`8NNNNorp &<Nu@` ' @`! #@F')+./1 3@5`79;=?A C@E`GIKMOQ OU`W^[]_a c@egikmoq s@u`wy{} @` @ ` @ ` @ ` @ ǀ ɠ / @ o ׀ ٠  @` @`/Aa   !Aa!!#Ao')%+-/1!3A5a79;=?A!CAEaGIKMOQ!SAUaWY[]_a!cAeagikmoq!sAuawy{}!Aa!Aa!Aa!Aa!Aǁɡ!aׁ١!Ao!Aa " B b  !"!B!b!!!!!"!""#B"%b"'")"+"-"/#1"#3B#5b#7#9#;#=#?$A"$CEb$GI$K$M$O%Q"%SUb%W%%[%]%_&a"&cB&eb&g&ik&m&oq"'sB'ub'w'y}'("(B(b((((()")B)b)))))*"*B*b*****+"+B+b+++++,",B,@` ' @`! #@F')+./1 3@5`79;=?A C@E`GIKMOQ OU`W^[]_a c@egikmoq s@u`wy{} @` @ ` @ ` @ ` @ ǀ ɠ / @ o ׀ ٠  @` @`/Aa   !Aa!!#Ao')%+-/1!3A5a79;=?A!CAEaGIKMOQ!SAUaWY[]_a!cAeagikmoq!sAuawy{}!Aa!Aa!Aa!Aa!Aǁɡ!aׁ١!Ao!Aa " B b  !"!B!b!!!!!"!""#B"%b"'")"+"-"/#1"#3B#5b#7#9#;#=#?$A"$CEb$GI$K$M$O%Q"%SUb%W%%[%]%_&a"&cB&eb&g&ik&m&oq"'sB'ub'w'y}'("(B(b((((()")B)b)))))*"*B*b*****+"+B+b+++++,",B,DOC_DISK004ARCADE2 SWRdNDOC SWR%"}ADVENTS1SWRW6ARENA SWRf6ACTIONF SWR& BALANCE SWRiXPOPUL2 SWR+j}SOLVES SWR-uBALLISTXSWRkJ: BARDST SWRmSE&AUTO YBATMAN SWRt+BTECH SWRvBORROWEDSWRxC_MASTERSWRzDFS9 SWR}LGAMES SWRJ%GAUNT2 SWRu%GOLDOFR SWRHOSTAGESSWRJaADVENTS2SWR%UKISSEDIISWR*[KRISTAL SWRhMAG_SCRLSWRn.POPULOUSSWRzRAINBIRDSWRjRAMPAGE SWR5SIERRA SWRATANGLE SWRBVTESTDR2 SWRKWIM2 SWR5WIMSOLTNSWRDXENON SWRH-ZANYGOLFSWRTSOLVES2 SWR[=<SEURAT SWRq|&EURAT SWR  ARCADE TIPS Part 2. Typed and compiled by Sewer Possum for the DOC DISC series. On this disc we have cheats and tips for...Thunderblade,Veteran,After Burner,Exolon,Flying Shark,StarRay,Thrust,Rambo III,Sorcery+,Street Fighter,Daley Thompsons,Sentinel,Eliminator, *Thunderblade* Type CRASH when you're on the title screen. UNDO will then take you to the next level. *Veteran* Hitting the HELP key will take you through to the next level in this second rate OP WOLF! *Afterburner* Don't worry, the AMIGA version of this game is just as bad! Performing 360 degree rolls all the time will render you immune from just about everything. If that isn't enough, hit BACKSPACE to pause the game and type in AGES (SEGA spelt backwards). Use the < and > keys to change levels. *Exolon* Type 'ad astra' (in lower case) on the high score table to get some much needed infinite lives. *Flying Shark* When you score high enough to make the high score table, type HSC or KDJ (holding down the 5 key as you enter the last letter). HSC gives infinite lives KDJ gives invulnerability *Star Ray* Type AL YANKOVIC to activate the cheat. F5 gives infinite shields, F6 completes the current attack wave. *Thrust* This isn't going to work with those cracked, compacted versions that are around - but if you boot the GEM desktop, open the THRUST icon and double click on CHEAT.PRG you can survive collisions. All you have to do is type 'cheat' during the game. *Rambo III* You'll need to score at least 5000, enough to make the high score table. After that type in RENEGADE. Press 1, 2 or 3 on the title screen to access the level of your choice. * Sorcery+ * Remember that some of the solid looking pillars can actually be flown through. The Green Monster is killed by the sharp axe. The Ground Goblin with the strong sword. The Flying Eye, Pig and Pumpkin are all destroyed using the ball and chain. Cauldrons on the ground replenish energy, and vary from game to game. Sanctuary always replenishes energy. Fleurs de Lys and Coats of Arms permenantly unlock doors bearing those symbols, and are not used up in the process. Bottles and keys open the remaining doors but are consumed in doing so. The objects required to liberate the corresponding sorcerers are- OBJECT SORCERER LOCATION Sorceror's moon Stonehenge Wand Tunnel Book Outer Sanctum Golden Chalice Wine Cellar Goblet of Wine Wastelands Little Lyre Palace Crown Strongroom Scroll Dungeon The book is the hardest item to get (near the waterfall) so have a go at retreiving this first. Once all the sorcerors are free, go to the sanctuary and sit on the remaining pillar to complete the game. (Note that in the Amstrad disk version of this game, once you'd freed all the sorcerors and taken your place in the sanctuary, a second level would be loaded. I'm not sure if this is the case with the ST version.) *StreetFighter* Nice graphics, but S L O W !Press HELP to access the next level. *Daley Thompsons Olympic Challenge* The correct shoes to wear for optimum performance...... Training Training shoes 100m Running spikes Long Jump Long spikes High Jump Flat soles Hurdles Short spikes Discus Half spikes Pole Vault Track shoes If you have an autofire joystick, engage autofire before starting your Long Jump approach. When you reach the you automatically jump at the perfect time. *Sentinel* Great strategy game this-with thousands of levels...here's a sample of a few. (Look for full DOCs to the game on SEWER DOC DISC 1) LEVEL CODE 0304 46774653 0734 66919994 1091 81759567 1863 13090835 3301 48423345 3942 17556527 4706 98972516 5391 06895848 6208 65592289 6712 77956620 7333 70647565 8007 59442559 *Eliminator* A diificult cheat to activate....but helpful. On the title screen press HELP and type in HANDEL to put you on stage 9. Now when playing, avoid the water to the right and crash into the oncoming alien. On the next life, shoot the alien and fall into the water on the right just before reaching the first ramp. On your next life, shoot the green alien, jump over the ramp and stay in the right-hand lane. If all has gone well, you should be shot by a bubble like alien, and you should have-finally-activated the infinite lives mode. FUHR,'(%jˆTDT-R (xJX" W@P5P t66,Lč2 A݂ASC-* 8"Ņ(&**ą0*Ӡ ؀j@DJ"@K PS4"(\Y@hIP9-1 lDh\$< tC y "F@; RTU ! +62q3@9є8A@ѐ |0\PHpD I9Ie S |જrBIY! MIrebB"B%yYb TR(('"$p UV,&"$.P@  xоX,A^9x0(! p /( r3gl2WRS ?p)<8R(`pH8D, ,0F%J c@u>[D0dXP",BD8xX0DX `'(0j,   !@Cp`/:xxxxxxxx`:S` Efv*oM( m HPHUBg?<JNA(m)m -:gS)@ -OK1PC#HN(Hx?<HNA@)@l/?<HNA)@h&@)@XЬl)@d)@`ARCpr Ѝ"QHNFALNHz2?< Nq\pdAxr0XQ)K\NN>@\\tJrBjNuHz?<&NN\CAp$L Qp NBlJpNNpMN9@pdAr 0Q0tr N9lNupealp`NuaNJHz?<&NNBWNANC2A@p222NrҌ0<NB0,rNurA9Ar`v C9Cr`rt9@9A9BNrrҌpsNB0,Nu9@N`rDҌpsNBNuC2 @ e @}bA@p222Nr,Ҍ0<NBNu &8*:EENuHn 2$4BBNuAd RdQRB BbABJk 0NuJBjBBXNu 0Nu 2$NuE`B<gJEgEjCDEDF Fe( F dF8BCHC` F0bFHC8v` HD8HDkDуdQRBNuDdBDA@kgAр[SBk0NuJlJBk&Nu0g H@rB JkЀ[` BbNuJBj prtNuHPAJgPpr$< _Nup _NpNNuCDEJEgJBgJjBEBQ*HE?<>0rHGGdHGGdSWDуdi\?<>0rHGGdHGGdSWDуdiN?<>0rHGGdHGGdSW2 H@N?<,>CEdGH@0r`?<`JBgVB&8TTDуdQRBNuDAр&AdRAрAрDуNuprt|=|  g +g -f .g20  b 0e 9b da`RF` .f 0e 9b dajSF` Eg efX +g -f 0e 9oSH`00  b&Hz0  b E Do`HJjDDDS4</NJFkSFk&aQN`Ha"FFaQL8N6.JgtBnNupr$<NuJBk4<rpAC v JBgJjv-| Bb BkH>aaNRFBdL8?N<JBga2SF Be BgQRB`ApdR e <rRF&0xafEv+0JFjDFv-Hƌd0BFHF 0HF0ANuprt|`2:HQ A dNAXJ@jNNu ::/rI INB<,(k$/<??<?N`NA Jj ?a0NNrHrO INBLA NNrvN)@p `H@)@prtNAHplrtNB 2pNpNpapaprapalpalpalpaTpaTpaTBp'a?<NNT@B){L9|0<rtNpapap9@p`pvNv`v`vj`v `v`v`v`?0<}N& ?<NNC`&?<NNT"@ C <}N`N 2(g"P@g2RADAH""l`r2oZAe 1@#)I`Nuk1@Nup NN"l`dpNAtrdJhk\QpaNH ld$l`"Hg: k&@0+R`g k#&@0+S@H3 Q&f)I`LNu?<?<NAXJgJgN|AH@B pNA NuApNN$N$BS@kH2QNupC ұd"X0Pg"RA$D#Nu"X0Nu _0HpN _0HpNp"_0HqNp"_0HqNE ұeHHQ0)N$_$ZR@H`2QNu$Y0gHR@@"D%$X0P2g# R@%NupE $ $X0dP.gRG,D%pr Y2dP.gRG,D!p4Ae4v`VfANuNVWHNuNVVHNu Ihd*N$E$RR@H`2QˈN ENu2)A IJAfr4(Ae*RBBc0*SA?N$E$R`QˈN ENup`(* 0(iN$E 4R`Q$D 4R`QˈN DN ENua NuN IHPg"B  g &gN4JBjt BNut`Rptr ae OgT Xgj HgSRB ae Fb$0k  c_  c b退`tSJBkNRB0 b b瀀`RB0 fрd`0H 0 0H@Nu?<,NATANpN?<*NATANp N"H2X@NH:0H@?NH:AANF"H2@NH.0H@NH.YdNFHANFHRp` HRpJQfpNNq Y Qfd ЀЀNuNN,$_& Y Qf d փփABJk 0NNNb$_& if"QdփփHRNNN~,Nq8DRzXEEg"7PNqR$HBJBgpNJgJigp`eetЂ`"ЀeЁdp`ЀeЀe"Ѕe$W.H@@NdL"2` NqR YEjrd0` SjN YQf "_Nq*eNN*< NqbІSGfN~$_N&ЀЀЈN" KC`e N`d \N l\Ӭ\ NupNd d3 d# d# # d# # # # d# # # # # # # # dB` # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # QNudd2d"d""d""""d""""""""dB` """"""""""""""""""""""""""""""""QNuNH Nu0,p2,rR@RA ************************************************************************* ** ** ** Transferred from AMIGA and edited by SEWER POSSUM ** ** DOCUMENTATION BY DOC'S R' US BBS ** ** ** ** ARENA BY PSYGNOSIS ** ** ** ************************************************************************* GETTING STARTED: IMPORTANT: ARENA NOW SUPPORTS JOYSTICK CONTROL. THE EQUIVALENT OF THE ENERGY KEYS IS RAPID LEFT AND RIGHT MOVEMENT OF THE JOYSTICK. THE JUMP KEY IS THE FIRE BUTTON. STARTING A NEW PLAY: IF YOU HAVE JUST LOADED ARENA AND THE SELECTION SCREEN HAS APPEARED, THEN YOU ARE READY TO SELECT EITHER "NEW" (START A NEW GAME) OR "LOAD" (LOAD A PREVIOUSLY SAVED GAME) AS REQUIRED. PLEASE REFER TO THE APPROPRIATE SECTION OF THIS MANUAL FOR FURTHER GUIDANCE. THESE ARE THE ONLY TWO VALID ICONS WHEN THE GAME IS FIRST LOADED FORM DISK. ON RETURNING FROM ONE OF THESE OPTIONS YOU WILL NOW BE IN POSITION TO PROCEED AND SELECT YOUR FIRST EVENT. HOW TO SELECT AN EVENT: TO SELECT AN EVENT YOU SHOULD SIMPLY POINT THE MOUSE POINTER AT THE EVENT REQUIRED AND DOUBLE CLICK EITHER OF THE MOUSE BUTTONS. THE EVENTS WHICH HAVE BEEN COMPLETED ARE EDGE WITH A RED RECTANGLE AND CANNOT BE SELECTED, THOSE WHICH ARE AVAILBE TO COMPETE IN ARE EDGED IN A BLUE RECTANGLE. YOU MAY SELECT THE EVENTS IN ANY ORDER YOU WISH. KEYBOARD TECHNIQUE: THE KEYBOARD IS THE WAY TO PLAY ARENA. THERE ARE THREE KEY GROUPS TO LEARN. SPEED OR STRENGHT CAN BE BUILT UP BY "POUNDING" TWO GROUPS OF KEYS ALTERNATELY, FROM NOW ON REFERED TO AS THE "ENERGY KEYS". THE GROUPS ARE ANY OF [A],[S],[Z],[X], FOR THE LEFT SIDE AND ANY OF [;],['],[.],[/] FOR THE RIGHT SIDE. THE PROGRAM ONLY COUNTS IN ALTERNATE PAIRS SO WATCH YOUR CO-ORDINATION TO MAINTAIN A RIGHT-LEFT-RIGHT-LEFT SEQUENCE. TO TRIGGER A JUMP, THROW, VAULT OR PUT, THE SPACE BAR HAS TO BE HIT. FROM HERE ON THE SPACE BAR WILL BE REFERED TO AS THE "JUMP KEY". THE RECORD LEVEL OF POWER AND/OR SPEED WILL BE SHOWN ON THE POWER SLIDE IN THE TOP LEFT HAND CORNER OF ALL DISPLAYS. IT WILL SHOW LEVELS RANGING FROM 0 TO 9. FEATURES GENERAL TO ALL EVENTS: THERE ARE TWO ICONS IN THE TOP CORNER OF THE SCREEN, THEY ARE "QUIT EVENT" AND "PAUSE". IF YOU POSITION THE MOUSE POINTER IN THE "QUIT EVENT" ICON AND DOUBLE CLICK EITHER MOUSE BUTTON, THE EVENT WILL BE IMMEDIATELY TERMINATED AND ALL SCORES TO DATE FOR THAT EVENT WILL BE DELETED FROM THE SCORE TABLE. ALL THE COMPLETED EVENTS WILL RETAIN THEIR SCORES AND STATUS. DOUBLE CLICKING THE "PAUSE" ICON WILL SUSPEND THE EXECUTION OF THE PROGRAM AND THE SCREEN WILL FADE. ARENA CAN BE RESTARED BY AGAIN POINTING INTO THE PAUSE ICON AND DOUBLE CLICKING EITHER OF THE MOUSE BUTTONS. TAKING YOUR TURN: EACH PLAYER WILL TAKE HIS OF HER TURN IN ROTATION. IF YOU HAVE BEEN ELIMINATED FROM AN EVENT YOU WILL NOT BE ALLOWED ANOTHER TURN. FOR EXAMPLE IF YOU HAVE HAD THREE ATTEMPTS AT A HEIGHT IN THE HIGH JUMP AND FAILED EACH TIME, YOU WILL BE ELIMANTED FROM THE EVENT AND THE POINTS SCORED FOR YOUR HIGHEST CLEARANCE WILL BE RECORDED. WHEN IT IS YOUR TURN YOUR NAME WILL BE HIGHLIGHTED IN RED ON THE EVENT SCOREBOARD. THE COMPUTER WILL ALERT YOU WITH A BEEP. YOU "TELL" THE COMPUTER YOU ARE READY TO START WITH A DOUBLE CLICK ON EITHER MOUSE BUTTONS. THE COMPUTER WILL REGISTER THIS WITH A BEEP AND A FLASH OF THE SCREEN. YOU ARE NOW COMPETING AND SHOULD BE READY ON THE KEYBOARED. UNTIL YOU HAVE DONE THIS THE DISPLAY REMAINS STATIC. THE PROGRESS BAR: WHERE AN EVENT REQUIRES THE PLAYER TO "RUN UP TO" THE JUMP OR THROW AREA, IT IS NOT POSSIBLE TO SHOW THE WHOLE "RUN UP" DUE TO THE SCALE AND SIZE OF THE GRAPHICS USED. WE USE THE PROGRESS BAR TO PLOT THE PLAYER'S PROGRESS DOWN THE RUNWAY TO THE TARGET AREA. THIS APPEARS AT THE TOP LEFT OF EACH DISPLAY. AS THE PLAYER MOVES DOWN THE RUNWAY, A RED BAR WILL BE PLOTTED ABOVE THE SCALE ICON. THIS TARGET AREA IS MARKED BY A SMALL RED RECTANGLE. THE OBJECT FLIGHT GRAPH: WHEN WE ARE TRACKING AN OBJECT SUCH AS A JAVELIN OR SHOT THROUGH TH AIR, OR, IN A JUMPING EVENT THE PLAYER, WE OFFER FEEDBACK ON THE PROGRESS OF THE OBJECT ON THE OBJECT FLIGHT GRAPH. THIS APPEARS ABOVE THE PROGRESS BAR AND WILL BE "INKED IN" AS THE OBJECT OR PLAYER FLIES THROUGH THE AIR. HUNDRED METRES: EACH PLAYER WILL TAKE ONE TURN AND ONE TURN ONLY TO REGISTER A TIME. YOU WILL START THIS EVENT ON THE BLOCKS. YOU WILL MOVE AUTOMATICALLY INTO "GET READY" POSITION ON THE INSRTRUCTIONS OF THE STARTER. HE WILL RAISE THE GUN READY TO START THE EVENT AND RESET ALL STOP WATCHES. AT THIS POINT,IF YOU TOUCH THE KEYBOARD BEFORE THE STARTER'S GUN HAS GONE OFF YOU WILL RECORD A FALSE START. TWO FALSE STARTS AND YOU WILL BE ELMINATED FROM THE EVENT WITH NO SCORE. THE EVENT IS GEARED FOR MAXIMUM SPEED ON THE ENERGY KEYS THROUGHOUT THE RUN. YOU CAN DIVE FOR THE TAPE BY PRESSING THE JUMP KEY BUT BEWARE, IF YOU DO THIS MORE THAT A FEW STRIDES FROM THE FINISH LINE YOU WILL ACTUALLY LOSE MOMENTUM AND COME TO A HALT.IT NEEDS TO BE TIMED ACCURATELY. THE SCOREBOARD WILL SHOW YOUR TIME AND POINTS AWARDED AS SO: NAME PTS. TIME JAN 702 11.52 LONG JUMP, SHOT PUT AND JAVELIN: IN EACH OF THESE EVENTS YOU WILL BE ALLOWED SIX ATTEMPTS TO RECORD A BEST SCORE. TURNS ARE AGAIN IN ROTATION ORDER WITH PLAY COMMENCING IN THE USUAL WAY. THE EVENT SCOREBOARD WILL BE DISPLAYED AT THE TOP OF THE SCREEN AS SO: NAME PTS. DIST. JUMPS TO GO JOHN 604 5.98 4 THE SCOREBOARD WILL SHOW YOUR BEST ATTEMPT TO DATE, THE POINT VALUE FOR THAT JUMP/THROW YOU HAVE REMAINING. LONG JUMP: YOU ARE ALLOWED 6 ATTEMPTS TO RECORD A GOOD JUMP. YOU USE THE ENERGY KEYS TO PICK UP SPEED ON THE RUNWAY. AS YOU APPROACH THE BOARD KEEPING AN EYE ON THE PROGRESS BAR, YOU NEED TO REACH MAXIMUM SPEED. YOU MUST BE READY TO TIME YOUR JUMP; THE CLOSER YOU GET TO THE BOARD THE BETTER CHANCE YOU HAVE. HITTING THE JUMP KEY WILL MOVE YOU INTO JUMP SEQUENCE INSTANTLY AND SHOULD BE TIMED TO COINCIDE WITH YOUR ARRIVAL ON THE BOARD. DURING THE JUMP SEQUENCE THE USE OF THE ENERGY KEYS NEEDS TO BE MAINTAINED RIGHT UP TO THE POINT OF LANDING. YOU WILL LOSE A CONSIDERABLE AMOUNT OF DISTANCE IF YOU DO NOT KEEP UP THE ENERGY KEYS RATE THROUGH TO THE POINT WHERE YOU HIT THE SAND. SHOT PUT: AGAIN YOU WILL BE ALLOWED SIX ATTEMPTS TO RECORD A BEST. YOU COMMENCE THIS EVENT STANDING AT THE BACK OF THE CIRCLE. YOU HAVE TO BUILD UP POWER AS YOU GO INTO THE HOP POSITION, YOU THEN HOP ACROSS THE CIRCL. AS YOU MOVE ACROSS THE CIRCLE HITTING THE JUMP KEY STARTS THE PUT. YOU NEED TO LEAVE THIS AS LATE AS POSSIBLE TO RECORD THE MAXIMUM DISTANCE. YOU CAN HOWEVER FOUL THE CIRCLE BY TOUCHING THE EDGE. DURING ALL THIS YOU HAVE TO MAINTAIN THE RATE ON THE ENERGY KEYS. AS YOU START TO PUT THE SHOT ANOTHER STRIKE ON THE JUMP KEY IS REQUIRED TO RELEASE THE SHOT, THIS SHOULD BE DONE TO COINCIDE WITH THE ARM EXTENDING TO RELEASE THE SHOT, THE LATER YOU CAN LEAVE THIS THE MORE EFFECT IT WILL HAVE. ONCE THE SHOT IS IN FLIGHT THE ENERGY KEYS RATE HAS TO BE KEPT UP TO MAINTAIN THE OPTIMUM FLIGHT PATH. JAVELIN: TURNS AND NUMBER OF ATTEMPTS AS ABOVE. THE KEY TO SUCCESS IN THE JAVELIN EVENT IS SPEED ON THE RUNWAY, USING THE ENERGY KEYS, AND STARTING THE THROW AT THE LAST POSSIBLE SECOND USING THE JUMP KEY. YOU HAVE TO AVOID THE FOUL THROW BY NOT TRANSGRESSING THE END OF THE RUNWAY. YOU MUST KEEP UP THE ENERGY KEYS RATE DURING THE THROW. AGAIN FURTHER DISTANCE MAY BE GAINDED BY "HELPING" THE JAVELIN ALONG DURING ITS FLIGHT USING THE ENERGY KEYS. HIGH JUMP AND POLE VAULT: SET HEIGHT: IN BOTH THESE EVENTS YOU WILL BE ALLOWED UP TO 6 TURNS AT NEW HEIGHTS CHOSEN EACH TIME BY YOU. THIS IS DONE BY MEANS OF THE SET HEIGHT ICONS. THIS WILL BE OFFERED TO YOU AT THE START OF THE EVENT AND AFTER EACH SUCCESSFUL JUMP. SHOULD YOU FAIL AT A PARTICULAR HEIGHT YOU WILL BE ALLOWED THREE AND ONLY THREE ATTEMPTS. AFTER A FAIL YOU CANNOT CHANGE THE HEIGHT YOU ARE ATTEMPTING, YOU MUST CLEAR YOUR CHOOSEN HEIGHT TO PROGRESS IN THE EVENT. YOU MAY HOWEVER, CHOOSE ANY HEIGHT YOU WISH FOR YOUR FIRST ATTEMPT. WHEN YOU HAVE COMPLETED A JUMP SUCCESSFULLYM YOU MAY INCREASE THE HEIGHT BY ANY AMOUNT YOU WISH AT YOUR NEXT TURN. THE BAR CAN BE MOVED UP AND DOWN BY POINTING AT THE UP AND DOWN ARROWS AND PRESSING THE LEFT HAND MOUSE BUTTON. WHEN THE HEIGHT IS AT THE DESIRED LEVEL, POINT AT THE OK BUTTON AND PRESS THE LEFT HAND MOUSE BUTTON. YOU WILL NOW BE TAKEN TO START YOUR NEXT ATTEMPT. THE SCOREBOARD WILL SHOW UNDER THE TRYS COLUMN THE ATTEMPTS YOU HAVE HAD AT A PARTICULAR HEIGHT, INDICATING EACH ATTEMPT WITH A 9 FOR FAILURE TO CLEAR, AND A 0 WHERE NO ATTEMPT HAS YET BEEN MADE. THE POINTS VALUE REFLECTS THE BEST CLEARANC TO DATE. AS WITH ALL EVENTS THE SCOREBOARD WILL BE SHOWN AT THE HEAD OF EACH SCREEN AND FOR THE HIGH JUMP AND POLE VAULT IT LOOKS LIKE. NAME PTS. JUMPS ATTEMPTS MTRS TRYS COLIN 817 4 4.13 9 9 0 HIGHJUMP AS WE HAVE DISCUSSED IN THE SET HEIGHT PARAGRAPH ABOVE, IF YOU FAIL AT A PARTICULAR HEIGHT YOU REMAIN LOCKED IN TO THAT HEIGHT UNTIL YOU HAVE CLEARED IT AND THEN YOU MAY PROGRESS TO A NEW HEIGHT, BUT REMEMBER, YOU ARE ONLY ALLOWED THREE ATTEMPTS AT EACH HEIGHT AND THREE FAILURES MEANS YOU GO OUT OF THE EVENT. THE GAME PLAY OF THIS EVENT IS VERY SIMILAR TO THE LONG JUMP. YOU ACCELERATE ACROSS THE RUNWAY KEEPING AN EYE ON THE PROGRESS BAR USING THE ENERGY KEYS. AS YOU APPROACH THE TAKE-OFF AREA YOU NEED TO ACCELERATE AND THEN TIME YOUR JUMP TO TAKE PLACE BETWEEN THE LEFT AND RIGHT UPRIGHTS. TO DO THIS, YOU NEED TO START THE JUMP BY HITTING THE JUMP KEY A SHORT DISTANCE BEFORE THE JUMP ITSELF, WE HELPED A LITTLE BY PROVIDING MARKERS ON THE RUNWAY. YOU MUST MAINTAIN YOUR KEY RATE ON THE ENERGY KEYS UNTIL YOU ARE WELL CLEAR OF THE BAR. POLE VAULT: THE POLE VAULT IS IDENTICAL TO THE HIGH JUMP EVENT IN THE NUMBER OF JUMPS, NUMBER OF ATTEMPTS AND THE SETTING BAR HEIGHTS. THERE ARE RUNWAY MARKERS PROVIDED AND THE JUMP KEY SHOULD BE HIT TO START THE VAULT. WE GIVE YOU CONSIDERABLE LEE-WAY IN STARTION YOUR VAULT. IF YOU TIME THE JUMP KEY CORRECLTY THE COMPUTER WILL"FLASH" THE SCREEN AND THE VAULT WILL START AT THE CORRECT LOCATION. AS YOU REACH THE TOP OF YOUR FLIGHT UOU MUST HIT THE JUMP KEY AGAIN T RELEASE THE POLE. THE CRITICAL TECHNIQUES IN THE EVENT ARE TO ACCELERATE INTO THE TAKE-OFF AREA AND THEN KEEP MOMENTUM UP ON THE ENERGY KEYS UNTIL YOU HAVE CLEARED THE BAR AND YOU ARE DROPPING TO THE MAT. THE POINT SYSTEM AS IN TRADITIONAL DECATHLON EVENT, POINTS ARE AWARDED ON THE FOLLOWING MERIT SYSTEM: POINTS 100M LONG JUMP HIGH JUMP SHOT PUT POLE VAULT JAVELIN 200 14.1 4.28 1.25 6.62 1.94 22.30 300 13.5 4.28 1.40 7.86 2.25 28.00 400 13.0 5.11 1.50 9.17 2.57 34.10 500 12.5 5.54 1.60 10.55 2.90 40.59 600 12.0 5.98 1.71 12.01 3.24 47.56 700 11.5 6.43 1.82 13.55 3.60 55.09 800 11.1 6.90 1.93 15.19 3.97 63.17 900 10.7 7.39 2.05 16.92 4.36 71.81 1000 10.3 7.90 2.17 18.75 4.78 81.00 SELECTION PAGE ICON OPTION: ALL THESE ICONS ARE SELECTED BY POINTING THE MOUSE AT THE REQUIRED ICON AND DOUBLE CLICKING ON EITHER BUTTON. "SAVE"-STORE THE CURRENT GAME TO DISK: IT IS POSSIBLE TO SAVE UP TO 6 PART-COMPLETE PLAYS OF ARENA ON THE ARENA WORK DISK. THE ARENA WORK DISK WILL BE OF A TOTALLY NON-STANDARD FORMAT AND CAN ONLY BE READ OR WRITTEN BY THE ARENA PROGRAM. WHEN YOU FIRST COME TO SAVE A PLAY OF ARENA HAVE A BLANK OR OVERWRITABLE DISK AVAILABLE AND THIS DISK MUST THEN BE DEDICATED AS THE ARENA WORK DISK, THIS DISK DOES NOT NEED TO BE FORMATTED FIRST. YOU CANNOT USE THIS DISK FOR ANY OTHER PURPOSE UNTIL YOU REFORMAT IT. WHEN YOU HAVE SELECTED THIS OPTION YOU WILL HAVE TO SELECT A NUMBER IN THE RANGE OF 1-6. THIS IDENTITY UNDER WHICH THE CURRENT PLAY WILL BE SAVED. "LOAD"-LOAD A PREVIOUSLY SAVED GAME: THIS WILL ALLOW YOU TO LOAD A PREVIOUSLY SAVED GAME FROM DISK. IT IS THE REVERSE OF SAVE WITH THE PLAY STORED UNDER IDENTITY 1-6 BEING RELOADED FROM THE ARENA WORK DISK. SCOREBOARD- SHOW THE SCOREBOARD: THIS ICON WILL REVEAL THE SCOREBOARD SHOWING THE SCORES FOR ALL PLAYERS IN ALL THE COMPLETED EVENTS PLUS TOTAL. A DOUBLE CLICK ON THE OK ICON WILL REVERT TO THE EVENT SELECTION SCREEN. "QUIT"- QUIT THE CURRENT GAME: THIS WILL SIMPLY RE-INTIALIZE THE MACHINE AND CLEAR THE ARENA FROM MEMORY. CONFIRMATION WILL BE REQUIRED BY DOUBLE CLICKING ON THE OK ICON, OR CANCELLATION BY THE CANCEL ICON. "NEW"- START A NEW GAME: ON THE SELECTION YOU WILL BE PRESENTED WITH A SCREEN TO ALLOW IMPUT OF THE NUMBER OF PLAYERS AND THEIR NAMES. THE MAXIMUM NUMBER OF CHARACTERS IN THE NAME IS 11. FOR EACH INPUT FIELD TYPE IN YOUR RESPONSE AND HIT RETURN WHICH WILL THEN TAKE THE CURSOR TO THE NEXT FIELD. THE ONLY VALID EDIT KEY IS THE BACKSPACE KEY. ONCE YOU HAVE ENTERED ALL FIELDS YOU CAN CONFIRM YOUR ENTRIES BY DOUBLE CLICKING ON THE OK ICON. IF YOU ARE NOT HAPPY WITH YOUR ENTRIES DOUBLE CLICK ON THE RE-ENTER ICON. ONCE YOU HAVE DOUBLE CLICKED ON THE OK ICON ALL EVENT SCORES AND DSTATUS FLAGS WILL BE CLEARED AND YOU ARE NOW READY TO PLAY ARENA. *<NlpJBgp/AN&<@x*<NpJBgp$VHfN72Hm" <r$<ANN8N/p""_NChNN8BAN&<@x*<NlpJBgp/AN&<x*<NpJBgp$VHfN7Hm( <@r$<ANN8N/p""_NChNN8BAN&<x*<NlfN Balance of Power Authentication Codes ------------------------------------- Hacked out with a lot of blood, sweat and tears on October 21, 1986 by Roger Ramjet.....thanks to ACU, these codes are from one of the ACU Amiga DOC discs, transferred to ST by Sewer Possum. Page Number Line Number Word Number Code Word ----------- ----------- ----------- ---------- 07 01 08 about 07 02 02 options 07 03 03 aid 08 01 08 computer 08 02 05 advanced 08 02 10 scores 13 01 09 ship 13 02 03 quantity 13 02 14 number 14 01 02 superpower 14 01 10 degree 14 02 02 nations 16 01 05 action 16 01 07 simply 16 01 14 bottom 16 02 06 polite 17 01 06 own 17 01 12 the 17 04 01 level 18 01 04 where 18 01 08 place 18 01 13 item 19 01 05 know 19 01 08 actions Here on DOC DISC 4 are the solutions to CHRONO-QUEST, SHADOWGATE and SPIDERMAN. Ta to S. Jek! ---------------------------- THE SOLUTION TO CHRONO QUEST ---------------------------- EAST-GET ORNEMENTAL SPHERE FROM BOOKCASE-WEST-PLACE THE SPHERE ON THE LEFT STATUE UNDER ON THE STAIR-UP-LOOK UNDER CARPET-GET PUNCHCARD-LOOK STATUE-GET KEY-OPEN CUPBOARD WITH KEY-LOOK IN CUPBOARD-GET GLOVES-NORTHEAST-OPEN AND LOOK IN BEDSIDE CABINET- GET PAPER-LOOK UNDER PILLOW-GET PUNCHCARD-LOOK UNDER BED-GET GRAPNEL AND ROPE-SOUTHWEST-DOWN-WEST-NORTH-IN THE LEFT KITCHEN CUPBOARD IN THE FRONT OF THE SCREEN IS A SAFE-LOOK LEFT CUPBOARD- GET BOTTLE-DROP WINE-OPEN SAFE WITH THE PAPER FROM THE BEDSIDE CABINET-GET LIGHTER-DROP THE PAPER WITH:THE MEANING IS IN THE DOCUMENTATION-SOUTH-EAST-EXAMINE SPHERE ABOVE THE LOUIS XVI ARMCHAIR-GET PUNCHCARD-DROP PAPER FROM THE SAFE-NORTHEAST-LIGHT LIGHTER-UP-EAST-LOOK CUPBOARD-GET CANDLE-LIGHT CANDLE-UNLIGHT LIGHTER-LOOK BOOK-GET PUNCHCARD-WEST-DOWN-DOWN-EAST-OPEN DRAWER- LOOK DRAWER-GET FUSES-LOOK MIRROR-WITH OPEN YOU MUST TURN THE SWITCH-WEST-UP-SOUTHWEST-DROP FUSES-GET THE LEFT SPHERE FROM THE STAIR-EAST-DROP SPHERE-WEST-GET FUSES-NORTHEAST-DOWN-EAST-NORTH- TURN SWITCH ON THE LEFT WALL-PUT FUSES IN THE FUSEBOX-TURN THE SWITCH ON THE LEFT WALL AGAIN-ENTER THE TIME MACHINE BY CLICKING THE UP ARROW-PRESS ON BUTTON-PUT THE PUNCHCARD FOR TO GO TO THE PREHISTORY IN THE SLOT AND HERE WE GO TO THE PREHISTORY-(BEFORE YOU DO THIS SAFE YOUR GAME AND THEN TRY OUT ALL THE FOUR PUNCHCARDS SO YOU NOW WICH ONE IS FOR WHAT TIME AND LAND,BECAUSE WE MUST GO IN A SPECIAL ORDER)-PREHISTORY:EAST-DROP CANDLE-LOOK- GET BONE AND THE DRY GRASS-EAST-NORTH-AND NOW VERY QUICKLY TO THE EAST-GET STONE-PUT THE DRY GRASS ON THE DEAD WOOD-LIGHT LIGHTER- PUT LIGHTER ON THE DRY GRASS-LOOK FIRE-GET BRANCH-EAST-SOUTH-DROP LIGHTER-LOOK SKULL-GET PIECE OF PUNCH CARD-NORTH-WEST-WEST-VERY QUICKLY SOUTHWEST-WEST-ENTER TIME MACHINE-PRESS ON BUTTON-NOW WE GO TO INDIA-ENTER TIME MACHINE-PRESS BUTTON-PUT THE PUNCHCARD FOR INDIA IN THE SLOT-WEST-NORTH-SHAKE HAND WITH GLOVE-GET PAPER- SOUTH-EAST-SOUTHEAST-NORTHEAST OR SOMETIMES NORTH-GIVE PAPER TO THE MAHOUTS-NORTH-FILL BOTTLE WITH WATER-SOUTH-UP-SOUTHWEST-WEST- WEST-NORTH-GIVE WATER TO MAN-GET KEY-SOUTH-EAST-NORTH-OPEN DOOR WITH KEY-NORTH-LOOK ENVELOPE-DROP BRANCH-GET LETTER-GET PIECE OF PUNCH CARD-DROP LETTER-SOUTH-WEST-WEST-DROP BOTTLE-GET SCROLL- EAST-EAST-ENTER TIME MACHINE-PRESS BUTTON-NOW WE GO TO EGYPTE- ENTER TIME MACHINE-PRESS BUTTON-PUT THE PUNCH CARD FOR EGYPTE IN THE SLOT-NORTHEAST-NORTH-NORTH-LOOK BUSHES-GET AMULET-NOW WE OPEN THE DOOR BY CLICKING ON THE ENGAVED STONES:SO OPEN THE TOP STONE ABOVE THE DOOR-OPEN TOP LEFT STONE-OPEN TOP RIGHT STONE-OPEN TOP RIGHT STONE-AHA THE DOOR GOES OPEN-NORTH-NORTH-DROP AMULET-NORTH- WEST-THROW THE GRAPNEL WITH THE ROPE IN THE MIDDLE OF THE CEILING-UP-LOOK FLOOR-GET PIECE OF PUNCHCARD-WITH THE OPEN COMMAND YOU PUSH LEVER 2,3,4 AND 5 DOWN-LOOK SARCOPHAGUS-GET RING-DOWN-NORTH-TURN TORCH-SOUTH-UP-PUSH LEVER 2,3,4 AND 5 UP- DOWN-NORTH-DOWN-SOUTH-SOUTH-SOUTHWEST-ENTER TIME MACHINE-PRESS BUTTON-SO NOW WE GO TO MEXICO ARIBA-ENTER TIME MACHINE-PRESS BUTTON-PUT THE PUT THE PUNCH CARD FOR MEXICO IN THE SLOT-DROP SCROLL-EAST-EAST-LOOK TREE-GET NECKLACE-WEST-WEST-WEST-NORTH- SOUTHWEST-SOUTH-GIVE THE NECKLACE TO THE MAYA-NORTHEAST-NORTH- EAST-EAST-LOOK STATUE-TURN STATUE-GET KEY-WEST-WEST-NOW WE GO NORTHEAST-LOOK ONLY IF THE OK UNDER IN THE SCREEN FLICKERS,THE COMPUTER DOES'T LOAD ANYTHING NOW BUT THAT'S OK,NOW GO TO THE FOLLOWING DIRECTIONS:NORTHEAST-NORTHEAST-NORTH-NORTH-NORTWEST- NORTHWEST-NORTHEAST-EAST-USE GLOVE TO PUSH THE GRASS BETWEEN THE PILLARS-LOOK STONE SLAB-PUT THE RING IN THE HOLE-NOW WAIT UNTIL IT IS 13.00 HOUR-CLICK ON THE TIME BUTTON SEVERAL TIMES UNTIL IT 13.00 HOUR AND SEE WHAT HAPPENS-THE DOOR GOES OPEN-LOOK RIGHT IN THE SCREEN YOU COULD SEE THE DOOR-NOW PUT THE BONE IN THE LEFTHOLE FROM THE DOOR-UP-OPEN THE CHEST WITH THE KEY-GET KEY 2 TIMES SO THAT YOU HAVE THE PIECE OF PUNCH CARD AND THE KEY-SO NOW WE HAVE A NEW PUNCHCARD WITCH BRINGS US TO THE FUTURE-DOWN-WEST- SOUTHWEST-SOUTHEAST-SOUTHEAST-SOUTH-SOUTH-SOUTHWEST-SOUTHWEST- SOUTHWEST-SOUTHWEST-SOUTH-NORTHEAST-EAST-SOUTH-ENTER TIME MACHINE-PRESS BUTTON-SO NOW WE GO TO THE FUTURE-ENTER TIME MACHINE-PRESS BUTTON-PUT THE FUTURE PUNCH CARD IN THE SLOT-IN THE FUTURE:PUSH BUTTON ON CONTROL PANEL-THROW STONE TO THE GUARD-GET UNIFORM AND STRANGE KEY-GET THE GUN-NORTH-WEST-WEST-USE UNIFORM- NORTH-OPEN COMPARTMENT UNDER THE MONITOR-LOOK IN COMPARTMENT AND GET THE LIGHTER-SOUTH-EAST-EAST-EAST-EAST-NORTH-NORTH-OPEN FUSEBOX LEFT ON THE MACHINE-GET FUSES WITH GLOVE-EAST-SOUTH- SOUTH-OPEN THE DOOR WITH THE STRANGE KEY----THE END!!!!!!!!!!!!! ------------------------------------------------------------------------ ---------- SHADOWGATE ---------- ENTRANCE-OPEN SKULL-GET KEY-OPEN DOOR-ENTER DOOR-(HALLWAY)-GET BOTH TORCHES-OPERATE BURNING TORCH ON ONE OF THE TORCHES THATS NOT BURNING-OPERATE KEY ON THE DOOR IN NORTH-OPEN DOOR AND ENTER THIS DOOR-(HALLWAY)-OPEN BOOK AND GET THE KEY-CLOSE BOOK-GET THE SPECIAL TORCH FROM THE WALL AND KEEP THIS TORCH APART FROM THE OTHER TORCHES-DROP THE TORCH THATS GOING OUT-GO BACK SOUTH- OPERATE KEY ON THE DOOR IN THE EAST-OPEN DOOR-ENTER DOOR- (CLOSET)-GET THE SLING AND THE SWORD-DROP BOTH KEY'S-LEAVE CLOSET-NORTH-NORTH-OPEN LEFT DOOR AND ENTER THIS DOOR-(PEDESTAL ROOM)-OPEN DOOR-ENTER DOOR-(LAIR)-GET FIRST THE SHIELD-GET SPHERE-GET AXE-LEAVE ROOM-(PEDESTAL ROOM)-GET BOTH TORCHES- OPERATE BURNING TORCH ON TORCH-LEAVE ROOM-(HALLWAY)-OPEN DOOR NORTH-ENTER DOOR NORTH-(TOMB)-OPEN FIRST SARCOPHAGES ON THE RIGHT-OPERATE TORCH ON THE MUMMY-GET SCEPTER-LEAVE THIS ROOM-OPEN DOOR EAST-ENTER DOOR-(LAKE)-OPEN DOOR NORTH-ENTER DOOR- (WATERFALL)-GO BEHIND THE WATERFALL-(ALCOVE)-HIT STONE-DROP TORCH THATS GOING OUT-GET POUCH-NOW GO:SOUTH-SOUTH-SOUTH-(HALLWAY WITH THREE DOORS)-ENTER LEFT DOOR-(PEDESTAL ROOM)-OPEN POUCH-PUT WHITE GEM IN THE HOLE NEXT TO THE DOOR-CLOSE POUCH-GET CRISTAL SPHERE- SOUTH-ENTER DOOR RIGHT-DROP CRISTAL SPHERE IN THE LAKE-GET THE KEY FROM THE SKELET-OPERATE TORCH ON THE LAKE-GET CRISTAL SPHERE- OPERATE BURNING TORCH ON A TORCH-SOUTH-SOUTH-YOU ARE NOW IN THE HALLWAY WITH THE BOOK-OPEN STONE ON THE BACK WALL IN THE LEFT CORNER-ENTER THIS HOLE-(CHAMBER)-DROP TORCH-GET ARROW-OPERATE THE TORCH ON THE LEFT WALL ON THE TORCH ON THE LEFT WALL-(SECRET PASSAGE)-ENTER SECRET PASSAGE-(BRIDGE ROOM)-OPERATE BURNING TORCH ON THE SPECIAL TORCH THAT YOU HAVE KEEP APART-ENTER THE LEFT BRIDGE-(ALCOVE)-OPERATE THE SPECIAL TORCH ON WRAITH-OPERATE BURNING TORCH ON A TOCH-DROP SPECIAL TORCH AND THE TORCH THAT'S GOING 3U@"f73wD__P?4||[~[ ?$G88  uQ  ??6 {j{ ACTION FIGHTER Transferred from AMIGA by SEWER POSSUM. Thanx to PiraSoft/ACU ........................Transform For Combat! Taking Control -------------- GET READY When you're ready to go, press the fire button. To move left/right: Push the joystick (mouse) in the desired direction. To accelerate: Push forward on the joystick (mouse). To decelerate: Pull back on the joystick (mouse). To shoot: Press the fire button. To pause during game: Press CTRL, press again to continue. To restart the game: Press ESC key. YOUR NAME IN LIGHTS At the beginning of the game, you must enter your name. Move the joystick right or left to highlight each letter. Press the fire button to make your selection. When you are finished entering your name or initials, highlight ED and press the fire button again. WINNING TIPS When you have picked up letters A through D, you may switch back and forth from the motorcycle to the sportscar. To switch back and forth, hold down the fire button on the joystick for an extended period of time. Vary your speed and position fairly randomly in order to "throw off" enemy fire. For every 10,000 points you accumulate, you will gain an extra life. Mastering the Game ------------------ SEEN ON THE SCREEN In order to complete your missions successfully, you'll have to familiarize yourself with what's on the screen. THE SEGA TRUCK From time to time, the SEGA truck appears on the screen. By "docking" with the truck, your vehicle gets extra weapons. The first time you duck into the back of the truck, your vehicle will emerge shooting double bullets. The second time, you earn a rocket. The third time, you will have a rear force field, which prevents enemies from sneaking up on you. And the fourth time, you will become invincible with a protective shield all around you. These weapons will be highlighted in the blocks at the top of the screen. FLAGS Small flags appear on the road throughout the game. Pick them up for bonus points. LETTERS A through F can be found on the road. If you pick up all of them, you will be automatically transformed from a motorcycle into a car. Throughout the game, other letters will float by. Catch them if you can. B = Smart Bomb S = Speed Up L = Extra Life T = 40 Time Ticks I = Invincible Shield P = 1000 Bonus Points Action Fighter -------------- In this ever changing game, you start with a customized motorcycle, convert into a super charged sportscar and end up as a high tech plane. Jump over target infested waters, evade enemy attackers and shoot down airborne infiltrators. In five fantastic missions, you will be challenged to overcome U-boats, gunships, tanks and more. Stand by for action, because it's coming your way, no matter which vehicle you're in. Doc provided by The Hellion & The Corsair |?H`% @P~B  @(P߿B~  (@P|@@v }}0 ?'9?,#~>%@P~B  @(P߿B~  (@P| $@[ZԎ+qOݏ"p_?<?%@P~B  @(P߿B~  (@P|p`~}}~x?QTcߜ``>`% (?@P~B  @(P߿B~  (@P|80y0}к/E?w"}ς00>0% (@P~B  @(P߿B~  (@P|t9GƸt<%? (@P~B  @(P߿B~  (@P|: L > $ (@PzBP @(P߿Bz P (@Px >?$?? 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WR~^t@*@*ժUY@L9o?<@  @߸*a &AAU@_WW{  5D O ?y**U?99N~W~ |Dzz??@@A>T@]P]e?oxxa mm ?l^`'@   s37G[Z<??6GG`WQ_\@}U ˀAA?=?pu@qE?}P@|~0ChCCUPz__Ë} WWWW|PP?@p1x@/ `OO? ;^ߧ|xXpb||~`UvT @@?=x >?@py@z,z̿0*ϩ 0@  p00+? 0 7[UTeT 0 p ;@ ? {ǀ"( @qq=pppp}::?qqu((wx@@ (OUT-GET BOTH TORCHES FROM THE WALL-OPERATE CLOAK (LEFT FROM THE DOOR) ON THYSELF-SOUTH-SOUTH-SOUTH-(HALLWAY)-NORTHEAST-NORTH- (TOMB)-OPEN SECOND TOMB ON THE RIGHT-GET BAG-OPEN THE THIRD TOMB ON THE LEFT-ENTER TOMB-OPERATE AXE ON THE MIDDLE MIRROR-OPERATE KEY ON THE DOOR-OPEN THE DOOR-ENTER DOOR-(BRIDGE)-OPERATE CRISTAL SPHERE ON FIRE-SOUTH-DROP AXE-GET TORCH-OPERATE BURNING TORCH ON TORCH-DROP TORCH-GET TORCH-SOUTH-SOUTH-EAST-NORTH-OPEN SLING AND GET A STONE FROM THE THE FLOUR-PUT STONE IN THE SLING AND CLOSE THE SLING-SOUTH-WEST-(HALLWAY)-DROP KEY-SOUTH-ENTER HOLE IN THE WALL-ENTER SECRET PASSAGE-ENTER LEFT BRIDGE-OPEN DOOR-ENTER DOOR- (CHAMBER)-DROP SHIELD-GET SCROLL-GET VIAL-GET BOTTLE-OPEN DOOR IN THE MIDDLE OF THE BACK WALL-ENTER DOOR-(CAVE)-OPEN POUCH-PUT BLUE GEM IN HOLE-CLOSE POUCH-GET SCROLL-LEAVE ROOM-GET TORCH-SPEAK ROPE (EPOR) -CLIMB ROPE UP-(MIRROR ROOM)-ENTER DOOR NORTH-OPEN DOOR-ENTER DOOR-(CREVICE)-OPEN SCROLL ULTERIOR HUMANA -(WIZARDS SCROLL)-OPERATE SCROLL ON THYSELF-OPERATE BURNING TORCH ON TORCH- DROP TORCH-NORTH-(COURTYARD)-OPERATE SLING ON CYCLOPS-OPERATE SWORD ON CYCLOPS-OPERATE CRANK FROM THE WELL ON THE CRANK-OPEN BUCKET-GET GAUNTLET-OPERATE GAUNTLET ON THYSELF-OPEN DOOR IN THE NORTH-ENTER DOOR-(HALLWAY)-GET TORCH-ENTER THE FIRST DOOR ON THE LEFT-(LIBRARY)-OPEN DESK-GET THE TWO SCROLLS-GET THE GLASSES AND THE KEY-CLOSE DESK-OPEN POUCH-OPERATE GEM IN THE HOLE-DROP POUCH- ENTER SECRET PASSAGE-(STUDY)-OPERATE THE TERRA TERRAKK SCROLL ON THE GLOBE-GET THE KEY AND THE BOTTLE-CLOSE GLOBE-SOUTH-GET THE MAP FROM THE WALL-OPERATE BURNING TORCH ON TORCH-DROP TORCH- SOUTH-OPEN DOOR NORTH-ENTER DOOR-(BANQUET HALL)-OPERATE KEY ON THE DOOR AT THE TOP OF THE STAIRS-OPEN DOOR-(SAVE YOUR GAME)- ENTER DOOR-(CHAMBER)-UP-(NOW COMPLETE THE RIDDLE)-IF THE SPHINX GIVES YOU THE FOLLOWING RIDDLE:IT HAS TOWNS,BUT NO HOUSES;IT HAS FORESTS,BUT NO TREES;IT HAS RIVERS,BUT NOFISH.THEN GIVE HIM THE MAP-IF HE GIVES YOU 19 01 13 consult 21 01 03 prestige 21 01 09 year 21 01 15 net 24 01 07 real 24 02 02 mechanics 24 02 13 well 25 01 06 general 25 01 09 lean 26 01 04 dangers 26 01 13 attitude 26 02 04 far 26 02 07 push 27 01 05 ripple 27 01 08 world 27 01 13 multiple 27 02 03 tied 28 01 07 is 28 01 10 from 28 02 02 hard 28 05 03 leaders 30 02 02 new 30 03 03 tackle 31 03 01 under 32 01 04 hills 32 05 01 government 33 02 01 fast 33 03 03 lookout Y,48. Hostages Y%41. Infocom Y&42. Kissed II Y'43. Kristal Y(44. Magnetic Y)45. Populous Y*46. P/Picture Y+47. Rainbird Y,48. Rampage Y%41. BALLISTIX The DOC's...Heisted from AMIGA for use on the SEWER DOC DISC series. ----------------------------- "Good evening ladies and gentlemen... --------------------------------------------------------------------------- ...and welcome to a packed Ballistix ballpark here today. The atmosphere is positively electric as these two fine players take the field to begin what is certain to be one of the most entertaining and gripping games of the year. ...and they're away! And Player 1 has immediately gone on the attack, bombarding the ball straight down the field and...oh my goodness! Just as he was about to score the ball's vanished into one of the many pipes on today's pitch. Touch of bad luck that, eh Jimmy? Now the ball's popped out of the pipe right in to Player 2's lap. And he's showing some very silky skills as he cannons the ball round the acid pool, off the bumpers and deep into enemy territory. Yes, it's a magnificent goal! From the kick-off it's Player 2 on the attack again. And there's a struggle here as the ball is swinging about in a trough, it's not clear who's going to win possession. It's out, and that magnet means it's Player 1 on the ball. He's driving it forward now, he's just got himself a bonus shield, protecting his own goal., he's played the ball down a hyperspace tunnel, it's out, he's in position and blasting forwards again, and now the red arrows have taken effect and the ball is being played at unimaginable speed, but it's still Player 1 with the advantage, he's deep inside enemy territory, but the ball's hit a splitter and pow!! There are 16 balls all over the show now, this is amazing stuff, Player 1's still got it though and...and... he's scored, it's in the net, it's incredible, I've never seen a goal like it. Ballistix has just got to be one of the most staggering games I've ever seen, eh Jimmy?......." ...now turn the page and REALLY give Brian something to talk about! -------------------- LOADING INSTRUCTIONS -------------------- (VIRUS WARNING to avoid virus infection)... First always switch off your machine for at least 30 seconds before loading. Then... You need two joysticks for the two player game. For the one player option, insert a joystick into the second joystick port. Once the game has loaded and cycled through the title screens, the Level Selection screen will appear. Full instructions on how to configure and play the game appear on the following pages. -------------------- THE LAWS OF THE GAME -------------------- Ballistix is a game of skill between two players. Each player attempts to blast balls at the puck and cannon it into his opponent's goal. In addition, there is a one-player option where the pitch is tilted towards your own goal. If you want to get onto the pitch straightaway, simply select a one or two player game on the Level Selection screen by pressing 1 or 2. Press the fire button or the left-hand mouse button at any time to begin play. You can also adjust which game level you start on at this point by moving the joystick left or right. There are 50 levels in the one-player game and 80 in the two-player game. All the levels are different and the pitches in the one-player game are not the same as those in the two player game. Note that you cannot enter all levels from the level selection screen, some can only be played by winning through earlier screens first. If you take no action at this stage, the program will proceed to cycle through the Option Screens and will enter demo mode. To exit from demo mode, wait until a game is in progress and then press F10. Unlike other games, Ballistix allows you to re-program the game-play according to your own particular taste. These options are presented on the two Option Screens. Once you have selected one or two players, you may - instead of pressing the fire-button or left-handed mouse button - move on to the Option Screens by pressing the spacebar. Once you have made your choices from the two option screens, press the fire-button/left-hand mouse button to begin play. Note that pressing the spacebar at this point will return the program to demo mode, showing the effects on gameplay of the selections you have made. Options are selected by moving the joystick forwards and backwards, and the alternative values for each option are entered by moving the joystick left and right. The options available are as follows: ----------------- OPTION SCREEN ONE ----------------- FIRE FROM ARROW/AT SIGHT In FIRE FROM ARROW mode, the balls are blasted at the puck from the position currently occupied by the player's arrow-cursor. In FIRE AT SIGHT mode, the balls are blasted from the player's goal mouth to the position occupied by the player's sight-cursor when the fire-button was pressed. NOTE: In FIRE AT SIGHT mode during two-player games, ensure that BALL LIFE SPAN (see below) is set to a high value, otherwise you risk stranding the puck in a central position where neither player can move it, since the balls will 'die' before they can travel the distance from goal-mouth to puck. BALL SPEED 1-8 Determines the speed at which balls travel across the pitch. BALLS 2-18 (even values only) Determines the number of balls available to players during the game. Balls 'die' when they have exceeded their life-span on the pitch (see below) or when they are collected in pockets at each end of the pitch. Note that in a one player game all dead balls are returned to the player immediately in a two player game, they are divided between the players according to their position when they die. If, in a two-player game, all balls accrue to one player, the other player may not fire until either (a) his opponent has fired some balls that transfer to him or (b) his opponent delays firing for a few seconds, after which all balls are then instantly transferred to the other player as a penalty. AUTO REPEAT 0-9 Determines the rate at which balls are fired when the fire-button is kept depressed. A value of zero means that the button must be pressed repeatedly to fire each ball individually - useful for precision play. ----------------- OPTION SCREEN TWO ----------------- BALL LIFE SPAN 1-9 Determines the length of a ball's 'life' on the pitch. Balls are removed from the pitch and placed in one of the player's ball parks either when they die or when they are collected in pockets at the ends of the pitch. ARROW POWER 1-9 Many pitches feature arrows which accelerate the ball in the indicated direction. The force of acceleration can be adjusted using this feature. GOALS TO WIN 1-5 Each game is played across a single pitch until one player wins the number of goals specified here. GAMES TO WIN 1-9 Each match is played over a set number of games. In a two-player match, the pitch is changed after each game until one player has the required number of wins. In the one-player match, the pitch is changed after each player win, but the game terminates if the computer wins ANY game! Exploring the later screens of the one-player game is a challenge only for the toughest players! If the ball becomes "Stuck" the RETURN Key will "Rock" the pitch to release the ball back into play. ------------------ TIPS FOR BEGINNERS ------------------ Ballistix is a game of skill and like any sport requires practice before you can put yourself at the top of the high-score table. Start by selecting different play options to get a feel for their effects on gameplay. A good tactic for novice players is to fire from the arrow, set the ball speed near maximum, the ball life span at around 5, arrow power at 1, auto-repeat at 9, and the number of balls at maximum. Remember to keep an eye on your score as well as your opponent's goal. You can gain score bonuses during the game by various means, including collecting letters to spell the word RICOCHET. Watch out for them! +++++++++++Docs provided by THE HELLION & THE CORSAIR+++++++++++++ 0@*P8Xx:+#Pa}IȎ` P!&2a0"Q&0L @C0:-ʠ-!\#&,V&Rj% >J(>/,,e{ ӑ {ƴA@g }:N 47* @܀B_:Lm cp $ShKÁ,۰ B( #<9D$[-b* j^AUFI]IH L ~0$Dg Pe`Z ,? "#-{d`& d(J,10dL73f@@á; a a <<iCA3 *(# @@ P @4C@$3Cb1aHP+4F`nj`i`z @ ]`L 60hj T(E â B“0h* :j90$q!rs`u98`YښRP!s"a@0=ڜ \(1q!,")N At1+;1eV=, 939j |022Hn`]/d 8;0:dIlY]NI AOE= vXDgؤaP LhP7y Paa8da·OЁ!CܼCaEݜO V6`|^Ӂǃ3`8 Yeh, I know...we covered Bards Tale on an earlier DOC DISC. But how could we resist 75k of full instructions...and hints to boot! So here's -> THE BARD'S TALE GETTING STARTED: Note: Make sure your shift lock is off, and there are no joysticks or cartridges plugged into your system. To leave the title page press the space bar. MAKING A CHARACTER DISK: Before you begin playing, you will need to create your own character disk, a disk the computer can write as you play, to keep track of your fortunes and misfortunes. Use the following steps to make a character disk which contains a completely outfitted and ready to go banned of adventures named "ATEAM"". Get a blank disk or one that contains information you no longer need. Select M)ake a disk and follow the instructions to make a copy of your Character disk, which you will find on the flip side of your boot disk. This process can be time consuming. If you wish, you may use another copy utility instead of M)ake a disk. After copying the character disk, reboot the system following the steps outlined above. When the prompt appears asking for your character disk, insert the copy you made, then press any key. (Again, make sure your joysticks are unplugged). The Utilities menu which appears contains 3 choices. To enter the Adventure's Guild so you can start playing, just press "S" for start game. For information about the other two choices, see utilities menu below. The ATEAM: the character disk you made in step one already contains a good beginning party of adventurers who are equipt and ready to go. To use them, just type "A" to add a character, and then type "*ATEAM" to load the entire party. Type "E" to exit the Guild and enter the town of Skara Brae. To learn how to create your own characters, form your own parties, remove characters or rearrange their order, see below. HINT: The first dungeon is the wine cellar in the only tavern in town which serves wine. It's on Rakhir Street. SAFETY AND DEATH Face it. The sort of streets where you run into wandering Kobolds, Werewolves and Orcs are dangerous. And the streets of Skara Brae are especially dangerous at night. Beginning parties, therefore, should not be shy about spending the night in the Adventures Guild. When you leave the Adventures Guild the clock is always set ahead to the next morning. Don't dispair if you lose a favorite ATEAM member. First delete him from your character disk (with the delete command from the disk menu in the Adventurers Guild). Then use the copy characters command in the Utilities menu (described below) to copy the original from the back of the boot disk or the most recently saved version from a backup of your character disk. Finally, add him to your party. MOVING`ABOUT I or Return - move forward K - Kick a door open J or Left Arrow - turn left L or Right Arrow - turn right VIEWING CHARACTERS Press the number (1-6) of the character whose statistics you want to view. In the sub-menu, press: E to E(quip) a character with an item. You will be prompted for the item number (1-8). Press O to unequip all of a character's items. T to T(rade) an item. Type the item number at the prompt. To trade gold, type G. Then type the number of the character you want to give the item to. D to D(rop) an item. Type the item number at the prompt. P to P(ool) all gold. This gives all the party's gold to the character being viewed. Press the SPACEBAR to leave the View Character mode. UTILITIES`MENU To produce this menu, start you system with the Bard's Tale Boot Disk and insert a Character Disk when prompted to do so. When the menu appears, press: S to S(tart) playing the game. C to C(opy) characters from one character disk to another. Just follow the prompts as they appear. The disk you are copying from is the source disk, the one you are copying to is the target disk. M to M(ake) a new Character disk. COMBAT`COMMANDS If monsters attack, press F to F(ight) or R to R(un). `(Note, you don't always get to run just because you want to.) Or you can press P for Party attack at any time to voluntarily enter intra-party combat. In combat, press: A to Attack monsters in first 2 ranks, hand-to-hand. Available to the first 3 party members. D to Defend. This lessens the chance of damage from a monster in that round. U to Use a magical item. The character must have been equipped with the item in advance. B to sing on of the 6 Bard's tunes for one combat round. Available only to Bards. C to Cast a spell. Type in the code letters for the spell at the prompt. Available to magic users only. H to Hide in the shadows. Available only to rogues. Left Arrow and Right Arrow to speed up or slow down the combat message scrolling rate. OTHER`ADVENTURING COMMANDS C to Cast a spell when not . Y.. 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The party must have a levitation spell in operation. Works in dungeons only. D to go down a portal. Works in dungeons only. ? to learn the name of the street your party is on, and the time of day. N to establish a New Order for the party members. At the prompt, type the numbers of the members in the order you want them to march. U to Use an item. Some items, like torches, must be activated with this command in order to work. Type the character number who has the item at the prompt, then pick the item (by typing its number) from the list which will appear. Some items run out of power after only one use. V to turn sound on/off. ESC to pause/resume the game. HOW TO FORM PARTIES AND CREATE NEW CHARACTERS Characters can be created and parties formed only in the Adventurer's Guild. When you're ready to leave the Guild, type E for Exit. Here are the other commands available to you there. Press: C to Check the roster of characters and party names contained on the Character disk. Party names are indicated with an *. The characters that belong to a party may be anywhere in the list. A to load a party or Add a character to an already loaded party. Type either a character name or a party name at the prompt. Party names must begin with an * (e.g., *ATEAM). A party can contain up to 6 adventurers and must contain at least one adventurer to use the Exit command. R to Remove a character from a party. This saves all current character status information to disk. N to establish a New marching order for a party. D to bring up a set of additional Disk options so you can create a new character, save a party name, delete a character from the disk or leave the game, saving the current character status to disk. After pressing D to bring up the disk options, press: C to create a new character. Select the race and class for the character as prompted, then type in a character name up to 15 letters and spaces. Press Return to enter the name. A disk can hold up to 30 characters. S to Save a party name. IMPORTANT: This command does not save the characters themselves. It only saves a roster of the currently loaded characters under the name you type in. When you use this command, the program will automatically add an asterisk to the name to mark it as the name of a party. You must type the asterisk first when you want to load the party again. D to Delete a character from a character disk to make room for another character. L to Leave the game, saving all current character status information to disk. E to Exit the disk options menu and return to the Guild. ADDENDA The higher the intelligence of your magic user, the faster the rate of increase in spell points through experience. But the beginning number of spell points is randomly bestowed at creation. The words Save and Exit in connections with the game were meant as common verbs rather than command names. The save command in the Guild disk menu only does one thing: It saves a Roster of Currently loaded Characters under a Party name. To write the current status of a single character to disk, use the REMOVE command to remove him from the party. To write the current status of all loaded characters to disk, use the LEAVE GAME command in the Main Guild Menu. If you turn off the power without using the Leave Command, all currently loaded characters will lose all their gold regardless of when they acquired it. Documentation Compliments Of KEYBOARD EXPRESS NETWORK <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> THE MANUAL ABOUT FANTASY ROLE PLAYING: The Bard's Tale is a fantasy role-playing game. First in a series of TALES OF THE UNKNOWN, this one is set in the city of Skara Brae. Like Other fantasy role-playing games, there are three ob- jectives you will be trying to accomplish. How you do this is up to you... Your most important goal is to complete the quest built into the game. In Bard's Tale the city of Skara Brae is threatened by an evil mage called 'MANGAR'. You must find Mangar and Persuade him to release the once-harmonious city from his evil control. But Mangar is protected by layers of obstacles, mazes and evil henchmen. Your second goal is to develop characters capable of survoiving these barriers. These characters are your alter ego in Bard's Tale. They act according to your commands, but over the course of the game they change, much as real people do over a lifetime. They improve their skills in magic, combat, stealth, etc. They amass wealth and treasured objects. And they worry about dying too soon. Your third goal is to explore the entire world of Bard's Tale. There are numberous goodies, puzzles, and special places in Skara Brae. Part of the fun is finding them, and discovering the layout of this fantasy world. How do you get into the walled off towers? What's in the castle? Where are the legendary catacombs of Skara Brae? Skara Brae awaits you!!!!!! A QUICK OVERVIEW An Orientation for beginners, a quick start guide for experts!!!! HOW TO USE THIS DOCUMENTATION: This documentation has three parts. This overview is designed to give first-time adventure gamers a quick sense of the overall gameplay and give experienced fantasy role-players all they need to know to start quickly. The rest of the docs is reference material about how various parts of Bard's Tale operates, including character building and development, places and mapping, the combat system and the magic system. There is also a listing and description of all the magic spells and the beginning items available in the Bard's Tale. Finally, there are hints and clues interspersed throughout the manual. 1. Command Summary Docs This is Part 1 of the Bard's Tale Documentation, which lists keystroke commands, disk utilities and step-by-step instructions for starting up. If you are an experienced adventurer, part 1 gives you most of what you need to know; the rest is covered in this section. 2. Adventurer's Guild The Guild is where you start each time. This is the ONLY spot a party can be formed, characters created, or characters saved to disk. 3. Use The Pre-Built Party For your convenience, you will find a pre-built party already waiting for you when you enter the Guild for the first time. 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They are even outfitted with weapons and armor affordable to characters of their humble stations. For more about characters and party selections see 'CHARACTERS' listed further on in this socumentation. 4. Use City Map Mapping the dungeons and mazes is up to you. You even have to figure out how to get into the mazes on your own. One clue: each of the 16 mazes is set up on a 22 by 22 grid. North is to the top of the screen, East is to the right. Be sure to go to every square; there are lots of specials. For more about the City of Skara Brae see 'Places'. 5. Combat Only your first 3 characters and the first 2 rows of monsters can attack in hand-to-hand combat. There are several new combat commands including PARTY ATTACK, for gighting between party members; BARD SONG, for making magic by playing music; HIDE IN SHADOWS, to avoid combat. For more information see the 'Combat System'. 6. Magic There are 4 classes of Magic Users, each with unique magical capabilities: CONJURERS: can create objects and head adventurers. MAGICIANS: can bestow magical effects on comman items. SORCERORS: can create illusions and heighten awareness. WIZARDS: can summon and control supernatural creatures. Sorceror and Wizard classes are not abailable to first level adventurers. To create one of these, you must change class of a Magic User who has achieved 3rd level magic spells in one [for Sorceror] or two [for Wizard] other magical arts. Class change takes place in the Review Board. A Magic User who successfully learns all 7 levels of spells for each of the 4 Magic Classes is an ARCHMAGE, one of the most powerful characters in Bard's Tale. Once a Magic User leaves a class, he can never return to it. Magic Users qualify to learn next level spells based on their experience levels, but it takes gold to actually learn the new spells. Casting spells uses SPELL POINTS in different amounts depending on the spell. Spell points are regenerated automatically when a Magic User is in the City in the daytime, and may also be regenerated in ROSCOE'S ENERGY EMPORIUM, or special 'REGEN' squares in some dungeons. For more informations see 'THE MAGIC SYSTEM & MAGIC SPELLS'. 7. The Bard The Bard makes magic by playing music. He needs an instrument, of course. He can play in combat or during exploration, with different effect. Only one tune at a time. And one tune for every experience level. Then he needs to get a drink from any nearby tavern. You may listen to the music or not. See docs part 1. 8. Time Time waits for no one. Even without keystrokes, time passes, from day to night and back again. Nighttime is especially nasty. The really evil monsters hit the city streets at night, looking for characters just like you! And, what's worse, you use up spell points faster, because spell points only regenerate in daylight. Now you know enough to get started, if you are an experienced adventurer. By the way, the tavern on Rakhir Street is the only tavern that serves wine. And that wine 'goes down' easily. You may wish to drop by to wet the whistle of your Bard. Good Luck!!! CHARACTERS Races Humans are not the only race in the world of the Bard's Tale. Others are more magically inclined, stronger and smarter. Part of the fun of a fantasy rol-playing game is getting to know these different races, and forming your party accordingly. The races and their descriptions are: Human: While possibly being of hardier stock, this charact- er is nonetheless like you or me. Elf: Patterned after the Tolkien elf, the elf is slight of build, frequently taller than a human, and very inclined to magic. Dwarf: The Dwarven people are short and stout, extremely strong and healthy, but not amazingly intelligent [i.e. excellent fighters]. Hobbit: Hobbits are slightly smaller than Dwarves but are nimble and desterous. Just the right make-up for a rogue. Half-Elf: These crossbreeds are usually blond and fair skinned, like elves, and get some added size and strength from their human ancestry. Half Orc: An orc is a large, goblin-like creature often found working for evil wizards. The Half Orc, being half human, is not quite as despicable as his orc parent, but you wouldn't want to date one. Gnome: Gnomes closely resemble dwarves, but have less hair and even shorter tempers. They are also more magically inclined, as a rule. Character Classes In fantasy role-playing games, characters choose different 'Classes' or professions. There is no single best class; each has its own strengths. Your characters must use teamwork to succeed. Class selection is the most important aspect of creating a character in Bard's Tale. There are 10 different classes of characters, but only 8 can be selected for a newly generated character. Class types carry with them different abilities and limitations, as are roughly covered below: Warrior: The base fighter-type in Bard's Tale, warriors can use nearly every weapon there is. For every 4 levels of experience after the 1st Warriors get an extra attack ability in combat. Paladin: Paladins are fighters who have sworn to abstain from all evil, and to uphold honor and purity in all places. They can use most weapons and even some that no other fighters can. They get multiple attacks at higher levels. They also have a greatly increased resistance to evil magic. Rogue: A professional thief with so-so combat ability, the rogue can hide in shadows, search for traps and disarm them. Without a rogue your party will pay very dearly for the booty it wins. Bard: The Bard is a wandering minstrel. You'll see him with a tankard of ale in front of him in the less reputable taverns-the rowdier the better. Bards were once warriors, and can still use most warrior weapons. But they turned to music instead and now play songs with an almost magical effect on other characters. Bards don't get the warrior's advantage of extra attacks in combat anymore-but their magic is so unique, it is almost impossible to survive in Skara Brae without one. Any true Bard has 6 tunes on his lips, though to play them he must have an instrument equipped. A song played as the part is exploring is long-lasting and continues even after the party returns from combat mode, even if other songs were played during combat. Any songs played during combat are abbreviated and so create different magical effects than the full non-combat versions. The shorter combat versions don't endure as long either, only one round of fighting. Only one Bard tune can be played at a time. If a second one is played while the first is still playing (by the same or a different Bard), the first will end. A bard can play as many tunes as he has experience levels before his throat gets dry. Then it's off to a tavern for a drink to rejuvenate his voice. Tough duty, but someone has to do it! Bard songs vary according to the difficulty of the dungeon. When the going gets tough, the Bard goes drinking. Hunter: An assassin, a mercenary, a ninja. The hunter can use most weapons, and has the ability [which grows with experience] to do critical hits in combat [i.e. to attack a nerve center or other vital area and instantly kill an opp- onent]. A good skill. Monk: A martial artist, an almost inhuman fighting machine trained to fight without weapons or armor. The monk can use them, but, at higher levels particularly, often does better without. Conjurer: One of the 4 classes of Magic Users, Magicians deal with magic as it affects physical objects [i.e enchanting a sword, making armor stronger, making a dungeon wall disappear]. Sorcerer: Sorcerers are Magic Users who deal with the creation and manipulation of illusion. Due to the power of sorcerer spells, this class is not available to newly created characters. Wizard: Wizards are Magic Users who are dedicated to the summoning and binding of various supernatural creatures. These creatures are not friendly to humankind and trying tocontrol them is extremely hazardous. The Wizard-class is not available to new characters either. For more on magic classes see further below. Character Attributes Each character you create has 5 basic attributes which define his physical and mental prowess. When you create a character each attribute is randomly assigned a value from 1 to 18, with the higher number reflecting higher capabil- ity. Strength: [Shown as 'ST' on the screen] is a physical power and chiefly affects the amount of damage a character can do to an opponent in hand-to-hand combat. Make sure your fighting characters are strong. Intelligence [IQ]: Intelligence is mental power. A high intelligence rating will enable your Magic Users to get bonus spell points. Dexterity [DX]: Measures agility & nimbleness. A high score makes your characters harder to hit and helps them strike the first blow in combat. Constitution [CN]: Measures healthiness. It takes more damage to kill a character with a high constitution score. This is reflected in bonus 'hit points', the characters life span. Luck [LK]: Luck is an ambiguous attribute, as it has a number of unseen effects on gameplay. For example, lucky characters are more likely to resist evil magic and avoid nasty traps. Other Character Statistics Armor Class [AC]: This statistic reflects the level of protection a character has from physical attack. In classic fantasy rol-playing style, the armor class starts at 10 for a totally unprotected, unarmored character with low dexterity, and goes down to '-10' [called LO] as his protection improves by armor, spells or other means. Hit Points [HITS]: Hit points measure the damage a character can take before he is killed. The 'HITS' statistic shows his potential at fullest helath, rather than current status. Condition [COND]: Condition shows the characters present number of hit points. For example, if a character with 10 hit points is wounded for 7 hit points, his Condition will drop to 3. Another wound of 3 or more hit points will kill him. If he is fully healed, his Condition will return to the full 10 again. [Even though his Condition score changes, his Hit Points stay at 10]. Spell Points [SP PT]: This shows current spell point status Points are used up with each cast of a magic spell. If a Conjurer has 20 spell points and casts a Mage Flame spell at a cost of 2 spell points, his new total would be 18. A character's maximum spell points are listed in his view-character mode. Experience Points: This measures abilities gained by experience, the higher the number, the better the character. Characters get experience points for successful combat, according to the difficulty of the fight and the number of characters who survive. The amount is indicated after every successful combat. A character's running total of experience points is indicated in view-mode. Gold: Gold is the unit of currency in this world. Your characters start with just barely enough gold to buy the armor and weapons they need to survive. There are two ways to get rich enough to buy better equipment: taking gold from the monsters you defeat in combat or selling items you find in dungeons. The first way is more fun!!! Level [LV 1]: Level is a general measure of achievement within a character's class. Level 1 is a novice, Level 13, for example, is required to become a Master of a Magic User class. The Review Board will promote a character to higher levels based on his experience points, but only upon the character's in-person request. An advance in level is very important because it generally means an increase in attribute scores, hit points, spell points and other abilit- ies. Spell Levels [e.g. MAGI 1]: This shows the highest group of magic spells a character cna use in any of the 4 classes of Magic Users. There are 7 groups of magic spells for each different class. To learn a new group of magic spells [a 'spell level'] a Magic User must advance two experience levels. [Note: spell levels and experience levels are not the same thing]. For any of the 4 magic classes, a Magic User advances as follows Experience Level Spell Level 1 1 2 1 3 2 5 3 7 4 9 5 11 6 13 7 14 [and up] 7 [maximum] To change class to Sorceror, a Magic User must first have learned Spell Level 3 [or higher] in at least one magical art. To change to Wizard, a Maic User must first have learned Spell Level 3 [or higher] in two other magical arts. Items: Items fall into 10 Categories: Weapons, shields, armor, helms, gloves, musical instruments, figurines, rings, wands, and miscellaneous. Only one item of each type can be EQUIPPED for use at one time. For example, two different shields cannot be used at once to protect a character, though the spare shield could be toted around. Some items can only be used by specific characters. For example, only Bard's can use musical instruments. An item which can never be used by a character is marked with an zero with a line thru it when he examines it in his view mode or in the Equipment Shoppe. An item which has been equipped is marked with a half circle with a stem on top. A character can carry up to 8 different items. How To Create A Character 1. While i the Adventurer's Guild, select a race. 2. Character attribute numbers displayed are a combination of genes and luck. For each different race there is a lowest possible number for each attribute [the 'genes']. The computer then adds a random number [the 'luck'] to each attribute. 3. If you are satisified with the 'roll of the dice', choose a character class, then name this character. If you aren't satisified 'reroll the dice.' 4. After being named, the character will be saved to disk, ready to adventure. PLACES If you ever get lost press the '?' key and the program will tell you where you are and what time of day it is!!!! Unmarked Buildings Most buildings in Skara Brae are unmarked. But some of them are inhabited by the corrupt creatures who have skulked into Skara Brae. So kick in a few doors and find them. Remember that fighting is good for you; its the only way to build up enough experience to challenge Mangar. You should be disappointed when you kick in a door, screaming a battle cry, and find it empty. No fun. When you exit a building and enter the street, the building will be behind you, and you will be facing the building or landmark across the street. The Adventurer's Guild The Guild is like a union hall where adventurers 'hang out' hoping to join a party. This is where you form a party, and where all adventures begin. Garth's Equipment Shoppe Garth is one of yesterday's almost forgotten heros, now retired from active adventuring to supply tomorrow's would- be greats. At Garth's Shoppe characters can buy armor and weapons, sell items, have items identified, or pool all the party's gold for buying expensive items. Due to a deal with the city blacksmith, Garth has an infinite supply of basic armor and supplies. But unique items found in labyrinths, even if sold to Garth, remain in his inventory only until they are sold. Occasionally an item won in combat will remain unidentified, this mean that its general type might be apparent [e.g. shield, ring] but not which exact type [e.g. Dragon shield, ring of power]. Garth can identify this item for you for a price!!!!!!!! The Review Board The Review Board is a group of high level representatives from all 10 different classes. Upon your request in person, the Board will determine whether a character has accumulated enough experience points for advancement to higher levels. The Board teaches new spells to Magic Users who qualify for higher spell levels, too, but charges for this training. It pays to rent. You may have todo a bit of exploring to locate the Review Board. And it's closed at night. Taverns Taverns are the Bard's favorite places for gossip and refreshment. There's even a tavern named after him. Watch him carefully though, the Bard has a tendency to overtip the bartender. Dungeon Delving The term 'dungeon' refers to any indoor labyrinth, designed for mapping, combat and puzzle interaction. They take a variety of forms, from lowers to catacombs, and have a varied number of levels for each. You can go up or down to levels higher and lower than the one you're on via stairways, portals, and teleportation. Stairways are not visible from a distance. But when you move onto one you will be asked if you wish to ascent or descend. Portals are hole in the floors and ceilings, and are visible from a distance. You will not go through a portal merely by standing on it, you must first command your char- acter to do so. If he jumps down through a portal, he will be damaged from the fall unless he is using a levitation spell. The only way to go up through a portal is by levit- ation. The locations of dungeon entrances are well-kept secrets, but there are plenty of hints in Skara Brae. Roscoe's Energy Emporium If your spell points aren't rechargin fast enough, go see Roscoe. But be prepared for electrifyingly high fees!!! Temples Temples are divine places of resurrection and complete healing. In fact, this is the only place to cure characters who have been withered or turned to stone. A resurrected character retains all the items, gold and exper- ience points he had before dying, but he comes to life with only 1 hit point. When he finds out how much it costs to be resurrected, he may turn over in his grave. Tips from the Underground: Places 1. Your 1st 3 dungeons should be the sewers, the catacombs and the castle [in that order]. Each is progressively tougher. Don't attempt the catacombs with a party of level 9 or higher characters. 2. Esplore and map every square in every maze. There are Magical Mouths that give hints. There are 1-of-a-kind magic items and spell regeneration zones. Good maps will show you the logical spots for secret doors and secret rooms, too. 3. Avoid traps. Higher level rogues are excellent at opening chests, but when in doubt use the 'TRAPZAP' spell. TRZP is guaranteed to work with no harm to the party, unless, of course, the trap is protected by even more power- ful magic. In fact, you can use TRZP to disarm any traps you encounter. Gas Cloud traps have doomed many brave but foolish adventurers. If you set off a trap and nothing happens, you were lucky not good. You could have been killed. 4. Be sure that your party is fully healed before entering a new dungeon. 5. When you are finding your bearings in a maze, remember that each succeeding level goes UP in a tower or castle and DOWN in a dungeon. THE COMBAT SYSTEM The Bard's Tale is a game of fighting. It's the only way to build experience. Fortunately, Mangar and his gruesome creatures are very evil, so don't worry about their feelings kill them, if you can!! Combat with 'monsters' [the generic term for all opponents] occurs both randomly and at set locations. You can also initate intra-party combat at almost any time, in case one of your members is turned to the dark side. At th outset of combat a list of foes will be given, broken down into the number of foes in each group. The manimum is 99 monsters per group, with up to 4 groups. Combat is divided into a series of 'rounds', like a boxing match. At the start of each round, each of your characters must decide what action he will undertake in the upcoming melee, unless, of course, your party decides to run away. A menu of possible selections will appear for each character. These options are as follows: Attack Foes: The physically assault foes in the first or second group of monsters. Party Attack: To assault another member of the party, including special members. Defend: Do not interact this round - reduces chance of being hit. Use An Item: Make use of a magical item held in the charact er's inventory and currently equipped. This may require specifying a target for the effect. Bard Song: Bards can play a short tune to affect the party or the foremost group of monsters in some fashion. Cast A Spell: Cast a spell at the party or a group of foes. The spell code must be entered, and a target ident- ified. Hide In Shadows: A rogue can try to avoid combat altogether by hiding and, if successful, will be skipped as a target of attack in the upcoming combat round. The first 3 characters in your party can be attacked physically by monsters, and can attack back. The last 3 characters can only be struck by magical attacks, and can only attack back with magic. This simulates your first 3 characters being up on the front line of attack, with the last 3 characters acting as backup in case one of the first 3 is killed. The first two groups of monsters are in a similar position; they are the only monsters who can attack or be attacked physically. Once all the choices for your characters have been entered, the round begins. The most dexterous characters or monsters usually make the first strike, but luck, character level and character class also affect this. In evenly matched fights, the outcome often depends on which side gets in the first blow. The rate of scrolling of the combat messages can be speeded or slowed. See the Command Summary list of keystrokes for details. At the end of a combat round, dead monsters will be removed from the ranks of your foes, and dead characters will be shuffled back to the end of your party. A fresh group of monsters may also advance into the first two ranks to give their fellow monsters a breather. At the end of combat, treasure and experience points will be split amoung the battle's survivors. SPECIAL MEMBERS The 'special slot' [marked 's'] is for monsters who can become part of your party. They can join by: 1. Being summoned or created as an illusion, or some other artifice related to a cast spell. 2. Introducing themselves to the party and offering their services as a comrade. Specials cannot be controlled in battle, they choose their own attack mode and generally go after the primary group of monsters the party is facing. Specials are cleared out of the S slot when killed. Illusionary specials [created by a sorcerer] are cleared out if any foes disbelieve them. If a non-illusionary special is attacked by another member of the party for any reason, it will turn immediately hostile and fight until defeated!!!! Tips From The Underground: Combat 1. Usually the highest desterity character attacks first. For particularly nasty monsters [like blue dragons] attack with your highest desterity characters first. Your less dexterous characters may not survive long enough to get in a first strike. 2. Use your spells and Bard songs to lower the armor class of your entire party. The lower the better. 3. If you are attacked by more than 2 groups of monsters, concentrate on Magic Users first. If you cannot kill off all the magic-using monsters, you may want to cast anti-magic spells to protect against illusions, possissions and other spells. 4. You can minimize damage by killing off all but one mon- ster in either of the first two attacking groups. As a general rule, attack groups with only one monster last, unless it is a deadly monster. 5. Many of the undead monsters are capable of draingin experience levels, turning characters old and gray or even turning characters to stone. Treat the undead with respect. In other words, kill them quickly! 6. Be prepared to die a lot with level 1 and 2 characters. Especially at night. Especially when you don't have any weapons and are just walking to Garth's Shoppe. It might even be a good idea to stay close to a Temple at night, so you can quickly heal any wounds. 7. Fill the special slot quickly. Conjure or summon a monster or create an illusion, if necessary. The special member will take a lot of heat off your fighters. Monsters tend to attack special members first. 8. Monsters are smart. They usually attack your most vul- nerable characters first, unless one of your members repre- sents a significant threat. THE MAGIC SYSTEM Magic is power. It can make the difference between success and failure in the Bard's Tale. It is not necessary or wise to rely on magic, though, because magic is by no means foolproof. There are some places where magic never functions, and some monsters who are highly resistant to spells. Sometimes you just have to wade in with fists flying and get dirty. The Best way to tell that your party has wandered into an anti-magic zone is that all residual spells except light spells are cancelled. Residual spells are magic spells that keep working for more than just an instant. Light spells, trap detection, secret door detection and magical armor are some examples. Most residual spells cause a graphic symbol to appear in the central blank strip on the screen, to keep the player aware that the duration hasn't yet expired. All spells have a point cost. In other words, al spells cost the mage casting them a bit of his internal energy. This energy is returned automatically in direct sunlight, and may be regenerated at Roscoe's Energy Emporium or in special regeneration zones you have to discover. There are magical items hidden in the dungeons and carried by the monsters of Bard's Tale. Magical weapons do extra damage. Magical armor gives extra protection. Other magical items radiate special energies. There are even magic keys and talismans necessary to get into certain im- portant parts of the game. The most powerful magic items are secreted in the most challenging dungeons and are guard- ed by ferocious monsters. When you win one, you should be very proud and very happy. They can be the key to success against the wickedest opponents. To cast a spell, you type in 4-letter codes which are a rough abbreviation of the spell name. The entire list of spells, codes and spell points required are listed below. All Magic Users, even level 1 novices, start the game with knowledge of all level 1 spells in their magical art. Rather than learning one spell at a time, Magic Users always learn whole groups [spell levels] of spells at once. Its the closest thing to mass production in Skara Brae. Here is a description of the 4 magical arts: Conjuring Conjuring deals with the instantaneous creation of objects and effects through the channeling of a mage's power. Con- jurer spells are potent, but not unlimited in effect, since the exercise of creation takes a large amount of energy toproduce even a moderate effect. A conjurer can also produce effects that distort non-solid things to produce new effects, like the distortion of space and time required to teleport human bodies toa new location. Magic Magic [meaning the art practiced by a magician] deals with bestowing magical effects on common objects. The items do not become magical, but radiate fields of power for the duration of a spell [which is usually the length of combat]. The gist of Magic is that it can increase an item's capabil- ity, or change its form to something totally different. Some examples: making a sword do greater damage, making dungeon walls glow with a magical light, or causing a wall to totally vanish for 1 move. Sorcery The byword of sorcery is 'seeing is believing'. Sorcery does not deal with a physical manifestation, but rather a creation of illusion and a tapping into a heightened sense of awareness. An illusion is an image envisioned by the spell caster, which he then lays over the retinas of all who watch, augmenting this with appropriate stimulation of nerve endings to fool the other 4 senses. The human mind, believing an illusionary creation to be real, can be hurt or even killed by it, unless it is somehow disbelieved. A sorcerer, with the aid of his art, can also perceeive certain special things hidden from view. Widardry Wizardry deals with the summoning and control of supernatura l creatures. The wizard has fewer spells than the other three classes, but his are by far the most potent. The creatures he can summon come from another plane of existance, called the 'negative plane'. They join the special slot in the party, and will fight until defeated. The wizard has some ability to trap and control normal monsters, as well Mages who have learned at least 3 spell levels in an art may elect to change to another mage class at any time. Thus, a level 5 conjurer could choose to become a level 1 magician. His experience points would be reset to 0, but he would re- tain his previous attributes, hit points, spell points, and all knowledge of his conjurer spells. He would be unable to learn any higher conjurer spells, however, once a mage leaves a magic art, he cannot return to it. A mage can become a conjurer, magician, or corcerer as a second class. A mage can become a conjurer, magician, sorc- erer, or wizard as a third class. A mage who has knowledge of all 7 levels of spells in all 4 classes is called an Archmage, and is one of the most powerful personages in the world of the Bard's Tale. SPELL KEY GLOSSARY Range Terms View: spell affects line of sight 1 Foe: spell affects a single monster All Foes: spell affects all monsters you face Group: spell affects 1 of 4 monster groups Self: spell affects spellcaster only 30': 3 squares in the direction you fact Char: one of 6 party members or special Party: spell affects all 6 party members and special= Special: spell affects 'S' slot only; summoned creature enters combat next round. Duration Terms Combat: spell lasts until all monsters or all party mem- bers are killed or until party runs away. Short: spell lasts only a few minutes. Medium: spell lasts a little longer than short. Long: spell lasts twice as long as 'short' Indef.: spell lasts until party enters the Adventurer's Guild or an anti-magic zone. CONJURER SPELLS Spell Name/Description Code, Pt. Cost,Range,Duration Conjurer Spells - Level 1 MAGE FLAME, a small, mobile to MAFL, 2, View, Medium rch will appear & float above the spell caster as he travels ARC FIRE, a fan of blue flames ARFI, 3, 1 Foe,... will shoot from the caster's fingers, doing 1-4 hits of dam- age to a select opponent, times caster's level. SORCERER SHIELD, the mage is SOSH, 3, Self, Combat protected by an invisible sh- ield of magic that turns aside many blows that would otherwise kill him. TRAP ZAP, this spell will dis- TRZP, 2, 30',... arm any trap within 20 feet, in the direction the party is fac- ing. It will also disarm traps on chests. Level 2 FREEZE FOES, binds your enemies FRFO, 3, Group, Combat with a magical force, slowing their movements & making them easier to hit. KIEL'S`MAGIC`COMPASS, compass MACO, 3,...,Medium of shimmering magelight appears above the party, telling the direction they face. BATTLESKILL, increases one of BASK, 4, Char, Combat your party memeber's skill with weapons, increasing the accur- acy and ferocity of his attacks WORD OF HEALING, with the utt- WOHL, 4, Char,... erance of a single word the spell caster can cure a party member of minor wounds, healing 2-8 points of damage. Level 3 ARCYNES MAGESTAR, a bright MAST, 5, Group,... flare will ignite in front of a group of your enemies, tempor- arily blinding them & causing them to miss the next combat round. LESSER REVELATION, this is an LERE, 5, View, Long extended Mage Flame spell which also reveals secret doors. LEVITATION, partially negates LEVI, 4, Party, Short the effect of gravity on the party, causing them to float over traps or up through port- als. WARSTRIKE, causes a spray of WAST, 5, Group, ... energy to spring from the cast- er's ginger, sizzling a group of opponents for 4-16 hits dam- age. Level 4 ELIK'S INSTANT WOLF, caster can INWO, 6, Special, ... make a real wolf appear & join the party, fighting in its de- fense. FLESH RESTORE, powerful healing FLRE, 6, Char, ... spell will restore 6-24 hit points to a party member & cure poisoning & insanity. POISON STRIKE, hurls porcupine POST, 6, Foe, ... sharp needles from the mages finger into a selected monster poisoning it. Level 5 GREATER REVELATION, functions GRRE, 7, View, Long like a lesser revelation spell only it illuminates a wider area WRATH FO VALHALLA, makes a mem- WROV, 7, Char, Combat ber of your party fight with the strength and accuracy of ancient Norse heroes for the entire com- bat. SHOCK - SPHERE, a large glove of SHSP, 7, Group,... intense wlectrical energy envel- opes a group of enemies doing 8-32 hits of damage. Level 6 ELIK'S INSTANT OGRE, this incan- INOG, 9, Special, ... tation will cause a real ogre to appear and join the party. MAJOR LEVITATION, will make the MALE, 8, Party, Indef. party levitate as does the level 3 spell, but its effects will last until dispelled. Level 7 FLESH ANEW, behaves like the FLAN, 12, party, ... flesh restore spell, except that it will affect every member of the party. APPORT ARCANE, allows the party APAR, 15, Party, ... to teleport anywhere within a dungeon, except for places pro- tected by teleportation shields. Magician Spells Level 1 VORPAL PLATING, causes the wea- VOPL, 3, Char, Combat pon [or hands] of a party mem- ber to be covered with a magical field, which causes him to do an additional 2-8 points of dam- age. AIR ARMOR, will make the air AIAR, 3, Self, Combat around the spell caster bind it- self into a weightless suit of armor. SABHARS STEELLIGHT SPELL, causes STLI, 2, View, Short all metal near the party to glow with a magical light, illuminat- ing the surrounding area. SCRY SITE, the walls will speak SCSI, 2, Party, ... under direction of the spell, revealing to the spell caster his location in the labyrinth. Level 2 HOLY WATER, a spray of water HOWA, 4, 1 Foe, ... will emanate from the mage's fingers, doing 6-24 points of damage to any undead foe. [e.g. skeleton, zombie, vampire]. WITHER STRIKE, any foe at whom WIST, 5, 1 Foe, ... this spell is cast is likely to be turned old, thus reducing his ability to attack and def- end in combat. MAGE GAUNTLETS, makes a party MAGA, 5, Char, Combat member's hands [or weapons] more deadly, adding 4-16 points of damage to every wound he inflicts AREA ENCHANT, will cause the AREN, 5, 30', Short dungeon walls within 30' of a stairway to call out, if the party is travelling toward it. Level 3 YBARRA'S MYSTIC SHIELD, the air MYSH, 6, Party, Medium in front of the party will bind itself into metallic hardness and will accompany the party when it mpoves, as a sort of invisible shield. OSCON'S OGRESTRENGTH, allows a OGST, 6, Char, Combat member of your party to damage monsters as if he were as in- credibly strong as on ogre. MITHRIL MIGHT, increases the MIMI, 7, Party, Combat armor protection of each party member by enhancing their armors natural strength by magic. STARFLARE, the air surrounding STFL, 6, Group, ... a group of your enemies will instantly ignite, causing them to be burnt for 6-24 damage points. Level 4 SPECTRE TOUCH, will drain a SPTO, 8, 1 Foe, ... single enemy of 12-48 points of damage, as if touched by a spectre. DRAGON BREATH, allows the mage DRBR, 7, Group, ... to breathe fire at a group of foes, doing 8-32 points of dam- age to each. SABHAR'S STONELIGHT SPELL, makes STSI, 7, View, Medium all stone and earth within range of the party glow with magical light, revealing even secret doors. Level 5 ANTI-MAGIC, causes the ground ANMA, 8, Party, Combat to absorb a portion of the mag- ical energies cast at the party, frequently allowing the members to escape all damage. Also aids in disblieving illusions and in turning back magical fire, like dragon's breath. AKERS ANIMATED SWORD, a magical ANSW, 8, Spec, Combat sword will apear and fight like a summonded monster in defense of the party. STONE TOUCH, will often turn an STTO, 8, 1 Foe, ... enemy to stone, or a stone mon- ster from living stone to dead stone, but it doesn't always work. Level 6 PHASE DOOR, will alter the str- PHDO, 9, 1 Wall, 1 Move ucture of almost any wall dir- ectly in front of the party, turning it to air for exactly 1 move. YBARRAS MYSTICAL COAT OF ARMOR, YMCA, 10, Party, Indef. causes an effect like 'air armor' to cover every member of the party, lasting indefinitely. Level 7 RESTORATION, makes all wounds REST, 12, Party, ... disappear as your entire party is reforged into unflawed bod- ies. Also cures poisoning & insanity. DEATHSTRIKE, is very likely to DEST, 14, 1 Foe, ... instantly kill 1 selected enemy big or small. SORCEROR SPELLS Level 1 MANGARS MIND JAB, the mage casts MIJA, 3, 1 Foe, ... a concentrated blast of psychic energy at 1 opponent doing 2-8 hits of damage for each exper- ience level of the mage. PHASE BLUR, the entire party PHBL, 2, Party, Combat will seem to waver and blue in the sight of the monsters, mak- ing the party very difficult to strike. LOCATE TRAPS, the spell caster LOTR, 2, 30', Short will be able to sense a trap within 30', if he faces it. HYPNOTIC IMAGE, if successfully HYIM, 3, Group, ... cast, will make a group of your enemies miss the following attack round. Level 2 DISBELIEVE, will reveal the true DISB, 4, Party, ... nature of any illusion attacking the party, causing it to inst- antly vanish. TARGET-DUMMY, a magical illusion TADU, 4, Spec, Combat appears in the party's special slot. Unable to attack, it will serve to draw enemy attacks to himself. MANGAR'S MIND FIST, a higher MIFI, 4, 1 Foe, ... power 'mind jab' does 3-12 hits of damage to 1 foe, times the experience level of the maga. WORD OF FEAR, will make a group FEAR, 4, Group, Combat of your enemies shake in fear reducing their ability to attack and do damage. Level 3 WIND WOLF, creates an illusion- WIWO, 5, Spec, ... ary wolf to join the party. This & other illusions are only eff- ective as long as an enemy bel- ieves them. Depending on power & location, the monster may see through the illusion & cause it to vanish. KYLEARNANS VANISHING SPELL, the VANI, 6, self, Combat mage casting this spell will turn nearly invisible in the eyes of his enemies, who will have great difficulty in striking him. SECOND SIGHT, the mage will ex- SESI, 6, 30', Medium perience heightened awareness and be able to sense stairways, special encounters, spell neg- ation zones, & other unusual occurrences. CURSE, causes a group of your CURS, 5, Group, Combat enemies to fear you greatly, lessening their morale and their ability to hit and damage you. Level 4 CAT EYES, members of the mages CAEY, 7, View, Indef party will all receive perfect night-vision, which will last indefinitely. WIND WARRIOR, will create the WIWA, 6, Spec, ... illusion of a battle-ready war- rior that joins your party. KYLEARNANS INVISIBILITY SPELL, INVI, 7, Party, Combat will perform a vanishing spell on the entire party Level 5 WIND OGRE, will create the ill- WIOG, 7, Party, ... usion of an ogre which will accompany fight with your party. DISRUPT ILLUSION, will destroy DIIL, 8, Party, Combat any illusion fighting the party and any new illusions created later in the combat. It will also point out any dopplegangers in the party. MANGARS MIND BLADE, a sharp ex- MIBL, 8, All Foes, ... plosion of psychic energy that inflicts 10-40 hits to each & every enemy you face. Level 6 WIND DRAGON, will create an ill- WIDR, 10, Spec, ... usionary red dragon to fight with your party. MIND WARP, will make a member of MIWP, 8, Char, ... your party go totally insane. Useful for possessions. Level 7 WIND GIANT, will create an ill- WIGI, 12, Spec, ... usionary storm giant, to join with and fight for your party. SORCERER SIGHT, functions the SOSI, 11, 30', Indef same as the Second Sight Spell but it will last indefinitely. WIZARD SPELLS Level 1 SUMMON DEAD, will gate into our SUDE, 6, Spec, lll universe a zombie or skeleton to fight for the party. REPEL DEAD, will do 16-80 points REDE, 4, Group, ... of damage to a group of undead creatures. Level 2 LESSER SUMMONING, will gate into LESU, 8, Spec, ... our universe a lower power ele- mental or demon, who will [under protest] join the party. DEMON BANE, will do 32-128 DEBA, 8, 1 Foe, ... points of damage to a single demon. The power to summon is the power to destroy. Level 3 SUMMON PHANTOM, will bring a SUPH, 10, Spec, ... medium level undead creature into the party. DISPOSSESS, will make any poss- DISP, 10, Char, ... essed party member return to his normal state. Level 4 PRIME SUMMONING, gates in a med- PRSU, 12, Spec, ... ium level elemental or demon to fight with the party. ANIMATE DEAD, gives a dead char- ANDE, 11, Char, ... acter undead strength, making him attack your enemies as though he was alive. Level 5 BAYLORS SPELL BIND, if success- SPBI, 14, 1 Foe, ... ful, possesses the mind of an enemy, forcing him to join your party & fight in its defense. DEMON STRIKE, works like Demon DMST, 14, Group, ... Bane, but it will affect an en- tire group of demons. Level 6 SPELL SPIRIT, will gate in a SPSP, 15, Spec, ... higher-level undead creature to fight for the party. BEYOND DEATH, will restore life BEDE, 18, Char, ... and 1 hit point to a character. Level 7 GREATER SUMMONING, will gate a GRSU, 22, Spec, ... greater demon into our universe and bind him to the party. BARD'S SONGS 1. FALKENTYNES FURY: this tune increases the damage your party will do in combat, by driving them into a berserk rage. 2. THE SEEKERS BALLAD: will produce light when exploring & during combat it will increase the party's chance of hitting a foe with a weapon. 3. WAYLANDS WATCH: will sooth you savage foes, making them do less damage in combat. 4. BADH'R KILNFEST: an ancient Elven melody, will heal the Bard's wounds during traveling & heal the party's wounds during combat. 5. TRAVELLERS TUNE: makes the members of your party more desterous and agile, thus more diff- icult to hit. 6. LUCKLARAN: sets up a partial 'anti magic' field which gives party members some incr- eased protection against spell cast- ing. TIPS FROM THE UNDERGROUND Characters 1. Don't be concerned about losing a Level 1 character. Just make another one. But when your characters reach the 3rd level, back them up regularly using your favorite disk copy program. 2. If your favorite character gets killed, there are several things you can do. You can resurrect him by magic or in a temple by spending spell points or gold. You can turn off the computer and reboot, and your entire party will be restored, but without the experience, gold and magic items they have won since the last time you saved the game. You can load the character from your back-up disk onto the main disk. NOTE: you can only restore a character by rebooting if you have previously saved your party by exiting the game when in the Adventurers Guild. 3. In 'rolling' a characters attribute numbers, 17s and 18s can often make a big difference, as follows: Intelligence give Magic Users bonus spell points; Dexterity gives fighters [not Bard's] bonus armor protection and first strike capabilty; Strength allows fighters to do an extra damage in combat. Luck allows Rogues to survive even if they accidentally set off a trap; and Constitution gives all characters bonus hit points. 4. Most character races have at least one attribute they are particularly high in. Pay close attention to starting attributes when designing your party. 5. Develope a Sorceror fast. They are very useful in dungeons. Wizards are extremely important in advanced levels; they can summon demons extremely powerful specials. Develope an Archmage, too. You'll need one; you'll want more. 6. Your pre-built party, excellent for beginning levels, may not be the best group for advanced levels. You may want to experiment with a hunter, because his 'critical hit' capability can vanquish superior monsters, and the monk, who is perhaps the best fighter of all after he reaches the 6th level. 7. Warriors and other fighters often play less of a role against higher level, magic-using monsters. But without the protection of their armor and strong arms, your Magic Users would not survive long enough to learn the higher level magic spells. 8. Beware the Doppelganger monster. It enters your party & looks just like one of your members. Magic 1. Don't venture too far into any dungeon without your maximum spell points. A good rule is to leave a dungeon when you are down to one quarter of your maximum spell points. 2. Manage your spell points carefully. Don't waste a spell if you can accomplish the same thing without magic. Torches, for example, often work as well as magic light spells. On the other hand, don't be shy about using magic in combat. When in doubt, blast them with magic!!! 3. Locate traps, second sight and sorceror sight spells all identify traps within 30'. Trapzap spell disarms all traps within 30'. 4. Cast a long-lasting Bard spell right before entering a tavern. It's like getting a free spell. ITEMS These are the basic items found in Garth's Equipment Shoppe in unlimited quantity: Torch: for light in dungeons Lamp: longer duration than a torch Broadsword: most damaging non-mag sword, usable only fighters Short Sword: a lighter sword, usable by all but mages Dagger: usable by all, but not too effective War Axe: a heavy, damaging weapon, not usable by bards, rogues or magic users Halbard: a combination battle axe & pike, the most damaging non-magical weapon Mace: most powerful weapon a rogue can use, an armor crusher Staff: simple, non-magical cudgel Buckler: small round shield Tower Shield: a larger shield Leather Armor: the lightest armor, wearable by all but magicians and conjurers Chain Mail: light metal mesh armor, best against light weapons Scale Armor: better still, difficult to pierce Plate Armor: strongest non-magical armor Robes: will dull old knives, but thats it. Helm: covers the head & saves the adventurers good looks Leather Gloves: some protection for the hands Gauntlets: metal gloves Mandolin, Harp, & Flute: musical instruments used by Bards Item Abbreviations FGN: Figurine, a magical statuette which can come to life MTHR: Mithril, an elven metal with magical qualities. ADMT: Adamant, another magical metal DMND: Diamond, one of the hardest substances know to man or monster Tips From the Underground: Items 1. Generally, the more expensive the item is the better it works. Almost like real life. 2. There are no cursed or bad items, unlike real life. 3. Don't be stingy. Equip you fighters with the best armor, weapon, shield, helmet and gauntlets money can buy. After all, he can't take it with him. 4. Experiment with all items you find to determine their capabilities. Magical items are key to success. Remember that an item may only be magical for certain characters and classes, so trade items around if you have to. 5. Make sure some of your characters carry less than 8 items, or else the party will never be able to pick up new magical items in the dungeons. 6. Whenever your party captures an especially interesting or powerful magic item, save the party as soon as possible. That way, even if disaster strikes, you will never lose that powerful armor, weapon, talisman or whatever. 7. This documentation is not protected by magic shields or air armor. Don't let your dog eat it!!!!! Edited by Sewer Possum for use on DOC 4. Thanx to Pirasoft/ACU Sewer Software-the DOC DISC people, present BATMAN DOCs, thanx to ACU BATMAN, THE CAPED CRUSADER This is an 'arcade adventure' game with 'beat-em up' overtones. The game consists of two 'plots' revolving around Batman's deadliest enemies - The Penguin and The Joker. Each plot is played in a similar fashion - though the various locations and problems encountered will vary. The stories so far... THE PENGUIN PLOT - "A BIRD IN THE HAND" The Penguin, having been released from jail, decides to set up an umbrella factory, near his Gotham City mansion, but, of course old habits die hard and this is but a cover up for his ingenious plan to take over the world using an army of robotic penguins! As 'Batman' can you close down the hidden master control computer and stop this evil conspiracy? THE JOKER PLOT - "A FETE WORSE THAN DEATH" Robin has mysteriously disappeared - the only clue found is a single "playing card" the call sign of the infamous 'Joker'! Batman's arch enemy has returned. On close examination the Batcomputer reveals a secret message hidden on the flip side of the card. "Robin heads for a fate worse than death, the fuse is lit - so don't waste time, follow your nose and remember, there's no place like home! Boom! Boom! Can you uncover the mystery, save Robin and defeat the Joker? Time is running out. GAMEPLAY The presentation on screen simulates a comic strip with Gotham City and all its characters appearing in 'multiple overlaid panels'. Any text (i.e. clues, descriptions, etc) is displayed in caption boxes in the appropriate 'frame'. The player, as the 'Batman', has complete freedom to move around and interact with the numerous locations, solving puzzles en route. The game is over only when the adventure is complete or Batman has insufficient energy to continue. THE CONTROLS The player can make Batman perform a large variety of moves. Without the fire button pressed With the fire button pressed Face back Face back | | Climb left \ | / Climb right High kick left \ | / High kick right \ / \ / Walk left --- --- Walk right Punch/throw left --- --- Punch/throw right / \ / \ Duck left / | \ Duck right Low kick left / | \ Low kick right | | Face front Pick up object or Enter utility screen ATARI ST/AMIGA Face back Climb | | Walk left --- --- Walk right / | \ Duck left / | \ Duck right Climb Face front THE UTILITY SCREEN By 'pulling down' and pressing 'fire' Batman will enter the utility screen. This displays all the objects you have 'picked up' and also the control 'icons' which are used to manipulate them. Note - various aspects of the game's displays and sound effects may also be changed at this point to suit the requirements of the player. Batman's energy status bars and the 'plot completion percentage' are also displayed on this screen. Game percentage Objects carried Control icons Bat-cursor Energy status bars EXAMPLE - UTILISING AN OBJECT By moving the 'Bat-cursor' onto the object and pressing 'fire', then selecting the 'utilise' icon in the same manner, that object will be used. i.e. Food eaten (energy increased) Key opens locked door Dart is thrown HINTS AND TIPS 1. Don't eat too much too soon. 2. Some objects do more damage than good! 3. Keep ducking, to avoid bullets. 4. Never judge a book by it's cover (Joker's plot). Well this concludes the complete Batman - The Caped Crusader Manual. ...... Doc provided by THE HELLION & THE CORSAIR ...... The Borrowed Time DOCs, transferred and edited from ACU AMIGA DOCs by Sewer Possum.......thanks to Pirasoft/ACU. BORROWED TIME 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 candle stick. 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 Wain wright. 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). BORROWED TIME is published by Activision, Inc. This walkthru is copyright (c) 1986 by Terry Clayton. All rights reserved. Sewer Software presents-BATTLE TECH FROM INFOCOM-Thanx to Pirasoft/ACU I. What You Need Required: An ST (or Amiga) A Blank Disk or a Hard Drive (for copying your play disk) II. Copying Your Original Disketts Before playing BATTLETECH, you MUST make copies of the original disk that came in your package, and use the copy as your play disk. This disk is not copy protected! But they do ask you to identify parts of the battle tech. Look at the drawing below. IV. Communicating with the Game All Battletech commands are entered through simple key presses: When you encounter a menu, move the highlighted bar up or down in the menu using the up and down arrowes (the 8 and 2 keys on the numeric keypad; or use W for up and X for down). Choose the highlighted selection by pressing the space bar or the return key. Standard Numeric Keypad: The 2, 4, 6, 8 keys move you South, West, East, North respectively. The 1, 3, 7, 9 keys will move you diagonally. ------- | |<------Torso MainFrame ------- ------- Intercooler ---------- > \ / / | |\ \ | | | | \ \ <-- Elbow Actuator Gryo Housing ------------------> | \ \ Jump Jet Intake ---> / ------- \ | <---Balance Strut / / / / \ \ <--Leg Mainshaft ---- / / \ \ \ \ | | | | ---- | | | | | | | | | | | | <--Foot Actuator / / \ \ --- --- <-- Foot Casting BattleMechs: WSP-1A WASP Too lightly armed and armored for combat, this 'mech's speed and maneuverability make it a good machine for scouting and recon duty. Characteristics Mass: 20 Tons Cruising speed: 66.5 kph Maximun speed: 95.1 kph Walking Factor: 6 Running factor: 9 Jump Jets: capacity 180 meters Heat sinks: 10 Armor factor: 48 Armament: 1 medium laser, right arm 1 short rangs missle, left leg LCT-1V LOCUST This Mech is light and fast, making it good for recon and quick stricks. Beware a direct hit from almost any weapon. Mass: 20 tons Cruising Speed: 86.4 kph Maximun speed: 129.6 kph Walking Factor: 8 Running factor: 12 Jumping factor: none Heat sinks: 10 Armor factor: 64 Armament: 1 medium laser, center torso 2 machine guns, one each in right and left arms STG-3R STINGER Although lightly armored, and with limited weapons, this mech has speed and mobility making it one tough machine to pin down. Mass: 20 tons Cruising speed: 63.4 kph Maximun speed: 91.6 kph Walking factor: 6 Running factor: 9 Jump factor: capacity 180 meters Heat sinks: 10 Armor factor: 48 Armament: 1 medium laser, right arm 2 machine guns, one each in right and left arms COM-2D COMMANDO Despite it's light armor, this Mech's dual missile system make it a good recon and emergency barrage vehicle. Mass: 25 tons Cruising speed: 64.8 kph Maximum speed: 97.2 kph Walking factor: 6 Running factor: 9 Jump factor: none Heat sinks: 10 Armor factor: 64 Armament: 2 short range missles 1 each in right arm and center torso 1 medium laser, left arm MECH WEAPONS Laser: Powered off your mech's power plant, these never run out of ammo. Small Lasers: Power output: .8 to 1.5 megajoules Effective range: 90 meters Medium Lasers: Power output: 1.5 to 3 megajoules Effective Range: 300 meters Large Lasers: Power output: 3 to 5 megajoules Effective Range: .5 kilometer CHESSMASTER 2000 ================ Typed by Brian for SEWER DOC DISC IV MOVING:- To make a move, position the cursor "hand" on the piece you have chosen (the hand will grab the piece that is positioned between its thumb and forefinger) and "grab" it by holding down the left mouse button. To complete the move, drag the piece to a legal square and release the button. If you prefer, you may enter moves from the keyboard using algebraic notation. For example, to move White's King Pawn two squares forward, enter 'E2E4', followed by [Return]. When entering moves algebraically, the Chessmaster will beep as soon as it recognizes an illegal move. You may backspace to correct mistakes. CASTLING:- To castle, move your King to its destination square. The Rook will automatically move into place. Don't forget that you cannot castle if the King is in check, or any of the squares it must pass over are threatened. EN PASSANT:- The En Passant capture is a special pawn-takes-pawn move. It is only legal immediately after your opponent's pawn moves two squares out, coming to rest beside your pawn. You may then capture your opponent's pawn En Passant ('In Passing') by moving your pawn diagonally to the square behind the opposing pawn and capturing it as though it had moved only one square forward. PAWN PROMOTION:- If you move a Pawn to the eighth rank, The Chessmaster 2000 will allow you to replace it. Select the replacement piece by clicking in the dialog box, or by typing the character (Q,R,B,N) beneath the desired piece. CLASSIC GAMES:- The 100 Classic Games of Chess are found on the Games diskette in the directory named 'CLASSICS'. They are named 'GAME.001' through 'GAME.100'. You may load a Classic Game by selecting "Load A Saved Game" from the File menu. Once loaded, you may replay the game by selecting "Replay The Move" from the Play menu, or have the Chessmaster analyze the game using the Analysis feature described below. STRENGTH OF PLAY:- At any given playing level, the Chessmaster will play its strongest game when the 2D board is displayed, sound is turned off, and the chess clocks are hidden from view. Doing these things reduces the amount of time The Chessmaster 2000 spends updating the display instead of evaluating possible lines of play. Moving the mouse also interrupts the Chessmaster's thought processes, so don't roll it idly about while waiting for the Chessmaster to move (unless, of course, you are trying to win through intimidation!). CONTROL AND CONFIGURATION:- All of the options available in the Chessmaster 2000 are controlled using the familiar GEM interface of menus and dialogs. Below is a complete description of each menu item. Please note that frequently-used menu items have associated control-key sequences which appear to the left of the item. For example, you may begin a new game by selecting "Begin A New Game" from the Play menu, or typing Ctrl-N (pressing the 'N' key while holding down the 'Ctrl' key). In addition, the [Help] key will offer a hint from the Chessmaster and the [Undo] key allows you to take back one or more moves. When playing the Chessmaster on a color monitor, the function keys F1-F7 are used to provide quicker access to the many features available to you on the Options menu. Note: the Load, Save, and Erase options all make use of the standard "file selector" dialog, which behaves in the following way: You may select a file by entering its name, and selecting 'OK' (you must do this if the file doesn't already exist), or simply by double clicking on the name in the window where file names are displayed. Clicking on the name of a directory (which appears with a box at the left) will enter that directory. The file selector always appears with the files in drive B visible. You may change to another by entering the drive name (e.g. C:) in the space above the filename window, and then clicking on the 'close' box of the filename window. LOAD A SAVED GAME:- Use this option to load a Classic Game or a game you have saved previously. SAVE THIS GAME:- Allows you to save the current game in the file of your choice. Games saved in this manner maybe loaded as above, and then continued, analyzed, or replayed. The empty directory 'OLDGAMES' on the Games diskette has been provided for your saved games. You may also save a game on any formatted diskette. ERASE A SAVED GAME:- Allows you to remove an existing file. Once erased, a file cannot be recovered, so be careful about double clicking on a file name! SAVE CURRENT SETTINGS:- The Chessmaster will remember the state of the following options for the next time you play: board dimension, play level, board rotation, easy mode, newcomer style, border coordinates, chess clocks, opening book, teaching, opponent, your side, style of play, sound, piece and square colors (color only), notation, and your name. RESTORE TOOLWORKS SETTINGS:- By selecting this option, you will reset the above options to the settings built into the Chess- master by The Software Toolworks. QUIT:- Exits from the Chessmaster and returns you to the GEM desktop. BEGIN NEW GAME:- After your confirmation, the board is reset and a new game begins. OPPONENT IS:- The Chessmaster can play against you, against itself, or act as a referee between two human players. Use this option to select which. PLAY LEVEL IS:- The Chessmaster 2000 has 12 standard levels of play, ranging from 1 move every 5 seconds (on average), to 1 move every 10 hours (useful for Analysis). As with a human player, the faster you ask the Chessmaster to move, the weaker its play. YOUR SIDE IS WHITE/BLACK:- You may play either White or Black (and may switch at any time if you don't like the way things are going for you). If you change sides, you may also want to rotate the chess board; see below for directions on how to do that. EASY MODE IS ON/OFF:- Like a human opponent, The Chessmaster 2000 normally thinks ahead while you consider your move. Should you find the Chessmaster winning too many games, turn Easy Mode on to prevent the Chessmaster from thinking ahead. NEWCOMER STYLE IS ON/OFF:- When Newcomer Style is On, the Chessmaster plays its weakest games; chess novices should use this setting. Newcomer is a special playing level, unrelated to the twelve regular levels of play and Easy Mode. For this reason, Play Level and Easy Mode are disabled (ghosted) when Newcomer Style is On. STYLE OF PLAY IS NORMAL/COFFEEHOUSE/BEST:- When choosing a move, the Chessmaster normally selects among several moves that it considers good. When Best is selected, the Chessmaster will always make the move it considers best. Coffeehouse style increases the chances that the Chessmaster will select an alternate and slightly "addled" move. OPENING BOOK IS ON/OFF:- If the opening book is on, the Chessmaster will consult its library of over 71,000 historically proven sequences of opening moves. FORCE COMPUTER MOVE:- Should you become impatient with the Chessmaster when playing at higher levels, you may force it to move by selecting this option. The Chessmaster will then make the best move that it has found thus far. This option is also used when you have undone the Chessmaster's move using "Take Back Last Move" (below). TAKE BACK LAST MOVE:- This option takes back the last move made. Note: If you take back moves so that it is now the Chessmaster's turn to move, select "Force Computer Move" (above) to instruct the Chessmaster to proceed with play. The [Undo] key also selects this option. REPLAY THE MOVE:- When one or more moves have been taken back, you may select this option to progress forward through those moves. This option is also used when replaying the Classic Chess Games stored on disk. THE BOARD IS NOW 2D/3D:- The Chessmaster can display the board from overhead, in 2 dimension, or from a point slightly above the edge of the board, giving you a 3-dimensional perspective of the game. BOARD COORDINATES ARE ON/OFF:- Using this option, you may toggle the display of rank/file coordinates along the edge of the chess board. If you enter moves via the keyboard, you may find it convenient to display the coordinates. CHESS CLOCKS ARE ON/OFF:- For each player, the chess clocks show the name, the elapsed time, and the last two moves made. Using this option, you may choose to hide or display this information. ROTATE THE BOARD:- For added insight into the game, use this option to view the chess board from any side. CHANGE PIECE COLORS:- (color monitor only) Choosing this option will bring up a window containing slider bars that allow you to change the color of the pieces for Black or White by adjusting the amount of red, green, or blue sent to the screen. After adjusting the colors to your liking, you may save them for use the next time you play using the Save Current Settings option. CHANGE SQUARE COLORS:- (color monitor only) Using the same window as above, you may adjust the colors of the Black and White Squares on the board. CHOOSE CHESS SET:- (color monitor only) The Chessmaster owns two different chess sets, one made of wood, and the other of metal. You may select either for use. To use the set you have chosen all the time, use the Save Current Settings option. SHOW ALTERNATE SCREEN:- You may flip back and forth between the chess board and the alternate screen by pressing the [Esc] key. The alternate screen displays the following information. MOVE LIST:- All the moves made so far in the game. You may scroll the list vertically by using the up and down cursor control keys. CAPTURED PIECES:- All pieces which have been removed from play. CHESSMASTER'S THINKING:- Three 'lines of play' are displayed: Best, Current, and Previous. The Best line is the best sequence of moves the Chessmaster has thought of so far. If you force the Chessmaster to move, it will make the first move in its Best line (and the reply to that move will be the first hint given should you ask for advice). The Current line is the line of play that the Chessmaster is examining right now. Because this line is a "snapshot" of an incomplete thought, the moves and score for the Current line may not always make sense. The Previous line is the line from the previous move made by the Chessmaster. It has nothing to do with the Chessmaster's thinking for the current move. The lines of play are displayed as a sequence of moves, a Score, and a search Depth. In the sequence of moves, the first move is the one the Chessmaster might make next, followed by what it expects your reply will be, its answer to your reply, and so on. Of course, you might not make the expected reply, and even if you do, the Chessmaster may think of a better answer in the meantime. So the further down the sequence of moves you go, the less likely it is that those exact moves will be made. The Score reflects how far ahead or behind the Chessmaster thinks it will be if the sequence of moves is played out to the last move shown. The score is computed in "pawn-equivalents", so a score of 1.00 means the Chessmaster believes it will be ahead one pawn, and -3.00 means it will be down the equivalent of a Knight or Bishop. Fractional scores come from the Chessmaster's evaluation of positional strength. The search Depth is the minimum number of half-moves, or plies, the Chessmaster will look ahead. A Depth of 3, for example, means it will look at its move, your reply, and its answer: three half- moves. It may look further if it sees something interesting, such as a capture or check. When the Chessmaster has looked at all moves at the current search Depth, it will start a new search one ply deeper, if it thinks it has time to finish. Note: The Chessmaster 2000 may not be thinking deeply, or at all, if the Level of Play is set low, Easy Mode or Newcomer Style is in effect, or the present game is following moves from the opening book. GET CHESSMASTER'S ADVICE:- Selecting this option will cause the Chessmaster to move one of your pieces to a legal square, then back to its starting point. You may cycle through all moves available to you by repeatedly choosing this option. The first hint that the Chessmaster gives is the one it considers to be your best response to its last move (see Chessmaster's Thinking above). On low levels, however, the Chessmaster's opinion of what moves are best for you may not be very good, since it has not had much time to see the future consequences of a move. The [Help] key also selects this option. TEACHING IS ON/OFF:- When Teaching is On, and you select a piece to move (by grabbing it or entering its position from the keyboard), a shadow of the selected piece will appear in all the squares to which that piece can legally move. In cases where the move results in the capture of an opposing piece, a shadow of the threatened piece will appear instead. SOUND IS NOW:- The Chessmaster can signal moves, captures, check, mate, and other events using several kinds of sounds. You may choose from the voice of the Chessmaster, music, a bell tone, or silence. NOTATION IS ALGEBRAIC/ABBREVIATED:- With this option, you may choose the notation used to display moves on the chess clocks, and in the move list (on the Alternate Screen). When typing in moves, however, you must always use algebraic notation (e.g. 'E2E4'). ENTER YOUR NAME:- If you would like your name to appear in your chess clock when playing, select this option and enter your name. If you then save the current settings, your name will appear again the next time you play. PRINT MOVES SO FAR:- Selecting this option will print a list of the moves made to this point, followed by a representation of the board. PRINT EACH MOVE IS ON/OFF:- When this option is on, each move will be listed on the printer as it is made. SETUP A POSITION/LEAVE SETUP:- Select this option to enter chess problems, or to handicap play by removing pieces. When selected, play is stopped, the clocks are hidden from view, and a "piece selection kit" appears. Set up the board by adding pieces (dragging a copy from the piece selection kit onto the board), removing them (simply drag them off the board), or moving them on the board. To resume play (after choosing which side will move first), simply select this option again. SETUP INITIAL POSITION:- Places all pieces in their starting positions on the chess board. CLEAR THE BOARD:- Removes all pieces from the chess board. WHITE/BLACK MOVES FIRST:- When playing resumes after setup, the color shown will move first. ENTER/LEAVE ANALYSIS:- Select this option to analyze a game which has been played, partially played, or loaded from disk. Before entering analysis, you should take back one or more moves. Analysis will proceed from that point. Select this option again to stop analysis and return to normal play. For each move analyzed, the Chessmaster will show the move it would have made at that point (with score and best line of play), and then play the actual move. If a move is made from the Chessmaster's opening book, no line of play is shown. For more about the significance of the line of play, see "The Chessmaster's Thinking" above. Note: The higher the Level of Play selected, the deeper the Chessmaster's analysis will be. Levels 9-12 have been provided specifically for this purpose. SAVE ANALYSIS TO DISK IS ON/OFF:- By selecting this option BEFORE beginning analysis, the text of analysis messages will be stored in the current directory in a file named CM.ANL. ANALYZE MOVES FOR WHITE/BLACK/BOTH:- You may choose to have the Chessmaster analyze the play for one side only. The default setting is to analyze play for both sides. Analysis will be faster when only one side is being examined. TAKE BACK LAST MOVE:- Takes back the last move made by either side. Used when you want to analyze the game from just a few moves back. The [Undo] key will have the same effect as selecting this option. TAKE BACK ALL MOVES:- Takes back all moves to the beginning of the game. Used when analyzing an entire game. START/STOP SOLVING:- Use this option to begin the Chessmaster's search for a solution to the specified problem. Before starting, you should set up the board using the Setup feature, and then select which side is to mate, and the number of moves allowed them (see below). After the Chessmaster solves the problem, it will make a move. You can then play against the Chessmaster until it checkmates you. You may take back moves to explore alternate lines of defence. MATE IN...MOVES:- Choose this option to set the number of moves in which the Chessmaster must find the solution to the SolveMate problem. Note that the Chessmaster looks for a mate in exactly the number of moves you specify. In other words, "Mate in 4 Moves" will not find a mate in 3. WHITE/BLACK TO MATE:- Selects which side is to move and checkmate the other in the SolveMate problem. HAVE FUN!!! The voice of the Chessmaster was digitized using DIGISOUND ST, from Alpha Systems, 1012 Skyland Drive, Macedonia, OH 44056. SEWER SOFTWARE PRESENT Flight Simulator Scenery Disk #9 (chicago, st.louis, Cinn.) Flight Coordinates and doxs by ROM CHIP of ORACLE. Thanks to Pirasoft ACU This is the latest scenery disks from SUBLOGIC..you must have either JET SIMULATOR or Flight Simulator II to use these scery disks, they do not boot by themselves..(in case you're pretty stupid and tried it already!) Anyways, for those who dont know how to utilize the scenery disk, heres a little help...if your using JET sim., just use the LOAD SCENERY DISK option at the main menu and enter the north and east coordinates listed below to go to that area of the scenery disk....using Flight Simulator II is a little bit harder, but you can find the pull down menu area where it says scenery disk...well..thats when you insert scenery disk into the drive and then enter that function and follow the north-east coordinates again just like JET...although FS2 asks for ALTITUDE (which are listed below for your convience.) SCENERY disk #9 includes the areas covered by the CHICAGO, ST. Louis, and Cincinnati, OHIO NOAA sectional charts. Each section covers an area of more than 100,000 square miles and is usally named for the prominent city within that area. DISK #9 includes more detailed cities and airports than ever before. Many airports now have a visual approach slope indicatior VASI. Improved runways feature threshold markings, fixed distance markers and touchdown zone markers with dimensions and placements to FAA specifications. The city of CHICAGO now has many more buildings, landmarks and visual cues. ST.Louis is also packed with scenery and borders a HIGHly realistic rendition of the MISSISSIPPI river that runs all the way from wisconsin to tennessee. The Cincinnati sectional area features a cluster of more than thirty mountains stretching from tennessee to pennsylvania. With over 150 detailed airports and numerous VOR and NDB transmitters, this disk should keep you flying for a long time. The following coordinates should provide the most interesting sites. CHICAGO area City of CHICAGO 17186n 16671e Sears Tower 17197n 16662e John Hancock building 17205n 16667e Standard Oil BLDG 17199n 16667e First National Bank 17198n 16664e Lake point Tower 17203n 16670e Harbor point Tower 17199n 16669e Mccormick place 17185n 16670e Adler Planetarium 17191n 16672e CHICAGO RIVER DETAILED LAKE MICHIGAN SHORELINE Other Cities nearby include: Milwaukee, WI 17652n 16577e La Crosse, Wi 18024n 15531e Madison, WI 17701n 16101e Quad cities, IL/IA 17028n 15731e Waterloo, IA. 17474n 15161e Grand Rapids, MI. 17641n 17279e Detailed Airports: O'Hare INTL. (CHI.) 17241n 16579e MEIGS Field (CHI.) 17186n 16671e MIDWAY (CHI.) 17156n 16630e Fort.Wayne, IN. 16836n 17464e Grand Rapids, MI. 17642n 17319e BATTLE Creek, MI. 17404n 17418e Oshkosh, Wi. 18096n 16365e Peoria, Il. 16667n 15999e Moline, Il. 17009n 15737e -------------------------------------- St. Louis, MISSOURI area: St.Louis 15789n 15823e Gateway arch 15791n 15824e Busch STADIUM 15791n 15821e DOWNTOWN BUILDINGS MISSISSIPPI RIVER WESTWARD EXPANSION PARK DOWNTOWN PLAZA FOREST PARK other cities of interest: Champaign, Il. 16433n 16474e (in CHAMPAIGN-) University Inn U. of I. university campus Huntington tower Woodly house Indianapolis, Indiana Indy 500 speedway 16292n 17162e Springfield, IL. 16291n 16009e Nashville, TN. 14717n 17040e Louisville, ky. 15645n 17328e Lexington ,ky. 15574n 17752e Detailed Airports: Champaign, Il. 16399n 16466e St. Louis airport 15842n 15770e Louisville, KY. 15619n 17330e Blue grass. KY. 15574n 17718e Nashville, TN. 14717n 17040e Indianapolis, IN. 16237n 17126e ---------------------------------------- Cincinnati AREA: Cincinnati 16031n 17724e Riverfront Stadium 16031n 17724e DOWNTOWN BUILDINGS BLUFF/WEST EDGE OF CITY OHIO RIVER other cities: Columbus, Oh. 16414n 18175e Dayton, Oh. 16322n 17824e Winston/Salem N.C. 14837n 19243e Roanoke, VA. 15351n 19283e Surprise locations: 15094n 16490e and that should do it...now you can fly around from chicago down to St. louis and up and over to cincinnati...and if you have scenery disk #11.. then you can fly over to pittsburg and philidelphia and over the great lakes and toronto CANADA and Niagra falls NY...then Scenery Disk #7 takes you all the way down the EASTERN coast from WASHINGTON D.C. to the Florida Keys....Also look for the WESTERN EUROPE and JAPAN/Tokyo scenery disk available to a pirate near you..... lowercase brings you DOC files....galore. (Instructions and tips to SPIDERTRONIC,BUBBLE GHOST,DARK CASTLE, HOSTAGES,SPACE RACER,CRASH GARRET!) Spidertronic AIM OF THE GAME Rebuild the electronic web by making passage ways between each level. You do this with colored tiles. A flashing LED at the bottom of the screen tells you which color of tile to use. Move over the tile you want to pick up then go to the tile you want to cover. When they are all covered the passage way is complete. Go to the teleport grid to change levels. Easy huh!! Sorry folks, look out for BALLS...the dreaded BALLS. You can destory Balls with Webs which you can place on blue tiles only. BALLS no longer on the screen will die and regenerate on the Ball-starter tiles a few seconds later. Nasty huh. To gain time pick up the pastilles (little blocks). Restarter tiles (red and yellow). If you move over these before being destroyed then you will restart from that tile. Avoid the black tiles...paralysis. There are ten levels to the game. TILES Teleport tiles have a grid on them. Web tiles of course have a web on them. Extra time from tiles with little blocks on them. Joystick moves you around and fire leaves a web. Keyboard [Q/A][,/u][//.][W/Z] use keys in brackets. [H] See hi scores. [T] test and modify start level. [E] editor for making own games. BUBBLE GHOST Blow baby blow!!!! Use the mouse to move the ghost, left buton to spin left, right button to spin right. Shift to blow (don't puff too hard!). Certain items in the maze will be affected by ghostly blowing. DARK CASTLE Spooky by not really worth it. Use the mouse to to point to an option on the option screen. Use the mouse to select a door in the great room. Joystick or keyboard to move character. Keyboard. [A] left. [D] right. [W] up. [S] down. Two keys at once to move up or down stairs (not Up and Down stupid). [E] makes him duck. [Q] is the action key to pick objects up. [Tab] pauses. [ESC] goes back to options menu. Use mose to position heroes arm and left button to throw rocks. You'll need to lob a few during the game. BIONIC COMMANDOES Pretty...pretty bloody hard. It may have been ten years but the oppression and devastation continues. The alien forces that laid waste to our once beautiful world have all but decimated our civilization. Now....... Briefly - you have to shoot everything that moves. Use the bionic arm to climb trees and other objects. Joystick forward and fire to extend the arm. Fire button usually fires gun when stationary. [F1] Pause. [F10] Reset. As you amble along you can pickup a rapid fire gun, grenade launcher, plasma bolt blaster. Bionic arm turbo charger may be dropped for extra speed. Level 1. The dying forest. Level 2. The castle. Level 3. Infiltration. Level 4. The control room. Level 5. The silo. Destroy the alien launch computer stopping the launch of the doomsday missile. BINGO!!! HOSTAGES Superb action game!! Start of the game. Some people have been taken hostage in an Embassy (probably a foreign Amiga owner's group). The terrorists holding the hostages have control of the three levels of the building. The number of hostages and terorists is controlled by the level of game chosen. So too is the terrorists' response. Choice of Mission. After the kidnapping of the hostages you are given a choice on the degree of difficulty of the game. You can determine the duration of the ultimatum, the number and the aggressiveness of the terrorists and their reaction capacity. You can choose one of the following. LIEUTENANT With a low number of terrorists with weak aggression, good for trainig. CAPTAIN The number of terrorists increases and so does their reaction speed. COMMANDER This is the big one! The number of terrorists and hostages is at a maximum. The player must, without mistake and taking particular attention to the placement and co-ordination of the team rescue all the hostages. Not a single mistake during the approach and exploration of the building is allowed. From the second menu you choose either: TRAINING (no hostages) TARGET ULTIMATUM RESCUE JUPITER Use the joystick or arrow keys to choose. At the end of a mission your result will be given. The instructions say in a newspaper format, but in translation from the French this has been lost. All you get is some poor grammar. (Perhaps someone can remedy this!!) You have three marksmen to position. To effectively keep watch on the three sides of the building you must position these men in the locations marked on the first map. Use F1 F2 F3 to choose which marksman and then make your way through the streets to the locations. Pressing ESC will show you where you are on the map. Joystick movement is traditional, eg: Left, Right, also forward roll to the left, and right. Up enters a building or jumps behind a fence, down is lie on the floor. Down and left/right crawls along the ground. You must avoid having your men spotted by the search lights. As soon as one of your men has been spotted the terrorists will open fire. You can hide in doorways or behind fences or in windows. Once all three snipers are positioned you will move to the next section. (Abort the helicopter sequence with ESC, it saves time) The next three men, F4 F5 F6, are posited on the roof of the building. You can now toggle between the three snipers and the three assault team members. To move the assault crew. Joystick right: descend on rope. left: stop on rope. up: go up. fire: push away from wall. Pushing away from the wall and landing at a window will shatter it and you will enter the room. Watch for shadows at the window...they shoot! You can toggle between an assault member and a sniper. In sniper mode you have the sights of the rifle. Shadows at the window could be terrorists, hostages or even your own men. Inside the Embassy. This is almost Dungeon Master-like perspective. A smal map in the top left indicates your chosen man as an arrow, its direction is the way you are facing. Use the stick to rotate your man. When you encounter a terrorist your assault member's name flashes on the panel. Move quickly because the terrorists shoot first and ask questions later, if at all. Spray the machine gun left to right for maximum effect. Don't shoot hostages, it doesn't help the score. To guide a hostage approach him in the room (hostages are white dots) and he will follow you. Make your way to the third floor to a room without windows (top left of map). The game is over once all terrorists have been eliminated and hostages rescued. Success is getting all hostages without engaging the enemy. Success is almost bloody impossible! Pause button P Get stuck into it!!!! lowercase SPACE RACER Race like the wind. Joystick up, down, left or right. Keep to the blue line. F1 Displays % of track left. F2 Pause F4 Up and Down reverse deplacement. Blue energy balls give extra power. Fire is a double joystick click, or spacebar. Joystick fire button - accelerate. CRASH GARRETT As in the film, Crash Garrett keeps up a permanent dialog with a 'voice' in his head. He's the only one who can hear it. Nobody else knows about it. The exact nature of his 'internal friend' is a mystery to both Garrett and the voice itself. When Garrett needs help he will turn to you and ask. Type in your idea on the keyboard and your message will show at the bottom of the screen. Validate by pressing RETURN or ENTER. Be clear and brief. Moving around. To tell Garret where to go, just type GO TO GLORY'S or whaterever. Normal adventure directions also work. Objects wil be available to Garrett. These can be picked up and will be displayed on the right of the screen. Not only must you guide Garrett but you also must give him power. It is divided into doses at the top left corner of the screen. Using a dose of power helops garrett do whatever he's doing more efficiently. To activate validate your order by pressing the '$' key instead of the normal RETURN or ENTER. To save a game type 'DISK' as an instruction. To load a game simply load the game proper and then type in 'GAME'. To change Tempo type in'T' followed by 1-9, 1 is the fastest. Default is T5. GAUNTLET II *********** Documentation edited by SEWER POSSUM for DOC DISC IV. Ta to ACU THE HEROES THOR the Warrior ARMOUR: Tough skin - eliminates 20% of damage. SHOT POWER: Excellent - twice normal power. HAND TO HAND: Excellent - Battle Axe - can destroy generators. MAGIC POWER: Poor - damages most monsters and no generators. THYRA the Valkyrie ARMOUR: Shield - eliminates 30% of damage. SHOT POWER: Poor. HAND TO HAND: Good - Sword - can destroy generators. MAGIC POWER: Moderate - damages most monsters and generators. MERLIN the Wizard ARMOUR: None. SHOT POWER: Good. HAND TO HAND: Poor - Bare Hands - cannot destroy generators. MAGIC POWER: Excellent - damages all monsters and generators. QUESTOR the Elf ARMOUR: Leather - eliminates 10% of damage. SHOT POWER: Poor. HAND TO HAND: Moderate - Dagger - cannot destroy generators. MAGIC POWER: Very good - destroys almost all monsters and generators. THE VILLAINS The monsters pour out of the generator which lie throughout the dungeons. Each generator creates a specific type of monster i.e. ghosts or demons. There are three levels of generators; the toughest monsters. Shoot the generators to destroy them. Monsters too, have three strengths, the most powerful taking three hits to kill. GHOSTS: Stay away from ghosts. They hit you only once and disappear. One hit hurts alot. Shoot ghosts, do not run into them! GRUNTS: Grunts will run up to you and hit you with their clubs over and over. Either move the joystick towards them to fight them hand-to-hand or shoot them. DEMONS: Demons will try to shoot fireballs at you if they can, or if they are too close they will bite you again and again. Fireballs hurt more than biting does. Either move the joystick toward them to fight hand-to-hand or shoot them. LOBBERS: Lobbers will try to lob rocks over walls and other things in the maze to hit you. They will also try to run away from you. Try to shoot them or trap them in a corner and fight them hand-to-hand. SORCERERS: Sorcerers try to fool you by disappearing while moving. When they are invisible, your shots will go through them. Either move the joystick towards them to fight hand-to-hand or shoot them. DEATH: Death will drain health from you. He will take up to 200 points and then die. The only way to kill Death is with magic. Don't even think about fighting him hand-to- hand. SUPER SORCERERS: This sorcerer appears, takes a shot at the player and then disappears again. He continues to do this until shot by a player. Magic only stuns him and prevents him from shooting or disappearing immediately. ACID PUDDLES: These green pools hurt the player but do not attack him: instead they wander around aimlessly. They cannot be shot. Magic only stuns them. The "IT" Monster: This creature, which looks like a glowing, spinning disc, disappears when it hits a player. That player then becomes "IT". All monsters are attracted to the player who becomes "IT" until he or she leaves the maze or until this player touches another player who then bacomes "IT". This monster cannot be shot but can be stunned by magic. The "THAT" Monster: This creature, which looks like the "IT" monster, chases players around the dungeon. If it touches a player he loses a special power or a potion or 100 health points. THE DRAGON: Dragons appear rarely and should be approached with caution. They need to be hit several times on the head with a missile to destroy them. Don't get too close, though, or it will fry you with it's fiery breath. THE THIEF: The thief appears well into the game at the characters' start position and chases them until it can steal an item from the richest player. Unless it is shot, it will then flee leaving its ill gotten gains on the next level. The thief steals special power potions or normal ones if no special ones can be found. THE MUGGER: This creature can appear more than once per level, and like the thief, steals from the richest player. The mugger only steals health points. FOUR PLAYER OPTION: All four players should be selected at the start of the game using any joystick. Two extra joysticks, making a total of four, may be connected to your ST with a special interface available from Mindscape. (Note: If you haven't got one of these, then unplug your printer or you'll be plagued by an uncontrollable elf....S.Possum) THE DUNGEONS Around the dungeons are objects to collect and avoid: POTIONS: Some potions can be shot although their effect is less powerful when they're collected and used. SPECIAL POTIONS: These behave as normal potions when shot but endow the player with special abilities if collected. These include: -EXTRA ARMOUR - increases protection -EXTRA MAGIC POWER - increases the effect of potions -EXTRA SHOT SPEED - increases missile speed -EXTRA SHOT POWER - increases damage inflicted by missiles -EXTRA FIGHT POWER - increases hand-to-hand combat ability -EXTRA PICK UP POWER - increases carrying ability from ten to fifteen times POISONED POTIONS: These behave like poisoned food. FOOD: Plates of meat increase health by 100 and give a bonus 100 score points. CIDER: Cider bottles can be shot and destroyed. When drunk this acts like food. POISONED CIDER: This can be shot and will slow monsters down for a short time. If drunk, poisoned cider takes 50 health points and makes the character dizzy and difficult to control. KEYS: Score 100 points for collecting. Use keys to open doors. TREASURE: Treasure chests cannot be shot but give 100 points when collected. Some treasure chests are locked and need to be opened with a key. They may contain food, money, a potion, and even Death! AMULETS: These magic devices confer special abilities on the wearer for a short time. INVISIBILTY: Monsters cannot see you and wander around. INVULNERABILITY: Monsters cannot hurt you, but your health decrements twice as fast as normal. REPULSIVENESS: Monsters cannot stand you and run away. TRANSPORTABILITY: The player can now transport through any solid object by running into it. 10 SUPER SHOTS: These shots kill all monsters in their path and keep travelling until they hit a wall. REFLECTIVE SHOTS: These shots bounce off walls allowing players to shoot around corners. These bounce a maximum of three times. WALLS: In general walls are impenetrable objects, but some walls crumble when shot. TRAPS: These glowing patterns on the floor make some walls disappear when stepped on. There can be more than one trap. Traps walls may be invisible. STUN TILES: These tiles stun any player who treads on them and then disappear. TRANSPORTERS: Glowing red discs on the floor, transport players to the nearest visible transporter. If several transporters are the same distance away, then one is chosen at random. There are several ways to influence your direction. Can you find them? FORCE FIELDS: These go on and off in a particular pattern. If a player enters a field when it is on his health will quickly drain. Monsters are not affected. Force fields cannot be destroyed. EXITS: These labeled holes lead down to the next level or to the level specified. Some exits are phoney. They are painted floor tiles. On some levels exits move around by closing and re-opening elsewhere. Treasure room appears randomly and the player has a fixed time to collect as many valuables as possible within a time limit, which is displayed at the top of the screen. There is no score unless the player escapes. In general players are immune to the other player's shots but in some areas of the dungeon, missiles can stun or injure fellow players. If players do not fight for about half a minute, the locked doors will disappear, freeing all of the monsters. Eventually, if players still avoid combat then all of the walls turn into exits! BASIC INSTRUCTIONS Choose the color and character you want by pointing the gauntlet and pressing the FIRE BUTTON. How long you last depends upon your health. Health is lost by contact with the monsters and as time elapses. It can be regained by picking up the food which can be found in the maze. Be careful, some food can be destroyed by your shots and some may be poisoned. The object of the game is to survive the monsters' attacks for as long as possible whilst competing for food, treasure and magic potions. You must also search the maze to find the exit to the next level. For game controls, details will appear on the screen. GAUNTLET II LOADING INSTRUCTIONS Insert the disk in drive and turn on computer. \\\\\\\\\\\\ Docs provided by THE HELLION & THE CORSAIR //////////// Transferred and edited for ST use by Sewer Possum Gold of the Realm docs typed up by Rom Chip (ORACLE) edited for ST use by Sewer Possum....for DOC DISC IV Nigel knew it was going to be an odd day when he woke that morning. He had always been able to tell ,when something unusual was about to happen, and sure enough, something did happen. A man died on his doorstep that night. needless to say, Nigel wasnt very surprised at this and handled the situation as best he could. He made the dying man comfortable in his last few minutes, giving him something to drink and trying not to ask silly questionssuch as where does it hurt?or Why are you dying on my doorstep? This kindnessdid pay off, mind you, for right before the dying man died, he told Nigel the most amazing secret... "Friend...."he managed to say, "listen to me closely, you will be the only one to know." Nigel listened, though mostly out of politeness, and the dying man went on. "it's there, all there, up in the mountains...Map, I have a map...take it." Puzzled, but interested, Nigel felt through the man's coat and found a leather tube. "Yes, yes that's it." sputtered the dying man. "It's yours...". Now Nigel, suddenly feeling inquisitive, muttered, "um, excuse me sir, but, where's this map to, I mean, whats it of?" A groan escaped the dying man and Nigel feared he must have said something rude, but then again, dying men are supposed to to groan like that arent they? nevertheless, the dying man continued. "The castles of the princes, it will show you the way!" "Castles of the Princes?" thought Nigel. Now that sounded familiar... "There are four castles, each contains the GOLD of the REALM...you can have riches beyond your dreams...take the map and explore each abondoned castle for your treasures." The GRAY castle was the Steel of Strength, Green for abundance of the land, Blue for the valience of the people, & Purple as the symbol of royalty! -------------------------- To save a game, you'll need a formatted disk. At the beggining of the game, you'll have option to begin a new game or continued a saved game from your save game disk.. next, choose the difficulty level..EASY=1 castle with 79 screens to explore and is always the same game. Medium=2 castles and 159 screens...always the same game..while EXPERT is the most challenging...is different every game with 4096 possible games, all 4 castles and 320 different screens..with lots of items and traps! To pause-click left mouse button... opening doors- To open a closed door, stand close to it and press joystick button. some doors need keys of the same door color. once a door is unlocked using the correct colored key, it will vanish..one time use only. Picking up items- To pick up an item , stand next to it and press joystick button, the name of the item and image will appear in the status bar, in addition, if you have the scroll, you'll receive a breif description of the item. To drop an item, click left mouse button and move cursor to item, then click that item, which makes that item the active item..EI-key,candle,sword, etc...just press button to drop..(only on wooden floors can you drop) Stairs-stand next to one and press joystick button. Tips-Since this is an exploration game, i suggest you make maps..its real easy to get lost..and save gave when youve done alot of moving around...or accomplished anything big.! When the ghost is coming after you, run away..if he touches you, he takes away some strength and the item you have active..and places it somewhere in the castle... AS with locked doors, certain items are funtional only when carrying the right items.....when you have defeated all obstacles and gotten the treasure then go back to your horse and press joystick button. Comments about the game ------------------------------------------- Well...i kinda liked the game...it wasnt an action packed role playing game like i had hoped for like FAERY TALE or BARDS TALE or something, but it was crisp...you could spend days playing the hardest level! The game is kinda straightforward..not too much of a puzzle, you go into the castle and you can go up a level or down 2 more..and one the bottem level..ya need a candle so you can see..i found a wand and a sword on that level..dont know what ill need em for though...and you basically find keys that will open doors to other needed keys and so on and so on...like i had to go down a level and walk around and then go up a different staircase so i could access a different part of level 1..that i couldnt before..use my pink key to get a green key and go down another level to use green key to get a blue key...it just goes on..after you do all this chasing around for all the keys..ya get the gold pot and get out and win!!!..EXCITING to the max..the excitement was all around me, boy. Now, the hardest level was quite challening..ya can explore the outdoors as well...as least it was a little more challenging to have to find the castles first...they shouldve put more action fighting in it..oh well, its a good game for awhile..the hardest is definitely worth playing..if ya want something that wont finish in an hour... Watch for "Lost Dutchmans Goldmine" Grfx Adventure by same company later this month..saw preview and it looks really nice! A SEWER SOFTWARE ST DOC DISC PRESENTATION...Thanks to all contributors HOSTAGES BRIEFING BOOKLET TABLE OF CONTENTS WHAT YOU NEED......................................................3 LOADING INSTRUCTIONS...............................................3 TACTICAL UNIT BRIEFING BOOKLET.....................................7 Your Rank................................................8 Choosing Your Mission....................................9 STAGE 1...........................................................11 The Map.................................................12 Placing Your Marksmen...................................12 STAGE 2...........................................................15 The Roof................................................16 Using Your Marksmen.....................................17 Rappelling..............................................18 Breaking a Window.......................................20 STAGE 3...........................................................21 Inside the Embassy......................................22 The Mini-map............................................22 Movement................................................23 Terrorists..............................................23 Rescuing the Hostages...................................24 STAGE 4...........................................................27 The Outcome.............................................28 Promotions..............................................28 WHAT YOU NEED AMIGA o 512K minimum o Disk drive o Color monitor or TV o Joystick LOADING INSTRUCTIONS 1. Plug a joystick into Port 1. 2. Turn on your monitor and computer. 3. Insert your Hostage game disk into the disk drive. The game will load into your computer's memory and the introductory sequence will appear. When you have finished reading the message at the top of the screen, press the fire button to continue. (PAGE 3) TACTICAL BRIEFING BOOKLET (PAGE 7) It is your responsibility, LIEUTENANT, to direct the 6-member Assault Force team in a daring rescue attempt. Your objective is to bring all the hostages to safety and neutralize any terrorists who open fire. Time is crucial, so you will also be judged on how quickly your men complete the operation. You are given the choice of five missions; each one allows you less time than the last. To succeed, you must rescue all the hostages without losing any men...and complete your mission before time runs out. After reading the message on your monitor, press the fire button (or the fire key) to begin. CONTROLS UP | LEFT -- O -- RIGHT | DOWN FIRE: FIRE BUTTON YOUR RANK You will be given the opportunity to attempt missions at these levels- Lieutenant, Captain, and Commander. Once you have successfully completed the most difficult mission (code name ASSAULT) as Lieutenant, you will be prompted to the rank of CAPTAIN. When you have successfully completed the ASSAULT Mission as Captain, you will be promoted to the rank of COMMANDER. As Captain and Commander, you will attempt the same series of missions- but against progressively fiercer opponents. (PAGE 8) With each promotion you will be given a secret access code that must be entered before you are allowed to select either the CAPTAIN or COMMANDER level. Unless you have been promoted, select LIEUTENANT by highlighting that option and pressing the fire button (or fire key). CHOOSING YOUR MISSION Next, you must choose a mission from among the five shown. Missions are listed from easiest (TRAINING) to most difficult (ASSAULT)-the harder the mission, the less time you have to complete it. o TRAINING (without hostages) o TARGET o ULTIMATUM o RESCUE o ASSAULT Move your control forward or back to highlight the mission you wish to choose, then press the fire button to select that mission. You will direct all operations, from Command Headquarters. Surveillance cameras will allow you to see what is happening at all times, and you will be in constant contact with your men; their code names are DELTA, ECHO, MIKE, HOTEL, TANGO, and BRAVO. They are all skilled professionals, but will not act without your guidance. While you are directing one man, the others will remain in their current positions. (PAGE 9) STAGE 1 (PAGE 11) THE MAP After selecting a mission, your Command Console will display a map of the Embassy and the surrounding area. A message detailing your first operation will scroll across the screen; when you have read the message, press the fire button to continue. Note the three locations that are marked on the map with an "X." Your first assignment is to place the team's three marksmen (DELTA, ECHO, and MIKE) in these strategic locations across the street from the Embassy. Once inside the selected building, they will make their way to the roof and set up sniper positions to provide cover for the Direct Intervention Team. "Mad Dog" Mulligan, Assault Force Commander 1987-1988 "Don't be tempted to put two men at the same location- you want snipers on all three sides of the building. For maximum coverage, only one man should be placed at each target area. So what if the last guy takes a few hits- that'll teach him to stay out of the line of fire next time..." PLACING YOUR MARKSMEN To control each man in turn, press the corresponding function key: Delta: F1 Echo: F2 Mike: F3 An image of the man you are directing will appear on the map in his current location. To begin the maneuver, press the ESC key. A surveillance camera shows your marksmen in his current hiding place across the street from the Embassy. Time remaining is shown on the upper left side of the Console (the game clock runs slower than real time); the name of the active man is shown on the upper right. (PAGE 12) Terrorists sweep the area with spotlights, looking for Assault Force team members. Once the man you are directing leaves his hiding place, he runs the risk of being caught in the spotlights. If they spot him, the terrorists will immediately open fire and he will have to move quickly to avoid being gunned down. (Your marksmen are vulnerable when out in the open, since they have no protection and are not able to fire back.) The marksmen can drop, roll, duck into doorways, or dive through windows to avoid the gunfire. Amiga Users: You may check your marksmen's progress on the map by pressing the fire button (or the ESC key) while he's hidden; he will then appear on the map in his current location. To return to the street view, press fire or ESC again. CONTROLS STANDING UP Joystick HIDE HIDE | HIDE \ | / RUN LEFT -- O -- RUN RIGHT / | \ ROLL LEFT | ROLL RIGHT DROP FIRE: FIRE BUTTON (PAGE 13) LYING DOWN Joystick STAND UP | CRAWL LEFT -- O -- CRAWL RIGHT To PAUSE the game, press the "P" key; press amy other key to resume play. Move the joystick left, right, or back to leave your hiding place. (To perform these maneuvers with a keyboard, simply press the corresponding keys.) If your man is lying down and does not crawl in either direction, he will automatically stand back up. If you do not move your man, he will automatically hide in the nearest location after a few seconds. If one of your marksmen is gunned down on the street, you must return to the map and select another man (by pressing his function key). When your last man is in position, you are given the option of starting over or proceeding to the next stage. NOTE: If all three marksmen have been killed, you must start over. "Killer" Katz, Assault Force Commander 1973-1981 "If you're going for the big promotion, you're gonna have to get through this thing with all your men in one piece. Fortunately, there's no shortage of trained recruits just dying to get into the action, so don't be too soft on them - unless you want to be an underdog all your life..." (PAGE 14) STAGE 2 (PAGE 15) THE ROOF Once your marksmen are in place, a helicopter will carry the three-member Direct Intervention Team (HOTEL, TANGO, and BRAVO) to the roof of the Embassy. Once your men are on the roof, the Console screen will display a map of the Embassy and the surounding buildings. An "X" shows the position of each man on the roof, as well as the locations of the men stationed across the street. The "X" of the active man is shown in red; the others are shown in white. The name of the man currently under control is shown on the upper left side of the Console. You may switch to a different team member at any time simply by pressing the corresponding key: Delta: F1 Hotel: F4 Echo: F2 Tango: F5 Mike: F3 Bravo: F6 A control panel on the right side of the Console shows the time remaining and the names of surviving team members. If one of the team members is in immediate danger, his name will begin to flash. In this case, you should switch to that man and take whatever action is necessary to prevent him from being killed. (PAGE 16) USING YOUR MARKSMEN By selecting one of the marksmen across the street from the Embassy, you can survey the side of the Embassy in his field of vision. To view the Embassy from the vantage point of a marksman, select that man and press ESC. The Console screen will show your marksman on the left, and a view of the Embassy as seen through his gunsight on the right. CONTROLS Joystick UP | LEFT -- O -- RIGHT | DOWN FIRE: FIRE BUTTON (PAGE 17) Move the joystick to move the gunsight around the screen. When the gunsight is within range of a window, a dot will appear in the middle of the cross hairs. To shoot, press the fire button while the dot is visible. Press the ESC key to return to the map screen, or activate another man by pressing his function key. R.J. Richter, Assault Force Captain 1980-1984 "Think twice before you order a marksman to shoot- the person in his gunsight may be a hostage, or even one of his own team. Be sure to scope out the situation using a man on the inside before you make your move." RAPPELING The Direct Intervention Team (HOTEL, TANGO, and BRAVO) must gain access to the Embassy by positioning themselves on the edge of the roof, rappelling down the side, and breaking in through a window. To select one of these men, press the corresponding function key. Next, you must position your man on the edge of the roof. Press the fire button to cycle through the available positions. When you have selected a position, press the ESC key to view the man as he prepares for his descent. Follow the instructions below to direct your man as he descends from the roof. (PAGE 18) CONTROLS Joystick CLIMB UP | STOP -- O -- DESCEND PUSH AWAY: FIRE BUTTON First, press fire to have your man push away from the wall. (The longer you hold down the fire button, the further he will push himself away from the wall when the button is released.) Let go of the fire button and quickly move the joystick right to have the man begin his descent; move the joystick left to stop his descent. If your man descends too far and ends up below the first floor windows, you can have him climb up the rope by pushing the joystick forward. (PAGE 19) BREAKING A WINDOW As he approaches a window, your man must stop his descent quickly and attempt to break the glass with his feet. (NOTE: Even if a window has already been broken by one of your men, the next man must still "break" through it.) Once the window is broken, your man will automatically enter the building. Watch out for terrorists inside the Embassy, who can shoot your men through the windows! "Gunner" McGraw, Assault Force Lieutenant 1977-1980 "To hit a window with enough force to break it, you have to push as far away from the building as possible. Also, it's a lot safer to descend in a series of short jumps. If you get moving too quickly, you may not be able to stop in time and you'll hit the sidewalk like a ton of bricks- I lost a couple of rookies that way..." (PAGE 20) STAGE 3 (PAGE 21) INSIDE THE EMBASSY Once inside the Embassy, a view of the room your man is in is displayed on the right side of the Console. Above this screen is the name of the man currently being controlled. A control panel on the left shows the time remaining, and surviving team members. If one of the team members is in immediate danger, his name will begin to flash. In this case, you should switch to that man and take whatever action is necessary to prevent him from being killed. A mini-map is shown in the center of the control panel. THE MINI-MAP The mini-map shows the rooms and hallways of the floor that your man is on. By noting where he came in, you will be able to pinpoint his location on the map and then follow his progress as he moves from room to room. The floor number is shown in the lower right corner of the map. Use the stairways on the east side of the building to move to a different floor; the stairs to a higher floor are marked with an up-arrow, the stairs to a lower floor with a down-arrow. Additional Mini-Map Clues: As LIEUTENANT, you are given additional clues on the mini-map that show you the location of your men as well as that of the terrorists and hostages. The man you are directing is indicated by a small red arrow; other men are indicated by red dots; terrorists are indicated by yellow dots, hostages by white dots. As CAPTAIN, you will see terrorists and hostages only while you are in same room with them. Richard M. Lawrence, Assault Force Commander 1969-1977 "Pay attention to your surroundings and try to learn the layout of the Embassy like the back of your hand. Take advantage of the extra clues on the mini-map- once you're promoted, you won't have the luxury any more..." (PAGE 22) CONTROLS Joystick FORWARD | TURN LEFT -- O -- TURN RIGHT | TURN AROUND FIRE: FIRE BUTTON MOVEMENT Move your man forward and turn left or right by moving the joystick in the corresponding direction. To turn completely around, pull the joystick back. Inside a room, your movements will always place you with your back to a wall (or doorway), facing the center of the room. Move the joystick left to face left; move the joystick right to face right. Push the joystick forward to move forward through a doorway. If you move forward toward a wall,you will automatically turn around so that your back is to the wall. If you are in a doorway, pull the joystick back to turn completely around; if your back is to a wall, you will not be able to turn around. TERRORISTS When you encounter a terrorist, be prepared to kill...or be killed! Press the fire button to shoot. (You have unlimited ammunition.) While the fire button is pressed, move the joystick left or right to move your weapon in the corresponding direction. Pull the joystick back to shoot higher, and push it forward to shoot lower. (PAGE 23) Terrorists move quickly from room to room, and may hide behind other terrorists or a hostage. Hostages will only move if they are accompanied by a team member or a terrorist; if you see a hostage moving, you can be sure that there is a terrorist behind him! If a terrorist is guarding a hostage, you must try to kill the terrorist without harming the hostage. Vincent "Hit Man" Perelli, Assault Force Captain 1983-1986 "If you're in a room with a terrorist, you won't be able to move to the same side of the room as the terrorist. If a terrorist is behind a door, you won't be able to go through that door until he moves away." RESCUING THE HOSTAGES The hostages are scattered throughout the Embassy, and can be alone or guarded by terrorists. When you meet face-to-face with a hostage, he will automatically follow you (as long as another hostage is not already following you). In order to secure the hostages you must move them all, one by one, to the small room in the upper right corner of the third floor (the room without any windows). Once you lead a hostage into this room, he will remain there and will not follow you out. (PAGE 24) As a Lieutenant, you will be able to locate the hostages and terrorists easily by using the clues on the mini-map. As a Captain or Commander, you will have to search each floor room by room to find all the hostages. Once you have placed hostages in the corner room on the third floor, keep an eye on the stairways- terrorists may go after them while you are searching other floors. DON'T FORGET THAT YOU CAN CONTROL ANY (SURVIVING) TEAM MEMBER SIMPLY BY PRESSING THE KEY FOR THAT MAN - SUCCESS DEPENDS ON YOUR ABILITY TO COORDINATE THE EFFORTS OF THE ENTIRE TEAM. (PAGE 25) STAGE 4 (PAGE 27) THE OUTCOME When your men have secured all the hostages, or killed all the terrorists (or if all three members of your Direct Intervention Team have been wiped out), the final screen will appear. Press the fire button to get an assessment of your performance. Your mission is a success if you manage to kill all of the terrorists or regroup all of the hostages in the third-floor room, without losing any of your men. In this case, your triumph will be front page news. If you have killed some of the hostages or lost any team members, the headlines will not be so kind! When you have finished reading the assessment, press the fire button. If your mission was less than perfect, you will be given the option to start over from the beginning or to begin at Stage II (leaving your previous marksmen in place); follow the instructions on the screen to make your selection. PROMOTIONS Once you have successfully completed the ASSAULT Mission, you will be promoted to the next level and given the secret access code necessary to attempt a mission at that level. Good luck...we're counting on you! (PAGE 28) "You have your orders, Lieutenant. High-ranking diplomats are being held at gunpoint, and it's up to you and your men to get them out alive. As you prepare for the assault on the Embassy, take a moment to read through the enclosed Briefing Booklet. It will familiarize you with the exact maneuvers required of your team, and provides useful tips from a number of Assault Force veterans. First, make sure that all of your equipment is ready and in working order. Next, proceed to Command Headquarters, where you will direct this life-or-death operation." -- General Walter P. O'Donnell, Special Forces This concludes the complete manual for Hostage Rescue Mission. ~~~~~~~ Hostage Rescue Mission Docs by: ~~~~~~~ The Next Generation / The Corsair / World of Wonders ------------------------------------------------------------------ HOSTAGES (Operation Jupiter) Typed in by Nathan M for the SEWER DOC DISC Series. Here are a few tips which should come in handy- STAGE 1 This is pretty basic.Just run your man along,while trying to avoid the spotlights.You've got three men,and on the outside of the embassy map there are three white crosses.You've gotta get one man to each of those crosses,but don't worry too much if one or even two of your men get killed,it's not vital to have all three men at all three crosses. To put a man into action,press F1,F2 or F3.To refer back to the map,press fire. STAGE 2 Now you're in control of another three men.Move the joystick to place the men outside the building.Put 'em anywhere,it doesn't matter.Once you've done that,press F4,F5 or F6 to choose which guy you want to control,then press escape,1,2,3 (the first 4 keys along the top row) one by one.I'm not sure if that's what you're meant to do,but it works,so who gives a shit. That should give you a picture of a guy hanging down the side of the embassy.If it doesn't,press those keys again.To make the guy go down the side of the embassy,push the joystick to the right.Make sure you push up soon after,or your guy will fall off the side of the building and die. Position the guy over a window,then push left and press the red button. This should result in him smashing the window and jumping through. Occasionly,you'll see shadowy figures walk past the window.If so,get outa there,or you'll be shot. You can press F1,F2 or F3,which will call up a sniper on the outside of the building,who can then take shots at the figures.I wouldn't do that though,because you can't tell if you're shooting terrorists or hostages. You can have a little fun by shooting out all the windows though. NOTE-if only one of your men made it through the first section,then you'll only have one sniper,if two men made it, two snipers etc. Once you've jumped through the window you get a picture of the inside of the embassy and a little map. You're the red arrow, yellow dots are terrorists,and white dots are hostages or terrorists with a hostage as a sheild. Move around the embassy blowing away terrorists,but be careful of terrorists with hostages. If you're in a room with a terrorist using a hostage for protection, move one step to the left or right.The terrorist should leave the hostage and move to get you, which will give you a shot at him without having to worry about shooting the hostage. The game ends when all the terrorists have been shot, when all your men are dead,or when all the hostages have been taken to the top right hand room on the 3rd floor.You will then get a newspaper report about what you did. REMEMBER- You cannot be shot unless you are in a straight line with the terrorist. If your guy gets killed,you'll be taken back to the map. Choose someone else (F4,F5 or F6, depending on who got killed) and press escape,1,2 etc.If you choose mission training,there are no hostages,so shoot anything what moves. There isn't a newspaper report at the end either. ANOTHER RIDDLE YOU MUST SOMETIMES GIVE THE BROOM-IF HE GIVES ANOTHER RIDDLE AND YOU DON'T HAVE THE RIGHT STUFF,THEN START OVER YOUR GAME(YOU HAVE SAVE THE GAME BEFORE THIS LOCATION).START OVER THE GAME AT THIS POINT UNTIL HE GIVES THE RIDDLE FROM THE MAP-GIVE MAP TO THE SPHINX-UP-GET SCROLL FROM THE TABLE-UP-OPERATE THE ARROW ON THE BEAUTIFUL WOMAN-(IT'S A PITY)-GET PIKE-DOWN-GET THE STAR FROM THE MAP ON THE WALL-OPERATE MAP ON THE MAP-GET IRON ROD-SOUTH-SOUTH-(BANQUET HALL)-OPERATE KEY ON THE LEFT DOOR ABOVE THE STAIRS-OPEN DOOR-ENTER DOOR-UP- OPERATE STAR ON THE WYVERN-GET TALISMAN-SOUTH-SOUTH-SOUTH-ENTER THE FIRST DOOR LEFT-(LIBRARY)-GET BOOK FROM DESK-LEAVE LIBRARY- ENTER SECOND DOOR ON THE LEFT-(LABORATORY)-OPERATE THE RING THAT'S ON THE STONE ON THE FLOOR,OPERATE THIS RING ON THE STONE ON THE FLOOR-GET BOTTLE-OPERATE BURNING TORCH ON TORCH-DROP TORCH-SOUTH-NORTH-ENTER THE LEFT DOOR ON THE STAIRS-OPEN BOTTLE- GET HORN-OPERATE BOTTLE WITH HOLY WATER ON THE HELLHOUND-DROP THE BOTTLES AND THE KEY'S-GET HORN-SOUTH-SOUTH-ENTER THE SECOND DOOR ON THE LEFT-(LABORATORY)-ENTER TUNNEL-(GARDEN)-GET FLUTE-OPERATE FLUTE ON THYSELF-GET RING-SOUTH-SOUTH-NORTH-(BANQUET HALL)- OPERATE TORCH ON RUG-GET KEY-UNLOCK DOOR IN THE MIDDLE OF THE ROOM-OPEN DOOR-ENTER DOOR-DROP KEY'S-OPERATE BURNING TORCH ON TORCH-DROP TORCH-GET TWO TORCHES FROM THE WALL-DROP SLING-ENTER DOOR AT THE RIGHT-OPERATE SKEPTER ON SKELET-OPEN THE PANEL ON THE WALL,AT THE RIGHT FROM THE SKELET-OPERATE THE RING IN THE HOLE- NOW GO FIRST:SOUTH-WEST-OPERATE ROD IN HOLE-GET WAND-WEST- (LOUKOUT)-GET SACK-OPERATE BURNING TORCH ON TORCH-DROP TORCH- SOUTH-SOUTH-SOUTH-SOUTH-SOUTH-SOUTH-SOUTH-SOUTH-(MIRROR ROOM)- ENTER HOLE IN THE FLOOR-SOUTH-SOUTH-DROP THE HOLE INVENTORY EXCEPT THE BURNING TORCH AND THE WAND-ENTER THE BRIDGE AT THE RIGHT-(CAVE)-OPERATE THE WAND ON THE SNAKE-GET STAFF-SOUTH-GET INVENTORY-OPERATE BURNING TORCH ON TORCH-DROP TORCH AND BOTTLES AND CLOAK AND SWORD AND GAUNTLET AND LITTLE MONEY BAG-YOU MUST TAK WITH YOU: STAFF,GLASSES,HORN,SPHERE,BOOK,SCROLLS,PIKE,AMULET,BIG MONEY BAG AND TORCHES-ENTER THE LEFT BRIDGE-ENTER THE DOOR NORTH-(CHAMBER)- CLIMB ROPE UP-NORTH-NORTH-NORTH-(BANQUET HALL)-ENTER DOOR IN THE MIDDLE OF THE ROOM-E-(THRONE ROOM)-ENTER SECRET PASSAGE-GET TORCH-ENTER DOOR NORTH-(CAVE)-NOW GO ENTRANCE EAST-(CAVERN)- OPERATE GLASSES ON THYSELF-OPEN BOOK-OPERATE BOOK ON STATUE-ENTER THE BRIDGE-OPERATE RIGHT HANDLE ON RIGHT HANDLE-OPERATE HANDLE IN THE MIDDLE ON MIDDLE HANDLE-OPERATE RIGHT HANDLE ON RIGHT HANDLE- GET SILVER ORB-SOUTH-SOUTH-OPERATE BURNING TORCH ON TORCH-OPEN THE SCROLL (TO MOVE THE SUN)-OPERATE THE SCROLL ON THE CAVE- NORTH-OPERATE THE HANDLE FROM THE WELL-OPEN BAG-DROP THE BIG COIN IN THE WELL-ENTER THE WELL-OPERATE MALLET ON THE GONG-OPERATE COIN TO THE FERRYMAN-GO RAFT-PUT AMULET IN THE LEFT HOLE-OPERATE HORN ON HORN-OPERATE ORB ON STAFF-OPERATE PIKE ON STAFF-ENTER SECRET PASSAGE-OPERATE THE STAFF ON THE DRAGON---THE END!!!!!!!!. ------------------------------------------------------------------------- ------------------------- THE SOLUTION TO SPIDERMAN ------------------------- GO CEILING-W-EXAMINE CRIB-EXAMINE CRIB-TAKE GEM-E-GO FLOOR- N-N-DROP GEM-S-S-S-OPEN ELEVATOR-GO SHAFT-EXAMINE TOOL-UP-EXAMINE TOOL-UP-EXAMINE TOOL-W-W-CLOSE EYES-W-PUSH KNOB-TURN KNOB-OPEN EYES-TAKE GEM-E-S-TAKE ALL-N-DROP EXOTIC-N-MAKE CALCIUM-TAKE CALCIUM-S-TAKE EXOTIC-E-GO SHAFT-PUSH ELEVATOR-UP-EXAMINE TOOL-W- OPEN PAINTING-OPEN DESK-GET ALL-LOWER-LOWER-GO SHAFT-DOWN-W-W-N- MAKE WEB-S-E-GO SHAFT-D-D-W-W-N-N-DROP GEM 6X-S-LOOK WEST-SHOOT WEB AT GEM-N-DROP GEM-S-E-TAKE BLOCK-W-S-S-THROW CALCIUM AT LIZARD-EXAMINE CONNERS-TAKE ALL-N-E-GO SHAFT-U-U-U-W-RAISE-EMPTY AQUARIUM-TAKE ALL-LOWER-GO SHAFT-D-D-W-W-JUMP-FEEL NORTH-TAKE GEM-S-FEEL SOUTH-TAKE GEM-N-E-E-GO SHAFT-D-W-W-N-N-DROP GEM 4X-S- E-TAKE STATUE-W-S-E-GO SHAFT-U-W-W-JUMP UP-OPEN MESH-GO DUCT-TAKE GEM-SHOOT WEB AT FAN 6X-SHOOT WEB AT BUTTON-GO FAN-TAKE GEM-D-D- D-D-D-TAKE ARM-HIT ELECTRO-EXAMINE OCTOPUS-EXAMINE ELECTRO-DROP GEM 2X-TAKE OCTOPUS-TAKE ELECTRO-W-DROP ALL-E-TAKE ALL-U-U-U-U-U- GO FAN-D-D-E-E-GO SHAFT-D-W-W-N-N-DROP ALL-S-S-E-GO SHAFT-U-U-W- W-W-GO COMPUTER-TYPE OF RUN-E-E-GO SHAFT-D-W-W-JUMP UP-GO DUCT-GO FAN-D-D-D-D-D-TAKE NEWSPAPER-W-TAKE GEM-E-U-U-U-U-U-GO FAN-D-D-E- E-GO SHAFT-D-W-W-N-N-UNFOLD NEWSPAPER-DROP GEM-SCORE!!!!!!!!!!!! ----------------------------------------------------------------------- L-DROP EGG-LEARN REZROV-DOWN-E-E-E-E-E- DRINK WATER-REZROV GATE-N-GET CRUMPLED SCROLL-KREBF SHREDDED SCROLL-GNUSTO ZIFMIA-E-LEARN NITFOL-NITFOL FROGS-LOOK UNDER THE LILY PAD-GNUSTO CLEESH-W-S-W-W-W-W-W-S-S-S-S-E-S-OPEN DOOR-ENTER DOOR-EXAMINE WALLS-MOVE BLOCK-E-GET SCROLL-GNUSTO EXEX-(YOU WILL FIND A SILVER SPOON HERE BUT IT HAS NO USEFUL PURPOSE IN THE GAME,YOU SHOULD LEAVE IT BEHIND)-W-S-UP-EAT SOME BREAD-DROHere's more solutions for your ST. TANGLEWOOD, TRANSYLVANIA, UNINVITED. Thanks to Sharaz Jek. ------------------------------------------------------- TOP SECRET - A REVIEWERS SOLUTION GUIDE TO "TANGLEWOOD" ------------------------------------------------------- TANGLEWOOD - A solution Tanglewood is a very large game. Even knowing exactly what to do and where to go, it is hardly possible to play the game through at a single sitting. The following suggestions may help you to see as much of the game as possible in a fairly short time. There is no one set solution. Problems can be tackled in different orders, at different times. If you get stuck on one, there will be plenty of others to try which are not related. Of course, they all have to be solved before the game can be completed. The hints below are set out in groups, depending on which particular problem they relate to. As a general rule, SAVE the game regularly, so that when you get zapped or stuck, you can always go back and try again. The only real danger is running out of time, so don't make excessive use of the time-warp facility. 1. To reactivate Mobile 4: Objects required AERIAL: In the middle of the stony area to the left of the 'purple cabbage' maze. Drop it in the bottom left section of the mobile base which is in the bottom right hand corner of the main map. 2. Dog-Crystals. For Mobile 1 Objects required TRANSLATION DATA: In mobile base bottom left centre of map. GOLDA COIN: Dive in large lake (see maze routes) Pass Translation date to M4 and 'use' by clicking on it. Mobile then 'assimilates' data. Go to trading post and 'use' GOLDA COIN. For Mobile 2 In the small lake - the RIGHT hand one of the two just above the bottom of the map. Dive in the LEFT hand lake after moving Mobile 5 there at night (because you have to use the paths to get there). Follow maze routes (q.v.) For Mobile 3 In the stony area to left of space-ship in the earthquake zone. See under Earthquake zone. For Mobile 4 In the garden to the right of the base where you found the Translation data. All Dog-crystals must be identified by taking them to the Mobile Library (the odd looking contraption which looks like a screen on wheels, with a sort of tap on its left hand side). This moves from place to place, (two locations around centre above the Opposition control centre, and one to the left of, and slightly below, swamp. Sometimes absent altogether for short periods - It can be a pain to find!). When you get up to it, click on the middle of the three small switches under the mobile picture (the one which normally gives you a location description). You will get a location description, plus energy recharge, plus identification of any Dog-crystals you are carrying (as long as you're not already carrying an identified one). 3. Earthquake zone (this is a long business!) Objects required: SAND, CEMENT, BUCKET, SPADE, SILVA COIN, SEEDS SPADE: In the garden to left of Opposition Control centre SAND and CEMENT: Take M1 or M4, carrying SPADE, to the stony area in the far lower left of map. Location description says 'a recent landslip', and correct locations say 'Something's buried here'. TWO locations, diagonally adjacent, but you will need them to go into area from top and bottom to get to them. 'Use' SPADE in each location to get SAND and CEMENT. SILVA COIN: On the island in the lake. Use M4 to go swimming and follow maze routes (see below). Collect the BOATHOOK as well if you want (but it has nothing to do with this problem). SEEDS: Go to trading post about 2/3rds way down, centre, and buy SEEDS using SILVA COIN. (Use M4) BUCKET: Plant the SEEDS - go to garden slightly above and to left of purple cabbage maze. Use SEEDS in location bordering blank space before well in the garden. Wait for 24 hours - or use the time warp facility. Go to the well and get the bucket. Use the BUCKET + CEMENT + SAND at both the locations next to the craters which prevent access to the top left hand section of the map. (One to the left of top left hand mobile base, second to left of lake north shore). You can now enter the earthquake zone. Make sure you 'repair' BOTH craters. It is just possible to get stuck in here if you don't, though you'd have to be remarkably careless to let that happen. 4. Repairing damaged mobiles: You can just use M5, but at some point you will have to use another method. Objects required: MICRO-CHIPS, MAGENTA COIN, KEY, FROZEN CHIPS MAGENTA COIN: M3 has it on start up KEY: At source of lower river (right hand edge of map). Use M5. CHIPS: Take M4 + MAGENEdited for DOC DISC III by SEWER POSSUM....Thanks to Sharaz Jek. ============================= ****************************************************************** * * * KISSED II * * --------- * * Keith's Interactive Symbolic Screen Editing Debugger * * * * Copyright 1986,1987 MichTron Inc. * * * * Program by Keith Enge * * * ****************************************************************** --------- Featuring --------- 1. Screen editing Merely display the current values and then cursor up and change the displayed value. 2. Symbolic debugging The variables and labels produced by the linker are used by KISSED. 3. Window into memory Memory locations can be designated so that their current contents are continu- ously updated and displayed. 4. Breakpoint counters Breakpoints have associated counters which can delay their insertion until multiple passes through the location(s) have occurred. 5. Screen isolation KISSED screen is completely isolated from the screen of the program being debugged. 6. Miniassembler/disassembler Symbols are fully supported by this pair as is screen editing. Thus, code can be disassembled and then reassembled merely by making changes in the displayed disassembly. 7. System resources undisturbed Only very few operating system resources are used by KISSED, therefore the debugging process does not interfere with the target program and create its own bugs. It even uses its own character set just in case the target program wants play with the system fonts. 8. Automatic debugging files The user can create files which will automatically execute many of KISSED's commands (especially useful for initialization of breakpoints and memory blocks). page 1 of 22 -------------- Screen Editing -------------- KISSED uses its own code to do screen editing and even screen character drawing. The only system resources used are the keyboard status and input routines (via TRAP #1). Since most users will be using micro-EMACS as their program editor, KISSED's screen editing keys are the same as those used in micro-EMACS with some differences in implementation. The major difference is that KISSED operates in typeover rather than insertion mode for ease in screen changes of memory and registers. The allowable editing keys follow. 4 arrow keys These keys move the cursor and screen wrap in all 4 directions tab Nondestructive forward tab of nine columns ctrl-A Move cursor to column 1 ctrl-E Move cursor to column 80 backspace Delete character before cursor, "rubberbanding" the line ctrl-D Delete character at cursor, "rubberbanding" the line ctrl-I Insert space at cursor, "rubberbanding" the line ctrl-K Delete to end of line ctrl-S Delete to end of screen insert Insert line, moving remaining lines down delete Delete line, moving remaining lines up home Clear window, home cursor return Execute the line that the cursor is in as a command line. Nothing really happens until this key is pressed when the cursor is somewhere in a line; then that whole line (before and after cursor) is executed as a command line. Therefore, for example, any changes made while cursoring around the screen do nothing except change the screen until return is pressed; then that line and only that line is executed as a command line. ************************* Read and understand the above return ****** ****** key note; it accounts for much of ****** IMPORTANT ****** the power and ease of use of the ****** ****** debugger. Let KISSED do the typing ************************* for you and just edit the results. page 2 of 22 ------------ Special keys ------------ help Displays a list of the forty some valid commands discussed below.They are organized into seven groups by function; syntax, memory, register, execution, assembly- disassembly, block, and miscellaneous. undo This allows reconfiguration of KISSED. The user chooses five values.The first is the starting memory location of KISSED (KISSED makes no judgements, it assumes that the user knows what he/she is doing and will attempt to relocate itself anywhere (on word boundaries, of course). KISSED's initial starting location is the bottom of the TPA). There is one minor restriction on new starting locations; if KISSED is being moved down in memory (back towards zero), it will only allow itself to be moved at least 16 bytes (this is necessary to prevent the routine doing the relocation from destroying itself before it is able to relocate itself). If moves down smaller than 16 bytes are desired,just do a double move (for example, to move down 10 bytes, first moveup 6 and then down 16). The second value is the number of lines in the KISSED window, a value which can range from 5 to 25. The third value is how far down the screen the KISSED window will be displayed,the range is 0 to 20. The fourth value is an answer to the question of whether or not the bit screen area which the KISSED window overwrites is to be saved. Finally, the fifth value is either exit or abort; exit does the selected reconfiguration of KISSED, abort keeps the old configuration. Only five keys are valid in changing these values, the four arrow keys and return. The left and right arrows move from value tovalue (or from column to column within the starting address). The up and down arrows increase and decrease the value. The return key is pressed when all five values are deemed correct and causes execution. The bottom line is updated to reflect the currently selected values and displays the next available memory location after KISSED and its hexadecimal (decimal) length in bytes. Note that KISSED's length is largely a function of whether or not the bit screen window is saved; each window character line costs only $50 (80) bytes for character screen memory but $500 (1280) bytes for bit screen save memory. ctrl-X Temporarily (until another key is pressed) removes the KISSED windowand replaces it with the saved bit screen area (if any) of the target program. It also uses the target program's color palette and screen resolution. page 3 of 22 ------------------- Executable commands ------------------- A command line is defined as the line in which the cursor was blinking when the return key was pressed. This line could have been anything; newly typed in, a previous command line (possibly re-editted), or a line previous displayed by KISSED (possibly subsequently edited); KISSED makes no distinctions. Thus, for example, a display of memory, registers or breakpoints can have the displayed values changed by editing and then pressing return makes it a command line and the changes are actually made. The command line is a post processor; a command works on the value immediately preceding it in the line (with no intervening spaces) and allows multiple commands per line. These multiple commands can be typed in free form as a continuous list and don't need to be separated by spaces (or anything else). Commands concerned with multiple parameters must be in a continuous string with no separating spaces since space following a number is the display memory command (for example, the multiple parameter move memory command M, which moves the block between xxxx and yyyy tothe location zzzz, has the format zzzz , . / ? a b d p A couple of the above commands are new in this implementation of KISSED, they are @ & ' " ? Note also that the previous commands have been grouped slightly differently (more logically). ************************* KISSED is a postprocessor; when it ****** ****** expects a hexadecimal number, it ****** IMPORTANT ****** merely keeps reading digits until it ****** ****** reaches a non-digit. This character ************************* becomes the command which operates on that preceding number. ************************* Although KISSED is case sensitive, ****** ****** the user may use upper and lower ****** IMPORTANT ****** case interchangeably; KISSED merely ****** ****** converts everything except symbols ************************* and ascii strings to upper case. page 4 of 22 ------ syntax ------ character example --------- ------- . 1234.5678 The period separates a starting and ending value. Therefore, the example determines a range of memory between 1234 and 5678 inclusive. / 1234.5678/ The slash indicates that the preceding value is a length and not an endpoint. Therefore, the range specified is between 1234 and 68AB where 68AB is one less than the sum of 1234 and 5678. < 9ABC<1234.5678 The less than sign indicates that the number preceding it is the start of a second memory range. It will be used for commands which need three parameters. Thus, the move memory block command would consist of the above string followed by an M for the memory move. The block of memory from 1234 through 5678 would be moved to 9ABC through F134. , 1234,5678 The comma can be used interchangably with the period (see above), KISSED makes no differentiation between them. There is a fifth syntax command, a small delta. However, this character isn't available to the user. KISSED uses it to separate non-executable portions of a displayed line from the portions which could be executed if the return key was pressed while the cursor was in the line. If the user wishes to make the line a command line, the delta can merely be erased. page 5 of 22 ------ memory ------ character example --------- ------- space 1234.1289 1234.56/ The space which follows the last number indicates a display memory command. The memory block from 1234 through 1289 would be displayed, sixteen bytes per line followed by their ascii representation. The non ascii bytes 00 through 0F are displayed as a small 0-9 or A-F. Similarly, the bytes 10 though 1F are also displayed as small 0-9 or A-F but they are underlined. The byte 7F is shown as a small delta. Values greater than or equal to 80 hex are shown in red. W 4W 2W 4W Change memory width. 4W means four bytes per value (longword), 2W means two bytes (word), and 1W is a byte. This value affects both display and entry. If the user displays memory using the space command (see above), the display width is the last width specified. The default width upon entry to KISSED is 2W. Similarly, using the enter memory command ; (see below) expects values of the chosen width. Longer values will be truncated and shorter values will be right justified (zero padded from left). ; 12345; 67 89 AB 12342;FA342221 34278 The semicolon specifies the enter memory command. The number before the ; is the starting address and the values following, separated by one or more spaces, are the values to enter. If the width was 2W, the values entered would be 0067 0089 00AB. Similarly, longwords would be 00000067 etc. ********** Since words and longwords must be at even addresses, ** ** the 12345 address used above will be truncated to ** note ** 12344 and the values will be loaded there. ** ** ********** Note - also see X command below This is a new command " 12345"Hello" 12345'say "Hello" to me' The double quote command enters an ascii string into memory at the preceding address. The limits of the string are given by " before and after. If there is a " in the string, ' can be used instead. Note that this is a double use of the ' character, it is also used in symbols (see ' command). O 12345O Display 80 bytes of ascii starting at the preceding address. If more than 80 bytes are desired, add more O's, ie 12345OOOOOOO. page 6 of 22 X 1234; 45 67 X 2W 34;1256 X is the terminate memory entry command. Normally, normally isn't needed unless the user wishes to enter other commands on the same line following the entry of memory. In the example, first two bytes are loaded into at 00001234, then the memory width is changed to words and 1256 is loaded at 00000034. Without the X, the 2 in 2W would be taken as the byte 02 and then the W command would be in error because it had no parameter since the 2 was stolen from it. ******************** KISSED normally doesn't need spaces ****** ****** between commands; the above line could be ****** note ****** written as ****** ****** 12345;45 67 X2W34;1256 ******************** Spaces are only needed to separate the values in the memory entry. This is a new command @ @ This is the "window into memory" command. It is used to either create or remove the window. To be considered a valid command, the @ must be in the first column of a line; otherwise it will be flagged as an error (in fact, the entire line will be removed). If there is a window currently, it will be removed; it there isn't, one will be created immediately below the @ . Anything following the @ will be ignored (in fact, the entire line will be cleared). When creating a window, there are two additional rules. First, the window created must be at least two lines high, therefore the @ must be at least two lines above the screen's bottom. Second,there must be at least five lines remaining for KISSED above the window (four plus the line containing the @). The window created is now inaccessable by the user and nothing can effect it (it can't be cleared or cursored into) until it is removed by another @. Therefore, before the window is created, some memory should be displayed and positioned at the bottom of the screen (if the memory block isn't initially displayed there, it can be forced down there by using the insert key to insert lines). Actually, it should be forced down to one line above the bottom because the last line will be blanked by the window creation. If the @ should now executed just above the memory display, that memory will now be in the "window into memory".Incidentally, there is no reason that the memory must be contiguous; various memory display lines can be combined for various addresses and all be included into that window (KISSED looks at the first number in the line, uses it as an address, and displays the byte at that address and the fifteen following). The purpose of this "window into memory" is as follows. When execution of the target program returns to KISSED after a breakpoint or trace, etc, the display of memory values in the window will be automatically updated to reflect any changes since the last return to KISSED. So that any changes in the values will be immediately obvious, they are highlighted in red. page 7 of 22 --------- registers --------- character example --------- ------- R R This is the display target registers command. This command displays 4 lines. The first line consists of a d: followed by the eight data registers. The second line consists of an a: followed by the eight address registers. The third consists of a pc: followed by the target program counter, then a usp: followed by the target user stack pointer, an ssp: followed by the target supervisor stack pointer, and finally a T_S__III.___XNVZC: followed by the state of the target status registers flag bits. The fourth line is a disassembly of the opcode at the target PC. There is other important additional information available in this display. The values of D0-D7, A0-A7, PC, USP, SSP, and the individual SR flags are highlighted if their values have changed since the previous breakpoint,trace, etc was executed. This gives instant visual reinforcement of any changes that have occurred and can be a definite help in solving the age-old "who clobbered D3 ?" question. In addition, besides the 0 and 1 bits of the target SR being highlighted if they have changed, if the bits are currently 1, the corresponding letter in the T_S__III.___XNVZC is also highlighted. Finally, the pc is highlighted (not the value, the actual letters pc) if the jump escape is in effect (see the J command). a d p These commands aren't really entered by the user; they are merely the first letter on the the three register lines displayed by the R command (see above). The values of the registers displayed in a line are changed by cursoring up to the value and changing it and any others desired in that line. Then, when the return key is pressed, the changes are made. As usual, nothing happens until the return key; if the values are edited but the line is cursored off without a return keypress, the values are NOT changed. If, however, the user later cursors back to the line and presses return, they will now be made. Note that the changes only affect that line. If changes are made in one of the other two lines of registers displayed, they must have their own return keypress to be changed. Changes to the flag bits of the target SR are made to the 0 and 1 bits themselves, not to the letters which are highlighted to echo their state. When editing these register display lines, the user may notice that the backspace, ctrl-I, ctrl-D, ctrl-K, and ctrl-S keys are disabled thus limiting the user's changes to typeovers. The reason for this is that these lines are so packed with information that their format must be made rigid rather than the usual free format of other command lines. KISSED expects the hexadecimal values in these lines to be in specific places; therefore, the user's changes are restricted to replacing hexadecimal digits with other hexadecimal digits. page 8 of 22 I I This command displays the five possible breakpoint addresses and their associated counter (word).The format is counter.address where counter is the number of times that the address of that breakpoint must be passed through before that breakpoint is activated. A 1 means that the breakpoint happens the first time that address is reached; a 2 means that the break occurs the second time; an FFFF means that it occurs the 65535th time. As a convenience to the user, when a counter has been decremented to zero,it is immediately reinitialized to 1. If either the address or the counter is zero, the breakpoint is not set, thus allowing breakpoints to retain their values without being implemented. Values are highlighted ifthey have changed since their previous use. b This command isn't really entered by the user; it is merely the first letter in the line containing the breakpoint display that results from the I command (see above). Breakpoints and their associated counters are therefore changed by displaying them , cursoring up and making changes, and then pressing return to execute that line. Like the change registers commands (see a, d, p above), the line format is rigid; editing capabilities are restricted to typeovers. Y This command exchanges the current target registers and breakpoints (and their associated counters) with their previous values. This will mainly be used when an execution didn't produce an expected result. By using the Y command to get the values from before that execution, the execution is, if effect, undone and so can be run again after any modifications with, hopefully, better results. --------- execution --------- character example --------- ------- G G Go execute target program. This command takes no parameters; execution starts at the target PC which can only be changed with the p command. This is intended to be a safety precaution in that it forces the user to see the other registers and breakpoints have the desired values while changing the PC. T T Trace instruction at target PC. Although breakpoints are set, they can still be traced through and their counters decremented. Instructions which could cause a trace to lose control by turning off the trace bit of SR are simulated in software to prevent any loss of control. These instructions are: AND.W #$xxxx,SR OR.W #$xxxx,SR EOR.W #$xxxx,SR MOVE ,SR RTE page 9 of 22 \ \ Another form of "tracing". Execution at the target PC after a special breakpoint is set at the instruction physically following it. This is a shortcut way of setting a breakpoint and is usually used when the instruction at the PC is a BSR, JSR, or TRAP #xx and the user isn't interested in the workings of the routine, only in its result. It is also handy when the instruction is a DBcc and the user wants to let the loop continue and stop only after the loop is completed. K K The target PC is advanced past the instruction at its current value, thus skipping (not executing) that instruction. This is merely a shortcut way of changing the target PC. U 0U 1U Use base offset. This command has a parameter of 0 or 1; 0 turns it off and 1 turns it on (see N command below). N 12342N Set base offset. This command takes an address parameter. Its value is used in target PC and breakpoint display and change. Before the PC or breakpoint is displayed, the base offset is subtracted from it. Conversely, before the PC or breakpoints are changed to their new value, the base offset is added to it. Its main use is to reconcile the actual addresses of the target program with an assembler listing assembled elsewhere (typically at 0). Thus, by using this offset, the user can set breakpoints, etc according to the listing addresses and let KISSED handle the translation to actual values. If the base offset is not wanted, it doesn't have to be set to zero (although that is its default value), but instead the command 0U can be executed (see U command above). It can then later be restored with a 1U. Note that the base offset has no effect on the data and address registers, but that unused breakpoints won't display their usual zero address but will show instead a value equal to the negative of the base offset. Using the base offset also has a major effect onthe disassembler and miniassember commands (L and =, see below); the address of the assembly or disassembly will be offset by it. Also note that all destination addresses of Bcc (BCC,BCS,BEQ,BNE,etc), BRA, BSR, JMP $xxxxxxxx, and JSR $xxxxxxxx will be offset. page 10 of 22 J 1JX 0J 1j@ Use jump escape. This command has a parameter of 0 or 1; 0 turns it off and 1 turns it on. If it is being turned on, the character following J also has significance and becomes the abort character. Jump escape is used to escape from rogue target programs. If it is on and the abort character keypress is made while the target program is executing, an abort to KISSED will be made at the time of the next vertical blank. Obviously, its use means that the target program can't disable vertical blanks or use that key normally (also there must be room in the vblank vector table pointed at by _vblqueue ($456) for KISSED to insert its vector. As a special case, if @ is chosen as the abort character, any keypress is cause the abort. IMPORTANT NOTE - Don't let a target program return to the desktop directly (without returning to KISSED and using the Q command to let KISSED do the return) if the the jump escape is being used. The vblank vector would then point at KISSED code which no longer exists, causing an immediate crash. ^ 1^ 0^ Lock display in place. This command has a parameter of 0 or 1; 0 turns it off and 1 turns it on. The effect of this command is on the return from breakpoints or tracing. Normally, the display of breakpoints and registers occurs on new lines. However, when this command is on, the display occurs 6 lines back up the screen, thus overwriting the previous display of breakpoints and registers (if the G,\,T command was on the line that immediately followed the previous display). The purpose of this command is the protect other information even further up the screen from scrolling off. It also allows one key tracing since the T remains in the line to be executed again and again by a return keypress. ************ It is advised to use this command rather ** ** sparingly, not because there is anything wrong ** note ** with it but rather because it limits the user's ** ** access to one of the the major strengths of the ************ debugger. It is very helpful to have a record of previous register values there on the screen. page 11 of 22 -------------------- assembly-disassembly -------------------- character example --------- ------- L 12346.12L 12346L L This command disassembles opcodes. Three formats shown are; start.linesL ,startL , and L. Note that start.linesL is an exception to the usual start.end (lines is a hexadecimal word). If lines isn't specified, a window-full is disassembled. If start isn't specified either, the disassembly continues from the end of the previous disassembly. The output lines display the address, the opcode (no extension words),the mnemonics and operands, and finally the address of the next opcode. Both invalid opcodes and INVALID ADDRESSING MODES for that opcode (unlike many other disassemblers) will be caught and won't disassemble( this is indicated by ** as the mnemonic). A common command is *L which disassembles from the target PC. If the base offset is being used (see N and U commands above), the disassembly address and the destination addresses for Bcc's, BSR's, JMP $xxxxxxxx 's, and JSR $xxxxxxxx 's will be offset. = 12342=NOP 12388=MOVEQ #$02,D7 = BSR $12010 This is a one-line miniassembler used mainly for patches. It takes the standard mnemonics in the form used by the disassembler and converts them to code at some location. The format is x= (where x is the assembly address) followed by the mnemonics and operands. If no address is given, the assembly continues from any previous assembly. To ease reassembly of disassembled code produced by the L command, anything between the = and six columns after any semicolon will be ignored. Reassembling a disassembly, therefore, consists of replacing the delta, address, and opcode with the address, =, mnemonic, and operands. Subsequent assemblies need merely to replace the delta with an = and modify the mnemonic and operands if needed. If the line is valid (valid mnemonic and operands), the line is disassembled on the same line with the ending address updated. If this ending address isn't the same as that required as the starting address of the next opcode, further patching or padding with NOP's will be needed. If the assembly fails, the ending address will replaced by ******** but the rest of the line will be unchanged so that the user can try to fix it again. If the base offset is being used (see N and U commands above), the disassembly address and destination addresses for Bcc's, BSR's, JMP $xxxxxxxx 's, and JSR $xxxxxxxx 's will be offset. page 12 of 22 * *LLLL *.200/ This is the current value of the program counter and can be used anywhere that a hexadecimal number is required. These next two commands, ' and ?, are new. Symbols were not supported before. ' =JMP $'label =MOVE.L d7,$'MORE' 'another'.34/ If a target program being debugged, anything between the two single quotes is considered a symbol. The symbols are those that result when the target program was linked by LINK68.PRG with the S option chosen to include a symbol table with the program. KISSED can then access those symbols. Symbols can be used anywhere a hexadecimal number is expected. If a symbol isn't found, it will be flagged in red as an error. The symbols are also used by the disassembler and will replace addresses. For example, a line could look like this: ^'label' 7700 DBNE D2,$'loop' instead of this ^000EF012 7700 DBNE d2,$000EE232 The symbols are, of course, at most 8 characters long since the linker only saves 8 significant characters. Although the user can use symbols for any number, the disassembler will use them only for addresses and other longwords. To do otherwise would be to court confusion; for example, just because some symbol has a value of 00000020, one wouldn't want every move immediate #$20 (putting a space somewhere) to be disassembled as #$'symbol' . ************ ** ** There is a double use of the ' character, it is ** note ** also used as a string delimiter in place of " ** ** when there is an imbedded " in the string. ************ (see ' and S commands) ? 12322? This searches the symbol table for the specified address and displays the symbol if it is found. ------ blocks ------ character example --------- ------- H 12345.12455H3456 12345.111/H34 124.23/H12345678 This command does a hex search of memory block. It can search for either one, two, three, or four bytes (2,4,6,8 digits). All occurrances within the block will have their addresses displayed. Searchs are made on byte boundaries. page 13 of 22 M 12345<6789A.678FFM 12345<6789A.66/M This is the move memory block command. The format is z command, both in the old implementation and in the addition of a file write capability. > >TARGET.PRG 45000>FILE.XXX 45000.45160>FILE.XXX 45000.161/FILE.XXX There are three uses of the > command, depending on how many parameters are passed to it. If there is none (no number preceding the > ), the target file name following the > is read into the bottom of the TPA (transient program area). This will be immediately above KISSED. This target file will include its symbol table, if any. A basepage will be created and its address will be pushed on the user's stack followed by a zero longword. The stack is thus in a condition for normal memory management by the target program (via APSTART.O, GEMSTART.O, etc). The program counter and the stack registers are set to the appropriate values. In order to avoid confusing the operating system when the target program is loaded, KISSED must currently be located at its original loading position. If it is not, a message instructing the user to do so will be displayed as will the appropriate address. If one parameter is passed to the >, it is an address and the file name following the > will be loaded at the address. KISSED makes no judgements and assumes the user knows what he/she is doing and will attempt to load files anywhere desired. KISSED will, however, protect itself from being overwritten and will display an appropriate error message when this is attempted. The user can then either select a different load address or relocate KISSED (see undo key). The file will be loaded as is; if executable program files are loaded like this, the relocation bits will be loaded but will not be used. If two parameters are passed, there are start.end or start.length/ . A file will then be written to disc, its name follows the > . The user is then informed whether or not it was successfully written. ***************** This command is not intended to allow the ** ** writing of patched executable files, a very ** IMPORTANT ** bad idea. They wouldn't have their reloca- ** ** tion bits unless loaded by address>filename ***************** and then, unless the patch was trivial and didn't change either length or any addresses, the relocation bits would now be wrong. The following command is new & &FILENAME.PIC A file whose name follows the & will be written to disc. It is a picture of the user's screen and is a NEOPAINT compatable file. P Toggle printer on/off. KISSED's output is redirected to the printer. Commands which may send non-printable characters (00-1F, 80-9F) to the printer send periods instead. Q Quit KISSED and reenter the desktop. page 16 of 22 ----------------- Warnings and Tips ----------------- 1. Beware of not knowing the current memory width when changing memory. Values not of the expected width will be padded with zeroes or truncated as needed. Modifying displayed memory largely eliminates this problem since the visual reinforcement is right there on the screen. Remember that the Verify command outputs the differences in bytes, regardless of the memory width. Therefore, if one of its output lines is to be modified for use as a command line by removing the "delta", remember to change to memory width 1 (bytes) first. 2. Memory locations whose address must be even (word boundaries) such as the values for the PC, memory change and display addresses when the width is word or long, assembly point for the miniassembler, file read address, etc will be forced to be even by KISSED changing their least significant bit to zero. This forcing to even is done only when within KISSED, if the target program somehow changes the PC to an odd number, an address error will result. Stacks aren't forced even by KISSED. 3. The small delta (triangle) character is a command line terminator; everything following it in the command line will be ignored. The user can't produce this character from the keyboard; it can only appear in an output line if KISSED places it there. It is used to start the output line of the Verify command and the disassembly List command. It is used there to protect the user from potentially nasty things happening in case the return key is accidently pressed while the cursor is in one of these output lines. If, however, the user wants to use these lines as command lines, the delta can be edited out. The delta also is used in the output of the memory display space command (no pun intended) to separate the displayed memory from its ascii representations and, by inserting the delta, KISSED allows these output lines to be used as command lines with no modifications. 4. The # and $ number conversions do only conversions and display of results. The command 50000<60000.100$M will NOT convert the 100 from decimal to $64 hex and then move 100($64) bytes of memory from 60000 to 50000. The $ (and #) command is a separate command in itself; the above command sequence would cause the 100 to be converted to $64 and displayed (the extra 50000 and 60000 parameters would be thrown away since the $ command doesn't need them). Next the command line would be echoed with the M command error flagged since the M command needs three parameters but has none since the $ command stole them. 5. When modifying registers, breakpoints, or their counts, remember that these command lines have rigid formats. This is enforced by the disabling of several editing keys (see the a,d,p,b commands) and the restricting of changes to replacing hexadecimal digits with other hexadecimal digits. The user can still cause problems by typing a lower case a, d, p, or b in the first column of a command line, thus causing KISSED to regard that as one of these special rigid format command lines. Doing this will probably corrupt the value of everything that follows it in the line. Since KISSED is case-sensitive, the user can only use lower case in ASCII searches and symbols. page 17 of 22 --------------------------- Warnings and tips continued --------------------------- 6. Patching with disassembler-assembler combination can be a very useful debugging tool. Since editing a source file, assembling it, and relinking the result can be a lengthy process, it is often advantageous to temporarily patch any bugs found so the debugging process can continue to find more bugs until enough have been found to make using the editing-assembly-linking process worthwhile. These patches are not meant to be permanent and KISSED reinforces this by making no provision for re-writing files, patched or otherwise. However, temporary patches are made easily. If the patch will fit into the original code, simply disassemble some code, point the assembler and place the ='s to reassemble it. A more typical patch session where the patch won't fit inline might go like this. First, the area around the bug is disassembled. Next, the assembler is pointed to some open area where the patch is edited, new code is added, and assembled. Then, the code is disassembled again and the jump to the patch (and any necessary NOP padding) is assembled. Note that this procedure preserves any relative branch address destinations in the patch; since the disassembly specified the destination addresses and not the offsets, KISSED builds the new reassembled offsets and converts short to long offsets if needed (if even long offsets aren't enough, the user can reassemble using JMPs and JSRs). 7. Any mnemonics assembled by the mini-assembler with absolute addressing modes will use longword absolute addressing and never the word type. The miniassembler expects mnemonics in the primary form (which is also the form produced by the disassembler); alternate mnemonics are not supported. For example, ADD.W #$1234,D3 is the correct form, the alternate form of ADDI.W #$1234,D3 will not assemble. Similiarly, ADD #$1234,D3 will not assemble, the alternate form with implied word length is not allowed. Also, ADD.L A0,A3 is correct while ADDA.L A0,A3 is not. Numbers are hexadecimal and need their $; however, in accordance with the standard practice, the $ is not used for the 3 bit immediate counts. Thus, LSR.B #3,D2 and ADDQ.L #4,D3 are correct. Also, in accordance to standard practice, TRAP #14 and not TRAP #$E is correct. The mini- assembler has one quirk, it can't assemble correctly MOVEM.L or MOVEM.W mnemonics that use only single registers. An example of this is MOVEM.L D3,-(A7) . Normally, MOVE.L D3,-(A7) would be used anyway; however this affects condition codes and MOVEM doesn't. If single registers are wanted, either of the following will force the correct assembly, MOVEM.L D3-D3,-(A7) or MOVEM.L D3/D3,-(A7) . Note also that multiple registers are listed in the disassembly in the order that they are saved. Thus, MOVEM.L D3-D5/A0,-(A7) stacks D3, then D4, then D5 and finally A0. Their unstacking will look like this, MOVEM.L (A7)+,A0/D5-D3 . For the miniassembler, the user can list the multiple registers in any order. page 18 of 22 --------------------------- Warnings and tips continued --------------------------- 8. Tracing through breakpoints decrements their counters normally until they try to decrement to zero, when this occurs KISSED assumes the user knows what he/she is doing and continues to set them back to one. Note that this means that if two breakpoints are set in the same loop but with different count values, the larger count will continue decrementing when the smaller remains stuck at one. There is one other clarification about breakpoint counters. Unlike some other debuggers which don't allow execution to resume when the PC is at a breakpoint, but force the user to trace past the breakpoint before execution can be resumed with the breakpoint placed, KISSED handles this automatically. When the target program resumes execution when its PC is at a breakpoint whose count is one, KISSED assumes that the user wants to stop execution when the program returns once again to the location, not immediately (since the PC is already at the breakpoint). Similiarly, a count of two will result in the breakpoint being activated the second time around, not counting the current presence at the breakpoint, etc. To achieve this, KISSED doesn't insert the breakpoint immediately (it can't since it can't execute the breakpoint itself) but instead traces for one instruction and then inserts the breakpoint where it belongs. this is all transparent to the user and is only mentioned here in case the user was wondering how it was done. It does mean that there is a multiple use for the trace bit, normal user tracing with the T command and this special tracing unnoticed by the user. 9. Because of KISSED's use of the trace bit, KISSED will try to prevent the user from using it. Setting it by making its bit 1 in the change register command will be ignored. Tracing through an instruction which sets it (the target program would have to be in supervisor mode) is software simulated to prevent it from being set and causing KISSED to lose control of the trace (see T command). If the user forestalls all of this protection and has a target program set the trace bit during normal execution, KISSED merely tries to take over again. 10. KISSED will not trace through TRAP #13 and TRAP #14 correctly. The use of TRAP #13 functions 1 and 2 by KISSED to service the keyboard interferes with the registers saved by the TRAPs. Therefore, the tracing proceeds correctly, but the registers probably won't be correct upon return. Of course, the TRAPs will execute normally, they just can't be traced. 11. Multiple pass breakpoints are very useful, but there is a penalty involved also. Every time a breakpoint is passed through and its counter decremented, several thousand machine cycles are needed by KISSED for processing that and the other breakpoints, etc. This is normally not noticable; however, if the breakpoint is set with a very large count in a loop where the several thousand cycles will significantly lengthen the processing time of the loop, the execution of the target program can be noticably slowed. This effect can be used to the user's advantage if slow motion execution is desired. page 19 of 22 --------------------------- Warnings and tips continued --------------------------- 12. The jump escape (see J command) has one quirk to beware. The last thing KISSED does before going to execute the target program is insert the jump escape vblank vector (if jump escape is enabled). Similiarly, the first thing it does when the execution returns to KISSED is to remove that vector. However, there is that one instruction at each end, as KISSED is left and again as it is reentered, when the vblank jump escape can interrupt KISSED rather than the target program. If this occurs, it should be obvious to the user since the target PC will point to within KISSED rather than within the target program. The user should then merely continue execution with the G command (not a trace) and reenter KISSED via another jump escape or a breakpoint; at that time, all values will now be correct. It should be emphasized that this is a very rare occurance which the user will probably never encounter. It is most likely to occur if several multi-pass (counters greater than 1) breakpoints are set, all within a very short (in terms of execution time) loop in the target program. This would cause KISSED to be entered and exited for each breakpoint counter decrementation and, since the target program's loop is so short, proportionally more time would be spent in those two instructions that exit and reenter KISSED and thus those two instructions would become more likely to be interrupted. Practically speaking, however, a very short target program loop would probably never need one, let alone several, multi-pass breakpoints inserted within it; therefore, as stated above, the user is unlikely to ever encounter this quirk. 13. Remember to initialize the target USP and SSP if needed (as well as the PC) before execution of the target program. At KISSED start, USP is set to below the screen and SSP is set to the value of the DOS's supervisor stack for safety's sake. However, the target program shouldn't use the SSP value because, if the target program accidently takes more values of the stack than it puts on it, part of the DOS stack can be overwritten. This can cause a system crash when KISSED later returns to DOS after restoring its stacks since DOS expects them to still be in a pristine state. The two stacks should never be set equal to each other. Even if the target program operates in user mode, its supervisor stack stack is still used when a breakpoint is encountered; therefore, if the stacks are set equal, this will corrupt the user stack. 14. The ^ command is handy to keep previously displayed information from being scrolled up off the screen during multiple traces and/or breakpoint returns. It also allows the G and T command line to be executed repetitively by merely pressing return. page 20 of 22 --------------------------- Warnings and tips continued --------------------------- 15. The only system resources used are _v_bas_ad ($44E) to find the bit screen; sshiftmd ($44C) and shiftmd ($FF8260) to change resolutions; color0 ($FF8240) to change palettes; and vblsem, nvbls, and _vblqueue ($452, $454, $456) to insert the jump escape vblank vector (if used). The A009 and A00A "line A" calls are used to hide and show the mouse. Some traps are also used to access system software but mainly only at initialization time. TRAP #1 (function $20) puts KISSED in supervisor mode, TRAP #14($E) finds the keyboard I/O record, and TRAP #1($1A,$2F,$3D,$3E,$3F,$4E) read the user's target program file. TRAP #13($3,$8) send characters to the printer port. The only trap used repetitively is TRAP #13($1,$2) which gets characters from the keyboard. Finally, TRAP #1($0) exits to DOS. 16. KISSED redirects all vectors in the range 00000008 to 000000BF except for line A, line F, Int4 = vblank, Int2 = hblank, and TRAP #1,2,13,14. It restores the normal vectors when the Quit command is executed. 17. If the user wants KISSED to operate with different colors, the user can simply modify the hardware color registers (words) at color0 through color3 ($FF8240, FF8242, FF8244, FF8246) from their current values of $0555,$0660 $0400,$0000 (grayish-white background, yellow highlighted character, red highlighted background, black character). 18. If the P command is used to toggle the printer on/off (output directed to printer and not screen), but will be ignored if the printer won't accept characters (it isn't on, out of paper, etc). page 21 of 22 -------------------- QUICK REFERENCE LIST -------------------- < start of second block indicator (or fill value for Z command) , start.end or start.length/ separator (same as . ) . start.end or start.length/ separator (same as , ) / the normal start.end becomes start.length/ instead O output ascii memory ; enter hexadecimal values into memory space display memory block " enter text into memory (if imbedded " , use ' instead) W change memory width X end of change memory values @ create/remove "window into memory" I inspect target breakpoints and counters p change target PC, Usp, SSP, and SR a change target A registers b change target breakpoints and counters d change target D registers R display target registers Y use old register values G execute target program J use jump escape K skip over opcode at PC N set base offset T trace target program U use base offset \ execute until breakpoint immediately following PC opcode ^ overwrite previous register display upon return L disassemble opcodes = assemble opcodes ? search symbol table for address ' use value from 'symbol' table as number (see " above) * use target PC value as number H search memory block for hex values M move memory block automatically + move memory block up (or hexadecimal add, see below) - move memory block down (or hexadecimal subtract, see below) S search memory block for ascii string V verify memory blocks Z fill memory block > load target program file or read/write files ! load/execute debugging command file # display as decimal $ display as hexadecimal & write user screen to disc as NEOPAINT file ( slow down scrolling ) speed up scrolling + hexadecimal add (end + start)(or move memory up, see above) - hexadecimal subtract (end - start) (or move memory down, see above) | default scrolling speed P toggle printer Q quit KISSED page 22 of 22 ----------------------- SCREEN EDITING COMMANDS ----------------------- arrow keys move cursor, wrap screen tab tab nine columns backspace backwards character delete ctrl-D forewards delete ctrl-I insert space for character ctrl-A go to start of line ctrl-E go to line end ctrl-K delete to line end ctrl-S delete to screen end insert insert line delete delete line home clear screen, home cursor return execute line ------------ SPECIAL KEYS ------------ help display valid commands undo reconfigure KISSED ctrl-X exchange KISSED and target screens, palettes, and resolutions Original AMIGA Docs, edited for ST use by Possum of Sewer S'Ware. >> THE KRISTAL << ~~~~~~~~~~~~~~~~~ SAVING A GAME ~~~~~~~~~~~~~ 1.Place a formatted disk in yer drive 2.Press '8' on the numeric key pad (right of the keyboard!) 3.Follow on-screen instructions When the game has been saved (the disk drive will stop) place the original disk back in the drive immediately. DO NOT attempt to save game during: A flight,space journey or when program indicates a change of disk the game will crash if you try. LOADING A GAME ~~~~~~~~~~~~~~ Once the game is running,you can load a saved game at any time during a sword fight or space fight,or when the program indicates a change of disk. 1.Place Save game disk into drive - More (Y)/N/NS? ns 2.After saved game data is loaded (the d/d will stop)insert disk required. 3.Press FIRE BUTTON. NEVER CHANGE A DISK UNLESS PROMPTED! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ KEYBOARD FUNCTONS! ~~~~~~~~~~~~~~~~~~~ 'F1' Toggles status area abd enables text input(ESC exits text mode) 'F2' To pick up flashing object 'F3' Beams up from most destinations onto your spaceship 'F5' Describes object in use/examine box. 'F6' Moves object in inventory display left 'F7' Move object in inventory display right 'F9' Implements sword fight 'F10' 'USE' object THE GAME ~~~~~~~~ You are Dancis Frake and you control yourself with the joystick. When you meet a character and release your joystick close to them.He,she or it will talk to you. If they have more to say, press FIRE BUTTON or SPACEBAR. When the character has finished talking,you may press F1 to question that character.Type in your question and press RETURN. (Use backspace to delete mistakes). Characters respond mostly to questions but occasionally may ask you a question which will need answering. When you have finished talking to a character,press ESC. INVENTORY ~~~~~~~~~ PICKING UP OBJECTS ~~~~~~~~~~~~~~~~~~ Whilst walking about,you may occasionally come across an oject you can pick up.It will flash in the far left box of the inventory/score display. You may pick up by pressing F2. It will then be stored in your inventory. If a character gives something,it automatically goes into your inventory. EXAMINING OBJECTS ~~~~~~~~~~~~~~~~~ For a description of the object,you must ensure that the inventory display is on screen(by pressing F1).Press F6 or F7 to position it into the use/ examine box,then press F5. This will only work when there are no speech bubbles present. USING OBJECT ~~~~~~~~~~~~ Ensure that the inventory display is on screen(by pressing F1).Press F6 or F7 to position the object into the use/examine box,then press F10. This will only work when there are no speech bubbles present. TO HAVE A SWORDFIGHT ~~~~~~~~~~~~~~~~~~~~ Only certain characters are able to fight you.To do this press F9 and follow the disc prompt.This will only work when there are no speech bubbles present. JOYSTICK CONTROLS: SEE DIAGRAM USING SKRINGLES ~~~~~~~~~~~~~~~ Skringles are the currency of the Kreema System,they can be acquired and spent with various characters!. You may spend your skringles by typing in the amount numerically. i.e input a number not a word. SPACE FLIGHT ~~~~~~~~~~~~ If you manage to get to your spaceship,choose your destination with your joystick and off you go! Joystick controls are simple: To Accelerate : Joystick up and firebutton To Decelerate : Joystick down and firebutton SPACESHIP DISPLAYS ~~~~~~~~~~~~~~~~~~ Left column indicator : Destination distance Right column indicator :Bullet shield Left Dial: Destination proximity alert(only when the entire dial is pulsing brown) are you on course for your destination. Right Dial:This is your speedometer. HINTS + TIPS ~~~~~~~~~~~~ 1.Have a notebook handy. 2.Draw a map. 3.Be courageous and bold,of a good heart and a noble spirit,motivated by the power of love. FIGHT MOVES ~~~~~~~~~~~ FIREBUTTON UP ~~~~~~~~~~~~~ BACKWARD JUMP CHOP FORWARD JUMP CHOP JUMP CHOP \ | / WALK LEFT <- JOYSTICK -> WALK RIGHT / | \ SHUFFLE STUMBLE SHUFFLE LEFT RIGHT FIREBUTTON DOWN ~~~~~~~~~~~~~~~ HIGH HEAD NECK BLOCK CHOP CHOP \ | / KICK <- JOYSTICK -> THRUST / | \ LOW LOW LEG BLOCK CHOP CHOP HOPE YOU FIND THIS DOCUMENTATON HELPFUL --------------------------- | TYPED BY IMAGE/ECLIPSE.| --------------------------- Magnetic Scrolls Solutions - CORRUPTION, FISH. Thanx to Sharaz Jek -------------------------------------------- THE SOLUTION TO MAGNETIC SCROLL'S CORRUPTION -------------------------------------------- During the game, you will many times encounter the word "wait". This can, in the game, be done with entering the command "Z". Whenever you find a "*" sign heading a line, this means that you have to DO that command instead of typing it in. When a "P" is added after a location's name, this means that there's a piccy as well. (YOUR OFFICE)P OPEN CABINET GET LEDGER AND CERTIFICATE N (MARGARET'S OFFICE)P READ CERTIFICATE E (CORRIDOR) E (BATHROOM) S (CUBICLE) LOOK AT FITTINGS OPEN CISTERN GET BAG AND EXAMINE IT N (BATHROOM) W (CORRIDOR) N (CORRIDOR)P W (CORRIDOR) E (MR. HUGHES' OFFICE)P READ MAGAZINE AND GET IT W (CORRIDOR) S (CORRIDOR) W (MARGARET'S OFFICE) GET ENVELOPE AND READ IT READ CHEQUE E (CORRIDOR) S (FIRE ESCAPE) D (STAIRS) N (CORRIDOR) *WAIT UNTIL 10.00 AM W (THERESA'S OFFICE)P OPEN DRAWER AND GET KEY GET LETTER UNLOCK DOOR WITH BRASS KEY OPEN DOOR IN (YOUR PARTNER'S OFFICE)P GET CASSETTE E (THERESA'S OFFICE) E (CORRIDOR) READ LETTER S (STAIRS) D (LANDING) D (CAR PARK) UNLOCK DOOR WITH CAR KEY BMW OPEN DOOR BMW IN (YOUR CAR)P PUT CASSETTE IN STEREO OPEN GLOVE COMPARTMEN AND GET SCREWDRIVER OUT (CAR PARK) BREAK WINDOW WITH SCREWDRIVER GET FOLDER OPEN FOLDER AND GET AFFIDAVIT CLOSE DOOR BMW LOCK DOOR WITH CAR KEY BMW U (LANDING) U (STAIRS) U (FIRE ESCAPE) N (CORRIDOR) *WAIT UNTIL 11:00 AM W (MARGARET'S OFFICE) GET PHONE *WAIT UNTIL 11:25 AM E (CORRIDOR) N (CORRIDOR) E (MR. HUGHES' OFFICE) ASK BILL ABOUT CALL ASK BILL ABOUT MAGAZINE *WAIT 12 TIMES ASK DAVID ABOUT CALL ASK DAVID ABOUT BILL LISTEN AT THE WOODEN DOOR S (CORRIDOR) S (FIRE ESCAPE) D (STAIRS) N (CORRIDOR) *WAIT UNTIL 12:00 AM W (THERESA'S OFFICE) GET PHONE *WAIT 8 TIMES E (CORRIDOR) S (STAIRS) D (LANDING) D (CAR PARK) UNLOCK DOOR WITH CAR KEY BMW OPEN DOOR BMW IN (YOUR CAR) OPEN CASE PUT ALL IN CASE CLOSE CASE DROP CASE OUT (CAR PARK) CLOSE DOOR BMW LOCK DOOR WITH CAR KEY BMW W (PAVEMENT) N (OUTSIDE LE MONACO) *WAIT UNTIL 01:50 PM IN (RESTAURANT) (ALCOVE)P GET CUTLERY *WAIT 5 TIMES SAY HELLO *WAIT 6 TIMES ASK JENNY ABOUT LETTER ASK JENNY ABOUT DAVID TELL JENNY ABOUT LETTER TELL JENNY ABOUT THERESA EAT MEAL *WAIT 11 TIMES TELL JENNY ABOUT DAVID *WAIT 4 TIMES STAND S (RESTAURANT) W (OUTSIDE LE MONACO) *WAIT 2 TIMES (HOSPITAL WARD)P *WAIT 7 TIMES STAND GET PAPERS AND CASE S (CORRIDOR) S (TV ROOM) OPEN LOCKER PUT CLOTHES AND STETHOSCOPE IN CASE N (CORRIDOR) E (ACCIDENT & EMERGENCY DEPARTMENT) *WAIT 3 TIMES E (ACCIDENT & EMERGENCY DEPARTMENT) W (CORRIDOR) W (OUTSIDE THE OPERATING THEATRE) WEAR BANDAGE AND LIE DOWN *WAIT 2 TIMES STAND (IN THE AMBULANCE) WEAR CLOTHES AND STETHOSCOPE *WAIT 9 TIMES (OUTSIDE THE POLICE STATION)P E (PAVEMENT) N (PHARMACY)P BUY FILM AND SOAP AND RAZOR CREDIT CARD S (PAVEMENT) W (OUTSIDE THE POLICE STATION) S (PARK) E (PARK) *WAIT 8 TIMES LOOK WAIT E (OUTSIDE LE MONACO) S (PAVEMENT) E (CAR PARK) UNLOCK DOOR WITH CAR KEY OPEN DOOR BMW IN (YOUR CAR) GET CASE OUT (CAR PARK) CLOSE DOOR BMW LOCK DOOR WITH CAR KEY BMW U (LANDING) U (STAIRS) U (FIRE ESCAPE) N (CORRIDOR) N (CORRIDOR) UNLOCK DOOR WITH CREDIT CARD IN (MR. HUGHES' OFFICE) OPEN CASE DROP SCREWDRIVER GET SCREWDRIVER BREAK DRAWER WITH SCREWDRIVER GET DOCUMENT READ DOCUMENT OUT (CORRIDOR) S (CORRIDOR) S (FIRE ESCAPE) D (STAIRS) N (CORRIDOR) W (THERESA'S OFFICE) DROP BRASS KEY GET KEY UNLOCK DOOR WITH BRASS KEY OPEN DOOR IN (YOUR PARTNER'S OFFICE) MOVE TV *TURN DIAL 4 TIMES GET LEDGER AND CHIPS AND RECEIPTS OUT (THERESA'S OFFICE) OUT (CORRIDOR) READ LEDGER FULL READ RECEIPTS S (STAIRS) D (LANDING) D (CAR PARK) W (PAVEMENT) N (OUTSIDE LE MONACO) LOOK *WAIT 8 TIMES W W (PARK) W (PARK) N (OUTSIDE POLICE STATION) DROP BAG N (POLICE STATION) TELL MAN ABOUT DAVID (INTERVIEW ROOM)P GIVE ENVELOPE TO MAN TELL MAN ABOUT DOCUMENT SAY YES (OUTSIDE POLICE STATION) S (PARK) E (PARK) LOOK E (OUTSIDE LE MONACO) E (RESTAURANT) SHOW CHIPS TO WAITER (BACK YARD)P KNOCK WOODEN DOOR (CASINO)P *PLAY BLACKJACK UNTIL YOU HAVE 100.000 POUNDS (A tiny editorial remark: We didn't want to spoil all the fun. You just have to know that you have to bet pounds, and save a game when you win something. When WE played it, there were orgasms of greed, pound signs in our ravenous eyes, cries of monetary delight and financial outbursts. It's fun!) (PRIVATE ROOM)P (CASINO) S (BACK YARD) KNOCK WOODEN DOOR (PRIVATE ROOM) GIVE DOCUMENT TO CHARPONTIER WAIT That's the end. You now have 190 of the 200 points and you didn't get your car blown up. ------------------------------------------------------------------------ ------------------------ THE SOLUTION TO THE FISH ------------------------ ** PART ONE ** TURN OVER ENTER CASTLE ENTER SMALL WARP ASK ROD TO MAKE COFFEE TAKE ALL FROM BIN WEST WEST TURN SWITCH OPEN WOODEN DOOR SOUTH TAKE ALL FROM BIN NORTH OPEN CONTROL ROOM DOOR NORTH OPEN CUPBOARD PLAY HEAD CLEANER IN PLAYER SET FADER TO 5 PLAY CHROME TAPE IN PLAYER PLAY FERRIC TAPE IN PLAYER PLAY METAL TAPE IN PLAYER (remember the numbers, if you must play the game again then also play the metal tape again because the numbers change) SOUTH EAST EAST ASK ROD TO MAKE COFFEE OPEN DOORS NORTH SET LOCK TO ??? (Substitute ??? with the numbers from the tape) OPEN CABINET LOOK IN CABINET GET SPINDLE * PART TWO * ENTER JAGGED WARP WEAR JEANS SOUTH SEARCH RUBBISH TAKE TORCH LIGHT TORCH OUT EAST EAST EAST SOUTH TAKE PEW EXTINGUISH TORCH NORTH NORTH DROP PEW LIGHT TORCH DOWN SOUTH YES SEARCH DEBRIS MOVE LID DOWN TAKE CORD UP NORTH UP CLIMB PEW CLIMB ARCHWAY TIE CORD TO GARGOYLE DOWN PULL CORD TAKE GARGOYLE DOWN SOUTH DROP GARGOYLE GET LID PUT LID IN DOORWAY GET GARGOYLE DOWN UNTIE CORD PUT GARGOYLE IN HOLE LOOK IN CHALICHE TAKE CHALICE AND GROMMET * PART THREE * ENTER SMOOTH WARP SOUTHEAST SOUTHEAST ENTER SMITHY OPEN CAGE OUT NORTHWEST NORTHWEST LOOK Wait until micky leaves LOOK IN STUMP GET DISC SOUTH SOUTHEAST EAST EAST GET MOULD WEAR GLOVES AND OPEN CUPBOARD LOOK IN CUPBOARD GET ALL FROM CUPBOARD PUT DISC IN CRUCIBLE USE TONGS TO HOLD CRUCIBLE OVER FIRE PUT GOLD IN MOULD OUT WEST NORTHWEST NORTHEAST EAST LOOK MOULD LOOK MOULD LOOK MOULD BREAK MOULD WITH HAMMER GET RING * PART FOUR, THE FINAL PART * When you meet Bertie Bream on a location you must enter: ASK BERTIE TO GO TO THE DISCO ENTER LARGE WARP LOOK PAINTING LOOK SHELF GET CARDS LOOK UNDER FISHTON GET PASSTURN SWITCH PUT HAND ON PRINT SOUTH PUT HAND ON SILVER PRINT DOWN SOUTH EAST DOWN Wait until the train arrives ENTER TRAIN WAIT WAIT WAIT OUT UP (station pickerel) SOUTHEAST NORTH BUY TIE WITH FISA CARD BUY GLASSES WITH FISA CARD SOUTH SOUTH ASK BERTIE TO GO TO THE DISCO SIT ON STOOL BUY SNIFTER WITH FISA CARD GIVE MASK TO DRUNK ASK DRUNK FOR CARD EAST EAST SOUTH BUY EARPLUGS WITH FISA CARD NORTH EAST BUY HYPERDRIVER AND SCREWDRIVER AND BAG WITH FISA CARD WEST SOUTHEAST DOWN Wait until the train arrives ENTER TRAIN Wait until you arrive at opah station (11 times) OUT UP EAST EAST SOUTH EAST EAST PUT TATTY CARD IN SLOT EAST SOUTHEAST TURN SWITCH NORTHWEST PUT TATTY CARD IN SLOT WEST WEST WEST WEST If you haven't seen bertie before: ASK BERTIE TO GO TO THE DISCO SOUTH BUY PLANKTON WITH FISA CARD NORTH WEAR GLASSES WEAR EARPLUGS TIME WEST DOWN Wait until the train arrives ENTER TRAIN WAIT WAIT WAIT WAIT WAIT (Museum) OUT UP NORTH NORTH OPEN SACHET NORTH GET CRYSTAL SOUTH SOUTH SOUTH DOWN Wait until train arrives ENTER TRAIN WAIT WAIT WAIT WAIT WAIT WAIT WAIT WAIT WAIT (Opah) OUT UP EAST Wait until bertie arrives GIVE TIE TO BERTIE NORTH WEST DOWN Wait until the train arrives ENTER TRAIN WAIT WAIT WAIT (Eelpout) OUT UP NORTHWEST WEST WEST BUY SNIFTER WITH FISA CARD GIVE SNIFTER TO DRUNK BUY SNIFTER WITH FISA CARD BUY CYLINDER WITH FISA CARD EAST EAST SOUTHEAST DOWN Wait until the train arrives ENTER TRAIN WAIT WAIT WAIT (Paddlington) OUT UP WEST WEST NORTH UP PUT HAND ON SILVER PRINT NORTH (Save your game here) ENTER DARK WARP You have entered a threedimensional maze. This is how you get out: First, ensure that there is an odd number of exits. If there aren't any, swim up. If you can't swim up then take any exit and swim up. Then swim through all the corners (NW, SW, NE ans SE) in turn that are open. If you went through all corners, you can swim up. This is the way out. GET CYLINDER UP SOUTH (Don't close the door) DOWN SOUTH EAST DOWN Wait until the train arrives ENTER TRAIN WAIT WAIT WAIT WAIT WAIT WAIT WAIT (Opah) OUT UP EAST EAST PUT NEW CARD IN SLOT NORTH UP HOLD BAG PUT CYLINDER IN BAG OPEN CYLINDER DROP BAG AND GET PHOTON BRIDGE CLIMB RAILINGS WEST DOWN Wait until the train arrives ENTER TRAIN WAIT WAIT WAIT (Eelpout) OUT UP NORTHWEST NORTH BUY FISHTON WITH FISA CARD SOUTH SOUTHEAST DOWN Wait until the train arrives ENTER TRAIN WAIT WAIT WAIT (Paddlington) OUT UP WEST NORTH UP GET RADIO CASE DOWN SOUTH EAST DOWN Wait until the train arrives ENTER TRAIN Wait until the train enters battersea station (15X) OUT UP NORTH TURN SWITCH WEST WEST UNSCREW SCREW WITH SCREWDRIVER EAST EAST SOUTH DOWN Wait until the train arrives ENTER TRAIN WAIT OUT UP EAST EAST EAST SOUTH OPEN BOOK TURN TO PAGE 321 TURN PAGE NORTH WEST BREAK BOX WITH SCREWDRIVER GET WHEEL PUT NEW CARD IN SLOT NORTH PUT CRYSTAL IN TUNA CLOSE TUNA SWITCH TUNA ON OPEN TUNA GET CRYSTAL PUT NEW CARD IN SLOT SOUTH EAST SOUTH OPEN BOOK TURN TO PAGE 321 TEAR PAGE E PUT TATTY CARD IN SLOT EAST SOUTHEAST TURN SWITCH PUT PAGE IN SLOT NORTHWEST NORTHEAST REMOVE LOK SCREW WITH HYPERDRIVER SOUTHWEST SIT DOWN LOGIN BERTIE BREAM GRAVEL Or another word that bertie has given you when you tried to remove the lok screw. GAMES SHUTDOWN Now the letters have to be arranged in such an order that the word 'WATER' appears. Let's say the letters: M.T.Y.U.I are given, indicate that you want to change the first one, so type a '1'. To make this an 'R', answer '5' to the second question because the 'R' is 5 letters further in the alphabet. The second letter has to become a 'Y', so type '2' followed by '5' because the 'Y' is 5 letters further in the alphabet. Two letters are correct now, and don't bother about the first one which has changed. Continue this until the word 'WATER' is formed. Here are the letters in which the given letters have to be changed: 1 'R' 2 'Y' 3 'Q' 4 'A' 5 'R' After all this: QUIT QUIT LOGIN ROACH ME READ STORE EQUIPMENT QUIT QUIT NE REMOVE LOK SCREW WITH HYPERDRIVER GET ACCELERATOR FIX FILTER WHITH FOCUS WHEEL FIX PHOTON BRIDGE WITH TUNED CRYSTAL FIX FOCUS FILTER WITH CRYSTAL BRIDGE FIX CRYSTAL FILTER WITH CASE PUT STREAM REGULATOR IN DEVICE SCREW THE REGULATOR TO THE DEVICE WITH THE LOK SCREW THE END!!! ------------------------------------------------------------------------ ~~~~~~~Populous~~~~~~~ What follows is 3 files. The first, a short summary of play, the second is a hint file and finally, for those who really want the low down on this excellent game, the third file details finer points of play. This entire DOC runs to 50k so be aware that this is going to chew thru' some paper! Thanks to ACU for supplying AMIGA DOCs Introduction: As a god.... You get your power from a number of people, who see you as a god, an immortal. The more the number of the people grow the greater are your abilities, the greater power lies in your hands. But there is another god in this world, an immortal who also has his henchmen who give him his powers and abilities. Between the two encampments inflames a rivality because this world is so tiny for so great and glancing rulers. To let your power grow without being disturbed by someone you must destroy the henchmen of the wrong faith and make the world your subject. TUTORIAL - an introducing game for testing your powers CONQUEST - Conquest consists of 500 defined worlds, one more difficult than the other. The first one is Genesis. If you have slayed the opposition, an other conquest on a more difficult world awaits you. The grade of difficulty is akin to the game-points you've reached. You can only raise up to the next world if you have solved the last one. With START GAME the game will be started, with NEW GAME you can input the name of a new world. If you play the Conquest-mode every time you are the Good God. Before you stay into another world you get some information about the land, the enemy and some other useful things. CAUTION: In the Conquest-mode the game parameters cannot be changed and the paintmap function isn't available. CUSTOM - In this Custom-mode you can change about more than 60 game parameters and own worlds can be inscenated. It is even possible to play with a partner via modem or datalink. THE COMMAND ICONS For on/off-switching of the commands you must click on the special icon. This icon will be displayed invers. GENERAL GAMEFUNCTION ICONS: With this commands you switch the general game functions. FX - Sound effects on/off ; 1 ; ; - Music on/off zzZ - Pause the game on/off 0 - Game preferences (general game options) One Player - Game against the computer Two Player - Game against player via modem Play Game - Continue game Paint Map - Paint mode for painting own maps - Place Good figure. - Place Evil figure. - Place trees and other plants. While pressing F3 the second time you get the selection of the plants. - Place Rocks. While pressing F4 the second time you get the selection of the rocks. - Delete object or figure from the screen. - Raise the Manna for the Good. - Raise the Manna for the Evil. - Mirror the landscape. - Delete landscapes from the scene. - Set the Good leader. - Set the Evil leader. - Lower the Manna for the Good. - Lower the Manna for the Evil. <1-4> - Select the landscape-type. Good - You take the control of the Good. Evil - You take the control of the Evil. Human vs Computer Computer vs Computer (Demo version for learning and try some actions) Conquest - Play the Conquest-game Custom - Play a user-defined game Game Options - 5 option-requester for the user. Water is fatal - All who sinks in water are dead. If you skip this option you can rescue the unwilling swimmer. Swamps Shallow - The sunken man in the swamp is dead, the lower swamp disappears. Groundless swamps will be there. Cannot build - No build options can be done. Build up/down - You can build up or down the landscape. In off-switched case you can only raise the landscape. Build near people/towns Save a Game Load a Game Move to Next Map Restart this Map Surrender this Game these options are self-explainable Game Balance - Left mouse button -> own game options - Right mouse button -> game options of the enemy Aggression - The higher this level the more aggressive the computer plays. Human players won't be affected. Rate - The higher the rate the faster grow the rate of the people, the towns and the Manna of the enemy. In maximal rate the computer is unbeatable. Message - In the 2-player-mode (via modem or datalink) you can send a short message to the other player. The message appears in a requester on the screen of the opponent. N/S/E/W Arrows - You can scroll your landscape in the given direction. You can also use the numeric pad for the scrolling in the direction of your choice. ? Query - The choice of this icon changes the cursor in a shield, that can be used to get information about people or towns. With the upper left corner of the shield you shall point on the destinated person or settlement and push the left mouse button. Then the shield shows you the following information about the person or the settlement: Quadrant 1: Here is shown the key of life for the Good Side and the skull as a symbol for the Evil side. Quadrant 2: The more primitive the settlement the more primitive the weapon. Fists and club are primitive weapons, sword and bows are pointing to a higher tech level. Quadrant 3: Here is shown the keeper of the shield, that means the person or settlement, on that the shield rests. Quadrant 4: The meaning of the display depends on the keeper of the shield. If it is a settlement, then the left (yellow) bar is the growth/power and the defensive bonus in opposite to a castle. The green bar shows, whether the building is close to be over- crowded ( in that case people would be set in front of the door). If it's a walker then the bar reflects his power. At all there are three bars, from which only two are visible at the same time. If the right orange bar is filled, a little notch appears on the left bar and the right bar disappears. If both orange bars are filled, the display on the yellow one and on one orange bar changes, where the principle is very akin, only the values are a little bit higher. A human being with filled orange and filled yellow bar owns a great strength. If the display references on one fighter, then the bars show the relative strength of both opponents. The longer blue and red bars close to the shield are showing the population. The miniature-shield adheres on the settlement or on the person. When the shieldkeeper meets a settlement, person or enemy he gives the shield to this next being. ICONS FOR INCLUENCE These commands are present for causing the henchmen for handlings or move- ments. Go to the Papal Magnet: The henchmen will be arranged for going to their immortal being who moves anew to the Papal Magnet, where the first one who touches this relict will be the new leader. Settle: The walkers will be moved to the grassy, uncrowded plains. If a walker finds a nice place, he will built the greatest possible settlement. Gather together: Causes the henchmen to search for other people or settlements to join together to a greater and more powerful being. Fight: You set the signal to hold sight for enemies and destroy them wherever you find them. If there are no enemies in the neighbourhood they only settle on a good place. ZOOMICONS With this icons you can cause your henchmen to go straight to the place where you show them on your map. Zoom to Leader of Papal Magnet: Left mouse button shows the leader on the map. If no leader is present, then the papal magnet will be shown. Right mouse button -> papal magnet. Zoom to Knight or Settlements: Left mouse button shows the knight on the map. If there are more knights present then click it more times. Right mouse button -> settlements. Zoom to Battle: With every pressure straight on the left mouse button there will be shown the next current battle. Zoom to Shield: Left mouse button shows the keeper of the shield. If no such person is present nothing happens. ICONS FOR GOD-AKIN INPUTS These are the same elements as on the Manna-bar in the upper right corner. All this handlings cost a specified rate of Manna. - Raise and lower land - Place Papal Magnet If the leader dies or is announced to a knight then the Papal Magnet auto- matically moves to this defined place. - Earthquake - Swamp - Knight Only your leader will be announced to a knight. He then automatically tries to destroy the enemy wherever he finds him. - Volcano - Flood Raises the ocean-level 1 step. - Armageddon Global catastrophe. Both Papal Magnets will be moved to the center of the world. All people must follow the magnets and if they meet the opponents, they fight till one opponent is destroyed. To reach the destination, the control over the whole world, you must do two things. Increase your henchmen and destroy your enemies. TWO PLAYER GAME For the 2 player option you must link two computers via modem or datalink together. Condition for this game in the 2-player-mode is, that both players own a ORIGINAL-example of Populous (according to the ORIGINAL manual). I don't know how AUTOMATIONS' great hack (on disc 81) would fare.. Connection via Datalink mode: - join the two computers via the serial interface (serial cable). - choose Custom mode of Populous - klick on the Game Setup Option - option Two Players - then the requester 'Startup Serial' appears. - Baudrate is 9600. If you wanna have an other Baudrate then set it yourself. Connection via Modem: - join every computer via serial interface (serial cable) to a modem and connect this one to the telephone. - call your partner via telephone, start on both machines the game and choose the game option - Custom Mode -. - klick on the Game Setup Option - option Two Players - then the requester 'Startup Serial' appears. Klick the Datalink button. It changes then to the Modem button. - Set the Baudrate. - Klick the SEND LOGIN BOX to connect your system with the other system. - One player shall send 'ATD' and RETURN the other player shall type 'ATA' and RETURN. Otherwise Connections refer to the manuals of your modems. START THE TWO PLAYER GAME: - Choose the good/evil players with the buttons 'I am good' or 'I am evil' - if you create own worlds than use the 'Mirror Landscape Option' to create two equal worlds ( both computers must load the same world). - For connection klick the button 'Connect Me'. You get the message 'CONNECTION MADE' if the connection was okay. - in two-player-mode it is impossible to choose 'Loading a Game' or 'Conquest Mode'. - use Pause-Icons for pausing the game. - you can try an dialog with your opponent using the Message-Icon. Write in your message and these words disappear on a requester at your opponents side. ~~~~~~~~~~~~~~~~ Populous ~~~~~~~~~~~~~~~ SPECIAL TIPS SECTION The different grades of the gods are: - Mortal - Immortal - Eternal - Deva - Greater Being - Deity - Greater Deity - Mortal God - Greater God - Eternal God The growth of the population and the quality of the landscapes Landscapes Population Quality Grass Planes very fast very good Desert fast good Snow and Ice medium average Rocky very slow very poor Every Name of the 500 Worlds of Popolous is build with three little words or letters from a list in the programm. Not all kombinations are useful. Try it. Possible names are Genesis (Gen-e-sis), Timuslug, Caldiehill or Hurtoutord. Wordlist: ring, very, kill, shad, hurt, weav, min, eoa, cor, jos, alp, ham, bur, bin, tim, bad, fut, mor, sad, cal, imm, suz, nim, low, sco, hob, dou, bil, qaz, swa, bug, shi, hill, tory, hole, pert, mar, con, low, dor, lin, ing, ham, old, pil, bar, met, end, las, out, lug, ill, ick, pal, don, ord, ond, boy, job, er, ed, me, al, t, out, qaz, ing, ogo, que, lop, sod, hip, kop, wil, ike, die, in, as, mp, di, oz, ea, us, gb, ce, me, de, pe, ox, a, e, i, o, u, t, y Special Hint (?): While cracking Popolous it was noticed that the program sets flags for pressing the keys '7' and '9' on the numeric keypad. We are not sure whether this is a possible cheat or something else interesting. Unicorn ******************** POPULOUS ******************* THE MEGA DOCS BIT....TYPED BY THE JESTER INTRODUCTION As a Divine Being... You have a group of followers from whom you derive your power. The more followers you have and the greater their achievements, the more power you wield. Unfortunately, there is another group of people who follow a different deity. Since there's barely enough room in the world for your own magnificence, two won't do. You must rid the world of the opposition. To do this, you will use your great power to move the earth and your devout followers to crush the misguided. TUTORIAL - A predefined game that allows you to test our your various powers. CONQUEST - Conquest consists of nearly 500 fixed worlds, with each world getting progressively harder. You'll start on Genesis. Once you've defeated the opposition, you're given the name of a more challenging world. The next world you go to depends on the final score in your previous game. The higher the score, the more difficult a world you're given (to match your skills). You must defeat your opponent in a world before you can advance to the next one. Choose from START GAME to start the game or NEW GAME to enter the name of a new world. When you play in Conquest mode, you're always the Good supreme being. Before you enter each world, you'll get a briefing on the world's landscape, your enemy, and other helpful game information. Note:You cannot change any game play options or use paint map in conquest mode. CUSTOM - The custom game lets you modify over 60 game parameters, design your own worlds and even play another human opponent on another computer via modem or datalink cable. TUTORIAL MODE ------------- In the top left corner of the screen you have the Book of Worlds, this is a small map of the entire world that you are fighting over. The small black and white cross shows you where the centre of the Closeup map is. You will find that the cross is currently in the top corner of the map. Click on the Book of Worlds to move the closeup map directly to that point, this is the quickest way of moving around. Look for the blue dots, these are your people. Using the left mouse button click on one of the 8 directional arrows and scroll the closeup map around. Using the Zoom to Leader icon you will find that the closeup map is centred on your leader, the one carrying the Ankh. The leader is vital to the control of your people, as he is the only Walker that you can directly advise and control. Using the Zoom to Leader icon is very important to your ability to move quickly around the map amd for your monitoring of the progress of your people. Next you should locate the Evil leader, use the map and look around the middle left side, you will see some red dots, these are the Evil walkers. The Evil leader carries the small skull with him. Zoom to your leader, click on the Query icon and then click on your leader with the top left corner of the shield. This shows the strength of your leader in the two bars in the bottom right corner of the large information shield. See the Query section about shields for more details. Now find the Evil leader, place and leave the shiled on him. This allows you to see how strong he is and also to watch what he gets up to. Click on the Raise and Lower Land icon, then zoom to your leader and see what's happening. Then click on the Zoom to Shield icon, this now allows you to find and trace the Evil leader. Zoom to your leader again. Unpause the game by clicking on the Pause icon, your leader and people will now walk about until they find some flat land to build on. As soon as they find it they will build a house. The type of house depends upon the area of surrounding flat land that can support the building. The small huts can be supported by 1 or 2 areas of land whereas a castle requires large areas to support it. Click on the Raise and Lower Land icon;this gives you a hand pointer. Place the pointer in the closeup map near to your leader, so that the small black and white cross is at the top of an angular piece of land, then click the right mouse button to remove that lump of land. This is the standard mode that you play the game in, you raise with the left button and lower with the right button. Raise and lower land so that areas of flat land appear, on to which your people can settle. You should now have mastered the basic techniques needed to play the game. Zoom to sield and see what the Evil leader is doing, the Evil people will be building flat land and building bigger houses. These are exactly the things that you should do to expand your domain. Click on the Place Papal Magnet icon, this now gives you a small Ankh cursor with a small black and white cross,place the cross in the bottom corner of an Evil building and click the left button. This will place your Papal Magnet in that building. Click on the Go To Papal Magnet mode, your people will now walk towards your leader and your leader will walk towards the Papal Magnet. Scroll the closeup map so that you can watch your leader as he walks towards the Papal Magnet, people should walk to your leader and join up with him. When he gets about half way to the Evil lands, click on the Settle mode icon, he should now build a house on the nearest flat land, as should all your other people. Raise and lower land so that there a number of buildings on the screen. Try and make at least one of them into a round tower or castle, make sure that the leader is in a castle. The leader is in the building with the Ankh next to it. Check that the pointer by the Manna Bar is past the Knight icon, if it is, then click on the Knight Divine Intervention icon, however if it isn't then you must wait intil the pointer reaches that point. Continue if it is not past the Quake icon. When you knight your leader, you turn him and the building he is in, into a free spirit fighting force. Your knight is not under your control and will not follow the instructions that the rest of your people do. As you create a knight you will find that the Papal Magnet is moved to the point at which your leader was knighted, this is the same effect as when your leader is killed. Click on the Go To Papal Magnet mode so that your people will go to the magnet and create a new leader. Zoom to Knight, to find out where your knight is. You should find that he has walked off towards the Evil people and may have started attacking them. Follow your knight and see what destruction he causes to the buildings. When a knight destroys a house he also destroys the land that surrounds it; this is shown by the darker patchwork land that appears after the knight has been through. Go into Settle Mode so that your people start expanding their lands, click on the Book of Worlds, find some of your people and create land for them so that they continue to thrive and build houses. This is vital part of every game. You must make sure that your people are supplied with flat land to build on. Every now and then in the game you must return to your people and create some new terrain on to which they can settle. Find an area in the Evil land that is covered in nice red buildings, make sure that you have this in the closeup map and then click on the Earthquake special effects icon. this will shake the ground and destroy buildings in that area. Place your Papal Magnet in the Evil lands, preferably in one of his houses. Then click on Go to Papal Magnet mode so that your people walk towards his lands and start attacking his people. When your people get into his lands, click on Fight mode; this tells your people to attack any enemy that they can find and then build houses. You have now mastered the Tutorial Mode and can start Conquest mode. GAME PLAY SCREEN ---------------- This screen contains all the controls you'll need to impose dominion over any world. The screen is divided up into five parts: Book of Worlds, Closeup map, Manna Bar, Information Shield, and Command Icons. Book of Worlds: This shows you the entire world you're in. The crosshair shows you where you're currently viewing. The red dots are the Evil walkers and the dark grey dots are Evil settlements. The blue dots are the Good walkers and the white dots are Good settlements. Light grey dots are rocks. Click on any spot on the Book of Worlds to bring up the immediate are on the Closeup Map. Closeup Map: This is the area of the world you can directly influence using your Command Icons: add or remove layers of terrain, invoke a catastrophe, guide your followers, etc. See the "Closeup Map" section for details on what you'll see on this map. Manna Bar: The Manna Bar shows a series of icons; these icons are your Divine Intervention Icons. The Raise and Lower land icon on the far left requires the least manna to do, while Armageddon on the far right requires the most. The arrow next to the Manna Bar marks what Divine Intervention Icons that you can use: you have the power to invoke any command to the left of the marker. The more manna you gather the farther the marker will move right, and the more commands you can execute. Shield Summary: The shield gives information on the current size of the two populations and the status of the shield bearer. See "Query" in the Command Icons section for complete details. Command Icons: These icons control game play. See the Command Icons section for complete details. Closeup Map ----------- Here are the things you'll see on your Closeup Map: Papal Magnet. the Papal Magnet is your sacred symbol. If you're Evil the Papal Magnet is a Skull, if you're Good it's an Ankh. The Papal Magnet is the focus point through which you can control your leader and walkers. People. There are three types of people in Populous. To find out the status of a character, use the "Query" Command Icon. Walkers: Walkers are your primary population. Walkers do whatever you tell them: follow the leader and Papal Magnet, fight the enemy, settle in an area, etc. Use the Influence Behaviour Commands (described in the Command Icons section)to tell them what to do. Any time two of your walkers bump into each other, they combine to make one stonger walker. The strength of the walker depends on the numbers of members in the group and the weapons that they use. As the game progresses walkers will become more intelligent. Leader: You can only have one leader in existence at a time. This is the first person who touches the papal magnet. Think of him as a High Priest. You always start a game with a leader. Knight: If you have enough manna, you can turn your leader into a knight. Knights are fighting machines. They look for the enemy walkers or settlements, kill people amd burn down settlements. The knight will continue to systematically destroy the enemy until he has been killed. You can have as many knights as you have manna to make, though they may join together to form a single stronger knight. Miniature Papal Magnet. A miniature Papal Magnet is always attached to your leader so that you can identify him. Settlements. Settlements range from primitive huts to intricate castles. Castles are errected in areas of 5x5 or more contiguous fields. Once a walker settles he builds the largest settlements he can, determined by the proportion of that 5x5 land which is flat. Castles increase your population the fastest but they also take the longest to fill. Walkers youe ever-important pioneers, will not emerge from a settlement until it is full. As long as walkers do not emerge, you will have nobody searching for new flat lands to settle on(and proliferate!). There are good and bad points to having a large settlement as there are for small settlements. As an omnipotent being, you must decide which is the best move to make. Terrain. Terrain varies from world to world. Games take place on worlds that range from hot deserts to ice masses, with each terrain type affecting the game in different ways. i.e Walkers die faster in the desert, on Ice Worlds population increases more slowly and there are no technology levels. COMMAND ICONS ------------- To turn a command on or off, click on the icon. When a command is on, the square is highlighted Game Control Icons ------------------ These commands let you get general game play information FX -Sound effects. Turns the sound effects on or off. Music notes -Music. Turns the music on or off zzZZ - Pause. Turns the game pause on or off. Game Setup Click on this icon to bring up your game play options. Next to each of mthe following options is a square button. Click on the button to turn it on or off. When the button is out, the option is off. When the button is in, the option is on. One Player - Play against the computer Two Player - Play against another player via modem or Datalink. See the "Two Player Game" section for complete details. Play Game - Select this and then click on OK to resume the game. Paint Map - Select this and then click on OK to use paint map mode. When you use this option, the game pauses. Here are the keys you can use in paint mode Place Good Walker. Place Evil Walker. Place tree or plant; press again on the same spot to cycle through the selection of trees and plants. Place rocks; press again on the same spot to cycle through the selection of rocks. Remove an object or person from the screen. Increase manna for Good. Increase manna for Evil. Mirror the landscape (make symmetrical). Clear the landscape of all terrain. Place Good leader. Place Evil leader. Lower manna for Good. Lower manna for Evil. <1-4> Select the landscape types. Good You control the good guys. Evil You control the bad guys. Human vs Computer You play against the computer. Computer vs Computer To watch the computer battle itself, choose this. You must choose a side; this is the side whoses actions you'll view in detail. Although the computer is set to fight itself, you can intervene at any time. Just issue a command the same way you would in a regular game. The computer moves pretty fast, so don't be surprised if you move the papal magnet and the computer immed- iatly moves it somewhere else. Conquest - Play the conquest game. This brings up the World to Conquer requester. Click on Start Game to accept the world described or click on New Game, type in another name and then press Return. Custom - Play a custom game. Choose this if you want to create your own maps or experiment with the various oppositions. Set the options you want and then click OK. Game Options - This brings up a requester with five options. The options you choose affect both players: Water is fatal. Fatal automatically kills everything that falls in the water. With this option off, you have the opportunity to save people. Swamps Shallow. A person falling into a shallow swamp dies and the swamp disappears. Bottomless swamps don't disappear after someone falls into them. Cannot build. Neither side can raise or lower a thing. This overides the two other build options. Build up and down. Build up and down lets you build and remove terrain. If you turn this off, you can only add terrain. Build near people/towns. Determines if you can change the landscape when there is a person on the screen or if you must have the flag from a town on the Closeup Map in oreder to change the landscape. Save a Game - This brings up a save game requester, this will catalogue the disk and list any saved games. Click in the File Name box and type in the file name followed by return or click on the name in the catalogue list. Click on the Save box to save the game to disk. If you are using a second drive or want to use a directory other than the root directory then click in the directory box and type in the details i.e. df1:name, this will then recatalogue the relevant disk. Load a Game - This brings up a load game requester, this will catalogue the disk and list any saved games. Click in the File Nmae box and type in the file name followed by return or click on the name in the catalogue list. Click on the LOad box to load the game from disk. If you are using a second drive or want to use a directory other than the root directory then click in the directory box and type in the details i.e df1:, this will then recatalogue the relevant disk. Move to Next Map - This brings up a random map that you and your opponent can fight over. The map is unrelated to those in your Conquest series. Selecting this option while in conquest mode is equivalent to selecting Restart this Map. Restart this Map - This starts the game all over again for the current map; any alterations that you've made will not appear. Surrender this Game - In Conquest mode, this lets you surrender the game; you will have to replay in this world again before you can continue to the next world. In all the other modes, it lets you quit the game and go to a new world. Game Balance Click on this icon with the left mouse button to bring up your options. Click on it with the right mouse button to bring up your opponents options. You can make each of the following available or unavailable by clicking on the square next to it: Can modify Land Can attack Towns Can attack Leader Can use Earthquakes Can use Swammp Can use Knight Can use Volcano Can use Flood Can use Armageddon At the bottom of the screen are the settings for Aggression and Rate. Click anywhere inside the bar to set the level. Aggression - The higher the setting, the more the computer will attempt to invade your land. Aggresion has no effect on a human player since you obviously can't dictate how aggressively he or she will play. Rate - Sets the rate that new population is added to settlements. The faster the setting, the faster a computer opponent will gain manna and proliferate. The computer may seem almost impossible to beat when this is set to maximum. Click on OK to accept these options and to continue with the game. Note : In conquest mode you cannot alter any of the above. Message If you're playing a two player game, either by modem or Datalink, then choosing this icon will bring up a requester. Type in the message you would like to send to the other player(up to a maximum of 20 characters) and press . A similar requester containing the message will appear on your opponent's screen. See the "Two Player Game" section for more details on playing against a human opponent. DIRECTION AND OBJECT ICONS -------------------------- These icons let you control the movement of your Closeup Mapand find out information on that map. Direction Icons~ Press any of the direction icons to move the Closeup Map one point in that direction. You can use your numeric keypad in place of the direction icons, but the keypad is slower. Query~ Selecting this turns your cursor into a shield; use the shield to find out information about people or settlements. Using the top left corner of the shield, point at a person or at a flag flying by a settlement and then press the left mouse button, this is then the shield bearer. The Information Shield now fills with the following information on the person or settlement: Doing graphics with ed mode is bad so i will try to be brief (JESTER) The top right hand corner of the screen is a shield with 4 sections plus 2 bars either side. _____________ | || | || | | || 1 | 2 || | This bar is Good| ||-------|| |This bar is Evil | || | || | | || 3 | 4 || | \ | / \_|_/ Quadrant 1: This shows which side this information is for: Ankh for Good,Skull for Evil. Quadrant 2: The more primitive the settlement, the more primitive the weapon. Fists and clubs are primitive, while crossbows and swords are more advanced. Quadrant 3: This is the subject that the shield is attached to. Quadrant 4: The information here depends on the subject. If you're viewing a settlement, the left bar (yellow) represents the size/strength and defensive value compared to a full castle. The green bar shows how close this building is to turfing out a new walker. When you're looking at a walker, the bars represent the strength of the walker. There are three bars representing a walker's strength, only 2 of these are shown at any time. When the right-hand orange bar fills up, one small notch appears on the left-hand side orange bar and the right-hand side bar disappears. When both the orange bars fill up the display switches to show you a yellow bar and an orange bar, these work in a similar manner except they are higher values. A walker with a full yellow and orange bar is very tough. When you are looking at someone in combat the bars show the relative strengths of the two combatants. The larger blue and red bars next to the shield represent the populations, the higher the level, the more the populous you are. The small shield icon stays attached to the walker or settlement to remind you what you're looking at. If a walker with a shield enters a building then the shield will transfer to that building. If a walker leaves a building with a shield, the shield will transfer to that walker. If a walker dies the shield will vanish, unless he dies in combat in which case the shield transfers to his opponent. INFLUENCE BEHAVIOUR ------------------- Use these to control your followers. Go to Papal Magnet~ This causes your walkers to go to your leader who in turn goes to the papal magnet. If you don't have a leader, your walkers will head directly for the papal magnet; the first one to touch it will become your new leader. It is worth noting that people will not touch the papal magnet unless they are in this mode, however close they walk to it. Settle~ This commands your walkers to look for unsettled flat land, preferably unexplored. Once there, a walker will build the largest settlement he can. Gather Together~ This makes your walkers look for other walkers or settlements. When a walker bumps into another walker,they turn into a single, stronger walker. If they can't find anything to join they will settle. Fight~ Tells your walkers to look for enemiesto attack. If no enemies are in the vicinity ,the walker will just settle. ZOOM ICONS ---------- These commands let you go straight to a particular place on the map. Each time you zoom to a new subjest the Information Shield will show a summary of that subject, for about three seconds. After that, the Information Shield will go back to showing information for the shield bearer. If you don't have a shield bearer, the Information Shield will be blank. Zoom to Leader or Papal Magnet~ Click on this icon with the left button to show your leader on the Closeup Map. If you have no leader, you'll go to the papal magnet instead. Press the right mouse button to go to your papal magnet on the Closeup Map. Zoom to Knight or Settlements~ Press the left mouse button to show your knight on the Closeup Map. If you have more than one knight, press the left mouse button repeatedly to cycle through all of your available knights. If you have no knights, nothing will happen. Press the right mouse button to repeatedly cycle through each of your settlements. Zoom to Battle~ Each press of the left mouse button will cycle through each battle. If there is no battles taking place, nothing will happen. Zoom to Shield Press the left mouse button to show the shield bearer. Nothing will happen if you haven't assigned the shield to a person or settlement. To assign the shield on a walker or settlement, use the "Query" Command Icon. DIVINE INTERVENTION ICONS ------------------------- These are the same items that are on your Manna Bar. The ones you can execute depend on the amount of manna you have; you can perform any divine intervention that is to the left of the arrow marker. It is very important to note that each of these actions require the expenditure of manna to perform and that the pointer on the manna bar will move to the left as you perform these actions. Each of the following options are available unless turned off under Game Setup. Raise and Lower Land This is the default mode. Place the hand anywhere on the Closeup Map and press the left mouse button to raise the land under the floating cross and the right mouse button to lower the land. You must have a walker or a settlement for this to work. Place Papal Magnet This lets you place your Papal Magnet anywhere on the Map. The Papal Magnet acts as a beacon for your followers. Click on the Place Magnet Icon and then click anywhere on the Closeup Map to plant it. To replant the Papal Magnet, click on the Place Papal Magnet Icon and click on any new location; the Papal Magnet will move to the new location. You must have a leader to relocate the Papal Magnet. You start the game with a leader, but if he dies, the first person to touch the Papal Magnet becomes your leader. If your leader dies or is knighted, the Papal Magnet moves to the spot where this happened. Earthquake This causes the area in the Closeup Map to be randomly shaken up, destroying buildings and drowning people caught up in its effects. Be sure not to earthquake your people or settlements. Swamp This creates a swamp in any flat area. Anyone falling into the swamp will drown. If you selected the "swamps bottomless" option the swamp will remainafter it swallows somebody; the only way to get rid of it is to bury it by raising the land, or dig it out by lowering the land. If you don't select the bottomless option, the swamp will disappear once someone has fallen into it. Knight This causes your leader to be knighted. As a knight, he will look for the enemy, kill them, burn down settlements and destroy their crop fields. The knight will systematically destroy the enemy until he has been killed. Remember, when you knight a leader, you no longer have a leader, which is why the Papal Magnet jumps to the knight. Have a walker touch the Papal Magnet to make a new leader. You can have as many knights as you have the manna to make. Volcano This causes the area in the Closeup Map to be raised up to a considerable height, destroying all buildings and creating rocks over the affected area. It requires A great deal of time and manna to repair the effects of a volcano. In order to get rid of the rocks, you must remove the terrain until you get down to water; then you can rebuild. Flood Raises the sea level by one over the entire landscape. If water is set to fatal, everything caught in the deluge will die. If not, you have the chance to work quickly to save your drowning population. Armageddon Both Papal Magnets are moved to the centre of the world and both populations uproot their homes and head to the Magnets, building land if necessary to cross water. Once there, they fight to the last. Once you select Armageddon,you cannot alter the flow of events in any way, so make sure your population heavily outnumbers your enemies before invoking this command. COMBAT ------ Since you don't directly control your people, there's not much you can do in the way of instigating or controlling a fight. As an instigator you can select the "Fight" icon; your peolpe will look for enemies they can attack beofre settling. Alternatively you can direct your troops to the Papal Magnet which is strategically placed in an enemy settlement. When your people enter combat,they'll fight until their strength bar is completely drained; at that point they die. The "Gather Together" Icon is a good command to use to make your people stronger.It tells people to combine to create a single, stronger person who will stand longer in battle. When you win a game in Conquest mode, you will see the Demonic presence who informs you status and the name of the next world to conquer. DIVINE TIPS ----------- To reach the goal of ultimate ruler in this game, you'll want to do two things: build your population and chip away at the enemy's population. This section has tips that can help you reach ultimate rule. SPREAD OUT You can't divide and conquer if your followers are content with hanging out in their huts all day. They need to keep building and moving. Use the commands under Influence Behaviour Icons to control your people. WORK THE EARTH Terrain affects the people's ability to build and flourish. The flatter the land is, the easier it is to build on. You'll want to smooth the area where your people are trying to settle and ruin the land your enemy is trying to use. SETTLEMENTS : BIG vs SMALL Big settlements take more time to build and populate. If you're in desperate need of power, you won't to spend your manna in the construction industry.Big settlements, however, have a higher defence value and higher technology level; a big plus when the enemy is crawling into your territory. For a large settlement, you need flat land that's clear of objects. Small settlements are quicker to erect and populate. Having small villages lets you spread over a wider area faster. Unfortunately, huts are easier to conquer than fortresses. To have small settlements, don't make the area completely flat or object free. TWO PLAYER GAME --------------- There are two ways to play against a human opponent: using a modem to connect to a remote player, or by using a null modem cable to connect the serial ports of two computers. To play in two player mode, both players will need original copies of Populous. Connecting in Datalink Mode 1. Get a null modem cable. You can probably find one from your local computer store. 2. Disconnect both machines from their power supply. 3. Connect the cable between the serial ports of the two computers. 4. Reconnect the power supply to both machines. 5. Boot the game on both machines and select Custom Mode. When the main game screen appears, click on the Game Setup Icon and then click on Two Players to bring up the Startup Serial Requester. 6. The default baud rate is 9600. If you want to use a different baud rate for the computers, click on the baud rate text box; a flashing cursor should appear. Backspace over 9600, enter a new baud rate, and press . The baud rate must be the same for each computer. 7. Now go to Starting the two player game. Connecting Modems in Voice Mode If you and your opponent can plug phones into your modem, then you can connect in voice mode. 1. Disconnect both machines from their power supply. 2. Connect the modem's serial cable to the computer. Then connect the modem to the phone line; your phone should be connected to the modem. 3. Call your friend on the phone and boot the game on both machines, both players should select Custom Mode. 4. When the main game appears, click on the Game Setup icon and then click on Two Players. You'll see the Startup Serial Requester. Click on the button next to "Datalink" and it will change to "Modem." 5. Next choose who is going to play good and evil, see Starting the Two Player Game below. 6. You will see a text input box above Baud rate that says "Send Login." You will also see a new button that says "Full serial checking." 7. Establish a data connection between the two computers by clicking in the Send Login box. 8. One player should type ATD and press . The other player should then type ATA in his Send Login box and press . This will cause the modem to send a carrier. Once the CD light on the modem lights up, the connection is established and both players should wait a couple of seconds and put their phones down. Now go to "Starting the Two Player Game." STARTING THE TWO PLAYER GAME First decide who will be Evil and who will be Good. If you want to be Evil, click on the button next to "I am Good" and it should change to "I am Evil". Unless you use a saved game, both players will start on the landscape which the Evil player is currently using. Both machines will use the evil players options. Using a Saved Landscape If you want to use a saved landscape, then both players must have the same copy of that landscape. If you're plaing with two identical computers connected via datalink, just swap the disk from one computer to the other. Put the disk containing the landscape you want to use into a drive and click on the Use This Landscape button. Use the Load Game requester to select the landscape and load it. If you want to play on equal terrain, create your own map using the paint map mode and use Mirror Landscape to make a symmetrical terrain. You will also have to place any people in symmetrical positions. Well i think that just about wraps it up for this documentation. It took about 6 hours of precious time, 10 cans of cherry coke ,1 mars bar 1 ham sandwich,2 beef stews and one pastie all over 1 whole day If anyone else would like docs for their favourite game then FUCK OFF!!! RAINBIRD Solutions - PAWN, GUILD of THEIVES, JINXTER ---------------------------------- THE SOLUTION TO 'GUILD OF THIEVES' ---------------------------------- There is a small bug in "Guild of Thieves". Sometimes, if you use for example 'Go to Temple', the program replies with 'I would not know where to start searching for the office door' or something like that. In a case like that, just type in the command anew until it is correctly performed. (IN THE BOAT) [RIVER] JUMP TO JETTY (ON THE JETTY) W (SCRUB) HELP MAN (SCRUB) [HOMELY CASTLE] N (ENTRANCE HALL) W (LOUNGE) [LOUNGE] S (GALLERY) LOOK PAINTINGS GET OIL PAINTING LOOK BEHIND GAUDY PAINTING S (DRAWING ROOM) LOOK SETTEE GET CUSHION AND OPEN IT N (GALLERY) N (LOUNGE) GET COAL BREAK COAL E (ENTRANCE HALL) WAIT (You'll have to wait just as long until the gatekeeper shouts that the rat race will start) WAIT S (COURTYARD) [COURTYARD] LOOK RATS BET ON GREY RAT WITH NOTE GET CAGE N (ENTRANCE HALL) E (DINING HALL) S (KITCHEN) [KITCHEN] OPEN CUPBOARD AND GET RAT POISON AND JAM JAR S (QUARTERS) OPEN CABINET AND GET KEY S (BEDROOM) LOOK UNDER BED AND GET TUB N (QUARTERS) N (KITCHEN) E (GLOOMY PASSAGE) OPEN BAG AND GET LAMP AND TURN IT ON S (JUNK ROOM) PUSH JUNK S (BY THE MOAT) N (JUNK ROOM) GET CUBE N (GLOOMY PASSAGE) OPEN DOOR N (FLIGHT OF STEPS) OPEN STOPCOCK PULL PIPES WAIT CLOSE STOPCOCK D (WINE CELLAR) OPEN RED BOTTLE AND GET RUBY GET CHAMPAGNE BOTTLE U (FLIGHT OF STEPS) GET PIPE GO TO ENTRANCE HALL (ENTRANCE HALL) TURN LAMP OFF N (ON THE PATH) E (STABLE) OPEN JAR CLOSE JAR PUT PAINTING AND RUBY AND FOSSIL IN BAG DROP ALL BUT LAMP AND BAG W (ON THE PATH) S (ENTRANCE HALL) S (COURTYARD) S (GATEHOUSE) S (SCRUB) W (ON A HILL) [LANDSCAPE] W (CAVE ENTRANCE) W (JUNCTION CHAMBER) TURN LAMP ON SE (FORK IN THE ROAD) S (OUTSIDE THE SHOP) W (BANK OF KEROVNIA) [BANK OF KEROVNIA] OPEN SAFE AND PUT FOSSIL IN IT AND CLOSE SAFE OPEN SAFE AND PUT PAINTING AND RUBY IN IT AND CLOSE SAFE READ NOTICE E (OUTSIDE THE SHOP) N (FORK IN THE ROAD) NW (JUNCTION CHAMBER) BREAK BARS E (CAVE ENTRANCE) GO TO ENTRANCE HALL (ENTRANCE HALL) TURN OFF LAMP U (CORRIDOR) [CORRIDOR] W (LIBRARY) GET BOX READ BOOKS (You can do this several times - you'll be stunned by the many different books on equally different subjects this library has on its shelves) E (CORRIDOR) E (CORRIDOR) N (BILLIARD ROOM) [BILLIARD ROOM] GET CUE OPEN RED BALL GET RING E (MUSIC ROOM) [MUSIC ROOM] OPEN STOOL AND GET BAG S (CORRIDOR) S (SPARE BEDROOM) GET SEWING BOX LOOK UNDER BED AND GET POT GO TO STABLE (STABLE) PUT RING IN CHINA POT GET TUB W (ON THE PATH) S (ENTRANCE HALL) S (COURTYARD) (We're going to fish a little bit now - but first we have to prepare a device to fish with) OPEN SEWING BOX AND GET COTTON DROP SEWING BOX OPEN TUB AND GET MAGGOT FIX COTTON TO CUE PUT MAGGOT ON NEEDLE PUT NEEDLE IN MOAT DROP TUB AND CUE GO TO STABLE (STABLE) GET KEY AND PIOSON GO TO DINING HALL (DINING HALL) RUB FISH WITH RAT POISON GIVE FISH TO BEAR UNLOCK CAGE WITH KEY OPEN CAGE AND GET CHALICE CLOSE CAGE AND LOCK CAGE WITH KEY W (ENTRANCE HALL) PUT POT AND CHALICE IN SWAG BAG GO TO STABLE (STABLE) DROP PLASTIC BAG W (ON THE PATH) S (ENTRANCE HALL) S (COURTYARD) S (GATEHOUSE) S (SCRUB) DROP POT AND CHALICE GO TO STABLE (STABLE) PUT PLASTIC BAG IN SWAG BAG W (ON THE PATH) S (ENTRANCE HALL) S (COURTYARD) S (GATEHOUSE) S (SCRUB) GET POT AND CHALICE TURN ON LAMP GO TO BANK OF KEROVNIA (BANK OF KEROVNIA) OPEN SAFE AND PUT RING AND CHALICE IN SAFE AND CLOSE SAFE OPEN SAFE AND PUT PLASTIC BAG AND CHINA POT IN SAFE AND CLOSE SAFE GO TO ENTRANCE HALL (ENTRANCE HALL) TURN OFF LAMP U (CORRIDOR) S (CORRIDOR) S (MAIN BEDROOM) LOOK CABINET GET MIRROR N (CORRIDOR) N (CORRIDOR) N (BATHROOM) GET PAPER S (CORRIDOR) E (CORRIDOR) E (CORRIDOR) S (SPARE BEDROOM) OPEN WARDROBE LOOK IN WARDROBE GET DRESS PUT DRESS IN BAG GO TO STABLE (STABLE) DROP KEY AND PAPER TURN ON LAMP GO TO BANK OF KEROVNIA (BANK OF KEROVNIA) OPEN SAFE AND PUT DRESS IN IT AND CLOSE SAFE E (OUTSIDE THE SHOP) N (FORK IN THE ROAD) NW (JUNCTION CHAMBER) SW (CIRCULAR CHAMBER) [SKELETON] GET FINGER BONE NE (JUNCTION CHAMBER) NW (HOT PASSAGE) SW (MUDDY ROOM) HOLD MIRROR IN BEAM TURN MIRROR GET GEM GO TO BANK OF KEROVNIA (BANK OF KEROVNIA) OPEN SAFE AND PUT GEM IN IT AND CLOSE SAFE GO TO STABLE (STABLE) TURN OFF LAMP DROP MIRROR AND BOX GET CHEQUE GO TO SCRUB (When doing this, you might actually end up in the wrong 'Scrub' - there are two of them. If you enter a 'Copse' after going south, just go north again and then south again) (SCRUB) S (GOLDEN WHEATFIELD) [GOLDEN WHEATFIELD] SHOUT TO MILLER TO STOP VANES U (INSIDE THE MILL) [MILLER PLAYING HIS LUTE] BUY LUTE WITH CHEQUE GET PLECTRUM PUT LUTE IN BAG TURN ON LAMP GO TO CIRCULAR CHAMBER (CIRCULAR CHAMBER) S (IN THE STREAM) W (TOP OF THE WATERFALL) UNTIE ROPE LADDER E (IN THE STREAM) N (CIRCULAR CHAMBER) DROP ALL BUT LAMP AND FINGER BONE AND BAG GET PLECTRUM GO TO BANK OF KEROVNIA (BANK OF KEROVNIA) OPEN SAFE AND PUT PLECTRUM IN IT AND CLOSE SAFE GO TO CAVE ENTRANCE (CAVE ENTRANCE) TURN OFF LAMP E (ON A HILL) S (WOOD) S (WOOD) [TEMPLE] S (ANTECHAMBER) [ANTECHAMBER] S (TEMPLE) [IN THE TEMPLE] S (TEMPLE GARDEN) GET GLOVES AND WEAR GLOVES N (TEMPLE) GET STATUE (WELL) SWIM DROP STATUE AND GO NORTH (TUNNEL) N (SUMP) [SUMP] N (SANDY BANK) DIG IN SAND WEAR BOOTS GET BROOCH D (THIN SHAFT) TURN ON LAMP CLIMB DOWN (CRABWALK) S (CLAUSTROPHOBIC CHAMBER) E (CRAGGY CAVE) GET PICK W (CLAUSTROPHOBIC CHAMBER) W (ROCK FACE) HIT MINERAL WITH PICK GET STONE E (CLAUSTROPHOBIC CHAMBER) S (WATERFALL) U (TOP OF WATERFALL) GO TO BANK OF KEROVNIA (BANK OF KEROVNIA) OPEN SAFE AND PUT STONE AND BROOCH IN IT AND CLOSE SAFE GO TO CIRCULAR CHAMBER (CIRCULAR CHAMBER) DROP PICK GO TO TEMPLE (TEMPLE) SW (BOTTOM OF STAIRWAY) [STAIRWAY] U (TOP OF STAIRWAY) E (ORGAN ROOM) [ORGAN ROOM] GET KEYS W (TOP OF STAIRWAY) D (BOTTOM OF STAIRWAY) NE (TEMPLE) NW (TOP OF STAIRWAY) D (BOTTOM OF STAIRWAY) SE (BLACK SQUARE) [SQUARE] SE (VIOLET SQUARE) N (INDIGO SQUARE) E (BLUE SQUARE) E (GREEN SQUARE) SE (YELLOW SQUARE) S (ORANGE SQUARE) SW (RED SQUARE) E (WHITE SQUARE) SE (CRYPT) [CRYPT] E (SHRINE) GET STATUETTE UNLOCK DOOR WITH EBONY KEY OPEN DOOR E (BLACK LIBRARY) READ PAMPHLET W (SHRINE) W (CRYPT) OPEN SARCOPHAGUS WITH FINGER BONE LOOK SKULL GET EYE NW (WHITE SQUARE) NW (VIOLET SQUARE) N (INDIGO SQUARE) NW (BLUE SQUARE) E (GREEN SQUARE) SW (YELLOW SQUARE) SW (ORANGE SQUARE) NW (RED SQUARE) N (BLACK SQUARE) NW (BOTTOM OF STAIRWAY) U (TOP OF STAIRWAY) SE (TEMPLE) SE (BOTTOM OF STAIRWAY) [STAIRWAY] U (TOP OF STAIRWAY) [TOP OF STAIRWAY] GET RHINO D (BOTTOM OF STAIRWAY) NW (TEMPLE) GET BURNER N (ANTECHAMBER) OPEN SAFE AND PUT BURNER AND RHINO AND STATUETTE IN IT AND CLOSE SAFE GO TO FORK IN THE ROAD (FORK IN THE ROAD) S (OUTSIDE THE SHOP) BREAK WINDOWS S (SHOP FRONT) [SHOP] OPEN FLAP S (BEHIND THE COUNTER) OPEN TILL PRESS BUTTON GET COIN GO TO STABLE (STABLE) TURN OFF LAMP GET CAGE AND JAR DROP EBONY KEY AND FINGER BONE TURN ON LAMP GO TO JUNCTION CHAMBER (JUNCTION CHAMBER) NE (PASSAGE) PUT COIN IN SLOT E (CROSSROADS) S (T-JUNCTION) UNLOCK DOOR WITH IVORY KEY OPEN DOOR E (ZOO OFFICE) GET SPADE OPEN DRAWER AND GET KEY OPEN DOOR NE (WHITE PASSAGE) UNLOCK DOOR WITH GROTTY KEY OPEN DOOR NW (IN THE CAGE) CLOSE DOOR GET BIRD OPEN CAGE AND PUT BIRD IN IT CLOSE CAGE OPEN DOOR SE (WHITE PASSAGE) SW (ZOO OFFICE) GET FOOD W (T-JUNCTION) N (CROSSROADS) N (T-JUNCTION) W (HOT HOUSE) [HOT HOUSE] SHAKE TREE GET COCONUT OPEN JAR AND DROP IT CLOSE JAR GET SUCCULENTS E (T-JUNCTION) E (AVIARY) BREAK COCONUT WITH SPADE GIVE COCONUT TO MACAW W (T-JUNCTION) S (CROSSROADS) S (T-JUNCTION) W (INSECT HOUSE) GET SKIN E (What happens now might cause some people to panic, but you needn't worry!) (T-JUNCTION) N (CROSSROADS) N (T-JUNCTION) W (HOT HOUSE) GO TO CIRCULAR CHAMBER (CIRCULAR CHAMBER) GET GUM AND PICK AND CHEST NE (JUNCTION CHAMBER) SE (FORK IN THE ROAD) OPEN GATE SE (CEMETERY) [CEMETERY] GET BERRIES GO TO STABLE (STABLE) TURN OFF LAMP DROP ALL GET SKIN AND BERRIES AND EYE AND PIPE AND CUBE OPEN CHEST AND GET HEART GO TO MAIN BEDROOM (MAIN BEDROOM) MOVE PAINTING OPEN CABINET AND LOOK IN CABINET CLIMB BED USE PIPE TO PRESS TOP BUTTON (SECRET LABORATORY) LOOK CAULDRON DROP SKIN AND BERRIES AND EYE AND HEART AND CUBE IN CAULDRON OPEN SACHET GET ANTICUBE W (MAIN BEDROOM) GO TO STABLE (STABLE) SAY TO MYNAH BIRD, HOORAY (It might be that the Mynah bird just squawks loudly. Re-type this sentence until he repeats your 'Hooray') W (ON THE PATH) LOOK DOOR GET SHOE E (STABLE) GET LAMP AND GUM AND CAGE AND BOTTLE AND SUCCULENTS TURN ON LAMP GO TO BANK OF KEROVNIA (BANK OF KEROVNIA) OPEN DOOR ENTER BANK (IN THE BANK) [IN THE BANK] GET IN LINE LONGER CHEW GUM SHOW CARD TO TELLER (OFFICE) [OFFICE] DROP CAGE SHAKE BOTTLE DROP BOTTLE WAIT PUT GUM INTO KEYHOLE GO TO HOT PASSAGE (HOT PASSAGE) NW (ROOM OF HOT COALS) [ROOM OF HOT COALS] RUB FEET WITH SUCCULENTS U (FLIGHT OF STEPS) U (BOATHOUSE) [BOATHOUSE] SE (YELLOW ROOM) GET DIE SE (WHITE ROOM) SW (GREEN ROOM) GET GREEN DIE) NE (WHITE ROOM) SE (RED ROOM) GET RED DIE NW (WHITE ROOM) NE (BLUE ROOM) GET BLUE DIE SW (WHITE ROOM) RUB HORSESHOE ROLL RED DIE GIVE PUT RED DIE IN RED SLOT ROLL GREEN DIE FIVE PUT GREEN DIE IN GREEN SLOT ROLL BLUE DIE FIVE PUT BLUE DIE IN BLUE SLOT ROLL YELLOW DIE FIVE PUT YELLOW DIE IN YELLOW SLOT GET DIE PLASTIC NW (YELLOW ROOM) NW (BOATHOUSE) D (FLIGHT OF STEPS) RUB FEET WITH SUCCULENTS D (ROOM OF HOT COALS) SE (HOT PASSAGE) GO TO STABLE (STABLE) GET BAG GO TO BANK OF KEROVNIA (BANK OF KEROVNIA) OPEN SAFE AND PUT HORSESHOE AND SUCCULENTS IN IT AND CLOSE SAFE ENTER BANK (IN THE BANK) GET CARD PUT ANTICUBE AND DIE IN POCKET PLAY LUTE AND SING URFANORE PENDRA S (OFFICE) (This location proves that piracy is not preferable to buying programs. The version of a group called '42-Crew' gets stuck here; you simply cannot go East....) E (CUBICAL ROOM) GET DIE ROLL DIE SIX D (CUBICAL ROOM) ROLL DIE FIVE E (CUBICAL ROOM) ROLL DIE TWO D (CUBICAL ROOM) ROLL DIE ONE NW (CUBICAL ROOM) ROLL DIE FOUR D (CUBICAL ROOM) LOOK PILLAR LOOK MACHINE PUT DIE AND ANTICUBE ON MACHINE GET CUBE AND ANTICUBE GET WHITE GET ALL NW (WHITE ROOM) NW (YELLOW ROOM) NW (BOATHOUSE) D (FLIGHT OF STEPS) RUB FEET WITH SUCCULENTS D (ROOM OF HOT COALS) SE (HOT PASSAGE) SE (JUNCTION CHAMBER) E (CAVE ENTRANCE) E (ON A HILL) E (SCRUB) E (SCRUB) E (ON THE JETTY) PULL BOAT TO JETTY ENTER BOAT THE END!!!! ------------------------------------------------------------------------ ------------------------ THE SOLUTION TO THE PAWN ------------------------ It has taken me a very long time to play "The Pawn", but now I am very proud to offer you the solution. With the help of this solution, you get to see all the pictures and you will get 310 points. I wish you lots of luck solving this magnificent game! (ON THE PATH) [PATH] E (GRASSY WILDERNESS) [GRASSY WILDERNESS] SAY HELLO, GET NOTE, ASK KRONOS ABOUT THE WRISTBAND, GET CHEST, E (STONE BRIDGE) [STONE BRIDGE] E (ON THE BRIDGE) E (PALACE GARDENS) [PALACE GARDENS] MOVE MAT, GET KEY, GET METAL KEY, GET ROSE, GET CHIT, UNLOCK DOOR WITH METAL KEY, OPEN DOOR, ENTER DOOR (IN THE SHED) GET ALL, GET TROWEL, LOOK UNDER WORKBENCH, GET POT, NE (PALACE GARDENS) GET PLANT, PLANT PLANT IN POT WITH TROWEL, E (GATEWAY) GIVE NOTE TO GUARDS, WAIT, WAIT, WAIT, WAIT, WAIT, GIVE CHEST TO ADVENTURER, TAKE OFF ARMOUR, GET ARMOUR, WEAR ARMOUR, W (PALACE GARDENS) W (ON THE BRIDGE) W (STONE BRIDGE) W (GRASSY WILDERNESS) W (ON THE PATH) W (RANK FOREST) [DYING FOREST] DROP POT, DROP TROWEL, DROP METAL KEY, N (MOUNTAINOUS HILLS) NW (LARGE HILL) DROP SHIRT, TAKE SHIRT, USE SHIRT TO COVER WRISTBAND, ENTER HUT (INSIDE THE HUT) [GURU] GET RICE, LEAVE HUT (LARGE HILL) S (ROLLING HILLS) E (MOUNTAINOUS HILLS) SE (ON THE PATH) N (ON THE PATH) N (FOOTHILLS) [LARGE BOULDER] UNTIE SHIRT, FIX HOE TO RAKE WITH SHIRT, LEVER BOULDER WITH HOE, UNTIE SHIRT, WEAR SHIRT, NW (NARROW TRACK) CLIMB ROCK (NARROW TRACK) NE (NARROW TRACK) [PATH WITH ICY TOWER] U (PLATEAU) FILL BOWL WITH SNOW, D (NARROW TRACK) SW (NARROW TRACK) D (NARROW TRACK) SE (FOOTHILLS) S (ON THE PATH) S (ON THE PATH) NW (MOUNTAINOUS HILLS) W (ROLLING HILLS) N (LARGE HILL) DROP SHIRT, GET SHIRT, USE SHIRT TO COVER WRISTBAND, ENTER HUT (INSIDE THE HUT) GIVE BOWL TO GURU, LEAVE HUT (LARGE HILL) S (ROLLING HILLS) E (MOUNTAINOUS HILLS) SE (ON THE PATH) S (ON THE PATH) DROP HOE, DROP RAKE, UNTIE SHIRT, WEAR SHIRT, S (ON THE PATH) S (ON THE PATH) W (RANK FOREST) [DYING FOREST] W (RANK FOREST) [CLIMBABLE TREE) N (FOREST CLEARING) [FOREST CLEARING] GET POUCH, OPEN POUCH, MIX RED,GREEN AND BLUE, S (RANK FOREST) U (UP THE TREE) UNLOCK DOOR WITH WOODEN KEY, OPEN DOOR, D (RANK FOREST) E (RANK FOREST) E (ON THE PATH) N (ON THE PATH) N (ON THE PATH) DROP WOODEN KEY, N (ON THE PATH) N (ON THE PATH) N (FOOTHILLS) NW (NARROW TRACK) CLIMB ROCK (NARROW TRACK) ENTER CAVE (CAVEMOUTH) E (CAVERN) E (CAVERN) [CAVERN] D (SMALL CAVE) E (CORRIDOR) E (LAVA RIVER) DROP ALL, U (VERTICAL SHAFT) U (RIVERSIDE CHAMBER) BREAK WALL (CORRIDOR) E (LAVA RIVER) GET ALL, N (CAVERN) MOVE PEDESTAL, GET KEY, S (LAVA RIVER) W (CORRIDOR) W (SMALL CAVE) U (CAVERN) W (CAVERN) W (CAVEMOUTH) W (NARROW TRACK) NE (NARROW TRACK) U (PLATEAU) S (PLATEAU) W (PLATEAU) [SNOWMAN] THROW WHITE AT SNOWMAN, GET WHITE, NE (INSIDE THE TOWER) W (STORE) WEAR BOOTS, E (INSIDE THE TOWER) SW (PLATEAU) THROW WHITE AT SNOWMAN, GET WHITE, E (PLATEAU) N (PLATEAU) D (NARROW TRACK) SW (NARROW TRACK) D (NARROW TRACK) SE (FOOTHILLS) S (ON THE PATH) S (ON THE PATH) S (ON THE PATH) S (ON THE PATH) S (ON THE PATH) W (RANK FOREST) W (RANK FOREST) U (UP THE TREE) ENTER DOOR (TREE TRUNK ROOM) CLOSE DOOR, MOVE BOARDS, D (STAIRCASE ROOM) [STAIRCASE ROOM] D (LOW CEILING ROOM) E (WHITE ROOM) N (OFFICE) MOVE RUG, LOOK SAFE, S (WHITE ROOM) E (VOTING BOOTH) [VOTING BOOTH] W (WHITE ROOM) W (LOW CEILING ROOM) W (CROSSROADS) SW (PASSAGE) OPEN DOOR, W (LOUNGE) [LOUNGE] WEAR HARD HAT, MOVE CUSHIONS, GET COIN, W (KITCHEN) GET TEAPOT, GET CARROT, EAT CARROT, E (LOUNGE) E (PASSAGE) NE (CROSSROADS) NW (PASSAGE) PRESS BUTTON, LOOK DOOR, LOOK DOOR, LOOK DOOR, LOOK DOOR, PULL DOOR, N (LIFT) GET ROPE, PUSH DOOR, PRESS SECOND BUTTON, LOOK, PULL DOOR, OUT (ROCKFACE) SCRAPE LUMPS WITH BOOTS, N (LIFT) PUSH DOOR, PRESS FIRST BUTTON, PULL DOOR, LOOK, OUT (PASSAGE) SE (CROSSROADS) E (LOW CEILING ROOM) U (STAIRCASE ROOM) U (TREE TRUNK ROOM) OPEN DOOR, ENTER DOOR (UP THE TREE) D (RANK FOREST) E (RANK FOREST) E (ON THE PATH) N (ON THE PATH) N (ON THE PATH) N (ON THE PATH) N (ON THE PATH) N (FOOTHILLS) NW (NARROW TRACK) CLIMB ROCK (NARROW TRACK) ENTER CAVE (CAVEMOUTH) E (CAVERN) E (CAVERN) D (SMALL CAVE) N (DAMP PASSAGE) N (LABORATORY) [LABORATORY] GIVE RICE AND LUMPS TO ALCHEMISTS, S (DAMP PASSAGE) S (SMALL CAVE) U (CAVERN) W (CAVERN) W (CAVEMOUTH) W (NARROW TRACK) DROP TEAPOT, DROP COIN, DROP SHIT, NE (NARROW TRACK) U (PLATEAU) S (PLATEAU) W (PLATEAU) THROW WHITE AT SNOWMAN, GET WHITE, NE (INSIDE THE TOWER) U (LANDING) UNLOCK DOOR WITH KEY, OPEN DOOR, ENTER DOOR (ROOM OF INCARCERATION) [PRINCESS] GIVE ROSE TO PRINCESS, TIE ROPE TO BED, OPEN WINDOW, GET PRINCESS, E (WALL) DROP PRINCESS, W (Editorial remark: Personally, I think the makers of "The Pawn" went too far here. I know, females are inferior to men in some respects, but that's still no reason to start throwing around with them!) (ROOM OF INCARCERATION) UNTIE ROPE, S (LANDING) D (INSIDE THE TOWER) SW (PLATEAU) THROW WHITE AT SNOWMAN, GET WHITE, E (PLATEAU) N (PLATEAU) D (NARROW TRACK) SW (NARROW TRACK) GET ALL, D (NARROW TRACK) D (FOOTHILLS) S (ON THE PATH) S (ON THE PATH) S (ON THE PATH) DROP TEAPOT, E (GRASSY WILDERNESS) E (STONE BRIDGE) E (ON THE BRIDGE) E (PALACE GARDENS) E (PALACE GARDENS) E (GATEWAY) GET ADVENTURER, W (PALACE GARDENS) W (ON THE BRIDGE) W (STONE BRIDGE) W (GRASSY WILDERNESS) N (GRASSY PLAIN) [GRASSY PLAIN] LOOK BEER BOTTLE, BUY BEER BOTTLE WITH CHIT, LOOK WHISKY BOTTLE, BUY WHISKY BOTTLE WITH COIN, W (ON THE PATH) N (FOOTHILLS) NW (NARROW TRACK) CLIMB ROCK (NARROW TRACK) E (CAVEMOUTH) E (CAVERN) E (CAVERN) D (SMALL CAVE) N (DAMP PASSAGE) N (LABORATORY) NE (STORE ROOM) [STORE ROOM] CAST SPELL ON TOMES, READ BOOK, SW (LABORATORY) DROP COIN, NE (STORE ROOM) GET ALL, SW (LABORATORY) NW (PASSAGE) W (HIGH LEDGE) N (ROPE BRIDGE) [ROPE BRIDGE] N (ROPE BRIDGE) N (HIGH LEDGE) NE (TUNNEL) [TUNNEL] N (ROOM) [PAPER WALL ROOM] OPEN CUPBOARD, TIE ROPE TO HOOK, CUT PAPER WALL WITH BOOTS, CLIMB DOWN (LEDGE) [LEDGE] DROP ROPE, S (PASSAGE) KNOCK WITH KNOCKER, KNOCK WITH KNOCKER, KNOCK WITH KNOCKER, KNOCK WITH KNOCKER, KNOCK WITH KNOCKER, GIVE WHISKY BOTTLE TO PORTER, E (SHAFT) [SHAFT] D (SHAFT) N (ANNEXE) [JERRY LEE LEWIS] GIVE BOTTLE TO JERRY, S (SHAFT) INSERT WHITE IN POUCH, CLOSE POUCH, E (CHAMBER) N (CAVERN) [DEMONS] E (HELL) [THE DEVIL] ASK DEVIL ABOUT WRISTBAND (ROPE BRIDGE) GET BOTTLE, N (ROPE BRIDGE) N (HIGH LEDGE) NW (CHAMBER) [JEWELRY] OPEN POUCH, GET WHITE, POINT THE SHADOWS TO THE DRAGON, SHINE THE WHITE AT THE SHADOWS, DROP ADVENTURER, N (WORKSHOP) [WORKSHOP] THROW POTION BOTTLE AT KRONOS, PRESS NOZZLE, GET CLOTHES, WEAR CLOAK, WEAR HAT, WEAR POINTY HAT, LOOK BOOKCASES, GET WAND, LOOK RACK, GET WANDS, S (CHAMBER) GET ADVENTURER, SE (HIGH LEDGE) NE (TUNNEL) N (ROOM) GET ROPE, CLIMB DOWN (LEDGE) DROP ROPE, S (PASSAGE) E (SHAFT) D (SHAFT) INSERT WHITE IN POUCH, CLOSE POUCH, E (CHAMBER) N (CAVERN) E (HELL) GIVE AEROSOUL TO DEVIL, W (CAVERN) S (CHAMBER) W (SHAFT) U (SHAFT) OPEN POUCH, GET WHITE, W (PASSAGE) N (LEDGE) GET ROPE, CLIMB UP (ROOM) UNTIE ROPE, S (TUNNEL) S (HIGH LEDGE) S (ROPE BRIDGE) S (ROPE BRIDGE) S (HIGH LEDGE) E (PASSAGE) SE (LABORATORY) GET COIN, S (DAMP PASSAGE) S (SMALL CAVE) S (ENTRANCE) OPEN DOOR, S (CORRIDOR) KNOCK DOOR, SAY NO, ENTER DOOR (ROOM) LOOK LISTING, DEBUG This is it - the solution to "The Pawn". With a bit of improvising, you might even be able to get more points! ------------------------------------------------------------------------ ------------------------- THE SOLUTION TO 'JINXTER' ------------------------- (ON THE BUS)[ON THE BUS] LOOK TICKET WAIT WAIT WAIT SHOW TICKET TO INSPECTOR WAIT WAIT PRESS BUTTON WAIT WAIT WAIT WAIT LEAVE BUS (NEVERENDING LANE) GET KEYRING WAIT WAIT READ DOCUMENT OPEN GATE N (FRONT GARDEN)[FRONT GARDEN] UNLOCK DOOR WITH IRON KEY AND OPEN DOOR N (HALLWAY) NW (BEDROOM) GET CASE LOOK UNDER BED AND GET SOCK OPEN WARDROBE AND GET SHOES N (KITCHEN) GET OPENER OPEN FRIDGE AND GET BOTTLE OF MILK AND CLOSE FRIDGE E (CONSERVATORY)[CONSERVATORY] GET TABLECLOTH S (LIBRARY)[LIBRARY] GET TELEPHONE N (CONSERVATORY) UNLOCK DOOR WITH IRON KEY AND OPEN IT N (BACK GARDEN) GET SECATEURS AND GLOVES N (HOLLY LANE) E (GRASSY FIELD)[BULL] SHOW TABLECLOTH TO BULL DROP TABLECLOTH S (DEAD FLY WOOD) WEAR GLOVES HOLD WIRE AND CUT WIRE WITH SECATEURS E (ORCHARD)[ORCHARD] E (SPRING) GET BOTTLE W (ORCHARD) SE (ON THE BRIDGE)[BRIDGE] S (BOATHOUSE) GET MOUSE TRAP AND CAN N (ON THE BRIDGE) NW (ORCHARD) S (FRONT GARDEN)[THATCHED ROOF HOUSE] UNLOCK DOOR WITH RUSTY KEY AND OPEN IT SW (MESSY KITCHEN) OPEN TRAPDOOR W (DINING ROOM)[DINING ROOM] GET CANDLE AND MATCHBOX S (STUDY) SW (HERB GARDEN) S (UNDER THE HOLLY BUSH)[MAGPIE] LISTEN TO MAGPIE WEAR SPECTACLES N (HERB GARDEN) NE (STUDY) N (DINING ROOM) E (MESSY KITCHEN) D (CHEESE CELLAR) GET CHEESE WEAR SHOES U (MESSY KITCHEN) PUT CHEESE ON MOUSE TRAP SET TRAP DROP TRAP W (DINING ROOM) S (STUDY) DIAL 300 N (DINING ROOM) E (MESSY KITCHEN) WAIT OPEN BOX AND GET MATCH AND CLOSE BOX LIGHT MATCH AND LIGHT CANDLE WITH MATCH WARM THE PLASTIC KEY WITH THE CANDLE AGAIN NE (FRONT GARDEN) UNLOCK MAILBOX WITH PLASTIC KEY GET PARCEL OPEN PARCEL AND GET LETTER AND CHARM READ LETTER N (ORCHARD) NW (GRASSY FIELD) W (HOLLY LANE) S (BACK GARDEN) S (CONSERVATORY) W (KITCHEN) OPEN FRIDGE AND PUT PLASTIC BOTTLE IN FRIDGE AND CLOSE FRIDGE WAIT (NEVER PANIC! YOU MUST WAIT 19 TIMES - UNTIL YOU SEE THAT YOUR SCORE IS INCREASED BY 10) OPEN FRIDGE AND LOOK IN IT AND GET BOTTLE OPEN BOX AND GET MATCH AND CLOSE BOX LIGHT MATCH AND LIGHT CANDLE WITH MATCH WARM ICE WITH CANDLE DROP WATER PUT OIL IN PLASTIC BOTTLE DROP LETTER AND PARCEL AND TICKET E (CONSERVATORY) N (BACK GARDEN) N (HOLY LANE) E (GRASSY FIELD) SE (ORCHARD) S (FRONT GARDEN) SW (MESSY KITCHEN) LOOK TRAP AND GET MOUSE NE (FRONT GARDEN) N (ORCHARD) SE (ON THE BRIDGE) S (BOATHOUSE) LOOK IN BOAT AND GET BUNG OIL RUNNERS WITH OIL OPEN DOOR S (CANOE MOORING)[LAGOON] GET SACK AND LOOK IN IT PUT WALRUS CHARM IN SACK PUT BUNG IN SOCK PUT SOCK IN HOLE PUT CANOE IN LAGOON ENTER CANOE AND GET PADDLE S (LAGOON) S (PAGODA) LEAVE CANOE D (MARBLE STEPS) OPEN CAN WITH OPENER EMPTY CAN ON DIRT MOVE DIRT E (PASSAGE) E (DIVERS ROOM) DROP ALL DROP TROUSERS AND SHIRT AND SHOES AND GLOVES WEAR SUIT AND MASK AND FLIPPERS GET AQUALUNG (DON'T WEAR IS JUST YET!) W (PASSAGE) W (MARBLE STEPS) U (PAGODA) N (LAGOON) WEAR AQUALUNG D (UNDERWATER) NW (UNDERWATER) N (UNDERWATER) OPEN HATCH D (AIRLOCK) CLOSE HATCH AND PRESS LEFT BUTTON TURN WHEEL OPEN DOOR E (CORRIDOR) D (SACRISTY) GET COIN OPEN DOOR U (CORRIDOR W (AIRLOCK) PRESS RIGHT BUTTON E (CORRIDOR) D (SACRISTY) E (GREEN LODGE) WAIT WAIT WAIT U (HIGH ABOVE THE LODGE) GET CHARM D (GREEN LODGE) W (SACRISTY) U (CORRIDOR) W (AIRLOCK) OPEN HATCH U (UNDERWATER) S (UNDERWATER) SE (UNDERWATER) U (LAGOON) S (PAGODA) D (MARBLE STEPS) E (PASSAGE) DROP AQUALUNG DROP SUIT AND MASK AND FLIPPERS E (DIVERS ROOM) WEAR TROUSERS AND SHIRT AND GLOVES AND SHOES TAKE ALL W (PASSAGE) E (MARBLE STEPS) U (PAGODA) ENTER CANOE PUT UNICORN CHARM IN SACK N (LAGOON) SW (CONIFER WOODS) LEAVE CANOE DROP PADDLE AND SECATEURS S (VILLAGE GREEN) NW (BAKERY) ASK FOR A JOB D (BAKERY KITCHEN)[BAKERY KITCHEN] E (LARDER) OPEN FLOUR SACK SIEVE FLOUR WITH SIEVE GET TINY CHARM W (BAKERY KITCHEN) LOOK TABLE AND GET BAKING TIN AND DROP TINY CHARM IN IT OPEN OVEN AND DROP BAKING TIN IN IT AND CLOSE OVEN PRESS BUTTON AGAIN OPEN OVEN AND GET BAKING TIN GET BREAD AND DROP BAKING TIN U (BAKERY) GIVE BREAD TO BAKER (VILLAGE GREEN) GET BREAD AND BREAK BREAD GET PELICAN CHARM OPEN DOOR NE (IN THE POST OFFICE) SHOW MOUSE TO MISTRESS TURN TOP RIGHT HANDLE TURN BOTTOM RIGHT HANDLE AGAIN AGAIN TURN TOP LEFT HANDLE OPEN SAFE GET CHARM OPEN DOOR SW (VILLAGE GREEN) SE (PUB) OOJIMY HEARTH GET ASH N (BEER GARDEN) D (WELL) GET COIN U (BEER GARDEN) S (PUB) NW (VILLAGE GREEN) SW (CAROUSEL)[CAROUSEL] DOOFER ENGINE DOOFER UNICORN DROP ALL GET LADDER AND OPENER KNOCK DOOR THROW OPENER AT LAMP SW (CLOCKMAKERS SHOP) E (IN THE WEATHERCLOCK) LEAN LADDER TO GIRDER W (CLOCKMAKERS SHOP) NE (CAROUSEL) GET ALL SW (CLOCKMAKERS SHOP) CAST OOJIMY SPELL ON FIRE GET STOOL E (IN THE WEATHERCLOCK) DROP STOOL GET CHARMS PUT CASE IN SACK CLIMB STOOL AND CLIMB LADDER (ON THE GIRDER) JUMP NORTH (ON THE PLATFORM)[PLATFORM] (IF THE SUN WEATHERMAN IS ON THIS SIDE, FIRST TYPE THE FOLLOWING LINE:) CAST THINGY SPELL ON SUN WEATHERMAN) HOLD ONTO RAIN WEATHERMAN CAST DOODAH SPELL ON RAIN WEATHERMAN (END OF THE BEAM) GET UMBRELLA AND HAT CLIMB CLOUD (VILLAGE GREEN) CAST OOJIMY SPELL ON CLOUD SW (CAROUSEL) SW (CLOCKMAKERS SHOP) E (IN THE WEATHERCLOCK) GET STOOL W (CLOCKMAKERS SHOP) NE (CAROUSEL) NE (VILLAGE GREEN) DROP CAN AND MOUSE AND PLASTIC BOTTLE PUT SACK ON STOOL GET SADDLE AND PUT IT ON STOOL CLIMB CLOUD DOOFER CLOUD (OUTSIDE THE STATION) E (STATION)[STATION] BUY TICKET WITH TWO FERG COIN E (PLATFORM) E (IN THE TRAIN) SHOW TICKET TO INSPECTOR WAIT WAIT (MOUNTAIN)[CASTLE] PUT SADDLE ON UNICORN CLIMB UNICORN DOOFER UNICORN (CASTLE PARAPETS) D (WALLED GARDEN)[WALLED GARDEN] E (PROMENADE COURT) DROP SHOES N (CASTLE ARCHWAY) E (PASSAGE) D (GAOL) OPEN DOOR N (DUNGEON)[DUNGEON] WAKE XAM DRINK MILK PUT CANDLE IN BOTTLE TIE ROPE TO MANACLES OPEN BOX AND GET MATCH LIGHT MATCH AND LIGHT CANDLE WITH MATCH DROP BOTTLE UNDER ROPE N (DUMB WAITER) WAIT N (KITCHEN) U (HALL)[HALL] NE (ANTECHAMBER) OPEN DOOR E (TETRAGRAMMATON)[TETRAGRAMMATON] E (JEWEL ROOM)[JEWEL ROOM] SLIDE 5 SLIDE 8 SLIDE 1 SLIDE 6 SLIDE 7 SLIDE 2 SLIDE 9 SLIDE 5 SLIDE 3 SLIDE 4 GET BRACELET PUT CHARMS ON BRACELET W (TETRAGRAMMATON) W (ANTECHAMBER) SW (HALL) NW (TOWER ENTRANCE)[TOWER ENTRANCE] U (SPIRAL STAIRCASE) U (HALLWAY) OPEN LEFT DOOR N (SANCTUM SANCTORUM)[SANCTUM SANCTORUM] GET BALL S (HALLWAY) D (SPIRAL STAIRCASE) D (TOWER ENTRANCE) SE (HALL) PUT ASH ON HEARTH U (CHIMNEY) (YOU SHOULD NOW TYPE THE FOLLOWING SENTENCE UNTIL THE WITCH GLANCES AT THE FIREPLACE:) LOOK BALL DOOFER BALL (YOU SHOULD NOW TYPE THE FOLLOWING SENTENCE UNTIL YOU SEE THE CLAW OF JANNEDOR:) WAIT PUT BRACELET ON CLAW THE END!!! With this solution, you miss 15 points. To get those 15 points, you should do the following: (BEFORE YOU GO TO THE POST OFFICE, YOU SHOULD GO TO THE CAROUSEL:) DOOFER ENGINE DOOFER UNICORN GET SADDLE NE SE OOJIMY HEARTH GET ASH N D GET COIN U S NW OPEN DOOR NE MAIL SADDLE TO STATION GIVE TWO FERG COIN TO POSTMISTRESS WAIT SHOW MOUSE TO POSTMISTRESS (NOW OPEN THE SAFE - YOU KNOW HOW TO DO THAT!) You'll find your saddle on the station. ------------------------------------------------------------------------ SEWER SOFTWARE Presents RAMPAGE DOCS RAMPAGE Demolition Guide Contents Two's Company, Three's a Riot..........................................1 Gettin' All Ready......................................................1 Three Times the Fun....................................................1 Using Existing Control Combinations..............................2 Setting Up Your Own Control Combinations.........................3 Playing the Game.......................................................4 Climbing the Walls...............................................4 Picking Off Helicopters and Other Antagonists....................4 Other Tasty Treats...............................................4 Keep an Eye on Your Energy Level.................................5 What's the Point?................................................5 Pausing the Game.................................................6 Joining In.......................................................6 Recording High Scores and Starting Over..........................6 Picking Up Where You Left Off....................................7 Tips for Cheaters......................................................7 _______________________________________________________________________1 Two's Company, Three's a Riot You and your friends want to see a little action tonight, don't you? Great- because there's room for all three of you to tear down the town at the same time. But why stop at just one town? RAMPAGE offers you over a hundred cities to turn to total trash. And lots of them can be demolished more than once. You can play any one of three terribly naughty characters - Ralph the Wolf, George the Big Ape, or Lizzie the Lizard. Ralph has the meanest punch. George is best at scaling buildings. And Lizzie is the fastest thing on four scaly feet. Gettin' All Ready To load RAMPAGE into your computer, follow these steps: 1. If you're using one or more joysticks, plug them into your computer. 2. Turn on your computer. 3. Stick the friggin' disc in yer drive! Three Times the Fun . . . Just as in the arcade version version of RAMPAGE, up to three players can smash and trash at once. Each of you controls one of three characters - George the Big Ape, Lizzie the Lizard, or Ralph the Wolf. Here's how: Once you've loaded the game, you'll first see the RAMPAGE title screen, which will automatically change to the set-up screen. The set-up screen allows you to choose which monster each player will control and how you'll control them. You'll first choose your monster, then your controls. You have the option of using the following control methods for a given monster: o Joystick 1 o Joystick 2 o Keyboard (existing combination) o Keyboard (your own combinations) o Inactive NOTE: Each monster must have its own control method, and no two monsters can share the same control keys. _______________________________________________________________________2 RAMPAGE comes already set up with control combinations. To use them, press Esc when viewing the set-up screen - the game will begin automatically. Each monster can then be controlled as described below. George the Big Ape To control George, use these keyboard keys to move, jump, punch, or chomp in the directions indicated: Up | ___ | | | W | Jump ___|___|/__ | | | | Left <- | A | S | D | -> Right |___|___|___| | | Punch/Chomp | X | _____ |___| |Left | |Shift| | |_____| Down To punch, chomp, or jump in a particular direction, hold down the desired direction key and simultaneously press either the PUNCH/CHOMP key or JUMP key. Lizzie the Lizard To control Lizzie, use these joystick movements to move, punch, or chomp in the directions indicated: Up __|__ | | Left -| O |- Right |_____| | Down The joystick has only one button, which is used for punching, chomping, and jumping. To punch or chomp, move your joystick handle in the direction you want to punch or chomp and press the joystick button. To jump, first press, then release the joystick button without selecting a direction, and you'll jump in the direction you're currently facing - unless you're on the side of a building, in which you'll jump in the opposite direction. _______________________________________________________________________3 Ralph the Wolf To control Ralph, use these numeric keypad keys to move, jump, punch, or chomp in the directions indicated: Up | ___ | | | 8 | Jump ___|___|/__ | | | | Left <- | 4 | 5 | 6 | -> Right |___|___|___| | | | 2 | |___| ___ | | | Punch/Chomp - | 0 | Down |___| To punch, chomp, or jump, hold down the desired direction key and simultaneously press either the PUNCH/CHOMP key or JUMP key. Setting Up Your Own Control Combinations You have the option of setting up custom control combinations for any of the monsters. Here's how: 1. Select your monster on the set-up screen. Press the keyboard number keys 1, 2, or 3 to select a monster: 1 for George, 2 for Lizzie, or 3 for Ralph. 2. Select your controller. Press the left or right arrow keys to cycle through your options. When the desired option is highlighted, press RETURN. (NOTE: If you selected JOYSTICK 1 or 2 or INACTIVE, you'll bypass the following step.) 3. Select your keys. As each control point is highlighted on the screen, enter the letter or number you wish to use for that particular control. For example, when the top point is highlighted, you might wish to use U for up, or T for top. Or when JUMP is highlighted, you might use J as your JUMP key. When all the control points for a monster have been entered, go back to step one to set up the next monster. 4. When the controls for all your monsters have been set-up, press Esc to begin the game. _______________________________________________________________________4 Playing the Game To play the game, move your monster up and down buildings and through the town, punching and chomping as you go. Climbing the Walls To climb the walls of a building, move right or left to approach it. Then move up to climb. As you climb, you can punch huge gaping holes in the building, grab and chomp people out of it - even snatch TV's, flower pots, and all kinds of yummy morsels. But remember, some of them can be quite hazardous to your health! Picking Off Helicopters and Other Antagonists Trashing cities wouldn't be as much fun if no one tried to stop you. But don't worry. They will. Puny helicopters will try to lay into you with a round of machine gun fire. Just punch'em right out of the air. Soldiers will try to blast you off with rifles. Turn these pesky GIs into hors d'oeuvres. But stay away from the guy with the dynamite - eating TNT will give you a bad case of indigestion. Tanks, trolleys, trucks, taxis, boats, and police cars will scurry away in a panic. You can simply punch them out of commission. Helpless pedestrians can't really hurt you. But don't let that stop you from devouring them. Other Nasty Treats In addition to those delectable helicopters and vehicles, there are other nasty little tid bits hidden throughout the game. Most of them can be found inside the buildings - especially when the windows are open. And many of them must be gobbled up at just the right moment. You'll gain valuable energy when you munch on the right thing at the right time. But you'll lose energy if you devour the wrong thing at the wrong time. There are other ways to gain and lose energy, too. _______________________________________________________________________5 The following list shows which is which: Gain Energy by Consuming: Lose Energy by: people eating poison soldiers eating cactus goldfish eating a candle toast when it's up punching a toaster alone milk eating dynamite bowls of fruit punching a light bulb when it's on watermelon getting punched by another monster turkeys getting shot hamburgers getting to close to explosions another monster punching a TV when it's on (after it shrunk back into a human) falling off a building jugs of water falling into the water being hit by thrown dynamite Keep an Eye on Your Energy Level The damage bar directly under your score lets you know how you're doing. And if you run out of energy completely, you'll automatically turn into a measly human. At which point you'll quickly find out who your true friends are. What's the Point? What makes having so much fun even more fun is that you get points for almost everything you punch or chomp throughout your escapade. Here's what earns what: Punching holes in buildings 50-250 points each Punching helicopters 225 Punching other vehicles 250-1000 Punching TV when off 250-1000 Punching a train 200 _______________________________________________________________________6 Here's what earns what (continued): Picking up money 250-1000 points each Picking up light bulb when off 250-1000 Picking up safe 250-1000 Picking flowers 250-1000 Pausing the Game During gameplay, you can press Esc to pause the game. While it's paused, you can press: o Q to quit and go to the set up screen. o S to toggle the sound on and off. Or press any other key to resume gameplay. Joining In If only one player is playing RAMPAGE, another can join in. Between clues, a teletype screen appears, indicating what city is coming up and offering hints and tips on gameplay. To introduce a new monster to the fray, press that monster's JUMP button or key while the teletype screen is displayed. Current players will maintain their running points totals, and play will resume. NOTE: If you introduce additional players while a particular city is being trashed (by pressing Esc, then Q to load the set-up screen), all scores will be reset to zero. Recording High Scores and Starting Over RAMPAGE includes a record screen that accommodates up to ten high scores. Here's how it works: After the last player dies, the game automatically goes to a GAME OVER screen for a few moments, then to the high score screen. If any player has racked up a score high enough to rank among the top ten, the player is prompted to enter up to three initials; press RETURN to log the initials on the high-score screen. Then, to resume gameplay at the first city, press Esc. When the teletype screen appears, press the JUMP button or key of each monster who wants to play the next round. _______________________________________________________________________7 Picking Up Where You Left Off To resume play at the same city where you left off when the last player died, press the joystick button (or equivalent keyboard JUMP key) when the GAME OVER screen appears. If any player has scored enough points for the top ten, enter the player's initials on the high-score screen, then press Return to resume play at the desired city. Tips for Cheaters o Don't be a nice guy. Beat up on your friends if you like. It will give you an added advantage. o If you're caught on a building just as it's about to crumble, jump. o To rack up the points, you and your friends can work some things over together. Like trolleys, tanks, and the like. o Every town has its own strengths. And weaknesses. Get to know them. Use them to your advantage. o Damaged monsters who turn into humans are fair game. Even if they are your friends. ________ Docs provided by THE HELLION & THE CORSAIR________ SIERRA SOLUTIONS for SEWER DOC DISC 4. Thanks to Sharaz Jek LSL 1, LSL 2, Space Quest 2, Kings Quest 3 ---------------------------------------------------------------- SOLUTION TO LEISURE SUIT LARRY IN THE LAND OF THE LOUNGE LIZARDS ---------------------------------------------------------------- OPEN DOOR-GO TO THE BAR AND SIT DOWN-BUY WHISKEY-STAND-N-TALK TO MAN-GIVE WHISKEY-GET ROSE-OPEN DOOR-LOOK SINK-GET RING-LOOK WALL- LOOK WALL-LOOK WALL-LOOK WALL-LOOK WALL-USE TOILET-STAND-OPEN DOOR-S-S-YELL CAB (OR CALL CABB IN ANOTHER VERSION ON A OTHER COMPUTER)-ENTER CAB-GO CASINO-PAY-OPEN DOOR-USE SPRAY (DO THIS FREQUENTLY)-BUY APPLE FROM MAN(IF HE'S NOT THERE,BUY THE APPLE ANOTHER TIME)-ENTER CASINO-PLAY SLOTS OR BLACK JACK UNTIL YOU HAVE 250-N-LOOK ASHTRAY-GET CARD-S-S-YELL CAB-ENTER CAB-GO STORE- PAY-OPEN DOOR-LOOK PHONE-DIAL OR USE PHONE-555-6969-ENTER STORE- LOOK RACK-GET MAGAZINE-READ MAGAZINE-GO RACK IN THE BACK-GET WINE-USE SPRAY-TALK TO CLERK-BUY LUBBERS-ANSWER THE QUESTIONS-S- GET PHONE-GIVE WINE-E-ENTER THE DISCO-GIVE CARD-ENTER THE DISCO- GO TO THE GIRL-SIT-LOOK GIRL-TALK TO GIRL-TALK TO GIRL-TALK TO GIRL-TALK TO GIRL-TALK TO GIRL-SMILE-GIVE ROSE-TALK TO GIRL- DANCE-STAND AND FOLLOW THE GIRL-S-YELL CAB-ENTER CAB-GO BAR-PAY- OPEN DOOR-GO TO ALLEY ON THE RIGHT FROM THE BAR-ENTER BIN-SEARCH BIN-GET HAMMER-EXIT BIN-GO BAR-OPEN DOOR-ENTER BAR-GO TO THE DOOR ON THE RIGHT-KNOCK DOOR-KENT SENT ME-USE REMOTE AT T.V-TALK TO PIMP-GIVE MONEY-UP-GET BOX-OPEN WINDOW-LOOK GIRL-UNDRESS-USE SPRAY-USE LUBBER-LAY OR FUCK GIRL-REMOVE LUBBER-D-OPEN DOOR-S- YELL CAB-ENTER CAB-GO CASINE-PAY-OPEN DOOR-ENTER CASINO-PLAY UNTIL YOU HAVE AGAIN 250-S-YELL CAB-ENTER CAB-GO DISCO-PAY-OPEN DOOR-ENTER DISCO-SHOW CARD-ENTER DISCO-USE SPRAY-GO TO THE GIRL- SIT-LOOK GIRL-SMILE-KISS GIRL-TALK TO GIRL-MARRY GIRL-GIVE CANDY- GIVE RING-GIVE MONEY-STAND-S-YELL CAB-ENTER CAB-GO CHAPEL-PAY- OPEN DOOR-OPEN DOOR-MARRY FAWN-W-ENTER CASINO-PLAY UNTIL YOU HAVE 250-N-USE SPRAY-ENTER ELEVATOR-PUSH FOUR-KNOCK ON DOOR WITH THE HEART-TURN KNOB FROM RADIO-WAIT-OPEN DOOR-ENTER ELEVATOR-PUSH ONE-S-S-YELL CAB-ENTER CAB-GO STORE-PAY-OPEN DOOR-DIAL OR USE PHONE-555-8039-WINE-DELIVER IN HONEYMOON SUITE-YELL CAB-ENTER CAB-GO CASINO-PAY-OPEN DOOR-ENTER CASINO-N-ENTER ELEVATOR-PUSH FOUR-KNOCK DOOR-(HEART)-GET WINE-POUR WINE-UNDRESS-CUT ROPE-GET ROPE-OPEN DOOR-ENTER ELEVATOR-PUSH ONE-S-PLAY UNTIL YOU HAVE 250- S-YELL CAB-ENTER CAB-GO BAR-PAY-OPEN DOOR-OPEN DOOR-KNOCK DOOR- KEN SENT ME-TALK TO PIMP-GIVE MONEY-UP-ENTER WINDOW-TIE ROPE TO RAILING-TIE ROPE TO ME-REACH WINDOW-BREAK WINDOW-GET PILLS-CLIMB BACK-UNTIE ROPE-ENTER WINDOW-DOWN-OPEN DOOR-S-YELL CAB-ENTER CAB- GO CASINO--PAY-OPEN DOOR-ENTER CASINO-N-ENTER ELEVATOR-PUSH EIGHT-GOTO GIRL-USE SPRAY-TALK TO GIRL-TALK TO GIRL-TALK TO GIRL- TALK TO GIRL-TALK TO GIRL-KISS GIRL-GIVE PILL TO FAITH-PUSH BUTTON-ENTER SECRET ELEVATOR EAST-EAST-OPEN DOOR-GET DOLL-W-LOOK GIRL-UNDRESS-LOOK GIRL-TALK TO GIRL-TALK TO GIRL-TALK TO GIRL- TALK TO GIRL-TALK TO GIRL-GIVE APPLE- THE END!!!! ----------------------------------------------------------------------- ------------------------------------------------------------- LEISURE SWEET LARRY II - LEISURE SWEET LARRY GOES LOOKING FOR LOVE . ------------------------------------------------------------- ENTER GARAGE-GO BEHIND THE RIGHT WALL IN THE GARAGE,SO THAT YOU COULD SEE YOU SELF ANYMORE-GET DOLLAR-LEAVE GARAGE-GO NORTH-YOU CAN SEE NOW DISNEYLAND-NORTH-OUTSIDE MUSICOLOGY SHOP-EAST-(MOLTA LIRA)-EAST-(THE BROWN DERBY)-EAST-(SWABS DRUGSTORE)-NORTH-(QUIKIE MART)-ENTER QUIKIE MART-BUY TICKET-752-426-263-471-125-916-LEAVE QUIKIE MART-WEST-(DARK ALLEY)-LOOK HOLE-(IN THE FENCE)-WEST-WEST- ENTER TV STUDIO-SHOW THE TICKET TO THE WOMAN-(NOW WRITE ON A PIECE OFF PAPER,THE NUMBERS SHE'S GIVING TO YOU)-TYPE THE NUMBERS SHE HAS GIVEN TO YOU-SIT ON BENCH-WAIT UNTIL A MAN APPEARS-STAND UP-FOLLOW MAN-NOW PLAY THE TV GAME-SIT ON BENCH-WAIT UNTIL A GIRL APPEARS-STAND UP-FOLLOW THE GIRL-PLAY THE LUCKY LIFE GAME-LEAVE TV STUDIO-SOUTH=EAST-ENTER MOLTO LIRA-TAKE SWIMSUIT-PAY SWIMSUIT- LEAVE MOLTO LIRA-WEST-SOUTH-SOUTH-SEARCH BIN-SEARCH BIN-GET PASSPORT-EAST-EAST-(HAIRY)-ENTER HAIRY-SIT-LEAVE HAIRY-NORTH- EAST-(SALOON)-NORTH-(SWABS DRUGS)-ENTER SWABS DRUGS-GET SUNSCREEN-PAY SUNSCREEN-LEAVE SWABS DRUGS-NORTH-ENTER QUIKIE MART-GET SODA-(BY DRINKS)-PAY SODA-LEAVE QUIKIE MART-WEST-WEST- WEST-SOUTH-ENTER MUSICOLOGY SHOP-TALK GIRL-(OUTSIDE MUSICOLOGY SHOP)-EAST-(SALOON)-SAY NO TO THE MAN-SOUTH-EAST-(HARBOR)-SHOW TICKET-ENTER THE SHIP WITH THE KEY'S 9 AND 6 AND 3-(SAVE YOUR GAME)-(SEARCH NOW THE SHIP SO YOU NOW WHERE THE LOCATIONS ARE)- (RESTORE YOUR GAME AND WE GO ON)-GO TO THE BARBERSHOP-SIT DOWN-GO TO THE NIGHTCLUB-GET DIP-LEAVE THE NIGHTCLUB-GO TO THE LIFEBOAT- CLIMB IN LIFEBOAT-CLIMB OUT LIFEBOAT-GO TO THE CABIN ON THE LOWEST DECK-OPEN THE DOOR FROM THE OTHER ROOM-LEAVE THE ROOM- CLOSE DOOR-GET FRUIT-WEAR SWIMSUIT-LEAVE CABIN-GO TO THE SWIMMINGPOOL-RUB SUNSCREEN-SIT-WAIT UNTIL WOMAN APPEARS-DON'T GO WITH HER-WAIT UNTIL THE WOMAN NOT MORE TO SEE IS-(YOU CAN ALWAY'S GO WITH HER FOR TO SEE WHAT HAPPENS,SO SAVE YOUR GAME AND GO WITH HER)-STAND UP-ENTER THE SWIMMINGPOOL-SWIM-DIVE-GET BIKINI-QUICK SWIM UP-GET OUT OF THE SWIMMINGPOOL-RUB SUNSCREEN-SIT DOWN-WAIT UNTIL A WOMAN APPEARS-DON'T GO WITH HER-WAIT UNTIL THE WOMAN NOT MORE TO SEE IS-GO TO THE CABINE-WEAR SUIT-OPEN DOOR FROM THE OTHER ROOM-SAVE YOUR GAME BEFORE YOU ENTER THIS ROOM)-ENTER ROOM- OPEN NIGHTSTAND-GET SEWING KIT-LEAVE ROOM-CLOSE DOOR-LEAVE ROOM- GO TO THE BRIDGE BY THE CAPTAIN-(DON'T LET SEE YOU)-MOVE SWITCH- (ON THE RIGHT SIDE)-NOW QUICK LEAVE THE BRIDGE AND GO TO THE LIFEBOAT-JUMP IN LIFEBOAT-(WHEN THE LIFEBOAT HITS THE WATER YOU MUST IMMEDIATELY AFTER YOU HAVE SEEN THE TEXT,TYPE:)-WEAR WIG-RUB SUNSCREEN-EAT DIP-WAIT 10 DAYS-ON THE BEACH-(SAVE YOUR GAME AND GO FOR FUN EAST)-WELL AFTER RESTORE THE GAME:GO SOUTH-IN THE VEGETATION GET FLOWER-NOW WAIT UNTIL LARRY HAVE FOUND A BREAK IN THE VEGETATION-(RESTAURANT)-TALK MAN-SIT DOWN-GET THE KNIFE AT THE BUFFET-LEAVE RESTAURANT-WAIT UNTIL LARRY HAVE FOUND A BREAK IN THE VEGETATION-(EMPTY GUEST ROOM)-GET MATCHES-GET SOAP-LEAVE GUEST ROOM--WAIT-(BARBERSHOP)-SIT DOWN-LEAVE BARBERSHOP-WAIT- (BEACH)-GO WEST-(NUDE BEACH)-GET BIKINI BOTTOM-EAST-SOUTH-WAIT- (RESTAURANT)-LEAVE THE RESTAURANT-WAIT-(GUEST ROOM)-GO TO THE DRESSINAREA IN THIS ROOM NEAR THE PICTURE WINDOW-WEAR BIKINI-PUT MONEY IN BIKINI-LEAVE GUEST ROOM-WAIT-(BARBERSHOP)-SIT DOWN-LEAVE BARBERSHOP-WAIT-(BEACH)-EAST-EAST-AT THE END OFF THE CLIFF CHANGE CLOTHES-DROP FLOWERS FOR THE MEN BY THE DOOR-ENTER AERPORTO-WEST- NORTH-SIT DOWN-OUTSIDE BARBERSHOP,WHEN THERE IS A WOMAN DON'T GO WITH HER-EAST-EAST-GIVE PASSPORT-EAST-GET BAGGAGE UNTIL YOU FIND A BOMB-AFTER THE EXPLOSION:BUY TICKET-EAST-SHOW PASSPORT-EAST- EAST-LOOK-READ SIGN-ORDER BLUE PLATE SPECIAL-WAIT UNTIL YOU GET THE BLUE PLATE SPECIAL-GET PIN-LOOK MACHINE-GET PARACHUTE-NORTH- TAKE PAMPHLET FROM COUNTER-GIVE TICKET TO GATE ATTENDANT BEHIND THE COUNTER-EAST-AFTER SITTING DOWN:GET BAG-GIVE PAMPHLET TO MAN- STAND UP-EAST-WEAR PARACHUTE-USE PIN-(IN THE RIGHT OF THE SCREEN)-PUSH HANDLE-OPEN DOOR-OPEN PARACHUTE-USE KNIFE-LOOK GROUND-GET STICK-CRAWL UNDER BUSHES-SOUTH-USE STICK BY ANACONDA- EAST-LOOK-(WALK OVER THE STRANGE PATTERN,LOOK HOW THE MONKEY WALKS)-SO WALK EAST-(SAVE YOUR GAME HERE AND WALK FOR FUN THROUGH THE WATER TO THE OTHER SIDE)-RESTORE YOUR GAME AND WE GO ON-SWING VINE-SWING VINE-SWING VINE-RELEASE VINE-GET VINE-EAST-(WAIT AND SEE AND READ)-NOW FROM THE ROCK GO SOUTH-THEN GO EAST-GET ASH- WEST-NORTH-(BACK ON THE ROCK)-THROW VINE IN TREE-NORTH-THROW ASH AT ICE-NORTH-(VOLCANO)-PUT BAG IN REJUVENATOR-LIGHT REJUVENATOR- THROW BOTTLE IN VOLCANO-ENTER ELEVATOR-.....THE END..... ------------------------------------------------------------------------ ------------------------------ THE SOLUTION TO SPACE QUEST II ------------------------------ UP-(AIRLOCK CHAMBER)-GET SUIT-OPEN LOCKER-GET PUZZLE-GET SUPPORTER-W-GET UP PLATFORM-ENTER CRAFT-DOWN-ENTER SHIP-SEARCH BODY-GET CARD-SEARCH CRAFT-PRESS BUTTON-N-HIDE BEHIND ROCK UNTIL THE GARDS ARE GONE-UP-W-MAIL FORM-LOOK TRAY-GET WHISTLE-E-DOWN-W- GET POD-N-WALK THROUGH LABYRINTH-GET BERRIES-WALK BACK THROUGH LABYRINTH-S-E-HIDE BEHIND ROCK UNTIL THE GUARDS ARE GONE-U-E-RUB BERRIES ON BODY-E-HOLD BREATH-DOWN-W-UP-GET GEM-HOLD BREATH-E-UP- E-E-CLIMB TREE-E-YELL-YELL-THROW SPORE-GET KEY-UNLOCK CAGE-OPEN CAGE-GET ROPE-N-W-W-CLIMB TREE-TIE ROPE TO LOG-CLIMB ROPE-MOVE ROPE-USE ARROW KEY'S-PRESS F6-W-HOLD GEM-W-GET GEM-S-SAY THE WORD-PUT GEM IN MOUTH-DOWN-E-DOWN-E-DOWN-E-DOWN-W-W-2e DOWN-E-E- E-ENTER CAVE ON THE RIGHT SIDE-E-USE WHISTLE-W-E-GET ROCK-N-HIDE BEHIND SECOND BUSH-SLING ROCK-WAIT UNTIL GUARD IS GONE-ENTER ELEVATOR-ENTER SHIP-PRESS POWER BUTTON-PRESS THRUSTER BUTTON-TURN DIAL-PULL THROTTLE-WAIT-TURN DIAL-TURN DIAL-WAIT UNTIL YOU ARE ON THE ASTEROID-E-ENTER ELEVATOR-PUSH THREE-E-E-E-PRESS BUTTON-GET PLUNGER-E-E-ENTER ELEVATOR-PUSH FOUR-W-W-PRESS BUTTON-GET CUTTER- W-PRESS BUTTON-N-OPEN DOOR-GET PAPER-S-W-W-ENTER ELEVATOR-PRESS FIVE-E-E-PRESS BUTTON-GET BASKET-GET OVERALLS-GET LIGHTER-W-W- ENTER ELEVATOR-PRESS ONE-W-DOWN-PUT PLUNGER ON WALL-(PUT THE PLUNGER ON THE WALL IF THE ACID ALMOST REACH YOU)-STAND-PUT PAPER IN BASKET-DROP BASKET-LIGHT PAPER-E-E-UP-CUT GLASS-ENTER VENT- PRESS BUTTON-ENTER VENT-W-PULL SWITCH-TYPE ENLARGE-E-ENTER JAR- LOOK SCREEN-SH SR-UP EAST-OPEN BOX-E-WEAR MASK-S-W-W-W-E-E-E-E-E- E-E-E-E-E-E-PRESS BUTTON-ENTER POD-PUSH BUTTON-LOOK POD-OPEN CHAMBER-ENTER CHAMBER!!!!!!! ------------------------------------------------------------------------- ---------------------------- SOLUTION TO KING'S QUEST III ---------------------------- START:E-N-CLEAN KITCHEN-GET SPOON-GET KNIFE-GET BOWL-GET BREAD- GET MUTTON-GET FRUIT-S-GET CUP-W-UP-(NOW WAIT UNTIL MANANNANS APPEARS)ENTER MANANNANS ROOM NORTH-LOOK MIRROR-OPEN DRAWER-OPEN CLOSET-LOOK BEHIND CLOTHES-CLOSE CLOSET-LOOK ON TOP OF CLOSET- OPEN DRAWER-(NOW YOU HAVE FOUND IN THIS ROOM:MIRROR,MAP,KEY AND ROSE ESSENCE)-NOW LEAVE THE ROOM AND GO UP TO THE TOP OF THE FLOOR-LOOK TELESCOPE-GET FLY-D-D-N-OPEN CABINET-GO TO THE BOOKS- MOVE BOOKS-PULL LEVER-D-D-LOOK SHELF-GET POWDERED FISHBONE-GET NIGHTSHADE JUICE-GET MANDRAKE ROOT POWDER-GET SAFFRON-GET TOAD SPITTLE-GET TOADSTOOL POWDER-U-U-PULL LEVER-MOVE BOOKS-OPEN CABINET-S-S-OPEN CHICKEN GATE-GET CHICKEN FEATHER-OPEN GATE-NOW GO DOWN THE MOUNTAIN-AT THE BASE OF THE MOUNTAIN GO WEST-NOW TYPE:SHOW MIRROR TO MEDUSA (DON'T HIT RETURN)-NOW GO WEST AND LOOK TO THE THE EAST-HIT RETURN WHEN MEDUSA APPEARS-S-GET CACKTUS-S-S-GET SNAKESKIN-E-(WAIT FOR THE EAGLE,WHEN HE LOSE A FEATHER,YOU MUST PICK IT UP,IF HE DOESN'T APPEAR, LEAVE THIS SCREEN AND COME BACK)-GET FEATHER-E-GET MUD BY THE RIVER-E-E- ENTER THE WATER AND GET WATER-BACK ON THE BEACH-N-N-CLIMB LADDER- W-S-GET MISTLETOU FROM THE TREE IN THE FRONT-W-OPEN DOOR-GO UP STAIRS-OPEN DRAWER-GET THIMBLE-D-GET PORRIDGE-LEAVE HOUSE-LOOK FLOWERS-GET DEW-W-N-LOOK HOLE-GRAB HOLE-U-GET PURSE-LOOK MAP- POINT TO THE VILLAGE-(F6 TELEPORT)-OPEN DOOR-ENTER STORE-GET DOG HAIR-LOOK SHELF-BUY POUCH-BUY SALT-BUY FISHOIL-BUY LARD-LOOK MAP- POINT AT BASE OF THE MOUNTAIN-F6 TELEPORT-UP TO THE HOUSE-OPEN DOOR-U-EAST IN YOUR BEDROOM-DROP ALL UNDER BED-GET FRUIT-W-D-E-N- WAIT UNTIL MANANAN APPEARS (TIME CA.30 MIN.)-S-GIVE FRUIT TO MANANNAN-W-U-WAIT IN THE FRONT OF MANANANS BEDROOM UNTIL HE APPEARS AND HE SAY'S HE'S GOING TO TAKE A NAP-NOW EAST-GET CAT- GET CAT HAIR-ENTER YOUR ROOM-GET ALL-W-D-N-OPEN CABINET-MOVE BOOKS-PULL LEVER-D-D- TURN BOOK TO PAGE II (UNDERSTANDING THE LANGUAGE OF CREATURES) 1:PUT THE SMALL FEATHER IN A BOWL 2:PUT THE DOG FUR IN THE BOWL 3:PUT THE SNAKE SKIN IN THE BOWL 4:ADD A SPOONFUL OF POWDERED FISH BONE 5:PUT THE THIMBLE OF DEW IN THE BOWL 6:MIX WITH HANDS 7:SEPERATE MIXTURE INTO TWO PIECES 8:PUT DOUGH PIECES INTO YOUR EARS 9:RECITE THIS VERSE EXACTLY,EVEN THE , AND . FEATHER OF FOWL AND BONE OF FISH, MOLDED TOGETHER IN THIS DISH, GIVE ME WISDOM TO UNDERSTAND CREATURES OF AIR,SEA AND LAND 10:WAVE THE MAGIC WAND TURN TO PAGE IV (FLYING LIKE AN EAGLE OR A FLY) 1:PUT A PINCH OF SAFFRON IN ESSENCE 2:RECITE THIS VERSE: OH WINGED SPIRITS,SET ME FREE OF EARTHLY BINDINGS,JUST LIKE THEE IN THIS ESSENCE, BEHOLD THE MIGHT TO GRANT THE PRECIOUS GIFT OF FLIGHT 3:WAVE THE MAGIC WAND TURN TO PAGE XXV (TRANSFORMING ANOTHER INTO A CAT) 1:PUT MANDRAKE ROOT POWDER IN A BOWL 2:PUT THE CAT HAIR IN THE BOWL 3:PUT 2 SPOONS OF FISH OIL IN THE BOWL 4:STIR MIXTURE WITH A SPOON 5:PUT THE DOUGH ON THE TABLE 6:PAT DOUGH INTO A COOKIE 7:RECITE THIS VERSE: MANDRAKE ROOT AND HAIR OF CAT MIX OIL OF FISH AND GIVE A PAT A FELINE FROM THE ONE WHO EATS THIS APPETIZING MAGIC TREAT 8:WAVE THE MAGIC WAND LOOK MAP-TELEPORT TO SPIDER CAVE F6-DIP EAGLE FEATHER IN ESSENCE- FLY INTO THE WEB-ENTER THE CAVE-WAIT-LEAVE THE CAVE-W-NOW YOU HAVE THE CHANGE TO LISTEN TO A COUPLE OF BIRDS-ARE THERE NO BIRDS THEN GO TO ANOTHER LOCATION AND COME BACK HERE-LISTEN TO THE BIRDS-N-N-W-WAIT UNTIL THE ACORNS ARE DRY-ARE THEY NOT,GO TO ANOTHER LOCATION AND COME BACK-GET ACORNS-E-N-DIP EAGLE FEATHER IN ESSENCE-FLY UP TO MANANANA HOUSE-EAGLE BEGONE,MYSELF,RETURN- OPEN GATE-OPEN DOOR-N-PULL LEVER-MOVE BOOKS-OPEN CABINET-S-U-E- PUT COOKIE IN PORRIDGE-DROP ALL-GET PORRIDGE-W-D-E-N-WAIT HERE UNTIL MANANNAN COMES BACK-S-GIVE PORRIDGE TO MANANNA-W-U-E-GET ALL-W-D-N-OPEN CABINET-MOVE BOOKS-PULL LEVER-D-D- TURN TO PAGE VII (TELEPORTATION AT RANDOM) 1:GRIND A SPOONFUL SALT IN A MORTAR 2:GRIND THE MISTLETOU IN THE MORTAR 3:RUB THE STONE IN THE MIXTURE 4:KISS THE STONE 5:RECITE THIS VERCE: WITH THE KISS, I THEE IMPART, POWER MOST DEAR TO MY HEART. TAKE ME NOW FROM THIS PLACE HITHER, TO ANOTHER PLACE FAR THITHER. 6:WAVE THE MAGIC WAND TURN TO PAGE XIV (CAUSING A DEEP SLEEP) 1:GRIND THE ACORNS IN A MORTAR 2:PUT THE ACORN POWDER IN A BOWL 3:PUT THE NIGHTSHADE JUICE IN THE BOWL 4:STIR THE MIXTURE WITH A SPOON 5:LIGHT A CHARCOAL BRAZIER 6:HEAT THE MIXTURE ON THE BRAZIER 7:SPREAD THE MIXTURE ON A TABLE 8:RECITE THIS VERSE: ACORN POWDER GROUND SO FINE NIGHTSHADE JUICE LIKE BITTER WINE, SILENTLY IN DARKNESS YOU CREEP TO BRING A SOPORIFIC SLEEP 9:WAVE THE MAGIC WAND 10:PUT THE SLEEP POWDER IN THE POUCH TURN TO PAGE LXXXIV (BREWING A STORM) 1:PUT A CUP OF OCEAN WATER IN A BOWL 2:LIGHT A CHARCOAL BRAZIER 3:HEAT THE BOWL ON THE BRAZIER 4:PUT A SPOON OF MUD IN THE BOWL 5:ADD A PINCH OF TOADSTOOL POWDER 6:BLOW INTO THE HOT BREW 7:RECITE THIS VERCE: ELEMENTS FROM THE EARTH AND SEA, COMBINE TO SET THE HEAVENS FREE. WHEN I STIR THIS MAGIC BREW, GREAT GOD THOR, I CALL ON YOU. 8:WAVE THE MAGIC WAND 9:POUR THE STORM BREW INTO THE JAR TURN TO PAGE CLXIX (BECOMING INVISIBLE) 1:CUT THE CACTUS WITH A KNIFE 2:SQUEEZE THE CACTUSJUICE ON SPOON 3:PUT THE CACTUS JUICE IN A BOWL 4:PUT THE LARD IN THE BOWL 5:ADD 2 DROPS OF TOAD SPITTLE 6:STIR THE MIXTURE WITH A SPOON 7:RECITE THIS VERCE: CACTUS PLANT AND HORNY TOAD I NOW START DOWN A DANGEROUS ROAD COMBINE WITH FIRE AND MIST TO MAKE ME DISAPPEAR WITHOUT A TRACE 8:WAVE THE MAGIC WAND 9:PUT OINTMENT IN THE EMPTY LARD JAR LOOK MAP-TELEPORT TO VILLAGE F6-OPEN DOOR (TAVERN)-TALK SAILERS- GIVE GOLD TO CAPTAIN-LEAVE TAVERN-E-E-ENTER SHIP-E-GET BOX-W-DROP BOX-JUMP ON BOX-JUMP ON BOX-JUMP ON LADDER-U-W-OPEN CHEST-LOOK IN CHEST-CLOSE CHEST-E-E-GET SHOVEL-W-D-(NOW WAIT UNTIL THE PIRATES SAY:LAND IN SIGN,AND SAY:THE ANCHER IS DOWN)-POUR THE SLEEP POWDER ON THE FLOOR-SLUMBER,HENCEFORTH-JUMP ON BOX-JUMP ON BOX- JUMP ON LADDER-U-U-E-DIVE IN SEA-SWIM TO ISLAND-E-N-S-LOOK TREE- COUNT FIVE STEPS TO THE EAST FROM THE CENTER OF THE TREE-DIG-N-E- W-(HORSESHOE ROCK)-CLIMB ROCK-E-N-E-DIP EAGLE FEATHER IN ESSENCE- N-E-E-S-GO DOWN TO REACH THE FIRST CAVE ON THE LEFT-GO DOWN TO THE MIDDLE CAVE UNDER IN THE SCREEN-ENTER THE CAVE-GO UP TO THE CAVE IN THE MIDDLE OF THE SCREEN-NOW LEAVE THE CAVE UNDER IN THE RIGHT OF THE SCREEN-E-E-S-ENTER CAVE-CLIMB THE STAIRS-AS SOON AS YOU COME OUT OF THE CAVE:RUB OINTMENT ON ME-W-STIR STORM BREW WITH FINGER-BREW OF STORMS,CHURN IT UP-TALK TO ROSELLA-UNTIE ROSELLA-E-ENTER CAVERN-D-D-W-N-N--THE END!!!!!!!!!! ------------------------------------------------------------------------ T A N G L E W O O D You've never played an adventure like TANGLEWOOD! -- TANGLEWOOD is ALL graphics (over 700K of them), is totally mouse-controlled, and has NO text entry. No hunting through the dictionary, or knowing the right answer (if only you could get the program to understand!). You control 5 mining mobiles, each with its own separate programs and data, searching the vast surface of planet Tanglewood for priceless D-crystals, and perhaps even an Ice Emerald. Venture into the six uncharted regions which require special computer data, and where skilled operators are rare. Go underground into the mines and risk the possibile corruption of your mobiles' programs. Brave the unpredictable landslips of the earthquake zone. And to make things tougher still, keep dodging the hostile mobiles which a rival company is using to try to stop you. They have stolen the documents which give you alone the right to mine the planet, and hidden them deep in the multi-floored complex which is their headquarters, protected by vigilant computers. You're involved in a desperate race against time. In 10 days the inter-galactic court meets to decide your fate -- and without those documents you've no hope. Somehow you must win the trust and support of the native Tanglians, a race whose culture is almost impossible for earthmen to understand. Only they are likely to provide you with the means to succeed -- if you can pass their weird initiation tests. TANGLEWOOD is played in real time. There are some things that have to be done at night, when the topside temperature falls to tolerable levels -- and only at night will the mysterious D-crystals function. There are over 3,000 locations which you can visit, out of a total of nearly 12,000, and unlike those infuriating games when you discover after 3 weeks that you should have done something different at the beginning, it's nearly always possible to finish TANGLEWOOD unless you do something delibrately stupid, like stamping on the disks. THE BACKGROUND OF TANGLEWOOD A CHALLENGE It all began one bright spring day when you found a tattered blue envelope waiting on the mat outside your door. It was from Uncle Arthur, a friendly but faintly black-sheepish sort of uncle, known for unusual (and unsuccessful) business ventures, usually connected with distant planets. Uncle Arthur was now in trouble. He knew of your brillance with computers, so had turned to you for help as his only hope. He was the sole owner (or so he claimed) of the mining right to T'ngl-y-wd, a small, undistinguished planet in a remote galaxy. He had purchased these rights from a large company who had unloaded a lot of useless property in an attempt to improve their cash flow. Little had come of it, and the planet was about to be added to the long list of Arthur's might-have-beens when a series of extraordinary events occured. To make a (very) long story short, one of Arthur's mining mobiles had been used to rescue a local inhabitant from the clutches of a rogue T'ngl-dog. This usually benign animal had been badly disoriented by a particularly violent earthquake, and had gone astray. The rescued inhabitant turned out to be the great sage of T'ngl-y-wd, and in gratitude, the local people showed Arthur (via the mining mobile), certain secret properties of some pretty, but otherwise unremarkable stones, which had previously been ignored. The properties of these stones - now christened Dog Crystals - might prove to be of great value, and might even have military potential. Their close relative, the very rare Ice Emerald could have important industrial use. Sadly, Arthur talked too much over a beer one night, and the news leaked out. The Big Boys began to muscle in. The company who (Arthur says) sold him the mining rights, now maintain that they never did so. They have re-established their operational base on the planet, with a hastily assembled new security system. They are deploying short-range Disrupter Mobiles to damage Arthur's own vehicles. Furthermore (Arthur claims), they have stolen the documents which gave him sole mining rights, and are bringing a case in the Inter-Galactic Court to have him thrown out. Right may be on Arthur's side, but what's right when faced by big money? His only chance is to find those documents before the court case - which gives him ten days. To make matters worse, his latest Mobile Operator, who was making some progress, has vanished under suspicious circumstances, and there is no time to get another. He appeals to you, with your knowledge of computers, to help him, and promises you a large share of the profits if you succeed. Well, you've got nothing special to do over the next few days - so why not give it a try? You may suspect that Arthur's side of the story may not be the only one, but he might just be telling the whole truth for once (and after all, family is family!). One thing's for sure, you expect to find some pretty rickety equipment, knowing Arthur's preference for second-hand hardware whenever he can get it (good thing he didn't have any say in the selection of Pyour @excellent, top quality computer equipment!). Even so, you could hardly have expected the antique load of junk you find when you get started. Computers out of the 20th century - and who on earth wrote the software? The only help you've got are the notes Arthur's last operator, P.A.T., made before he vanished (just in case anything "happened" to him). NOTES ON T'NGL-Y-WD (BY P.A.T.) THE HISTORY Discovered in the early 21st century by a Hungarian Gypsy with vaguely Celtic ancestors, it is called PTanglewood@, since nobody (apart from the locals, and Pete Lyon) can pronounce its name. THE CULTURE The local inhabitants are called T'nglians. They are basically friendly and seem to be on our side, though difficult to contact. There are rumors that they are telepathic. Ritual is very important to them, even when it seems to have absolutely no purpose. They are basically non-technological, but have strangely adopted and adapted a few of our ways (in addition to a few strange traditions of their own!). SPACE FLIGHTS There is a daily shuttle flight to the three moons - Neera, Fahtha and Furthers. We can not figure out why - they're only barren chunks of rock! It is suspected the journey is some sort of ritual observance. TRADING There are four Trading Centers, but they each have their own system. T'nglians only seem to offer what they think you need (and they are not always right). Each center used only one form of currency, but only to accomodate us (T'nglians themselves don't use currency) - but they don't seem to understand the system properly: they won't give change! All trade requires proper ritual protocol first. TELEPHONES We have no idea what they use these for. They possibly may be an integral part of some elaborate initiation ritual, or may even be just a practical joke. They must be answered, however, the T'nglian etiquette requires a reply to any form of "communication", even when it does not seem to make sense. COMMUNICATIONS There are currently two known forms of information exchange. One is straight forward and direct, and our mobiles can translate it with no problem. Other forms require correct ritual response (such as when trading). One of the mobiles has a collection of the known necessary data for this second form, but the disk was left in one of the bases, and we don't know which one! T'NGLIAN BASES Due to recent developments, we can't get to either of the two allied bases. One's the earthquake zone, and we can't get the road repaired since a landslide buried the equipment. The other requires understanding of a particularly obscure T'nglian ritual. We suspect the local church is somehow involved. INITIATION RITUALS T'nglians won't completely trust us until we've passed various tests. Trouble is, they won't let us know what the tests are! Surprisingly, their trust seems to be based on our skill at following the rituals rather than on our integrity! DOG CRYSTALS We haven't found any of these yet, but the great T'nglian sage told us the following: The crystals are inert during the day due to the great heat of the T'nglian sun. At night they may be tuned into certain electronic frequencies that will then feed off the tiny quantities of radiation such as our mining mobiles give off. They are breathtakingly beautiful. Also (and this is what interests The Military), once they are tuned in they will protect their hosts against certain forms of nuclear energy, and are able to absorb and store great quantities of toxins without harm to themselves. The T'nglians claimed to have used them in their political negotiation ceremonies for years. (You can believe all of this if you want - though it may be just a local, old wives' tale, or superstitiously used as another part of their weird ceremonies). ICE-EMERALDS These are apparently very rare (so rare you may never find one). They are closely related to Dog Crystals, but absorb heat. They could therefore be very valuable in industrial applications which need small efficient cooling systems. They are also made inert by exposure to the T'nglian sun, though probably because they very quickly absorb as much heat as they need. OPERATOR'S MANUAL THE OPERATING SYSTEM RITTER-PAVLOVSKY TRANSFER (EARLY VERSION): It's ancient! Modern systems use a development of Ritter-Pavlovsky Transfer, but Arthur couldn't affort that. We use a hybrid of pre-digested data plus an early form of R-P transfer for unmapped areas. This means that what you see is not what is actually there (so don't believe it just because you see it!). The map of the planet's surface is continually re-created from mobiles' pre-recorded data. For unmapped areas (like the forest), we have to switch to R-P transfer, and it's as primitive as the original pioneering system. As it is usually impossible or incomprehensible to provide an exact image of alien landscapes, the mobile matches what it actually sees against its data banks, and provides us with the nearest equivalent in Terrain terms. Since data banks are limited, views which are actually different may be transmitted to us looking the same. There is also a time-lapse while the computer carries on the conversions, so that the mobile cannot transmit continuously. By the time the picture gets to us, the mobile has moved on - it may have gone around full circle, or found a dead end and returned, changed direction, etc. There is no guarantee that if you go back the way you came, you will get back to where you started, although you often do. In the early days, this used to drive operators crazy until they learned to use the mapping techniques well known from certain sorts of computer game (imagine, they used computers to play games in the old days!). It's tough, but not impossible. CONTROLS THE CONSOLE Everything on the console works by mouse control - you don't need to type anything in. If you want to use something, or open it up, click on it with the left mouse button. If you want to know more about it, use the right mouse button. There are 7 switches on the console, and five numbered buttons. These are easy to use (with the left mouse button). There are 5 smaller screens apart from the main one. On the top is a picture of the mobile (if it hasn't been zapped), then there are three frames that show what it's carrying. The bottom screen is used by the mobile to show anything it finds (these objects don't show on the map - see notes on the OPERATING SYSTEM). To pick something up, drag it to the carrying screens; reverse the procedure to drop something. It won't drop anything where there's already something (it confuses the computer), or in certain other places where it might not be retrievable. Be careful - the hostile mobiles sometimes collect the things they find (and steal from us when they zap our mobiles) and hide them in their Control Center. MOBILE MOVEMENT You may move the mobiles by joystick or mouse. The F10 key lets you activate and deactivate the joystick. When the joystick is activated, the mobile will be controlled by the joystick around the planet. However, the mouse is still used to select the necessary controls on the console. With the joystick deactivated, the mouse is used for both mobile movement and selecting the necessary controls on the console. DIALS The dial on the top left is the HHeat Gauge@. This changes between red and white during the day, and between light blue and deep purple during the night. Bands move across the gauge to give a visual impression of the time. The PDay Elapsed Number@ is also shown. The yellow dial below the mobile picture is the HEnergy Gauge@. The dial to right of text indicates when an object is found. STEERING When you call a mobile (with the numbered buttons) it will appear in the center of the screen - or if it's in a building or a base, the building or base will appear center screen. To set the mobiles in motion, move onto the main screen (the bulb comes on), and click either button. The mobile will then follow the mouse/joystick movements if it is able. If it was hidden in a building, you'll have to direct it out before it will appear. If it can't move, it won't tell you - it just won't move. If it gives you a reason for not being able to move into a certain area, then one of the other mobiles probably has the ability to go there. All the mobiles have limited energy, and will stop when they run out. They recharge automatically while one of the others is being used - but it's not good to get caught out in the open and energy can be difficult to judge (seeH Computer Reports@). HNote:@ Steering with the mouse can be tricky until you're used to it. When you start, imagine the mouse is in the center of a small four-pointed star, and use the points as your directions. The biggest move rules, so if you've shifted the mouse a long way right, that direction will rule until you move back again, or move even further in another direction. Very small moves are enough to change direction, and if you anticipate a turn slightly, it helps. To stop, click again with either button. Since all commands are effective with the buttons up, hold down the button a little longer than usual to be sure. In some sections (i.e. during R-P transfer), you will get an arrow on the screen. The PNorth@ (rust colored and pointing upward) pointing arrow will cause a change of LOCATION in whatever direction you are facing (and due to the problems of R-P transfer, that may not be the direction you thought you were facing). The green arrows (PWest, East @andP South@) will cause a change of DIRECTION only (turning on the spot), not a change of location. COMPUTER REPORTS While you're moving, the computers are fully occupied keeping track of your position. You can only get updates on things like energy, time of day, heat and so on, when you leave the main screen (and then, of course, the hostiles start tracking you). THE MOBILES Most of these are fit for the scrap yard. They've not been properly maintained, and most of them have bugs in their data (for example, all climbing data seems to have been corrupted). HMobile 1:@ This is a pretty ancient mining model, but it works fairly well. It was reinforced with extra plating for defense against Disrupters, but it didn't work and all we've got now is a very heavy mobile. It also lost its mining data somewhere, so you can't even get the thing into the mines at present. However, it has been adapted to use simple tools. HMobile 2:@ A bit more modern than Mobile 1, but not necessarily any better. It's still got its mining data, but the climbing data has gone awry. It's been fitted with a fancy jet-propulsion program to help it jump short distances, but it won't work! Also its shock-absorbers keep seizing up - they've got an oil leak or something equally ludicrous. HMobile 3:@ This one is similar to Mobile 2. It has some data which is supposed to work in conjunction with a gravity reducer to reduce its weight. Ideally, it could then go into the swamp. But guess what? The gravity reducer's been lost. Arthur reckons it went into one of the lakes during the big earthquake. HMobile 4:@ This is supposed to have an adaptation to let it go on water as well as land. It's also supposed to have the tool-using extension like Mobile 1. I wish I knew more, but we can't even contact this one, since the opposition stole its receiver aerial. The mobile's in its base but useless. If the aerial can be recovered, it goes in the bottom left section the base. HMobile 5: @This is the most modern of the lot - but it's got to stay near water during the day because the cooling system can't cope with land temperatures. Some idiot also had the bright idea of programming it not to go into any buildings (to protect it or something). Still, it is invulnerable to disrupters, and it has a new repair program to fix any of the others if they get zapped, though the program's only on Beta-test. This one might just turn out to be the most useful of the lot. All mobiles will tell you where they are, and whatever they know about what they're carrying. Just click the right switches. They also report any other communications directly, including messages from the Opposition's computer. THE OPPOSITION There's not much information available but here is what we know: Their mobiles have limited intelligence and range. If you keep moving, they're not very good at tracking you down, but if you stop - watch out! Also they constantly run out of gas, and new ones have to be sent out. They haven't gone into buildings that we know of. Their Control Center is protected by a computer system which I managed to hack into very briefly before I was noticed. It seems to work in two ways. The external system will zap any unrecognized mobile unless it is protected. The internal system allocates a security level to any mobile which gets in - and that's where the bug is, if there is one. If you get past the external system, the internal one assumes you must be authorized, even if it doesn't recognize you. The only trouble is that so far we haven't been able to get in! Also, use of the internal computer itself is probably part of the security system, so if you get in to use it at all, you probably must be a recognized user. In the end, the best plan might be to somehow cause a power failure in the system, but the problem is how (unless the Dog Crystals really do work like the old sage said). SUMMARY HMovement and commands: Mouse-controlled 1. To summon a mobile, click on one of the numbered mobile buttons (left hand side) 2. Move mouse pointer onto the main screen (bulb in lower right corner will come on) 3. Click mouse to start mobile movement 4. Mobile follows mouse 5. Click mouse to stop mobile movement Movement and commands: Joystick-controlled 1. To summon a mobile, click on one of the numbered mobile buttons (left hand side) 2. Then maneuver the mobile with the joystick OBJECTS To pick up an object, drag it from the PFound@ screen to any one of the three PCarrying@ screens. To drop an object, reverse the process of picking it up. You cannot drop objects: a) Where there is already another object b) Off the main map c) Certain locations wich might later change To use or open an object (i.e. a box), use the left button to click it on. To get information about an object or a program in the HMobiles @suite of programs, use the right button to click on it. HNote:@ to simplify things a bit, whenever you have used an object correctly it is simply removed from the game. This gives you less to worry about. HSWITCHES@ (Don't read this section if you'd rather find out by experiment.) There are 4 switches at the foot of the main screen. From left to right: 1. Quit game (confirmation required). 2. Save or restore game (up to 5 files). To restart use either and select RESTART from window. 3. Sound on/off. 4. Pause. Only Switch 1 will work before a mobile had been selected. So to restore a saved game, load the program, select a mobile, then use Switch 2. There are 3 more switches underneath mobile picture. From left to right: 1. Suite of programs. 2. Brief location description, and sometimes more. 3. Time warp (moves from day to night and vice-versa). DIALS: 1. Top left - Heat/time gauge. 2. Under mobile picture - Energy. 3. To right of text - indicates object found. The console is only updated when you stop moving and exit the main screen. CONCLUSION Tanglewood is a game designed to challenge and develop your problem solving abilities rather than your reflexes. It may seem foreign and incomprehensible at first, but that is how it should be! The conclusion to Uncle Arthur's saga depends on your skill in unraveling the mysterias of Tanglewood. Take time to learn the layout of the planet and the charisterictics of your mobiles - your perseverance will soon be rewarded with remarkable discoveries of many kinds. You may even come to consider Tanglewood a habitat worthy of permanent relocation...but we doubt it! Sewer Software presents Test Drive II DOCs. We haven't seen the ST version of this game yet - these DOCs are for the AMIGA version...can't imagine there would be a great difference in gameplay though. Edited for ST use by Sewer Possum The Duel : Test Drive II Typed by The Agnostic/CYBERTECH Imagine the desert. Flat. Hot. Roads that drill straight ahead into perpetuity. A driver's dream. Now, imagine yourself at the wheel of a silver gem known as the Porsche 959. The world's fastest production car. That's what they told you when you plunked down your quarter-of-a-million dollars, anyway. You're cruising at 200 KPH, feeling very royal, very king-of-the-road. Nothing in these parts can touch you. Or so you think. Suddenly, there is a blur in the passing lane. You blink. Whatever it was had to be going at least 240 KPH. You put your pedal to the metal and investigate. Up ahead, in a perfect red haze of automotive harmony, cruises a machine unlike any you've seen before. Your jaw drops. It's the legendary Ferrari F40 - as sleek a piece of Kevlar and carbon-reinforced plastic as ever rolled off a production line. You pull even. The other driver looks you over. He raises his thumb... then roars ahead, finding another 40 or 50 KPH in the bowels of his 478-horse, twin- turbo V-8. You glance at your instrumentation. You've always wanted to explore the depths of that famous Porsche 6th gear. You shift. You rocket, head to head, down the desert chute. You wind up treacherous mountain curves. You hurtle through lush woodland corridors. And the cops are out in droves. HOW TO LOAD THE DUEL 1. Connect your joystick. 2. Insert THE DUEL: TEST DRIVE II into the drive, label side up. 3. Turn on the computer. The game will load, and after the initial title and credit screens appear, the game automatically goes into its demonstration run - a preliminary peek at driving nirvana. Watch the action. Enjoy the scenery. Let your jaw fall agape. (Also a good time to don goggles and scarf.) 4. Press the FIRE BUTTON whenever you want to exit the demo. You're whisked to the first Selection screen to set up your race. HOW TO SET UP A RACE 1. Your Car * A picture of the current selection is displayed in the box (in the picture here, the Porsche 959). To choose other cars, preess the FIRE BUTTON. * After the screen dissolves to the Car Selection screen (like the one pictures on page 2), use your joystick or Up and Down arrow keys to scroll through the available cars. When your favorite appears, press the FIRE BUTTON and the screen dissolves back to the Setup screen. 2. The Other Car * This displays your competition if you elect to race the computer. High-light, press the FIRE BUTTON and the screen dissolves to the Car Selection screen. Choose the computer's weapon and press the FIRE BUTTON to return to Setup. 3. Scenery * You don't need this option unless you have an additional Scenery disk (see box below). If you don't, skip to #5 in this section. * If you do have one, press the FIRE BUTTON. The screen dissolves to the Scenery Selection screen, which features the Mastery Scenery Disk (pictures of the three original roadscapes you face in THE DUEL.) If you've already installed the scenery disk (see INSTALL, page 10), move the joystick up or down (or press the Up and Down arrows) to examine other roadscapes. When you see the scenery you want, press the FIRE BUTTON. The screen dissolves back to the Setup screen. 4. Install * You don't need this option unless you have an optional Car or Scenery Disk. If you don't have them, skip to #5. If you do, please turn to page 10, HOW TO USE THE INSTALL OPTION. 5. Do you want to race against the clock? * Highlight the stopwatch, press the FIRE BUTTON and you're off to the Skill Selection screen. 6. Or battle the relentless, icy cool driving hand of the computer? * Highlight the computer, press the FIRE BUTTON and you go to the Skill Selection screen. CHOOSE YOUR SKILL LEVEL There are 12 levels of difficulty. Here's a quick breakdown of the range for the different variables: Skill level 1 2 3 4 5 6 7 8 9 10 11 12 ~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~ Auto Shift x x x x Opponent speed 90 MPH ----------------- Top speed of selected car Cop speed 120 MPH ----------------- 200 MPH Traffic Density 50% --------------------- 100% Traffic Speed 30 MPH ------------------- 60 MPH Scoring 33% --------------------- 100% * Move your joystick left or right to choose a level, then press the FIRE BUTTON. HOW TO DRIVE YOUR CAR Use the joystick to play THE DUEL: TEST DRIVE II. Here's how it works: Joystick: Accelerate Accelerate/left Accelerate/right \ | / \ | / \ | / \ | / \ | / \ | / Turn left -------- -------- Turn right / | \ / | \ / | \ / | \ / | \ / | \ Brake/left Brake/right Brake To manually shift your car with these controls, accelerate or decelerate until you're ready to change gears, then simultaneously press the FIRE BUTTON. ADDITIONAL CONTROLS [ D ] Makes the Gear Shift appear and disappear on screen [ P ] Pauses the action - press any key to continue [ M ] Toggles music off and on [ S ] Toggles game sounds off and on [ Ctrl ] [ R ] Takes you to the original Setup screen [ Esc ] Exits SAVE There is no way to save a race. THE COCKPIT Tachometer Large gauge in center of dashboard. Registers in thousands of revolutions per minute (RPMs), the rotational speed of your drive shaft. The bigger the number, the harder your engine is working. If you work it too hard, or "red line" - that is, push the tach needle into the red area - you'll blow all your precious horse-power right out the tailpipe. (Watch for smoke in the rear view mirror.) Steering Wheel The joystick turns the wheel left or right. The dot on the top moves to show you how far off of straight ahead you are. Radar Detector Located on sun visor in upper left of windshield. A blinking light means it's on. If the light flashes and beeps, slow to the speed limit, because lurking nearby is your worst nightmare: A state trooper with (1) an attitude and (2) a shortfall on his weekly ticket quota. Of course, you could try to outrun the toast. But you better be good. Police A cop will chase you until you either outrun him or he passes you. In the latter case, you must stop and get a ticket. (Getting a ticket is not a good thing. Not only do your insurance rates go up, but the clock is still running and you lose valuable time.) If you crash into a cop, the game is over. That's justice. At times you'll be coming around a bend and a cop will be standing beside the road (car parked), motioning you to pull over. You have three options: 1) pull over and get a ticket 2) speed by 3) run him over. If you choose #2 and he catches you, you get a ticket. Choose #3 and the game is over. Speedometer Near the middle of the dashboard. You can't miss it. For the European-made cars, it's measured in KPH (kilometers per hour). Here's a chart to help you convert KPH into MPH (miles per hour). For the record, one KPH is equal to about .62 MPH. KPH = MPH KPH = MPH 375 = 232.5 225 = 139.5 350 = 217 200 = 124 325 = 201.5 175 = 108.5 300 = 186 150 = 93 275 = 170.5 125 = 77.5 250 = 155 100 = 66.14 Gear Shift To make it appear and disappear from the screen, press D. If the display is off, the gear shift appears only briefly when you shift. Rear View Mirror Monitor it well. Especially at higher levels, watch out for zealous highway idiot of an opponent. A keen eye to the glass will help you keep on top of ol' Smokey too. Dots at the Top of the Screen These are moving dots (three are possible if you're challenging, two if you're racing solo against the clock). They move across the top of the screen during each leg of a race, starting at the left side at the beginning and ending at the right (or the gas station - the finish line of that leg.) The dots represent the cars in the race - yours, the computer's and the cop's. You are the first dot at the start (red), followed by the computer (blue) and the gendarme (he only appears when he's in pursuit, in yellow). The dots quickly show you how much race is left, and how you're doing relative to the competition. TAKE A TRIP Lives. You start with five, which is less than a cat gets, but still pretty generous. You lose a life every time you crash or get a penalty. But you gain one each time you refuel. Penalties. You lose a life and get 20-second penalties (added to your time) if you crash, blow an engine, or run out of gas. Gas. Elixir of the road gods. When you see a sign like the one in Diagram 19.5 page 8, start thinking about filling up. When the two white lines pop up beside the gas station (like the ones in Diagram 42.76, page 8), stand on the brake and pull onto your side of the road. If you don't stop between the lines, you can't refuel. That's not good - and you'll find out why in a few miles. Go. Rev the engine, fool. You are now in gear. If you're on a manual shift level, pop it into gear and go. Shift. To shift up, hold the joystick up and press the fire button. To shift down, hold the joystick down and press the FIRE BUTTON. Resurrections. After each crash or penalty, press the FIRE BUTTON to continue the duel. If you run out of lives ... well, cheer up, even Rome fell. Don't quit. Ignore the callous insults flung at you by the computer and take another shot. SCORE SCREENS One or two screens that resemble Z1 and Z2 will appear after each leg of the race is finished. When you race against the computer, the winner is determined by the highest point total. (If your time is only slightly better than the computer's, his speed and points may be greater than yours. The is because he started behind you and had a slightly greater distance to travel.) TOP GUN SCREEN After you race, and if you have one of the seven highest on your disk, a screen appears which asks you to type in your name. Then press the FIRE BUTTON an you'll see your name in print. Congrats. (There are separate Top Gun screens, by the way, for every Scenery Disk.) HOW TO USE THE INSTALL OPTION This section explains you can create your own unique races using different combinations of cars and scenery from the original game AND the optional Car and Scenery disks. What kind of combinations can you make? How about a Porsche RUF (top speed 211 mph) head-to-head against the new Corvette ZR1? Rocketing between a stand of redwoods near the Oregon border, or through heavy San Francisco traffic? To take the first step toward creating your custom match races, highlight INSTALL and press ENTER (or the FIRE BUTTON). You dissolve to the Install Menu which looks something like this. Install Menu Exit to Game Menu Car Disk Scenery Disk Play Disk Make Play Disk Copy Cars Copy Scenery Exit to Game Menu WARNING! When you swap disks, please wait until the red light on the drive goes off before you press the fire button. A Tip To Save Disk Swaps After you've made a Play Disk, and you're ready to exit the Install Menu screen, make sure that Car Disk or Scenery Disk are not assigned to any drive (a blank space beside them.) It'll save you much swapping grief. Car Disk * This tells the computer whether you have inserted a Car Disk into the drive. Highlight it, press the FIRE BUTTON, then type in the name of the disk or its drive location. * If you are asked to insert the Car Disk, follow all the on-screen instructions. * When you return to the Setup screen, choose Your Car or Other Car option. (If you have only one drive, you'll be prompted to insert your Car Disk; follow the on-screen instructions.) You can move your joystick to scroll through the original and new cars. Press the FIRE BUTTON when you spot your dream car. Only One Disk Per Drive? No, you can assign more than one disk to the same drive, which is particularly important - obviously - if you have only one drive. For example, both a Car and Scenery Disk could be specified to Drive A. Scenery Disk * This tells the computer where the Scenery Disk is located. Highlight it, press the FIRE BUTTON, then type in the name of the disk or its drive location. * If you are asked to insert the Scenery Disk, follow all on-screen instructions. * When you return to Setup screen, choose the Scenery option. (If you have only one drive, you'll be prompted to insert your Scenery Disk; follow the on-screen instructions.) Now you can move your joystick (or arrow keys) to scroll through the original and new scenery. Press the FIRE BUTTON when the roads of your dreams appear. Play Disk * This tells the computer the location of the Play Disk. Assign a drive for the Play Disk, then follow the on-screen instructions. What's a play disk? It's a formatted disk onto which you can copy some of the Master Disk as well as different combinations of cars and scenery. For example, you could create a match race between the F40 and the Corvette ZR1 in California. And it keeps you from having to swap disks at each gas station. (You must assign a drive to PLAY DISK before making a Play Disk.) YOU'RE NOT CRAZY! If you think your game is asking you to swap disks an awful lot, you're not crazy. It is. But you can resolve the merry-go-round by creating a Play Disk. DON'T WRITE PROTECT YOUR DISKS! If you write protect your disks (perhaps so that you won't make a serious mistake when swapping disks), the game won't work properly. So don't. Bruce, the designer, built safeguards into the product (in fact, it will prompt you to take the write protect off). ANOTHER ESSENTIAL PLAY DISK TIP If you want to put cars or scnery onto your Play Disk from an optional Car or Scenery Disk, make sure that the Car or Scenery Disk is assigned to a drive on the Install Menu before you proceed. Otherwise, you can only extract cars and roadscapes from the Master Disk. Make Play Disk * With this option, you copy some of the Master Disk onto a formatted disk or your hard drive. Important: You must format your blank disk first - see your Amiga manual if you need more info. Highlight, press the FIRE BUTTON, then follow the on-screen instructions. Now you're ready to add Car and Scenery information which makes the Play Disk playable - you must have at least one car and one scenery to make a working play disk. Copy Cars * After you make a Play Disk, this lets you copy cars from the Master Disk or Car Disk onto your Play Disk. (You can copy one scenery and two cars to a Play Disk.) Press the FIRE BUTTON, follow the on-screen instructions. and a screen appears which looks something like the diagram on page 13. * Use your joystick to highlight the name (or names) of the car you want to manipulate, then press the fire button. An * will appear before each name to indicate that it's selected. (Press the FIRE BUTTON again to undo the selection.) * You can only copy cars - never delete them - from the list in the first column. Likewise, you can only delete - never copy - cars from the second column list. * After a car is selected, press COPY or DELETE, and follow the on-screen instructions. Copy Scenery * This lets you copy scenery from the Master Disk or Scenery Disk onto your Play Disk. (You can copy one scenery and two cars to a Play Disk.) * You can only copy scenery - never delete them - from the list in the first column. Likewise, you can only delete - never copy - scenery from the second column list. * After a scenery is selected, press COPY or DELETE, and follow the on-screen instructions. * Use your joystick to highlight the names or names of the scenery you want to manipulate, then press the FIRE BUTTON. An * will appear before each name to indicate that it's selected. (Press the FIRE BUTTON again to undo the selection.) * After a scenery is selected, press COPY or DELETE, and follow the on-screen instructions. * After you've placed cars and scenery onto a Play Disk, go to Play Disk and press the FIRE BUTTON. Make sure that your Play Disk is specified to DF0: and press the FIRE BUTTON again. The message at the top of the screen should read "Using Play Disk." Then when you exit the Install Menu, be sure to set the YOUR CAR, OTHER CAR, and SCENERY settings to match your Play Disk. Using More Than One Disk? Eventually, you may create a library of Play, Car, or Scenery Disks. To switch them without turning off your computer, go to the Install Menu. Take out your current disk out of its drive and put your new one in. Highlight PLAY DISK (or CAR DISK or SCENERY DISK), press the FIRE BUTTON twice and you're ready to go. One Final All-Encompassing Installation Tip On occasion you will boot up the game (or change disks within the game), and a message might pop up asking you to insert a Play, Car, or Scenery Disk. If you don't want to do this, or you don't have such a disk, or you've specified the wrong drive location, just press ESC and follow the on-screen instructions. That should get you back into the game. W A R I N M I D D L E E A R T H INSTRUCTION MANUAL Typed in by Dr. Strange Thanks to Dr. Death for the original Transferred from Amiga, Edited by Sewer Possum for DOC DISC IV Introduction Three Rings for the Elven-kings under the sky, Seven for the Dwarf-Lords in their halls of Stone, Nine for Mortal Men doomed to die, One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. One Ring to rule them all, One Ring find them, One Ring to bring them all and in the darkness bind them In the land of Mordor where the Shadows lie. The Wizard Gandalf the Grey has identified the ring bequeathed to Frodo Baggins by his Uncle Bilbo, who brought it back from an adventure long ago, as being "The One Ring". Forged by the Sauron, the Dark Lord, it is very powerful and very evil. It contains much of Sauron's power - with it he would defeat all his enemies and subjugate the whole of Middle Earth. Were it to be destroyed he would be defeated. Though it would be possible to use it against Sauron, it would then corrupt the wielder turning him into a new Dark Lord. Because of the magical nature of the Ring, it can only be destroyed by being thrown into the Cracks of Doom, where it was forged. This is the mouth of the volcano Mt. Doom in the center of Sauron's kingdom of Mordor far to the South East. Travel with the Fellowship of the Ring through Middle Earth. The starting group consists of Frodo, his servant Sam Gangee, and his friend Pippin. Help them find and gather more members into the part to protect the Ring Bearer. Do not delay. Sauron is already amassing his forces of war. He knows the Ring still exists and is looking for it. He has learned of the Ring's location, and has begun to take interest in Hobbits and their "Shire". Even without the One Ring he is a powerful opponent. He has armies of Orcs and evil men at his command. And to do his spying he has the Black Riders. These nine wraiths, also known as Nazgul, are each controlled by lesser rings. Even now they are heading for the Shire searching for the Ring and asking after Mr. Baggins. Your first task is to guide the Fellowship safely to Rivendell. The Nazgul will close in and you must avoid them at all costs. You must leave the Shire along The Great East Road, head past Bree and on to Rivendell on the edge of the Misty Mountains. Then with the aid of the companions you will find there, you must head South to Mordor and Mt. Doom. You are heading into the very heart of Sauron's power, so be prepared to face mortal danger at every step. In addition to Sauron's forces, you will also be assailed by those of the Wizard Saruman. Though he was originally the leader of the Council of Wizards opposing Sauron, he has been corrupted. He has raised an army of Orcs and Dunlendings and he too is looking for the Ring, for he believes he can use it to control Middle Earth. You will need to mobilize the nations of the West, the men of Dale, Gondor, and Rohan, the Elves of Lorien, and Mirkwood and the Dwarves of Erebor and the Iron Hills, or the forces of evil will win by force of arms before you can destroy the Ring. To do this you must find objects of power and present them to their kings. Listen to the words of the wise to discover the whereabouts of these objects. If any of the forces for good, which you control, can get the Ring to Mt. Doom, you will win. If the forces of evil obtain the Ring and take it back to Barad-Dur, Sauron's stronghold in the heart of Mordor, you will lose. Playing the Game There are three levels- Full Map Level This shows you the whole of Middle Earth, with forces shown as dots, good in blue, evil in red, neutral in green. Campaign Level Detailed map of part of Middle Earth, this will scroll if pointer is moved to an edge. Characters are shown as figures, armies as badges. This is the level all commands are given on. Animation Level Full animation of characters. Use for encounters. To move up a level, use the map icon. To move down a level, select the magnifying glass, position it over the area you want, and press fire. Speed The game will run at three speeds: normal, hast, and very hasty. To change speed select the hour glass icon then click on the option you want. Movement You can only command characters or group that are active, shown flashing on the campaign map. Select the arrow icon, position it over the force to be ordered, and press fire. A window will be opened listing the units in the force - if you only want some to respond click on their names. Then move the arrow to the destination you want and press fire to est. They will then proceed to move there at their own pace, finding the best route around obstacles that they can. Encounters You will be often told of friendly encounters. Select "Go There" to hear their advice. This will automatically take you to the animation level. When characters meet, or forces meet commanders, they may follow or continue on their way: A window will open in the top right - select the option you want. If they follow they will become a single force. To see who is such a force just click on it. This will open a window listing those present. Those following a leader will be shown slightly indented. Combat Combat occurs when enemy forces meet. You can ignore this and accept the results, or go there and have some influence on the battle. This opens a combat window, listing all units on both sides. Even friendly unit involved in battle has four options - Charge o Move into combat Engage o Fight where you are Withdraw o Move out of combat, but stay close, you may rejoin combat later. Retreat o Leave the scene of battle, you can not return. These are indicated by a grid of squares, with the selected options shown filled. To change options, just point at the appropriate square and press fire. The color in which a Character's name appears indicates his health during the battle. Initially, names are shown in black (healthy) lettering, turning red when the character is wounded and grey when he dies. Forces do not get wounded, but when finally destroyed the unit's name is shown in grey. Objects You will find objects to aid you in your quest. Some of these strengthen your characters, others can be used to mobilize the nations of the West. To manipulate objects you must be on the animation level. Select the provisions icon (a gauntlet grasping a flask), then the options you require. Saved Games To save or load a game go to the full map level and open the archive menu, then select the option you want. Loading the Game If you have two drives, insert disk 1 into main drive and disk 2 into your second drive. If you only have one drive insert disk 1 into the drive. You will be prompted to change the disk regularly throughout the game. Amiga Insert Kickstart Disk if required. At the request for a Workbench disk, insert program disk(s). Atari ST Make sure that the disk-drive(s) is(are) switched on. Insert program disk(s). Switch the computer on. IBM PC's and Compatibles Boot DOS from another disk. Insert program disk(s). At the A> prompt, type START and press RETURN. Apple IIGS Insert Disk 1 into the drive and turn on the computer. When the desktop appears, launch War in Middle Earth by clicking on it with your mouse. When prompted, eject disk 1 and insert disk 2. CONTROLS Move cursor with a mouse. Click on Icons, Windows, etc. with left hand button. IBM PC's and compatibles use mouse, joystick, or keys. The arrow keys move the cursor. ENTER or INS select. The following keys can be used instead of clicking on icons- Key Icon Description --- ---- ----------- A Scroll Archive(Save/Restore) G Arrow Movement Commands (Go to) M Magnifying Glass Move down a level O Provisions Object Manipulation (Get/Use/Drop) S Eye Status display T Hourglass Time U Map Up a level N Window Option No - continue on. Y Window Option Yes - accept option. P Pause X Exit Game Q Quiet On/Off. Overview This game is largely concerned with Hobbits, and from it a player may discover much of their character and little of their history. Further information will also be found in the pages of the Red Book of Westmarch, so wonderfully translated and presented by the late Professor Tolkien in his works "The Hobbit" and "The Lords of the Rings". For those who have not had the pleasure of discovering the world of Middle Earth a word or two of information regarding hobbits, and the other inhabitants of that place is in order. Therefore in these few pages we have set out a few notes of providing a short history of Middle Earth, and brief notes on the races and important personages that dwell there. In order to make this booklet as easy as possible it has been divided up into sections. There is an introduction to Middle Earth, which should provide those who have no knowledge of the story of The Lord of the Rings with enough background to play the game. A full glossary has also been included, giving you further background information on each of the races, characters, and places in the game. The gameplay section tells how you actually play the game, and gives you some hints on the ways in which you may try to win. However, with a game of this complexity, it is impossible to give a single strategy that will work, or indeed to say that any strategy is doomed to failure. Finally, we have included a biography of Tolkien and a reading list for those people who wish to learn more about Middle Earth. Separate from the booklet you will find a map (digitized form for this soft-doc) which has the grid reference system used in the game marked on it. Of the Creation of Middle Earth First there was Eru the one, and from his thoughts came the Ainur. The greatest of these were named the Valar, who were fifteen; seven lords; Manwe, Ulmo, Aule, Orome, Mandos, Lorien and Tulkas and seven ladies; Varda, Yavanna, Nienna, Este, Viare, Vana and Nessa, last there was Melkor who was the most powerful of all. To them Eru revealed a great musical theme. Together they sang in harmony, and from their music the lands of Middle Earth were born. But Melkor chose to sing a theme of his own creation, and so discord was brought to the land. Though the other voices tried to return the path of the theme to the original intent of Eru, it was impossible, and the lands of Middle Earth forever bore the marks caused by the discord, and life was marred by the evil wrought in the beginning. Melkor was banished from the Ainur and evermore he was known as Morgoth the Dark Enemy. Alongside the Valar there were the Maiar, who ere brethren to the Valar, though of lesser stature and many more in number. Some were drawn to the splendor of Morgoth and served his purpose. Chief among these was Gorthaur the cruel, who is also called Sauron, the Dark Lord. Of the early history of Middle Earth and the peoples who dwell there. The history of Middle Earth is long and contains many tales, that the Elves tell long into the night in song and prose. Here but a few words will have to suffice, for here we are concerned with events late in the history of Middle Earth. Early struggles, though fascinating, are of little import save to introduce the main themes. The first born were the Elves. Tall and fair they are for the light of the stars is mirrored in their countenance. Elves are uniquely linked to the lands of Middle Earth, their lives are long and unless they fall in battle they are immortal, for they suffer no ills save one, a sickening of the spirit and loss of desire to live. Even then they only choose to lay down their life for a little while and spend some time in the halls of Mandos, before returning once more to the fair lands of Middle Earth. Their history is long and full of incident and its telling must be left for others. Those who wish to know more of this ancient race should seek enlightenment in the "Silmarillion" where many of their tales are set down with an eloquence that I, your humble scribe, cannot match. Suffice it to say that for all wisdom that the Elves accumulate of their long lives, their pride often causes them to act rashly, and in doing so they bring added tragedy onto themselves. Feanor created the great jewels of the Simarils, and his pride in them brought on the Elves many of their misfortunes. And Sauron, and his pride in them brought on the Elves many of their misfortunes. And Sauron was able to use his pride in them brought on the Evles many of their misfortunes. And Sauron was able to use the pride of the Elven smiths in their work to trick them into forging the Rings of Power. However, the Elves are staunch defenders of the lands of Middle Earth, protectors of its greatest beauty, and have stood defiant against the forces of Melkor from the beginning of time. Melkor hated them from the first, and from those unfortunate enough to be captured by his servants, he created the Orcs, a cruel race that is in all ways a foul perversion of the Elves. Soon, however, the Elves were joined by the Dwarves, or Khazad as they called themselves. They were created by Aule the Valar smith from the very hearts of the mountains. Indeed he made them before eru created the Elves. But when Eru saw that Aule had created the Dwarves out of live and not malice he added them to his plan, yet he would not let them appear on the Earth before his chosen people the Elves, so he caused them to sleep under the mountain until the Elves were established. Dwarves were a strong and valiant race, yet as they were created without the aid of Eru they lack the grace of Elves, and men. They are short and stunted, but do not doubt their bravery, their craft - for they are the finest of all miners, masons, and stone carvers - nor their pride, nor skill with arms. When Yavanna created the trees and other plants, she also called into being the Ents, who were shepherds for the trees. These gentle creatures live their lives at the same pace as the trees they guard, though when they are roused to anger they are powerful opponents for they have the strength to break stone and metal. The Elves taught them speech, as they taught the other races, and Ents delight in language of all forms. Melkor's envy turned to the Ents as well as the Elves, and he created the Trolls, who were to stone what Ents were to Wood. Yet as with all Mekor's creations they were a perversion of the original. They are witless creatures, who kill for pleasure. Last of the main races came Man. Man was ever mortal, unlike the Elves. However in ancient times his span of years was much greater than it is at present, though even then mankind was shortlived compared even to the Dwarves. However what mankind loses in lifespan he more than makes up in numbers, and it is mankind who is the destiny of Middle Earth. Thus were the races made. Strife was ever present in the land, as the free people struggled against the powers of darkness. Many men fell under the influence of Melkor and fought alongside his other spawn against the Dwarves, Elves, and Men. Eventually Melkor was defeated, though the Valar had to intervene in the course of the World. Melkor was banished, but Sauron, his right hand, fell at the feed of Manwe and pleaded for mercy. Believing he had repented, the Valar allowed Sauron to remain in Middle Earth. As mankind had suffered terrible losses in the battles against the enemy the Valar created for them an island in the ocean, half way between Middle Earth and their Underlying lands. This was the land of Numerore. Here men prospered, for most had some elvish blood in ancestry, so the people of Numenore lived long and grew powerful. Mighty seafarers, their ships carried trade to all parts of middle earth. Of the Rings of Power After Melkor had been cast into the void by the Valar, his servant sauron took on a form that was fair of countenance, and called himself by the name of Annatar, which means the giver of gifts. Now it was in the twelve hundredth year after the casting of Melkor to the Void, that Sauron appeared to the Elven smiths, and with fair words he persuaded them to make various magical rings. Nineteen rings were made, nine he gave to the Kings of Men, seven to the Fathers of the House of the Dwarves, and three to the Lords of the Elves. He then returned to his home in Mordor and went to Mount Doom, where the very earth is cracked open, and the fires inside can be seen. In these great flames he forged the One Ring. Into this ring he put the greater part of his power, for with it he hoped to control the lesser rings and rule all of Middle Earth. Now, when Sauron placed the one ring on his finger, the Elves at once knew him for who he was. Therefore they hid the three rings from him and raised a great army and made war on Sauron. But the forces of evil were large, and the Elves were driven back. Yet when it seemed that sauron must be triumphant, the men of Numenore arrived, and in such force that there was no way any could stand before them. So Sauron, seeing that there was nothing to be gained by force of arms, resorted to subterfuge, and surrendered himself to the Numenoreans. Though he was taken back to the island in chains, his glib tongue soon loosed his bonds, and he became the King's closest advisor. His influence corrupted the whole land. Temples were build to Morgoth, and eventually he persuaded the men of Numenore to sail against the Undying Lands. But the might of the Valar was not to be trifled with. They reshaped the world, withdrawing the Undying lands beyond Middle Earth, and they covered the isle of Numenore with the sea. Sauron's body was destroyed, but as his power was contained in the One Ring he was able to survive even this loss. Of the Lands of the West Few Numenoreans escaped, but those that did took the name Dunedain, The Men of the West, and founded two great kingdoms in Middle Earth. These were Gondor in the South and Arnor in the North. But some of the followers of Sauron also escaped the fall. They were called the Black Numenoreans, and they founded the pirate city of Umbar. Not all men had gone to Numenore. In the west, the men of Dunharrow had built fine cities. In the eastern lands of Rhun and the southern lands of Harad, there were many tribes that followed Sauron: the Balchoths, the Wainriders, the Easterlings, the Haradrim, and the Southrons. But Sauron was not defeated. With the power of the ring he made a new body, and led his troops from Mordor once again. Gil galad the elf, with Elendil the Dunedain and his son Isildur, led the last great alliance of the men of the west and the Elves. The men of Dunharrow, though they had pledged allegiance, broke their word and refused to fight. Gil Galad and Elendil fell in battle, yet the day was won. Isildur cut the ring from Sauron's finger, though in doing so he broke his great sword Narkil. On losing the ring Sauron could no longer maintain his body, and he was no more than a shadow. Yet all was not won, for as Isildur returned from the battle to his home in Arnor, he was ambushed by Orcs and the ring fell into the great river Anduin and was lost. Of Hobbits. Little has been said yet of Hobbits, mainly because they have yet to enter the story, but now they make their appearance, and in this final act, they are to take the center of the stage. Hobbits are little people, and their ancestry is uncertain, for they do not figure in any of the tales of earlier time. Yet they are known to be unobtrusive and may well have been living their peaceful lives for some time, unnoticed. Whatever reason is given for their earlier obscurity, it is known for certain that shortly after the defeat of Sauron at least one large group of Hobbits were living by the banks of the Anduin. One day, shortly after the death of Isildur, two of the Hobbits were out fishing on the river, when one noticed something bright in the river. He dived in and came up with a ring. The other, who was named Smeagol, said, "Give us that, Deagol, my love". "Why?" "Because it is my birthday, and I wants it." So it was, but Deagol had already given a present, and it was more than he could afford. He refused, whereon Smeagol strangled him and took the ring, though whenever he was asked later he always claimed it was a present, at least until pressed hard for the truth. When he wore it, he found no-one else could see him. So he learned secrets, and used them to create mischief, till the other Hobbits turned him out of their hole, and he wandered through the land. Finally, he ended up living in the tunnels of the goblins under the Misty Mountains, eating raw fish caught with invisible fingers. And though he withered, and grew stretched, the ring kept him alive, and took hold of him. It was his precious, and he talked to it, till he almost forgot his own name and was only known by the one sound he repeated, a hollow sound, Gollum. The other Hobbits continued their journeys across Middle Earth, until they reached the peaceful land of Shire. Here they settled and continued to prosper, living in their traditional holes, with the good rooms looking out of the hillside, and the store rooms deep inside the cool earth. Eating four meals a day, with snacks to fill up the cracks. And enjoying a pint or three of ale, perhaps aided by smoking a pipe full of pipeweed, a habit it is said they introduced to wizards and kings. But aside from this one invention, they seemed to have little to do with the main flow of events. Yet not all is as it seems. Of Wizards and the Despite of Sauron The Valar did not rest with the fall of Numenore, they sent five of the Maiar to Middle Earth to continue the fight against Sauron. These were the Wizards, and they took the form of old men, with white beards, each carrying a staff. Though Sauron had no body, he took the form of a great eye, like that of a cat, red and evil. Though his servants, the nine Nazgul, who were the ringwraiths who once had been kings of men, he spread his evil throughout the world. In the north, the Witch Kingdom of Angmar was founded, ruled by the lord of the Nazgul, and its forces destroyed the Dunedain kingdom of Arnor, and the kings of Arnor, the heirs of Isildur, were reduced to wandering in the woods. In the south the kingdom of Gondor was hard pressed, and its king was killed, leaving no heir, so Gondor is now ruled by a steward, awaiting the return of its rightful ruler to reclaim the throne. Hard pressed by the enemies that surround it, Gondor nearly fell to the Easterlings and the Balchoths. Only the arrival of the Horse Lords from the north saved the kingdom. So these flaxen haired warriors, the sons of Eorl, or the Rhoirrim were granted the northern part of the kingdom as their own, and these plains are now the land of Rohan. Isengard, the Northern fortress of Gondor, had been given to the Wizard Saruman to hold against the wrath of Sauron. The lands of South Gondor are a desert waste, yet through it is much reduced, Gondor is still a great power, bastion of the west against the might of the Red Eye. Of the other Wizards, two have passed into the East and out of this tale, though on cannot say what aid they have given the West through their work. Radagst makes a special study of plants, birds, and animals, speaking their tongues. The last, gandalf Greyhameis is of most account in our story. He travels far and is known to many. He aided the Dwarven king, Thorin Oakenshield, to reclaim his kingdom in the lonely mountain from the dragon Smaug, by providing him with a Hobbit burglar. Among their many adventures on the way, Bilbo Baggins, the Hobbit, found a ring and then met Gollum. After a set of riddles, Gollum failed to guess what the Hobbit had in his pocket, until it was too late. Then he discovered that his precious was missing. Bilbo escaped, and eventually brought the Ring to the Shire, but Gollum hates Bagginses for ever. Gandalf studied Ring lore, and eventually learned that the Ring that Bilbo acquired was the One Ring. Bilbo had left the shire, to go wandering, but Gandalf made him leave the Ring behind. It and his hole, Bag End, passed to Frodo, and with it the fate of the world. Of Recent Events Gandalf has discovered that the Nazgul are abroad. Events have come to a head. Action must be taken quickly. Frodo must leave the Shire and take the Ring with him. Until further decisions are taken, it would be best to head for Rivendell, where wiser heads can decide the next move, and heroes can be found to guard the Ring bearer on the perilous journey that lies ahead. Gandalf has been called away from the Shire. He should have been back in time for Frodo's birthday, September 23rd the date chosen for the quest to begin. But he has not appeared, so Frodo, Sam and Pippin have set out without him. GAMEPLAY In order to encompass all of the events of the War of the Ring, play takes place on three levels, each giving you a different degree of detail. You can move from one level to another at any time. Full Map Level This is the full Middle Earth Map. This is used to give you an overview of the total situation in the war, including the locations of all major forces. Campaign Level The level on which most play takes place. It gives you a detailed map of a part of Middle Earth. However, you can scroll this to any part of the playing area. All forces in the game are displayed as Figures or badges (shields) Animation Level Finally we have the animation level. This gives you a detailed view of a single place. On this level each individual or monster is represented by a fully animated figure moving against digitized backgrounds. On this level you can instruct individual characters to use items, direct their actions in combat and engage in conversation. This is the level on which the game starts with Frodo, Sam and Pippin walking thought the Shire. As well as operating on these three levels, there is a variety of different types of "playing pieces" involved in the game. Obviously it is not possible for you to give orders to each individual in the large armies of Rohan or Gondor, nor can the computer plot the movement of every Orc. However, no game based on The Lords of the Rings would be complete if you could not control Frodo's actions. Therefore you have two distinct types of forces under your control. First there are Characters. At the start of the game you can control the actions of the three Hobbits Frodo, Sam, and Pippin. As you progress in your quest, you will meet many more characters. Some of these, for example Merry or Aragorn, will join the quest, and you can then control their actions. Other characters, such as Tom Bombadil or Elrond, will give aid and advice, but will not leave their homes. At the start of the game, all the characters have a course of action set. If you do not give any commands they will follow this course of action. There are also large forces, the armies of the Dwarves, of Men and of the Elves. These are broken into units ranging from a hundred or so up to several thousand. Although you can bring several units together, as at Minas Tirith at the start of the game, you cannot split up the individual units. Finally, there are objects. These include the Ring, initially with Frodo. Besides this, there are many other useful items. Some of them are carried by characters you will meet, others you will need to search out. Listen to the words of the wise, for they will pass on to you information concerning these items. How to play the Game Commands Every aspect of the game can be controlled by using the pointer. This is the picture of the blue hand with its index finger extended. On each level there is a series of Icons in a column in the top right hand corner of the screen. Moving the pointer over one of these and pressing the Command button (Left Mouse Button, Joystick Button, or INS or ENTER keys as appropriate) either: a) opens a window, which will offer you a choice of options. You then move the pointer over the option you require and press the button again to select it. or b) In the case of icons that affect individual places or people, it causes the pointer to take on the shape of that icon. This can them be moved around the screen until it is over the point required. This will be further explained in the appropriate sections. There are also many points in the game where events occur that require you to make a decision. For example two characters may meet. You may then have to decide if they should join forces or not. In these circumstances the computer will display a window with options. You must select one of these with the pointer as in a) above. When this happens the pointer will return to its normal gauntlet shape, cancelling any command you were halfway through. As it is sometimes inconvenient to have to click on an Icon, it is also possible to use the keys to force certain commands. These are listed in the commands section, and as each command is explained the keys will be listed alongside the icon-based command. LEVELS AND ICONS Full Map Level This is the overview level. It shows you the whole of the playing area, with forces under your command indicated by blinking blue dots, evil forces as red dots, and neutral forces as green dots. While you are on this level time does not pass. In the top right hand corner there are four icons:- an eye, a scroll, a magnifying glass and an hour glass. THE EYE This allows you to gaze into Galadriel's Mirror, the magic pool in Lorien. It brings up a window that tells you what forces are moving, where your forces are headed or who they are following. It tells you which of the evil forces are active, not giving you any details of their movement. To clear this window press the control button anywhere on the screen. Instead of clicking on this icon, you can press S (for status) THE SCROLL This brings up the archive menu, allowing you to save and restore games. You may only have one game saved at any time. Saving a new game will destroy any previously saved game. Select the option you require and the computer will automatically save or restore the game. Assuming your disks are not damaged, a window will appear telling you that the game has been saved or restored successfully. Instead of clicking on this icon, you can press A (for Archive) THE MAGNIFYING GLASS Allows you to move down to the campaign level. Clicking on this icon changes the pointer to another magnifying glass. Move it to the part of Middle Earth you wish to examine, then click the mouse button again. Instead of clicking on this icon, you can press M. THE HOUR GLASS This allows you to select the speed at which the game will run, which you may change at any time. There are three speeds: Normal Hasty Very Hasty When you click on the Icon a window opens listing the speeds. Move the pointer over the speed you want and press the control button again. The new speed is now set, and the window closes. At the start of the game you will probably want to set time to very hasty. However as you progress, you will find that you need to reduce the speed in order to control all the options at your disposal. The time setting controls the rate of all actions in the game. You will find that when you meet several people at once, you will need to have the time setting on Normal or their speech may disappear from the screen too fast for you to read. Instead of clicking on this icon, you may press T to open the Time Window. The Campaign Level this level gives you a fairly detailed view of an area of Middle Earth around 250 miles by 150 miles. For those people who prefer to measure distance as subdivisions of an inaccurate French estimate of the circumference of the Earth this is about 400 x 250 kilometers. To see other parts of Middle Earth you may either move up to the Full Map Level and then use the Magnifying Glass to examine another area, or you can scroll the map until the area you are interested appears. To do this move the pointer to the edge of the screen. The map will start to scroll to reveal what lies beyond. In order to stop, simply move the pointer away from the edge. All terrain features including woods, hills, rivers, and towns are shown. Individual characters are displayed as small figures. Where one character is following another only the character commanding the party is shown. Those characters, forces and parties that are active in the game and that you may control flash. Large forces are shown as a shield. This tells you what type of force it is. The background shield design tells you where the force is from, the weapon indicates the type of force. Most forces are indicated by a round shield. Elite forces, such as the Gondor Tower Guard, are marked by an heraldic shield. Types of Forces- Cavalry A horse's head Infantry A sword Light Infantry A spear Dwarf An axe Elf A bow Trolls A club Orcs A scimitar Corsairs A scimitar The countries are indicated by the following shields: Rohan A green shield decorated with a white horse Gondor(Minas Tirith) A blue shield decorated with a white tree Gondor(Dol Amroth) A blue shield decorated with a white flower Gondor(Other) A plain blue shield. Dale A plain aquamarine shield. Elf or Ent A plain green shield Erebor A plain aquamarine shield Iron Hills A plain dark green shield Saruman A red shield decorated with the White Hand Mordor(Minas Morgul) A black shield decorated with the lidless red eye Harad A red shield decorated with the lidless red eye Easterlings A purple shield decorated with the lidless red eye Umbar A red shield decorated with a ship's sail. Dunlendings A plain wooden shield. If you position the pointer over any character or place on the screen and press the control button a window will open at the top left of the screen telling you who, what, or where it is you are pointing to. Some of the evil characters, most notably the Nazgul, are able to hide. When they do this their symbol disappears from the screen. You then have to remember or guess where they are. ICONS THE EYE Once you have clicked on a character or force, clicking on this Icon allows you to discover their status. If you are yet to select anyone then you will be told to select a force. See the description of combat for a fuller explanation of character status. Instead of clicking on this icon, you can press S (for Status) THE MAP This takes you up to the Full Map Level. Instead of clicking on this icon, you can press U. THE MAGNIFYING GLASS As on the full map level, when you click on this icon the pointer is replaced with a magnifying glass. You can then place this over the area you wish to examine before pressing the control button again. This then takes you to the Animation Level. Instead of clicking on this icon, you can press M. THE HOUR GLASS This works exactly the same way as on the Full Map Level. This allows you to select the speed at which the game will run. You may change the speed at any time. There are three speeds:- Normal Hasty Very Hasty When you click on the Icon a window opens listing the speeds. Move the pointer over the speed you want and press the control button again. The new speed is now set, and the window closes. Instead of clicking on this icon, you may press T to open the Time Window. THE ARROW This is used to give movement orders to characters or forces. Instead of clicking on this icon, you can press G. Animation Level If you move the pointer over any figure and press the control button a window will open telling you who they are and what they are doing. ICONS THE EYE This allows you to gaze into the Mirror of Galadriel and see the status of characters on screen. Normally it will give you the status of the lead character, but if you have clicked on any figure, it will give you their details. Instead of clicking on this icon, you can press S (for Status). THE MAP This takes you up to the Campaign Level. Instead of clicking on this icon, you can press U. PROVISIONS This allows you to control objects. Clicking on this icon opens a window with three options- Put Down an Object Take an Object Use an Object Instead of clicking on this icon you can press O. If you wish to use or drop an object select the appropriate option. If you are not carrying anything a window will inform you on this. Otherwise a window will open giving a list of objects that the character is carrying and you will be asked to select one by pointing at it and pressing the control button. If you decide you do not wish to use or drop any item press the control button with the pointer anywhere outside the window. If you wish to take an object, select this option. If there is nothing you can take , the window will tell you this. Otherwise a window opens asking you to select the object, and listing the objects available. Move the pointer over the object and press the control button. You will then see the character pick up the object and continue on his travels. GIVING ORDERS In order to control the progress of the game you need to give regular orders to the characters and forces at your disposal. You can only pick forces' destinations. They will then move there at their own rate. There is no way you can cause them to exceed their natural movement rate. Hobbits are slower than Wizards or Nazgul. To give an order you must be on the Campaign Level. If you are on the Animation Level you will need to move up a level by placing the pointer over the MAP icon and pressing the control button, or pressing the U key. If you are on the Full Map Level you need to move down to the Campaign Level using the Magnifying glass. Turn the pointer into a magnifying glass either by clicking on the icon or pressing M, then place over the part of Middle Earth you are interested in and press the Control Button. To give movement order turn the pointer into an arrow by clicking on the Arrow icon or pressing G then move this over the character or force you wish to command. Press the control button again. This should open a window in the top left corner of the screen which tells you who you have selected and where they are currently heading. Characters or forces following another character are listed immediately after the character they are following and are indented a small amount. The pointer will also have changed. The shaft of the arrow has now become the word TO. If you want all the characters to follow your orders, move the pointer to the destination you wish to set and push the control button. If you only want part of the force to follow the order, you first have to pick which units you are interested in. Move the pointer over the window and click on the character you wish to command. You will also command all his followers. ENCOUNTERS As you travel the roads of Middle Earth, you will meet many other characters. Many will ask you to stop and talk. These are generally characters over whom you have no control. When you meet them a window will open at the top right of the screen. This gives you the option to go to the encounter or to continue on. If you continue on, you ignore the encounter and lose the chance to gain the benefit of the traveller's wisdom. Going there takes you to the Animation Level. When two characters meet, you will be offered the choice of one following the other or not. If they join forces, the two figures will be replaced by the single figure of the leader. If a force meets a commander, he will offer his services. You must choose whether you want them to follow or continue on. If two forces pass they will continue their separate ways unless there is a leader present. COMBAT When you meet enemy forces you are forced to fight. If characters rather than armies are involved, you will be taken to the Animation Level where you will see the action animated for you on the screen. When the two forces meet a window opens in the top right of the screen. This window looks something like this: Charge Engage Withdraw Retreat Good Evil o o o o Gandalf Nazgul Lord o o o o Aragorn 2nd Nazgul o o o o Frodo 20 Orcs o o o o Sam o o o o Merry o o o o Pippin o o o o 20 Lt. Inf. As you can see this window lists all the forces involved in battle. The first column listing the good forces, the one you are commanding, and the second column the evil forces, controlled by the computer. There is also a large grid of boxes (circles in this case). These are used to control the actions of the forces under your command. In each row there are four boxes (circles here), representing the options available to each character. The first column is charge, then engage, withdraw and finally retreat. These are labelled along the top of the window. In each row one of the boxes is filled with a black square (of which I can't duplicate in this doc, so imagine it!). This is the option that that unit is currently taking. Remember each row refers to an individual character or force. At the start of the combat all the characters and forces are set to engage. Charge Launch a major attack, once you are involved in combat this reverts to Engage. Gives you a first hit advantage. If you destroy your opponent, you receive no losses. If you don't both sides sustain heavier losses. Engage Start to fight or continue fighting. Withdraw Leave the melee and stop fighting but remain close by. If the other characters are killed you will then be attacked. Retreat Leave the combat and try to escape. Characters that make it to the edge of the screen cannot be killed. If your side is victorious they will walk back on screen. If not their figures will appear on the campaign screen at the point and they will continue with their orders. If they were following someone then they will initially go back to their default orders and you will need to give them fresh orders. In order to make a character follow any option, you move the pointer to the appropriate box and press the command button. The black square will them move to the box yo have pointed to. Once a character is killed or a force completely destroyed the black square disappears from the row. The characters are normally listed in black type. This is to indicate that they are hale and hearty. If they are wounded then the type will change to red. If they are finally killed it turns grey. Forces do not get wounded. Instead, more and more members of the unit are killed until it is finally wiped out. Combat continues until all forces on one side are dead or have retreated. Evil units will not normally retreat, though some of the more intelligent (e.g. Nazgul) may in some circumstances. If you are victorious, your forces will continue on their journey, unless any member or members of the part have been killed, in which case all present will gather around the corpse to pay their respects to the dead. You may then use the provisions icon to collect any useful items that they may have been carrying. If you lose, then the characters and their possessions are lost forever. Except if the Ring is taken. In this case the Nazgul will run for Barad-Dur or Orthanc. You have the chance to intercept them on their journey and win the Ring back. Of course, if you fail, you will lose the game. Remember that if you attack a fortress or other defended place you will suffer greater losses than if you were fighting on equal footing. Also if you are secure behind defenses you will be better placed to face the enemy. Citadels provided greater protection to defenders while walled cities, such as Minus Tirith, provide the greatest advantage. Certain characters have special links with Middle Earth that means they cannot be killed. The Nazgul have their souls trapped in the nine rings. Therefore killing them merely destroys their bodies. They will reappear later in Mordor. Gandalf and the other Wizards are on a mission from the Valar to destroy Sauron, so if any of them are killed they may return in a more powerful form. ENDING THE GAME You will win if you manage to get the Ring to Mt. Doom, and lose if Sauron's forces manage to get the Ring and take it to Barad-Dur. In each of these cases the game will automatically end. You will also lose if Sauron's forces appear to be winning the war. This is signalled by the loss of any 3 of the good forces major strongholds: Hornburg, Edoras, Minas Tirith, Lorien, or Thranduil's place. If you wish to leave a game and return to it later, go up to the Full Map Level. Clock on the scroll icon to open the save/restore window, click on the Save Current Game option. The machine should tell you the game has been successfully saved. You can now eject the disks and turn the game off. When you wish to return to this position, load the game, then come back to the Full Map Level by moving up twice. Click on the scroll icon and select Restore Game option. The game will then be restored to the position in which you left it. If you wish to quit a game without saving it, press X. You will then be asked if you really want to quit. If you select the option to quit, the game is lost forever. If you wish to continue play or if you decide to save the game, select the option to cancel. If you want to leave the game for a short while, press P to pause the game until you return. WINNING STRATEGIES In order to win the game you need to destroy the Ring. This can only be done by taking it to Mt. Doom, deep in the heart of Mordor. This means taking the Ring to the center of Sauron's power. You were expecting Gandalf to be with you to provide you with advice and help, but he has not arrived. You cannot afford to wait any longer; already strange black riders are about in the Shire asking after Mr. Baggins. You can set off with the fellowship and head directly for Mordor, but the way is long and there are many dangers. Armies of Orcs and other four beasts will block your path. You may be lucky and evade them, but it is a very risky undertaking. To the East, along the Old Road is Rivendell, the Last Homely House East of the Sea. Here Bilbo found aid on his adventure. This may be where you can find aid on your quest. There are many heroes here, from all the races of Middle Earth, Elves, Dwarves, and Men. Here too you may find Gandalf. As to the route that you take to Mordor, you will need to choose this with care. The easiest path would take you down the West side of the Misty Mountain and through the gap of Rohan, across the plains of that fertile land and then down to Minas Tirith. But as the Wizard Saruman has become corrupted the game of Rohan is no longer safe, for he has amassed a great army of Orcs and evil men in the castle of Orthanc, and your journey would be forced to pass too close to this danger. All other routes take you across the Misty Mountains. You may choose to follow in Bilbo's footsteps, but this takes you through Goblin Town; or you may try to cross at the Moria, but this once proud Dwarven Kingdom is now overrun with Orcs. Unless you risk either of these passes, you will need to cross high in the mountains, facing whatever perils you may. But at least if you cross the Misty Mountains you may hope for aid from the Elves or Lorien. Not all the people of Middle Earth are against you, but even those who fight Sauron need some token to prove the truth of your embassy to them, before they will commit their forces. For example you need to present The Red Arrow to King Theoden of Rohan at his palace Edoras in order to mobilize the riders of the Mark. To mobilize the Dwarves, someone must present them with The Dwarven Ring. Similarly Gondor will only mobilize if presented with The Scepter of Annuminas, and the Elves only if you take them The Silver Orb. Obviously, if The Forces of Evil attack these nations they will defend themselves. But, by then it may be too late. If you can find these items and deliver them, before the need to head towards Mordor is pressing, you may be able to mobilize your forces earlier and so distract Sauron from looking for the Ring. Therefore, listen to the words of the wise, for only by heeding their advice will you learn the location of the objects you seek. There are many other useful items that lie scattered over the face of Middle Earth, and again you will need to talk to the characters that you meet in order to find their whereabouts. You may pick up magic swords, coats of Mithril mail, healing herbs, all of which will aid you with your quest if you use them well. Bear in mind that if you do not collect these items early you may be too hard pressed to be able to search for them later. Do not ignore them for they can prove the crucial factor that allows you to defeat the forces of evil. In some ways the strategy of the game has certain similarities to that of American Football. You have lots of units in play, but the only one that matters is the one carrying the ring. The others are used to clear a path for the ring bearer, by destroying the enemies forces. Most of your forces are not in position at the start of the game. The Elves are in Lorien, the Dwarves in the Iron Hills and the Lonely Mountain in the North East. The men of Gondor and Rohan are dispersed throughout their lands, and the Rangers are in Bree. You want to give all your units orders, so that you get enough troops into the field to face the huge armies of Saruman and Sauron. Should disaster befall you and Frodo dies, a new Ring bearer will be chosen. If the Nazgul capture the Ring, by slaying the Ring bearer and all his companions, they will head for Mordor. If you can intercept them on their journey you may be able to win the Ring back. If not, then you will loose as soon as they reach Barad-Dur. It pays therefore to protect the Ring bearer well. you may well want to gather the Rohirrim at Helm's Deep and the Gondorians at Minas Tirith, until the forces from further north arrive. Remember that is is much easier for them to defend themselves if they are behind the sturdy walls of their fortress than if they are caught in the field. Of course this applies to the forces of evil as well, so do not try to assault their stronghold unless you have overwhelming forces. It is possible to win the game using the basic tactics followed in the book. The Rohirrim are strong and once mobilized, they will hold back the forces of the White Hand for a long time, particularly if they are fighting from behind the defenses of the Hornburg. The men of Gondor will hold Minas Tirith for many turns against the might of Sauron's Orcs and Nazgul. Then, with luck, you may well be able to slip through. However, it is not certain. Remember that in the book Frodo had many near escapes. You may well want to try other options. If you bring the forces of Dain and Brand down from the North, you may well be able to amass a large enough army to force your way through the gates of Mordor. Remember that although these forces are not mentioned in the books, this is because it is written from the Hobbits' point of view. They report only what they see. The appendices make it clear that these forces were involved in bitter combat against Sauron's forces. The quest will take a long time. Over the course of the game you will need to make several decisions. You will need to keep on updating the orders to your units, so that they make the best moves. Keep checking all the unit's orders, so that you can change them as a new situation dictates. Bear in mind that new forces may become available for you to command. Hopefully you will then succeed in your task. Always remember the words of Robert the Bruce "If at first you do not succeed, try, try again!" There are an infinite number of options that you can take throughout the game. No two games will follow exactly the same pattern. This is not a game that you can master in one session. A single game may last several hours, and only offers one possible path thought the myriad options. Even if you gave identical orders, random factors will affect the outcome of the game. Choosing the correct options will limit the cruel blows of fate, but you can never be certain of success. Thus, as you come to know the game it will reveal more of its secrets, but there may always be something you have not seen, and therefore cannot plan for, that lies in wait to affect your plans, for weal or woe, adding spice to the game and hopefully prolonging your enjoyment. Typed by VULCAN. Thanks to Pirasoft/ACU WAR IN MIDDLE EARTH (a quick solution to the game) THE METHOD DETAILED IN THIS LISTING, TO COMPLETING THE GAME, SHOULD ONLY BE VIEWED AS THE QUICKEST WAY, AND THEREFORE WILL VARY GREATLY FROM THE WAY THE GAME WAS ORIGINALLY MEANT TO BE PLAYED. 1) THE FIRST STEP TO BE TAKEN IS TO SEND THE RING BEARER TO SOME SAFE LOCATION AWAY FROM THE CLUTCHES OF THE NAZGULS. I HAVE FOUND THAT SENDING THE RING BEARER TO THE WEST IS PROBABLY THE SAFEST PLACE. 2) NOTHING MUCH CAN BE DONE AT THIS STAGE UNTIL SAURONS ARMY IS ON THE MOVE. ONCE YOU GAIN CONTROL OF THE FORCES OF GOOD THE FIRST MOVES THAT MUST BE MADE ARE THOSE CONCERNING THE ROHIRRIM, DISPLAYED AS HORSE ICONS. SEND ALL OF THE ROHIRRIM TO EDORAS,THIS WILL GIVE YOU A LARGE ARMY WHICH WILL BE NEEDED TO DEFEND AGAINST MASSIVE ATTACKS FROM ORCS AND URUK-HAI. SHOULD EDORAS FALL TO THE FORCES OF SAURON THEN HIS VICTORY WILL BE ASSURED AND THE GAME WILL END IN YOUR DEFEAT. 3) FROM THIS POINT ON IT WOULD BE ADVISABLE TO SAVE THE GAME FREQUENTLY AS ONE WRONG MOVE, OR A BATTLE THAT GOES WRONG WILL ENSURE VICTORY FOR SAURON. 4) SEND ALL OF THE FORCES OF GOOD (EXCEPT THE ROHIRRIM) TO MT.DOOM OR BARAD-DUR, REMEMBERING THAT MORE AND MORE FORCES WILL BECOME AVAILABLE TO YOU AS THE GAME PROGRESSES. YOU WILL FIND THAT THE FORCES OF GOOD WILL FIND THEIR OWN WAY THERE AND IN THERE OWN TIME,THIS WILL PROBABLY MEAN THAT LARGE LOSSES MAY BE SUSTAINED BY YOU AS YOUR FORCES MAY APPEAR TO BE SPREAD PRETTY THINLY. MEANWHILE IN MORDOR SAURONS ARMY SHOULD BE SPREADING ACROSS THE MAP,THIS MEANS THAT IF TOU ARE CAREFUL YOU CAN AVOID CONFRONTATIONS AND REACH MORDOR IN PRETTY MUCH ONE PIECE. 5) IF THINGS HAVE GONE ACCORDING TO PLAN THE 10,000 ORCS ENCOUNTERED AT THE MORANNON GATES SHOULD HAVE BEEN OVERCOME BY THE FORCES OF GOOD CONTINUALLY ARRIVING THERE,IF HOWEVER LARGE FORCES OF ORCS ARE STILL PRESENT IT MAY BE WORTH TRYING TO GO OVER THE MOUNTAINS.ONCE SUFFICIENT FORCES HAVE ENTERED MORDOR IT ONLY BECOMES NECESSARY TO OVERCOME THE 5000 ORCS AT MT.DOOM. IF AFTER MT.DOOM IS CAPTURED AND YOU STILL HAVE LARGE FORCES AVAILABLE YOU CAN TRY OVER RUNNING BARAD-DUR, BUT I FOUND SURROUNDING IT MUCH EASIER AS THE GAME AT THIS POINT IS ALMOST COMPLETE. 6) TO FINISH THE GAME ALL THAT IS NOW REQUIRED IS TO GET THE RING TO MT.DOOM. THE QUICKEST WAY TO DO THIS IS TO SEND THE RINGBEARER TO THE NEAREST ENCAMPMENT OF ORCS,POOR FRODO GETS KILLED AND A NAZGUL IS SUMMONED TO RETURN THE RING TO SAURON.NAZGULS DON'T SLEEP SO THE JOURNEY TO BARAD-DUR WILL NOT TAKE VERY LONG, THE ONLY THING THAT YOU MUST ENSURE TO DO IS TO INTERCEPT THE NAZGUL WITH THE FORCES THAT ARE SURROUNDING BARAD-DUR. ONCE YOU ARE IN POSSESSION OF THE RING TAKE IT TO THE NOW ORC FREE MT.DOOM. AND THAT IS ALL THAT IS NEEDED TO END THE GAME ON A WINNING NOTE! A FEW NOTES ON THE PROTECTION CODES IN THE GAME! THE GAME I WAS PLAYING WAS CRACKED BY THORAX WHICH STILL CONTAINS PROTECTION CODES. THESE CODES FOR SOME REASON SEEM TO BE LINKED TO MOVEMENTS OF THE RINGBEARER, AS THEY ONLY SEEM TO APPEAR AFTER YOU CONTROL THIS CHARACTER. THE CODES COME IN THE FORM OF A LETTER/NUMBER COMBINATION AND ARE LINKED TO CO-ORDINATES OF TOWNS ON THE MAP. NO MAP HAS SO FAR TURNED UP SO ALL THAT CAN BE DONE IS TO GUESS AT THE CODE.HOWEVER I WAS LUCKY ENOUGH TO GUESS ONE OF THEM CORRECTLY AND IT MAY BE HELPFUL ENOUGH TO LEAST MAKE AN APPROXIMATE GUESS AT SOME OF THE OTHER LOCATIONS. THE ONE THAT IS KNOWN FOR SURE IS BELEGOST C-3 XENON ----- TYPED BY BRIAN FOR SEWER DOC DISC IV GAMEPLAY:- You have to negotiate four sectors, each divided into four zones. You have a choice of two craft, which you can change between at will. You have a ground craft, capable of eight way movement, and a faster jet fighter. You need to select the appropriate craft to negotiate the obstacles facing you and be prepared to change between them rapidly. Some of your opponents are ground based and some are at altitude, you need to be in the correct craft to shoot the alien that you are facing. Certain weapons can only be collected and used by the fighter craft. You can only use the ground craft on the ground, you cannot land on the top of buildings, you need to fly over these in the fighter. Shooting the aliens and their weapon emplacements reveals power cells. Collect these by moving over them, to give your craft extra power. There are eleven types of power pill: A - Armour Makes your ship invincible for 15 seconds. F - Fuel There are two types of fuel cell, those with one orange band restore five units of fuel, those with three restore all your lost fuel. H - Homing Missile Shoots homing missiles for 15 seconds. L - Laser Arms your fighter with lasers. G - Gun Cancels the lasers and reverts to normal bullets. P - Power Increases the distance your shots travel. R - Rate Speeds up your ground craft. S - Side Arms fighter with side lasers. W - Wings Gives you wing tip weapons. Z - Zap Again there are two types of zap pills. Those with a single orange band zap the aliens and screen, those with a triple band zap everything, aliens and emplacements. Balls Collect up to three rotating balls that follow you and mimic your fire pattern. Each time you are hit by the aliens' weapons you lose at least a unit of fuel which is used to recharge your shields. If you collide with any of the aliens you will suffer substantially more damage and consequently use more fuel. If your fuel runs out you lose a life and have to restart from the beginning of the zone. Some aliens will require more than one hit to kill them, these flash every time you successfully hit them. Some of the aliens are invulnerable. Half way through each sector you will be faced with a single large opponent. This is a 'Sentinel' so called because they are set to guard the path and they are fully sentient, that is smart. You need to find out where they are vulnerable and concentrate your fire on the appropriate points. Colliding with a 'Sentinel' is fatal. At the end of each section you will have another large and more dangerous 'Sentinel' opponent. These are only vulnerable to certain attacks, and completely invulnerable to all others. If you succeed in defeating this you will be refuelled and re- equipped ready for the next section. You lose any weapons you had collected on the previous section. THE SECTIONS:- In the first section the domes and aliens are either ground or air based, as are their bullets. When you shoot the lift domes, they are then replaced by either another dome, nothing or a power pill. You need to pick up the power pills to add extra weapons and abilities to your ship, be careful though, as picking up some pills switches off the bonuses you have already collected. You need to use the fighter to fly over the obstacles and the ground craft for close combat with the aliens. The second section uses only the fighter craft. You must avoid the sides and the various weapon emplacements mounted in the side walls. Once again there will be power pills to pick up. The third section is similar to the first, in that you have the use of both of your ships. You have to make the correct decisions as to which ship to use. Using the wrong ship can prove fatal. Finally you must negotiate section four. You are nearing your goal. Time is of the essence. Fly your fighter at speed through this section to achieve your goal. THE ALIENS:- In order to complete your mission successfully it will probably be necessary for you to read the following notes on the various enemies that you will be facing. Ladybirds - These are standard Xenite craft. They are used in several defence operations, as they are cheap and effective. They are small ground based craft. They are equipped with a low power unit and basic enemy identification, detection, and tracking equipment. They are armed with a forward firing missile. Pods - These are basic self-destruction type guards. They are equipped with an array of sensors enabling them to track and intercept intruders. They are not armed but explode on impact. Eyes - An upgrade to the design of the pods. These have a superior power plant and computer, giving them greater speed and the ability to track intruders at a greater distance. They will attempt to follow and collide with your ship. Spinners - Fly in either arrowhead or a single diagonal line across the screen. They keep to their place in formation as they are not equipped with sensors. They're, however, equipped with very powerful engines allowing them to attain high speeds. Launchers - Sitting on the side walls of the passageways. These are heavily armoured doors. They periodically open to launch a single rotator. It has been noted that the rotators launched from these show greater intelligence in their movements than the normal rotators that appear in packs. Rotators - These appear either as single craft launched from the launchers described above or in patterns of four or sixteen that attempt to block the passageway. No rotator has been known to be armed with any weapons, they are self-destruction craft relying on collisions for their effect. Sidewinders - These are among the largest of the flying Xenite ships. Equipped with lasers they have a nasty habit of lurking at the side of the passageways and coming out into the middle when they detect intruders. Sideshooters - Another large flying ship. These are equipped with two lasers. They have slightly less armour than the sidewinders, and fly in patterns rather than having sensors. Middleshooters - Earlier version of the sideshooter, these only mount a single laser, and again move in a variety of patterns to cover the whole of the passageway. Side Guns - There are quite a number of different types of gun emplacements that sit on the side walls of the passageways. They vary in the amount of detection circuitry and movement that they are equipped with. Some rely on shooting a constant stream of missiles across the passageway, so that there is no way that an intruder can pass without taking a large amount of damage, others can track intruders and aim their guns or even follow intruders along the passageway itself. You will have to learn the differences between these types yourself as it has not been fully documented. Spinners - An upgrade on the simple ground based pod, spinners fly in patterns. Later models are equipped with missiles. They have some extremely nasty habits in their flight patterns. Watch out for these. Cells - These most often appear in groups of four. They have basic sensors and will move along the passageways until they detect an intruder, then they will switch into a pattern mode firing their missiles along the length of the passage. Kites - These move down the passage at very high rates, they are not armed with missiles. Pumps - More of a hinderance than anything else. These expand and contract regularly, blocking the entire passage at their greatest extent. They are heavily armoured and therefore require an extremely large number of hits to destroy them, it is simpler to avoid them instead. Blinkers - Similar to the side guns that you will already have encountered. These fire salvos of three missiles at a time. They also have more armour than most of the other side weapons and will require several hits before they are neutralised. Hearts - These move in a variety of patterns. They come in a range of models with different power packs and ornaments. Circle Moulds - Fast moving craft armed with missiles. Brain - These are highly intelligent, heavily armoured powerful craft, among the most powerful in the Xenite armoury. They are armed with smart missiles. Stalks - These are invulnerable. They will either launch a large number of missiles, or if shot enough times they release the bubble that they hold at the top of the stalk. Bubbles - These come in two varieties. Some are equipped with an intelligent sensor and will try their best to collide with any intruder. Others are simply fast moving and launched in large groups to provide blanket cover. Lip Guns - Highly armoured, these are only used in defending important Xenite Colonies. They are armed with both lasers and normal guns. Besides these there are the Sentinels that appear at the end of every section. These are unique creatures or at least there have never been previous reports of the Xenites using the design of any Sentinel more than once, and a large number of these have been reported from other sectors. You will have to find out for yourself the particular method of destroying the Sentinels that you are faced with. They are definitely the most feared of all the Xenite weapons met so far. STATUS PANEL:- Down the right hand side of the screen there is a status panel. This displays all the information you need to know about the state of the game and of your craft. At the top of the display there are four numbers. The top number is your score. Underneath this there are two single digit numbers. To the left is the number of lives you have left, to the right the sector number. Underneath these is your altitude. Beneath this there is your long range communicator screen. Most of the time this is blanked off, but at the start of each section Captain Xod will appear and tell you which section you are starting. Underneath this there is a bar display showing your fuel level. Underneath this there are two bar graphs. The left one is your rate, and the right one your power - the distance your shots travel. At the foot of the display there is a weapon panel. This has ten letters on it. Weapons active are highlighted in red. The weapons are: W - Wing L - Laser S - Side Shot H - Homing Missile A - Armour B - Ball X - Extra ball making two X - Extra ball making three O - Time left on homing missile O - Time left on armour CONTROLS:- When the program has finished loading, you will see the main control panel. Your protective shield is down, and the mission screen is switched off, so the main display is covered in static. Press - F1 to select one player option F2 to select two player option Fire to start play To change between air and ground craft, press Space or rapidly wiggle the joystick. To Pause the game press F3. The fire button will restart play. To quit press F10. Few 'sports' transfer well to the home computer..I hazard a guess that golf fares as one of the best. That being the case, Zany Golf is a game pixel putters will delight in. Sewer Possum Edited for ST use by SEWER SOFTWARE. ZANY GOLF Loading Zany Golf Welcome to Zany Golf, home of the unconventional putt. To load the game, put the game disk in your boot drive and turn on your computer. At the introduction screen, press a number from 1 to 4 (depending on the number of players) and you'll start the game. If you don't want sound, press -S. You can pause the game at any time by pressing . Viewing the Course The Preview screen is the first thing you'll see at each hole. It shows the layout for the entire hole. This screen also lists any tips, special instructions, and bonus information. To leave this screen and tee off, click your mouse button. You can return to a hole's Preview screen any time by pressing H or ?; press any key to resume the game. Once you get on the course, your view isn't limited to what's on the screen. Move your mouse to the edge of the screen and another section of the course will scroll into view. Putting the Ball The mouse is your putter. Spot the cursor on top of the ball, press and gold the mouse button until you see an "X" beneath the cursor, and move the mouse in any direction. You'll see a dotted white line that indicates the distance and angle of your putt. The farther you pull the mouse back, the harder your putt. (There's a limit to how far back it will go, so don't expect to whack the ball off the course!) Let go of the mouse button to putt. If you don't like the starting point for your ball, move your cursor to any of the other starting points and click the mouse button to respot your ball. If your ball is hidden behind an obstacle, press the space bar and the computer will spot the cursor on the ball for you. If you change your mind about putting, put the cursor back on the ball. When you see an "X" beneath the cursor, you can safely release the mouse button without putting. Keeping Score Your goal is to complete all nine holes in par or better. If you do, you'll get a special reward. Par is the maximum number of strokes it should take for you to get the ball into the hole. You'll find the par value for each hole on the top left corner of the screen. You can still successfully complete all nine holes without getting par or better, but you won't get the special reward. The box (or boxes if there's more than one player) in the top right corner of the screen shows how many strokes you have left. After you get the ball in the hole, any strokes remaining are carried over to the next hole. The total strokes you get for a hole comes from adding up two things: the par value for that hole and any strokes left over from the previous hole. The only exception is the first hole, where you start out with 5 strokes. Let's say you complete the first hole in two strokes , giving you three extra strokes. The second hole is par 3; add this value to the extra strokes and you'll get a total of six strokes for the second hole. Any strokes left over from the second hole will carry over to the third hole, and from the third hole to the fourth hole, and so on. If you don't run out of strokes before getting the ball into the hole, you get to advance to the next hole. If you do run out, you'll go to the score card where you can start the game over again. To call up the score card anytime, press S; press any key to return to the game. Getting Bonus Strokes The Preview screen lists any bonus opportunities for the hole. In addition to a hole's regular bonus opportunity (if it has one), there are two types that can appear at any hole: hitting the fairy with your golf ball or completing the hole while the timer bonus is running. You can get up to four free balls with the timer bonus - it all depends on how fast you putt. You'll see a clock and four balls on the top left corner of your screen. As time ticks by, one ball will disappear. If you finish the hole while four balls are still on the screen, you'll get four free balls; if you finish while three balls are on the screen, you'll get three free balls; and so on. ........Complete Manual provided by THE HELLION & THE CORSAIR........ TA COIN to centre Trading Post and buy CHIPS. Take any mobile + these objects to house in centre of FOREST (to left of M4's home base) (see maze routes) and 'use' MICRO-WAVE OVEN. You'll get a set of MICRO-CHIPS (sorry about that!). 'Use' these to repair any damaged just as you did using M5. 5. To get into the WALLED GARDEN The gate must be opened from inside. Access is via the underground tunnels (entrance near end of lower river to lower left of walled garden). M5 will go into the tunnels, but not out into the garden unless the fountain has been turned on. To turn the fountain on: Take M4 (easiest, but any will do), into the Control Centre. This must be at night, and you must identify and 'use' his crystal first, so that he doesn't get zapped. Use the upper left entrance, accessible only by using the upper of the two subways first (crystal won't be stolen, but other objects may be, so don't carry anything else!). (You can also get there via the mines, but that's another story). This brings you into the basement. Assuming NORTH is always UP the screen (whichever way you have turned) GO N,N,N,E (i.e. turn E),N,N,N,N, E,N,W,N,N,N,W,N,N,E,N,W,N. 'Use' the lever. The fountain in the walled garden is now ON. Retrace your steps - or explore further if you want!! Objects required: CARROT: In garden where SEEDS are planted (see under BUCKET in Earthquake zone). It is advisable to get this during the first 'day' as hostile mobiles will collect later and store it in the centre of they can. BOATHOOK: See under SILVA COIN (Earthquake zone) Take M4 into the TUNNELS. 'Use' the carrot, so that it will be fed to the rabbit when you meet it. Follow route (see maze routes) until you emerge in the FOUNTAIN. 'Use' the BOATHOOK to open the gate when in fountain bottom right hand corner. NYLON LINE: Collect this from the upper part of the walled garden as soon as you can after opening the gate, otherwise it may be collected by a hostile mobile. 6. To get into the SWAMP: (below main lake) Objects required: GRAVITY REDUCER, HOOK, NYLON LINE NYLON LINE: In walled garden (see above) HOOK: In the lower section of the walled garden. Turn the fountain OFF again (see above), so that normal mobiles can get across it. Go to the Diving board overlooking the small lake in the garden lower right centre. 'Use' the NYLON LINE, while carrying the HOOK. Collect the GRAVITY REDUCER. 7. To use the SPACE SHIP: Earthquake zone must be open first (see above) Objects required: TICKET: In the tree tops (large dark brown square between purple cabbage maze and control centre) Use a mobile with CLIMB.DTA (M3 or M2 base is quite close). Follow maze route (see below). Take M2, M3 or M4 to Space Ship carrying ticket, but NOT at night (no night flights). Enter space ship. Mobile will be 'away' until next day, but will return with the BADGE. The Opposition Control Centre - general remarks It is not possible to provide you with a complete mapping of this, but some of the simpler routes are given below. There are 5 floors (basement, ground, 1, 2, 3). Each floor is 15x10, including blanks for inaccessible locations. Floors Ground and 1 use the same graphics due to memory limitations. Different sections become available as your security rating increases. Any objects removed or stolen from you on the main map are stored in the centre, but only in rooms which are available given your current security rating. The hatches may take you to 'rooms' (which are merely a 5-location cross) or to other levels. There is one trap, and entry to the cellar is dangerous without the electronic jammer working. 8. To use the Computer in the control centre: Objects required: MOBILE 2's Dog-Crystal (see above) COMPUTER KEY: In Control centre Take M2 through Tree tops (see maze routes) to lower right control centre entrance. Make sure Dog-crystal is operating. Using same notation as above, go N,N,N,N,E,N,W,W. The computer key is in a box on one of the shelves in this 'room'. Exit room. One possible route (there are many others, and in fact a computer is inaccessible from four floors) is now N,N,W,N,E,N,N (to floor 2). N,N,E,N,N,E,N,N,N,E,N,N,W,N,N,W,N,E,N,N,E,N,N,W,N,N,N,W,N,E, N, (into room) N,E,N (exit room) W,N,N (to basement) S,N (exit is E,N,N,E,N from here) N,N,E,N,N,W,N (intro room) N,N (into computer) 'Use' the computer key to get higher security rating. Then 'use' again to get inventory of objects stored in centre. Then get out, if you can. 9. To get higher security ratings: Objects required: SECURITY CARD: In the TEA HOUSE on the island in the lake. Open the earthquake zone (see above). Mobile with JETS.PRG will use it from small flower patch on North shore of lake ('this looks like a good place for take-off'). After using JETS.PRG to return, you will need the OIL before Mobile will go through trees to lower right castle entrance. To get OIL: Objects required: VISA CARD, (TRANSLATION DATA) VISA CARD: By the well in the middle of the purple cabbage maze. OIL: In bottom left Trading Post. All security levels are raised by 1 if the computer has already been used (see above) and then (in addition) one of the centre entrance squares of occupied by a mobile with Dog-crystal working. 10. To open the underground route to the centre. Objects required: ELECTRONIC JAMMING DEVICE, BATTERIES BATTERIES: In the litter bin to the right of bottom left Trading Post. To charge the batteries, leave them in the battery charger in the control centre. They will be charged by the next night. The charger is on floor 2, and is only accessible with a security rating of 1 or more. JAMMING DEVICE: On the floor in a security 1 room. 'Use' the batteries when charged, and when holding the jammer. This will install them. Go to the cellar in the basement (you are told that you are under observation here), and 'use' the jammer. The trapdoor from the TUNNELS can now potentially be opened (but see below). 11. To get light for M5 in the TUNNELS: Objects required: BOATHOUSE KEY, NET, JAR, (GRAVITY REDUCER) BOATHOUSE KEY: In one of the rooms in the centre Basement NET: On jetty to far side of Boathouse JAR: In a litter bin on RHS of Earthquake zone (see above) Go into the SWAMP at night (see above and maze routes) and get the LIGHT-FLEAS in the JAR. 12. To get to the T'nglian centre in the upper right part of the main map: Objects required: BADGE (see under Space Ship) Other requirements: You must have answered three telephone calls. You must have visited the great sage (house at left of Earthquake zone - q.v.), while carrying the BADGE. You must have visited the church either during the last daytime period (red on indicator), or first night-time period (light blue on indicator). It is no good going here before you have met the great sage. The hymn numbers which you then see are a key to the route through the T'nglian centre. The numbers go clockwise from North (0) to West (3), and you must be carrying the BADGE when you enter this section. The great chieftain will give you the ELEVATOR CARD to gain access to the crucial section of the control centre. (You can reach this floor earlier by raising your security rating above 1, so that you can partially map it, and also get the DISK DRIVE, but cannot read the crucial section). 13. The Mines Again, it is not feasible to provide a complete map, but a few general remarks will help. There are three mobiles which will enter (M1, M2, M3). Each has different problems due to 'bad data' in CLIMB.DTA, or in the case of M1, being too heavy to go UP on the lifts. M2 will not climb UP ropes, and M3 will not climb DOWN at all. 3 different routes have to be found, therefore, and M2 and M3 must prepare the ground for others before they leave. Objects in the mines are MINING DATA (for M1) and the ICE EMERALD. Here's a rough guide: Take M2 in by the upper right entrance. Go left, down two ladders, left again, up a ladder and left to the NICHE where you can 'use' the switch to turn the lifts on. Exit by going right, down the ladder, left and up two lifts. These are necessary to get M3 in. Take M3 in the way M2 came out, but then head across and up to the lifts at the far right. Descend by lifts and across to NICHE at lower left to get MINING DATA., You must take the lift which is almost in the centre right of the bottom floor, although you do not need to do so to get to the niche. Otherwise M1 will not be able to get out after getting the ICE EMERALD, and will have to use the Emergency exit, which leaves the ICE EMERALD behind. M1 needs the DISK DRIVE (Control centre top floor) before it can assimilate the MINING DATA. This section is somewhat simplified from the original game, and should not prove to difficult. 14. Finally.... Objects required: ALL Dog-Crystals, LIGHT-FLEAS, ELEVATOR CARD, ICE EMERALD, (Patience) Occupy all four of the control centre entrance points with Dog- crystals working. Take M5 into centre via TUNNELS (see maze routes) get to Ground Floor (you must surely have found out how by now!) and take the only hatch you have not yet been able to use to floor 3. Now, ignoring what you see, go S,N,N,N,N,W,N,E,N,N,N,E, N,N,W,N,E,N,N,N,E,N,N,E,N,W,N,N,N,W,N,N and open the box!!!! Maze routes These are a selection that work. Exit routes are not supplied, but are NOT generally the reverse of the way in. However, it's a lot easier to get out than get in, and random directions will usually get you out without too much difficulty. Note: N means ahead (up the screen) - all other directions mean turn only. FOREST: From EAST entrance W,N,N,E,N,N to house UNDERWATER: In main lake DIVE then N,W,N to find GOLDA COIN In small lake DIVE then E,N,W,N into underground river. N until dead end, then SURFACE. Follow river to lake 3, and DIVE to get M2's Dog-Crystal. TREE TOPS: From EAST entrance: E,N,W,N,N,W,N,E,N,E,N,E,N, and now N,W,N,E,N, to centre side exit E,N,N,W,N to find TICKET LAKE: From EAST entrance N,E,N,E,N,E,N,E to island 1 N,E,N,N,E,N,E to island 2 (SILVA COIN and BOATHOOK) MARSH: From EAST entrance E,N,N,N,W exit to road. Cross road and re- enter E,N,W,N,W,N to get LIGHT-FLEAS at night TUNNEL: From river entrance E,N,E,N,E,N,W,N, and now E,N,W,N,W, exit to fountain N,E,N,W,N,N,E,N,E trapdoor to centre. That's it folks. You should now be able to complete the game if you want to. Show some personal initiative for the best results! ----------------------------------------------------------------- ---------------------------- THE SOLUTION TO TRANSYLVANIA ---------------------------- FIRST A FEW THINGS: 1:WHEN THE WEREWOLF APPEARS YOU HAVE ONLY ONE MOVE TO GET RID OF HIM,SO GO TO ANOTHER LOCATION IMMEDIATELY. 2:WHEN A GIANT EAGLE APPEARS WHICH TRANSPORTS YOU TO ANOTHER LOCATION IN THE GAME,START YOUR GAME OVER AT YOUR LAST SAVE POSITION, SO SAVE YOUR GAME FREQUENTLY. 3:IF YOU HAVE LOADED YOUR GUN WITH THE SILVER BULLET AND THE WEREWOLF APPEARS: "SHOOT WEREWOLF" AND HE MAKES NO PROBLEMS IN THIS ADVENTURE. 4:IN THE CASTLE, IF YOU MEET THE VAMPIRE, JUST SHOW THE CROSS TO HIM AND THEN DROP THE CROSS. START:N-W-GET NOTE-READ NOTE-DROP NOTE-N-N-N-N-E-ENTER HOUSE-UP- GET PISTOL-DOWN-LEAVE HOUSE-N-OPEN DOOR-DOWN-FEEL WALL-FEEL FLOOR-GET BAR-S-W-W-S-ENTER WAGON-DROP GUN-OPEN COFFIN WITH BAR- GET MOUSE-DROP BAR-GET BULLET-GET GUN-LOAD GUN-(WHEN YOU HAVE SHOT THE WEREWOLF, DROP THE GUN)-LEAVE WAGON-S-ENTER CABIN-PULL ANTLER-GET CLOAK-WEAR CLOAK-PULL ANTLER-LEAVE CABIN-(LOOK OUT FOR THE GIANT EAGLE)-N-E-E-S-ENTER HUT-DROP MOUSE-GET ACID-GET BROOM- LEAVE HUT-N-W-N-N-E-GET FLYPAPER-W-N-DOWN-DOWN-DOWN-OPEN COFFER- GET RING-UP-UP-UP-S-S-S-W-S-S-E-S-POUR ACID-READ WRITING-KNOCK ON STUMP-GET FLIES-READ BOOK-SEARCH CLOAK-GET PICK-UNLOCK DOOR-DROP PICK-ENTER ROOM-LOOK BALL-RIDE BROOM-READ SIGN-D-GIVE FLIES TO FROG-E-N-N-E-E-E-SAY IJNID-GET KEY-N-W-W-W-N-WEAR RING-WAVE HAND- E-MOVE TOMBSTONE-UNLOCK GRATE-DOWN-GET ELIXIR-UP-DROP KEY-W-(IN THIS LOCATION APPEARS A FLYING SAUCER,YOU MUST ONLY WAIT UNTIL DAWN)-ENTER SAUCER-EXAMINE BOX-S-E-E-N-N-N-UP-CLIMB LADDER-MOVE VINES-PUSH BUTTON-WAVE ELIXIR-POUR ELIXIR-CLAP HANDS-DOWN-DOWN-S- S-S-W-S-S-S-ENTER BOAT-SAIL HUMBOLT!!!!!!!!! ----------------------------------------------------------------------- ------------------------- THE SOLUTION TO UNINVITED ------------------------- LEAVE CAR-OPEN MAILBOX-OPEN LETTER-GET AMULET-READ LETTER-OPEN DOOR-ENTER HOUSE-ENTER THE LIBRARY EAST-GET MAGIC BOOK-WEST- NORTH-UP-ENTER THE FIRST DOOR ON THE RIGHT-TAKE HERE THE SPIDER CIDER AND THE BOTTLE:NO GHOSTS-LEAVE THE ROOM-ENTER THE SECOND DOOR ON THE RIGHT-GET AXE-LEAVE ROOM-ENTER THE SECOND DOOR ON THE LEFT-OPEN THE NIGHTSTAND-OPEN SCROLL-(SPECAN HEAFOD ABRAXAS,INSTANTUM ILLUMINARIS ABRAXAS)-LEAVE ROOM-DOWN-OPEN NO GHOSTS-OPEN FIRST DOOR ON THE RIGHT-OPERATE NO GHOSTS ON WOMAN- ENTER FIRTST ROOM ON THE RIGHT-N-WAIT FOR THE SPIDER-IF SHE'S GONE:OPERATE SOPIDER CIDER ON RAILING-S-N-GET SPIDER-S-S-ENTER SECOND DOOR ON THE LEFT-GET FLOWERS-ENTER LEFT DOOR (KITCHEN)- ENTER LEFT DOOR-OPERATE LAMP-OPERATE SPIDER ON GHOST-GET DIARY OUT SAFE-LEAVE ROOM-ENTER RIGHT ROOM-GET MATCHES AND BIG KITCHEN KNIFE-LEAVE ROOM-S-E-ENTER SECOND DOOR ON THE RIGHT-OPERATE KNIFE ON CHAIR-GET KEY-LEAVE ROOM-N-ENTER FIRST DOOR ON THE LEFT- OPERATE KEY ON CABINET-OPEN CABINET-SPEAK TO DOLL:SPECAN HEAFOD ABRAXAS-CLOSE CABINET-OPERATE RECORD PLAYER-LEAVE ROOM-S-UP-ENTER FIRST DOOR LEFT-OPERATE KEY ON CABINET-OPEN CABINET-OPEN SCROLLS- READ SCROLLS-GET WOODEN BOX-S-S-ENTER SECOND DOOR RIGHT-TURN FIRE ON AND DROP WOODEN BOX IN THE FIRE-GET PENTAGRAM-LEAVE ROOM-ENTER SECOND DOOR LEFT-ENTER DOOR AT THE TOP RIGHT-OPEN DESK-SPEAK SELF:GOLD,SILVER AND MERCURY,TOGETHER THEY FORM A KEY-LEAVE ROOM- S-S-ENTER FIRST DOOR LEFT-N-DROP KNIFE AND SPIDER CIDER AND NO GHOSTS-GET CAGE-N-ENTER THE MOST RIGHT DOOR-SPEAK DOG:INSTANTUM ILLUMINARIS ABRAXAS-OPEN DOOR-N-LOOK CROSS-SPEAK TO MARBLE BUST:SPECAN HEAFOD ABRAXAS-DROP CAGE-LIGHT CANDLES-GET CANDLES- ENTER SECRET PASSAGE-DROP LANTERN-S-GET CAGE-ENTER PASSAGE (CHURCH GROUNDS}-N-N-W-W-N-N-W-W-N-N-N-N-E-E-E-E-OPERATE TALISMAN ON ZOMBIE-E-E-S-S-OPERATE FLOWERS ON GRAVE-W-OPEN CAGE-GET KEY AND OPERATE ON THE THREE OTHER CAGES-OPERATE CAGE ON THE BIRD-GET CAGE-S-S-OPEN CAGE-DROP CAGE-GET DIAMOND-N-N-E-N-N-W-W-W-W-W-W-S- S-S-S-E-E-S-S-E-E-S-S-S-S-S-NOW ENTER THE GREEN HOUSE IN THE MIDDLE FROM THE SCREEN-GIVE PLANT WICH IS ON THE LEFT TABLE IN THE FRONT-SPRINKLE THE PLANT-(IF YOU HAVE THE WRONG ONE,YOU MUST GO TO THE BATHROOM FOR WATER)-GET PLANT-GO TO THE BATHROOM-PLACE PLANT IN BATH-GIVE WATER TO THE PLANT CA.10 TIMES-NOW GO BACK TO THE GREEN HOUSE AND PLACE THE PLANT ON THE FLOOR-LEAVE ROOM AND WAIT UNTIL THE PLANT IS GROWING UP-THE PLANT MUST HAVE FRUIT ON IT NOW-GET PLANT-LEAVE GREEN HOUSE-NOW GO TO THE LEFT DOOR- OPERATE THE DIAMOND IN THE NICE AT THE TOP OF THE DOOR-ENTER DOOR-GIVE PLANT TO CREATURE-N-OPEN SAFE-79 47 80 -GET JAR-OPERATE AXE ON JAR-GET COOKIE-NOW LEAVE THE LABO AND GO TO THE TROPHY ROOM-FROM THROPY ROOM S-S-ENTER SECOND DOOR LEFT-DROP COOKIE- EXAMINE BOTTLE-GET KEY-S-ENTER THE DOOR IN THE NORTH-GO BACK TO THE LABAROTORY-OPEN THE TRAPDOOR LEFT-ENTER W LEFT-OPERATE PENTAGON ON CAVE-N-PUSH THE MAN IN THE PIT-N-UP-OPERATE KEY ON DOOR-ENTER DOOR-ENTER LEFT PASSAGE-S-N-N-ENTER RIGHT PASSAGE-N- GET CROSS-S-S-S-GO TO THE BATHROOM UPSTAIRS-OPEN THE HOT AND THE COOL KNOB FROM THE BATH-EXAMINE THE LIGHT UNTIL YOU CAN OPEN IT- OPEN LIGHT-ENTER LIGHT-HIT BOY-OPERATE CROSS ON DEMON-ENTER WINDOW....TURN YOUR PRINTER ON..... ------------------------------------------------------------------------ get a location description, plus energy recharge, plus identification of any Dog-crystals you are carrying (as long as you're not already carrying an identified one). 3. Earthquake zone (this is a long business!) Objects required: SAND, CEMENT, BUCKET, SPADE, SILVA COIN, SEEDS SPADE: In the garden to left of Opposition Control centre SAND and CEMENT: Take M1 or M4, carrying SPADE, to the stony area in the far lower left of map. Location description says 'a recent landslip', and correct locations say 'Something's buried here'. 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Do not attempt to move the freeform shape of the orientation line nearer to the block, but shape it centered on the original position of the orientation line. A right mouse click will cause the block to be distorted to the outline you have drawn. The freeform distort contour may be manipulated indefinitely before commencing the operation. After the operation is completed, it may be repeated by a left mouse click. Undo cancels the operation and returns without result. ARC: The following applies to both vertical and horizontal arc manipulations. The block is placed to one side of a gate through which a circular form squeezes back and forth as the user moves the cursor without depressing any mouse buttons. The gate is the height or width of the block. When the center of the circle is between the gate and the block, the block will be distorted to the contour of that portion of the circle that is on the side of the circle away from the block. In this case, it does not matter if a portion of the circle passes through the block. When the center of the circle is on the side of the gate away from the block, the block will be distorted to the contour of that portion of the circle that is on the side of the circle nearest to the block. In this case, do not allow a portion of the circle to pass through the block, as the central portion of the new block will not be successfully modified. In the case of a block very large in the dimension to be modified, some or all of the gate may not be visible on the screen. The operation will be performed successfully, however, whether the gate is visible or not. Again, a right mouse click will cause the block to be distorted to the arc you have positioned. The circle may be manipulated indefinitely before commencing the operation. After the operation is completed, it may be repeated by a left mouse click. Undo cancels the operation and returns without result. SKEW: The following applies to both vertical and horizontal arc manipulations. The block is placed to one side of a gate through which a skew-line is drawn. The skew-line may be pivoted about the center of the gate as the user moves the cursor without depressing any mouse buttons. The gate is the height or width of the block. A right mouse click will cause the block to be skewed to the inclination of the skew-line. After the operation is completed, it may be repeated by a left mouse click. Undo cancels the operation and returns without result. TRAPEZOIDIAL DISTORT: A box is printed to the dimensions of the block. The corners of this box may be moved by dragging on them with the left mouse button depressed. The mouse cursor must approach to within three pixels of the corner to "grab" it. In the vertical operation, only the Y- coordinates of the corners may be altered; in the horizontal, only the X- coordinates. A right mouse click will cause the block to be mapped to the resulting trapezoidial figure. After the operation is completed, it may be repeated to new parameters by a left mouse click. Undo cancels the operation and returns without result. In the case of extreme distortions, it may happen that curvilinear patterns of unfilled pixels are found in the distorted image. If the Alt key is held down when the right mouse button is clicked, the operation is performed with bigger "transfer pixels." However, this may result in an increase in "chunkiness" elsewhere in the image. DISTORT: This is the all-purpose image manipulation routine. Unlike the trapezoidial distort, the four corners of the outline box may be placed anywhere on the screen. (But do not allow them to intersect the displayed block itself!) Distort scales up and down in size while performing rotations and displacements. It is surprizingly fast (well, it surprised me...) Oddly enough, it can perform a simple rotation faster than the rotate option and with as great accuracy, but without using trigonometric functions. Hmm.. Usage is the same as the trapezoidT SCREENS ERASE AND UPDATE: The paint screen can be erased entirely by selecting the "Erase" option from the pop-up menu, presently the user with a blank screen. This "Erase" is an irrevocable command and cannot be undone. Controlled deletion of screen elements is left to the user's management in SEURAT. Screen updating is performed by pressing the Insert key while the paint screen is displayed. Insert triggers a screen capture, and no element, once updated, can be undone. The user can, of course, manually erase any element by painting it with a brush in the background color, drawing a solid geometric form in the background color over it, or otherwise tinkering with the pixels. Pressing the UNDO key while the paint screen is displayed erases all operations performed on the paint screen since the last INSERT keypress. An UNDO cannot be undone, except by performing the operations again. Updating of the paint screen is NOT performed automatically by SEURAT (except by the AUTO function; see below). Therefore, it's a good idea to acquire the habits of a) concluding every successful operation by punching the Insert key (rather like keying Enter), or b) making frequent Insert's, or c) keying Insert before attempting anything you think you might mess up... The Undo-Insert system functions with all paint screen operations except block, which has its own system. Block functions have their own item-by-item undo stack, which is currently configured to be up to 100 items deep. This can be very handy in a messy situation, but it can cause a mess, too. Attempting to place 100 2500-byte blocks, will create an Undo stack that uses a quarter-megabyte of memory. This would almost certainly crash the program (unless you're running it on a Mega, lucky you...) The AUTO option toggles on and off the execution of an automatic paint screen update (just as if the user had keyed Insert). This paint screen update is performed each time the user switches from the paint screen to the paint menu screen or to any other paint screen. Activation of the AUTO mode in no way interferes with the Undo-Insert or block undo systems. The user may make additional updates by means of Insert at any time. The AUTO button is highlighted when AUTO mode is active. MEMORY MANAGEMENT: At startup, the program creates screens until the free memory that would be available to the running program falls below 184,000 bytes. This results in a variable memory workspace depending on the machine configuration, number of active accessories, etc. Currently, SEURAT running on a 1040ST with no desk accessories active provides 5 paint screens in low, 6 in medium and 7 in high resolution. To release memory, select the last accessible active screen selector Box. That is, if "G" is the last paint screen selector box printed in a normal (not lightened) letter, click on it to highlight (select) it. Then, with the Control key depressed, double click on it. The "G" box will unhighlight, the box immediately above it (in this case, the "F" box) will highlight and become the selected paint screen. The "G" box will become unselectable (printed in a lightened letter), and the FRE memory register will show an increase of 32000 bytes. This process may repeated any number of times, but SEURAT will not allow you to remove the "A" paint screen! A paint screen that has been made unselectable cannot be returned to active status during the same run of the program. To regain the full screen capability, you must save your work and rerun the program. So that the user does not have to keep watching the FRE register, SEURAT provides a low memory warning: a burst of musical noise which changes pitch with each repetition. This warning is sounded whenever free memory falls below 64000 bytes. THE SEURAT ZOOMSCREEN To access the Zoomscreen from the paint menu screen, the user may select the "Zoom" option from the pop-out menu or press the Clr/Home key. ACTION FIGHTER Transferred from AMIGA by SEWER POSSUM. Thanx to PiraSoft/ACU ........................Transform For Combat! Taking Control -------------- GET READY When you're ready to go, press the fire button. To move left/right: Push the joystick (mouse) in the desired direction. To accelerate: Push forward on the joystick (mouse). To decelerate: Pull back on the joystick (mouse). To shoot: Press the fire button. To pause during game: Press CTRL, press again to continue. To restart the game: Press ESC key. YOUR NAME IN LIGHTS At the beginning of the game, you must enter your name. Move the joystick right or left to highlight each letter. Press the fire button to make your selection. When you are finished entering your name or initials, highlight ED and press the fire button again. WINNING TIPS When you have picked up letters A through D, you may switch back and forth from the motorcycle to the sportscar. To switch back and forth, hold down the fire button on the joystick for an extended period of time. Vary your speed and position fairly randomly in order to "throw off" enemy fire. For every 10,000 points you accumulate, you will gain an extra life. Mastering the Game ------------------ SEEN ON THE SCREEN In order to complete your missions successfully, you'll have to familiarize yourself with what's on the screen. THE SEGA TRUCK From time to time, the SEGA truck appears on the screen. By "docking" with the truck, your vehicle gets extra weapons. The first time you duck into the back of the truck, your vehicle will emerge shooting double bullets. The second time, you earn a rocket. The third time, you will have a rear force field, which prevents enemies from sneaking up on you. And the fourth time, you will become invincible with a protective shield all around you. These weapons will be highlighted in the blocks at the top of the screen. FLAGS Small flags appear on the road throughout the game. Pick them up for bonus points. LETTERS A through F can be found on the road. If you pick up all of them, you will be automatically transformed from a motorcycle into a car. Throughout the game, other letters will float by. Catch them if you can. B = Smart Bomb S = Speed Up L = Extra Life T = 40 Time Ticks I = Invincible Shield P = 1000 Bonus Points Action Fighter -------------- In this ever changing game, you start with a customized motorcycle, convert into a super charged sportscar and end up as a high tech plane. Jump over target infested waters, evade enemy attackers and shoot down airborne infiltrators. In five fantastic missions, you will be challenged to overcome U-boats, gunships, tanks and more. Stand by for action, because it's coming your way, no matter which vehicle you're in. Doc provided by The Hellion & The Corsair |?H`% @P~B  @(P߿B~  (@P|@@v }}0 ?'9?,#~>%@P~B  @(P߿B~  (@P| $@[ZԎ+qOݏ"p_?<?%@P~B  @(P߿B~  (@P|p`~}}~x?QTcߜ``>`% (?@P~B  @(P߿B~  (@P|80y0}к/E?w"}ς00>0% (@P~B  @(P߿B~  (@P|t9GƸt<%? (@P~B  @(P߿B~  (@P|: L > $ (@PzBP @(P߿Bz P (@Px >?$?? (@P~B  @(P߿B~  (@P|<! (@P~B  @(P߿B~  (@P|@@|>#`?<//TAX@[  F** (@P~B  @(P߿B~  (@P| {?0>>@' (@P~B  @(P߿B~  (@P|p`?@~</ (?@P~B  @(P߿B~  (@P|80? 98>>@?t g`~>?:|$^><@?|#DAAQ@_```>? (B  @(P߿B~  (