carrier's Helm, and the rest of the central display is dedicated to the fitting procedures. At the bottom of the screen, between the icons is an aircraft status display. To fit an aircraft, it must be in the hangar (if an aircraft is destroyed while in service, and a spare aircraft is available in the Carrier's stores, it will automatically be transported to the hangar as a replacement). Click on the aircraft icon to select which one you wish to fit. The right-hand side of the screen displays an underside view of the aircraft, with its mounting point, a bar indicator to the left, showing how much fuel is in the aircraft's twin tanks, and the repair state to the right, shown as a percentage. REFUELLING To select their quantity of fuel for the plane, click on the two icons which are either side of the REFUEL box, until the required fuel level is reached. Below the Refuel box is a bar indicator showing how much aircraft fuel is stored on the Carrier. FITTING WEAPONS The bottom left-hand quarter of the display contains the Payloads section. Cycle through the range of available weaponry by clicking on the + and - icons. For each weapon, you are told the quantity available in the stores, its weight, its mounting type, and a description of the weapon along with a graphical representation. Once you have selected a weapon type (you are generally advised to mount a Quasar ground attack laser cannon in the centre mounting, unless you require alternative weaponry for particular missions), click on the weapon icon itself, and drag it onto the desired mounting point. If the weapon brings the payload weight of the aircraft above its maximum limit, or if the weapon is unsuitable for mounting in the selected position, you will be informed with a suitable message. At any time, you are able to mount an alternative weapon, simply by dragging it onto an occupied mounting point. Likewise, you can remove a weapon by clicking on its position on the aircraft and dragging it back to the Payloads section of the display. REPAIRING AIRCRAFT Each aircraft has a repair state, which is displayed to the right of the underside view of the aircraft. To repair an aircraft, click on the REPAIR icon. The repair process can be aborted at any time by clicking on the CANCEL box. Once the repair state reaches 100%, or if the repairs are cancelled, the aircraft will undergo flight preparations. To send a fitted and refuelled aircraft up on the lift to the Carrier's deck, ready for launching, simply click on the DECK icon, provided the deck is clear. REPLACING DESTROYED AIRCRAFT If one of your four aircraft is destroyed in action, you will want to replace it with another one. Click on the icon of the manta that has been destroyed (1-4) and you will see that the REPAIR icon has been replaced by the TRANSFER icon. Providing your island network is operational, and you therefore have aircraft being constructed and sent back to the Carrier's stores, you will be able to send a Manta from the stores to the docking Bay by clicking on this icon. AIRCRAFT TRAFFIC CONTROL Once an aircraft has been fitted with a suitable quota of weaponry, and it has been refuelled, repaired and prepared for flight, you are ready for launch. Select the aircraft you wish to launch, by clicking on one of the four aircraft icons, and then click on the FETCH icon to bring the aircraft up from the hangar (if you have already clicked on the DECK icon while in the fitting section, you will not need to do this). When the lift has returned with the aircraft, click on the LAUNCH icon. Once the aircraft has been launched, it will be locked into a circular holding pattern, until direct control is assumed. The information box at the bottom right of the control panel shows the current operational state of each aircraft. As long as it is within range of the Carrier, by switching to autopilot mode and clicking on the LAND icon, the aircraft will be brought in to land on the flight deck. It is possible to cancel the automatic landing sequence at any time by clicking on the ABORT icon. Clicking on the HANGAR icon will send the aircraft currently occupying the flight deck down to the hangar, ready for refitting. Note that only one aircraft can occupy the flight deck or the lift at a time. AIRCRAFT INFORMATION The Aircraft Information screen is a full screen display split into four sections, showing the current status of each of the four aircraft. Each plane has its current status displayed (e.g. IN HANGAR, ACTIVE, DESTROYED), and if it is Active, information such as its position, current island, repair state, payload weight and a list of the current payload are displayed. CARRIER COMMAND--ATARI ST GUIDE Before you load Carrier Command, you are advised to read the Mission Briefing. Once you have loaded the game, you should read through the Carrier Operations Guide, trying out the various sections of the Carrier, and familiarize yourself with its operational procedures, but first you should make a backup of the game and keep the original disk in a safe place. MAKING A BACKUP COPY Included on the Carrier Command disk is a special copier for making backups of the disk. You are advised to make a backup of the original disk, and always use the backup to play from. To make a copy, you will need to go to the GEM desktop (either insert a disk which boots up in the GEM environment, or switch on the machine with no disk in the drive, and wait for about a minute). Insert the Carrier Command disk in drive A and double click on the Floppy Disk A icon, and then on Backup.tos. Form then on, follow the instructions contained within the program, and ensure that you have a blank disk ready. The copier will detect whether your drive is single or double sided. LOADING INSTRUCTIONS Insert the Carrier Command game disk in drive A and switch on the computer. After about five seconds the title picture will appear, and the game will load after approximately twenty seconds. CONTROL DEVICES PERIPHERALS Carrier Command supports both mouse and joystick control. The whole game can be played with the mouse, but if the joystick is preferred, the space bar is used to emulate the right mouse button. The joystick should be plugged into port 1, and the mouse into port 0. The game initially has the mouse control selected. To select joystick control, simply move the joystick in any direction, and to reselect the mouse press the left mouse button. CLICKING The concept of clicking is important to comprehend when playing Carrier Command. When you are requested to click on an icon, press either the left mouse button, or the fire button if you are using a joystick. CONTROL MODES The second concept to familiarise yourself with is that of the two control modes: In "Pointer Mode", you move a pointer/cursor around the screen with the mouse or joystick. This mode is used to click on icons by pressing the fire button (either the left hand mouse button, or the joystick fire button). By pressing the right hand mouse button or the space bar, you are put into "Direct Control Mode", and in this mode the mouse or joystick movements will actually control your aircraft, Amphibious Assault Vehicles, Carrier, etc. KEY CONTROLS Although Carrier Command can be played entirely from the mouse, a number of keys are supported to increase the flexibility of the game's control system. Generally, you can use the up and down arrow keys to accelerate and decelerate the Aircraft, Amphibious Assault Vehicles and the Carrier itself. The arrow keys will also emulate the four arrow icons on the navigation screens and the Laser Turret targetting screen (one advantage of the is that two keys may be used together to provide diagonal movement), and the Insert and Clr/Home keys emulate the Zoom In and Zoom Out icons. The numeric keys 1 to 4 can be used to select which aircraft or tank you wish to control, as an alternative to clicking on the numeric icons. STARTING THE GAME Once the game has loaded, you will be presented with the Front End screen. Click on Strategy Game if you want to begin a new game of Carrier Command, Action Game if you wish to play a mini version of the game to improve your combat skills, or Load Old Game to load in a previously saved game position. A number of file and gem management options are available from within the game. Click on the appropriate icon: SURRENDER--This option allows you to abort the game--effectively surrendering to the enemy forces. You will be given a chance to cancel this order. GAME OPTIONS--This option allows you to change various user-definable features, by clicking on either YES or NO boxes next to each option. These options are saved with your game position. SAVING THE GAME POSITION FORMAT DISK--This option allows you to format a disk so that it is suitable for saving game positions. To format a disk, insert the disk in Drive A. Ensure that the disk is blank, or not needed for other use, since the format routine will erase all information that is currently held on the disk. Select the single sided option, even if you are using an Atari ST with a double sided drive. Once the disk is formatted, you will be able to save game positions to it. Note: As a by-product of including this option in a game, you are able to use the format routine to format disks for normal use. The Carrier Command formatter actually produces 'turbo' disks, which have either 400k (single sided) or 800k (double sided) of available disk space, and they also use a special disk format which means that files will load at a considerably increased rate. SAVE GAME This option allows you to save your current game position to disk, for later retrieval. Carrier Command uses a special disk format to store its saved games, so before you are able to save a game, you must prepare a disk; for more information, please refer to the FORMAT DISK instructions. Insert the Saved Games disk in Drive A and then select the disk area in which you wish the game to be saved. There are four to choose from, and if you select an area which already had a saved game position stored, it will be overwritten by the new position. If you do not wish to save a game, you may select the CANCEL option from this screen. THE HUNT FOR RED OCTOBER ************************ BACKGROUND INFORMATION ********************** Submarines have been described as the "Capital Ships" of today. Every major maritime power is investing in sophisticated technology and design research to make these potent weapons harder to discover and more deadly. The submarine's main enemy is sonar. Whilst passive measures, such as new hull designs and anechoic (noise-absorbing) tiles have become more widespread, submarines still have to endure the nerve-wracking hunts for their presency by the sonar beacons carried on modern ships and aircraft. Once located by the hunters, the traditional weapon for attacking submarines is the depth-charge. however, to allow a modern day submarine with sophisticated weapons systems into depth-charge range is very dangerous for a surface vessel. Most Soviet Anti-Submarine Warfare vessels carry a rocket launcher system to provide the greater range required. This solves the problem of a torpedo being too slow and limited in range as it can be delivered to a point where it will "home-in" on the target. The U.S. Navy is about to introduce the ASW-SOW (Anti-Submarine Warfare-Stand Off Weapon) which uses a rocket fired from a safe distance to deliver the torpedo the the target area. The torpedo parachutes into the sea homing-in on its target. Submarines can fire torpedoes at other submarines, but normally the defending submarine can outrun it. Even greater threats to submarines are mines and aircraft. Most submarines carry mine warning equipment to help avoid U.S.Navy Captor mines. These have no Identification - Friend or Foe (IFF) function and automatically release an acoustic torpedo if triggered. The threat from the air is even more deadly as this is far more difficult for the submarines to detect or defend against. A task force hunting down a submarine can extend around itself a search zone far in excess of the submarine's effective torpedo range. A typical ASW engagement has several distinct stages. The first stage is the search, where the hunter seeks out his quarry. At this stage the hunter may be operating in excess of optimum ASW speed, and hence be vulnerable. It is likely that the search will be confined to passive sensors, aided by any other input that may be obtained from satellites or seabed detection sensors. Once contact has been established classification begins. The acoustic signature of the target will be compared to those in the hunter's data banks. This will determine the type of target and to avoid giving away the hunter's position will be accomplished, if possible, by using passive sensors again. The hunter then moves into an attacking position to maximise the opportunity for success for its weapons. In the case of submarines this is about half the maximum range of 10-12 nautical miles of its torpedoes. If the attack is unsuccessful there follows a phase of highly manoeuvrable "dog-fighting" between the combatants, before the engagement is terminated, either by a fatal hit, or by one of the participants breaking off the conflict. Once locked in combat the homing torpedo is a deadly enemy. Towed arrays streamed about 400 yards astern can be used to generate simulated propellar noise or flak to distract incoming torpedoes. If a submarine threat is identified it must be fully investigated. Whilst the main body of a task force may turn away, ASW ships and aircraft will attempt to establish contact. Tactics such as a "noisy" sprint followed by a totally silent "drift" to the target are still employed by modern-day nuclear submarine commanders in order to gain advantageous attacking positions. In summary, the commander of a nuclear powered submarine controls one of the most powerful weapons known to mankind. Difficult to detect. Swift to strike. Pressurised decisions are the order of the day - one mistaken judgement could be your last. COMMANDER'S BRIEFING As the most senior of Russian submarine commanders you are ordered to test the latest in Soviet naval technology - a submarine so quiet, with a revolutionary new drive system, that it is almost undetectable. But you have decided to defect. Your officers have been hand picked and are willing to risk their lives to join you. The enlisted crew members suspect nothing and you must ensure that this remains the case. Your carefully worded mission orders (which are completely fake) are designed to conceal your true purpose. Unfortunately, any Soviet naval vessel of importance carries a KGB-appointed Political Officer of a rank close to or even higher than your own, and this person would certainly recognise the falseness of your orders. Shortly after departure you kill him. You have also alerted the Soviet authorities to the enormity of your crimes by sending a confession on cassette to your Admiral explaining the defection. They will try to stop you at all costs. Moreover, you cannot rely on the Americans for 100% support. They are far from certain that this is not some double-bluff operation. The simulation starts in the Reykjanes Ridge. The primary aim here is to avoid detection amongst the deep rock formations. Interspersed in this area will be Russian vessels, both surface and submarine, U.S. attack submarines, and a complete underwater listening network, with the sole aim of preventing vessels such as the Red October from slipping through. Whilst stealth is vitally important at this stage, so is the fact that progress needs to be made. Events planned for later in the voyage include the failure of the nuclear power plant. You will therefore need to use the diesel back-up engines to replace the nuclear powered propulsion system. Extended use of these engines increases the need to surfact to recharge the batteries, and therefore increases the risk of discovery. Failure to make sufficient headway early in the game will result in greater problems later. Once your false orders have been read to the crew, you must not raise their suspicion unnecessarily. To journey to the wrong part of the map will raise worried questions from your navigation officer, and may result in your being relieved of your command. The plan is simple. Your orders have directed you to test the defences of the eastern seaboard of the USA. As you cross the Atlantic, your engineering officer will fake a leak in the nuclear power plant which necessitates the crew being evacuated onto an American vessel. The heroic officers of Red October will scuttle the vessel to prevent it from falling into capitalist hands. In reality the Americans have arranged a rendezvous with Red October in order to scuttle one of their own submarines and keep Red October for themselves. The rendezvous is scheduled to take place just outside US territorial waters. To enter US territorial waters may not be catastrophic for you, but docking at a US post most certainly would be. Under maritime law the Soviets would be able to reclaim the Red October swiftly. This simulation gives you the chance to pit your wits and skills against the world's most powerful fleet. Are you up to the job? GAMEPLAY, STRATEGY AND TACTICS The control mechanism of the Red October is entirely icon driven to allow the swift transmission of orders. Once an order has been issued by the Captain, the officer responsible will acknowledge and execute it. Once complete, the officer will confirm it via the message window. Control of speed, depth and bearing are the three tenets by which a submarine commander lives or dies. They are continually displayed on the left-hand panel and allow the Captain to evaluate the main display area data. This area can either be used to review the local position or the broader North Atlantic projection. The latter map shows approximate positions of all known fleets and, of course, the Red October. This data, however, may become flawed as time progresses and the position of ships alters. The contour screen is of greatest use to the Captain in the early part of the game, as he negotiates the very complex series of valleys in the Reykjanes Ridge - affectionately renamed by the crews of the Soviet Northern Red Banner fleet as "Gorshkov's Railroad" after their Admiral Gorshkov. ]This area is the main dispersal route for Soviet ballistic missil submarines. It is also where Soviet and US attack submarines surreptitiously wait to track and ultimately eliminate any threat. The contour screen allows the player to plan routes through the Ridge area, as well as any other shallow areas. Sonar sweep can be superimposed on the contour screen to allow identification of other vessels in the vicinity. You may also use the display area for the periscope view which show full details of all vessels in the area. The attack scope will lock data into the fire control computer to allow the maximum chance of a "hit". A submarine's main strategic strength is surprise. The ability to attack without warning and escape into the depths silently is the key to survival. Red October has a unique advantage over all rivals and contemporaries. It is fitted with the caterpillar drive system, which facilitates a silent, virtually undetectable, passage through the ocean's waters. To use this system, however, reduces speed by nearly two-thirds. The longer Red October delays reaching its clandestine rendezvous with the US Navy the greater the chance of detection by the Soviet fleet. Any undue delay must be avoided - the net will tighten! To fulfill your mission you must deliver Red October to the Americans, intact and irretrievable. Failure means certain death. NAVIGATION During the initial section of the game you must navigate through Reykjanes Ridge, some of the most dangerous submarine landscapes known. Using the gradiometers you can utilise projected cross sectional displays which help you plot the safest route through the area. The principle routes through the Ridge are well documented and known by all submarine commanders. Both Russian, US, and NATO forces will be in position and must be avoided. To disguise your presence requires the nerve to manoeuvre Red October around massive obstacles and camouflage the sonar input to other vessels. The main danger to avoid is grounding or damaging Red October. Its carefully designed hull is aimed at minimising noise and cavitation and fragile hull sensors provide much of the electronic data needed for navigation. Great care must be used. There is also the danger from mines. "Captor mines" deployed by the US Navy have no IFF sensors (Identification Friend or Foe). These fire acoustic torpedoes at submarines which trigger pressure-sensitive launch mechanisms. Other mines may also be present. They hydrophonics officer will keep you posted on these dangers. When other vessels are in the area the Red October comes into her own. The caterpillar drive system minimises the risk of discovery, however, to use any active system will negate this advantage. To avoid detection it is vital to minimise speed and noise levels and vary depth according to local conditions. By using the inbuilt systems advantages of Red October and the surrounding terrain you will have a better chance of evading pursuers. UNDER ATTACK Once located, it is possible that a submarine could track Red October without you realizing because of the limitations of passive sonar. It is essential therefore that the commander regularly checks that no "tail" has been acquired. The manoeuvre known as "Crazy Ivan!", requiring a sudden 360 turn, is a useful ploy. It results in a following submarine having to react rapidly, silently and change its course, if it is not to be revealed. If the Red October is attacked there are several options available. The most simple is to outrun the torpedo. Modern torpedoes are not as fast as a submarine at full power and the longer the missile is in the sea the greater the potential to deflect or confuse it. This method creates a great deal of noise, however, and precludes a long "cat and mouse" engagement. A second option is to lay an electronic decoy. These decoys simulate propeller noise and submarine sounds in the water and are towed about 400 yards behind the submarine, where a missile may explode harmlessly. A third and more risky option is to head towards the torpedo. In order to prevent the torpedo from detonating, it must be intercepted within the "safe detonation" area. This is the minimum distance (about 1000 meters) that a torpedo must travel from the attack submarine before it can explode otherwise the attack submarine itself may suffer damage. By intercepting a torpedo within the minimum distance, it will hit your submarine but not explode. ON THE ATTACK Red October's defensive capability is restricted to four torpedo tubes. Designed principally as a floating nuclear missile launch pad, the torpedoes are her only method of despatching a pursuing enemy to the deep. Having identified an enemy it is vital for the Red October to get into torpedo range. The maximum range is ten to twelve nautical miles. Normally, however, submarine commanders prefer to sneak in close to half that range to increase the chances of a hit. Whilst acoustic torpedoes can be launched by using sonar bearings through the fire control computer, it is perhaps illuminating that many attacks are still carried out with periscope sightings, despite the obvious risk of discovery. If the manual override mechanism on the torpedoes has been initiated, the bearing and elevation in relation to the target vessel are important. The sooner the missile reaches the surface, the more likely it is to be spotted visually and electronically. The missile should not be fired too deep as decoys may deflect the torpedo from its target. AMERICAN TACTICS Throughout this simulation the US Navy has one aim; to track the Red October, and assist the commanding officer to defect in accordance with its plan to get its hands on the sub. To achieve its objective the US fleet will shadow the searching Russian fleets whilst trying to track Red October with attack submarines from the Reykjanes Ridge. Once the Red October has been located, the US Navy will try to establish surface contact at the rendezvous point and ensure that an old US submarine is scuttled so that Red October can take on a new identity. The only thing that can alter the US tactics would be if Red October launched an attack on US forces. This would rsult in the US Navy joining the Russian forces in a "seek and destroy" mission for Red October, to prevent the "rogue ship" from causing a nuclear war. RUSSIAN TACTICS Russian tactics are to stop the defection - at any cost. All other nuclear ballistic missile submarines are recalled to base to prevent the US misinterpreting their action in deploying three search fleets in the Atlantic Ocean. Each fleet will carry out organized and joint search patterns for Red October in the Ridge and throughout the Atlantic. The Soviet naval air force will support each fleet through wide search patterns to trace the missing submarine. At the beginning of the simulation, the Soviet attack submarines will take up position off the major US military and commercial ports on the Eastern Seaboard of the USA to blockade entry by the Red October. All Soviet "spy" trawlers will be instructed to trace the Red October using the latest and most sophisticated tracking equipment. Information from these vessels can be a source of great danger to Red Octover and her crew. Russian tactics will vary with each game. The split second nature of decision making and the pressure to succeed can cause surprise reactions from the pursuing Soviet navy. If the Red October defects, many Soviet officers face disgrace. They may lose their jobs, perhaps even their lives. To succeed they may take foolhardy risks with their own ships and crew. As the game progresses the tension and the systematic search pattern used by the Soviet fleet increase the chance of detection. However, the Soviet navy is renowned for the poor security of its communications concerning strategic positions. The careful use of ESM - Electronics Surveillance Measures - may provide that vital piece of information on the deployment of Soviet forces to ensure your success. COMMAND MANUAL Red October is the latest Soviet nuclear ballistic missile submarine. Armed with 26 SS-N-20 Seahawk misiles, each with eight 500-kiloton multiple independently targetable re-entry vehicles - MIRVS - it reppresents a potent weapon, capable of destroying two hundred cities. Red October is also the first Soviet submarine to be equipped with the unique "Caterpillar" propulsion system. This allows the submarine to reduce the amount of cavitation sound it emits and therefore to remain virtually undetectable. In this simulation of The Hunt for Red October you are Captain First Rank Marko Ramius, Commander of Red October. Your mission is to guide Red October to the Eastern Seaboard of the United States of America...to DEFECT. THE DEFECTION The plot to defect has been devised over many months of planning. The simulation starts as Red October begins to negotiate the Reykjanes Ridge off the Icelandic coast. This area is the major route for Soviet submarines leaving the ports used by the Northern Red Banner fleet for the Atlantic Ocean and the US coastline. To navigate this area takes great skill as the US and NATO have concentrated their submarine detection networks on this area. The objective for the player is to navigate to the Atlantic, rendezvous with the US Navy away from the Soviet fleet and arrange a transfer of crew. This allows the US Navy to create a suitable subterfuge on the fate of Red October to allow them to smuggle the vessel secretly to port. To sail Red October openly into a US port would result in the Soviet authorities reclaiming the vessel under maritime law. The crew of a hundred enlisted men are not aware of the planned defection. It is important therefore not to deviate greatly from the orders, albeit false, given to the crew at the beginning of the voyage. These orders are that Red October is to probe the eastern seaboard defences of the USA and on completion to head to Cuba on a courtesy visit. Designed to disguise the true intention of the mission as well as tantalise the crew with the excitement of the Cuban visit, the orders are far removed from those originally given to you be the Political Officer. You must also take into account that the Soviet fleet's only aim is to prevent Red October from falling into American hands. If it is necessary to destroy Red October then it will. LOADING INSTRUCTIONS Amiga : Insert disk at workbench prompt and the disk will auto-run. CONTROLLING THE RED OCTOBER Once the game has loaded you will be shown the High Level Command Screen (Figure 1). Also on the map will be a mouse pointer (in the shape of an arrow and sickle). By moving the pointer over the relevant parts of the sceen and clicking once on the left-hand mouse button the action indicted will be selected. COMMAND STRUCTURE Figure 1: High Level Command Screen !---------------!-----------------------------------------!----------------! ! ! ! ! ! ! ! C ! ! ! ! ! ! ! ! SONAR ! ! ! A !----------------! ! ! ! ! ! ! ! D ! ! ! ! ! ! ! ! ENGINES ! ! ! !----------------! ! ! ! ! ! ! ! E ! !---------------! ! ! ! 30 DEC 221:45 ! ! WEAPONS ! !---------------! !----------------! ! ! ! ! !---------------! ! F ! ! SPEED 00000 ! ! ! !---------------! ! SCOPE ! ! HEADING 0000 !<--B !----------------! !---------------! ! ! ! DEPTH 00000 ! ! G ! !-------!-------!-----------------------------------------! ! ! /\ ! ! MAPS ! ! ! H !----------------! ! \/ ! ! !-------!-------------------------------------------------! A - Main Display Window E - Weapons Officer B - Main Control Panel F - Periscope C - Sonar Officer G - Main Display Control D - Engineering Officer H - Message Window A. MAIN DISPLAY WINDOW This is a large scale projection of the North Atlantic area. The position of Red October is shown on it as a small red submarine. It also shows known positions of major fleet formations, both Soviet and NATO, in blue and green respectively. These positions will be updated throughout the game based on the latest intelligence available to Red October. B. MAIN CONTROL PANEL !---------------------------! ! !-----------------------! ! ! ! A ! ! ! !-----------------------! ! ! !------! !---------! ! ! ! ! ! N ! ! ! ! C ! !W E !<--- B ! ! ! ! S ! ! ! ! ! !---------! ! ! ! ! ! ! !------! ! ! !-----------------------! ! ! ! 30 DEC 21:45 !<--- D ! !-----------------------! ! ! ! ! ! !-----------------------! ! E --->! SPEED 050 ! ! ! !-----------------------! ! F --->! HEADING 134 ! ! ! !-----------------------! ! G --->! DEPTH 000 ! ! ! !---------!--!----------! ! H --->! CONTOUR ! ! SONAR !<--- I ! !---------! !----------! ! !---------------------------! This panel provided the Captain with instant control over the major navigational functions. Icons can be activated by a single click as follows. A - Speed Indicator - On this guage the Captain can change speed by clicking on the required level and then the execute button. This is used when the Captain wishes to change speed very quickly. B - Compass - The compass allows the Captain to click on a required heading and then click on the execut button, to change course. C - Depth Guage - On the depth guage, by clicking on the depth required, the Captain can make rapid adjustments whilst still analysing other data on the main screen display. Once executed the main indicator will move to the indicated depth position. D - Clock - A "gametime" clock may be accelerated by holding the mouse button down continuously over the right-hand area of the clock. To slow the clock to gain time, press the mouse button continuously over the left-hand side of the clock. This speeding up of the clock allows the Captain to accelerate the passage of time until a further order is required or message received. N.B. It is dangerous to use this function in areas where navigation is complex, otherwise you run the risk of grounding and damaging Red October. E - Speed Readout - This indicates the current speed in knots. By clicking on the icon the Captain is given the option of increasing or decreasing speed. (Figure 3.1).If he selects 0 knots he is giving the order of "total silence". This may be used when trying to avoid detection. F - Heading Readout - This provides accurate control of the heading of Red October. When setting a course this is the best method of ensuring that the course set is correct. However, if the Captain wishes to perform an evasive manoeuvre involving rapid changes of course he may elect to use the quicker compass method outlined in B above. G - Depth Readout - Depth is given in meters. It is essential that the Captain is aware of this for two reasons - first, he must not dive below the safe pressure depth of 450 meters. Secondly, he must ensure that depth is apprepriate for the seabed terrain. H - Contour Display Control - This turns the contour display map in the main area on and off, as the Captain requires. I - Sonar Display Control - This turns the sonar display area on and off, as the Captain requires. Figure 3.1: ORDER EXECUTION PANEL Once the Captain has selected the parameter he wishes to change - speed, heading or depth, he must execute the order for his officers to obey. !-------------------------------------! ! !---------------! !---------------! ! A --- >! EXECUTE ! ! CANCEL !< ---B ! !---------------! !---------------! ! ! !------------------! ! ! ! SPEED !< --------- C ! !------------------! ! ! !---------------------------------! ! D --- >! 0 0 0 KNOTS ! ! ! !---------------------------------! ! ! !-------------! !---------------! ! E --- >! DECREASE ! ! INCREASE !< --- F ! !-------------! !---------------! ! !-------------------------------------! A - Execute Order - Clicking on this button will execute the order selected by the Captain. This must be done before any order form the main control panel can be executed. B - Cancel Order - This cancels the order originally selected by the Captain and can only be prior to execution. Once an order is executed then only a fresh order countermanding it will prevent it from being carried out. C - Function - This shows the function that the Captain is adjusting - speed, heading or depth. D - Function Readout - This shows the level of the function at the time of the order, and can then be changed to the new level required, by using increase/decrease buttons. E - Decrease Button - Decreases the level shown in "D" until it reaches the level required by the Captain. F - Increase Button - Increases the level shown in "D: until it reaches the level required by the Captain. Combined with "E" it allows the Captain to "fine tune" the submarine's speed, heading or depth, rather than the approximate orders given via the main control panel. On execution of an order the original panel (Figure 3) will return and the Captain can adjust other parameters whilst new orders are being implemented. Each change of the instructions must be executed and acknowledged by the relevant officer. The officer will also report when the order has been accomplished. Once an order has been given the Captain can concentrate on other more pressing matters, safe in the knowledge that his hand-picked officers will respond correctly. This flexible and simple command structure means that numerous orders may be given and complicated manoeuvres performed with the minimum of effort. GIVING ORDERS TO OFFICERS Clicking on the Sonar Icon displays the functions of the Sonar Officer. Sonar represents the ears of the modern submarine. Sonar technology has developed to such a degree that listening to the sound patterns of a vessel as it moves and operates enables trained operatives to recognise vessels with remarkable accuracy. Submarines operate with a continuous passive sonar which gives approximate details of targets and their identity or heading. The data, however, is highly subjective and it requires verification by visual sighting, further triangulation or by the use of "active" sonar to gain an accurate fix on the target. It also leaves vulnerable blind spots which can be exploited by hostile attack submarines. A - Sonar/Contour Display - This screen calls up the contour display of the sea bed. This accurate relief map is supplied by gradiometers fitted to Red October which sense the depth of the Ocean, and project the known area around the vessel. The gradiation is by color, white being the peaks of rock formations, and the darkest blue, the sea bed itself. By using this information together with the sonar information supplied, and superimposed on the map, the Captain can navigate his way through the treacherous Reykjanes Ridge to the relative safety of the mid-Atlantic. The contour control turns the contour display on and off, as indicated in the main control panel section. When turned off, the contour map becomes the sonar screen. This screen indicates all sonar contacts picked up from either passive or active sonar. Each reference is keyed and details of the contact are shown in the message window. The bearing shown is from Red October to the sonar contact. The range is in nautical miles, together with the approximate heading of the contact. Approximate speed in knots is also shown. This information is updated by use of passive or active sonar. It may be considered necessary by some commanders to verify data with visual sightings. The message window data can be used by either the hydrophonics window or as the fire control computer to lock onto a target for analysis or attack. Selection is made by moving the opinter over the appropriate symbol and clicking once on the left-hand mouse button. When there are a large number of sonar contacts on screen the list can be scrolled up and down using the arrows shown on the left-hand side of the message screen. The sonar information window can also be turned back to the ordinary message window by clicking on the page symbol between the scroll arrows. B - Active Sonar - Clicking on this icon authorises the emission of an active sonar signal. The results are two-fold. An accurate sonar picture will be given, allowing the Captain to assess a target, its speed, heading and identity. It will also indicate to the ships on the receiving end of the active sonar that, if they had not already discovered it, a potentially hostile submarine is in the area and may be about to launch an attack. This use of active sonar may also give the target ships a fix on the submarine';s bearing. The use of active sonar is therefore risky. But the benefits in terms of prosecuting an attack are substantial as it will reveal detailed information on the target vessels essential for an attack to succeed. C - Cross Section Window - This gives the Captain a window in the message area which shows a cross-sectional analysis of the sea bed. This can either be along the 90 or the 180 axis of the submarine and alternated between them within the window. The views may also be magnified and de-magnified to allow the careful planning of routes through the more complex areas of the sea bed. Figure 4.4 !-------------------------------------------!-------!-! ! ! ----- !< --- A ! !-------! ! ! /\ !-------! ! ! / \ /\ /\ ! 0 !< --- B ! / \/ \ / \ !-------! ! ! / \ / \ /\ /\ ! /\ ! ! ! / \ / \ / \ / \ ! !< --- C ! / \/ \/ \/ \/\/!-------! ! ! / ! ! ! !/ ! \/ !< --- D ! !-------! ! !--------------------!----------------------!-------!-! ! E A - The 90 cross section gives the forward view of the submarine to allow the planning of routes directly ahead. B - The 180 cross section shows a projection to the side to allow an all round view of what routes are available to the Captain. C - The magnification button extends forward the view of the sensors. D - The de-magnification button reduces the forward magnification of the sensors. E - Actual representation of sea bed formations (magnified). D - Hydrophonics - This allows an analysis in the cross section window of the hydrophonic signal of the highlighted target to be compared with a library of existing signals.(Figure 4.5) It allows the Captain to make an accurate assessment of vessels in the target area. Figure 4.5 !---------------------------!----------------------------------------------! ! !-----------------------! ! ! ! ! ! ! ! ! !-----------------------! ! ! ! !------! !---------! ! ! ! ! ! ! N ! ! ! ! ! ! !W E ! ! ! ! ! ! ! S ! ! ! ! ! ! !---------! ! ! ! ! ! ! ! ! !------! ! ! ! !-----------------------! ! ! ! ! 30 DEC 21:45 ! ! ! ! !-----------------------! ! ! ! ! ! ! ! !-----------------------! ! ! ! ! SPEED 050 ! ! ! ! !-----------------------! ! ! ! ! HEADING 134 ! ! ! ! !-----------------------! ! ! ! ! DEPTH 000 ! ! ! ! !---------!--!----------! ! ! ! ! CONTOUR ! ! SONAR ! ! ! ! !---------! !----------! ! ! !------!--!--------!--------!-------------------!------------------!-------! ! ! ! ! Bearing Range Heading! <<--->><<--->><< ! ! ! /\ ! ! ! 251 01.6 051 ! B ! !--! ! !------! ! ! xxx xxxx xxx !------------------! !/\!<--! ! !--! ! ! ! xxx xxxx xxx !------------------! !--! ! ! ! ! ! ! ! ! ! dfkapdflaa doaf ! !--! ! C ! !--! ! ! A ! ! D ! ! ! ! ! !------! ! ! !------------------! !\/!<--! ! ! ! ! ! KRIVAK ! !--! ! ! \/ ! ! ! !--------!---------! ! !------!--!--------!-------------------------------------!----------------! ! D A - Sonar Screen Traces B - Current Trace Acoustic Signature C - Scroll Arrows for Data Bank D - Current Data Bank Acoustic Signature E - Current Data Bank Identity. E - Exit to Higher Command Level - This icon allows the Captain to return to the higher level of icons, and is present at all sub levels of command icons. DRIVE CONTROL Figure 5: Engineering Officer This icon calls up the Engineering Officer, and allows the selection of Red October's propulsion method. The most important factor in running Red October will be the Captain's choice of power and drive. This in turn determines the amount of cavitation and general noise level. The advantage of the caterpillar drive is based on the use of impellers rather than propellers. The submarine sucks water in through the bow, and the impellers eject it from the stern, thereby moving the ship. This eliminates the cavitation sounds caused by propellers. When conventional propellers turn at high speed they develop an area of low pressure behind the trailing edge of the blade. When these areas collapse under pressure, water rushes forward against the blade, causing noise and vibration, making detection easier. The speed advantage of nuclear power compared with diesel power is significant. The noise factor when using diesel power is also a problem when trying to avoid detection. However, after day 10 of the game, the nuclear power plant is withdrawn from use (as part of the defection plan) and the Captain is forced to use either the diesel power, or the more silent but slower caterpillar drive. The choice of propulsion is up to the Captain and the changeovers will be executed by the engine room on demand. Figure 5.1 NUCLEAR - Nuclear Power DIESEL - Diesel Power CATERPILLER - Caterpiller Drive PROPELLER - Propeller Drive EXIT - Exit to Higher Level WEAPONS SYSTEMS The Red October has only torpedoes to fire, and hence the Captain must decide simply when and what to fire. Figure 6: Weapons Officer This selects the weapons officer and allows control of Red October's offensive capability - acoustic torpedoes. Target selection can be either manual, or via the sonar messgae window which also acts as the fire control computer. The details from this system are used to aim the Red October's torpedoes. Figure 6: Torpedo Tube Status This icon gives the status of Red October's four torpedo tubes, including how many torpedoes are left for each tub. To change tubes, clice the left-hand mouse button over the icon. Figure 6.2: Manual Override If the Captain is unsure of the reliability or success of his acoustic torpedoes, he may select the manual override option. This brings into operation the heading and elevation control (Figure 6.3). By clicking on the arrows the Captain can set the heading and elevation angle for each torpedo. The difficulty is to avoid setting the angle too steeply to avoid possible visual sighting of the torpedo by the target, thereby alowing it to take evasive action. Figure 6.3: !------------------------------!----------------! ! HEADING ! ELEVATION ! ! ! ! ! !--------------! ! !-------! ! ! ! ! ! -! ! ! ! ! ! ! -! ! /\ !\ ! / ! ! ! \ ! -! ! ! \A B---------\ ! ! ! / ! -! ! ! / ! ! ! ! ! -!-------! \/ ! ! ! ! ! ! -! ! \/ !/ ! !--------------! ! !-------! ! ! 180 ! 000 ! !-------------!------------------------!--------! ! ! C D A - Scroll Arrows to raise/lower angle of elevation B - Scroll Arrows to change heading port/starboard C - Current heading of acoustic torpedo D - Current angle of elevation of acoustic torpedo Figure 6.4: Launch Torpedo The FIRE icon launches the torpedo. The noise and effect of launching a torpedo is a significant danger in that it gives away your position to the target. Figure 6.5: Lay Flack This icon allows the Captain to lay electronic decoys to deflect and confuse incoming torpedoes and missiles. The disadvantage of using such a decoy is that it creates extra noise which highlights your presence in the area. Whilst the Red October's primary role is to launch offensive missiles thate is no doubt that her offensive ship-to-ship weaponry would enable her to undertake an engagement with a surface vessel with a high degree of confidence and success. Figure 7: Periscope Systems This section of icons can only be called by the Captain when at periscope depth. Once achieved, the Captain may select his periscope view and check the horizon accordingly. Figure 7.1: Search Scope This gives a horizon view and is used to test if it is safe to surface and for identification of targets. To scroll the view, simply click over the direction arrows. Figure 7.2: !------------------------------------------------! ! ! ! ! ! ! ! ! ! H ! ! ! ! ! ! ! !------------------------------------------------! ! B ! ! A D F G ! ! C E ! !------------------------------------------------! A - Sonar Activity B - Battery Charge Level C - Periscope Left D - Periscope Bearing E - Periscope Right F - Compressed Air Level G - E.S.M. Activity H - Periscope View Figure 7.3: Attack Scope Icon This allows the Captain to take readings from the control panel and use them directly in his fire control system to enhance the prospects of a successful attack (Figure 4). Figure 7.4: !------------------------------------------------! ! ! ! !---------------------! ! ! ! ! ! ! ! !----------! ! ! ! ! ! A ! ! ! ! ! !----------! ! ! ! ! ! ! ! !---------------------! ! ! !------------------------------------------------! ! ! ! B ! ! ! !------------------------------------------------! A - Attack Sight B - "Lock-on Target" Control Figure 7.5: Night Scope This uses the latest image intensification technology to ensure that the Captain can also use visual reference. Figure 7.6: Electonic Surveillance Manual (ESM) The ESM antennae enables any messages being transmitted between ships to be intercepted and relayed to the Captain. It allows the overall perspective of fleet positions on the Atlantic map to be updated and may also give useful information about enemy intentions during the serach or rendezvous. The use of the periscope makes it easier to be detected through radar or even visual contact. Henct to deploy the periscope is a risky option. however, many modern submarine commanders prefer the security of visual sightings and identifications before launching an attack. THE MESSAGE WINDOW As the Captain gives orders and the situation changes, he will receive text information in the message window. Figure 8: Message Window !-------!-------------------------------------------------! /\ ! ! MAPS ! A -- ! /\ ! ! ! ! Message: ! B -- ! !--! ! ! ! !--! ! ! ! ! ! C -- ! \/ ! ! !-------!-------------------------------------------------! A - Scroll Messages Up B - Scroll Messages Down C - Change to/from Sonar Reference Window This contains all verbal responses to orders and other information including sonar contacts, ESM transmission intercepts, damage control reports and much more.... Messages can be scrolled up and down so that information may be retrieved if required. The message window also doubles as the sonar and fire control window by clicking on the central icon. It may also be partially overwritten by the hydrophonics data or the cross section window. Information is a submarine commander's lifeline. Observation of the data that passes through this window is absolutely vital for the success of your mission. PLAYER OPTIONS By clicking on the right hand mouse button, the player can call up a series of player options in the form of a desk top. These are called up by moving the icon pointer over them and clicking the left-hand mouse button. Figure 9: Player Options ABOUT RED OCTOBER - This section pulls down text information on Red October as general background for the player. SAVE GAME - This option allows the player to follow a series of on-screen prompts to save his current position on a blank formatted disk. LOAD GAME - This option allows the player to re-load a previously saved position from disk. In this way a game can be spread over several days, weeks or months. RECOGNITION CHARTS - This allows the player to pull down recognition charts of ships to assist his evaluation of periscope information. STRATEGY HINTS - This allows the player to pull down strategy hints on submarine warfare, and tactics for avoiding detection and attack. CONTROLLING RED OCTOBER - This gives details of how to control Red October and the detailed use of the systems it operates. ****************************************************************************** The Hunt for Red October docs typed for you by The Southern Star.... They were then edited and corrected by Sewer Rat and presented for your enjoyment with great anfractuosity by your munificent and magnanimous Sewer Software without any expectance of quidproque whatsoever. aw's real name is Carl Westerberg. He studied anthropology and archeology at EPYX SUB BATTLE Simulator! Keyboard Commands Screen Controls ________________________________________ Depth Controls | Right Window | Left Window | _____________________ | | | | | | 1 (Periscope View) | 6 (Map Display) | | 9 (Periscope Depth) | | 2 (Binocular View) | 7 (Side Display) | | 0 (Trim Depth) | | 3 (Tower View) | | | = (Depth Up) | |____________________|__________________| | - (Depth Down) | | | | |_____________________| | 4 (Sonar Screen) | 8 (Status | | 5 (Radar Screen) | Readout) | |____________________|__________________| ______________ View Controls | through | ______________________ Time __________________| Right Window | | | Compression | |______________| | RETURN Crash Dive/ | Controls | H (Scroll Left) | | Surface Toggle| ____________ | K (Scroll Right) | |______________________| | | | U (Match View to Heading) | | Q (Slower) | | J (Match Heading to View) | | W (Faster) | |____________________________| |____________| __________ Engine _______________ | | Perscope Speed Controls | | | R Radar | Controls _______________ | E Diesel/Elec | | On/Off | ___________ | | | Toggle | | Toggle | | | | [ (Speed Up) | |_______________| |__________| | O (Lower) | | ] (Slow Down) | | P (Raise) | |_______________| Zoom Controls |___________| ____________________ ______________ ________________ | | | | | | | ? Show Coordinates | | Z (Zoom In) | | M Deploy Mine | |____________________| | X (Zoom Out) | |________________| |______________| ____________________ A = Right Amiga (A) __________________ | | _______________________ | || B Charge Batteries | | | | S Silent Running ||____________________| | A a Abandon Ship | |__________________| ___________________ | A e Send SOS | | | | A g Navigator | | V X7 Power Toggle | | A i Radio Position | |___________________| | A l Send Shore Party | _______________________ | A m Mission Assignment| | | Heading Controls | A n New Game | | C Side Display Toggle | ___________________ | A o Transfer Torpedo | | (Left/Right) | | || A s Suspend/Continue | |_______________________| | . (Heading Left) || Game | ____________________________ | , (Heading Right) || A t Time Compression | | ||___________________||_______________________| | T (Fire Forward Torpedo) | | Y (Fire Aft Torpedo) | Typed by: _____ _ _ | G (Fire Anti-Aircraft Gun) | | | | | F (Fire Deck Gun) | | |--| |____________________________| |HE _| |_ELLION ***************************************************************************** This Doc is brought to you by Sewer Software. The above Doc was ported from the Amiga by Sewer Possum and edited by Sewer Rat. Thanks to Pirasoft/ACU for the original doc. Those using the ST version should try the right 'SHIFT' key or the 'ALTERNATE' key in place of the 'AMIGA' key, denoted in the above instructions by the A. to establish their new empire on a KNIGHT ORC WALK-THRU Ported from Amiga to ST by SEWER POSSUM. Thanks to Pirasoft/ACU for the original file. Edited and corrected by SEWER RAT. ======================================================================== KNIGHT ORC has one of the most user-friendly parsers of any computer adventure. For purposes of this walkthru, we will be taking full advantage of that parser. Instructions such as GO TO THE MOUNTAIN or FIND THE TROLL do not require you to search around or enter a string of directions. Simply enter that command and let the program do the work. Unfortunately, the game is populated by a party of adventurers who will try to start a fight with you for any or no reason. When starting out on any one section, it does no harm to enter the "ramsave" command. If you take too long trying to accomplish something, you may look around to discover that every adventurer and his auntie are getting in your way. In these cases, entering "ram restore" will bring you back to a, hopefully, manageable situation. Finally, although the game comes in three parts, note that Parts 2 and 3 are intimately related so that you actually complete them together. If you're anxious to understand the workings of these two parts, read "The Story Behind the Story." Otherwise, you can try to piece the background together as you proceed. Good morning Grindleguts! Sleep well? Bit of a headache? Sorry for the inconvenience but you're about to be skewered. It can't be avoided I'm afraid so you'll just have to suffer the indignity; that's a good orc. Wake up again and smell the garbage Grindleguts, it's time to get moving. Wear the cloak (the less people recognizing your Orcish features, the better), take the knife, and leave the trash heap. First, go to the Bar and examine it. There's a lot to see and explore there, but all you need is the spear. Take it and go to the castle. The innkeeper may, at any time, decide he wants his spear back. If he takes it, simply follow him back to the Bar and take it again. From there, go to the castle and read the note on the drawbridge. Throw the spear at the drawbridge (lucky you decided not to knock on it yourself!), pick up the spear, and go in. While you're standing on the lowered door, drop the spear and continue north. Go north to the stairway and up. From the top of the tower you can see every place you'll need to visit in order to complete Part 1: the Gibbet, the Clearing, the Crossroads, the Fairground, the Lawn, the Cave, the Oak, the Tower, the Well, and the Viaduct. Go down the steps and leave the castle, picking up the chest and the spear on your way out. Start at the Gibbet (which is apparently where criminals such as yourself usually end up) and take the noose. This is the first piece of rope you must obtain in order to escape from Part 1. From here, go to the Fairground and examine the flagpole which has the halyard tied to it -- another piece of rope. Tie the halyard to the rope you already have and you can be on your way. Go to the Well and tie your rope to the roller. Climb down the rope and take the Hessian hawser (yet another piece of rope), take the bucket if you wish, and climb back up. Take your rope and tie the hawser to it. Take the welcome mat and the key which you find underneath it. With the key, unlock the chest from the castle. There's a cord which supports the back of the chest -- yes, help yourself to it and tie it to your rope. By now, you've noticed that the so called treasures really aren't worth anything to you. But one, any one, will now come in handy. Take it and go to the Cave. Inside is a hermit who breaks into laughter when you offer him your treasure. When he turns around to put it in his (ZORK?) trophy case (If you've played THE PAWN, you're going to enjoy this!). HIT HIM! While he's flat on his face, take his belt and tie it to your rope. From here go to the Clearing. There's a goat here with a tether. (If you've played GOLDEN PATH, you needn't be worried). Take the tether, tie ision to surface for air. Programming Your ability to program RUF to search given coordinates. Strong programming skills let you program RUF to search a larger area for each minute invested. Weapons How well you load and fire your weapon. This is critical when you're confronted with enemies. Health Your overall well-being. All agents begin with 100% Health, but that can change according to what you do and how you perform your tasks. Health affects all your attri- butes. For instance, if you're at 50% health, all your attribute values are reduced by 50%; you will use air twice as fast, your range with RUF is cut in half, and so on. When it's down to zero, it's time for you to change your identity and start your career over again. Although you worked hard at the Academy to sharpen all your attributes, these values are determined mostly by fate. Your control is limited to one attribute, which you can increase five points by clicking on it with the arrow. You're asked, "Is this character ok?" If you don't like the values, click No and try again. Once you're satisfied, click Yes and you'll be asked for an initialized disk. This disk will become your ID disk, which you'll put into df0: (the internal drive) to store your new character on. Questioning the Informants After headquarters explains your assignment, a screen with the silhou- ettes of each informant appears. (If you don't want to listen to the entire speech for headquarters, hold down the button to fast forward through it.) Click on the box of the informant you'd like to question or click Continue if yo'd rather go straight to the mission. To learn a little about the informant you're dealing with, press and a short profile appears. To return to the informant, click Done. You have several methods of questioning. Because each informant has his or her own personality, a particular method may work for one informant but not for another. Getting useful information is a tricky process that requires a savvy of who you're dealing with. Remember that informants have their limits. Push them too far - by threatening them too much or by bribing them excessively - and you may find that they won't give you any information. If this happens, it's up to you to reverse their bad opinion of you. All of the informants have critical information so it's wise to keep on their good sides. Greet the informant by clicking Hello. After he or she responds, press the right button to see the methods of questioning. Choose any method to find out what the informant knows. When you're done, click the right button (If you have a joystick, move the arrow up as far as possible and click). When you're done, click Goodbye and you'll return to the screen of silhouettes where you can select another informant or proceed with your mission Hello Click this to begin questioning. Bribe You're allowed to bribe the informants five times per assignment. Bribing is useful as long as it doesn't insult your informant. Each time you use this method, the number of bribes decreases by one. When it's down to zero, you'll have to get your information some other way. Plead If you think your informants will be insulted by a bribe, then the humble approach is useful. Be advised that pleading after threatening may breed contempt. Threaten Some informants can be intimidated, but not at all times. You can make threats if the informant seems evasive when you plead your case, but occasionally this backfires. You may get laughed at if the informant feels secure in his or position, doesn't know anything, or becomes irritated. If go too far, he or she may even leave. Yes/No Click Yes or No to answer questions that the informants ask you. When you respond in a way that pleases them, they may give you more information. If you agree with the informants when you shouldn't, they may sense that you're playing with them and turn on you. Goodbye After some amount of questioning, tou may find that you're up against a brick wall, that this person doesn't know anything, or that you've got hte information you need. Take your leave graciously and click Goodbye. Remember, every minute you spend questioning the informants is one less minute you'll get to spend underwater. ART (Advanced Robotic Transcoordinator) Once you land, you'll see a cutaway view of the Viceroy's cabin as it bobs gently on the surface of the sea. You're standing near the edge of the elevator shaft, geared up in a diving suit and air tanks. The four arrows at the lower right corner of the screen control your movement. For now, walk to the right by clicking on the right arrow and holding it down. When you're directly in front of the ART, stop walking by releasing the button and click the square in the center of the arrows. ART, your computer, is the central intelligence of your operation. In addition to the functions listed below, ART deploys RUF, the underwater robot that accompanies you on all your missions. Done Click this when you're done working with ART. Msg Click this for messages about an upcoming expedition, and about events that transpired during or after your dive. Be sure to consult ART as soon as the Viceroy lands by click- ing Msg. Base Click this to end a mission and return to Base. You won't gain experience if you abort a mission in progress; in fact, your health or certain attribute values may decline. On the other hand, if you successfully complete your mis- sion, your experience points and attribute values will increase. Whether you return to Base with or without succeeding in your mission, you get to keep any tools you found. Scan This brings up a grid overlay of the ocean floor. In the center of the grid you'll see images of the Viceroy and RUF. You can use this grid to perform the initial scan of the area and to pinpoint objects in certain coordinates. This gives you a better idea of the range you need to cover in your dive. To scan, move the arrow to any loca- tion on the grid, hold the button down, and drag the arrow across the grid in any direction. A yellow box outlines the area of your scan. Scan also has the following features: Coordinates Move the pointer to any pplace on the grid and click to get the coordinates. If you've just scanned an area, the coordinates represent the spot where you released the button. Time Cost As you select an area to be scanned, you're racking up a time cost that you must pay if you decide to scan that area. This will be deducted from the overall time allotted to you for this mission. If clues suggest that the target isn't far from the Viceroy, you may want to scan a smaller area of the ocean floor, which costs less than scanning the entire ocean floor. Total Cost This is the total time deducted from your mission for all the scans you made. Scan Once you've selected an area, click Scan and ob- jects on the ocean floor within the yellow box will show up on the grid. Click on any of the objects to get their exact coordinates. Cancel If you change your mind about the area to be scanned, click Cancel and the scan box will dis- appear from the grid. You're now free to create a new scan box. You can't cancel once you've clicked Scan. Show Click Show to remove the images of the Viceroy and RUF, which allows you to see all the objects mapped on the grid. Once you've noted where those objects are, you can reverse Show by clicking it again. Done When you finish scanning the ocean floor, click Done. This returns you to ART's information screen. Status Click Status to check on your attributes. If this is your first mission, you have 100 experience points and your health is 100%. When your health gets low, you should enter the medical beam to recuperate. The Medical Beam The medical beam is the room marked with a cross to the left of the elevator shaft. You can go there to restore your health. When you enter, you'll see "Med. Beam ready for activation" and your health and experience point levels. To activate the medical beam, click the box in the center of the arrows. When you use the medical beam, you also use experience points; if you heal 21 points, it costs you 21 ex- perience points. If your health is too low to dive and you're out of experience points, then you're forced into early retirement. It's time to create a new character and start the game over. The Gear Room Located on the top deck, the gear room is where you store tools and other items used on your dives. Move to the center of the elevator shaft, and click the up arrow. Now click the box in the center of the arrows to call up the two tools lists. Available Tools shows all the tools that you have, while Utility Belt shows the tools that you're going to take down with you when you dive. You can only use those tools that you load in your utility belt before you dive, and you can carry a maximum of five at a time. For a description of a tool, highlight one from Available Tools, and then click Info. To remove the description, click Info in the upper left corner. To add a tool to your utility belt, highlight the tool on Available Tools, highlight an empty space on Utility Belt and then click Get. To remove a tool from your belt, click the name of the tools on Utility Belt and then click Drop. When you're through, close the gear room door by clicking Exit. Underwater Maneuvers Once you've got your tools, you're ready to dive. Walk back to the elevator and click the down arrow until the elevator reaches the bottom of the Viceroy. Click again to dive to the bottom of the ocean. You'll see the elapsed time for the mission in the upper left corner of the scren in an hour:minute:second format. In the lower part of the screen, you'll see the Underwater Actions Menu, where you control your underwater actions and communicate with RUF and ART. To get to this menu, double click the button. You can alos press M, which works as long as you're not Armed. Swim When you begin your dive, this is red. Start swimming by moving the mouse in the direction you want to swim. One movement of the mouse is enough to keep you going in that direction. If the current is strong, it may be hard for you to swim in a certain direction, especially if you don't have enough strength. (If you have one, a propulsion unit helps in these situations.) To stop swimming, click the right button or press . Any movement of the mouse will start you swimming again. Scan You can do this by clicking Scan and then Swim. Hold down the button and you'll see a scanning box with cross hairs. The cross hairs are properly centered on an object when the object is identified in the bottom menu. When this happens, release the button and ART will pick up the scan. Question ART about the object by clicking Art and then Info. Armed To ready your weapon, click Armed. (You can also press the spacebar to toggle between Scan and Armed.) To fire your weapon, hold down the button and you'll see a scanning box. Focus the cross hairs on your target. When you're ready to shoot, remove your finger from the button for a fraction of a second, and click again. Hold down the button for maximum fire power. If you're accurate and if your target is vulnerable, it will disappear of explode. Because of the peculiar nature of underwater terrain, your depth perception may be off, so don't be surprised if you find yourself missing enemies on your first mission. Surface This gets you back to the Viceroy. You'll return to the elevator shaft where your tanks are immediately refilled. Surfacing causes you to lose your position in the water, so when you dive back down, you'll be back in the middle of the map. Air During your dives, keep an eye on your air meter. When air is low, you can voluntarily surface to replenish your sup- ply; otherwise, ART will force you to surface wth an Air Emergency Diver Pickup operation. If ART is forced to rescue you, you'll be penalized with a 5% decrease in health. Health Your health decreases if you're attacked and injured, if you're exposed to highly toxic waters, or if ART must force you up for air. When your health gets dangerously low, go to the medical beam to recuperate. Remember the old Academy rule: Obitum re infecta - Death leaves busi- ness unfinished. Energy This meter is activated when you use an energy cell from your utility belt. Energy cells are used to power tools such as propulsion units or transmitters. POS The position coordinates are calculated on an X/Y axis that begins in the lower left corner of the grid. You can see that axis in the initial Scan grid onboard the Viceroy or in RUF's programming grid. If you activate RUF's cam- era, the numbers indicate RUF's position, not yours. ART Underwater When you're underwater, ART lets you beam up objects or beam down devices you need. He also gives you information on the underwater terrain, objects, and environment. Beam This lets you beam objects to and from the Viceroy. To beam something up, scan the object (it's properly scanned when it's identified in the bottom menu). Next, click Art, click Beam, and then click Up. You can't beam more than one object at a time; if you scan a number of objects, the last one you scanned is the one that ART will beam up. To beam something down, click Beam and then Down. Next, select an item from the Hold Iterms list using the up and down arrows on your keyboard, highlight the plane where the object will be beamed down to (the highlighted plane will be pink), then click Scan and Swim. Hold down the button and you'll see a scanning box. Focus the cross hairs where you want the item to be placed. When you're ready to beam down, remove your finger from the button for a fraction of a second, and click again. Info When ART is blinking, he has a message; click Info to retrieve it. The information can include data on a scanned object, recent developments in the overall scenario, or information pertaining to the terrain or the toxic level of the water. Stats Stats displays your Diver Profile since you last completed an episode, except for health. Changes in health are registered immediately. Tools This brings up your utility belt. Click the tool in the Current Tool list and it will activate, if possible. To exit, click the Current Tools title bar. In your dives, part of your assignment is to acquire tools that you can use in future episodes. Whenever you find a tool, have ART beam it up for you. RUF (Remote Underwater Friend) Your mission often requires you to search for underwater objects great distances apart. By programming RUF to go to specific coordinates while you check out others, you can get twice the work done. After you dive, double click to get the selection arrow and then click Ruf to activate the following options: Cam This shows RUF's underwater view. It lets you view exactly what RUF sees. Prog RUF's programming grid highlights the same objects that ART scanned back on the Viceroy. To program RUF to swim where you want him to, first click Show to remove the Viceroy and Diver images. Then click and hold the button down on RUF's image. Drag RUF along the path you want him to search. Click Erase if you want to try again. If RUF has a path laid out from a previous programming session, erase it before giving him a new one. Next, you'll want to set RUF's reporting level. "Cau- tious," the fastest level, asks him to keep a distance from objects and only to check with you if he sees some- thing. "Aggressive" asks RUF to check things up close and name the object. "Neutral" asks RUF to identify only the object's attributes. You can also specify the attributes of the objects RUF should search for: Chemicals, Tempera- ture Change, Radioactivity, or Metal. In general, the more RUF has to search for, the longer he takes. When you've finished programming RUF, click Done. Msg Click this when RUF is flashing. He wants to tell you what he has sensed or how he feels. Goto Click this to have RUF travel to the last object he repor- ted and to stay there until you turn this off by clicking it again. Completing a Mission When the mission is over, ART will give you a recap on your success or failure. If you've completed the mission successfully, your experience points will increase and you abilities will increase. The better job you do, the more rewarding your promotion will be. You can go on to the next mission or quit for now by returning to Base. Your character will be updated and saved for future missions. Reruns You have the option of rerunning any of the missions you've completed. Many of the missions require you to use special tools to complete them. These tools may or may not be found in the scenario you're in; conse- quently, you might need to rerun a previous mission to retreve them. Tools are transferable; once you find themn, you can use them in any mission. To run a mission over, answer "yes" when you're asked "Would you like a rerun?" (This question comes up after you've loaded the game and enetered your agent's name.) Enter the number of any mission that you've completed. You don't gain experience from reruns, but you can be injured. Foundation Dossier Headquarters has given you the following important documents concerning the missions you will undertake. You are to read only the sections when you're instructed to by headquarters. Several plebes who feared a good challenge have been caught pre-reading the dossier. A particualr timid cadet who confessed to studying the folder in advance has been dismissed for compromising the integrity of The Foundation. The Foundation only hopes that you will not mar you professional career with a similar display of weakness. Assignment 1. The Golden Galleon Argos Document: Surprised by a sudden hurricane, the SPanish Galleon Tristeza sank in 1579 in the Caribbean Sea near Haiti. A Spanish nobleman was aboard, returning to the Old World to contest his brother's seizure of their land. Also aboard was a chest of gold treasures of the Incas. The Seekers have uncovered the location of the Tristeza, and transmitted the coordinates to ART aboard the Viceroy. The treasure lies on the sea floor somewhere near the wreck. You are to find and retrieve the treasure so it can be displayed in museums around the world, instead of being melted down and sold on the black market. As you know, the Sea Thief Cafe is a popular drinking place for local sailors, traders, and other characters with valuable information. You may wish to stop there before leaving for Port-au-Prince on your Caribbean mission. The Sea Thief is owned by Ilya Shasherin, a former Foundation Agent, whose spirit for adventure was sabotaged by his adventure with spirits. Ilya is a good man and, despite his troubles, a loyal friend of The Foundation. His patrons, however, tend to punch, stab, and shoot first, and ask questions later. Caution is not only advisable, it is necessary. The Tristeza may lie an ocean away, but someone in that cafe will know something of value about the treasure. -------------------- Assignment 2. The Weakest Link Argos Document: Deep in the North Atlantic a cable has been severed. This cable is the backup for the Hot Line between Washington and Moscow. With neither nation trusting the satellite link, it is the only direct path of communications between the leaders. Many times in the past the reassurance of speaking as one human being to another has kept world tensions from exploding into war. As you know, both countries have shunned communications satellites due to disturbances in their signals which led them to believe their messages were being intercepted. Our experts say cyclical sunspot activity is to blame, but they do not accept our findings. The cable disruption has both nations approaching a level of panic, despite the fact that our sources continue to report that neither nation is involved in any new activity. Without a direct link, neither can convince the other of their innocence. If we are to break the pattern of mutual distrust before innocent lives are lost, that cable must be returned to service. Assignment 3. Of Pearls and Sunken Ships Argos Document: A cruise ship in the Aegean was attacked last week and the passengers' valuables - several million dollars worth - were stolen. No one was hurt. Six oil tankers have disappeared in the northern portions of the Indian Ocean in the last six months. None of the ships or the crews have been seen or heard from again. Offshore drilling rigs in South America and Asia have likewise been found deserted. All the storage facilities were drained and all the men remain missing. A newly discovered Roman treaure ship in shallow waters off the Western Asiatic has been stripped clean. The guards were all shot in the back, their bodies washing ashore near Brindisi last night. Somebody is striking unmercifully in the pursuit of wealth. Our only lead is a man who phoned the presidents of all the major American and European television networks, claiming that he could seize control of their satellite networks at any time. He told them he would not do so because he would soon be so famous that their news programs would discuss his every move. All that is most unusual, but now for your immediate mission. The pearl beds in the sea of Japan are dying, polluted by an unknown source. Supplies from elsewhere in the worls have already been wiped out by contamination from unrestricted oil drilling and, as a result, the price of pearls has skyrocketed on the world markets. You must find the source of the pollution and cleanse it form the ocean floor so the pearl beds can once again flourish. ---------------------- Assignment 4. Lost and Yet at Home Argos Document: Aquacity, the experimental undersea research station, has been swept by a powerful virus. The marine geologists, and seismologists who live there lie perilously close to death. Our doctors are unable to visit Aquacity to treat the victims, since doing so would risk allowing the deadly virus to escape into the worls. Instead, the scientists sent blood samples to the surface enabling immunologists to develop a vaccine. But when the vaccine was dropped to Aquacity, it never reached the scientists below. About 20 minutes after you arrive in the area, the vaccine will begin to decompose. Although it will still be fully potent, its reading on RUF's sensors will change from chemical to heat. Use your toxicity sensor to check if the parcels you find contain poison. No group has ever expressed opposition to Aquacity and there is no ransom deman. Unlike your previous mission where greed and pride have been elements, the motivation for this attack seems to be to simply destroy Aquacity. You must proceed to the Western Mediterranean, find the missing vaccine, and bring it to Aquacity. Assignment 5. And Only One May Live Argos Document: There recently have been many reports by the fishermen of Mayotte, Anjouan, and Grand Comoro of a living coelacanth seen by local divers in the northern end of the Mozambique Channel. Poachers have converged on Madagascar, each wishing to capture the coelacanth to sell to a private collector for upwards of seven figures. The Seekers report that one of the poachers successfully captured the coelacanth, drugged it, and was transporting it in a special pressurized cage. In the ultimate irony of human avarice, their boat was attacked by rival criminals. In the ensuing chase, the coelacanth fell overboard in its cage and was lost. Our only clue to its location lies in the frantic mayday message and coordinated that were the last words heard from the pochers vessel. You are to go to Grand Comoro, locate the drugged coelacanth and rescue it from its prison. If neccessary, you can bring it here, where it can be protected. -------------------- Assignment 6. Too Far Below Argos Document: A small American submarine, engaged in peaceful scientific research on unusual seisic activity near Fiji, has been depth-charged and severely damaged. It lies helpless on the seabed, but the crew remains alive. Forced to abandon their vessel due to a radiation leak, they took to the survival spheres. Because of limited oxygen supply, this offers only a short extension on their lives. By the time you reach the site, only 30 minutes remain before the crew dies of asphyxiation. The radiation level in the area is gradually growing worse, making your mission progressively dangerous. You must recover the twelve trapped scientists and return them to Base in the Viceroy. -------------------- Assignment 7. Strange Allies Argos Document: The consortium International du Exploitation Miniere (CIEM), headquartered in Paris, has just won permission from International Court for its plans to mine the ocean floor in shallow waters. They plan to use massive explosive charges to expose and mine deposits of high-grade manganese. In the process, they will exterminate virtually every living creature and plant in a twenty-square kilometer area. The first parcel CIEM plans to mine os near the mouth of the Sea of COrtez, just over 300 kilometers southwest of Mazatlan and 320 kilometers south of Cabo San Lucas. I must stress the fact that since the rewriting of the Oceanic Mineral and Petroleum Exploitation Guidelines by the United Nations three years ago, what CIEM plans to do is completely legal, despite the fact that their activites amy make We must intervene. Our only ally is a Greenpeace ship which has sailed into the target area. CIEM has pledged to begin mining despite the ship's presence. You are to go to the Sea of Cortez, protect the Greenpeaces ship, and stop the destruction of this ecosystem. Sometimes international laws must be broken for the greater good. By the time you arrive, only 45 minutes remain before the scheduled detonation. -------------------- Assignment 8. The Citadel Unsought Argos Document: A short time ago, you were sent to prevent CIEM from disturbing an area near the Sea of Cortez, which lies in the mitigation route of several species of whales. Now you have the opportunity to participate in the study of those whales. The study will take place in the south, off the coast of Peru. Six months ago, a team of our biologists strapped navagational data recorders to three whales in the Pacific to track their migration pat- terns. Each recorder is secured to the base of the whale's tail with a special catch mechanism which can be released by a radio command from a remote control unit. The appropriate frequency and expert system program code has already been communicated to ART aboard the Viceroy, and your ship has been equipped with the remote control device. Your mission is to locate the whales, release the recorders, and then dive to recover them. -------------------- Assignment 9. The Hunter Trapped Argos Document: Two documents that we recoverd from the damaged Galapagos compound were maps of the area. They had no special codes or markings. One was topographical, while the other was the type used by geologists when sounding for oil deposits. They contained data indica- ting that Tiwanaku had carefully searched the entire area for geological formations which suggest the presence of petroleum and gas. They also show the location of three small earthquake faults in the region. Another document fragmetn was transmitted directly as alphanumeric data by our investigative agent. Here is the text which it contained: e a uct est lysis indi prese e of get on the oor which sugges for the ect. This sho ld enable us to being res of the Capitol of the Second Age, the coast of Peru. After this fi be able to attain our ultimate o As I told you when you arrived, the agent who recovered these papers was found murdered near the Sea Thief Cafe shortly after her return to Base. We have no suspects in the crime. Since the evidence had already been delivered to The Foundation and her cash and jewelry were stolen, it may be the work of petty thieves. An American submarine, a portion of its hull breached by an accidental explosion, lies abandoned on the sea floor of the Baltic. It rests in international waters some 150 kilomters west of Klaipeda, in the Lithuanian S.S.R. This is a Class VIII military attack sub equipped with the latest in missile guidance technology developed by the United States. Fortunately, the U.S. Navy has already rescued those sailors who survived the initial accident. Both the Soviet Union and the United States wish to recover the submarine; the Soviets wish to secure the missile guiadance system for study and the Americans wish to avoid just that. We are bound by our charter to assist any government of the workd in salvage operation that they undertake to recover lost vessels. Normally, we are not asked to recover military vessels out of respect for our commitment to world peace, but in this case, the American government has asked us to intervene on humanitarian grounds. They have made the case that peace is disrupted when there is a shift in the equilibrium, and the Soviet's acquisition of those missile guidance systems would cause such a shift. We will not recover the submarine ourselves. They have dispatched their new salvage ship, the Glomar Inimidator, and ask only for our help in locating and marking the wreck. The Intimidator will expect the location marked approximately 35 minutes after you reach the search area. Assignment 10. The Arch and the Chain Argos Document: In the Central South Pacific, the krill are disap- pearing and the creatures which normally feed on these tiny crusta- ceans are starving. As the creatures starve to death, another link in the marine food chain disappears, and others will starve. The cycle will repeat until destruction is complete. We already know the source of this tragedy. Here is the test of the message we received last night on our supposedly-secret frequencies. Greetings to the Board of Light of The Foundation. I am the one known as Slingjaw, and you are already familiar with many of my accomplishments. It was I who directed the robbery that drained millions of ill-gotten dollars from the pampered exploiters aboard the cruise ship in the Aegean. It was I who took the tankers and oil rigs around the world, selling the oil they stole from the sea floor and using the proceeds to finance my operations to regain control of the seas. It was I who took the treasures of the Roman vessel so the materials could be studied instead of hoarded by collectors and so-called museums. And it was I who fed false weather data through the North At- lantic phone cable, diverting the barge of toxic wastes into the storm in the Sea of Japan to sink and pollute the ocean floor. My own pearl beds, one of the last sources, earned me millions before the environment was restored. It was I who rescued Tiwanaku when your agent accidentally discovered his undersea headquarters. We are now allied in the effort to restore the workd to its pure and natural state. You will study me, now that I have shared my name. One day you will know me well. This ends the message. As Slingjaw predicted, we are searching the world's database network for any information on him. It is clear that he has a monumental ego, seeks power and wealth, and has the pretensions of studying history. As for the fate of the krill, unless the cause of the krill's disappearamce is stopped and the population restored, the entire South Pacific food chain will be destroyed. Proceed to the area at once and take whatever steps are necessary to reverse the process. Assignment 11. Brothers of the Sea Argos Document: The following message between Tiwanaku and Slingjaw was intercepted and decoded by our cryptographers here at Base and shows not only that they are allied, but that the alliance is an uneasy one. Slingjaw: All aspects of my plan are proceeding at full speed. Tiwanaku: Your mouth is what has been proceeding at full speed, with your boasts to The Foundation. That pride will be the end of you, Carl.... Slingjaw: Do you wish your mortal name spoken, too, O Great Tiwanaku? Tiwanaku: We wish that you would not speal at all, you pompous idiot! We want nothing to do with your bloodthirsty avarice and your willingness to destroy the sea in order to save it! Our mission is to restore the proper balance of the oceanic and the continental worlds. Only by doing so can we set the spiritual stage for the restoration of Atlantis. Slingjaw: And while you've been busy settin spiritual stages and calling me bloodthirsty, I've been doing all your dirty work! Tiwanaku: Dirty work is sometimes necessary when one's goals are for the good of the planet. But your pollution of the Sea of Japan in order to earn profit for yourself was a crime of immense proportions. If we had known about it, we would have assisted The Foundation. Slingjaw: Just as you did off the coast of Mexico with CIEM's mining plans. Tiwanaku: Precisely, and as we would do again. Remember, Slingjaw, we accept your help in gratitude for your brave defense in the Galapagos. What else you earn from us depends solely upon your loyalty and your faithfulness to our cause. Slingjaw: And who has struggled more tirelessly in your cause? Tiwanaku: It is the word "your" that worries us. To fight by our side is not enough; you must share not only the battle, but the peace that follows. Slingjaw: In Lima... Tiwanaku: We care not what happened in Lima! You will support our goals or be banished from our numbers. We have no more to say. Compared to the slim fragments of information we previously possessed on these two, this is a windfall of information. Tiwanaku seems to represent a force which is philosophically different from that of The Foundation, even a force which is openly hostile to the world as we know it. But in contrast to Slingjaw, whose only motives are fame and fortune, Tiwanaku also appears to be guided by many of the same values which you and I joined The Foundation for and have dedicated our lives to. We must focus our attention on destroying Slingjaw as soon as possible, while keeping a close eye on Tiwanaku as well. Now for your mission. Our research lab has just created an improved version of RUF which they named RUF2. Robots and other equipment used in our field operations are shipped to the Base at Isla Perdida in specially guarded ships, with routes and schedules known only to a select few within the organization. But someone - we suspect Slingjaw - gained knowledge of the shipment and now the nondescript cargo vessel carrying RUF2 has disappeared after leaving port in Marseilles. RUF2's possible location was revealed to us only by accident, and still remains a matter of conjecture. A salvage operator attempting to recover items of value from the Titanic has disappeared; his deserted shipe was found floating down current from where the Titanic lies on the bottom of the North Atlantic. Since RUF2' is ideally suited for such a purpose and since Slingjaw is known to pursue his peculiar salvage operations in a particularly vicious manner, the coincidence is too great for us to ignore. You are to go to the North Atlantic, investigate the area around the Titanic, and attempt to recover RUF2. -------------------- Assignment 12. Ghosts of Friends and Strangers Xanthus Document: We knew that something was amiss when you weren't getting all the available information. When you went to the Mediterranean to save the scientists in Aquacity, you were not informed of the missing marker buoy, although it was reported by the local fishermen. When you saved the sailors in the seismographic research sub near Fiji, you received incorrect data on the currents in the area. When you stopped the French mining company from setting off explosives in the Sea of Cortez, you were told that you were breaking international law in the name of a greater good. In reality, by protecting the Greenpeace ship, you were upholding international law since the safety of its sailors takes precedence over the rights of mining and salvage. You were given a misquote in the message from Tiwanaku after your contact off of Mexico. We still do not know why Argos said "As the moon rises and the sea follows, so shall the moon follow the sea" when you reported the words "...so shall the earth follow the sea." Jana, the agent who searched the remains of Tiwanaku's base in the Galapagos, was murdered near the wharf on Isla Perdida. Despite its transient population of sailors and misfits, no one dares raise a hand against us there; to so so is certain death. Argo's pursuit of the investigation was half-hearted. The only Tiwanaku document he shared with you was the one which Jana transmitted over frequencies monitored in Lucerne. Because of the lack of struggle, we assume Jana was kiled by an acquaintance - perhaps Argos himself. Her logbook, found hidden there, indicates that she had many charts and plans which she had brought to Base for further study. We assume that Argos destroyed them to protect Tiwanaku from The Foundation. The Arch of Time which you discovered near Antartica was denied by Argos and stricken from all The Foundation records. Yet now the Seekers report that it is an area of intense activity by our enemies, apparently kept informed by Argos. The Seekers also report that those who have tried to youe the Arch have, unlike you, never returned. But the final proof came in your last mission. The transcribed message Argos shared with you was too clear, too complete. Even our best descrambling equipment - as ART once proved to you - can only intercept parts of such messages. When Argos tried to convince you that Slingjaw was our real enemy, the issue became clear. We immediately took action. A team of agents from our headquarters joined me on a dupship, and within hours we arrived at Isla Perdida. But before we reached the Base, Argos committed his final crime, attempting to order you to break off your mission to recapture RUF2 and return to Base. At this moment, we are combing every ocean of the world to find him. We have been searching Argo's quarters for any information concerning his renegade undertakings. In addition to finding Jana's logbook, we found this biography on Slingjaw. You will find it most interesting reading. Slingjaw's real name is Carl Westerberg. He studied anthropology and archeology at the University of Stockholm, ultimately becoming recognized for his brilliant discovery of sunken Greek cities in the Aegean. From there his interest grew to the study of the Atlantis legends and the search for Atlantan culture. Despite his recognition as a scholar, he repeatedly failed to win significant teaching positions in the European and American universities. Finally, he ws hired by the University of Lima as an Assistant Professor in Archeology and History. Once in Peru, he quickly became interested in Incan culture, and particularly in the possibility of submerged Incan cities off the west coast of South America. It was at this thim that he met Maria Elena Yupanqui, a radical anarchist and also a student of arche- ology. Westerberg fell passionately in love with her, but she apparently was more interested in politics and archeology than in marriage. He was devastated by her rejection. Trying to forget his unhappiness, he conducted explorations off the Peruvian Coast with a tremendous disregard for his own safety. Finally, the inevitabel happened. While investigating the hold of a sunken Spanish galleon, he was crushed by a falling beam. His life was saved only through the actions of an alert diving robot he had brought as an assistant. Westerberg was rushed to the Stanford University Medical Center in California, where doctors struggle to stabilize his condition. As the vital signs gradually worsened, they took the only course that remained open and performed an experimental procedure which made Westerberg a robot from the waist down. Many of his internal organs - including his heart - were replaced with functionally equivalent electromechanical devices. Metal plates were set in his forehead and jaw, hence his name. After a long convalescence, Westerberg was a radically altered and embittered man. He felt that land-based society had ignored his genius just as surely as it had lost the genius of past civiliza- tions of Greece, Peru, and Atlantis. He, along with the crabots he designed, will strive to destory moderm society's control of the world through the land and introduce his own mastery based from the sea. He has already anointed himself as Emperor of the New Order. Carl Westerberg is no longer an archeologist - he is a monster. You must find SLingjaw and destroy him. Ghostly apparitions have been reprted by native divers in the area around Fiji, not far from where you rescued the crew of a sabotaged seismographic research submarine. The Seekers are fearful of the area since it is the site of ancient temples; they regard it as a place of death. You are to proceed to Fiji, investigate these reports, and describe to us your findings. -------------------- Assignment 13. When the Dead Shall Rise Again Xanthus Document: First, I will share with you another documnet found in Argos' quarters. After Pizarro murdered the Incan emperor and massacred the empire's nobility in 1533, a few surviving members of the royal family went into hiding. For 26 generations, Inca customs and powers have been orally passed on to those descendents of the royal family. Their history has been kept alive for the day when the Incan empire returns to its rightful position of dominace in the world. Tiwanaku is Emperor of Peru and High Priest of the god Viracocha. He is the eldest direct descendent of Tupac Yupanqui, last emperor to rule without interference from the Spaniards. Financed by income rom secret ancient gold mines still undiscovered in the Andes, he pursues his dream to prove that Atlantis was the original island home of the Incas. The destruction of Atlantis forced the seafaring people to sail away to the southwest on the North Equatorial Current to establish their new empire on a primitive continent. Tiwanaku believes that when the people of Atlantis came to South America and became the Incas, they were corrupted by the land and lost their understanding of the ocean, from which they gained their strength. His mission in life is to reassert that strength and power. Tiwanaku wishes to dominate the world and restore the culture of Atlantis. How that is to be done remains a mystery. Turn your attention to the map which you recovered on your last mission. It details the location of a sunken Incan city off the coast of Peru so precisely that you will go to this site. We do not know what Tiwanaku is planning there, but the presence of an undersea Incan temple suggests it may be the site of a major operation. You are to go to the Peruvian coast, locate the sunken city, and stop Tiwanaku from carrying out his plans. -------------------- Assignment 14. Return to Atlantis Argos Document: Almost exactly 30 years before you joined The Foundation, I was a young agent fresh out of the Academy. For 18 years I dove on mission much like those you have undertaked. I was the agent who destroyed the mutant life forms in the Celebes Sea, harpooning the largest of the serpents and riding it for two days until I finally drove the poisoned tip through its thich armor and into its putrid flesh. I was the one who saved the last eight sperm whales from the Poacher Gang and brought them to the Secret Haven so they could rebuild their species. I was the one who gathered the evidence that proved the case against Abu Oil, resulting in the shutdown of their offshore drilling operations that endangered life in the Red Sea. I was...I was rewarded with a promotion from the field into administra- tion - a desk job - and ultimately to the Board of Light of The Foun- dation itself. But somehow the reward became a punishment. After so many years of contact with the sea, I felt more at home in the water than on land. I could neither contradict nor ignore my deep-seated conviction that man had exploited the sea out of greed with no concern for the life that lived there. One lonely January morning, when the wind and rain blew bitter cold, I woke up and realized that after 30 years of being a hero, I had no wife, no children, no friends. I lived alone in a five-room house on a tiny god-forsaken island in the middle of nowhere. I have travelled to the homes of my brethren on the Board of Light. These philanthropists have supported The FOundations's work out of a dedication to its ideals and a desire to use their welath to benefit the netire planet. They had the gentle soft faces of comfort on the land. They had sought what they wanted for themselves first, and then turned to the needs of others. I finally realized my great mistake. Such men say that they are good and seek only the balance between the needs of humans and the needs of the sea. Yet does a gallon of water and a gallon of air balance on any human scale? The governments of the world are corrupt and violent. You saw for yourself how they approached the brink of destruction when the transatlantic cable was damaged. What honor was there in the Mozambique Strait, where you risked your life to save a lonely, frightened fish from roving bounty hunters seeking its capture? And why did you defy the International Court and sabotage the detonation of the explosives by the mining company in the Sea of Cortez? Because you recognized that there is a higher right than the laws of humans, and that is the right of life itself. Only in the sea does such freedom continue, because only in the sea have humans failed to establish the domination of air and fire over the peace of water. You and I may have started as humans, but we have learned to be one with the sea. Initially typed by the boys of M.A.A.D. t to your rope, and ignore the goat. Go to the Crossroads. Tie your rope to the signposts, and shortly you'll see a wild orc-hunter swinging his lasso and coming right for you. Your rope will trip him off his horse and leave him momentarily dazed. Take his lasso, tie it to your rope and leave. Go to the Oak and enter it. Ignore the gold piece and take the washing line. Tie it to your rope and go to the Tower. The Tower is separated from you by a heavy growth of thorns. Put the welcome mat on the thorns and go north to the Tower. This is Rapunzel's Tower! This is Rapunzel's hair! This is indecent! Cut the innocent girl's hair, tie it to your rope, and go to the Lawn. Here, as Sir Gawain was once challenged, so will you be by the Green Knight! He offers you his ax and lays bare his neck for you to sever. Kill his horse! The green guy is buried in equine gore for the moment, so you can take the late horse's reins and add them to your rope. At this point your score should read 100 and you must have the innkeeper's spear. If he's taken it back, simply return to the Bar and get it. Then, go to the Viaduct. Tie your rope to the spear and take one step south of the Viaduct. Throw the spear at the ring which hangs over the Viaduct and you will complete Part 1. THE STORY BEHIND THE STORY You are not an Orc, nor are any of the other Orcs. The Rainbird is not a bird, the troll is not a troll, the dragon is not a dragon, and the mouse is not a mouse. You are all robots, programmed to play roles in a live action adventure being staged for the amusement and participation of a group of role-playing adventurers. Visors, worn by human and robot participants, holographically transform the dull interior of a warehouse into the apparition of Middle Earth. Similarly, participants are transformed into wizards, warriors, barbarians and so fourth. Hence, you are not an Orc; you are a robot programmed to behave as an Orc. When you crossed the Viaduct you suffered just enough trauma to loosen your visor and make yourself aware of your true surroundings. By reason of your intelligence, you are overcome with the drive to escape the warehouse. To do this you need to reprogram (or recruit) other robots to help you along. To wit, the mouse, the troll, the dragon and the Rainbird. PART 2 Keep your visor on. There is only one time it will be necessary to remove it, or it can be removed any time you wish to see things differently. Accumulating treasures, as you have seen in Part 1, is not your goal in Knight Orc. They may not be valuable, but they are useful. Pick up the silver loaf. Try to hold on to it, and any other treasures you come across. But don't get upset (DON'T FIGHT!) over the theft of one of these treasures. Go to the mountain and read the inscription. Your score just went up and you can now cast the GLOW spell. If you don't believe me, enter the mountain and CAST GLOW (on yourself will do nicely). Once inside the mountain, go south which will take you into a very small maze. Go southeast and CAST GLOW. This will transfer the glow from yourself to the walls of the room. Go east and this room will be dark. There are glowing letters there, the COLD spell, which you cannot read when the room is lit. Cast the glow spell back on yourself (check out the letters if you didn't believe me) and go west, northwest, north, east, north, east, and up. WHACK! You've been assaulted by the Orc-pounder! You need a helmet to go up these steps, and Oink is the Orc who is wearing one. FIND OINK. Once you do, take his helmet and wear it. GO TO LANDING then go back up the stairs. Now you can take the sack, the tray, and the knife. Put the silver loaf (if you still have it -- if not don't worry) inside the sack. Anything in the sack will be hidden from sticky-fingered adventurers. Go down, then west twice. Leave the tray for Grok, but be sure to take his map. The Rainbird is a very important character in the story. You'll need him to help complete the game, but first you can get a lot of valuable information simply by asking him about things. GO TO THE RAINBIRD. Once there, you'll also notice a book. It's sort of a hint/spell book. If you decide to read it, you'll learn a free spell. But if you solve 100% of the game's puzzles, there will be no need to open the book. The book can only be read once, so think carefully before touching it. Also near the Rainbird is a small pond and a druid who wanders in and out. Watch the druid -- you'll learn the CHARISMA spell which will make you or anyone else more handsome. Best to cast it on yourself -- an Orc needs all the help he can get. For now, ignore the ants and their anthill. Before leaving this area, ask the Rainbird about his perch to learn the LOCATE spell. Find the frog now, and when the slimy, green creature stands still for a moment (this shouldn't surprise anyone), kiss him. The frog will belch up a pebble which you should read to learn the JUMP spell. There is only one spot in the game where the JUMP spell is useful. Go to the mountain entrance, and go east until you can't continue in that direction. CAST JUMP EAST and you'll be in a secret room where you'll learn the SWORD spell. CAST JUMP WEST will return you to your possessions which you lost when casting the spell previously. Go to the Garden and take the garlic. Go west and you'll be inside a shed. Wait for the custodian, who will eventually join you and point out a piece of paper with the GROW spell. Leave the shed and CAST GROW ON MARROW. Examine the marrow and you'll learn the very useful CURE spell. Anytime your health becomes compromised, you can cast CURE on yourself and be fully recovered. Go east from the Garden to find the Haunted House. Enter the House and go north. In the Brown Study is a fireplace. Cast cold on the fire; then examine the fireplace to learn the mysterious EYE spell. Go east and then south. Save your game here because there's a lot to accomplish in this room, and you're likely to be interrupted by the adventurers. The mouse enjoys this room, and if you look under the bed, you'll see his favorite hiding place. Cast the EYE spell and tell the floating eye to enter the hole. From inside, you'll see a strange card. Take it, put something else (perhaps Oink's helmet) inside the hole, and close the door. Try to catch the mouse -- he'll try to hide in his hole, but you've prevented that; he'll hide in a crack in the wall. When he emerges, put something in the crack, such as the garlic. Try to catch him again, and he'll hide in a crevice in the wall. When he emerges from the crevice, put something (such as the knife) in the crevice. Drop the sack and try to catch the mouse again. Now you've done it! No place to hide so the mouse runs right in your sack. Pick up the sack and anything else (the garlic, etc.) you used to plug up mouse hiding places. You should have the mouse now, though you have not yet "recruited" him. Leave the room by going north. You should now wait for or find the ghost. Follow him for a while, and eventually he'll take you to another bedroom in the house and show you a secret part of this room which contains some old bones. Take the bones then drop them. You've just learned the SLOW spell. And perhaps you've noticed how the mouse is trying to communicate with you. CAST SLOW ON MOUSE and he'll teach you the DEATH spell (overuse of which will cause you to be evicted from the game). Even though the mouse will pay attention to you, he is not yet recruited. Mouse in hand, go to the dragon. A terrible beast, he has only one vulnerable spot on his lizard body. Too small for you to reach, but no problem for the mouse. Once again, you've stopped a belligerent creature, but not yet recruited him. Go back past the dragon, and follow the halls until you come to his hoard. Don't bother with the gold, just take the piece of dragon-scale. You must now encounter the troll, a hideous woman interested only in wealth. You will need some treasures for her such as the silver plate, silver fish, silver moon, silver sixpence, silver candlestick, silver sliver, silver salver, silver fox or many others which you will find in Middle Earth. Take advantage of this unusual parser and ask it to find the various treasures you've seen lying around, then put each one in the flour sack where they will not be stolen. When you have at least seven treasures, GO TO TROLL. Save your game here! Thousands of things can -- and will -- go wrong before it all works out the way you want. Remove your treasures from the sack while standing next to the troll. Wait for her to steal something from you. When she does start moving away from her bridge. Go west if the bridge is to the east, or go south if the bridge is to the west. She'll follow you (though you may have to wait a bit) and, taking her time, will steal another treasure. Move another step away and wait for her again to show up and steal another treasure. Repeat this process until you are about four or five moves west or south of the bridge where you found her. Then drop the remainder of your treasures and GO TO BRIDGE. There is a door on the bridge leading north which is locked by three bolts. The command, OPEN DOOR, will have to be given three times before you can enter the troll's secret room...IF you have led her far enough away and left her with enough treasure to distract her. Once inside the room, grab her wallet. She'll show up and beg for her wallet back. Don't give it to her, not even if she bargains for it. Not until she admits defeat are you ready to recruit her. Recruiting in Middle Earth is no easy chore. In fact, you were never meant to recruit anyone in the first place. Have you died yet? There is no permanent death (well, almost none) in Middle Earth. Like Viking warriors, you're scooped up from the battlefield by the ever vigilant Valkyrie and dropped into Valhalla, where you experience resurrection and re-emerge back into the game. At the instant of death, all of a player's equipment, except those being worn, are dropped on the ground where they can be recovered after the adventurer has been raised from the dead. As a robot, however, you discover that Valhalla is, appropriately enough, a repair shop where a useful item is kept which will affect other robots. First, you must find a dead character. The adventurers fight among themselves, so you should be able to find one of their fallen. Or, if need be, kill one yourself. Whoever it is, give that character the glittering card you found in the mouse hole. Now wait for the Valkyrie. She'll be there soon. When she picks up the courier-carcass, follow her or go directly to the glittering gates. Once you see the Valkyrie enter the gates with your deceased card-carrier, remove the visor and cast the DEATH spell on yourself. You're dead. Look around Valhalla and pick up the glittering card, which you can now see is a magnetic access card. Open the closet in Valhalla (which would not be visible if you were wearing the visor), and take the device inside -- the reprogrammer -- the recruiter. Once you emerge from the pearly gates, you'll find the objects you dropped when you "died." Take everything, and once again wear the visor. Make sure you have the garlic and the mouse (remember you can use the "find" command should anything be missing), and go to the Graveyard. You should now RECRUIT MOUSE. South of the Graveyard is a tomb which you cannot yet enter. South of that is a vampire. He'll drink his fill from the mouse (the garlic is protecting you) and then teach you the KNIVES spell. Take the half-coin which is there and go north. You may wish to heal the mouse with your CURE spell or the Valkyrie will do the job for you. Find the troll and, using the recruiter, recruit her. Have her follow you to the tomb, then give her the half-coin; tell her to go north then insert it in the recess in the Gravestone. She'll go north, and shortly the tomb will open to reveal the DETECT spell. Find the troll again and instruct her to follow you to the apple tree in the Garden. Tell her to catch an apple while you shake the tree. Examine the apple to learn the EMPATHY spell. Again, with the troll, return to the bridge. There's a piece of slippery rope hanging from the bridge. Instruct the troll to pull the string, while you do the same yourself. As a result of your combined efforts a ring will be recovered from the water. Don't waste time examining it at this point. Go back to the fireplace (in the house) and throw the ring into the fire. Then examine it to learn the EXORCISE spell. (This last one was a trick question unless you had read THE LORD OF THE RINGS previously. If you're upset, blame the authors). Now find the driftwood (which also defies reading), and cast the EXORCISE spell on it. Here is the all-important FLY spell. Once more, with the troll, find the plaque in the Marsh. Instruct the troll to clean the plaque while you do the same. Only through the efforts of both of you will the plaque become clean enough to read the FIREBALL spell. Return to the Garden and cast FLY on the statue. Look under it to find the SHIELD spell. You are now ready to enter the Castle. Go to the Castle and cast the KNIVES spell on the ropes which are supporting the door. Cast the SHIELD spell on yourself, and boldly go south through the front door. Cast FLY on yourself to go over the pool of acid. While you are over it, notice the button at the bottom of the pool. Cast the SWORD spell and use the resultant broadsword to push the button. Continue south. At the end of the hallway, go west and then north. Here is a guard who quickly attaches a ball and chain to your leg. Don't worry about it (But make sure you have it strapped to you before leaving!), and go north until you find a suit of armor and a dagger in a scabbard. Wear the armor and take the scabbard, then return south. Go east, past where you entered the hall, until you come to another door. Open it. (Without the ball and chain, as well as the armor, you would quickly be fried.) Go north and you'll encounter a monk who is most unhappy to meet you. CAST FIREBALL and instruct it to attack the monk's spell scrolls. Go north again and read the panel to learn the LIGHTNING spell. Return south to the hallway, then west to the entrance. You can now cast GROW on the ball and chain in order to leave it behind. Go north until you are out of the Castle. Find the troll (who will not enter the Castle) and give her the scabbard. With her holding the scabbard you can remove the dagger which contains the TELEPORT spell. Have her go with you to the Rainbird. Instruct the troll to kill all the ants around the anthill, while you do the same. When the number of ants reaches zero (only for a second!) take the piece of amber from the anthill. Examine it to learn the MAGICIAN spell. Cast it on yourself, and if you've learned the other 20 spells, you can recruit the Rainbird. Go to the dragon and recruit him. Give him the small piece of dragon scale and escort him to the main exit. Once there go south, and watch the fire alarm go crazy. Go back and get the Rainbird, the mouse and the troll. (This trio tends to wander around a bit, particularly the troll, so keep an eye on all of them.) Bring the three of them down to the exit hallway (where the fire alarm is), and lead them all west. Instruct the troll to open the Maintenance Hatch. Give the mouse to the troll, and have her put the mouse in the hatch. You can now continue west to examine the Kiosk. Instruct the Rainbird to enter the Kiosk. You've escaped! Wonderful!...or is it? LEATHER GODDESSES OF PHOBOS WALK-THRU ************************************* BROUGHT TO YOU BY SEWER SOFTWARE ******************************** Hey! Them fellers at Infocom ain't dummies, ya know. No, siree, Bob! They were right up there at the head of the line when the "smahts" got doled out. (That, I'm told, is how it's properly pronounced in New England where, for totally obscure reasons, Infocom fellers are said to live.) Heck, they know all sorts of important stuff, like, well, girls use the ladies' loo and boys use the gents'. They also know that both boys and girls play their games, and in this one (hereafter to be referred to as LGOP) it's important to get the sexes straightened out right quick. That's because LGOP is a sci-fi sex comedy adventure. This means there's a fair amount of ravishing going on, at least there is if you play it in either the "Lewd" or the "Suggestive" mode. (Not sure about "Tame" mode; never tried it.) Anyway, if you want the full impact as you play, it's important to determine which you are: ravisher or ravishee. ('Course, if you're kinky, you can be both. But you'll have to play the game twice, once as a man, once as a woman, to do that.) All of which gets us to the start of the game. You find yourself in Upper Sandusky, Ohio, in Joe's Bar, to be precise. You've quaffed a fair amount of no-name beer (at five cents a glass, who cares about names?), and you feel an urge. You trace the urge to the region of your bladder. You are told that the ladies' facility is northeast and the gents' is northwest. Okay, go in the direction of whichever one you normally use. Yes, I said NORMALLY! Clever, huh? This is how those subtle smahties at Infocom get you to determine what sex you will be in LGOP. In any case, you will find either bathroom to be filthy and fly-specked. Moreover, each contains a stool. Get the stool if you think it will come in handy (and no cracks about which stool, either! It's the three-legged one). Under certain circumstances, the stool may prove useful, but it isn't vital. Also, while you're in there, you might want to follow instructions and use the Scratch 'n' Sniff card which comes with the game. (Honest, the scents on the card really do smell pretty close to what they're supposed to. Well, some of them do, anyway.) On the other hand, if card-sniffing isn't your bag, simply type, "Smell the odor," hit RETURN and each time you'll be told what you're supposed to be smelling. In the case of the bathroom, it's an old pizza slice, dubiously discarded in the corner. Finally, before leaving the bathroom, use it. I mean the bathroom, silly, not the pizza slice! And no prurient entries, please. Just type, "Use the bathroom." After you have done so, exit back into the bar and order a drink. Usually, the bartender will tell you you've had enough. If he does,try ordering again. You won't get another one, of course, but Infocom has to have a little delay in the game before you get zapped by tentacled aliens (?) from your cozy bar into a cell. That's right, a cell. You are suddenly, and with no logic whatsoever, a prisoner of the dreaded LEATHER GODDESSES OF PHOBOS, whose dastardly plan it is to invade and take over Earth for their own sinister purposes. This bodes ill, I fear for God, country, the old ball game, mom's apple pie, and all those other values we hold so dear. Oh, at this point I should interject that you start LGOP in what is called "Suggestive Mode." In movie lingo, this roughly corresponds to "PG." At any point in the game, including the beginning, you can change modes by typing in either "Tame" (ho hum), which gets a "G," or "Lewd," which is "R." This, of course, permits you to play the game all the way through in any of three modes, not to mention as a male and/or a female. If this is confusing, well, don't fret on it. One other thing, you have to be eighteen or over to play in "Lewd" mode. No cheating! (Remember those tentacled aliens?) Okay, you're in your cell and you find some things to take: a flashlight, a painting of a pussy cat and a blanket. Take all. Also, someone thrusts a tray containing a hunk of brown food into your cell. Get the food (it's chocolate candy) but forget the tray. Evidently, one of those aliens was asleep at the tentacle because he/she/it forgot to lock your cell door. Open the door and go south. Across the hallway, you find another cell door. You also see a sign at the head of some stairs which go up and down. The sign says, "Observation Room." Don't go up yet. Instead, open the other cell door. (Some jail!) Inside the other cell you find (a) a man named Trent, if you're playing the game as a male; (b) a girl named Tiffany, if you're playing as a female. Trent or Tiffany will be your faithful, albeit not too bright, companion from now on. On the floor of this cell you spy a crumpled piece of paper. Get it and read it. It turns out there's a seemingly meaningless matrix of letters on the paper. The operative word here, folks, is MATRIX. If you scan the letters very carefully you will make out words, for the matrix is one of those "scramble-grams." Some of the words run backward from left-to-right, others are forward, right-to-left. Some run vertically, others diagonally and several intersect. In any case, encircle the words as you find them. You should wind up with eight circled items: blender, rubber hose, phonebook, angle, cotton balls, photo, mouse and headlight. For the present, you are not told the significance of these objects. Eventually (rather soon, as a matter of fact), you will learn what they're for. However, as with many Infocom puzzles, all is not as obvious as it seems with this matrix. If you are paying very, very close attention, you will discover that its real significance is with the letters you DON'T circle. If you put these together, you will read the phrase, "Hissing frightens flytraps." You are encouraged to stash this information in your memory banks. It comes in handy later on. Okay, leave the cell and go upstairs to the Observatory Room. (Note: there's a basement downstairs, and one flight up from the Observatory is the Roof of the Observatory. The basement isn't important; the roof is.) Once you're upstairs, go north into the tiny closet where it's too dark to see anything. Turn on your flashlight. Now you can see, and you notice a black circle on the floor and a wicker basket up on a shelf; but the basket is too high to reach. Here, you can either drop your stool (if you took it) and stand on it, or you can stand on the shoulders of your newly acquired companion. Either way, take the basket. It's a good idea to put your possessions into the basket, too, since this will permit you to carry more stuff, at least until you find a roomier receptacle. No? You don't want to do that? Well, at least put the blanket in the basket. You'll be sorry if you don't put your other stuff in, too. When you get the dropsies, don't come crawling to me for sympathy. Finally, stand on the circle. Whoosh! You're zapped away to the Jungle. Slithering up to you through the excessive heat and humidity is a gigantic Venus Flytrap. It looks (and is) hungry! I've got some explaining to do so I'll pause here. First, I should tell you that the sequence of events in LGOP does not necessarily have to follow my walkthru scenario. For instance, if you had gone upstairs one more flight to the Roof of the Observatory, you would have seen another black circle. If you had stood on this one instead of the circle in the closet, you would have been teleported to the Martian Desert instead of the Jungle. The sequence isn't especially important. What matters is that there are black circles (teleporters) located at key locations throughout the game. You should make a note of where each circle is situated and where each one takes you. Otherwise, you will quickly get lost and doubtless die and be forgotten, never to taste mom's apple pie again. One other thing: whenever you stand on a black circle, your faithful companion will emerge right behind you when you reach your destination. Well, most of the time he/she will. Back to the action. There's this flytrap, see? Well, we know what to do, don't we? Hiss at the flytrap. (Oh, and it might be a good idea to turn off your flashlight, too!) Your hissing promptly causes the flytrap to cooperatively expire. (He mistakes the hiss for a spray can of weed killer.) With the flytrap out of the way, you can now proceed west to the Spawning Ground for Venusian slime beasts. Only one spot is free of slime and it contains a black circle. Next to the circle is a jar of ointment. Get the jar, but do not stand on the circle. Examine the jar. It turns out to contain untangling cream, whatever that is. At this point, Trent/Tiffany will toss you a matchbook. You notice it is empty, but there are notations scrawled all over the cover. Your companion tells you this is a list of things he needs to whip up a Super-Duper Anti-LEATHER GODDESSES OF PHOBOS Attack Machine! As it turns out, the list is a duplication of the objects you so laboriously decoded from that meaningless matrix you found back in your cell. Anyway, now you know what you must obtain in order to win the game. You also note that, so far, you're batting zero. On with the quest! Having read the matchbook cover, go east from the Spawning Ground back into the Jungle. Go east again. At this point, a mighty tree rises before you! Suddenly, the tree dies and is consumed by Venusian hypertermites, leaving a gigantic hole in the ground. What to do about the hole? Well, you can go down into it if you wish. But that's pretty boring. Besides, you won't be able to get out again unless you have your stool. (That's really the only use I found for the thing, by the way.) On the other hand, Infocom doesn't just allow things like unexplained tree-dyings to occur, do they? I never tried this, but I gather the purpose of the hole is to permit another solution to the flytrap puzzle. I suspect this is included in case you didn't/couldn't decipher the meaningless matrix of letters. (Those Infocom guys know that not everyone is as smaht as they are!) Anyway, one of the places you will teleport to at some point in the game is Cleveland. There, you will find a trellis and a sack. If you are following a sequence of events which gets you to Cleveland before you get to the Jungle and the Venus Flytrap, here's what you can do. Presumably, you will be astute enough to take the sack and the trellis when you find them. The sack is full of leaves (69,105 to be exact). Now, when you get to the Jungle put the trellis over the hole left by the tree, and dump the leaves on the trellis. The flytrap will sidle up to you across the trellis and fall into the hole. End of problem. Since you have just hissed the flytrap into oblivion, you may completely disregard the foregoing, ignore the hole and proceed east yet again. This takes you to a Clearing. In the Clearing is a can of black stain. Get the can and go northeast. You come to the front door of a plasticoid house. It is closed and locked. What's more, you don't have a key. Go east to the Rocky Clifftop. There isn't much here except, oh, a black circle and a neat view. Off to the northwest you can see a Vizicomm Booth. Go northwest. (The black circle can keep.) Enter the Vizicomm Booth, which is out of order. Turn or pull the coin return knob and you'll here a clank. Open the return box, and a coin drops to the ground. Get the coin and examine it. The coin reads "Ten Marsmids." Fine. Now go back to the Rocky Clifftop (just type "Exit"). From the clifftop, go north. You find yourself at the back door of the plasticoid house. And you are NOT alone! An extraordinary number of door-to-door salesmen are camped out here. One of them approaches you and offers to barter one of his machines for something of equal value you might be carrying. Offer the flashlight to the salesman. In exchange, you receive what is described as a TEE-Remover Machine. Before the salesman can explain, he turns on your flashlight and a giant Venusian Megamoth swoops down and carries him off. The other salesmen scatter to the four winds. Hm -- a Tee-Remover? Open the machine. Put the jar (of untangling cream) into the machine. Close the door and turn on the machine. The machine whirs and grinds. When it stops, open the door and get the jar. It now contains unAngling cream. (Oh, brother!) Now knock on the back door. You are welcomed by a Mad Scientist (mit a Cherman accent, uff courze). He welcomes you because you look like a grand candidate for his next mad experiment! Go downstairs. Oops! You're in the Mad Scientist's laboratory. It contains a cage. The cage contains two gorillas. The cage also contains a rubber hose. Quick! Throw the candy (the hunk of brown food, remember?) into the cage. Just in time! The mad scientist straps you and Trent/Tiffany down to a couple of slabs. Then he throws an ominous looking switch. Suddenly, you find yourself inside the cage. You also find yourself inside a gorilla skin! Odd, you can also see your own body still strapped to the first slab. Gee! The female/male gorilla in here with you looks better and better all the time. Kiss the gorilla. This seems to satisfy the Mad Scientist that his experiment is working chust fein, zo he bounds up the stairs, leaving you locked in the cage with the gorilla. Your companion, who has been transported to the "body" of a Venus Flytrap, is of no help. He remains strapped to the second slab. Let's see, wasn't there a rubber hose on that list? Yep. Get the hose. Now eat the candy. You feel a sugar rush. (For those of you not quite so smaht as those Infocom fellers, a sugar rush means you feel super strong.) Good. Open the cage. Wow! You really are super strong! You part the bars easily and can exit the cage. Do so. Drop the hose outside the cage. Then, go to the second slab and unstrap Trent/Tiffany (watch out for those "tentacles!"). Next, unstrap your body. While your sugar rush is ebbing, pull the switch. Good! You're back in your own body again. Get off the slab and retrieve the rubber hose and put it in your basket. If you were paying attention when you entered the laboratory (it's always a good idea to read the descriptions, no?), you noticed there was a black circle at the foot of the stairs. This might be a good time to stand on it. Zap! You're back inside the Vizicomm Booth. Exit the booth and you're back on the clifftop. Now you can stand on the black circle you saw the first time you came here. Doing so takes you to the Royal Docks. Moored to the end of this dock is a royal barge. To the south is a ruined castle. Go south. You are in the throne room of King Mitre. It seems that we've been wrong all along about the legend of King Midas; he, who we always thought could turn things into gold by his mere touch. It seems his real name was King Mitre, and, in fact, everything he touched turned into forty-five degree angles. Everything, including his own daughter. You notice one angle in particular -- prominent because of its long golden tresses and flowing white gown. Unlimber your handy-dandy jar of unAngling cream. Rub the unAngling cream on the daughter. Slowly, the angle turns into King Mitre's beautiful daughter, Princess Theta. Mitre is so happy to see her again that he rewards you with a truly useful gift, a perfect eighty-two degree angle. (He explains he only brushed against it.) Take the angle. Hey! Your batting average is going up! You now have two objects out of eight. Put the angle in the basket with the hose. By the way, at this point your inventory may be a bit top-heavy. I mean, what good is a jar of unAngling cream, now that it's empty? And who needs a TEE-Remover Machine after it's done its work? That stool isn't much good, either. Unless you're terribly possessive about such things, go ahead, drop them, along with the matchbook, the scrap of paper and any other flotsam you still have. On the other hand, no sense being a litterbug. Why not pick a central spot where you can drop them unobtrusively? (I chose the basement below my cell.) Nothing like being tidy, eh? And you never know when something might come in handy. On the other hand, if you're a slob, there's no penalty in the game for dropping things wherever you please, once you've used them. Just make sure not to drop anything prematurely. After you've got your angle tucked away, leave good King Mitre. As you depart, you realize the dummy has inadvertently touched the princess again, but you can't do anything about that. It's time to visit the Martian desert. Go south. You've come to a Ruin, one of many you'll encounter. Go south again. You're still in the desert. Go east to Another Ruin. Sitting on a rock is a truly repulsive frog. I mean, this one is the repulsive frog of all repulsives in the frog kingdom. It is also wearing a little gold crown. Go ahead, kiss the frog. Yuck! The frog is so ugly you just cannot bring yourself to kiss it. Yet, instinctively you realize that somehow, some way you've just got to screw up your courage, pucker up and plant one on its repulsive kisser. For now, though, go west, then, north to Yet Another Ruin. This one is unimpressive except for the fact that it does seem to contain a black circle. No, don't stand on it (unless you have a hankering to visit the basement below your cell). Retrace your steps by going south to the frog, then, east to the Dessert. Very sharp-eyed gamesters will have noted the word "dessert" above. "Ha!" they will proclaim, "I knew the Sysop editors around here didn't know how to spell!" Wrongo, smahties. The word IS Dessert. In fact, you're looking at a fifty foot Martian Cream Pie. It is a mirage, of course. So are the trails which appear to lead to the northwest and southwest from here. (You were advised that all is not always as it seems in an Infocom production. Those trails are not mirages after all.) Go southeast. You've come to an Oasis. There is a little bunny rabbit hippity-hopping around the premises. Get him. (What you do with him, I confess, I haven't the foggiest. But I got him anyway, so you might as well, too. Maybe he makes good rabbit stew.) On the other hand, you also see a black circle here, and I DO know what to do about that. That's odd. The black circle mysteriously turns white! Get out your can and pour the black stain on the circle. That's better. Now it's black again. Stand on the circle. Whoosh! You're in Cleveland. (Remember, Cleveland?) Go south. Well, now, here's a lawn that somebody cares about. Actually, it's a muddy patch of crabgrass, but there's a rake and a sack full of leaves. Forget everything except the sack. Take it and dump out the leaves. Now that the sack is empty, you've got a much better receptacle than your wicker basket. Put all your goodies except the blanket in the sack. Leave the blanket in the basket. It looks cute in there. Now go north, then, northeast. You're standing inside a Teensy-Weensy House. Go upstairs and You find yourself in a Bedroom containing an open window, an unmade bed and a sheet lying half on the floor. Get the sheet. Tear the sheet into strips and tie the strips together (which forms a rope), then tie the rope to the bed. Throw the loose end of the rope out the window. Your faithful friend, Trent/Tiffany, will now shinny down the sheet. (If you try, you soon learn you're too heavy and fall to your untimely demise. This is not terribly important except that it ends the game.) Once on the street, your pal will just have time to unscrew a handy headlight before being unceremoniously struck by a truck and, evidently, killed. Before you can burst into tears over your loss, your companion reappears in a cloud of falling plaster as the ceiling above you collapses! He offers an explanation of his startling reincarnation, but I won't bore you with it here. After all, I presume you can read it for yourself if you're playing the game. Anyway, take the headlight he/she is carrying and put it in the sack. That's three out of eight! Time to leave picturesque Cleveland, so go downstairs and go east into the garden behind the Wee House. There's a trellis against the house and a fresh piece of sod. Lifting the sod reveals another black circle! (If you need to be told about the trellis, you're not paying attention.) Stand on the circle. You're teleported to the basement below your cell. You see, you could have come here from the black circle in that ruin I told you about. But if you did that you might have missed Cleveland, and...oh, forget it. Right about here is where I dropped all my superfluous, used-up junk. You see, I didn't have a walkthru like you've got, and I didn't know whether I might not need my superfluous, used-up junk again. For some reason which only a tentacled alien could divine, the basement seemed like a logical spot. Of course, being tidy never hurt anyone, but I think I've covered this ground already. Go upstairs. Go 'way upstairs, all the way to the Roof of the Observatory, upstairs! This time, stand on the black circle there. You will be back in the ruin just south of King Mitre's castle. Go north. Mitre will still be sitting on his throne, surrounded by forty-five degree angles, looking dejected. One of them has long golden hair and a flowing white gown (sigh). If only old Mitre could keep his paws to himself! Well, leave him to his ruminations and go north to the Royal Docks and board the barge. You see some simple controls. Examine the controls. One is a huge orange button, which reads "Magnetomoor On." The other is a huge purple button. It reads, "Go With the Flow." Pushing the orange button causes the words to read "Magnetomoor Off." It also causes the barge to drift away from the dock into the channel. Pushing the purple button causes the words to read "Full Speed Ahead." As soon as you have pushed orange, push purple, wait one turn, and push orange again. (You can pretty much forget about purple from now on.) Anyway, by pushing orange you have reactivated the Magnetomoor. (Magnet-O-Moor, get it?) This is your dock/undock device. Since all the docks in the canal contain barge magnets, all you need do to moor at one is push the orange button in a timely fashion. To unmoor, push it again. All right, the first dock you'll clank against is Baby Dock. Disembarge and go north. You find yourself among the Dunes, and there is a strange alien warrior lying dead here. Next to the alien is a chapstick. Get it. Partially buried in the sand nearby is a strangely coded message. Get that, too. If you carefully read your 3-D comic book which comes with LGOP, you will recall a bit in there about a transposition code. You say you forgot the code? Well, go back and reread it. In the meantime, I'll translate the strangely coded message. It says, "Your mission is to contact wife number nnn (the number is inserted randomly) of the sultan/sultaness and get the secret map. Identify yourself to her by asking her to kiss your kneecaps." Now, wasn't that easy? Leave the alien in the dunes and go back to your barge. Board the barge and go through the orange button ritual. The second and extremely opulent dock you come to is THIS is My Kind of Dock! When you reach it, exit the barge and go east. You will be in the Main Hall of the Palace. Go south to the Laundry Room and get the clothespin. Now go back north into the Main Hall and east into the Oriental Garden. Here, you see a well containing handholds downward. Climb down. At the bottom of the well is a black circle. You land upon it and are immediately transported back to the barge. This is a good circle to know about. It teleports you to wherever you've parked your barge, and this knowledge will come in mighty handy later in the game. For now, though, re-exit the barge and go back into the palace. From the main hall, go northeast. Now, if you're playing this game as a male you will be in the sultan's palace. If you're a lady-person, your host-person will be a sultaness. In either case, you find yourself in the Audience Chamber confronting one or the other, as the case may be. Whomever it is, sultan or sultaness, will confront you with a riddle. Your faithful companion will burst out with a dumb answer and wind up being tossed to the tigers by the palace eunuchs. Alas! You were beginning to be fond of him/her, but on with the game. Alas, again! You're next if you don't get it right. The answer to the riddle is, "Riddle." So type SAY "RIDDLE." Oh, goody! The sultan/ess begrudgingly rewards you with an hour of rapturous bliss with one of his/her 8,379 wives/husbands. Hie thee west into the harem. Here you are confronted by a harem guard who asks you to make a selection, any number from 1 to 8,379. Naturally, you pick the number you gleaned from the coded message. (Remember, the message was written backward, which means the number was backward, too.) Wait a bit and soon your choice will beckon you to her/his obscenely luxurious bed chamber. Ahem afterward, type TELL WIFE/HUSBAND, "KISS MY KNEECAPS." Your partner will present you with a secret map of the catacombs. (It comes in your game package, by the way, but you'll probably still need my directions to get through the maze. Try it without them, you'll see.) She/he also pulls aside the covers and indicates a secret passage down. You are told it's the only way out of the harem. Take the torch he/she gives you and go down. You are now in the catacombs. Well, what do you know. Here's your faithful companion Trent/Tiffany with another outlandish explanation of his/her reappearance. You listen and then decide to push on. For my money, your visit to the catacombs is the toughest part of the game. I have to admit I had help here. (Oh, all right, I had help in a couple of other places, too. Golly! I never can get through these dumb games without help! Besides, I HATE games!) Anyway, you need to follow these directions carefully, including those about "Hop, Clap and Kweepa." (I TOLD you to read the comic book.) Okay, here we go: NW, N, NE, E, CLAP, NE, NE, SE, HOP, CLAP, KWEEPA, D, NW, NE, CLAP, N, S, HOP, NE, CLAP, U, KWEEPA, NW. Get the phone book. (Four out of eight!) CLAP, NW, HOP, S, SE, CLAP, SE, D, KWEEPA, NE, CLAP, HOP, W, N, NW, CLAP, E, W, KWEEPA, HOP, CLAP, SW, SW. Get the raft. N, CLAP, NE, E, HOP, KWEEPA, CLAP, NW, NE, SE, U, CLAP, NW, HOP. Stand on the black circle. That's it. But be sure to follow the directions precisely. Of course, if you prefer being devoured by a Martian crocodile or some such, you can always find your own way. Presuming you wind up at the black circle and stand on it, you will be teleported directly to the Well Bottom. You've been there before so you know the black circle at the bottom will take you right back to your barge. After the catacombs, the royal barge is kind of cozy. But there's no time to dally. Exit the barge and go east into the palace again. This time, go east into the Oriental Garden and from there, southeast to the base of a Tower. Actually, it's a Minaret with stairs leading upward so go up. The view here is breathtaking, almost as nice as the clifftop back in the jungle. But there's also a black circle here. Stand on it. Zowie! You find yourself in a cramped space which, as it turns out, is right over your cell! You don't know that, of course, until the floor collapses and you find yourself tumbling through the resultant orifice into your cell. Hm, that's odd. There's a black circle here. Never noticed that before. (That's because it wasn't there before, Venusian Bird Brain!) As it turns out, this circle takes you to the main hall of the palace, but we don't want to go there this time. Exit the cell (south) and go up to the Observatory Roof. Stand on the circle and you're back in the Martian Desert (with one "s" this time). Go east to the frog. Ah, yes, you remember that ugliest of ugly frogs? Now you have both the will and the means to kiss this total grossness. Put the clothespin on your nose. Rub the lip balm on your lips. Then, drop everything you're carrying and cover your ears with your hands. Close your eyes. At last! Kiss the frog! Ooooh, another rapturous interlude with one of the opposite sex. It turns out you're not quite (humph!) satisfied, but at least "the one" leaves you with a small token of affection. It's a household blender. Take it. Put it in the sack. (You have been using the sack, haven't you?) If I reckon right, that's five out of eight. We're getting there! Leave the ruin and go east into the Dessert once more. Yes, the one with two "s's." Then meander southeast to the Oasis. Stand on the circle and return to Cleveland. No particular reason for another trip to Cleveland, really. You could have gone to the other ruin which has a black circle and gone directly to your cell. It's just that I sorta feel sorry for Cleveland. Nobody in his/her right mind would EVER go there twice, would they? On the other hand, nobody in his/her right mind would play computer games, either. Would they? Anyway, you're back in Cleveland. Go northeast, then east (into the garden) and get yourself zapped back to the hallway near your cell. Go down into the basement and dump your extraneous jetsam, especially the clothespin. You'd look pretty silly going up against the Leather Goddesses wearing a clothespin on your nose, right? After you've lightened your load, go up into your cell and stand on the black circle. You find yourself back in the Main Hall of the Palace. You might want to wipe off that gooey lip balm here. Exit the palace to the west and enter your barge. Push orange. Wait. Push it again. (You know the drill.) Wait until your barge clangs up against Wattz-Upp Dock. You hear a gurgling noise to the west (it's the Oasis). Exit the barge. When you're standing on the dock, reach over and push orange. That's right, push it! So what if your barge goes shooting out into the canal without you. Trust me. Go west to the Oasis, stand on the circle and, voila: Beautiful, downtown CLEVELAND! (I told you I felt sorry! Now I'm sorry I did this one more time. I mean, who needs Cleveland tha-ree times?) Oh, well, you're not here for long. Go back to the garden, the black circle and...the hallway near your cell. Go up to the Observatory Roof and stand on the circle. A pause here for a comment or two. Make that a rebuttal. Yeah, I can hear all you wisenheimers out there knocking my route. And I freely admit there might be better ways to go, bypassing my revisits to dear, picturesque downtown Cleveland. Didn't I tell you there was no particular sequence you had to follow? C'mon, didn't I? You know it, fella. Hey, if you've got something against Cleveland, go ahead, write your own walkthru. I digress. You're back in the desert. You've sent your barge down the canal, pilotless. What to do? Go west to Yet Another Ruin. Now go northwest. You've reached Hickory & Dickory Dock. What's this? A mouse! Show the picture (of the pussy cat) to the mouse. The poor thing is frozen with fear. Get the mouse. (Only two more goodies to go!) Now go south, back to Yet Another Ruin. Stand on the black circle. Once more, you are in the basement below your cell. Got anything to drop? How about that torch? It went "phhttttt" long ago. Okay, let it go. Next stop, upstairs to your cell. Stand on the black circle. You arrive at the palace. Go east into the Oriental Garden and enter the well. Well, well (a little humor there, folks) you're zapped from the Well Bottom right slap dab onto your barge. Where is it? Why, it's right here at the Icy Dock, 'way, 'way down at the southern terminus of the canal. Okay, I'll bite. Why didn't you just take the scenic route aboard the barge all the way down the canal to here? It would have been restful and, well, scenic; not to mention saving a lot of aggravation, wouldn't it, boobie? Well, for one thing, you would have missed those neato trips to Cleveland. For another, you probably would have missed the mouse, too. Oh, and one other point: If you'd taken the barge route you would have died. It seems there is this gigantic machine just before you get to the Icy Dock. It's some sort of Martian (Phobotian?) energy machine, and it used to supply power to the whole planet. It doesn't work quite like it used to, but it works just well enough to send a lethal ion beam out over the canal. If you try to pass through it, say, on a barge, well, first you get a little headache. Then you get a truly humungous headache. Finally, after the humungous headache assumes gigantically unbearable proportions you, er, explode. And that's a fact. Aren't you glad we went to Cleveland? Okay, from the Icy Dock, exit the barge and go south. Oh, no, your faithful pal Trent/Tiffany slips on the ice and disappears into the frigid waters of the canal. No matter, go south, like I said. You are at the edge of the polar ice cap. Needless to say, it's cold. Go southeast. Oh, good grief! Your passage forward is blocked by a whole waddling phalanx of penguins! One of them is carrying a sign. Read the sign. It suggests that you donate to the Penguin Relief Fund. Well, there's nothing for it but to give your coin (the Marsmid tenner) to the penguin. The penguin thanks you graciously, and gives you your change, a one Marsmid coin. (You don't know it yet, but the little guy just did you a favor.) The penguins part to let you pass, so go southeast. You arrive at a gypsy camp. About the only thing here is a single forlorn tent, pitched on the north side of the camp. You are greeted by two robots, a male and a female (they're gypsies, see). No sooner do they invite you in for tiffin than a meteorite swoops down and kills both robots dead. Oh, dear, from inside the tent you hear the wail of a baby crying, "Mommy." Enter the tent. Sure enough, it's a gypsy robot baby. Get the baby and put it in your wicker basket. Oh, that's nice. The baby appreciates the warmth of the blanket and instantly goes to sleep. As for you, exit the tent and go south - to the South Pole, as a matter of fact. What else would you expect to find at the South Pole? Righto! It's an Igloo! But the front door is locked. Gazing through the igloo window you are tantalized by the sight of a pair of cotton balls. Instantly, your brain cells focus, cutting through the fog of forgetfulness like lasers. You suddenly recall that cotton balls were on the list. How to get them? Let's re-read that description of the igloo one more time. Yessir, I thought so. There's a sign over the door. It reads, "Martian Orphanages, Inc., South Polar Branch." Well, what do you suppose might be an appropriate action for someone carrying an orphan in a basket to take, standing like you are on the doorstep of an orphanage? Listen, if you can't figure this one out for yourself, you never, ever should try another text adventure game again. After all, you might have to get through the next one without a walkthru. Hey, you're smahtah than I thought you were! You put the wicker basket on the doorstep. Then, you hide behind a snowdrift and wait. Sure enough, from inside the igloo emerges a matronly woman of immense proportions. She takes the basket and its contents into the igloo and closes the door. But she doesn't lock it. Open the door, enter the igloo, get the cotton balls and scram. Retrace your steps north to the gypsy camp, northwest to the penguin park, then go west to the Allusion Room. As it turns out, the Allusion Room is nothing more or less than a black circle. Stand on it. You are whisked back to the Oasis. Well, I'll be a petrified penguin! Here's Trent/Tiffany, emerging alive and well. The saga of how he/she survived the fall into the icy waters is too bizzarre to bear repeating, so we'll move right along. Stand on the circle at the Oasis. Guess where we are now? Cleveland!!! This is really ridiculous, so let's beat feet. Get into that garden and onto the circle. You're back in the hallway so go on up one more time to the Observation Room (the one with the closet to the north). Go into the closet. It's too dark to see, but you can still stand on the circle. I'm sure you remember it takes you to the jungle. Leave the jungle by way of the circle on the clifftop. Go ahead, there won't be any flytraps, salesmen or mad scientists to stop you. You are teleported for the last time to the Royal Docks. (Just a tad away is Mitre's castle, but you're not going there this time.) Instead, put your raft (the one you've been lugging along since you found it in the catacombs) into the water. Board the raft. Here, you have to be alert. As you drift down the canal in your raft, you might be lulled into your customary state of not carefully reading the descriptions in the game. Do not permit this to occur. What you're looking for is a passage indicating that a dock is close enough for you to grab. Actually, you will pass several docks which are eminently grabbable. Grab them all just to be on the safe side. The one you want is Donald Dock. When you've grabbed Donald Dock, exit the raft (you pull it onto the dock for safe-keeping). Go south to the Dunetop. From here, go east to the Canalview Mall. There appears to be just one shop in the mall worth visiting and it lies to the south. Go south. You are in the Exit Shop. The sign says, "Exits bought and sold." Buy an Exit. Now, I told you the penguins did you a favor. If you had tried to buy the Exit with your ten Marsmid coin, the shopkeeper (one of the more lively gents in the story, by the way) would have refused you. It seems Exits cost just one Marsmid and he wouldn't dream of overcharging you nor can he make change. As things stand, he takes your one Marsmid coin and, sleepily, hands you a cardboard tube. It falls into the dust. Retrieve the tube, open it and you find your Exit. What's an Exit, for goodness sakes? It's a sort of collapsible black circle, that's what. Tuck it away and go north, then west, then north, back to Donald Dock. Re-launch your raft, board it and drift. Once again, grab any dock you see. Eventually, you will come to Wattz-Upp Dock. Exit your raft, leave it and head to the Oasis. Stand on the circle. Now really, gang! I'm sorry. But there was no other way. Just forget it's Cleveland, go to the garden and stand on the circle. I promise. We won't be coming back. Hey, you've got seven items out of eight. That ain't all bad. Isn't it worth just one more trip to Cleveland? Oh. Listen, you don't have to get nasty about this. Once back in the hallway, go up to the closet in the Observation Room and stand on the circle. When you get to the jungle, go west. You're in the Spawning Ground. And there's just one circle left you've never used before. Stand on the circle. You find yourself in the hold of a giant spaceship. There's a sword here. Oh, Lord! A dark figure appears from the shadows of the hold and hurls a radium-powered grenade onto the floor! Your faithful friend Trent/Tiffany hurls him/her self on the thing, saving you and giving up his life...quite messily if I may say, in the process. No time to lose! Get the sword. Don't dally either. Go south. You are in a stable where you find a magnificent white stallion. Actually, you are aboard the flagship of the LEATHER GODDESSES OF PHOBOS Main Attack Fleet. The stable you're in contains the Leather Goddesses' Main Attack Fleet Cavalry Mounts, of which the stallion is one. Mount the stallion and kick it in the flank. Go west. The stallion dashes down a long east-west corridor in the ship, reaching with stallion-like speed the main hatch of the ship. Here you spy a white therma suit. Dismount, put on the suit and open the hatch. Go north. You are in space. Floating near the battle cruiser you have just left is a small passenger spaceship. Near the small passenger spaceship is a sinister figure. He/she turns out to be Thorbast/Thorbala, who is further identified as the Chief Assassin of the LEATHER GODDESSES OF PHOBOS. 'Twas he, it appears, who hurled that grenade. Thorbast is busily engaged, strapping a beautiful, helpless young lady/man to the hull of the small passenger spaceship. Your move. Attack Thorbast with your sword. For awhile, Thorbast will parry your thrusts, and it will be nip and tuck whether you get by this episode or not. While you're fighting for your dear life, you notice a perfectly dreadful bug-eyed monster, oozing its way toward Thorbast's helpless victim. The hideous monster reaches the woman/man and starts to remove her/his garments, one at a time. The helpless victim shrieks in terror. Meanwhile, you keep attacking Thorbast. Eventually, in the furor of the action, he drops his sword. Ever the gallant, you retrieve the sword and give it back to your foe. Realizing you are truly the good guy, Thorbast knows now that he doesn't have a chance. So he saves us all a lot of trouble and impales himself upon his own sword. Farewell, Thorbast. Now it's the monster's turn. Interestingly enough, the bug-eyed horror is getting down to the interesting part when you attack. He squawks once and flees, leaving his victim just barely clad and grateful as all get-out that you happened along. You release her/him and follow her/him into the cabin of the small spaceship. From the wall of the ship she/he plucks a photo and gives it to you. (It just happens to be a picture of Jean Harlow/Douglas Fairbanks, the very thing you've been looking for.) You are told that, written on the back, is the address of daddy, who will reward you handsomely if you ever visit Ganymede. With that, the lady/man exits to the east, closing the door with a flourish. Naturally, you follow. Shocked to see you, the lady/man is nonetheless receptive to your advances. What follows is another one of those boring orgy type events which we'd just better skip for now. After all, we still have to deal with those Leather Goddesses before they launch their invasion fleet and all is lost. We have all the items Trent/Tiffany wanted. But golly! When last we saw Trent/Tiffany, he/she was splattered all over the hold of that LGOP battleship! Exit the small passenger spaceship and go south twice. You will be back inside the LGOP battle cruiser. Walk (do not ride the stallion) east down the long east-west corridor. Well, I'll be a Thorbast's Thorax! Here's Trent/Tiffany, following along behind, explaining how he/she got here! Keep walking until you reach the black circle. Stand on the circle. You are back in the Oasis. This time, though, don't use the exit here. Instead, drop your own Exit. Stand on that. You are in a boudoir, lying on a divan. Next to you, actually, is a figure you can barely make out in the shadows. You can't see who it is, but the heavy scent of leather is unmistakable. Go ahead. Touch the goddess. Oh, go on! Yipes! You have violated the sanctity of the LEATHER GODDESSES OF PHOBOS private boudoir! For this transgression, you are summarily ejected through a trap door, down a long chute into the Plaza. What follows is a hilarious description of the attack upon you and Trent/Tiffany by the entire armed minions of the LEATHER GODDESSES OF PHOBOS. It's worth the price of the game. While the attack goes on, all that remains is for you to hand to Trent/Tiffany each of the items you have procured at such great peril, one by one as you are instructed. Suffice to say, Trent/Tiffany puts them to good use, constructing the best doggoned Super-Duper Anti-LEATHER GODDESSES OF PHOBOS Attack Machine ever crafted on this or any other planet by a faithful companion. Suffice also to say that the machine works and the minions of the LEATHER GODDESSES OF PHOBOS are routed. As for you, you're back in Upper Sandusky, Ohio, lying dazed in the roadside near a sleepy-looking gas station. From within emerge three uniformed attendants, cooing prettily (or booming manfully), "Are you all right?" The game has ended, and all you can do now is await patiently for the sequel. Coming soon from those smahties at Infocom: Gas Pump Girls Meet the Pulsating Inconvenience from Planet X. LURKING HORROR This Walk-Thru was ported from Amiga to ST by Sewer Possum. Thanks to Pirasoft/ACU for the original Amiga file, which was edited and corrected by Sewer Rat The Walk-Thru Begins .... As the name implies, LURKING HORROR is a horror story. It is Infocom's first game of this genre. Although the puzzles have logical solutions, I can think of one or two which might send a frustrated gamer in search of a walkthru. There are several possible ways to solve the game and I've had trouble deciding how to write the walkthru. The order in which the puzzles are presented and solved are not lock-step. For example, the first time I played the game I solved the Alchemist puzzle before I discovered the rats in the muddy tunnel. On my second play, I solved the rat puzzle before going to the Department of Alchemy. Most of the puzzles require the use of specific objects. Naturally, you'll have to find the necessary objects before you can use them. I'll attempt to lead you to the necessary objects and offer a possible solution to each puzzle. I'd like to mention that I played the review version of LURKING HORROR for the Macintosh. I'm keeping my fingers crossed that no major changes were made in the final release version of the game and that no major differences exist for different computers. You're a student at G.U.E. Tech. It's late on a cold, winter night, but your 20-page report is due tomorrow. To work on your assignment, you make your way to the Computer Center through the worst storm of the winter. The game starts with you standing in the Terminal Room. There is a PC before you, so have a seat and log on, please. Your user ID is printed on the Student ID Card included in the game package. Your password is written in the back of the "G.U.E. at a Glance Guide for Freshmen" (also included in the package). Once you've logged on, you'll see a menu on the PC. Use the PC's mouse by clicking on MENU then YAK. Read the strange document which has replaced your paper. You'll faint and awaken in "a place." Go down into the bowl, look at the platform, and take the small stone. Wait a couple of turns and you'll wake up in the Terminal Room. Look at the PC's screen. The hacker will attempt to fix the PC, but your paper will be lost. It was mixed up on the file server with some files from the Department of Alchemy. The hacker will suggest, "Maybe they could help you down there." Look at the hacker and notice the keyring. Ask the hacker about the keys and he'll show you one you haven't noticed -- a Master Key. Ask him about it and he'll say, "It'll open three out of five doors at Tech." Then he'll complain of hunger. That's your cue. Go to the kitchen and get the Chinese food from the refrigerator. The hacker won't like it cold so heat it in the microwave oven for about two minutes on "HI." In case you have problems controlling the microwave, set the timer to 200, press HI, then press START. Give the food to the hacker in exchange for his master key. A NOTE ABOUT GETTING TIRED. When and where you start getting tired will vary depending upon the number of moves you've made. For that reason, I could not determine when or where to tell you what to do about it. Thus, this note: When you get tired, drink from the bottle of Coke which you will find in the refrigerator in the kitchen. Go south twice to the elevator. Enter the elevator, open the panel, and take the flashlight. Go down to the Basement then east to the Temporary Basement. Take the gloves and crowbar then go up to the Temporary Lab. Take the flask and return to the Basement then go west twice to the Aero Basement. Get on the forklift and drive east until you reach Dead Storage. Use the forklift to move the junk until you've cleared a path to Ancient Storage. In Ancient Storage, open the manhole with the crowbar and go down to the Brick Tunnel. Go north and down to the Altar. Take the knife, open the iron plate, and look in the pit. Now you know what has been done with the missing students! Return to the Brick Tunnel and go south. Try to open the trap door (this will be useful later). Return to the Basement then go west, west, and up to the Aero Lab. Now go south to the Infinite Corridor. (NOTE: If the maintenance man should block your path while you are in the Infinite Corridor, simply wait for him to move on. Waiting will work until you have reached the end of the Infinite Corridor.) Take the plastic container and go east in the corridor until you reach the stairs. Go up to the Great Dome, wear the gloves and climb rope. (It's not really a rope but climb it anyway.) On the Catwalk, open the small metal door and exit north to the Roof of the Great Dome. Climb up to the top of the dome, remove the plug and take the paper -- it's a suicide note. Go back inside the Great Dome. Take the ladder and put it on the Catwalk. Go down the ladder and return to the Infinite Corridor. Go east to the glass fronted cabinet, break glass, and take the axe. Go west to the wall socket where the waxer cord is plugged in and cut the cord with the axe. When the maintenance man starts toward you, open the plastic container and pour the liquid on the floor. Go east to the end of the corridor then north to Fruits & Nuts. Go down to the Cluttered Passage and southeast to the Brown Basement. Take the rubber boots and wear them. Go up to the Brown Building then up to the Top Floor. Read the sign over the door then unlock it with the master key. Exit the door (north) to reach the Skyscraper Roof. Go up to the Semi-Transparent Dome, look in the tub, and take the hand. I had a little trouble concerning the hand and the winged creature. It appears the creature always takes the hand away if you're holding it when he enters the dome. My solution was to put the hand in the plastic container before the creature entered the dome. When the winged creature enters the dome, he will block your exit. Throw the stone at creature, retrieve it and go down. The creature will be waiting for you at the bottom, so throw the stone at him again. Both the stone and the creature will go off the south end of the building. Go east, down, then south to the Courtyard and get the stone. Go north, down, northwest, and up to Fruits & Nuts. Then go south until you reach the Department of Alchemy. The door to the Department of Alchemy is locked and the master key will not unlock it. Knock on the door and wait. The professor will open the door and usher you into the room. Read the sign-up sheet, show the suicide note to the professor, then go south. Oops! You're in a pentagram. Wait until the professor has entered another pentagram and has begun his ritual. Cut the line with the knife and exit the pentagram. Move the lab bench, open the trap door, and go down. If you time your moves just right, the mist will grab the professor just as you go through the trap door. Wait a turn below the trap door then re-enter the lab through it. Put the dead hand in the vat and it comes to life! Take the hand. You can put the professor's ring on the hand if you wish; it fits nicely. Look for an urchin slouching somewhere. I found one in the Computer Center. Show the living hand to the urchin and take the bolt cutter which the urchin will drop. Return to the Basement, go west twice to the Stairway and down to the Sub-Basement. Now go northwest to the Tomb and read the graffiti. Unlock the padlock with master key, and take the padlock. Open the hatch and go down. You hear rats! Go east and open the pressure release valve with the crowbar. Timing is important here for your objective is to scald the rats. When you see them, open the valve. Examine the dead rat; it has a strange symbol branded on its neck. Close the valve and go east until you reach the brick wall. Move the loose brick with the crowbar and look in the hole. Use the crowbar to move the second brick and you will have made a hole in the brick wall through which you can see a reinforcing rod and a small room containing some machinery. Think about the levels of the building and try to place where you are now in relation to what's above you. You must be somewhere near the elevator. Go back to the Basement and send the elevator to the first floor. Then open the elevator doors in the Basement. Wedge the doors open with the crowbar and go down the elevator shaft to the Concrete Box. Take the chain and put the chain on the reinforcing rod. Put the padlock on the chain and go back up. Put the chain on the hook, remove the crowbar and the elevator will start moving. You'll hear a tearing, rending sound, then a rumbling crash. Open the elevator doors again, wedge them open with the crowbar, and go down to the Concrete Box. The brick wall will have an enormous hole ripped in it. This is the opening you need for those objects which will not fit through the opening to the Tomb. You'll need the bolt cutter, the flask, the axe, the stone, the flashlight, the master key, the boots, the gloves, and the hand for the puzzles that follow. From the hole in the brick wall, go north then west until you reach the Tunnel Entrance then go down to the Muddy Tunnel. From the Muddy Tunnel, go down to the Large Chamber and look at the slots; a wire goes to each. Cut the wire with bolt cutter. Go down to the Wet Tunnel, the hand will start pointing the way so go as the hand directs but watch out for the curtain of slime. When you find it, open the flask and pour the liquid on the curtain. A wooden door will be revealed. Unlock the door with the master key and enter the Inner Lair. Reach in the pool and take the line. Cut the line with the axe and take the line again. Open the box, unplug the coaxial cable, and put the line in the socket. The huge mass will change shape. Wait until it becomes a winged creature with its mouth open and the stone has turned red. Throw the stone at the creature then take the stone again. The hacker will ask, "Can I have my key back?" Your score should be 100 out of a possible 100. Graded on the curve, you are in the class of President of the Institute. THE END. MINDSHADOW - THE COMPLETE SOLUTION Brought to you by Sewer Software. Thanks to Pirasoft/ACU for the original Amiga file which was ported to the ST by Sewer Possum, and edited and corrected by Sewer Rat. ------------------------------------------------------------------------ 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 direction. 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. 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. 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 themessage 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. PHANTASIE - THE HINTS & TIPS Brought to you by Sewer Software PHANTASIE is a multiple-character role playing game which incorporates many of the elements from ULTIMA and WIZARDRY, while at the same time offering some new ideas. It is a very slow running game, and gets away with astoundingly primitive graphics. But the story here is enjoyable, and the game play is solid enough to maintain interest and even become addictive. What follows here are key points to successfully completing the game. First, spell-casters make all the difference. The heavies in the game can only be destroyed by blasts from the "fireflash" spell. Spellcasters will last long to progress only if they have high strength and dexterity ratings: only strong characters can wear the better armor. At the same time, fighters are of best use if they have a high intelligence level, and can learn to throw some spells. Remember this is not a "real time" game -- it's safe for you to leave the keyboard for a minute without coming back to find that your party has been wiped out by the Julliard String Quartet. Your primary goal, of course, is to defeat the evil one. To do this you must search the dungeons in order to obtain five runes titled earth, air, fire, water and gods. Nine rings must also be uncovered, one of which can be purchased at a town. It may be a good idea to create a minotaur shortly after the beginning of the game. There is one important dungeon to which a party will be denied access unless a minotaur is a member. Minotaurs are good fighters, but their life span is shorter than that of other creatures. So it may also be a good idea to wait until other characters have aged a bit before putting the minotaur to work. The first dungeon, just south of Pelnor, contains the air rune. It can be obtained in a room in the upper left quadrant of the dungeon, after first opening the gate by throwing a switch located in a nearby room. South of Pelnor is the second town, Pineville. To the southeast of this town is the first of three lakes in which your party must swim in order to receive the water rune. South of the lake is the second dungeon which is really a chapel. In the middle of the southern half of the dungeon is the earth rune. The southeast corner contains a key necessary to get in to see the high priest, who is in the southwest. He gives you important orders regarding Lord Wood. South of Pineville is town number 3, Greensville. Directly to the east is the dungeon belonging to the lizard men. Within the dungeon, in the middle of the northern half, is the fire rune. In the southeastern quadrant you can find a close relative of Lord Wood. Ignore the girl and rescue the old man. South of Pineville is a coastline, along which is a dungeon -- really the city of Woodville. Within, halfway down the west side is the high priest of Gelnor. Enter 79 on his set of buttons (anything else will end the game real fast). This will allow entrance to the town's fountains from the south. In the fountain is only a scroll. To the east of Woodville are some islands and an invisible town which cannot be reached by non-magical means. Travel north to town number 4, Hobbiton. To the east of Hobbiton is the castle of Lord Wood. Within the castle, about half way down on the west, is Lord Wood's room. In a closet is scrawled directions on navigating a series of trap-door tiles found in the southwest corner. At the end of these are the instructions for reaching the gods. Along the east half of the dungeon, also about half way down, is the water rune. However, this rune can't be obtained until the party has entered all three magic pools found in Gelnor. Town 5, Appleton, is really just an inn. You can only look around inside by casting a transport spell from another town. There's nothing else special about the inn/town, and it's located north of Woodville City. Traveling east of Hobbiton finds town 6, Splitwater. South of Splitwater is a dungeon which is the home of J. R. Trolkin. This is a nasty place to visit because you will be immediately sedated and locked in prison. Pushing south from inside the prison, you'll find yourself walking towards an arena. If you push west about two steps after you enter the southern hall, you will work your way to a control room (there's one other way to get here). You should push all three buttons in the control room in order make an escape route for yourself. South of the arena is J. R. Trolkin's room. Once you defeat him, most of the fighting in that dungeon is over. South of Trolkin's room is a closet which contains rings I, II and III (the important rings are numbered -- if there's no number then it's not a ring you need to defeat the evil one). If you push west from Trolkin's room, you'll also find the door control room. Make sure to push all three buttons if you haven't already done so. To the east of J. R. Trolkin's home is town 9, Dragonor. North of Dragonor is town 7, Trollport. Just southeast of Trollport is the second magic pool in which your party must swim. To get to town 8, use the transport spell from any other town, and you'll be in Phantasia. In that town you'll be able to purchase ring IX at the armory. Outside of Phantasia, in the islands, go to the southwest and swim until you find the third magic pool. You can then exit the area by working down towards the southeast of the screen. Once you've been in all three pools you may then go back to Lord Wood's home and obtain the water rune, as described above. North of Trollport is town 10, Northford. West of Northford is the temple of the Desnebian Clerics. You will not be allowed to enter unless a minotaur is in your party. You must also give the password REVEN TONEM when asked. In the southeast portion of the dungeon is the statue of the minotaur god. Deface it to reveal a passage from that room going south. This leads to the casket room. The second door on the west contains a key which will unlock a door located about 1/2 way down the eastern side of the main temple. Beyond this door, follow the hallway to a second locked door. Go south, make a slight detour to the west, then continue south and follow the hallway to some prison cells. Rescue everyone there in all three cells. You'll earn a scroll, the key to the second door and some advice. Go back and open that second locked door. Inside are rings VII and VIII. Pushing north from the northeast corner of the room is a quick way out of the dungeon. North of Trollport, then east across a lake, is the dungeon of the bleebs. This nasty race must be ancestors of modern day S.A.T. question-writers. Visit every room in the dungeon. Enter every pool except the blue ones. Take note on what each bleeb has to say. Eventually you'll need to answer a series of questions based on statements given by the various bleebs. At the first door the answer is . The answer to the first question beyond is also . The answer to the second question is . The answer to the final question is . West from the bleeb dungeon is the last town, Starville. From here, if you have all four runes, all nine rings and a lot of experience points, pushing 'M' should inform you that it is time for you to visit the gods. Transport to town 99, Olympia. Leaving Olympia is a depressing process -- there's simply nothing outside. Move east to the next screen. Explore the east coast carefully; the river man Charon is almost directly east of your starting point. With his help you'll be able to find the home of the gods. In this dungeon you'll be examined for your experience and your battle power. If you are approved, you'll be sent after the evil one, with the addition of the rune of the gods. Transport back to Starville (town 11) from Olympia and move west until you reach the dungeon of the evil one. Some swimming is necessary. Make sure you've come well equipped with healing and magic potions. This dungeon contains several passages which lead south. You want to enter the second one from the west. At the southern end you'll be transported to the throne room of the evil one. If you've done your scroll-work, you'll know that that his wealth is an important part of his power -- destroy it or be destroyed. You'll be able to follow him north and get hold of the magic wand. Don't destroy it -- wave it when you have the option. When you meet the sage, don't hesitate to continue chasing the evil one. When you reach the evil one just keep throwing "fireflashes." What is the meaning of your mysterious reward? Where do you go from your sudden change in scenery? Did someone say the magic word "sequel?" THE ABC OF TASS TIMES IN TONETOWN Brought to you by Sewer Software ----------------------------------------------------------------------- On Getting There and Getting Tass Quoth the bard: "You're so square (baby I don't care)." Gramps is missing. His bed hasn't been slept in for several days. This man may have the brains of Dr. Who, but he is, nonetheless, in trouble. Start your rescue mission by going south into the kitchen, then check out the cookie jar. Take the key and go back north then west. From that hallway, you could go south into the bedroom but you'll gain nothing. Instead, unlock the hallway door, enter the lab and drop the key. Examine the fish bowl and take the guitar picks. Pick up gramps's book then go east. Turn on the generator power by throwing the switch, then enter the hoop. Welcome to Tonetown! You're at a construction site with a trench leading north. Follow alongside the trench north then enter the trench. You'll find an oddly silvered jar, which you should keep, then leave the construction area by going east. You may have noticed someone following you and muttering (well, snarling actually) about what a stupid tourist you are. That's the villain, Franklin J. Snarl, and right now you're as conspicuous to him as Ronald Reagan at a Star Trek convention. It's important for you to blend in with the local population fast, and that means getting tass. "Tass" is what the ancients used to call "hip." Go south then east into Chaz's Boutique. Look in the dyeorama, and realize (if you've done some exploring) that "feather foils" are all the rage; shell out 10 picks (the local form of barter) for your pink mohawk. Go east to the clothing section and purchase the Troppowear jumpsuit along with a hooplet (if you check out the tabloid which accompanies the game, you'll discover that Slippy Shirts are stockpiling faster than Adam computers; ignore them). Don't forget to WEAR your items before leaving. No dressing rooms; if you want to be tass you just have to show your "***". Quoth the bard: "Ennio Way You Want Me (that's how I will be)." With your tass new look, there's a job waiting for you at the newspaper office. Go south from the boutique until you've reached the Tonetown Times. The newspaper for sale in front of the building is the same newspaper which accompanies the game. Enter the building and address the editor by name, Nuyu. (Nuyu's name can be found in the opening titles for the game as well as the enclosed Tonetown Times). Based on your good looks, you'll be given a camera and an assignment. Go east to Ennio's office and turn on the printer and terminal. Follow the instructions to obtain a press pass. Go west then north to leave the building. Leave the jar here then go north four times until you reach the rock concert. At the concert, talk to the woman whose name turns out to be Stelgad. Show her your press pass, and you'll be escorted back stage to meet the Daglets. First, be sure to take a group picture, then you'll have a few minutes for an interview. They're excited about their new instruments called Zagtones. Go ahead -- try to take one, and they'll find an extra for you to keep. Make careful note of what they say about their recent cancellation at the Tower. When intermission is over, go south again four times back to Nuyu. Give him the photo and he'll send you on your main mission: find Gramps. Remember what he says about Ennio and Snarl. Pick up the jar, and, from the newspaper building, go north 2 times and turn east. This is Fast Freddie's Restaurant and local house of Saturday Night Fever. Take the mitts and wear them. If you wish you may drink a Fizzie and order a glo-burger. Leave by going west. Go north once then turn east. Here at Flo's Party Supplies you can listen to her sad tale about what happened to her skating rink, but it's more important for you to buy one of her masks. Take the black mask and wear it, then go west. Go north to the concert in the park then turn east. Here begins the mysterious wetlands where many have disappeared; so you may wish to save your game. Go north six times, being careful not to stop along the way in the heavily covered mushroom grounds -- the stuff is almost like quicksand. When you reach the cliff, get a red devil, which will automatically go into your special jar. Go south six times then turn west to the concert, then west once again. Now read the description carefully. If Ennio says "I SMELL SNARL MEAT" then DON'T go down the well! Snarl is there and he'll end the game for your having invaded his private sanctum! Instead, walk around a little; listen to the music of the Daglets. Come back in a few moves. If Ennio does not smell Snarl, then save the game and go down the well. At the bottom turn west. There is one of those amazingly stupid, but toothsome, monsters down here. His name is Philbert and he could finish you in one bite, except that with the mask you seem to resemble his master Franklin. Go west again then north three times and up the ladder. The watchdawg (sic) is easily placated by Ennio. Go north. From here, if you wish, go west and explore Snarl's mansion. When you're done, return to this spot and go east. Unlock the gate but don't open it. There are two strange creatures guarding that gate on the other side, who will sound an alarm if it opens. You'll deal with them later. Go west then south and reenter the tree. Go south three times then east. Once again, if Ennio "smells Snarl meat" DON'T continue east. WAIT until Ennio no longer senses the villain. If it's safe, go east again then back up the well. Drop the mask, then go east, south, and west. Here is Snarl's Pet Shop where he's been pushing some questionable creatures on the public. If Snarl isn't here, read the clock on the door to see when he'll return. Examine the alarm equipment or simply type "wait" a number of times until Snarl returns. Buy one of his pets, a lovable one named Blobo, and leave the shop by going east. Go north, west, north and west, where your new pet will desert you but dig up one of Snarl's valuable possessions: his debossed metal card (check out the lost-and-found section of the Tonetown Times). Sweet lovable Blobo is gone, but take the card and go south. Quoth the bard: "Well that's alright, Grampa." Go east three times then north twice and then east again three times. There are hazards all along this route, and any sightseeing may end the game. But if you're curious about a tribute to an old friend from another company which is now a part of THIS company, try entering the cave (whew!). Go east again then go north three times to the boat. Enter the boat and steer west. Go south once then west and finally north. Here is the infamous tower. Go north into the tower and west into the elevator. Insert Snarl's card in the slot and push Button 5. Go east to...GRAMPS! Hit cuffs with zagtone and go back west into the elevator with Gramps at your side. Push Button 1, go east then south and finally enter the boat. Leave the island by going south, then continuing west. Quoth the bard: "My eye is shaking and my nose is weak." Go west from the dock into the forest. Go north to the devil-tree, and this time get a mushroom. Go back south and then west. Here are the strange guards who are preventing you from opening the gate into Snarl's estate. Throw mushroom at eye (or nose) and you've put them out of business. Open gate then go west. Continue west twice into the house and north into the laboratory. Quoth the bard: "Shake, Rattle, and Snarl." While Gramps and Snarl are struggling, it's time to remember Nuyu's wise words: Sick (or sic) Ennio on Snarl. Quick! Give Gramps his lab book. Talk to Snarl now if you care to hear the story of how the monster came to be. Finally, open the jar and the lightning will put Snarl out cold. Push Snarl through the hoop. Welcome home, and pity the three poor creatures who once were your enemy. Visit Tonetown again? Any time! UNINVITED - THE SOLUTION Ported from Amiga to ST by SEWER POSSUM. Thanks to Pirasoft/ACU. Edited and corrected with great anfractuosity by Sewer Rat. ------------------------------------------------------------------------ What a night to be out driving! How it happened doesn't matter; but, boy, are you in a mess. The last thing you remember is that something jumped out in front of you while you and your little brother were out for an evening drive -- you swerved the car smack into a tree. The smell of a ruptured gas tank signals your instinct to survive. You OPEN the car door and go out with your first move. As soon as you click your mouse to get out of the car you hear an explosion -- better get moving. With the car gone, you have no choice but to go inside that haunted-looking house that looks like it came straight out of a comic book. Before you go inside the House, it would only be fitting to find out where you are. A good place to check would be the mailbox. OPEN the mailbox. Guess what? It looks like you're in luck because there's a letter inside. EXAMINE the envelope. Oh, no! You're at the Crowley House on 666 (sign of the Devil) Blackwell Road, Loch Ness, Scotland. Loch Ness: doesn't that mean monsters? If only you could turn around -- well it's too late. If you're in this much trouble, you might as well snoop around some more. OPEN the envelope. EXAMINE the letter. The letter contains a clue that the amulet might be good against the undead. DRAG the amulet into your inventory. It might come in handy. Now OPEN the front door and go through it. What a creepy house. The door has slammed shut behind you and it doesn't want to open up. What kind of trouble are you in now? EXAMINE the various pictures and the furniture. After your ordeal, why don't you sit down (OPERATE) and rest your feet on either of the chairs. Ouch! One of the chairs hurt you! (Remember this: You'll want revenge later.) OPEN both doors. First, go inside the room to your east (all orientation in this game is northern). You're in the Library. Notice the book on the table. EXAMINE the book. OPEN the book then EXAMINE the book again. There are some definitions that you would be well advised to write down in your notebook. Go out of the Library back into the Entrance Hall. Now go out the door to the northwest to the Hall. There are five exits, including the one you just passed through. Your best bet is to go upstairs first. Maybe that's where you'll find your little brother. The Upstairs Hallway has six exits, including the stairway you just came up. OPEN all the doors. Now to check out all of the rooms. First, go through the lower right door into the Storage Closet. EXAMINE all the items. Pretty mundane stuff, huh? Bet you've never seen a product at the supermarket called "No Ghost." DRAG the bottle into your inventory. "Spider Cider" looks interesting, too: DRAG that along into your inventory, also. By this time, you'll get the first signal that something is really wrong in this haunted house -- the evil is starting to get to you in very tangible ways. Go back into the Upstairs Hallway. Now go into the middle right door. Another stairwell! What's this? A weapon! DRAG the axe into your inventory. If you venture upstairs to the Tower, well all I can say is don't open the Prison and don't go inside no matter how tempting it looks. It might be the last thing you ever do! Go back to the Upstairs Hallway. Go through the door on the lower left side into the Master Bedroom. On the nightstand is a candle and a book. OPEN the book. DRAG the candle to your inventory. EXAMINE the book. Well now you know the name of the bad guy -- Dracon, huh? "A key is hidden someplace beyond his stare, a chair knows where." Go out of the room back into the Upstairs Hallway. Go down the stairs (south exit). Go through the open door (upper right) back into the Entrance Hall. Remember the chair that hurt you before? Now is the time for revenge! OPERATE the axe on the chair. In the rip is a golden skeleton key. DRAG the key into your inventory. Take the axe and leave it in the Entrance Hall -- it's too large to carry for now. Now go straight back upstairs. From the Upstairs Hallway go into the first room on the left. OPERATE the key on the large chest behind the bed. Now that the chest is unlocked, OPEN the chest. Take everything from the chest and put it in your inventory. OPEN and EXAMINE both scrolls. They contain clues that will be very important to finishing the game. OPEN the door in the upper left corner. Though everything in the room looks interesting, there is really nothing inside here that is worthwhile. Go back into the Master Bedroom. EXAMINE the pictures on the wall. They contain some clues to the Master's relationships with others. Go back into the Upstairs Hallway. Go through the door in the upper left corner into the Bedroom. EXAMINE, then OPEN and, once again, EXAMINE the book on the nightstand. Reading the egomaniacal rantings of Dracon gives you quite a clue into just what you are up against. OPEN the nightstand. Aha, another scroll! OPEN and EXAMINE the scroll. The scroll contains some important magic spells that use words you should be familiar with from the book in the library. Write these spells down on your notepad; you will be needing them soon. OPEN the door in the upper right corner and go into the Bathroom. OPEN the hamper. A blood stained towel -- yech! Could the blood belong to someone near and dear, like your little brother? You had better find out soon. Go out of the Bathroom through the Bedroom, back into the Upstairs Hallway. There is one last room you haven't explored. Go into the room in the upper right corner. OPEN the black dresser and DRAG the star into your inventory. Go out of the Bedroom, through the Upstairs Hallway, and back downstairs to the Hall. Remember that bottle of "No Ghost"? You had better OPEN it just in case you need it in a hurry. Now OPEN the lower right door. What's this? Out of nowhere a woman dressed like Scarlet O'Hara has appeared in the Hall! Anyone dressed in clothes from a century ago must be a ghost. OPERATE the bottle of "No Ghost" on Scarlet and see what happens. Well, that takes care of that as another ghost bites the dust. OPEN all the doors in the Hall. First, go through the lower right door that you first opened before "Scarlet O'Ghost" pranced in. That takes you into the Parlor. OPEN the outside door and go to the Veranda. There's a quick spider going by too fast for you to stop him. OPERATE the "Spider Cider" on the railing. Go back in the Parlor. On second thought, go back outside on the Veranda to see if the spider might come around again. Here it comes, slowing down in its tracks due to the numbing effects of the "Spider Cider." Pretty good stuff! DRAG the spider into your inventory. You never know when a spider might come in handy for stirring up a brew or something. Go back through the Parlor into the Hall again. Remove the "Spider Cider" and the "No Ghost" from your inventory and leave them in the Hall. Go through the lower left door into the Rec Room. OPERATE the gramophone. Pretty neat, huh? Too bad you broke it. It must be quite a valuable antique on today's market. But, then again, a lot of the creepy things you see in this house might fetch a high price at a graveyard auction. EXAMINE the cabinet at the back of the room. OPERATE the key on the cabinet. OPEN the unlocked cabinet and SPEAK to the doll. Say "SPECAN HEAFOD ABRAXAS" (like the scroll in Dracon's room said). The doll tells you to speak to her brother. OPEN both remaining doors in the Rec Room. Go through the right side door into the Dining Room. DRAG the flowers from the table into your inventory. EXAMINE all the pictures in the room. Be aware that some strange things will float out of the pictures as if they have a life of their own. OPEN all the doors in the Dining Room. Go through the upper left door to the Kitchen first. OPEN both the left and right doors. Go through the room on your left to the Bedroom. OPERATE the lamp. Something strange happens. (Actually, in this game, everything is strange! So maybe what's strange for the real world is normal here at 666 Blackwell Road.) Too bad that "No Ghost" was used up. Neither the amulet nor the star has any effect on the ghost. Maybe the ghost is frightened by small living animals the same way the mouse is legend for scaring elephants? OPERATE the spider on the ghost and it vanishes! EXAMINE, OPEN, then, again, EXAMINE the diary that was hidden in the wall behind the picture. It contains a clue for whatever is inside the box that was locked in the large chest upstairs in the Master Bedroom. Fire and ice -- where to find either would be helpful right this moment. Go out of the Bedroom through the Kitchen to the Pantry (the room off the Kitchen's right). DRAG the box of matches from the second shelf from the top. OPEN the matchbox. OPERATE one of the matches on the matchbox itself. OPERATE the newly lit match on the candle you took earlier from the Master Bedroom. Great! Now that should shed some light on the situation. Everything in the Kitchen, the Pantry, and the downstairs Bedroom is interesting but will not help you to complete the game. In fact the more mouse clicks that you waste in these rooms, the more time you lose. And those mouse clicks become valuable with time. Go out of the Pantry through the Kitchen back into the Dining Room. Go through the door in the top center of the Exits Box to the Study. EXAMINE the locked door. Besides being locked, there is something strange about that passageway. Hmm! Maybe the key that the creature has, huh? You'll have to be patient with that one. You aren't fast enough to make a difference in his life. OPEN the desk. Inside the desk are some files about different elements. DRAG the file on Gold, Silver, and Mercury into your inventory. Those elements were all mentioned as being able to make a key when put together. You will have to EXAMINE most or all the files to find all three cards. Go out the open door to the Dining Room. Go through the Hall back into the Entrance Hall. OPERATE the LIT CANDLE (that you have been carrying in your inventory) on the FIREPLACE. Besides taking a chill out of the air, you now have a big fire. OPERATE the sealed box that you took from the cabinet upstairs on the burning fire. The box will dissolve, leaving a pentagram. DRAG the pentagram to your inventory. Without it you cannot finish the game. Go back through the Hall and the Rec Room to the Trophy Room. DRAG the cage into your inventory. While there are several items that look helpful or interesting, they are red herrings. AT THIS POINT I WOULD RECOMMEND YOU SAVE YOUR GAME because when you OPEN the door in the upper right corner, you never know what kind of hell is going to break loose! OPEN the door in the upper right corner, and go outside to the Backyard. In the Backyard are three paths to three different buildings. Obviously, you will have to visit each building. Your brother just might be inside one of them waiting to be saved! First, go to the Building in the center. OPEN the door at the entrance and go inside the Greenhouse. EXAMINE ALL of the plant pots in the room. One of them is different from the others. OPERATE the watering can on the DIRT-FILLED RED-CLAY POT. DRAG the RED-CLAY POT into your inventory. There isn't much else of interest in this building. Go out of the Greenhouse, and return to the Backyard. Go to the Domed Building. No matter how you try to OPEN the door at the Magisterium, you fail. EXAMINE the niche over the Magisterium door. Something that should be there, isn't. Pay attention -- be on the lookout for an object shaped like the emblem on Superman's chest to fill that niche. Maybe a jewel? Maybe the same jewel mentioned on the scroll? Since there is nothing that will be accomplished by just standing around a building that you can't get inside, you might as well try the last building. Go back to the Backyard. From the Backyard, go to the building on the right. At the Chapel entrance are two very rabid-looking dogs. They don't look very nice. In fact, if you aren't careful, they might bite your head off! SPEAK to one of the dogs and be very careful about your spelling. Say "INSTANTUM ILLUMINARIS ABRAXAS." After the thunder and lightning stop, the dogs will go away. Thank God! In fact, you might just get a chance to do so once you're inside the Chapel! OPEN the Chapel door and go inside. There is a bust inside the Chapel. SPEAK to the bust. Say "SPECAN HEAFOD ABRAXAS." This must be the brother to the doll in the rec room cabinet. The statue head will open the door in the upper left corner for you. OPERATE the lit candle on the large standing candleholder in the Chapel. You will need the candleholder to get through the next stage of the game, so try to DRAG it into your inventory. If it doesn't fit (and, if you've been following this walkthru to the letter, it shouldn't), REMOVE the potted plant. You should note that it has begun to sprout. Isn't nature wonderful? Now DRAG the candleholder to your inventory. Go out through the open upper left door to the Church Grounds. A ghost will come by. If you have the candleholder he will leave you alone. If you don't -- well don't say you weren't warned! Ever get the feeling you're being watched? NOW IS AN EXCELLENT PLACE TO DO A GAME SAVE! Go to the building in the center of the Church Grounds. Oh, no! A maze! Now is the time to make a map. Go through the maze with the following directions. All of them have a northward facing orientation. North, west twice, and north twice. At this point you'll find the grave of Doug Dinsdale. East twice, north four times, and east four times. If you see a lone Zombie (and of course you will), OPERATE the gawdy chain necklace that you originally found in the mailbox at the beginning of the game ON THE LONE ZOMBIE. If you run into a group of zombies...well, nothing works against them, so run away. Continue east twice and south twice. Here you will find a CROSS marking a grave. OPERATE the bouquet of flowers on the CROSS as a sign of your respect for the dead (which you hope you aren't among soon). The cross will move, revealing another Secret Passage. Go through the Secret Passage (west). You are in a room with three cages. OPERATE the KEY that you are (hopefully) carrying in your inventory on the LOCK to the cages. OPERATE the CAGE on the EAGLE to capture the bird. The snake will eat the cat and slither away. Go south twice. You will meet a strange, ugly bouncing creature. Notice as he bounces that there's an object just underneath him. OPEN the cage and release the bird. The bird will fly away and the creature will follow it. DRAG the gem into your inventory. It looks like it will fit the niche in the Magisterium door! Go north twice, east, north twice, west four times, south twice, west twice, south twice and east twice. Here you should find Doug Dinsdale again. South twice, east twice and south twice. You should now be back outside on the Church Grounds. It would be a good idea to save your game here. You wouldn't want to go through that maze again. Would you? Yipes! It seems you are still being watched by that flying eyeball -- the proverbial eye in the sky! Go south into the relative safety of the Chapel. Notice how the plant has thrived while you were away in the maze? Hey! How long were in that maze anyway? Return the candleholder to the Chapel. DRAG the potted plant to your inventory. DRAG the CROSS from above the altar into your inventory. The altar will move, revealing a new entrance. You will be warned about a giant spider. This time it pays to heed the warning. DO NOT GO DOWN INTO THE SPIDER PIT! Exit the Chapel and go back to the Backyard. From the Backyard, go to the Domed Building on the left. OPERATE the gem on the niche above the door. The door will now open. Go through the door to enter the Magisterium. As you enter the room, you will see, floating in the center of the room, a creature that wiggles its tongue and rolls its eyes. It doesn't look friendly; what does in this house? DRAG the potted plant to the floor. The Creature will dive for it and take one of its fruits. Then he will leave you for a while -- better move quickly! The door on the right leads to the Observatory. Though it looks interesting, ignore it. There's nothing but red herrings there, and you don't have time for them. The door to the left is locked, and nothing will open it. OPEN the center door. Go into the Laboratory. OPEN the safe. The combination is based on the element numbers from the files you took out of the desk. The order of the elements is the same as mentioned in the scroll from the cabinet you found upstairs in the Master Bedroom: GOLD (#79), SILVER (#47), MERCURY (#80). The combination is 79-47-80. Inside the safe is a cookie jar. DRAG the COOKIE JAR into your inventory. The cookie jar is sealed so tight that the only way to open it will be to break it open. The axe is back inside the House. Go back out to the Backyard. Hurry! Now re-enter the House. Go through the Trophy Room, through the Rec Room, through the Hall, back into the Entrance Hall. OPERATE the axe on the cookie jar. Breaking the cookie jar reveals a -- oh, no! -- a cookie! Just a damned cookie! And after all that running, too! Well, maybe that little creature who's been running around with that key around his neck will be interested in the cookie. At least someone will get some pleasure from it. DRAG the cookie to the floor. The creature will stop and grab the cookie. He will then return the favor by leaving the key that he wore around his neck on the floor. DRAG the new key into your inventory. With the new key, it's time to go back to the Magisterium and see if the new key will open the locked door. Go back to Magisterium through the Hall, Rec Room, Trophy Room, Backyard, Magisterium entrance to finally, the Room. OPERATE the NEW KEY on the door on the left to unlock, and, ultimately, OPEN the door; and, maybe, find your brother. What? The key doesn't do anything! Go back through the center door to the Laboratory. OPEN the Trapdoor that's located under the cauldron. BEFORE YOU GO THROUGH THE TRAPDOOR, IT WOULD BE A GOOD IDEA TO SAVE YOUR GAME! Go down through the Trapdoor to enter the Cave. You can't go back it seems. The shaft is too high, and there is a spider in the upper Cave. Go through the Cave on the left into the Ice Cave. OPERATE the PENTAGRAM on the Ice Cave. A strange creature will engulf the ice mass and melt it to steam. There will be a human figure that will float to the next Cave. The robed man prompts you to follow the figure and move quickly. Once in the next Cave, OPERATE the figure on the pit at the center of the altar. You have just killed Dracon, but that doesn't save your brother. You aren't out of hot water just yet! Go beyond the altar to the Stairway. OPERATE the NEW KEY on the door at the Top of the Stairs. Now that the door is UNLOCKED, OPEN the door. Go through the door. HEY, WAIT A MINUTE! LISTEN CLOSELY! IS THAT YOUR BROTHER THAT YOU HEAR YELLING FOR HELP UPSTAIRS? Go out of the Study, through the Dining Room, through the Hall, and up the stairs to the Upstairs Hallway. Go into Dracon's Old Bedroom. OPEN the door in the upper right. Go into the Bathroom. OPERATE the faucet on the bathtub. The bathtub will overflow. EXAMINE the light fixture. Notice that there are handgrips on it? Too bad you can't reach it. And nothing you can stand on will move for you. Maybe with all that water flowing out of the bathtub you can float to the top. The water is climbing fast! Keep on trying to OPEN the light fixture. With each attempt, the water gets higher. Finally, you can OPEN the light fixture. Go through the hole in the ceiling to the Secret Room. Thank God! There he is -- your brother. But wait a moment he doesn't look too good. What's wrong? Suddenly a demon leaps from your brother's body and threatens to take possession of you. In the meantime, your brother, scared out of his wits, crashes out the window leaving you to finish off the demon. OPERATE the cross from the Chapel on the DEMON. The DEMON will fade to nothingness, leaving no tangible evidence of his having been there. You still need to check to see if your brother is okay. Go out the window and -- CONGRATULATIONS! You have saved your brother! Print out your certificate. You deserve it! ZAK MCKRACKEN AND THE ALIEN MINDBENDERS +++++++++++++++++++++++++++++++++++++++ Complete solution brought to you by Sewer Software ++++++++++++++++++++++++++++++++++++++++++++++++++ STARTING OUT TIPS, AND GOING TO SEATTLE Once again, it's up to you to save the world from a terrible fate -- rampant stupidity! You, in this case, are Zak McKracken, ace reporter for the National Inquisitor, the kind of tabloid you see around 7-11 check-out counters. Eventually, you will gain allies in your quest, but for now I'm afraid that you are on your own! First, a few basic hints. Whenever you enter a new room, click on the command "WHAT IS" and sweep over the objects in the room with your cursor. Anything that does not register cannot be manipulated by you. Now, just because it registers doesn't mean it's important, but nine times out of ten it's there for a reason. Second, I cannot overemphasize the importance of reading the articles in the newspaper that comes with the game. It is chock full of clues, and should be consulted regularly. Remember that there is a twisted logic at work here, and there is often more than one way of solving a problem. And save often, of course! When the game starts, you have just awakened from a strange dream in which you saw a map. It occurs to you that you should make a copy of that map, so that's one of your first priorities. You awake in your bedroom, so check that out first. There's a dresser, a desk, a lamp, a telephone, and an answering machine. OPEN the dresser, then PICK UP the phone bill. READ the phone bill. Then cross to the desk, and open it. PICK UP the kazoo. Next to the desk there's a piece of the wall that looks different from the rest. PICK UP the loose piece of wallpaper. Now, if you look under the desk, you will notice an object resting there. When you try to PICK UP your CashCard, however, you push it further under the desk. No problem. USE the phone bill with the CashCard and it's yours. READ the CashCard. Seems like a lot of money? It won't last. The only other thing in your bedroom of importance is the fishbowl, but you don't need that yet, so let's move into the living room. (If you want to, you can TURN ON your answering machine. It is not necessary to the solution, but otherwise you won't get messages from your mother. The phone works, by the way, but I never found any numbers to call.) WALK to the door and you'll be in the living room. When you try to TURN ON the TV, you can't. There are two reasons why: First, PICK UP the loose cushion. Aha! USE the plug with the power outlet on the wall. But you still can't TURN ON the TV. If you do a "WHAT IS" on the TV, you will notice an infrared sensor, so obviously you have to find the remote control. I don't know about you, but whenever I can't find my remote control, I always know where to look first. WALK to the couch and PICK UP the other cushion. Then PICK UP the remote control you find underneath, WALK TO the TV, and USE the remote control. Watch the TV to get more of an idea as to what's going on in the world. You might as well TURN OFF the TV and WALK TO the kitchen. Under the sink you'll find a cabinet. OPEN the cabinet and PICK UP the box of crayons. USE the yellow crayon with the piece of wallpaper, and you'll have a map! Then OPEN the refrigerator and PICK UP the egg. PICK UP the small key by the side of your door, OPEN the door, and go out. When you get to the street level, go left to the French bakery. PUSH the doorbell. When the man leaves, PUSH it again. Then, once again. PICK UP the stale bread and WALK TO the door to the right of your stairs. OPEN the door and go inside to TPC -- The Phone Company. Check out the representative and your surroundings. They will become important later. For now, GIVE the phone bill to the representative. Then PICK UP the application next to the counter (on the far left), and USE the yellow crayon with the application. You can then go back to your entryway, USE the small key with the mailbox, then USE the application with the mailbox. CLOSE the mailbox. It's time to take a trip to Seattle to cover a story about a two-headed squirrel! Continue to your right to the corner, where you'll find a bus and a sleeping driver. USE the kazoo, which will wake him. WALK to the CashCard reader, and USE the CashCard in the reader. And it's off to the airport! Oh no, one of those obnoxious shaven-headed devotees of some far-out Eastern religion is trying to sell you a book! For once, give in. GIVE your CashCard to the devotee. He will give you a book on enlightenment. Since you already have your ticket, you can just WALK to the gate and the planes. Now there are three things you need on the plane, and the stewardess will stop you from getting them, so you have to distract her for a sufficiently long period of time to allow you to do what you need to do. This section should delight the practical joker in all of us! WALK to the back of the plane, OPEN the door, and go into the toilet. CLOSE the door. PICK UP the toilet paper, then USE the toilet paper with the sink. TURN ON the faucet and PUSH the call button. OPEN the door and walk forward to the front of the plane. (Ain't I a stinker?) On your way to the galley, PICK UP the seat cushion from the seat in front of yours. You will notice something fall out onto the floor when you do so. PICK UP the lighter. Then WALK to the microwave oven in the galley. OPEN the microwave, USE the egg with the microwave, CLOSE the microwave, and, finally, TURN ON the microwave. (This all must be accomplished before the stewardess finishes cleaning up the head, so you might want to save before you try it.) The resultant mess will gain the stewardess's undivided attention for a while. As she is cleaning up after you, OPEN all the overhead bins. In one, you will find an oxygen tank, which you can PICK UP. While you're waiting to land, you can READ the book and the oxygen tank for future reference. When you land in Seattle, WALK to the outside door and into the woods. PICK UP the tree branch overhead. GIVE the peanuts you received as a "meal" on the plane to the two-headed squirrel, then USE the tree branch on the loose dirt. (Alternately, you can USE the butter knife from your apartment on the squirrel but this will haunt you later in the game.) WALK to the cave entrance. Who turned out the lights? Well, TURN ON the lighter and use its glow to check out the cave. Up and to your right is an abandoned bird's nest, and on the floor is a fire pit. You can't reach the bird's nest yourself, so USE the tree branch with the nest, USE the nest with the fire pit, then USE the branch with the nest in the firepit, and USE the lighter on everything. And Lucasfilm said "Let there be light!" On the far right wall of the cave is a door with some strange markings (and they won't be the last!) READ the strange markings, then USE your yellow crayon on the markings. This one time, the game will complete the picture for you, and the door will open. Go inside. There is a machine holding a blue crystal, which you saw in your dream at the beginning of the game. You need it, but it's locked in place. Fortunately, you notice an infrared sensor on the machine that looks just like the one you've got on your TV back home. Could it...nah! Well, might as well give it a shot. USE the remote control. Presto! Now, take the blue crystal. The lights will go out, but you should be able to find your way back to the cave with no problems. From there, return to the airport, and USE the reservation machine to buy a ticket back to San Francisco. It's time to get some help in your quest! ANNIE, MIAMI, NEPAL, AND ZAIRE You now have an artifact, and you need some advice. Remember the woman from the Society for Ancient Wisdom you saw on TV? Why not go see her? When you get back to the San Francisco airport, WALK to the door on your right and you will find yourself back on the street corner by the bus. WALK up to the top of the screen and 14th Avenue. For the time being, walk by the pawnshop and continue to the second door. USE the blue crystal on the drop slot. Annie will open the door, invite you inside, and show you a picture of the machine you need to build in order to defeat the Aliens. Make a copy of this diagram for future reference. About this time, you will also notice that you can use the command SWITCH. Try it out by switching to Annie and have her pick up the blotter on her desk, and pick up the CashCard underneath. You won't need Annie's direct help for a while, so switch back to Zak. You've got to get the other yellow crystal shard that complements the one that Annie gave you, and it won't be easy, believe me. WALK out of Annie's office and go back left to the pawnshop. There you will BUY the following: the nose glasses, the hat, the tool box, the golf club, the guitar, and the wet suit. Go outside and to the right to the large bobby pin sign. OPEN the tool box, and USE the wire cutters on the sign. You have now gone from malicious mischief on the plane to vandalism and petty theft! About this time, you should have received a letter. Make your way back to your apartment entrance and USE the small key on the mailbox. PICK up the letter inside and read it. You are now a proud member of the King Fan Club. If the letter hasn't arrived yet, wander around a bit until it does. Go upstairs to your kitchen. USE the monkey wrench on the pipe below the sink, then TURN ON the switch behind the faucet. This will activate your garbage disposal. USE the stale French bread in the sink, and PICK UP the bread crumbs you've made. Be sure to TURN OFF the disposal and USE the wrench on the pipe again to fix things back to the way they were. (It might be fun at this point to PICK UP the butter knife and go into your bedroom. PICK UP the loose corner of carpet [lower right] and try to USE the butter knife in the loose floor boards. No go, huh? Well, try the monkey wrench. Now, USE the rope on the hole and you can climb down and check out the aliens' secret room!) Now go back to the airport, and buy a ticket for Miami. Miami is closed but there's a panhandler there whom you should take pity on. GIVE him your cashcard, then GIVE him the book. He will read it, return it to you, and also give you a bottle of whiskey. From Miami, fly to either London or Cairo, and from there to Katmandu. (Whenever you leave the U.S.A., you will have to use the right exit code as found in the sheet that accompanies the game.) In Katmandu, go right to the fancy door and try to OPEN the door. GIVE the book to the guard, and he will allow you inside to meet the Swami. (First read the things on the bulletin board.) The Swami will tell you how to use the blue crystal to trade minds with any animal, a talent that will come in useful sooner or later! In fact, I'll bet you're dying to try it out right now, aren't you? Go ahead! BUT SAVE FIRST! USE the blue crystal on the Yak. Well, no one said it had to be exciting. About now, your use of the blue crystal will have triggered something in that secret room. Watch what the aliens do and pay particular attention to their method of disguise. Return to your own body, and wait around until the alien shows up. He will take you captive, bring you back to his headquarters, and brainwash you, taking your crystals. For now, however, merely restore the game to where you saved. Go to the left and check out the police station. There is a flagpole out in front which you need, but stealing a flag is probably considered treason in Nepal; so, you have to be fast or sneaky. Either way, you have already saved the game at this point, so give it a shot. PICK UP the flag pole, and WALK to the yak as fast as you can, then USE the CashCard in the yak. If your timing is right, you'll get away scot free. The alternative route is to USE the lighter on the hay bale to the right of the temple. While everyone is busy putting out the fire, you can nonchalantly saunter over to the police station and pillage it. If your conscience starts to bother you, remember, it's for a very worthwhile cause. From the airport, buy a ticket, and fly to Kinshasa, Zaire. After going through several random jungle scenes, you will find yourself in a clearing. At the far left in the clearing is a hut with a sign out front. Go inside, and you will meet the Shaman who's in the picture with the Swami back in Nepal. GIVE him the golf club. Out of gratitude, he and two of his countrymen will show you a dance. TAKE NOTES! When the three men stop dancing and line up in a row, write down the order in which they bob their heads. (This differs from game to game.) The Shaman will tell you to return when you have the yellow crystal, so it's time to head out again. Wend your way back through the jungle to the airport, fly to Cairo, and from there back to Miami. About now you should have severely depleted your CashCard. So before we head home, let's try to get you some more money. In Miami, buy a ticket to the Bermuda Triangle. Your plane will be caught by a mysterious beam, and you will end up on a spaceship. The pilot will enter a four-note combination on the colored panels (this too varies from game to game), but when he invites you back aboard the plane, stay over on the far right by the doorway. Once the bright white glare disappears, push the button by the side of the door. You will be captured and taken before the King of the Aliens. Before he can decide what horrible fate worse than death should befall you, give the Fan Club Card (or the guitar) to the King. This will make you the King's good friend, and one of his minions will show you a different color combination that will send you home. Don't use it yet. Instead, return to the King's chamber, and WALK to the right and READ the Lott-O-Dictor, which will give you tomorrow's winning number. Then go back to the color panel, press the right combination of buttons, and stand on the platform to the left of the panel. You will be teleported straight home. Go back to the pawnshop and BUY a Lottery ticket. (At this point, you can also SELL your bent butter knife.) You can pick up your earnings after your trip to Latin America. PERU, MEXICO, AND MARS At SFO, buy a ticket for Lima, Peru. When you reach Lima, you will have to wander through a few jungle screens until you reach a scenic overlook. If you continue right past the ancient bird feeder, you'll see a huge carving. Now, if only you had wings.... Go back to the bird feeder, and USE the bread crumbs on the feeder. This will attract a sparrow. Save the game! USE the blue crystal on the sparrow. Use of the blue crystal will alert the aliens to your location, and you want to avoid capture. Now, depending on your game system, you will have to press a certain key or button (on the Amiga, for example, you click the right mouse button) to avoid watching the "cut" scene of the Alien putting on his disguise. Activate this feature as soon as the scene begins. This will give you enough time to do what you need to do. In the bird's body, FLY to the giant carving and to its right eye. You will see a candelabra and a platform. You can't do anything here right now, so fly out and go to the left eye. PICK UP the scroll on the floor, and FLY back out of the eye, across the valley, and back to Zak. GIVE the scroll to Zak, then return to Zak's body. As quickly as possible, get back into the jungle. You must accomplish this before the Alien arrives. Return to the airport and fly to Mexico City. You'll have to go through yet another jungle until you reach the Aztec pyramid. Pick any of the three entrances and go inside. Now you're in a real maze, which you can map if you want to, but it can be solved fairly easily by trial and error. In each room there is at least one torch, which you will have to locate (with a "WHAT IS") and then USE with the lighter. There are three types of corridors in the pyramid: long ones with green faces on the walls, medium ones with blue faces, and short ones with no faces. You will enter a long corridor; try each exit from it until you locate a medium corridor; from there, try to find which of the several doors leads to a short corridor. One of the short corridor rooms has a door which leads into a room with a statue holding a shard of yellow crystal, and on the base of the statue are some strange yellow markings. Unfortunately, here you must draw the correct figure yourself, and you don't know what it is. I would recommend that you save the game at this point, and prepare to meet the rest of our intrepid crew. SWITCH to either Melissa or Leslie, who are standing by their converted VW Microbus in the Martian desert, just waiting for something to do. Have the co-ed you switched to OPEN the van door and go inside. OPEN the glove compartment. PICK UP the boom box, the CashCards, the fuse, and the digital audio tape from the radio. USE the oxygen valve if you like. Leave the van, and make sure each girl has the correct CashCard. WALK to the left, past the alien hostel, and to the black monolith. USE the CashCard in the slot, and then do it again so you get two tokens. Now switch to the other girl, and have her do the same, so that each co-ed has two tokens. Bring them both inside the hostel. USE the token on the metal plate to the right of the airlock door, and PICK UP the burnt-out fuse. Then, USE the fuse from your van in the air lock fuse box, and PUSH the button, closing the door. Next, PUSH the button by the door on the right wall, and send Leslie into the dormitory. (Melissa is a little too squeamish.) Check out the locker by the door and PICK UP the little strip of yellow vinyl tape. OPEN the right side of the cabinet, and PICK UP the flashlight. Move to the right and PICK UP the covers, revealing a dead alien shaped like a broom. Finally, PICK UP the ladder in the far right corner, and leave. WALK both the girls to the right (past the van) to the Giant Face and a door that has three buttons on it. Set up the ladder under the highest button, and send one co-ed up the ladder, while parking the other by the lowest. Now press the buttons in the order indicated by the dancing natives in Zaire. This will open the door. Take both girls inside. Inside you will find two huge statues and three massive doors. On one of the statues will be strange yellow markings. READ the markings and copy the symbol down (they change from game to game). This is the symbol Zak needs to draw on the Mexican statue's base to get the yellow crystal shard. But first there are some other matters to take care of in the Great Chamber. Your oxygen will not last forever, and it might be nice to see the girls' faces. Let's find the air conditioning unit. WALK to the massive door on the left. USE the ladder by the pedestal, and WALK to the crystal globe. Have the other girl USE the vinyl tape with the digital audio tape (DAT), allowing you to record over it. USE the DAT in the boom box, TURN ON the boom box, and set it to Record. SWITCH to the girl on the ladder and PICK UP the globe. There will be an annoying whine and the door will open. Send LESLIE with the flashlight into the chamber. You find yourself in a maze of colored doors. You can map this maze if you like, but the quick and dirty way is to go through the purple door, then the blue door, then the purple. You should find yourself in a room with a machine. READ the gauges on the machine, then PUSH both switches. Once both gauges move into the green, you will be able to remove your helmets inside the whole Great Chamber. Exit the machine room and go through the blue door. From there, take the purple door, another purple door, and finally the door with the red edges on your far right. There you will find a room with a familiar map, a representation of the Sphinx, and more strange markings which you should copy down. To find your way to the exit, go out and take the yellow door, then the blue door, the red door on the far left, the red door on the far right, the red door on the far right, and the red doorway on the far left. Next move to the middle of the three massive doors. The crystal globe here is broken, so you have to USE the boom box in Play mode, which will produce the sound you need to open the door. This is not a maze, thankfully. All you need to do is go through the doorway over on the right Inside you will see a close relative of the statue in Mexico, holding an ankh. PICK UP the ankh. Finally, you can open the massive door on the far right by either method, and once you enter and go through the door in that chamber, you will find a force field, which you turn off when you USE the ankh in the panel. PUSH the button on the strange machine and you will see what I assume is a hologram of the ancient aliens who prepared all this for you. PICK UP the smaller key on the wall (the larger one will crumble into dust). At this point, it's time to leave Mars, and go back to Zak. Save the game here, just in case you make a mistake. USE the yellow crayon on the strange markings. By placing the cursor on the screen where you want to draw a line, you can recreate the drawing the co-eds found on the huge statue. When it's done, click on FINISHED DRAWING. The statue will release the crystal shard and you can take it. Find your way out of the pyramid, return to the airport, and from there to San Francisco. It's time to pick up Annie and finish this game! LONDON, ZAIRE (AGAIN), CAIRO, MARS (AGAIN), AND ENDGAME Once back in San Francisco, go home and get your fish, Sushi, and his transparent domicile. USE the fishbowl with the sink to give Sushi a temporary home, and then leave. On your way to Annie's office, be sure to visit the pawn shop and pick up your lottery winnings. Would that real life were as full of such sure things! GIVE the scroll to Annie (who is the only one who can read it). Then both of you should walk down to catch the bus (remember only Zak can wake the driver), and you both should go to the airport and buy tickets for London. Zak should GIVE the bottle of whiskey to Annie, who should, in turn, GIVE it to the sentry by the electric gate outside of Stonehenge. He will get drunk and pass out, enabling Annie to TURN OFF the switch that controls the electrified fence. Zak can USE the wire cutters on the fence, and both can WALK to Stonehenge. Zak should USE the yellow crystal shards on the altar, then USE the flag pole on the little notch on the left. SWITCH to Annie, who can READ the scroll again and produce the desired effect. Have ZAK pick up the yellow crystal (now fused whole), and send both back to the airport. Both Zak and Annie should fly to Cairo, but send Zak on from there to Zaire, and have him visit the Shaman once again. The Shaman will explain to Zak how to use the yellow crystal for teleportation purposes. Zak should then rejoin Annie in Cairo. On one of the two legs of the Sphinx will be some more of those ubiquitous yellow markings. Zak must recreate the drawing seen in the chamber on Mars below the depiction of the Sphinx, which will open a secret door. Both Annie and Zak must go inside. Yep, it's another maze, but (a) it's lighted, and (b) there's an easy solution. Always go through the doorway with a picture of the sun over it (or in one case, the doorway is at the end of a corridor, and the sun is above and to the right). Eventually you will find a door with what looks like a pair of horns above it. Inside you will find some hieroglyphics which only Annie can read. They will instruct her to push the left button, then the right button, and the center button. (One of the hieroglyphics looks suspiciously like an Imperial fighter from Star Wars, by the way.) Once the panel opens, Zak should USE his yellow crayon on his wallpaper map, and you should write down the last set of strange markings (whew) by the depiction of the Great Face. Retrace your steps out of the Sphinx. At this point, Zak should go to the big pyramid across the street, and enter the tiny little door on the left side. With lighter in hand, he will be able to find the doorway to the right, find the torch on the way inside that room, and light it. Bring Annie to join him in the room with the sarcophagus, then send Zak only back to the airport, and fly him to Miami. In Miami, buy another ticket to the Bermuda Triangle, and before the beam can get you, USE the parachute. The cushion you stole from the first airplane will keep you afloat. USE the kazoo, which will summon a dolphin. Save the game here, and USE the blue crystal on the dolphin. As the dolphin, SWIM underwater and to the lower right to a clump of seaweed. PICK UP the seaweed, then PICK UP the glowing object behind it. Return to the surface, GIVE the glowing object to Zak, and return Zak to his own body. Immediately, USE the yellow crystal. The maps you have drawn will appear, and you can use the cursor to pick where on the map you want to go. Click on the yellow dot in South America, and you will be teleported to the room in the huge carving's right eye where the candelabra was. PICK UP the candelabra and get ready to teleport to the secret chamber inside the Martian pyramid. USE the yellow crystal and click on the pyramid. Oops. Nothing happened. Well, you have to get to Mars anyway, so USE the yellow crystal again and click on the Great Face. You will be teleported into a chamber with three doors and, yes: more strange yellow markings! USE your yellow crayon to recreate the figure you saw in the map room inside the Sphinx, and all three doors will open. Go through the center door, and you find yourself in the maze of colored doors. TURN ON your lighter, go through the green door on the far left, and the yellow door on the far left of the second room; go all the way to the left, and you'll be in the Great Chamber. Zak can meet up with Melissa and Leslie at long last. No time for chitchat, though. Have Leslie put her helmet back on and WALK to the big pile of sand in front on the hostel. USE the broom alien on the sand, to reveal solar panels, then send her over to stand by the tram. Next, PUT ON Melissa's helmet, and send her over to the the tram. Finally, you have to send Zak outside, but he needs a spacesuit. PUT ON the wet suit, the oxygen tank and the fishbowl, then USE the duct tape on the fishbowl. Perfect! Send Zak to the shuttlebug where he can use the oxygen valve to freshen his tank and bring it up the full 15 minutes; then, send him to the monolith, and have him USE his CashCard in the slot. He needs only one token. Zak should then join the others by the tram. Save the game here! Have each of the three USE the token in the tram. All three must get on board before it leaves, or you can't finish the game. The tram will go to the Martian pyramid, and let everyone off. Send Leslie to the pyramid, and USE the broom alien on the sand pile. Send Zak there, and USE the bobby pin sign. Then give Zak the flashlight, and have him enter the pyramid. It is a duplicate of the Egyptian pyramid, except for the sarcophagus. This one can be manipulated. Bring both co-eds into the chamber, and have one PUSH the sarcophagus's feet. This will open a secret door to the left of the sarcophagus. Send the second girl up the stairs, have her stand by the button, and send Zak up there. (You may have to move the girl away from the sarcophagus's feet to close the hole in the door.) PUSH the button, quickly SWITCH to Zak, and PICK UP the white crystal. Zak should USE the yellow crystal to teleport to the dot on the map near Cairo. (While not necessary, it is fun to send Melissa and Leslie back on the tram, have them pick up their fuse in the hostel fuse box, replace it in the van, and then USE the controls to head home.) Zak is now in a secret room with a big base, two switches and a lever. First, PULL the lever, which opens a secret set of stairs. SWITCH to Annie, who has been waiting patiently below, and have her come up the stairs. PULL the lever again to close the panel in the floor. Have Zak USE the glowing object on the base, USE the candelabra on the glowing object, and USE each of the three crystals in their proper position as shown in your dream and the diagram in Annie's office. (Oh no, you forgot what order to put them in? You dunderhead, now you'll have to start from the beginning! Just kidding.... Actually, the program automatically puts each in the right position.) When the machine is finished, have Zak and Annie each pull a switch in turn. 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