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It was edited by Sewer Rat for Sewer Doc Disk Number 10. Engineering Hardware Specification of the Atari ST Computer System The Atari Corporation Sunnyvale, California 7 January 1986 THE SCOPE OF THIS DOCUMENT is limited to a description of the ST computer system hardware characteristics and idiosyncrasies. This document does not provide a detailed description of ST component parts, peripheral devices, dev- ice protocols, or software. References are provided for detailed inquiry. 1. System Architecture ---------- ---------- |Graphics | |Music | |Subsystem | |Subsystem | ---------- ---------- | | | ---------- | --------| Main |-------- | System | ---------- | | ---------- The ST --------|Device | |Subsystems| ---------- The hardware architecture of the Atari Corporation ST (Sixteen/Thirty-two) computer system consists of a main sys- tem, a graphics subsystem, a music subsystem, and several device subsystems (most of the device subsystems require ST resident intelligence). The ST is based on the MC68000 16 bit data/24 bit address microprocessor unit capable of directly accessing up to 16 Mbytes of ROM and RAM memory. Hardware features of the ST computer system include: Main System o 16 bit data/24 bit address 8 MHz microprocessor unit o 192 Kbyte ROM, cartridge expandable to 320 Kbyte o 512 Kbyte RAM or 1 Mbyte RAM o direct memory access support Graphics Subsystem o 32 Kbyte BitMap video display memory (from above) o 320 x 200 pixel, 16 color palette from 512 selections o 640 x 200 pixel, 4 color palette from 512 selections o 640 x 400 pixel, monochrome Music Subsystem o programmable sound synthesizer o musical instrument network communication Device Subsystems o intelligent keyboard o two button mouse o RGB color and monochrome monitor interfaces o printer parallel interface o RS232 serial interface o MIDI musical instrument interface o on board floppy disk controller and DMA interface o hard disk drive DMA interface The following is a simplified hardware system block diagram of the Atari ST: ----- Atari ST System Block Diagram --------------- --------------- | MC68000 MPU |<-- | | | --------------- | | ---------- |<------------------------>|192 Kbyte |<--->EXPAN ---------|------------------------->| ROM | | | ---------- | | ---------- | | |512K or 1M| | | -->| byte RAM |<-- ---------- | ---------- | ---------- | | Control |<----->|<----->| Memory |<-- | | Logic |-------|------>|Controller|<-- | ---------- | ---------- | ---------- | ||||| | ---------- -->| Video |<-- RF MOD ||||| |<----->| Buffers |<----->| Shifter |---->RGB ||||| | | | ---------- MONO ||||| | ---------- ||||| | ---------- ---------- ||||| |<----->| MC6850 |<----->| Keyboard |<--->IKBD |||| ------------|------>| ACIA | | Port | |||| | ---------- ---------- |||| | ---------- ---------- |||| |<----->| MC6850 |<----->| MIDI |---->OUT/THRU ||| -------------|------>| ACIA | | Ports |<----IN ||| | ---------- ---------- ||| | ---------- ---------- ||| |<----->| MK68901 |<----->| RS232 |<--->MODEM || --------------|------>| MFP |<-- | Port | || | ---------- | ---------- || | | ---------- || | ---| Parallel |<--->PRINTER || | -->| Port | || | ---------- | ---------- || |<----->| YM-2149 |<-- ---------- | ---------------|------>| PSG |------>| Sound |---->AUDIO | | | |--- | Channels | | | ---------- | ---------- | | | ---------- | | ---------- -->| Floppy |<--->FLOPPY | |<------| WD1772 |<----->|Disk Port | DRIVE | | -->| FDC | ---------- | | | ---------- | | | ---------- ---------- | | -->| DMA |<----->|Hard Disk |<--->HARD | |<----->|Controller| | Port | DRIVE ----------------------->| | ---------- ---------- 2. Main System ---------- ---------- | | | | | | | | ---------- ---------- | | | ---------- | --------| Main |-------- | System | ---------- | | ---------- --------| | | | ---------- The main system includes the microprocessor unit, main memory (both ROM and RAM), and general purpose DMA con- troller. The main system is limited to memory expansion only and should not be considered an open system (except via the high speed device interfaces). 2.1. Microprocessor Unit The ST computer system is based on an 8 MHz MC68000 16 bit data/24 bit address microprocessor unit (with an inter- nal 32 bit architecture). Some features of the MC68000 are: eight 32 bit data registers, nine 32 bit address registers, a 16 Mbyte direct addressing range, 14 addressing modes, memory mapped I/O, five data types, and a 56 instruction set. The MPU is directly supported by an MK68901 Multi Function Peripheral providing general purpose interrupt con- trol and timers, among other things. 2.2. Memory Configuration The configuration of main memory consists of five 64 Kbyte sets of ROM (standard set0 to set2, expansion set3 and set4) and one configurable bank (standard bank0) of 128 Kbyte, 512 Kbyte, or 2 Mbyte RAM. The configuration of main memory ROM is ascertained through software identification. The configuration of main memory RAM is achieved via the programming of the Memory Configuration Register (read/write, reset: all zeros). RAM configuration must be asserted during the first steps of the power up sequence and can be determined by using the following shadow test algo- rithm: START o write 0x000a (2 Mbyte, 2 Mbyte) to the Memory Configuration Register. BANK0 o write Pattern to 0x000000 - 0x0001ff. o read Pattern from 0x000200 - 0x0003ff. o if Match, then Bank0 contains 128 Kbyte; goto BANK1. o read Pattern from 0x000400 - 0x0005ff. o if Match, then Bank0 contains 512 Kbyte; goto BANK1. o read Pattern from 0x000000 - 0x0001ff. o if Match, then Bank0 contains 2 Mbyte; goto BANK1. o panic: RAM error in Bank0. BANK1 o write Pattern to 0x200000 - 0x2001ff. o read Pattern from 0x200200 - 0x2003ff. o if Match, then Bank1 contains 128 Kbyte; goto FIN. o read Pattern from 0x200400 - 0x2005ff. o if Match, then Bank1 contains 512 Kbyte; goto FIN. o read Pattern from 0x200000 - 0x2001ff. o if Match, then Bank1 contains 2 Mbyte; goto FIN. o note: Bank1 nonexistent. FIN o write Configuration to the Memory Configuration Register. o note Total Memory Size (Top of RAM) for future reference. RAM memory access cycles are interleaved between the microprocessor unit and the video controller, thus allowing video display memory to reside efficiently as part of main memory (the MPU still maintains full memory bandwidth). 2.3. Direct Memory Access A direct main memory RAM access channel is shared to provide support for both low speed (250 to 500 Kbits/sec) and high speed (up to 12 Mbits/sec) 8 bit device controll- ers. The base address for the DMA read or write operation is loaded into the DMA Base Address and Counter Register (read/write, reset: all zeros). Since only one counter register and channel is provided, only one DMA operation can be executed at a time. The actual DMA operation is performed through a 32 byte FIFO programmed via the DMA Mode Control Register (word access write only, reset: not affected) and DMA Sector Count Register (word access write only, reset: all zeros). The progress, success, or failure of a DMA operation is reported through the DMA Status Register (word access read only, reset: one) which is cleared by toggling Write/_Read in the DMA Mode Control Register. Bus accesses are granted to the DMA controller and MC68000 MPU on an egalitarian first come, first served basis. The access remains in effect until an operation is complete or until control is otherwise relinquished. 3. Graphics Subsystem ---------- ---------- |Graphics | | | |Subsystem | | | ---------- ---------- | | | ---------- | --------| |-------- | | ---------- | | ---------- --------| | | | ---------- The basic components of the graphics subsystem are video display memory and the video controller. The defini- tions of BitMap, BitBlk, BitBlt, coordinate system, and color model are left to higher logical (software) levels of system specification. 3.1. Video Display Memory Video display memory is configured as n logical planes interwoven by 16 bit words into contiguous memory to form one 32 Kbyte (actually 0x7d00) physical plane starting at any 256 byte half page boundary (in RAM only). The starting address of display memory is placed in the Video Base Address Register (read/write, reset: all zeros) which is then loaded into the Video Address Counter Register (read only, reset: all zeros) and incremented. The following is a diagram of possible physical configurations of video display memory: -------- 16 bit word | | -------- -------- -------- -------- -------- 4 plane |plane 0 |plane 1 |plane 2 |plane 3 |plane 0 | -------- -------- -------- -------- -------- 2 plane |plane 0 |plane 1 |plane 0 |plane 1 |plane 0 | -------- -------- -------- -------- -------- 1 plane |plane 0 |plane 0 |plane 0 |plane 0 |plane 0 | -------- -------- -------- -------- -------- Display memory resides as part of main memory and has an identical bit, byte, and word arrangement with the physi- cal screen origin located at top left (bit 15): high low -------- -------- word 0 | byte 0 | byte 1 | -------- -------- fedcba98 76543210 3.2. Video Configuration The ST possesses three modes of video configuration: 320 x 200 resolution with 4 planes, 640 x 200 resolution with 2 planes, and 640 x 400 resolution with 1 plane. The modes are set through the Shift Mode Register (read/write, reset: all zeros). A sixteen word color lookup palette is provided with nine bits of color per entry. The sixteen Color Palette Registers (read/write, reset: not affected) contain three bits of red, green, and blue aligned on low nibble boundaries. Eight intensity levels of red, eight intensity levels of green, and eight intensity levels of blue produce a total of 512 possible colors. In 320 x 200 4 plane mode all sixteen palette colors can be indexed, while in 640 x 200 2 plane mode only the first four palette entries are applicable. In 640 x 400 monochrome mode the color palette is bypassed altogether and is instead provided with an inverter for inverse video con- trolled by bit 0 of palette color 0 (normal video is black 0, white 1). Color palette memory is arranged the same as main memory. Palette color 0 is also used to assign a border color while in a multi-plane mode. In monochrome mode the border color is always black. The general flow of the video controller is as follows: BitMap planes are taken a word at a time from video display memory and placed in the video shift register where one bit from each plane is shifted out and collectively used as an index (plane 0 is the least significant bit) to a color lookup palette entry which is supplied to 3 bit digital to analog converters to produce RGB output. The following is a block diagram of the video controller: ----- Video Controller Block Diagram --------------- -------- -------- -------- lsb -------- | 3 |---- -->|0 1 2 3 |----->| 0 |----->| 16 x 9 |- -------- | | | | | 1 |----->| Lookup |-|->R | 2 |------ | | | 2 |----->| |- -------- | | | | | | 3 |----->| |- | 1 |-------- | | | |-- | |-|->G -------- | |- | -------- -------- | | |- | 0 |---------- | | |- | | |- | | |-|->B | | | | | |- | |- | -------- | | | -------- -------- -->|Inverter|->MONO -------- Logical BitMap Video Display Video Shift Color Palette Planes Memory Register and 3 Bit DACs 4. Music Subsystem ---------- ---------- | | |Music | | | |Subsystem | ---------- ---------- | | | ---------- | --------| |-------- | | ---------- | | ---------- --------| | | | ---------- The ST music subsystem is composed of a programmable sound synthesizer and a musical instrument serial interface. The interface provides high speed serial communication of musical data to and from more sophisticated synthesizer dev- ice subsystems. 4.1. Sound Synthesizer The YM-2149 Programmable Sound Generator produces music synthesis, sound effects, and audio feedback (eg alarms and key clicks). With an applied clock input of 2 MHz, the PSG is capable of providing a frequency response range between 30 Hz (audible) and 125 KHz (post-audible). The generator places a minimal amount of processing burden on the main system (which acts as the sequencer) and has the ability to perform using three independent voice channels. The three sound channel outputs are mixed, along with Audio In, and sent to an external television or monitor speaker (the PSG has built in digital to analog converters). The sound generator's internal registers are accessed via the PSG Register Select Register (write only, reset: registers all zeros). The tone generator registers control a basic square wave while the noise generator register con- trols a frequency modulated square wave of pseudo random pulse width. Tones and noise can be mixed over individual channels by using the mixer control register. The amplitude registers allow the specification of a fixed amplitude or of a variable amplitude when used with the envelope generator. The envelope generator registers permit the entry of a skewed attack-decay-sustain-release envelope in the form of a continue-attack-alternate-hold envelope. 4.2. Musical Instrument Communication The Musical Instrument Digital Interface (MIDI) allows the integration of the ST with music synthesizers, sequenc- ers, drum boxes, and other devices possessing MIDI inter- faces. High speed (31.25 Kbaud) serial communication of keyboard and program information is provided by two ports, MIDI OUT and MIDI IN (MIDI OUT also supports the optional MIDI THRU port). The MIDI bus permits up to 16 channels in one of three network addressing modes: Omni (all units addressed simul- taneously, power up default), Poly (each unit addressed separately), and Mono (each unit voice addressed separately). Information is communicated via five types of data format (data bytes, most significant bit: status 1, data 0) which are prioritized from highest to lowest as: System Reset (default conditions, should not be sent on power up to avoid deadlock), System Exclusive (manufacturer unique data: Sequential Circuits, Kawai, Roland, Korg, Yamaha), System Real Time (synchronization), System Common (broadcast), and Channel (note selections, program data, etc). 5. Device Subsystems ---------- ---------- | | | | | | | | ---------- ---------- | | | ---------- | --------| |-------- | | ---------- | | ---------- --------|Device | |Subsystems| ---------- The ST supports seven device subsystems: an intelli- gent keyboard, video interface, parallel interface, RS232 interface, MIDI interface, floppy disk interface, and hard disk interface. Included with each device interface description is a port pin assignment chart with the ST and programmable signals justified left (pins that are not con- nected are not shown). The connector type on the ST is shown above each pin list with an S designating a female socket and a P designating a male plug. 5.1. Intelligent Keyboard The Atari Intelligent Keyboard (ikbd) transmits encoded make/break key scan codes (with two key rollover), mouse/trackball data, joystick data, and time of day. The ikbd receives commands as well, with bidirectional communi- cation controlled on the ST side by an MC6850 Asynchronous Communications Interface Adapter supplied with transmit and receive clock inputs of 500 KHz. The data transfer rate is a constant 7812.5 bits/sec which can be generated by setting the ACIA Counter Divide Select to divide by 64. All ikbd functions such as key scanning, mouse tracking, command parsing, etc. are performed by a 1 MHz HD6301V1 8 bit Micro- computer Unit. The ikbd is equipped with a combination mouse/joystick port and a joystick only port. The Atari Two Button Mouse is a mechanical, opto-mechanical, or optical mouse with the following minimal performance characteristics: a resolution of 100 counts/inch (4 counts/mm), a maximum velocity of 10 inches/second (250 mm/second), and a maximum pulse phase error of 50 percent. The Atari Joystick is a 4 direction switch-type joystick with one fire button. The ikbd can report movement using one of three mouse/joystick modes: mouse with joystick, disabled mouse with joystick, and joys- tick with joystick. ----- Mouse/Joystick0 Port Pin Assignments --------------- ST DB 9P ---- ---- IKBD MATRIX 1 |<--- XB Pulse / Up Switch --------| IKBD MATRIX 2 |<--- XA Pulse / Down Switch ------| IKBD MATRIX 3 |<--- YA Pulse / Left Switch ------| IKBD MATRIX 4 |<--- YB Pulse / Right Switch -----| IKBD MCU 6 |<--- Left Button / Fire Button ---| 7 |---- Power ---------------------->| 8 |---- Ground ----------------------| IKBD MCU 9 |<--- Right Button / Joy1 Fire ----| ---- ---- Signal Characteristics mouse pins 1-4 TTL levels. joystick0 pins 1-4 TTL levels. pin 6 TTL levels, closure to ground. pin 7 +5 VDC. pin 9 TTL levels, closure to ground. Mouse Phase Directions POSITIVE RIGHT (UP) NEGATIVE LEFT (DOWN) . ----- ----- ----- ----- XA (YA) | | | | | | | | | | | | | | | | . -- ----- ----- ----- ----- -- . ----- ----- ----- ----- XB (YB) | | | | | | | | | | | | | | | | . ----- ----- -- -- ----- ----- ----- Joystick1 Port Pin Assignments --------------- ST DB 9P ---- ---- IKBD MATRIX 1 |<--- Up Switch -------------------| IKBD MATRIX 2 |<--- Down Switch -----------------| IKBD MATRIX 3 |<--- Left Switch -----------------| IKBD MATRIX 4 |<--- Right Switch ----------------| IKBD MCU 6 |<--- Fire Button -----------------| 7 |---- Power ---------------------->| 8 |---- Ground ----------------------| ---- ---- Signal Characteristics pins 1-4,6 TTL levels. pin 7 +5 VDC. 5.2. Video Interface The ST video display interface supports low resolution (320 x 200 or 640 x 200) television receivers and composite monitors, low resolution (320 x 200 or 640 x 200) RGB moni- tors, and medium resolution (640 x 400) monochrome monitors. Both NTSC and PAL color encoding standards are available in two separate configurations of the video interface hardware. For United States television receivers, the modulated RF display signal is provided on two adjacent broadcast chan- nels: channel 2 (55.25 MHz) and channel 3 (61.25 MHz). In order to protect against monitor damage while in medium resolution monochrome mode, the Monochrome Monitor Detect signal is provided as an interrupt on the MK68901 Multi Function Peripheral and can be tested to determine the pres- ence of a monochrome monitor (active low, any change will generate the interrupt if enabled). External/Internal syncs and 50/60 Hz field rates are selected via the Sync Mode Register (read/write, reset: all zeros). The YM-2149 Programmable Sound Generator I/O Port A provides a General Purpose Output for use in the control of functions such as the remote selection of monitor external or internal sync. Two autovector interrupts are generated to allow software synchronization with horizontal and verti- cal blanking intervals. The Horizontal Blanking (down) Counter MFP Timer B has an active high input signal and pro- duces an interrupt when the counter times out (Event Count Mode). The horizontal blanking counter actually uses display enable, the first of which occurs at the end of the first display line. The video display shift mode should be selected during the vertical blanking interval. ----- Video Port Pin Assignments --------------- Television ST RCA Pin Jack ---- ---- core |---- RF Modulated Video --------->| shield |---- Ground ----------------------| ---- ---- Monitor ST Circular DIN 13S ---- ---- 1 |---- Audio Out ------------------>| 2 |---- Composite Video ------------>| PSG I/O A 3 |---- General Purpose Output ----->| MFP 4 |<--- Monochrome Detect -----------| 5 |<--- Audio In --------------------| 6 |---- Green ---------------------->| 7 |---- Red ------------------------>| 8 |---- Peritel Power -------------->| 9 |---- Horizontal Sync ------------>| 10 |---- Blue ----------------------->| 11 |---- Monochrome ----------------->| 12 |---- Vertical Sync -------------->| 13 |---- Ground ----------------------| ---- ---- Signal Characteristics pin 1 1 VDC peak to peak, 10 Kohm. pin 2 1 VDC peak to peak, 75 ohm. pin 3 TTL levels, assertion not assigned. pin 4 TTL levels, active low, 1 Kohm pullup resistor to +5 VDC. pin 5 1 VDC peak to peak, 10 Kohm. pins 6-7 1 VDC peak to peak, 75 ohm. pin 8 +12 VDC pullup. pin 9 5 VDC active low, 3.3 Kohm. pin 10 1 VDC peak to peak, 75 ohm. pin 11 1 VDC peak to peak, 75 ohm. pin 12 5 VDC active low, 3.3 Kohm. 5.3. Parallel Interface The ST parallel interface supports Centronics STROBE from the YM-2149 PSG for data synchronization and Centronics BUSY to the MK68901 MFP (ACKNLG is not supported) for handshaking. Eight bits of read/write data are handled through I/O Port B on the PSG at a typical data transfer rate of 4000 bytes/second. ----- Parallel Port Pin Assignments --------------- ST DB 25S ---- ---- PSG I/O A 1 |---- Centronics STROBE ---------->| PSG I/O B 2 |<--- Data 0 --------------------->| PSG I/O B 3 |<--- Data 1 --------------------->| PSG I/O B 4 |<--- Data 2 --------------------->| PSG I/O B 5 |<--- Data 3 --------------------->| PSG I/O B 6 |<--- Data 4 --------------------->| PSG I/O B 7 |<--- Data 5 --------------------->| PSG I/O B 8 |<--- Data 6 --------------------->| PSG I/O B 9 |<--- Data 7 --------------------->| MFP 11 |<--- Centronics BUSY -------------| 18-25 |---- Ground ----------------------| ---- ---- Signal Characteristics pin 1 TTL levels, active low. pins 2-9 TTL levels. pin 11 TTL levels, active high, 1 Kohm pullup resistor to +5 VDC. 5.4. RS232 Interface The ST RS232 interface provides voltage level synchro- nous or asynchronous serial communication. Five EIA RS232C handshake control signals are supported: Request To Send and Data Terminal Ready are transmitted through the YM-2149 PSG I/O Port A while Clear To Send, Data Carrier Detect, and Ring Indicator are received through the MK68901 MFP. The MFP USART transmit and receive clock inputs are controlled by the Baud Rate Generator MFP Timer D which is supplied with 2.4576 MHz and can support asynchronous data transfer rates from 50 to 19200 baud. One byte transmit and receive data buffers are managed by the MFP USART, which provides monitoring of buffer conditions and communication errors. ----- RS232 Port Pin Assignments --------------- ST DB 25P ---- ---- 1 |---- Protective Ground -----------| MFP 2 |---- Transmitted Data ----------->| MFP 3 |<--- Received Data ---------------| PSG I/O A 4 |---- Request To Send ------------>| MFP 5 |<--- Clear To Send ---------------| 7 |---- Signal Ground ---------------| MFP 8 |<--- Data Carrier Detect ---------| PSG I/O A 20 |---- Data Terminal Ready -------->| MFP 22 |<--- Ring Indicator --------------| ---- ---- Signal Characteristics pins 2-5 RS232C levels. pins 8,20,22 RS232C levels. 5.5. MIDI Interface The ST MIDI interface provides current loop asynchro- nous serial communication controlled by an MC6850 ACIA sup- plied with transmit and receive clock inputs of 500 KHz. The data transfer rate is a constant 31.25 Kbaud which can be generated by setting the ACIA Counter Divide Select to divide by 16. The MIDI specification calls for serial data to consist of eight data bits preceded by a start bit and followed by one stop bit. ----- MIDI Port Pin Assignments --------------- MIDI OUT/THRU ST Circular DIN 5S ---- ---- MIDI IN 1 |---- THRU Transmit Data --------->| 2 |---- Shield Ground ---------------| 3 |<--- THRU Loop Return ------------| MIDI ACIA 4 |---- OUT Transmit Data ---------->| 5 |<--- OUT Loop Return -------------| ---- ---- MIDI IN ST Circular DIN 5S ---- ---- MIDI ACIA 4 |<--- IN Receive Data -------------| 5 |---- IN Loop Return ------------->| ---- ---- Signal Characteristics current loop 5 ma, zero is current on. 5.6. Disk Drive Interface The ST floppy disk drive interface is provided through the DMA controller to an on board WD1772 Floppy Disk Con- troller. A total of two daisy chained floppy disk drives (drive 0 or 1) can be supported. Commands are sent to the FDC by first writing to the DMA Mode Control Register to select the FDC internal command register and then writing the desired one byte command to the Disk Controller Regis- ter. The entire floppy disk DMA read or write sequence is as follows: o select floppy drive 0 or 1 (PSG I/O Port A). o select floppy side 0 or 1 (PSG I/O Port A). o load DMA Base Address and Counter Register. o toggle Write/_Read to clear status (DMA Mode Control Register). o select DMA read or write (DMA Mode Control Register). o select DMA Sector Count Register (DMA Mode Control Register). o load DMA Sector Count Register (DMA operation trigger). o select FDC internal command register (DMA Mode Control Register). o issue FDC read or write command (Disk Controller Register). o DMA active until sector count is zero (DMA Status Register, do not poll during DMA active). o issue FDC force interrupt command on multi-sector transfers except at track boundaries (Disk Controller Register). o check DMA error status (DMA Status Register, nondestructive). The detection of floppy disk removal is not supported in hardware. The ST hard disk drive interface is also provided through the DMA controller, however the Atari Hard Disk Con- troller is off board and is sent commands using an ANSI X3T9.2 SCSI-like (Small Computer Systems Interface) mmand descriptor block protocol. The Atari Hard Disk Interface (AHDI) supports a minimal subset of SCSI commands (Class 0 OpCodes), which are dispatched using the following fixed six byte Atari Computer System Interface (ACSI) command packet format: ----- ACSI Command Descriptor Block --------------- Byte 0 |xxxxxxxx| |||||||| ||| -------- Operation Code ----------- Controller Number Byte 1 |xxxxxxxx| |||||||| |||--------- Block Address High ----------- Device Number Byte 2 |xxxxxxxx| |||||||| ----------- Block Address Mid Byte 3 |xxxxxxxx| |||||||| ----------- Block Address Low Byte 4 |xxxxxxxx| |||||||| ----------- Block Count Byte 5 |xxxxxxxx| |||||||| ----------- Control Byte The following is a summary of available command OpCodes: ----- AHDI Command Summary Table --------------- ---------- -------------------- | OpCode | Command | ---------- -------------------- | 0x00 | Test Unit Ready | | 0x05 | Verify Track | * | 0x06 | Format Track | * | 0x08 | Read | * | 0x0a | Write | * | 0x0b | Seek | | 0x0d | Correction Pattern | | 0x15 | Mode Select | | 0x1a | Mode Sense | ---------- -------------------- * multisector transfer with implied seek NOTE: subject to change. Commands are issued to the Atari HDC in a manner simi- lar to that of the FDC, with the major difference being the handshaking of a multi-byte command descriptor block. The entire hard disk DMA read or write sequence is as follows: o load DMA Base Address and Counter Register. o toggle Write/_Read to clear status (DMA Mode Control Register). o select DMA read or write (DMA Mode Control Register). o select DMA Sector Count Register (DMA Mode Control Register). o load DMA Sector Count Register (DMA operation trigger). o select HDC internal command register (DMA Mode Control Register). o issue controller select byte while clearing A0. o set A0 for remaining command bytes. o after last command byte select controller (DMA Mode Control Register). o DMA active until sector count is zero (DMA Status Register, do not poll during DMA active). o check DMA error status (DMA Status Register, nondestructive). o check HDC status byte and if necessary perform ECC correction following a Verify Track or Read Sector command. The format of both floppy and hard disks contain 512 byte data sectors. ----- Floppy Disk Port Pin Assignments --------------- ST Circular DIN 14S ---- ---- 1 |<--- Read Data -------------------| PSG I/O A 2 |---- Side0 Select --------------->| 3 |---- Logic Ground ----------------| 4 |<--- Index Pulse -----------------| PSG I/O A 5 |---- Drive0 Select -------------->| PSG I/O A 6 |---- Drive1 Select -------------->| 7 |---- Logic Ground ----------------| 8 |---- Motor On ------------------->| 9 |---- Direction In --------------->| 10 |---- Step ----------------------->| 11 |---- Write Data ----------------->| 12 |---- Write Gate ----------------->| 13 |<--- Track 00 --------------------| 14 |<--- Write Protect ---------------| ---- ---- NOTE: shield ground must not be connected on the ST side, the cable must have Read Data and Write Data paired with Logic Grounds. Signal Characteristics pin 1 TTL levels, active low, 1 Kohm pullup resistor to +5 VDC. pin 2 TTL levels, active high, high at system reset. pin 4 TTL levels, active low, 1 Kohm pullup resistor to +5 VDC. pins 5-6 TTL levels, active low, high at system reset. pins 8-12 TTL levels, active low (inverted). pins 13-14 TTL levels, active low, 1 Kohm pullup resistors to +5 VDC. ----- Hard Disk Port Pin Assignments --------------- ST DB 19S ---- ---- 1 |<--- Data 0 --------------------->| 2 |<--- Data 1 --------------------->| 3 |<--- Data 2 --------------------->| 4 |<--- Data 3 --------------------->| 5 |<--- Data 4 --------------------->| 6 |<--- Data 5 --------------------->| 7 |<--- Data 6 --------------------->| 8 |<--- Data 7 --------------------->| 9 |---- Chip Select ---------------->| MFP 10 |<--- Interrupt Request -----------| 11 |---- Ground ----------------------| 12 |---- Reset ---------------------->| 13 |---- Ground ----------------------| 14 |---- Acknowledge ---------------->| 15 |---- Ground ----------------------| 16 |---- A1 ------------------------->| 17 |---- Ground ----------------------| 18 |---- Read/Write ----------------->| 19 |<--- Data Request ----------------| ---- ---- Signal Characteristics pins 1-8 TTL levels. pin 9 TTL levels, active low. pin 10 TTL levels, active low, 1 Kohm pullup resistor to +5 VDC. pin 12 TTL levels, active low, system reset. pin 14 TTL levels, active low. pins 16,18 TTL levels. pin 19 TTL levels, active low, 1 Kohm pullup resistor to +5 VDC. 6. Components The standard configurations of the Atari ST main sys- tem, graphics subsystem, music subsystem, and device subsys- tems are made up of the following major hardware components: Main o 8 MHz MC68000 Microprocessor Unit o MK68901 Multi Function Peripheral o 192 Kbyte ROM o 512 Kbyte or 1 Mbyte RAM o Memory Controller Chip o Control Logic Chip o DMA Controller Chip Graphics o 32 Kbyte Display Memory (from main RAM) o Video Shift Register Chip Music o YM-2149 Programmable Sound Generator Device o Atari Intelligent Keyboard (ikbd) 1 MHz HD6301V1 Microcomputer Unit o Atari Two Button Mouse o 2 MC6850 Asynchronous Communications Interface Adapters o WD1772 Floppy Disk Controller 7. Expansion The Atari ST can be expanded by cartridge ROM only which can contain a maximum of 128 Kbyte. The disclosure of cartridge presence or memory size is not supported in hardware. The ROM cartridge slot has the following pin assignments (only the lower 15 address lines are available): ----- ROM Port Pin Assignments --------------- ST 40S ---- ---- 1 |---- Power +5 VDC --------------->| 2 |---- Power +5 VDC --------------->| 3 |<--- Data 14 ---------------------| 4 |<--- Data 15 ---------------------| 5 |<--- Data 12 ---------------------| 6 |<--- Data 13 ---------------------| 7 |<--- Data 10 ---------------------| 8 |<--- Data 11 ---------------------| 9 |<--- Data 8 ----------------------| 10 |<--- Data 9 ----------------------| 11 |<--- Data 6 ----------------------| 12 |<--- Data 7 ----------------------| 13 |<--- Data 4 ----------------------| 14 |<--- Data 5 ----------------------| 15 |<--- Data 2 ----------------------| 16 |<--- Data 3 ----------------------| 17 |<--- Data 0 ----------------------| 18 |<--- Data 1 ----------------------| 19 |---- Address 13 ----------------->| 20 |---- Address 15 ----------------->| 21 |---- Address 8 ------------------>| 22 |---- Address 14 ----------------->| 23 |---- Address 7 ------------------>| 24 |---- Address 9 ------------------>| 25 |---- Address 6 ------------------>| 26 |---- Address 10 ----------------->| 27 |---- Address 5 ------------------>| 28 |---- Address 12 ----------------->| 29 |---- Address 11 ----------------->| 30 |---- Address 4 ------------------>| 31 |---- ROM3 Select ---------------->| 32 |---- Address 3 ------------------>| 33 |---- ROM4 Select ---------------->| 34 |---- Address 2 ------------------>| 35 |---- _Upper Data Strobe --------->| 36 |---- Address 1 ------------------>| 37 |---- _Lower Data Strobe --------->| 38-40 |---- Ground ----------------------| ---- ---- 8. Memory Map The first 2 Kbyte of ST memory is reserved for the exception vector table and supervisor stack. This area along with I/O space is protected for supervisor references only. Accessing supervisor protected areas while in the user state will result in a bus error. A 4 word portion of ROM is shadowed at the start of RAM for the reset stack pointer and program counter. Writing to this area or any ROM location will also result in a bus error. The following is a map of ST memory: ----- ST Memory Map --------------- ---------------- 00 0000 | ROM | Reset: Supervisor Stack Pointer 00 0004 | ROM | Reset: Program Counter 00 0008 | RAM | 0 Kbyte RAM ---------------- . ---------------- 08 0000 | RAM | 512 Kbyte RAM ---------------- . ---------------- 10 0000 | RAM | 1 Mbyte RAM ---------------- . . . ---------------- fa 0000 | ROM | 320 Kbyte ROM ---------------- . ---------------- fc 0000 | ROM | Reset: Supervisor Stack Pointer fc 0004 | ROM | Reset: Program Counter fc 0008 | ROM | 192 Kbyte ROM fe ffff | ROM | 0 Kbyte ROM ---------------- . . . ---------------- ff 8000 | I/O | Configuration Registers ff 8200 | I/O | Display Registers ff 8400 | I/O | Reserved ff 8600 | I/O | DMA/Disk Registers ff 8800 | I/O | Sound Registers ---------------- . ---------------- ff fa00 | I/O | MC68xxx Registers ff fc00 | I/O | MC68xx Registers ---------------- 9. I/O Map The ST I/O space ranges from ff 0000 to ff ffff, with MC68000 and MC6800 peripheral internal registers starting at ff fa00 and ff fc00 respectively. Accessing reserved I/O addresses will result in a bus error. Bit values for vari- ous read and/or write registers are labeled as active One/_Zero (always mask out unused field bits). The follow- ing is a map of ST I/O space: _____________ Configuration ff 8001 R/W |----xxxx| Memory Configuration |||| ------- Bank0 Bank1 (not used) 0000 128 Kbyte 128 Kbyte 0001 128 Kbyte 512 Kbyte 0010 128 Kbyte 2 Mbyte 0011 Reserved 0100 512 Kbyte 128 Kbyte 0101 512 Kbyte 512 Kbyte 0110 512 Kbyte 2 Mbyte 0111 Reserved 1000 2 Mbyte 128 Kbyte 1001 2 Mbyte 512 Kbyte 1010 2 Mbyte 2 Mbyte 1011 Reserved 11xx Reserved _______ Display ff 8201 R/W |xxxxxxxx| Video Base High ff 8203 R/W |xxxxxxxx| Video Base Low ff 8205 R |xxxxxxxx| Video Address Counter High ff 8207 R |xxxxxxxx| Video Address Counter Mid ff 8209 R |xxxxxxxx| Video Address Counter Low ff 820a R/W |------xx| Sync Mode || | ---- External/_Internal Sync ----- 50 Hz/_60 Hz Field Rate ff 8240 R/W |-----xxx-xxx-xxx| Palette Color 0/0 (Border) ||| ||| ||| ||| ||| || ---- Inverted/_Normal Monochrome ||| ||| ||| ||| ||| ------ Blue ||| ---------- Green -------------- Red ff 8242 R/W |-----xxx-xxx-xxx| Palette Color 1/1 ff 8244 R/W |-----xxx-xxx-xxx| Palette Color 2/2 ff 8246 R/W |-----xxx-xxx-xxx| Palette Color 3/3 ff 8248 R/W |-----xxx-xxx-xxx| Palette Color 4 ff 824a R/W |-----xxx-xxx-xxx| Palette Color 5 ff 824c R/W |-----xxx-xxx-xxx| Palette Color 6 ff 824e R/W |-----xxx-xxx-xxx| Palette Color 7 ff 8250 R/W |-----xxx-xxx-xxx| Palette Color 8 ff 8252 R/W |-----xxx-xxx-xxx| Palette Color 9 ff 8254 R/W |-----xxx-xxx-xxx| Palette Color 10 ff 8256 R/W |-----xxx-xxx-xxx| Palette Color 11 ff 8258 R/W |-----xxx-xxx-xxx| Palette Color 12 ff 825a R/W |-----xxx-xxx-xxx| Palette Color 13 ff 825c R/W |-----xxx-xxx-xxx| Palette Color 14 ff 825e R/W |-----xxx-xxx-xxx| Palette Color 15 ff 8260 R/W |------xx| Shift Mode || 00 320 x 200, 4 Plane 01 640 x 200, 2 Plane 10 640 x 400, 1 Plane 11 Reserved ________ RESERVED ff 8400 |----------------| Reserved ________ DMA/Disk ff 8600 |----------------| Reserved ff 8602 |----------------| Reserved ff 8604 R/W |--------xxxxxxxx| Disk Controller (Word Access) ff 8606 R |-------------xxx| DMA Status (Word Access) ||| || ---- _Error Status | ----- _Sector Count Zero Status ------ _Data Request Inactive Status ff 8606 W |-------xxxxxxxx-| DMA Mode Control (Word Access) |||||||| ||||||| ----- A0 |||||| ------ A1 ||||| ------- HDC/_FDC Register Select |||| -------- Sector Count Register Select |||0 Reserved || ---------- Disable/_Enable DMA | ----------- FDC/_HDC ------------ Write/_Read ff 8609 R/W |xxxxxxxx| DMA Base and Counter High ff 860b R/W |xxxxxxxx| DMA Base and Counter Mid ff 860d R/W |xxxxxxxx| DMA Base and Counter Low _____ Sound ff 8800 R |xxxxxxxx| PSG Read Data |||||||| I/O Port B -------------- Parallel Interface Data ff 8800 W |xxxxxxxx| PSG Register Select |||| ------- Register Number 0000 Channel A Fine Tune 0001 Channel A Coarse Tune 0010 Channel B Fine Tune 0011 Channel B Coarse Tune 0100 Channel C Fine Tune 0101 Channel C Coarse Tune 0110 Noise Generator Control 0111 Mixer Control - I/O Enable 1000 Channel A Amplitude 1001 Channel B Amplitude 1010 Channel C Amplitude 1011 Envelope Period Fine Tune 1100 Envelope Period Coarse Tune 1101 I/O Port A (Output Only) 1111 I/O Port B ff 8802 W |xxxxxxxx| PSG Write Data |||||||| I/O Port A ||||||| ------- Floppy Side0/_Side1 Select |||||| -------- Floppy _Drive0 Select ||||| --------- Floppy _Drive1 Select |||| ---------- RS232 Request To Send ||| ----------- RS232 Data Terminal Ready || ------------ Centronics _STROBE | ------------- General Purpose Output -------------- Reserved |||||||| I/O Port B -------------- Parallel Interface Data _______ MC68xxx ff fa01 |xxxxxxxx| MFP General Purpose I/O ff fa03 |xxxxxxxx| MFP Active Edge ff fa05 |xxxxxxxx| MFP Data Direction ff fa07 |xxxxxxxx| MFP Interrupt Enable A ff fa09 |xxxxxxxx| MFP Interrupt Enable B ff fa0b |xxxxxxxx| MFP Interrupt Pending A ff fa0d |xxxxxxxx| MFP Interrupt Pending B ff fa0f |xxxxxxxx| MFP Interrupt In-Service A ff fa11 |xxxxxxxx| MFP Interrupt In-Service B ff fa13 |xxxxxxxx| MFP Interrupt Mask A ff fa15 |xxxxxxxx| MFP Interrupt Mask B ff fa17 |xxxxxxxx| MFP Vector ff fa19 |xxxxxxxx| MFP Timer A Control ff fa1b |xxxxxxxx| MFP Timer B Control ff fa1d |xxxxxxxx| MFP Timers C and D Control ff fa1f |xxxxxxxx| MFP Timer A Data ff fa21 |xxxxxxxx| MFP Timer B Data ff fa23 |xxxxxxxx| MFP Timer C Data ff fa25 |xxxxxxxx| MFP Timer D Data ff fa27 |xxxxxxxx| MFP Sync Character ff fa29 |xxxxxxxx| MFP USART Control ff fa2b |xxxxxxxx| MFP Receiver Status ff fa2d |xxxxxxxx| MFP Transmitter Status ff fa2f |xxxxxxxx| MFP USART Data ______ MC68xx ff fc00 |xxxxxxxx| Keyboard ACIA Control ff fc02 |xxxxxxxx| Keyboard ACIA Data ff fc04 |xxxxxxxx| MIDI ACIA Control ff fc06 |xxxxxxxx| MIDI ACIA Data 10. Interrupt Table The following tables list the ST interrupt and signal priority assignments: ----- MC68000 Interrupt Autovector --------------- --------------- -------------------------------- | Level | Definition | --------------- -------------------------------- | 7 (HIGHEST) | NMI | | 6 | MK68901 MFP | | 5 | | | 4 | Vertical Blanking (Sync) | | 3 | | | 2 | Horizontal Blanking (Sync) | | 1 (LOWEST) | | --------------- -------------------------------- NOTE: only interrupt priority level inputs 1 and 2 are used. ----- MK68901 Interrupt Control --------------- --------------- -------------------------------- | Priority | Definition | --------------- -------------------------------- | 15 (HIGHEST) | Monochrome Monitor Detect I7| | 14 | RS232 Ring Indicator I6| | 13 | System Clock / BUSY TA| | 12 | RS232 Receive Buffer Full | | 11 | RS232 Receive Error | | 10 | RS232 Transmit Buffer Empty | | 9 | RS232 Transmit Error | | 8 | Horizontal Blanking Counter TB| | 7 | Disk Drive Controller I5| | 6 | Keyboard and MIDI I4| | 5 | Timer C TC| | 4 | RS232 Baud Rate Generator TD| | 3 | GPU Operation Done I3| | 2 | RS232 Clear To Send I2| | 1 | RS232 Data Carrier Detect I1| | 0 (LOWEST) | Centronics BUSY I0| --------------- -------------------------------- NOTE: the MC6850 ACIA Interrupt Request status bit must be tested to differentiate between keyboard and MIDI interrupts. 11. Case Design The ST is primarily designed as a keyboard computer with external video display, disk drives, and power supply. The top panel contains the keyboard, ventilation slots (bot- tom also), and power on LED. The side panels contain the expansion ROM slot and mouse/joystick ports. The back panel contains the on/off switch, reset button, channel select switch, power connector, and all remaining device connec- tors: video, parallel, RS232, MIDI, and disk drive inter- faces. The device ports are labeled with International Elec- trotechnical Commission-like symbols in combinations of pic- tograms and phonetic transcriptions (captions). In the case of MIDI, the specification explicitly requires that the MIDI connectors be labeled MIDI OUT, MIDI IN, and MIDI THRU (if applicable). 12. Power Supply An external DC power supply provides power to the main system board, keyboard, expansion ROM, and expansion RAM. All power levels are regulated for over-voltage and over- current protection. The following are minimal power supply specifications: AC Input 115 VAC 10% at 60 Hz (fused) DC Output +5 VDC at 3 A 5% +12 VDC at .03 A 10% -12 VDC at .03 A 10% ----- Power Port Pin Assignments --------------- ST DIN 7P ---- ---- 1 |<--- +5 VDC ----------------------| 3 |---- Ground ----------------------| 4 |<--- +12 VDC ---------------------| 5 |<--- -12 VDC ---------------------| 6 |<--- +5 VDC ----------------------| 7 |---- Ground ----------------------| ---- ---- Appendix A -- ikbd Keyboard Layout The surface of the Atari Intelligent Keyboard is formed from four distinct ergonomic units: a QWERTY typewriter matrix, a function key array, a screen control cluster, and a calculator numeric keypad. As a whole, the United States version of the keyboard layout is DEC VT100-like with the exception of the following items: o removed keys -- [break], [line feed], [no scroll], [set up]. o repositioned keys -- [caps lock], cursor control keys, programmable function keys. o added keys -- [alternate], [help], [undo], [insert], [clear/home], 10 programmable function keys. o improvements -- DEC VT200-style inverted T cursor control keys, full calculator function numeric keypad. Please note that the left [shift] key is intentionally large to allow space for an extra ISO required key (see ISO 2530-1975). Atari ikbd International Layouts will be designed for the following countries: o United Kingdom o United States o Finland o Norway / Denmark o Sweden o Japan o Germany o French Canada o France o Italy o Spain NOTE: the 'HELP' and 'UNDO' keys will be left untranslated. Appendix B -- References General A Hitchhiker's Guide to the BIOS Digital Research GEM Software Documentation Main System Motorola MC68000 16-Bit Microprocessor User's Manual, Fourth Edition Mostek MK68901 Multi Function Peripheral Data Sheet Graphics Subsystem Adele Goldberg and David Robson, 'Smalltalk-80: The Language and Its Implementation', Addison-Wesley, Read- ing Massachusetts, 1983, Chapter 18. Music Subsystem General Instrument AY-3-8910 Programmable Sound Genera- tor Data Sheet MIDI Musical Instrument Digital Interface Specification 1.0 Device Subsystems Atari Intelligent Keyboard (ikbd) Protocol and Specifi- cation Motorola MC6850 Asynchronous Communications Interface Adapter Data Sheet Centronics Parallel Interface Specification Electronic Industries Association RS232C Standard Western Digital WD1770/1772 Floppy Disk Controller Data Sheet Specification of the Atari Computer System Interface (ACSI) Specification of the Atari Hard Disk Interface (AHDI) Appendix C -- Notes General 851125A An address error occurs when a word instruction is used on a byte address. Main System 841017B The DMA Base Address and Counter Register must be loaded in low, mid, high order. Graphics Subsystem 841017C None. Music Subsystem 841017D The YM-2149 PSG I/O space and registers should be set up as critical regions in software. Device Subsystems 841017F Poll or service the Disk Drive Controller inter- rupt on the MK68901 MFP General Purpose I/O Regis- ter to detect the completion of a WD1772 FDC com- mand. Do not poll the FDC Busy or DMA Sector Count Zero status bits. 841017G Select the Sector Count Register before testing the DMA Status Register Error bit. 841017H Do not set the 30 ms Settling Delay bit on WD1772 FDC type 2 and 3 command executions. 841017I A force interrupt should be issued after a few seconds (ie time out) on all commands sent to the WD1772 FDC. 841017J Wait until the WD1772 FDC Motor On status is low before deselecting a floppy drive. 841017K A floppy disk drive configuration table should be maintained in software to accommodate a diverse selection of 3.5 inch floppy disk drives. Two floppy disk drives currently under evaluation have the following characteristics: o 500 Kbyte unformatted, 80 cylinders, one head, 3 ms stepping rate. o 1 Mbyte unformatted, 80 cylinders, two heads, 3 ms stepping rate. Table of Contents 1. System Architecture ............................... 1 2. Main System ....................................... 4 2.1. Microprocessor Unit ........................... 4 2.2. Memory Configuration .......................... 4 2.3. Direct Memory Access .......................... 5 3. Graphics Subsystem ................................ 7 3.1. Video Display Memory .......................... 7 3.2. Video Configuration ........................... 8 4. Music Subsystem ................................... 10 4.1. Sound Synthesizer ............................. 10 4.2. Musical Instrument Communication .............. 10 5. Device Subsystems ................................. 12 5.1. Intelligent Keyboard .......................... 12 5.2. Video Interface ............................... 14 5.3. Parallel Interface ............................ 15 5.4. RS232 Interface ............................... 16 5.5. MIDI Interface ................................ 17 5.6. Disk Drive Interface .......................... 18 6. Components ........................................ 23 7. Expansion ......................................... 24 8. Memory Map ........................................ 25 9. I/O Map ........................................... 27 10. Interrupt Table .................................. 31 11. Case Design ...................................... 32 12. Power Supply ..................................... 33 Appendix A -- ikbd Keyboard Layout .................... 34 Appendix B -- References .............................. 35 Appendix C -- Notes ................................... 36 Well, that concludes this largish doc, presented for you by Sewer Software. We apologise for any damage caused to printers as a result of 'dumping' the complete doc file. Here we are at Doc Disk Number 10, with yet another doc. Folowing is an extensive solution to Adventure 550, courtesy of Sewer Pom. It was then edited by Sewer Rat. Adventure 550 Part I Well, like the sign says: Welcome to the land of ADVENTURE 550, the expanded version of Original Adventure. Here you are standing at the Now's a good time to tell you about the dwarf and the axe. Somewhere along the way, a little dwarf's going to curse at you, throw an axe and run away.Get the axe and keep it with you until your lamp runs out of power. This axe will save you from the dwarf and his friends. Now we're off to collect some more treasure. Go south and get the Jewelry you see here, then go north and west and get the coins. About now, you're pretty well loaded down, so we going to go and dump our treasures. Go east and north, then north again to the Y2 room. At random times, you'll hear a hollow voice say "Plugh". This is another magic word and should be written down. Turn your lamp off and say PLUGH. You're back in the building again. Drop the Nugget, Diamonds, Coins and Jewelry, say PLUGH again and turn your lamp back on. Now, go south and get the silver bars, south again and northeast. Pick up the jewel-encrusted Helmet and go south. Now go northwest and then east. There's a little mushroom growing on the wall. This mushroom is magical in nature. Whenever you eat it, your muscles bulge to huge proportions and you become much stronger. Even though you've eaten the mushroom, from time to time on a purely random basis, the mushroom will grow back. It's a good idea to check this room every so often to see if the mushroom's back. If it is, just pick it and carry it with you. If you run into a situation where you can't carry anything more, eat the mushroom and you should be able to carry three or four more items. Okay, eat the mushroom and go south, then go north. There's a little vial of oil here. Pick it up, but whatever you do, don't drop it anywhere because it's highly explosive! Now go north and south then up the stairs. Go east and my, my! There's a softly humming sword plunged deep into a rock here! Get the sword (you're strong enough since you've eaten the mushroom, right?) and go west, back down the stairs and then go southeast, north and north again. No treasures here, but there is a magic word (even though it doesn't look like it!). The word is MELENKURION. Write it down on your list and go south three times. Then go north twice back to Y2. Turn your lamp off (got to conserve energy, don't we?) and PLUGH yourself back to the building. Drop the Helmet and Silver Bars, get the bottle and food, PLUGH back to Y2, turn your lamp back on, and go south. Now we're going to delve deeper into the bowels of this cave. So, chin up and look lively! Adventure 550 Part II Down through the hole we go (watch your head!) and drop the rod. There are several rooms in the lower levels of the cave that you can go to directly just by saying its name. The BEDQUILT room is one of them. So say BEDQUILT and there you are. Now, we're going to another of these rooms, so say SLAB. You're now in the Slab Room. Go south. This is the Two-Pit Room, named thusly because there are two pits here. There is also a hole 25 feet above your head that you can't possibly reach...yet! Go down into the pit. There's a tiny little plant here murmuring "water...water". Pour the water from the bottle onto the plant. It spurts into furious growth for a few seconds and is now bellowing for more water (greedy, isn't it?). Well, let's appease its demand. Go up and west back to the Slab Room. Look up...there's a hole in the ceiling so go up. You're in a strange north/south canyon. Go north and north again to the underground reservoir and fill your bottle with water. Then go south, south again and back down to the Slab Room. Go south and down into the pit and pour more water on the plant. Shooom! It's now 25 feet tall and reaches all the way up to that pesky hole you couldn't reach before! But don't climb it yet. Go up and east then down into this new pit. There are oily pools everywhere! Fill your bottle with oil, go up, west, down and now climb the beanstalk. There's a tunnel here, so go west. A giant has unwisely left a nest of Golden Eggs here! Also, note the legend on the wall..."FEE, FIE, FOE, FOO [sic]" (foo?). Anyway, leave the eggs, write these words down and go north. You've come to an old, rusty door. Weren't you clever to bring some oil! Oil the door and drop the bottle, food, and keys. Now, go back south then go east. There was a cave-in here, but you just manage to squeeze through the debris by going north...only to confront a very angry, hungry looking ogre! Throw the sword at the ogre. The sword flies through the air singing something Wagnerian in nature, as if it knows what it must do...and neatly slices the ogre to ribbons! But the battle was too much for it and your contralto companion now lies in a puddle of metal. But, cooling rapidly, you notice that it has become a Ring wrought from the finest Mithril! Get the Ring and go north. You've entered the Sorceror's Lair. Upon one wall is carved "NOSIDE SAMOHT". It looks vaguely familiar, doesn't it? Write these two words down and go east. You're standing on the brink of a strange, bottomless pit with paths leading east, west and north. First, we're going to go east. The path stops here but you notice a crack heading northeast then follow the path southeast. There's a path leading farther south here, but it's covered with slime that seems to know you're here! It looks like it would devour you if you tried to go south now! Throw the little vial at the slime. Look! The slime shrivels up, turns black and finally disappears! The way is now clear for you to continue, so go south, then south again. You've entered a small, shelved room. Upon one of the shelves is an open casket filled with rare Black Opals! Get the opals and go back north twice, then west and southwest back to the path. Now, go north and west. Again, the path ends, but you can enter the southeast crack. You enter it and find yourself in the Ice Room. Go east down the ice slide. Brrrrr! Are your teeth chattering? They should be because you've entered the Ice Caverns and there's only two ways you can go...south and northwest. The slide you came down is unclimable, so it's off into the Ice Mazes. The southern path is a dead-end, so go northwest and don't lose your way! Now, go west, south, west, north, northwest, west twice and south twice. You've come to a niche wherein an intricate Crystal Sculpture of a Pig rests! Get the sculpture and go north twice. Now go northwest, west, south, northwest twice, west twice and northwest. Believe it or not, you've spelled out a magic word with all this meandering! But more importantly, you have entered a room with a sign floating in midair which states, rather unpretentiously, "this way out". The magic word you spelled out in the Ice Maze is "THURB". Say THURB and also write it down on your list of magic words. Poof! You're back at the top of the slide that started all this. So go northwest and north. You're now standing on the brink of the pit again. Go north, west, and south until you get back to the Giant's Room. But don't touch the eggs yet. (Patience, patience!) It's time to dump our treasures now, so go south and down the beanstalk, then go up and west to the Slab Room. Now go back up through the hole...we're going to take a shortcut, and I hope we don't run into anything nasty on the way! Go south (gulp!), sorry about this...there's a fierce, green dragon baring further progress! It's also lying on a rather handsome looking Persian carpet! Kill the dragon! What? With my bare hands??? Yes! Why not? Well, I'll be darned, you did it! Get the rug (leave the teeth for now) and go east, then east again. You're back in the Hall of the Mountain King! Go north twice to the Y2 Room, turn your lamp off and PLUGH yourself back to the building. Drop the Opals, Sculpture, and Rug. Adventure 550 Part III By now, you may have heard some rustling noises in the darkness behind you. That noise is the Pirate following you around, just waiting for you to pick up a treasure he can steal! Let him! But as soon as he does, get back to the Hall of the Mountain King. From here, we'll go into his maze and wind our way through the rooms and locate not only the treasure he's stolen, but his Treasure Chest as well! Ready? Okay...from the Hall of the Mt. King, go west three times, then east and south into the hole. You are now in a Maze of Twisty Little Passages All Alike. So follow me closely and don't get lost! Go east, south three times, north and east. You should be on the brink of a pit. Now go north, east and northwest. You have located the Pirate's Den! Take his Chest and any treasures he's taken from you and go southeast, west and south back to the Brink of the Pit. Go down into the pit and go east twice. Turn your lamp off and say XYZZY and you're back in the building! Drop your treasures and the Chest. You can't open the chest, so don't bother with it. Now PLUGH yourself back to Y2 and turn your lamp back on. Now south and back down into the hole and get the rod. Say BEDQUILT then SLAB. Go south and down into the pit. Now climb the beanstalk and go west back to the Giant's Room. Not yet...leave the eggs. Go north then north again through the door. You've discovered a beautiful cavern with a waterfall ending in a whirlpool. But better yet, you've found a Jeweled Trident! Get the Trident and go back south three times and back down the beanstalk. Go up, west and north back to Bedquilt. Now go east to Complex Junction and go north. There's an enormous clam laying here! Open the clam. Goodness! A huge lusterous pearl rolls out and downhill. It was an oyster all along! Okay, go down twice to the cul-de-sac and get the pearl, then go up twice back to the oyster room. Now go up and east. The passage looks kind of damp here...and well it should for it's actually a patch of quicksand! But, it seems to me you're pretty good at building bridges with that wand of yours. So wave the rod. Even though nothing obvious happens, in reality, a bridge has been built across the quicksand, so go east, north, then north and southwest. Turn your lamp off for this area is lit by the light of three (three?) moons! Go down the stairs to the beach. Look! There's a dinghy with a bag of pieces of eights here! Get the bag and go back up the stairs, go west and turn your lamp back on. Now go northwest and east. Then go south. Well, Davey Jones' Locker! There's a finely carved spyglass here! Get the spyglass and go north, west then south. Hmmm, that path looks damp again! Well, no matter, just wave the rod and go west over the patch. Go west then down back to the Oyster Room, then south back to Complex Junction. Well, let's go deposit some more treasures, so go up, east, up and north to Y2. Lights off! PLUGH back to the building and drop all your treasures (except the ring). PLUGH and turn the lights back on. Go south and down through the hole. Pop back to BEDQUILT, then to the Slab room and south and down into the pit. Climb the beanstalk and go west into the Giant's Room. Go north twice through the door and drop the ring and the rod, but keep the lamp. Time to take a dip, so go down (into the Whirlpool???). It's a good thing you dropped everything because you manage to hold onto the lamp. The current's so strong you'd have dropped everything else! You find yourself deposited on the opposite shore of the reservoir. You see a huge gong hanging on the wall and claw tracks leading into the lake. Go north and northeast. You've found Ralph Witt's main treasure room! And look! Hanging loose over the balcony is a string of Indian Turquoise Beads! Get the beads and go west and south back to the lake shore. Now what? How do you plan on crossing this lake? You could wait for Jacques Cousteau or...say! What about the gong? Hit the gong and look! There's a huge tortoise here with "I'm Darwin - Ride Me!" written on its back. Well, when in Rome...ride on the turtle's back and wonder of wonders, he glides into the water and takes you back to the southern shore of the reservoir and disappears back into the depths of the lake. Go back south three times and get the dragon's teeth, then go east twice and north twice to Y2...lights off and PLUGH. Drop the beads and PLUGH back to Y2, lights on, south and down into the hole. Go to Bedquilt, then Slab, then south and down. Climb the beanstalk, west and get the Eggs (finally!). Now go north and get the food and keys, then go north, get the rod and the ring and go west. Now go down the slide to the Low Room. From here go southwest, then up. You've come to a deep chasm and a rickety bridge crossing it. Also you have encountered a troll who demands that you throw him a treasure before you cross. Throw him the Eggs (they're retrievable). He scurries away clutching the eggs, leaving the bridge unattended. Cross the bridge and go northeast, east and drop the keys and the food. Go northeast and east. You've found some very rare Spices! Get the spices and go west and north. Turn your lamp off because you've found a breathtaking view...the area is dimly light by the fires of a monstrous underground volcano and you can see across the volcano a valley. It's bridge building time again, so wave your rod and drop it. A bridge spans the volcano from rim to rim. Make sure you have your ring with you and cross the bridge. Now go north to the wall. A huge, bull-like figure gazes down at you with a distinctly amused look on its face. It seems to be daring you to discover the means of entrance to its land. Believe it or not, you know the name of the tool to use...right! It's your old friend, MELENKURION! So say MELENKURION and magically three great crevices appears at the base of the statue! Adventure 550 Part IV Go northeast and turn your lamp back on; then go north and northwest. There's a beautiful Jade Bracelet is lying here. Get the Jade and go east. Uh oh...all of a sudden out of seemingly empty space appear a horde of nasty little gooseberry goblins with sharp nasty teeth. They're screaming and yelling at you in a most threatening manner. It seems somewhere in the back of your mind that you recall something about an army growing from dragon's teeth! Throw the teeth and before you appears an army of skeletons who frighten the goblins away, turn and salute you then disappear before you can thank them. Go northeast and get the flask. Don't open it yet, though! Now go south twice and northwest back to the main entrance. Go northwest into the Fog Room. You're warned that to go farther into the Fog could be disasterous, but you're not going to let a little fog stop you, are you? Of course not! So go north and...oh my, lost in the fog. I'm sure you've heard it before, but the worse thing to do when you're in a fog is to have a light lit, so turn your lamp off. Look! There in the distance...a barely visible light can be seen. Since the direction is purely random, you'll have to head for it yourself. When you reach the light you find yourself in a room with a dark passage leading down. So go down and turn your lamp back on. Lo and behold! You've found the Ruby Yacht of Omar Khayyam! Get the yacht and go north. You're in the Pentagram room. Put the flask on the Pentagram and open it. All of a sudden an 12-foot tall djinn appears before you. But luckily, you have him trapped within the confines of the Pentagram. He offers to give you some help if you'll only release him from the Pentagram. Do so and he gives you a history lesson about Ralph Witt and his hatred of the order of the alphabet because his last name (Witt) places him at the bottom of things. Now go north and up. The djinn appears again and gives you a magic word: PHUGGG. Then the djinn disappears again never to appear again. But don't worry, you've gotten everything from him that you need. Now, go up the chimney, then south and down. Voila! You're back at the beginning of the Fog Room. (Whew! Aren't you glad you didn't have to find your way back through that pea-soup?) Go south. Somewhere about now you should be getting "lamp getting dim" messages. Keep on going until your lamp runs completely out of power. Don't panic, though, just drop the lamp and say NOSIDE SAMOHT (remember him?) and before you know it, a blue aura appears around your lamp and it suddenly is recharged! Pick it up and keep going. Go north three times being careful not to step on the sleeping Basilisk. Go down the spiral stairs twice then go north. You've found another Y2 Room. Don't do anything silly like trying PLUGH or PLOVER here because it's extremely dangerous trying to get down from a platform suspended 2000 feet above a raging volcano! You are about to enter a series of Enchanted Caverns. Once you enter them, you must go through the entire maze before you can exit them. So pay close attention to the directions that follow: Go west, south, southwest, northwest, south, down, west, northwest, north, south, north and east. Turn your lamp off because you've entered a highly polished Royal Audience Hall and light emanates from an unseen source. Go east again to the throne and pay your respects to the remains of an unusual being. Sitting on the throne is the skeleton of the ruler of this strange land. In its hand is a beautiful Sapphire Sceptre! As you take the sceptre, the ghost of the skeleton seems to pervade the hall. It gazes at you and warns you to remember a magic word then disappears. Write down this magic word. In order to complete the game successfully, you'd have to play this portion five times; but in order to save you time, the possible magic words are: KLAETU, KNERL, BLERBI, SNOEZE and ZORTON. Whichever word the ghost says to you, remember it; but write all the words down on your list of words. Time to leave, so go west then west again and turn your lamp back on. Now go southwest, east, southeast, northeast, east, southeast, down, south and north. At last...you've come back to the Y2 Room. Go south and down to the Storage room and get the plate you see here. Then go up the stairs three times then north to the Peelgrunt Room. A massive safe takes up an entire wall, but it doesn't have a dial, keyhole, handle or any means to open it. It must be a magic safe! Aha! The magic word the skeleton said to you! Say the word and the safe creeks open (it was quite rusty). Enter the safe. Suspended in mid-air is a luminous crown! Drop all the treasures here, exit the safe and close the door. (Don't drop the plate, though!) Then head back south towards our sleeping friend. Unfortunately, the Basilisk isn't such a heavy sleeper after all and wakes with a roar. Luckily you're carrying the plate, and catching sight of itself in the mirror-like finish on the plate, it turns itself into a stone statue! Whew! That could've been you! Drop the plate and go back south to the entrance. Adventure 550 Part V Turn your lamp off since you have plenty of light to see where you're going and go back south across the bridge and south again. Turn your lamp back on and go south, pick up the keys and the food, go southeast and south. You're outside a room with a sign over the door that reads "CAUTION! BEAR IN ROOM!" Say BARREN and you're inside the room with a ferocious looking bear chained to the wall with a golden chain. Good thing you have something to give the bear, so feed it the food and it becomes quite tame! Unlock the chain and get it and the bear and drop the keys. Exit the room and go up, north, west and west. You've returned to the bridge and the Troll is nowhere in sight. As soon as you try to cross the bridge, though, the Troll steps out from underneath the bridge and the greedy little beggar demands yet another treasure as a toll! Free the bear. The bear goes lumbering toward the Troll, who lets out a frightened yell and makes tracks for who knows where! The bear ambles back towards you, but leave it here. If you try to take it across the bridge, it's entirely possible you'd both perish! Wave goodbye to the bear and cross the bridge. Time to retrieve your eggs from the troll. Type each of the words you saw on the Giant's Room Wall separately (i.e. FEE...then FIE...then FOE, etc.) After you've typed in FOO, you should receive the message "DONE!". If you didn't, then try it again. Go southwest, down and southeast. You're in the Oriental Room and a delicate Ming Vase is sitting here! Leave it just now and go north then west. You've come to an alcove with a tight squeeze into a tunnel heading east. In order to get into the tunnel, you'll have to drop everything (yes, everything!) you're carrying. Do so and go east. At last! The first treasure you saw in the game! An enormous Emerald is here! Get the emerald and go west and pick up everything you dropped. Now go northwest and south and get the Vase, then go southeast and east. There's a velvet pillow laying here. Get it and go west three times and down into the pit. One last time up the beanstalk, west and get the Eggs. Then south and down. Go up and west then up and south, east, east and north twice to Y2 (the real one, this time!). Turn your lamp off and PLUGH back to the building. Drop the pillow first BEFORE you drop the vase! If you drop the vase first, it smashes into a thousand delicate pieces all over the ground and is worthless! Now drop the rest of your treasures including the ring this time, PLUGH and turn your lamp back on. Go south twice then down. Imagine that! There's a safe here that's a complete double for the one you found in the Peelgrunt Room! Use the same magic word on this safe as you did on the other and enter the safe. Here are all the treasures you placed in the other safe. Hmmm...this must be the exact same safe! Obviously, it had two entrances all along! Get the treasures, exit the safe and close it. Go up the stairs and north back to Y2. Lights out and PLUGH back to the building and drop this load of treasures. Right now all you should be carrying is the lamp. So PLUGH, lights on, go south and down. Go to Bedquilt and keep going down until you arrive at the Witt's Construction area. You'll see several Spelunker Magazines laying here. You can't read them, but you must deliver them! Get the magazines and go east to Witt's End. Drop the magazines and keep going east until you get outside. Now's the tricky part. You must wander around until you receive the "CAVE CLOSING - PLEASE EXIT!" message. Start making your way back to Y2. If you've retrieved all the treasures you shouldn't be able to get there. Eventually, you will be deposited in a sealed cylindrical room in a puff of orange smoke. You will be completely empty-handed. There will be no obvious exits. The only way out is via magic. Remember that list of magic words you've been writing down all this time? Now they become extremely important and useful! When you opened the flask in the pentagram room, the djinn told you two things. The first was the magic word PHUGGG; the second was a brief history lesson regarding Ralph Witt and his desire to reverse the alphabet...hmmm! Is there something to this? Yes, indeedy! All those magic words you've accumulated should now be typed in in reverse alphabetical order! Start with ZORTON and work your way down to BLERBI. You should have 16 magic words in all. The complete list and order is: ZORTON, XYZZY, THURB, SNOEZE, SAMOHT, PLUGH, PHUGGG, NOSIDE, MELENKURION, KNERL, KLAETU, FOO, FOE, FIE, FEE, and BLERBI. If you mess up the order of the words, you must start at ZORTON again. When you have successfully typed the words in, you should be -Poofed-! back to the end of a road in a strange valley outside a building. Look familiar? If you go into the building and try PLUGH, it doesn't seem to work here! That's strange...it all looks the same...or does it?!? Go south down the road toward the grate. But this time, when you get to the slit where the water is entering, instead of a 2-inch slit, you see a 2-foot slit! Go down the slit. You are sucked down, down, down into the very depths of the earth in omplete darkness! Just when you think you're going to die from lack of oxygen, you find yourself in a brightly lit treasure room. Look, it's all the things you've seen during your adventure: But instead of monsters and threatening creatures, you find smiling gooseberry goblins, the troll and basilisk are smiling at you benignly, friendly dwarves wave you in! Congratulations! Hope you had a "grate" time solving this adventure! What follows is another extensive adventure solution, brought to you by Sewer Software. It was provided by Sewer Pom and edited by Sewer Rat. ADVENTURELAND Part One Here you stand in a forest, about to start your adventure. Move along East, and tiptoe past the sleeping dragon. Go East again to the lake. Get the axe , then head North into the quicksand bog. Pick up the blue ox , then say the magic word on the axe. Gee, where did everything go? Well, look at it this way: at least you can "Swim" back to the lake. Now go South to the bottomless hole. Carefully "Go Hole," and pick up the flint and steel. Go up . Then it's West into the swamp, and West again to the hidden grove. Surprise! There's the axe and the ox, along with another treasure. Get everthing, and go back East. Climb the tree, get the keys, and climb down again. Now, "Chop Tree." Drop the axe , get the mud, then, "Go Stump." Once inside the stump, drop the mud, ox and fruit. Go down to the root chamber, pick up the rubies, then go up and drop them off. Easy, isn't it? Okay, time for more treasures. Get the lamp and rub it twice. Each time you rub the lamp, a genie appears and leaves a treasure. Just make sure you don't rub it more than two times, or the genie will come out and *TAKE AWAY* a treasure! Now, go down into the root chamber, and "Go Hole." Open the door and drop the keys. Light the lamp , and "Go Hall." Then continue down to the cavern. From the cavern, trek South and pick up the bladder. Now it's time for a return trip, so move along North, then up until you're out of the stump and back in the swamp again . "Get Gas," then "Go Stump." ADVENTURELAND Part Two Now head back down to the cavern , then go South and up. Drop the bladder and "Ignite Gas." *BOOOOM!* You just blew a hole in the bricked-up window. "Go Hole," then jump . Ummmm, hello, bear! Well, he doesn't look too mean, but it's better not to take any chances, so "Yell." As the startled bear falls down towards the bottom of the chasm, pick up the magic mirror , then "Go Throne." Grab the crown and go West to the ledge. Jump over again, then West. Pick up the fire bricks on your way out , and go down and North. After that, make your way up again to the treasure room in the stump. Drop off *ONLY* the crown. *DO NOT* drop the mirror! Okay, now get the bottle of water, and go down again. This time, drop the flint just before you go into the hallway. Go down to the cavern, and from there, down again into the maze of pits. From the "Opposite of Light" sign, go down, West, and down. Pick up the rug, then go down again and you're at the bottom of the chasm. "Build Dam," then drop the remaining bricks . "Look Lava," and there's a firestone. It's still pretty hot, so "Pour Water." Now get the stone and the golden net. Hmmmm, but how to get out of here? Well, that sign might help. "Say Away" twice and, voila! you're in the meadow again . Unlight the lamp, then go South and over to the stump. Drop the firestone, the rug, and the mirror. Make sure that you drop the rug *BEFORE* you drop the mirror! Now, get out of the stump, go East to the hole, and North to the lake. "Get Water," then "Get Fish" . Return to the stump, and drop off the fish and the net, in that order. Pick up the mud, and head back down to the cavern. Remember to get the flint and light the lamp before entering the hallway! ADVENTURELAND Part Three Once in the cavern, go North. At this point, you should save the game. Up ahead are the African bees, which you will need to get rid of the dragon. Unfortunately, this part of the game seems to be random, and sometimes the bees will suffocate and die before you can bring them out. I have never found a surefire method for keeping the bees alive, so save the game here and hope you won't have to restore it too many times! Okay, now that the game is saved, go North again. Get the honey, pour out the water, and get the bees. Once you have the bees, head back South to the cavern, then all the way back up to the swamp. If the mud hasn't fallen off yet, drop it here before going on . All right, now head North and "Drop Bees." The dragon will become annoyed and fly away, leaving behind some precious and rare eggs. Pick up the eggs, then return to the stump. Drop the eggs and the honey, then say "Score." *** YIPPPPEEEE! *** You did it!! Yet another adventure solution provided by Sewer Pom, edited by Sewer Rat and presented for your enjoyment by Sewer Software. Alice in Wonderland Part I Alice is not an especially difficult game, but there are some tricky parts to it. This walkthru (of sorts) should help you over the rough spots. When playing the game, it helps to talk as much to people as possible, although there is usually one way of talking to them (coax, argue, etc) that will produce the best results. It's also fun to read the various signs along the way; some are just funny, but many contain useful clues. Don't be afraid to explore all the doorways; just save the game first. Some will not lead you anywhere important, but may contain clues needed to finishing the game. Always pick up objects that are takeable; they will be useful somewhere along the line. Before going down the Rabbit Hole, it is important to obtain the tin of comfits from Alice's sister, as well as the parasol from the Reverend Dodgson. You can coax the sister to give you the candy, and argue with the good reverend for the umbrella. The White Rabbit can be teased to give you the answer to the Caterpiller's riddle. Then it's down the Rabbit Hole! This part is pretty simple, you just keep going down most of the time. You can actually skip the singing mouse (he wants the marmalade from the pantry), since his song isn't used anywhere in the game. When you reach the Chesire Cat (my favorite character) sitting on the rock, you'll note a door off to the right. You can't reach it now, but you'll be coming back this way later, so just keep on going down. Eventually you will come to bottom, and reach a room with cakes. The cakes make you taller, and elixirs make you smaller. First jump to the cakes and get all of them. Then go back down, over to the next room, and jump up four blocks. Eat a cake, jump over (parasol open) to the ladder and climb up. Get all the elixirs, then return down and to the cake room. Just left of the doorway there is a tiny door. "Eat" two elixirs, and you can enter it. You are now in the upper room. Eat a cake, jump over to the table, and get the cake and elixir there, then jump over to the rope. Don't climb the rope, instead walk off the left edge and open the parasol. You'll float down to the table with the key. Take the key, jump off, and return to the ladder room. Go up the stairs to the small door, eat an elixir, and pass through. You're now above the Pool of Tears. Enjoy another cake, then jump in and swim awhile. You can pass by the second Rabbit Hole; the seashell in there isn't all that important (but, you can get it if you like). Keep swimming, and you will reach the beach, and you are now in Wonderland proper. Alice In Wonderland Part Two Ok, so now you're on the beach with the Dodo. He has an important item, which you can obtain by giving him the tin of comfits. Once you have the stick, keep moving to the right. The second Alice is not all that important, but talking to her will give you some extra information. Continue on up the hill, where the White Rabbit show up again. He'll mistake you for his maid, Mary Ann. Don't worry about it. Tease him, and he'll drop his fan and vanish. Get that and keep going to the house. Once inside, go to the door on the right and enter it, then go up the stairs. Mary Ann isn't all that important, but you can talk to her until she disappears. Then go enter the doorway. This takes you to a new room, where there is a fireplace. Go thru there, and just follow it along. Eventually you'll find the Mad Hatter's missing teacup. Take that, and continue on and out of the fireplace. Now you're back downstairs again. That's all you need here, so leave the house, and move along to the right. When you come to the swing, climb up and get all three teapots. After that, continue to the right. The puppy will get in your way, but leaves when you offer him the stick (talking will do no good, so don't even bother trying). Pass up the tree with the rope; you aren't ready for that yet. Continue on to the Caterpiller. Along the way, pick some mushrooms; the white ones make you grow, and the purple ones make you shrink. There is a second use for the mushrooms, but that comes later. Ask the caterpiller why he's doing that, and he'll ask you a riddle. The answer (which you should have gotten from the White Rabbit earlier), is "tophat" (Queens, being women, wouldn't wear such a thing). Remember the clue the Caterpiller tells you in return. You're done here, so move along to the right. The Cheshire Cat pops up again; you can amuse yourself by talking to him for awhile. After that, continue on until you reach the Town Hall. Argue with the Clerk, and he'll drop a Memo for you before he vanishes. Pick that up, and then head back left, stopping at the Duchess' house. Climb up, making sure you get the muffin along the way. Talking to the Duchess is not in the least important, although it does have its funny side. What you really need to do is get to the room above, but you don't have what you need yet. So, go down the stove in the kitchen until you come to the clock. Simply walk off the clock and open your parasol. Climb down from the housetop and enter the house. Go left and enter the door. Inside is the March Hare, suffering from a broken heart. Argue with the poor creature, and he will leave you a whisker before he disappears. Take that, leave the room, and go upstairs. Take the first door on the right to the Bathing Machine, and then enter it. Go down (being careful to avoid the ferret), and you will come to the Pier. Leave the Pier by walking left until you come to the ladder. Climb that, and continue left. You can pretty much ignore the painting rabbit, so keep going until you come to the platform with the rope. Stand on the edge and jump, opening your parasol (so as to avoid the ferret below). Swim left and continue left until you reach the museum. Go right and upstairs and continue on until you reach the Gryphon. Scold him, and he'll drop a cricket bat before he disappears. Take that, and continue right until you reach the chessboard. Stand to the right of the chessboard, and eat a cake (or mushroom). Turn towards the chessboard and jump. Walk up until you reach the middle black square in the third row. Walk up a tiny bit further, drink an elixir, and go back down to the square and enter it. This is the Mad Hatter's place. Offer the teacup, and he will give you his hat, which is one of the most important and useful items in the game (of course, the Hatter disappears after giving you the hat). The part with the Queen of Hearts in the Court Room isn't especially important. However, if you go through it, make sure to argue with the Queen so she asks you the riddle, whose answer is "lap". There is nothing else of importance here, so you can go back through the chessboard and leave the museum. On the way back, be careful. When you are almost to the shore, use the hat to float above the ferret. Continue on back to the Pier, and return up to the house (there is nothing else of great importance here, but you might find it amusing to chat with the Cheshire Cat in the Carousel Room). After leaving the Bathing Machine, you might want to try the next "door" down. This is the door to Blenheim Palace. It's not especially necessary, but if you go through it, remember to give all three teapots to the Queen. Ok, now leave the house and go left until you come to Lacie the artist. Give her the Memo, Muffin and Mushroom. She'll disappear, and you can continue on to the Treacle Well. Climd down that and go right to the Cricket Ground. Enter that, and keep going left to the School. Go to the Music Room, and coax the turtle, who will sing a song for you. Then go to the Dance Room and enter the mirror on the left, which will take you back to the house. Now go up to the Duchess, stand on the block to the right of her, make yourself tall (with cake or mushroom), and use the hat. You'll float up and bang into the wall, but if you stand in the right spot, you'll end up standing on the rope afterwards. Eat a mushroom or elixir to get to normal size, then go up the rope and make your way to the cradle. Examine the cradle. There is an ugly baby inside, who will turn into a pig and walk off when you try to take it, but it leaves behind a rattle (which you have automatically; you don't need to use the Take command). Ok, now comes the tedious part. You must make your way ALL THE WAY BACK to the rabbit hole you first came down (yeah, I know, but ya gotta!). Use the hat to float up to the ledge to the left of the Cheshire Cat. Then eat a cake and jump over to the Cat. Stand on the right edge of the rock, face right, and use the whisker. Shrink down to normal, and then walk along the whisker, and up to the door. Inside is the Dormouse (don't worry, you still have the whisker!). Tease him, and he'll sing you a song. Now, leave and go all the way back to the tree with the rope hanging down. Climb that, and make your way up to the bird's nest. Sing "Shut Your Beaks" to them, then wait for 12 o'clock, when you can go through the mirror into Looking-Glass Land. Alice In Wonderland Part Three Ok, so now you're through the Looking Glass! Take the door on the left, which leads to another room. Take the center door, and try to help. She'll leave a brooch before vanishing. Get that, and go through the mirror to Room Two. Climb the rope there to Room One, and go out the window. Jump (opening your trusty parasol), and you'll be at the bottom of the Birdbath. If you go left, you'll find a garden and a Buttercup in it, but it's not necessary to go there. Walk right, passing the small Birdbath, and keep going until you come to the house with the rope. Go up to Cloud Land, and use the hat to get to the door you see there. Inside is the White Knight. Help him, and he'll sing you a song. Teasing him also produces good results. Leave, and make your way over to the other end of Cloud Land, where you'll find the Bread and Butter Fly. Take that, then go back down to earth. Now go to the railroad station (it's next to the house with the rope). You'll need a mushroom or elixir to get in. Once inside, return to normal size, take the first door, and then walk right to the train. Inside is a Unicorn. Talk to him if you like, then go left to the Gnat. Try calming him, and he'll ask you a (very old) riddle. The answer is "Duck". Then use the hat to float up out of the train. When you fall back, you'll be in a different train. Walk right to the exit and leave. Continue left, passing up the Waxworks (if you prefer, you can enter), until you reach the Jabberwocky. Use the fan and he'll disappear. Keep going left until you come to the tree. Stand on the left side, and use the hat to fly up. You'll find Humpty Dumpty up there, sitting in a nest. Tease him, and he'll leave a cravat for you. Climd down, and walk left. Here you need to be careful. There is a ferret bouncing around the next screen. As soon as you enter that screen, use the hat to float above him. Do this as quickly as you can. You'll float up to the top of the steps (taking a fall in the process). From there, go left to Tweedledee (or is it Tweedledum?). Offer the rattle, and he'll get out of your way. Continue Left until you come to the White Queen again. Give her the brooch, and keep going until you come to the door. Go in, and try to calm the cranky machine. It will sing you a song. After that, leave, and go back right all the way until you come to the ladder going down (a note here about the Red Queen in the balloon. If you decide to visit her, the answer to the riddle is "content"). Climb down, go left (ignore the birdcage, it's a trap) until you come to the sheep. Sing "Munch, Munch, Munch", and you'll be able to get to the next room. Offer the Bread and Butterfly to the Sgt. Major, then climb up the ladder and go left. Tease the baker, who will ask a riddle. The answer is "Nightmare". Continue left and enter the Banquet Room. Sing "God Save Queen Alice" to the Wasp, and you will be in the real Banquet Room with the talking Mutton. Sing "No More Mutton" for it, and he'll leave a paper crown (NOTE: you MUST have the crown before you visit the Bellman). Ok, now go back the way you came, and return to the Palace. Keep going left there, past the Easter Rabbit, until you reach the Barrister (British for "lawyer"). Coax him, and he'll ask a riddle. The answer to that one is "Buttercups". Keep on left to the Bell Room. Stand directly under the rope, and use the cravat. It will provide a way for you to climb up. Continue to use the cravat to get up to the Belfry (note: always climb up on the right side). If the Bellman isn't there yet, just wait around (you can stand there, doing nothing; time will pass in the game regardless). Offer the cricket bat to the Bellman, who will give you a key. Take that, and go back down, and out to the ladder again, and make your way to the room that has the Banquet Room door. This time, however, go up the stairs to the door above it and enter the Beryl Throne Room. You can talk to the Throne or not, as you please. Go through the door on the other side. This leads you to a room with a ferret. DO NOT go through the door on the bottom; it is a trap; you must go up via the rope. You can pass the ferret by using the hat; it may take a few tries until you find exactly the right spot to stand, and the right timing as well. Once past the ferret, get up the rope quickly, and make your way over to the White Rabbit. Give him the fan, and he'll get out of your way. Now keep going. You'll come to another ferret; use the hat to get past him, as well. You're almost out now! Go through the door at the top, and you'll be in the BallRoom. Go out the other door, and you're in the Rabbit Hole. Use the cravat (it may take you a few tries to find the best place). Climb up the cravat, face right, and use the whisker. Walk along the whisker as far as you can. Then turn left and use the hat. Congratulations! You made it out of Wonderland! (The ending is kinda dull, but after all this running around, you're probably glad it's all over!). Ho Hum !! Another adventure solution brought to you by Sewer Software in this Sewer Doc Disk Number 10. Thanks to Sewer Pom for supplying the doc. Amazon Part I Amazon is not really a particularly difficult game; what makes it hard in some spots is the tricky syntax needed to solve a problem or get past an obstacle. With this walktru, you should have no trouble at all in finishing the game. One note before we get started: this walkthru is for the intermediate (seasoned explorer) version. The explorer version has a few problems/situations that are not in the novice version. I will point these out in the walkthru, and those playing the novice version can ignore them. Ok, you start at NSRT headquarters, waiting for the satellite transmission. Just wait (one move is all that's needed), and the picture will come in. On the Apple, it is necessary to use only the left arrow key to "tune in". Keep hitting it until the picture is clear. After viewing the scene of the massacre, "Go Office" to get your assignment. Give your name to Murphy when he asks, and say "yes" to next question. You can answer either "yes" or "no" to the "are you scared" question, and "ok" to the question after that one (Murphy asks a lot of questions). When he asks what level you are, you can answer "Seasoned Explorer" if you like (or Novice, if you prefer). He'll hand you an envelope and tell you to go to the airport. So, do just that, "go airport". Once there, open the envelope, which tells you which city to go to, as well as containing an airplane ticket. "Go Miami". When you get there, tell the taxi driver to take you to the Institute. Don't allow him to take you to a hotel, because you'll never get there. When you reach the Institute, and try to enter the building, a policeman will stop you. Show him your letter, and he'll let you in (for someone on a secret mission, you sure are giving out a lot of information!). Enter the building, where you'll find a secretary. Tell her your name, and answer yes to the map question. Then head east down the hall to the office, and enter it. You won't be able to do anything here until you talk to Paco the obnoxious parrot, so "get drape". Tell Paco your name, then open the cage. Answer yes to all his questions. Open the refrigerator when he tells you, and get the fruit. You won't need the medicine, so leave it. Give the fruit to Paco, then call him: "Paco". Now you can open the cupboard. Examining the shelves will show you a dart gun and some food for the parrot. Get those, then leave the office. The director will show up, telling you that you can't take Paco with you. Offer the director a bribe: "Bribe director". Keep saying no to his demands until he's down to ten thousand dollars, then agree. You can now leave with Paco, so "go airport". Once there, buy tickets for Paco and yourself. You will be paged to the courtesy booth. Answer yes to the name question, then take your pack. The only way to find out what's in there is to take inventory; just looking at or examining the pack won't work (inventory can be abbreviated to inv). Open the envelope and write down the emergency transmission code, then read the note that has your regular code (you might want to write that one down, as well). Now it's time to be on your way, so "go amazon". You will make an unscheduled refueling stop in Guatemala City. The immigration officer will demand cigarettes; give them to him. You really don't need them for the Kemani later on. If you are playing the Explorer version, you will make a further stop in La Paz. Here, whatever you do, you will be robbed, and left with only your computer and belt. Turn your computer on ("computer on") and input your emergency code. After the transmission, the police will arrive with Paco, and demand money to return him to you. Give them the belt (which is a money belt with gold inside), and you will have Paco with you once more. The rest of this portion is automatic, and you will eventually be in the Amazon. Amazon Part II Ok, so here you are, flat on your back in the jungle. Sit up, and after the sound effects are over, turn your computer on and input your regular code. When the transmission is finished, go East. You're on a jungle trail. Try to go north, and a wild boar appears. Luckily, he will go back into the bushes again. Now you can really go north, where you will hear the sound of guns firing. Corrupt government troops are very close. Go east, and sure enough, there they are. And they capture you, too. There is no way around this, but it doesn't matter, since you'll be escaping later on, anyway. You're taken to a tent, and securely tied. Wait, and the captain will come in. He isn't too nice, and accuses you of being a spy. Then he'll ask if you have any money to pay for your freedom. You can say yes and tell him to look in the pack. Of course, there's no money there; the troops have already taken it. The captain will toss the pack aside and leave, promising to have you executed in the morning, if not sooner, a cheery prospect. Wait until night falls, and Paco will come around looking for you. Call him: "Paco", and he'll enter the tent and free you. Take your pack and go west to leave the tent. It's pretty dark out there, and hard to see. Wear your goggles, and you'll be able to go north out of the camp. You must wear the goggles, or you won't be able to do this safely. Once away from the camp, remove the goggles. However, now the soldiers know you're missing, and they're coming after you (oops)! This is definitely an emergency, so turn on your computer and input the emergency code. NSRT will guide you (provided you have your map and map coordinate tables) to a safe location. Once there, get some sleep. In the morning, take the path north. Woosh! An arrow just barely missed you! Out from the bushes steps a Kemani tribesman, bow ready. You want to make sure he knows that you're friendly, so smile. He will take you to his village, where the men will crowd around, making odd motions with their hands. They obviously want cigarettes, but you gave those away a long time ago. Just keep entering commands like "go hut" etc., until the Kemani kick you out into the jungle. This is a small maze of no great difficulty. Just go North, North, North, East, and you'll be in a clearing. North again brings you to Macuma. North once more, and you're on the slopes, pretty high up. It's a trifle chilly, so wear your parka. Now keep going up until you reach the snowstorm. Here, you can't go further without help, so turn on the computer. Enter the emergency code. As before, NSRT will guide you safely out of the storm (provided you have the map, etc). Then go north and enter the lava tube. Have another night's sleep (I wonder how Paco managed to survive the freezing cold?). In the morning, continue north until you're back in the jungle. North again (the favorite direction in this game!), and you come to a clearing, where you see a crate floating down from the sky. Go east until you come to the drop site. Open the crate, and get the rifle. Also take the parachute. Leave the raft and oar, because they are both useless (the raft has a hole, and the oar is broken. So is the rifle, but you won't need to fire it). Then head north to the river. Amazon Part III Ok, so now you're at the river. It's dark again, so wear your goggles. Aha, there's a hippo feeding at the river. Just wait until he leaves, then go west until you come to the native boat. Examine the boat, and you notice that there's a small hole in it. "Use parachute", and that will plug the hole. Now go south, and you'll find a handy paddle. Go back north to the boat. You're almost ready to cross, but first you have to do something about the water-phobic parrot. "Shoot Paco", and he will collapse into your arms. Get into the boat, and "cross river". Part of the way over, alligators will appear. Your rifle is useless for shooting, but you can use it as a club. This is a tricky one, because "hit alligators" won't work. Instead, you must say "use rifle" (silly, but that's what will work). If you are playing the Explorer version, the alligators leave, but come back. When this happens, "use paddle", and you will row fast enough to make the shore before they get to you. This is a good time to save the game. A totally purposeless and extremely frustrating arcade sequence is coming up. There is no way to avoid it, alas, and you may lose your patience with it the first time around. Ok, you're across the river, and you'll be too tired to turn on your computer. So you might as well just sleep. In the morning, you'll find that monkeys have stolen everything except the computer. NSRT will try to guide you to the monkeys, but they move too fast. Here is where the arcade sequence begins. You will have to move your little dot (using either the N-S-E-W or the I-J-K-M keys) after the dot that represents the monkeys with the pack. This is not easy, but, believe me, it can be done, even if it seems to take forever. Once you have the pack (and saved the game so you won't have to go through this idiocy again), go east to the bridge. Paco will not want to cross, but you can persuade him by saying: "use gun". Do NOT "shoot Paco", because he'll have convulsions. Just the threat is sufficient to get him to cross over. About half-way across, the bridge starts to collapse. Just continue east, and you'll make it safely over. From there, go south until you come to the Tree of Skulls, and go west from there. Aha! The entrance to the Lost City! However, don't get carried away just yet! First, turn on your computer, and enter the regular code. Don't worry about the tape of the massacre that is transmitted; it is not of the least importance to you. Once transmission is completed, go south to the campsite. This is another good place to save the game, because yet another tedious arcade sequence is about to happen. The Huni will be attacking soon, so wear your goggles. Then turn your laser on. The Huni will now attack. This night, there are, fortunately, only three of them to kill. Use the left and right arrows to manuever the laser (which looks like something left over from "Space Invaders"), and use the space bar to fire (you stop automatically when you shoot). Once you've gotten rid of the Huni, you can get a good night's sleep. In the morning, go back north to the Lost City. Continue going north until you come to the storeroom. Ignore the fruit (not important) and go east. This is a temple with a large statue. The statue is not important. Go north to the wall and push it. A lever appears! Pull the lever, and a set of stairs is revealed. Go down the stairs. The entrance closes behind you, but don't worry about it. Go west to the end of the passage, then up to the vast hall. West again will bring you to a tiny room, and north to the wall with the key. Take the key and go south and east back to the hall, then north to the door. Unlock the door. You'll find a piece of paper on the floor. When you try to read it, you'll see that it's in code. Your computer will beep, so turn it on. NSRT will tell you what the paper says. Now is another good time to save the game, in case you make a mistake later. You will have to enter the Antechamber and open the doors in the proper sequence. One wrong move, and you're dead. Ok, go west. Here are the three doors that must be opened. The sequence is: Open 132. If you're playing the Explorer version, you will have to open a second set of doors, but the code is the same. How about that! You found the emeralds at last! However, Macuma is about to blow its top. In fact, the whole place seems to be coming down! Fortunately, the rest of this is almost automatic. Go south, and continue south until you come to the soft volcanic earth. Here, you go up into the pit room, and then west out of the city. The lost city crumbles before your eyes, but don't despair! A helicopter appears at the last moment, taking you and Paco to safety. Congratulations! You've just finished your first mission for NSRT! Here we go again, Sewer Pom presents yet another adventure solution for Sewer Doc Disk Number 10. THE BLADE OF BLACKPOOLE Part One This is sort of a strange game. There aren't all that many locations, but there are several red herrings in the game that can slow you down quite a bit. This includes a number of objects in the adventure which are totally useless, but look like they may be important. I'll let you know about these as we come to them. Also, remember to make a map as you go along! Now, let's get started. You begin at the edge of a forest near a small lake. Behind you to the South is the lake itself with a small boat, and to the West of you is a giant carnivorous plant. You will have to find a way of carrying the boat with you, as well as getting something to feed the plant. Fortunately, this won't be too difficult. Go East (bypass the shield, that's one of the red herrings), then North twice, and you should be in the Tavern. Go West into the next room, and buy all the supplies except the knife, which is not used for anything. Go East, have a chat with the bartender if you like, then make your way South, South, West. Oops! You just walked into some quicksand! Good thing you took that Red Cross course; swim East, then Swim North. You will be on spongy ground, and will find a vial of white potion. Get the vial, then go North to the swamp, where you will see a bees nest. Get some bees, then return to the quicksand, where you now Swim West twice, so you should be at the shield in the forest again. From there, go West and feed the bees to the plant. Now, head East, then South, and you are at the boat. Pour the potion on the boat and pick it up. Now return to the plant. Since you fed it, it will let you past now. THE BLADE OF BLACKPOOLE Part Two Ok, just head North and follow the road until you come to the place where it forks. Drop the honey here (you will be needing it when you come back), go West into the dense forest, then North....crash!! Looks like you fell into a pit! Don't worry, just throw your trusty rope, which will become mysteriously fastened to a tree and allow you to climb out. Make sure you pick up the rope after you're out. Brush yourself off, then move along North past the cliff and West into the tunnel. Light your lamp (handy, that torch), then go back the way you came. This time, there will be no pit; instead you will see a small amulet. Pick that up, then continue on along the road until you are back at the fork where you dropped the honey. From there, go South, and again follow the road back until you are at the plant. Then go East, East, North, East (ignore the hammer!), then North to the tree where the recluse is hiding. Give him the amulet, and he will recite a strange poem and give you a book. Now, guess what? You have to retrace your steps once again, this time to the tavern. Once there, drop something you're carrying (anything but the moneybelt) and buy a mug of ale. Now you can drop the moneybelt, as you don't need it any longer, and pick up whatever it was you dropped. From there, you must make your way all the way back to the cliff (sigh). When you reach the bottom of the cliff, sing. The bird will hear you, swoop down, and leave you at the top of the cliff near a strange pad. Step on the pad, and you will be magically transported across the ravine. Follow the road North and West to another cliff. Again, your trusty rope comes in handy: throw it as you did in the pit. Now, you can climb down, and go South and West to the river. Drop the boat, which will magically return to normal size, and get in it. Paddle North a couple of times, and you will come across a giant sea monster. Fortunately for you, the old dear is a bit of an alcoholic, so pour the ale into the water, and paddle on by as she flips out on some warm liquor. Just keep paddling North until you land on the island in the middle of the lake. THE BLADE OF BLACKPOOLE Part Three Here you see a statue of a Grud. Give the book to the statue, and you will get a key in return. That's all you need, so go South, and you will be back on the lake. Paddle South twice, then Paddle West once, and again you will be ashore. The only problem is that boulder that's blocking your way. Or is it? Try going West, and the boulder will disappear! It was only an illusion, after all! Now you can enter the cave, so go West, West, and get the helmet. From there, move East and South, which should bring you to a locked door. Unlock that with the key you got from the Grud, drop the key, then Go South and get the bow. Now, carefully, go East three times, South three times, and West once. Pick up the scroll, then head West, North, North, and East until you are back at the "Myraglym" sign. From there, go North, North, East, East, and you are outside the cave. Get into your boat, and paddle North twice, then West once. You should be over a dark spot in the water. Ok, time to get the sword! Go Down, and you will be in the lair of a lizard. Since he isn't terribly friendly, you'll have to do something about him. Read the scroll, and you will see two spells written on it. The "Regnilo" spell is dangerous, don't use that one! Say the other one instead, and an arrow will appear. Drop the scroll, get the arrow and shoot the lizard with it. Drop the bow. Go South, get the sword, go North twice, and you will be in your boat again. Paddle back to the cave. The make-believe boulder is there again, so go West once to make it disappear, then go West, South, South, West, and you will be at the altar. Hang in there, you're almost done! Put the sword on the altar, then say Myraglym. Whoosh! You are magically transported back to the forest! You still have a ways to go yet, so head on South, South, East, and you are at the fork in the road where you dropped the honey. By now (or very soon!) you will be getting hungry. If you don't eat something, you'll die, so pick up the honey and eat it. Now, return to the tavern, and the game is over! You have successfully completed "The Blade of Blackpoole". Yes, you gussed it. Another adventure solution brought to you by Sewer software. It was provided by Sewer Pom and edited by Sewer Rat. DEATH IN THE CARIBBEAN Part One Specific instructions are enclosed in quotes, so type what you see. The object of this adventure is to find a treasure chest. Start out with "N","E","N","E","Get Wagon". Then "W", "S","E","Get Rock","E","Open Box", "Get Key", "N". You are now at the anthill which you must plug up. So, "Plug Hole", it asks you with what? and you answer "Rock". Then "N", "Get Ring". This is a magic ring which will transport you from one place to another if you have been to that place before. (you can't go anywhere you haven't been). Continue with "S","W","N","N","E". Then "Drop Key". You are leaving the key here for future use. Then "W","W", "Get Shovel". You are in the graveyard. Occasionally there is a ghost that appears who will hide any of the items you are carrying. If he does this, then you will find the items here, but you must dig the grave to get them. Now go "E","N","W","Get Rope","S","W", "Tie Rope", (it will say to what?),you say "Tree", then "Tie Rope" again, to "Wagon", and "Drop Wagon" and "Climb Down", "Rope". You are at the bottom of the cliff, so "Get Wagon", "W","S", "S","Get Life-belt", "Wear Life-belt", "N","N","N". At this point it would be a good idea to save game because you have to cross the crevasse by jumping it and occasionally you don't make it. Now "Jump Crevasse","N","Look Sign", "Get Corkscrew","N", "Get Bottle","S","S". Then save game before trying the crevasse again. Now "Jump Crevasse", "S","W","W", "Read Printing" . There is an incripted message on the base of this monument which translates to "Pyramid Marker Guards Buried Chest. Excavate with Great Care". DEATH IN THE CARIBBEAN Part Two Now go "N", then "Cross River". It will ask in what? and you answer "Wagon". Then it will ask you what do you use as a paddle and you say "Shovel". Now you are across the river, so "Drop Life-belt", "Drop Shovel", "Drop Ring", "Drop Bottle", "N","E","E" "Get Amulet". This amulet will keep the ghost from stealing your goods, however, now that you no longer have the wagon, you can only carry four items, so you won't be able to use it very much. Continue with "E","E","S","Get Lantern" "N","N","N","W","Get Matches","S","W", "S","Drop Lantern", "Drop Matches", "Get Bottle", "N","N". You are now at the fog. At this point you have to empty your wine bottle and fill it with something you can use. So "Open Bottle", "Spill Bottle". The fog automatically fills the bottle so "Close Bottle" to keep it in. Then go "S","S", "Get Ring", "Get Lantern", "Get Matches","Light Matches","Light Lantern","Drop Matches","Drop Amulet". Now you need to use the ring to get back to the church so "Rub Ring" and it will ask you where you want to go. Answer "Church". Then go "E", "Drop Ring", "Get Key", "Unlock Door". It will say with what? You say "Key". DEATH IN THE CARIBBEAN Part Three You are inside the church, so go "S", then "Look Music". Notice what key the music is written in. Now go "N", "Open Trapdoor","Go Down". You are in the maze beneath the church. Go "W","N", "W","N","N","E","S","E","N","W", S", "E","Get Sword", "Drop Key". Then go back with "W","N","E","S","W","N", "W","S","W","S","W","W". You are now in a room with a zombie. This is where you use your bottle, so "Open Bottle". At this point it tells you the fog hides you so you can escape. Continue with "N","N","N". You are now out of the cave. Now go "W","N","W","S","W","S","S", "Get Shovel","Drop Lantern","N","N", and you find yourself back at the fog. Now use the sword to "Cut Fog". Then go "N","E". You have found the pyramid marker referred to in the message. So, "Dig Carefully", "Unlock Chest". It will say with what key? You answer "G". (remember the key the music was written in?). You have now opened the chest and finished the adventure - congratulations!! . :.. :DOC_10 PRGM At last, something other than Adventure solutions on this Sewer Doc Disk Number 10. We present a little light humour, courtesy of the KK Club who supplied us with the docs. The following doc is a collection of jokes typed by many different people. As a result, some of the jokes may be repeated, sometimes many times. We apologise for this repetition, but obviously, we don't have the time to read all of these and remove any jokes appearing more than once. Also, the layout changes often and dramatically at times. Again, I apologise for the untidy appearance of this doc, as well as the frequent spelling errors, but I have no time to correct this doc. It was edited and corrected slightly by Sewer Rat. (Just a quick note for Non-Australians reading this file. Some of the jokes contained in this doc will not seem humorous to you, so I will quickly explain the basis of these jokes, and hopefully restore some of the humour. A few years ago (about 1980 actually), a family called the Chamberlains was camping around Ayres Rock (in the remote outback of Australia - right in the centre of our brilliant country). During the night, they're young daughter (only a few months old) was mysteriously killed. This led to a very well publicised case, in which the parents were accused of murder, although they claimed that the baby was taken by a dingo and killed. After an extremely long case, in 1983 the Chamberlains were found guilty of murder. However, numerous appeals were lodged, and finally, in 1987 or 1988, they were cleared of the charges completely, and their criminal records cleared. New evidence supposedly proved that the baby was taken by a dingo, hence many dingo jokes have evolved since the beginning of the case. Sewer Rat). Let the jokes begin ........ Q. WHAT DO YOU CALL 400 TAMPONS LYING ON A BEACH ?. A. CLUB MED ................................................ Q. DID YOU HEAR ABOUT THE AIR HOSTESS THAT WENT ON STRIKE ?. A. SHE WANTED SHORTER PERIODS AND LONGER ROOTS .............. Q. WHAT'S BROWN AND RUNS AROUND AYERS ROCK ?. A. A DINGO DOING A LAP OF HONOUR ........................... Q. WHAT DO YOU GET WHEN YOU CROSS A JAR OF PEANUT BUTTER AND A ROOSTER ?. A. A COCK THAT STICKS IN THE TOP OF YOUR MOUTH ............. Q. WHY DID THE WALRUSS GO TO THE TUPPERWARE PARTY ?. A. TO GET A TIGHT SEAL ..................................... Q. DID YOU HEAR ABOUT THE IRISHMAN WHO WENT TO THE TOILET ?. A. HE WIPED THE CHAIN AND PULLED HIMSELF ................... Q. WHAT'S WORSE THAN BEING RAPED BY JACK THE RIPPER ?. A. BEING FINGERED BY CAPTAIN HOOK ............................ Q. WHAT DO YOU CALL A PROSTITUTE WITH A RUNNY NOSE ?. A. FULL .................................................... Q. WHAT IS THE DEFINITION OF A "MACHO" WOMAN ?. A. ONE WHO KICKS STARTS HER VIBRATOR AND ROLLS HER OWN TAMPONS....... Q. WHY ARE PUBIC HAIRS CURLY ?. A. SO THEY DON'T POKE YOU IN THE EYE ....................... Q. WHAT'S THE DEFINITION OF A PERFECT "CINDARELLA" ?. A. ONE WHO FUCKS, SUCKS AND TURNS INTO A CARTON OF "STUBBIES" AT MIDNIGHT. Q. WHY DO FARTS SMELL ?. A. FOR THE BENEFIT OF THE DEAF .............................. Q. HOW CAN YOU TELL IF A FEMALE IS WEARING STOCKINGS ?. A. WHEN SHE FARTS HER ANKLES SWELL UP ....................... Q. WHAT DO YOU GET IF YOU CROSS A PROSTITUTE WITH A MONKEY ?. A. A BLOODY GOOD SCREW WHO'LL DO IT FOR PEANUTS ............. Q. WHAT'S WORSE THAN A DEAD DOG ON A PIANO ?. A. AN INFECTED PUSSY ON AN ORGAN .......................... Q. HOW DO YOU GET HERPES OUT OF HOSPITAL ?. A. ON CRUTCHES .............................................. Q. WHAT DID ONE OVARY SAY TO THE OTHER ?. A. THEY MUST BE GOING TO HAVE A PARTY DOWNSTAIRS. TWO NUTS ARE TRYING TO PUSH AN ORGAN UP THE PASSAGE ...................... Q. WHAT'S THE DIFFERENCE BETWEEN A POOF AND A LIFE SAVER ?. A. A LIFESAVER GIVES FIRST AID AND A POOF GIVES AIDS FIRST... Q. WHAT DOES AIDS STAND FOR BACKWARDS ?. A. SLIP DICK IN ARSE ........................................ Q. WHY IS URINE YELLOW AND CUM WHITE ?. A. SO AN IRISHMAN CAN TELL IF HE IS COMING OR GOING .......... Q. WHAT'S THE DIFFERENCE BETWEEN A MAN AND A JELLY BEAN ?. A. A JELLY BEAN COMES IN SEVEN DIFFERENT COLOURS ............. BY BIG JOKER Jokes from a perverse bunch of BBS users ---------------------------------------- A baby was born and it was a boy. The doctor came up to the parents and said "Your baby is in good health, but its missing a right eyebrow. Now dont be alarmed. The baby has an overgrowth of pubic hair, so we'll put some of the pubic hair on the eyebrow." The mother said "What? And be cockeyed!!!" and the father said, "At least he'll have good foresight." What's the difference between a truckload of babies and a truckload of soccer balls? You can't unload a truckload if soccer balls with a pitch fork! What's black and brown and looks good on an Abo? A Doberman! There was once a primary school on the eastern side of Melbourne (Australia) The kids were an equal mix of Aussies,Viets and pomms,one day they were in class discussing history when one of the 2 teachers asked "Who said "WE SHALL FIGHT ON THE LAND,WE SHALL FIGHT ON THE WATER,WE SHALL NEVER SURRENDER!" And a little viet kid said "SIR WINSTON CHURCHILL" and the teacher replied "WELL DONE" Then the second teacher asked a question "Who said "YOU MIGHT WELL SAY GOD SAVE THE QUEEN BECAUSE NOTHING WILL SAVE THE GOVERNOR GENERAL?" Another little viet kid put up his hand and said "Gough Whitlim" the teacher replied "WELL DONE SON" Then one teacher said to the other "HOW DO THESE LITTLE VIETNAMESE KIDS KNOW SO MUCH ABOUT OUR HISTORY,YET THE AUSTRALIANS AND ENGLISH NO NOTHING AT ALL?" And some kid down the back called out "FUCK THE VIETNAMESE!!" "WHO SAID THAT" asked the teacher And a vietnamese kid replied "BRUCE RUXTON:1988!" What do you call a leper in a bath? Porridge. What's the definition of self destruction? An epileptic leper. Here's some definitions for ya all Mistake - Something a virgin and a parachutist can only make once Virgin Wool - Wool from a sheep that could outrun the farmer. Sliding Zipper - The last thing a girl hears as a virgin. Cook - a man who fills tarts with cream. Kleptomaniac - a snatch theif. greatly feared by virgins. Pyjamas - items of clothing newly weds put beside their bed in case of fire How can you tell a Jewish household at Easter? Rabbit traps on the front lawn. A Jewish Santa Claus came down the chimney and said anyone want to buy a present. Why have Niggers got white palms and soles? Thats the way the spray painters stack them. The Robin --------- As I woke this morning, When all sweet things are born, A Robin perched upon my sill, To trill a happy morn, It was so young and fragile, So sweetly did it sing, That a thought of joy and happiness, Into my heart did spring, I smiled sweetly to myself As I paused beside my bed, Then slowly brought the window down, And smashed its fucking head. Q) What do you call a man with no arms or legs trying to swim in the pool? A) Bob! Q) What do you call a woman tied up to a pole at the end of the wharp? A) Maude! Q) What do you call an epileptic in a tree? A) Russle! Q) What do you call a man with a shovel in his head? A) Doug! Q) What do you call a man with no arms or legs hanging on the dining room wall! A) Art! Q) What do you call that man's arms and legs hanging on the opposite wall? A) Pieces of Art! Q) What do you get when you cross a CSIRO Director? A) Fired! What are the three hardest years for a New Zealander? Second Grade! Q) What's invisible and smells like dog food? A) A pensioner's fart.... Q) Why do girls have two holes? A) So when they get drunk at parties you can carry them home like a six pack. Q) What is a girl? A) Something you lie on when you are having a fuck. Q) Why did the pig cross the road? A) To talk to the other officer on the other side (Policeman are commonly known as pigs in Australia). Q) Why did the Irishman put ink in his condom? A) If he couldn't sum, he's write. Q) Did you hear about the Irish Water polo team? A) They drowned four horses at the first chukka. Q) How do you drown 50 irishman? A) Get them to push start a submarine. Q: What is the most dangerous job in Ireland? A: Riding shotgun on a garbage truck!! Q: How do you put a New Zealander into a small business? A: Start him off in a big one!! Q: How do you bring up Australian kids? A: Put your finger down a dingos throat! Two young kids were playing in the sandpit. "Guess what," said one. "I found a condom under the veranda the other night" "What's a veranda?" asks the other. WHY DID THE FRENCHMAN CROSS THE ROAD? 'CAUSE HE COULDNT GET HIS COCK OUT OF THE CHICKEN. WHATS WORSE THAN A DEAD DOG ON YOUR PIANO? A DEAD PUSSY ON YOUR ORGAN. WHAT DID THE LEPER SAY TO THE PROSTITUTE? KEEP THE TIP. WHY DID THE LEPER FAIL HIS DRIVING TEST? HE LEFT HIS FOOT ON THE ACCELARATOR. HOW CAN YOU TELL WHEN YOUR ON A JEWISH ROOF AT CHRISTMAS? THERES A PARKING METER ON THE ROOF. WHATS THE DIFF 'TWEEN THE QLD POLICE AND THE MAFIA? THE QLD POLICE WEAR UNIFORMS. WHAT HAVE A 69'ER AND THE MAFIA GOT IN COMMON? ONE FALSE MOVE AND YOUR IN DEEP SHIT. WHY DO WOMEN GET MARRIED? 'CAUSE VIBRATORS WON'T MOW THE LAWN. WHATS THE DEFINITION OF A LESBIAN? JUST ANOTHER WOMEN TRYING TO DO A MANS JOB. WHATS THE DEFINITION OF A LOSER? TAXI CAB AND GINNIE! The place is St Kilda. The time is half past three. She said will it hurt, and will it spoil my dress. He said don't worry love, I'll try and avoid a mess. Suddenly he gave a whisper, his voice betrayed a sin. Just open a little wider, and let me put it in. It's hurting quite a lot now, and tears are in her eyes. It's getting rather painful, it must be quite a size. Quickly and suddenly, he gave a little jerk, and she let out a frightened scream. Thank god! was her expression, I'm glad he got it out!. Now if you read this carefully, a dentist you will find. It's not what you expected, It's just you're dirty mind. What's three foot long and fucks chooks......? An Axe. Whats 8 miles long and moves at 4 miles an hour? A lebanese Funeral with one set of Jumper cables. Why is a woman like a bank, Because you lose interest when you withdraw your assets What do Negro's do to stop their kids jumping on the bed? Put Velcro on the ceiling.......... Q: How do you get an Iranian girl pregnant? A: Cum on her shoes and let the flies do the rest. Q: How do you get an Irish girl pregnant? A: And you thought Irish were dumb!! Q: How do you save a drowning nigger? A: Take your foot off his head. Q: What do you get if you cross a nigger with a gorilla? A: A dumb gorilla!! Q: What do you get if you cross a nigger with a monkey? A: Nothing. Monkeys are to smart to fuck a nigger. Q: Did ya hear about the man who was halfrish and half Italian.. A: He made himself an offer he couldn't understand... Q: What's eight miles long and has an IQ of 40? A: a St Patrick's day parade..... Q: What do you call a Tasmanian with an IQ of 176? A: A suburb. Q:Whats the difference between an Irish wedding and an Irish funeral? A: one less drunk....... Q: What do you call three chinese, an abo and three Negroes standing in the middle of the MCG ? A: A sprinkler ... Ching, ching, ching, Boong, nigger, nigger, nigger (say it fairly quickly if you don't get it) Q: What do you call a nigger in a car ? A: A thief ! Q: What do you call a nigger in a porsche ? A: A bloody good thief ! Q: What do you call four niggers in a porsche ? A: Organised Crime ! There are three blokes who are killed in a car crash somewhere up whoop-whoop way (Wherever, it doesn't matter anyway). When they get to heaven, however, St Peter tells them it was all a mistake and that they can go back to Earth with a vehicle to make up for the inconvience. So he asks the first bloke "How many times have you had a fuck ?" and the bloke says, "Well, actually only once." So ST.Peter sends him down with a porsche. He then asks the second bloke the same question, and he says "Well, I've fucked 10 times in my life" So St.Peter sends him back with a Holden V6 Commodore (We Love It). And, of course, he asks the third bloke, who's fucked 100 times (Randy Bastard !) and he gives him a morris minor (Without the majors). Before they go, however, they plan to meet up in one year's time to see how they are all going. One year later, the three of them meet in their various cars; Two of them are quite serious, but the third one is crapping himself laughing. When he finally settles down the other two ask, "What are you laughing at ? This is supposed to be a serious meeting ?" "I know !" The bloke gasps, "But I can't help it, you see, you know how Pete me mate up there gaves us smaller vehicles depending on how many times we've had sex ?" "Yeah,"the other two reply. "Well, says the third guy, I just saw the pope on roller skates !" Did you hear about the two elephants that fell off a cliff? Boom, Boom !!! What's the worst thing about a Heart-Lung Transplant? Coughing up someone else's FLEM..... Q: Why do niggers where high heeled shoes? A: To stop their nuckles from dragging on the ground! Q: Why was the wheel barrow invented in South Africa? A: To teach the niggers to walk on two feet. Q: Why don't niggers drive convertibles? A: Because their lips would flap in the wind and slap them to death. Q: Why did God create the orgasm? A: So niggers would know when to stop fucking! Q: Did you hear about the Vietnamese cook book? A: 100 ways to wok your dog. What is a Buttresss? A female goat... What is a net? Holes tied together with string... What is ice? Hard water.... What is a myth? A female moth... What is 'out of bounds'? An exhausted kangaroo... Q: HOW DO YOU CIRCUMSISE AN ABBO ? A: KICK HIS SISTER IN THE JAW........ Q: WHATS A CACACOON ? A: A BL-BLACK FELLA How do you get 100 Vietnamese on a matchbox? Tell them it floats... What do aborigines live in? A BOONGalow "What's Up Doc?..." Doc: You must take four teaspoons of this medicine before every meal.. Patient: But we've only got three teaspoons... Doc: Well now, is your cought better this morning! Patient: IT should be! I've been practicing all night! Thud! Thud! Who's there? Madam! Madam Who? Ma damn fist is stuck in the door! Q: what are two things you can't give a nigger ?? A: a black eye and a fat lip. Q.What do Abos Have printed on the inside of thier lips ? A.Inflate to 44 Pounds ! Q. How do you turn a lepper into a skeleton ! A. Put him in front of a wind tunnel ! Q. How do you make sausages ? A. Stand At the other end of the tunnel ! Q. How does a woman hold her liquer? A. By the ears! Q. What do you call 100 abo's rolling down a hill? A. An Abolanche.. How many homos does it take to screw in a light bulb? They can't, all homos know what to do is screw dicks up asses! Q: Why does Mr Marsh have no dick? A: Tough Teeth.. Q: Whats a wife? A: Something you screw on the bed to do the dishes!! What does an Abo Call a sheet of corugated iron? A doona.... Why did god give mexicans noses? So they'd have something to pick in the off season! What's the number one hit at the moment in Vietnam? Wokking the dog......... And finnaly, Whats an Aboriginal Martini? An olive in a flagon of Muscat..! There is two santa's coming down the chimny ! Q. How do you tell the irish one ? A. The one with the bag full of easter eggs ! Q. How do you drown 6 irishmen ? A. Tell them to push start a sub ! Q. What do you do if an irishman throws a pin at you ? A. Run, Cause He's got a grenade in his mouth ! Old programmers never die they just RETURN O.k guys and gals... my turn to add to this Collection of ?? Jokes There is a bear and a rabbit are having a shit in the woods.. the bear asks the rabbit if he has trouble with his shit sticking to his fur. "NO" the rabbit replies, so the bear picks up the rabbit and wipes his arse! How can you tell if an Irishman has been using your computer? Liquid paper marks on you monitor. APPLE There is a pom and Irishman and an Australian on a plane..The pom pulls out of his suitcase a pint of Englands best beer has one sip and throws it away.. Why did you do that the other ask.. We have plenty of them back home..The irishman takes a bottle of whisky takes one sip and throws it away. why did you do that they ask? we ave pleanty of that back home.. o.k the say.. So the australian pick up a nipper and chucks him out the window..Why did you do that they inquire? We have plenty of those back home! Boom Boom ANIMALS What's yellow and smells like bananas? Monkey vomit. Why do dogs lick their dicks? Because they can. What do elephants use as tampons? Sheep. What's green and smells like pork? Kermit's finger. Why do Keeweez fuck sheep on the edge of cliffs? They push back harder Why did God invent women? Because sheep can't cook. Why are camels called ships of the desert? Because they are always full of Arab semen. What's black and hops around? Skippy in a bushfire. Why have ducks got flat feet? To stamp out burning kangaroos. WORLD SERIES JOKES Whats purple and sits in a corner? A baby playing with a plastic bag. What's green and sits in a corner? The same baby three weeks later. What's black and sits in a corner? A baby with it's finger in a power point. What's more fun than nailing a baby to a wall? Ripping it off again. What's more fun than spinning a baby on a clothes hoist at 100mph? Stopping it with a cricket bat. Why did the baby cross the road? It was nailed to the chicken. What's the difference between a truckload of babies and a truckload of marbles? You can't load marbles with a pitchfork. What's green and spins around at 100mph? A frog in a blender. What's red and spins around at 100mph? A baby that's crawled in after it. What's black and spins around slowly? A feetus in a roatiseree. What do you call two abortions in a bucket? Blood brothers. What's red and sits in a corner? A baby playing with a razor blade. What's red and sits in a corner? A baby shaving its head with a potato peeler. What's blue and yellow and floats at the bottom of the pool? A baby with slashed water-wings. Why couldn't the baby turn around in the hallway? He had a javelin through his neck. What's black and bobs up and down? A baby in a toaster. What's the difference between an abortion and sand? You can't eat sand. What's fABuLOnN? The stuff you spray on babies before you iron them. What's purple, covered in pus and squeals? A peeled baby in a bag of salt. What squeals and goes around at 100mph? A baby in an electric fan. What's more fun than a barrel full of dead babies? A barrel full of dead babies with a live one on the bottom trying to get up. How do you get a baby out of a blender? With a straw. What's got four wheels, smokes and squeals? A bus load of babies on fire. What bounces up and down at 100mph? A baby tied to the back of a truck. What's brown and gurgles? A baby in a casserole. What's better than a baby in a bucket? The same baby in two buckets. What event could have changed the course of history? The dingo of Bethlehem. What's the best baby sitter you can get? A dingo. How do you bring up a baby? Kick a dingo in the stomach. Why is it so hard to breed dingoes? It takes 9 months to grow the food. What's a baby in a pram near Ayres Rock? Meals on Wheels. What's the definition of revenge? A baby with a dingo in it's mouth. Mummy Mummy I keep running around in circles. Shut up or I'll nail your other foot to the floor Mummy Mummy I hate Daddy's guts. Well push them to the side of the plate dear, and eat the vegetables. Mummy Mummy It's hot in here. Shut up or I'll close the oven door as well. Mummy Mummy Daddy's going out. Shut up and put some more petrol on him. Mummy Mummy I don't wanna go to America. Shut up kid and keep swimming. Mummy Mummy Can I lick out the bowl? No Flush it like everybody else Mummy Mummy It's hot in here - can I come out? No! Do you want the fire to spread to the rest of the house as well? A BIRTHDAY GIFT. A YOUNG MAN WISHING TO BUY HIS GIRLFRIEND A PRESENT, DECIDED ON A PAIR OF GLOVES. WHILE MAKING HIS CHOICE, HIS ELDER SISTER, WHO HAD ACCOMPANIED HIM, PURCHASED A RATHER STRIKING PAIR OF SILK LACE PANTIES. THE SALES GIRL UNFORTUNATELY HANDED THE WRONG PACKAGE TO THE BOY AND GIRL, AND THE BOY NOT TROUBLING TO RE-OPEN THE GIFT, FORWARDED THE PANTIES TO THE GIRLFRIEND. ENCLOSED WAS THE FOLLOWING NOTE. MY DEAR SWEETHEART, PLEASE ACCEPT THIS LITTLE PRESENT TO SHOW YOU THAT I HAVE NOT FORGOTTEN YOUR BIRTHDAY. I CHOSE THESE BECAUSE I NOTICED THAT YOU ARE NOT IN THE HABIT OF WEARING ANY IN THE EVENING WHEN YOU COME OUT. HAD IT NOT BEEN FOR MY SISTER, I WOULD HAVE CHOSEN LONG ONES WITH BUTTONS, BUT SHE SAYS THESE ARE NOW THE FASHIONABLE TYPE. THEY ARE A DELICATE COLOUR, I KNOW, BUT THE LADY I PURCHASED THEM FROM SHOWED ME HER OWN PAIR, WHICH SHE SAID SHE HAD BEEN WEARING FOR A FORTNIGHT AND THEY WERE NOT EVEN SOILED. I ALSO ASKED HER TO TRY THEM ON FOR ME AND I MUST SAY THAT SHE LOOKED EXCEPTIONALLY NICE IN THEM. HOW I WISH I COULD TRY THEM ON YOU FOR THE FIRST TIME, BUT NO DOUBT MANY A GENTLEMAN'S HAND WILL COME IN CONTACT WITH THEM BEFORE I SEE YOU WITH THEM. I AM NOT SURE OF THE SIZE, YET I SHOULD BE A GOOD JUDGE HAVING SO OFTEN FELT THE GENTLE SKIN WHICH THEY ARE INTENDED TO COVER. AFTER REMOVING THEM, JUST GIVE THEM A GENTLE BLOW THROUGH BEFORE PUTTING THEM AWAY. PLEASE BE SURE TO KEEP THEM CLEAN ON FRIDAY EVE. YOURS SINCERELY. P.S. PLEASE NOTE THE NUMBER OF TIMES I SHaLL KISS THE BACK OF THEM DURING THE COMING YEAR. THE SHOP GIRL ALSO TOLD Here We Go , Here We Go , Here We Go !!! Another adventure solution provided by Sewer Pom and presented by Sewer Software in Sewer Doc Disk Number 10. THE COUNT Part One In this adventure, your goal is to find and kill the evil vampire, Count Dracula. This is probably the most boring of the Adams adventures because you have to do a lot of waiting for some things to happen, and exactly when they happen seems to be a random thing. You start off in bed in Dracula's house. Get the sheets, then get up. Go North into the hallway, then West into the kitchen. Enter the dumb waiter and raise it, then go room. You are now in the pantry. Get the matches and the garlic, then return to the dumb waiter. At this point, you can do some exploring to waste time, because you're waiting for the bell to ring (do a little mapping!). This will tell you that the postman has delivered some mail to the house. Once you hear the bell, go to the front door. You will find a postcard with a note clipped to it. Get the paper clip and drop the note. Now, return to the kitchen, get into the dumb waiter, and lower it to the Work Room. Go into the room. Pick the lock on the closet door (with the paper clip, of course), open the door, and enter the closet. Drop the stake you're carrying, then get the vial and leave. Back in the Work Room, close and re-lock the door, and drop the paper clip. Now it's time to get a light source, so go Down to the dungeon. Tie the sheets to the iron ring, then descend into the pit. Get the torch (it's there even though you can't see it), and climb out again. You don't have to bother with the sheets again for now. Now go back up to the kitchen. Empty the vial (3 no-doz tablets come out) then drop it. Now you have to wait until sunset, but you must be careful here. Stop saying "wait" as soon as it starts to get dark outside, and take a tablet. Then continue to wait until nightfall, at which time, light your torch. Wait a little longer, then enter the oven. It's a solar oven, so you can never get in here during the day. Get the nailfile that's inside, and leave the oven. At this point, you have done all you can, so you might as well go back to bed. Remember to unlight the torch before going to sleep. This night you will be bitten, and there is nothing you can do about it. THE COUNT Part Two The next morning, you will notice that the sheets are on the bed again. Get them, then get up. Tie the sheet to the bed, then get the sheet (loose end), open the window, go out the window, and drop the end of the sheet over the ledge. Now climb down the sheet, go to the Window Box, then go through the window into the room. Get the portrait of Dracula, then drop it. This will reveal a secret passage. If you want to explore it, go ahead (light torch first). Just make sure you unlight the torch before trying to climb back up the sheets! Well, here you have to do some more waiting, as now you have plenty of time to kill until the mailman brings a certain package. So, just mess around again until the bell rings. At that point, go to the front door again. Open the package. Inside are a bottle of blood and a pack of cigarettes. Get the cigarettes (make sure you say "pack"!). Now go back to the kitchen and get the tablets. After that, go back down the sheets to the room with the secret passage. You should do this before night falls. THE COUNT Part Three Now wait for sunset the same way you did the night before. Once the sun sets, light your torch and go into the passage. Follow it along to the crypt. Get a cigarette (you may have to drop something first), then smoke it. Dracula's (empty) coffin will appear (this is the only way to make the coffin appear). Open the coffin and go inside. Use the file to break the bolt on the coffin, then get out again. Drop the cigarette, pick up anything else you may have dropped, and leave the passage. Now, take a second cigarette from night, it really isn't necessary, since you can take three bites before succumbing. So, you might just as well put out the torch and go to sleep. Once again, you wake up in the bed, with the sheets. Get them, and tie them to the bed as you did the day before. Instead of climbing down however, first go to the dumb waiter and from there to the Work Room. Use the clip to pick the the lock on the closet door so you can get the stake. Also make sure you grab the mallet on your way out. Now that you have the stake and the hammer, go up to the kitchen again, and from there to the bedroom and down the sheets to the secret passage. Light the torch, enter the passage, and go to the crypt. Smoke the cigarette, and the coffin will appear again. Open the coffin, go inside (yes, you must!), and apply the coup-de- grace to the vampire. TA-DA! You're a hero! (Hey, you're pretty good at this stuff. How are you with voodoo...) e- grace to the vampire. TA-DA! You're a hero! (Hey, you're pretty good at Yes, yet another adventure solution provided by Sewer Pom for Sewer Doc Disk Number 10. Part I GETTING STARTED THE CURSE OF CROWLEY MANOR is the second in the series of "Other Ventures" from Adventure International. Like the others, there is a minimum of description (and clues) in the rooms through which you travel. This walkthrough will examine all the locations and objects, even if they aren't instrumental in solving the game. That way, you'll get the whole flavour of the adventure. You start in a large office with some furniture, and a closed door to the east. You might as well have a look around, because you can't do anything (including leave the room) until the telephone rings, and you answer it. So, type for inventory and have a LOOK AT the objects that you are carrying. You can't EXAMINE anything, you can only LOOK. LOOK AT THE CALENDAR and NAMEPLATE on the desk, and have a LOOK OUT the window. Now you know who and where you are! You're Inspector Black of Scotland Yard in London, on the night of April 2, 1913. Finally, the telephone rings and you ANSWER it. Officer Strade tells you to get to CROWLEY MANOR, because there has been a murder. Now you can OPEN THE DOOR to the east, and when you do, you find yourself on a landing, with a hallway heading south. GO SOUTH , and you will end up on a brick street in front of Scotland Yard. If you LOOK AT THE STREET, you will discover that a hansom cab is parked there, and the driver is smiling at you. This looks promising, so GO TO THE CAB. (Note that in some versions of the game, you cannot "GO TO THE CAB", you must "CLIMB IN"). If you TALK, the friendly driver will ask you where you are going. Why, CROWLEY MANOR, of course! (You will find that throughout the game, typing TALK or LISTEN will elicit information that will help you to solve the mystery.) LOOK AT THE DRIVER, and you will find a small VIAL. GET THE VIAL...it's HOLY WATER and will come in handy, later. While the cab is driving through the streets of London, have a LOOK as you pass some familiar landmarks, and eventually pull into the driveway that leads into CROWLEY MANOR. GET OUT of the cab, and the driver will tell you that he has taken 10 of your 50 shillings. You are on the porch, and if you LOOK, you will see Police Inspector Harbour. TALK, and he will tell you that the body is in the kitchen and Officer Strade is inside. CLIMB THE STEPS and you will end up in the plush entry hall, which contains a large, locked cabinet. From now on, you should type LOOK when you enter a room, and it will list the contents. When you type LOOK AT (a specific object), you will get some of the details that are included in this walkthrough. Now's the time to get rid of some of the baggage that you don't need: Drop the I.D. CARD, and the 40 SHILLINGS. If you were to quit or get killed, you would be returned to your office with all possessions intact. To get back to CROWLEY MANOR, you would need your money with you, but since this won't happen, you don't need to lug it around. GO WEST and then . This is the elegant music room, lined with old portraits. They stare at you with fiendish, inhuman eyes. You find an old victrola and a piano. LOOK AT THE VICTROLA, and you will see the crank. Try turning the crank. Hmmm...it's stuck! Have a LOOK AT THE CRANK and you will find a GOLD KEY. You don't need the GOLD KEY to solve the adventure, but take it anyway. Now the crank is unstuck and you can TURN it. LISTEN. Ahhh...MOZART!! Go twice, into the dimly lit room. A small figure huddles in the dark, but you can't see much. The figure is on the floor. TALK to him. It is DAVONN, and NO MAN has murdered his master. GO EAST into the study. It's full of old books and a desk. There is a silver book on the desk, which you can READ (Note that some versions of the game require you to "READ" twice). You learn that "the demon" is trapped in the house. Brrrrr!!! Open the desk, and get the CRYSTAL BALL. Go (you will find Davonn has been cruelly murdered!), , and . If you want, unlock the large locked cabinet with the GOLD KEY. Officer Strade falls out! Now you have a personal stake in finding the demon of CROWLEY MANOR!! Drop the GOLD KEY and GO EAST. You are at the south end of a long hall. If you LOOK, you will find a statue which turns out to be a WHITE ELEPHANT. It is, so forget about it. GO NORTH again. You are in the centre of the hall. A tremendous force thrusts you against the wall, and there is a hideous smell. (This only happens if you LOOK. Without doing so, it would be a rather dull adventure indeed!) GO NORTH again to the north end, and CLIMB THE STAIRWAY there. You are in the kitchen. Blood splatters the walls and floor, but there is no body! If you LOOK again, you will discover a brown, slimey GROWTH on the floor. GET THE GROWTH and GO WEST, into the exquisite dining room. There is a china cabinet which you cannot open, and a marble table here. LOOK AT THE OAK TABLE. You must do this, to discover the delicious looking FOOD. DROP THE GROWTH and LOOK. It slides over to the plate, devours the food, and begins to grow. LOOK again. The GROWTH shoots under the china cabinet, which falls over with a crash. What have we here?! A LETTER OPENER and a HAND AXE! Get Them both. Return to the parlor: . Here you will find a Rosewood chest, screwed shut. But you have a LETTER OPENER! UNSCREW THE SCREWS, and OPEN THE CHEST. You will find a CRUCIFIX and an OLD NOTE. Get Them. When you read the note, you will see that it says "5271". Remember this, and drop the OLD NOTE, and the LETTER OPENER. Go back to the dining room . GO NORTH to the food pantry. A closed door is to the east. OPEN THE DOOR, and you will be in a short E/W hall. GO EAST to the small storage room. If you LISTEN, you will hear a noise behind the plywood wall. CHOP A HOLE IN THE WALL WITH THE AXE. CLIMB THROUGH THE HOLE. You are in a darkened room with scientific instruments. LOOK, and a tremendous voice will boom out: "YOU HAVE NOT THE POWER TO FACE ME YET. BE WARNED..." Wow, the plot thickens! Part II COLLECTING THE WEAPONS LOOK AT THE SCIENTIFIC INSTRUMENTS. There is an ancient book here. READ THE BOOK, and you will learn that "GAFALA ALONE CAN HELP." Who is GAFALA? You'll GO WEST to the musty room. There is a door here, with a numeral lock. Luckily, you have sacraments (CRUCIFIX and HOLY WATER), or an icy creature would appear and kill you! SET THE DIAL TO 5271 (the number on the OLD NOTE). The door will click. OPEN THE DOOR. You are in a damp, brick walled room. There is a horrible stench. LOOK (several times): A powerful force slams you against the wall. Something screams. You are thrown flat on the floor. A voice bellows, "SOON YOU'LL BE MINE!!" The room cools and fills with smoke. Your crucifix is red hot. An evil smelling smoke drifts through the room. It forms frightening shapes. This is getting exciting, isn't it?! CLIMB THE STAIRWAY that lies to the east. You are at the south end of a N/S hall. Sound familiar? GO NORTH twice, then through the doorway. You are in a stark room of red brick. This appears to be a dead end! Time to call in the reinforcements! Type GAFALA. A wall falls, and a voice shouts: "I AM HERE!" LOOK! The west wall has collapsed, revealing a stairway. CLIMB THE STAIRWAY. You are in a brilliant crystal room. A towering figure of white stands in the centre. A glowing mist surrounds the figure. TALK TO GAFALA. You learn that he is the evil demon's brother, and that two paths leave the room to the north and the south. It's a good thing that you had GAFALA to help you, because there's no indication of any exits from this room! GO SOUTH to the east end of an E/W hall. GO WEST to the crypt. If you LOOK, you will discover that THE HORROR IS HERE - THE DEMON! It screams: "WHERE IS YOUR WEAPON, MAGGOT?" Well...it seems that you need to arm yourself! Whatever you do, don't LOOK again, or you will end up back in the darkened room with DAVONN. This wouldn't be the end of the world, but you would have to retrace your steps. GO WEST to the dim, shimmering room. A ghostly figure sits at a piano. It resembles the portraits back in the music room! TALK, and it will tell you that it knows one composer and will play if you name him. Know any composers? How about MOZART! Sure enough, the figure plays and a stairway appears to the north. CLIMB THE STAIRWAY. Oh oh...another apparent dead end! This is a large deserted room with nothing in view. Luckily, you DO have five senses. LISTEN...and you will hear a noise above your head. LOOK UP, and then CLIMB THE ROPE you see hanging from the ceiling. You are in a damp, musty passage with a rope hanging through a hole in the floor. Why not have a LOOK? Sure enough, a GOLD SHIELD appears. GET THE GOLD SHIELD. If you look again, you will notice a light to the east. GO EAST. You are in a great silver room, with a circular depression on the floor. I'll bet you're carrying something that would fit that perfectly! DROP THE CRYSTAL BALL and LOOK. You see a vision of a sword and a beautiful fountain. LOOK again, and a magic SWORD will appear. GET THE SWORD and return to the crystal room where GAFALA is: (If you like, have a look when you get to the crypt, and you will find a SILVER CLUB and half decayed corpses on the floor. Don't bother with either!) Just for fun, GO NORTH, LOOK and GO SOUTH. Keep going to the crystal room: . Part III CHASING THE DEMON Now, take the other path NORTH and you will find yourself in a wide, dark, smelly pit. A low wailing moan permeates the darkness. LISTEN. BUT IS IT CLEANSED?" Hmmm...something else to keep in mind! CLIMB THE STAIRWAY to the north. You are in a stone room strewn with bones. A huge, ugly rat is here. Unfortunately , you can't kill the rat until it removes a chunk of flesh from your arm ! Don't do anything but LOOK. It will oblige you, and you can KILL THE RAT WITH THE REVOLVER. If you try to use any other weapon, it will rip out your throat! OPEN THE DOOR to the west, and you will be in a smelly dirt pit with fungus growing on the walls. A stairway to the north is blocked by wooden beams. CHOP THE BEAMS WITH THE AXE, and then you can CLIMB THE STAIRS. You are in a very eerie, black walled chamber. Strange, magical runes are drawn on the floor. A ghost-like image of GAFALA is here. TALK TO GAFALA, and he will give you some important advice: "YOU HAVE BUT ONE MOMENT TO STRIKE. STRIKE ONLY THEN." Now comes a rather annoying part of the game. There is no indication of any other exit from the room, except the golden doorway to the north. If you GO SOUTH, you will end up back in the pit. Yet, you must GO EAST!! Here you will find a brilliant green room with a beautiful fountain. It flows with green liquid and energy waves. CLEANSE THE SWORD in the fountain. You will be rewarded with a surge of power and a low moan from the north. If you hadn't gone east and cleansed your sword, than all would be lost!! Rather a significant thing to leave hidden away, isn't it? (Note that in some graphic versions of the game, the doorway to the east is visible in the picture) Return to the eerie chamber and through the golden doorway: . You end up in a gigantic cavern, stretching out of sight to the east and west, and filled with a sickening odor. Just head straight NORTH to the Gates of Hell. IT IS UPON YOU! LOOK (several times): The demon hurls you through the air. Your body slams against a wall. Your face is red hot from the heat of its breath. It howls, "THANK YOU FOR DROPPING IN, FOOL!" It slams you into a small passage and laughs, "YOU'VE BEEN DUPED! YOU CAN'T KILL ME!" Your body shakes with convulsions as the demon tries to crush you, but you are shielded! It touches your white hot sword and screams with pain. (Good thing you cleansed it, or you wouldn't have gotten even this far!) It belches a sheet of flame which engulfs your body. You're getting a little perturbed, but you're biding your time! The demon stares into your face. "JOIN ME...SPAWN OF DIRT, AND SHARE THE POWER THAT IS MINE." The time has come!!! Without further ado, KILL THE DEMON WITH THE SWORD. Your CRT explodes with light!! Congratulations! You have defeated the demon of CROWLEY MANOR! Well, here we are with yet another adventure solution on this Doc Disk Number 10, brought to you by Sewer Pom. I know we've featured a solution to Cutthroats on an earlier disk, but I'm not sure if it was the same adventure as this one solves. If the solutions are to the same adventure, I apologise for any repetition, Sewer Rat !! Cutthroats Part I Welcome aboard, matey! Dust off your scuba tank, shake out your flippers, and prepare to go treasure hunting. But first, a word from our sponsor. Cutthroats, like most Infocom games, has several solutions. This walkthru will show you one way of completing the adventure. However, there are others, so when you've finished, you might want re-play the game, doing different things, to see if you can come up with another way of recovering the treasures successfully. Also, you should be aware that you can only recover treasures from 2 of the ships, the Sao Vera and the S.S. Leviathan. The other wrecks are only red herrings, and you don't have to bother with them. Which of the two real wrecks you will dive for depends on the item you are shown by Johnny Red. If he shows you the gold coin, it's the Sao Vera; if it's the dinner plate, then the ship is the Leviathan. Further, most of your actions up to the dive itself will be pretty much the same, so this section of the walkthru will take you up almost to the dive itself. After that, consult either the Sao Vera section, or the Leviathan section, depending on which ship you're investigating. Ok! The game starts with a long lead in, explaining how you came by the book of shipwrecks. You will have to sit through this on each boot-up; no way around it. After that, the game really begins, with you lying in bed in your scruffy room at the Red Boar Inn. The first thing to do is stand up, then wind your watch (time is important in the game, and if your watch runs down, you can't keep track of the time). There's a note on the floor. Read that, then open your dresser. Inside are the shipwreck book, your bankbook, and a room key. Get the key, open the door, go out, and lock the door again. You don't want to leave the door open, or the Weasel will come by later and steal the shipwreck book. If that happens, the game is over before it even starts. You don't need to take the book with you, so locking the door is effective here. Now, go downstairs and out to the Wharf Road. Follow the road East until you get to the Shanty. Enter the Shanty, and you will see Johnny Red and Pete the Rat already there. Sit down and order breakfast, then wait for Weasel to show. Order a glass of water when you get thirsty. While you're waiting, you might want to listen to the parrot. He doesn't have anything important to say, but you might get a chuckle out of him. Eventually, Weasel will arrive, and Johnny will ask if you're interested in doing some treasure hunting. Say yes, and then Johnny will have you all meet again a little later at the lighthouse, in order to keep McGinty from finding out what you're up to. After that, leave the Shanty, go back West to the end of Wharf Road, and from there Southwest twice and Northwest once, which brings you to the lighthouse. Now, wait for Pete, who will be the last person to arrive. Once Pete gets there, Johnny will show an object, either the coin or the plate. This indicates which wreck to dive for. After that, he'll give further instructions, which you should read carefully. When he's finished, go back to your room at the Red Boar. Get your passbook. If you're diving for the Leviathan, also get your scuba gear from the closet (scuba gear not needed for the Sao Vera). Leave the room (lock the door behind you!), and go back out. Walk East along Wharf road to the end, and go Southeast to the Ocean Road. If you're going to use your scuba gear for the dive, go Southwest into the alley, and drop your scuba gear there. You don't want McGinty to see you lugging it around. Follow the Ocean Road south to the end, then go Southwest to the Ocean Road, and North into the bank. Make your withdrawl, then leave and return to Ocean Road, where you go Southeast to Point Lookout. Drop your passbook here (that Mcginty has sharp eyes, and you don't want him to see you with that, either), and wait for Johnny. When Johnny arrives, show him the money you just took from the bank. He'll be satisfied, and then ask if the wreck is more than 200 feet underwater. Answer yes if it's the Sao Vera, no if it's the Leviathan. The two of you will then head back to International Outfitters to rent a ship and purchase supplies and equipment. McGinty will be in the store when you get there. However, just wait, and he'll leave eventually. Johnny will make his purchases first, and you will have to chip in some of the cash you're carrying. However, you will have plenty of money left over to buy whatever you need. When it's your turn, buy the flashlight and the shark repellent. If you're diving for the Sao Vera, that's all you need. However, if you are diving for the Leviathan, also buy the following items: C battery, putty, and electromagnet, and also rent the small air compresser (so you can fill your tank). All these items will be delivered to the ship for you, so you don't have to take them with you. Now, it's time to uncover a little double-dealing. Leave Outfitters, and go back East along Wharf Road to the end, then Southeast again to Ocean Road. Go along Ocean Road to the end, then Southwest to Shore Road, and continue West along Shore Road until you reach the Ferry dock. Wait around. Soon McGinty will appear, and a short while later, Weasel. The two men will go off to a corner and talk. Then Weasel will hand something to McGinty, and board the Ferry (you can't get on it yourself, but you have other things to do, anyway). Ok, now you've seen that, go back to Ocean Road, and then into the alleyway. The alley runs behind all the buildings, and it will come in very handy! Go West along the alley (pick up your scuba gear if you dropped it here earlier) , until you're standing behind the vacant lot, which is next door to McGinty's. Wait here, and McGinty will come by, heading from East to West. Continue waiting, and he will soon re-appear, going from West to East (he is walking along Wharf Road, of course). Once you see him the second time, go West once, and you're behind his store. The door is locked, but you can open the window and get through into the place. Here you will find an envelope that proves the Weasel is out to double-cross you all. Get the envelope, then leave by the window. Go back along the alley to the Vacant lot, then go straight North until you come to the dock where the rental ships are moored. Both ships have approximately the same layout; they are slightly different on the top deck, but below they are exactly the same. Enter whichever ship has been rented for the dive, and go below deck. Then go north until you reach the crews quarters, and hide your envelope under the bed. You don't want Weasel to know you have it (he'll kill you), and if you show it to Johnny now, you'll cancel the expedition. Now you have to do some more waiting. The delivery boy will come around, and drop off the items you've bought. Then the others will start to arrive. When Johnny comes, go to the Captain's Cabin, and tell him the longitude and latitude of the wreck, which you can easily get by looking at the shipwreck book that came in the game package. Then go back to the crews quarters, and wait some more. Eventually, you'll reach the dive site. At this point, you should now read either the Sao Vera section or the Leviathan section, whichever is applicable. Cutthroats Part II - Leviathan k, so it's time for the Leviathan. Get up, then go North to the storage locker. Here you will find all the things you bought at Outfitters. Put on your wet suit and flippers. Get the drill and the C battery, open the drill, put the battery inside, and close the drill. Get the remaining items, except the compresser. Fill your tank with the compresser, then go South. Along the way, get the envelope from under the bed. Stop in the galley to eat and drink, then continue on South to the Captain's Quarters. Show Johnny the envelope. That will take care of Weasel! Now go North and up. Put on your tank and mask. Johnny will tell you about the orange line, but for this dive, it won't be needed. You're all set, so dive in! Once underwater, turn on your flashlight, because it's going to get dark pretty soon. Oops! A shark just showed up! Good thing you have the repellent. Open the canister, and the shark will take off. Now, just keep going down until you reach the wreck. You're on the top deck of the Leviathan, with a hole at your feet. Go down through the hole, to the Middle Deck. Here, you can only go up or down, so go down again, to the Below Decks area. From there, go South, to the room with the closed door. You might want to read the sign on the door before you open it. Once past the door, you're in a mine locker. All the mines are tied down, except for one loose one, floating in front of a hole. Fortunately, you can take care of that problem without difficulty. Touch the magnet to the mine, then turn on the magnet. Drop the magnet (why that doesn't blow you to bits, I don't know, but that's how it works). Now you can go up through the hole. You're on the Middle Deck again, although a different part of it. The way South is narrow, so remove your tank, then go due South until you come to the room with the safe. This is the tricky part. Turn on the drill, drill the lock, and then *immediately* turn off the drill again. Otherwise, it will burn out, and you'll have a big problem later! Ok, inside the safe is a glass case containing some valuable stamps. Alas, there is a crack in the case, and water is starting to seep in. However, don't be alarmed; you'll have enough time to fix that. Go back North to the room with the hole in it. Put your tank back on. Go through the hole into the mine locker, then North, then up through another hole. Surprise! This room still has air in it. Good thing, too, because the water level in the case was starting to get too high for comfort! Now, turn on the drill, and drill a hole in the case. As the water drains out, the drill dies (lasted just long enough). Now, open the tube of putty, and put the glob of putty on the hole. The putty will seal both the hole and the crack. And that's just about it for the Leviathan. All you have to do now is go back through the ship, and up to your own boat, where your comrades are waiting. Congratulations! You're now a very rich diver! Cutthroats Part III - Sao Vera o, it's off to the Sao Vera. This one has a few more obstacles than the Leviathan did, but none of them are particularly difficult. The first thing is to get off the bed, and head North to the Storage Locker. Here you'll find the flashlight and repellent, as well as a deap-sea diving outfit. There is also a small machine here, that you won't be needing (it's a locater box. If you really want to fiddle with it, you have to buy a dry cell to make it work). Get everything but the box, then go back South. Get the envelope from under your bed, stop off in the Galley to eat and drink, then continue on to Johnny's cabin. Show him the envelope, which will put an end to Weasel's double-cross. Now wear the suit and go up on deck. Johnny will be there, and will tell you about the orange line. Keep in mind what he says. If you look around, you'll see a large air compressor, with an air hose. Attach that to your suit, and then turn on the compressor. You're all set, so dive in! Once underwater, turn on your flashlight. There's that pesky shark again! Open your canister to get rid of it, then keep on going down. It will be a long way down, but you'll get there. Now you're on the top deck of the Sao Vera, with a hole at your feet. Go down the hole. Crash! Looks like the ladder broke. You may have a problem getting back up again! Then again, maybe not. Leave that for now, and make your way South, into the room with the iron bars. Get one, because it will come in handy soon. Then keep going South, until you come to the room with the bunks barring the way. Move the bunks with the bar, then wedge the bar under the bunks to keep them from moving back. Now you can go South again, to another room, with a ladder leading down. Climb down that one. Oops! Crash again! This time, though, the whole ladder didn't crumble. Still, it's going to be hard to reach it on your way back. No matter, you still have to find tha treasure, so go North. Uh Oh!! There's a giant squid here! Good thing for you it's asleep. And if you're smart, you won't wake it up! So, just go right on by, don't try doing anything to the squid at all. In the next room is an oak chest, along with a hole in the side of the ship. Leave that for now, and keep going North. In the next room are some skeletons, remains of the crew. Examine them, and you'll see one wears a scabbard. In the scabbard is a sword. Get that, and go North again, to the last room. Here you will find a maple chest. The chest is to heavy to carry, so push it back South until you come to the oak chest (note: you must say "Push Maple Chest South"). Hmmmm, now, which chest to take? Let's try the oak chest. Push that out West through the hole (carefully! You don't want to cut your air supply!). Wait awhile, and the orange line will appear. Get that, tie it to the oak chest, and tug on the line. The chest will slowly make its way upward, while you return to the ship. Now, push the maple chest south, past the sleeping squid, and south again into the room with the ladder. Climb on the chest, and you'll be able to reach the ladder and climb back up to the middle deck. From there, go North until you reach the room with the cask in it. Now, push the cask north with you, until you come back to the room with the mast and the rope tied around it. Climb on the cask, then cut the rope with the sword. Drop the sword (you can't leave with it), and then make your way up and out. Once on the top deck, just keep going up until you're back on the boat. The chest will be opened to display hundreds of gold coins. Congratulations, you're now a very rich diver! Well , here we go with part 2 of the Jokes coverage on this Sewer Doc Disk Number 10. We've tried to cover a lot of things over the past 10 disks, but this is the first time we've featured files dedicated to jokes. Thanks go to the KK-Club for the idea and for the original docs. ----------------------------------------------------------------------- Cucumbers are better than men because.. The average cucumber is at least 6 inches long. Cucumbers stay hard for a week. A cucumber never suffers from performance anxiety. Cucumbers are easy to pick up. You can fondle a cucumber in the supermarket And you know how firm it is before you take it home. Cucumbers can be easily disposed of. Cucumbers don't go away for the weekends with the boys. A cucumber will always respect you. A cucumber won't ask am I the first? A cucumber doesn't care if you're a virgin. With cucumbers you don't have to be a virgin more than once. Cucumbers don't have sex hang-ups. You can have as many cucumbers as you can handle. You only have to ask a cucumber when you feel like it. Cucumbers won't ever ask: Am I the best? How was it? Did you come? How many times? Is that the most you ever had? A cucumber won't mind hiding in the fridge when your mother comes. A cucumber will not make a scene if there are other cucumbers in the fridge. No matter how old and wrinkled you are, you can always get another cucumber. A cucumber will never give you a love bite or a social disease. Cucumbers can stay up all night.. and you never have to sleep on the wet spot. Cucumbers won't leave you wondering for a month. Cucumbers never expect to have little cucumbers. A cucumber never forgets to flush the toilet. Cucumbers don't compare you to Playboy centerfolds. Cucumbers don't tell you they liked you better with long hair. A cucumber will never leave you for another woman or another cucumber. You always know where your cucumber has been. A cucumber never goes on cucumber's nights out. Cucumbers don't have mid life crises. Cucumbers don't play the guitar and try to find themselves. You don't have to tell a cucumber you have a headache. Cucumbers don't count to 69. A cucumber won't tell you that it's out grown you intellectually. Cucumbers are the same at both ends so are doubly useful. No matter how you slice it, you CAN have your cucumber and eat it too. . ADULTERY .. THE WRONG PEOPLE DOING THE RIGHT THING. ALIMONY .. THE SCREWING YOU GET FOR THE SCREWING YOU GOT. ANGEL .. A FEMALE SPIRIT WHO SPENDS MOST OF HER TIME WISHING SHE COULD TRADE HER HARP FOR AN UPRIGHT ORGAN. BABY .. A HOLLOW TUBE WITH A LOUD VOICE AT ONE END AND A COMPLETE LACK OF RESPONSIBILITY AT THE OTHER END. BARE FOOT PARTY .. WHERE YOU TAKE OFF YOUR SHOES AND HOSE. BATHROOM MENACE .. A MAN HAVING THE MISFORTUNE AT A TENDER AGE TO HAVE BEEN CIRCUMSISED BY A CROSS-EYED RABBI. BLACKOUT .. THE REASON A GIRL IS APT TO BE BLOWN INTO MATERNITY WITHOUT KNOWING WHO IS RESPONSIBLE. CANNIBAL .. ONE WHO IS APT TO PASS HIS BEST FRIEND. CASTRATED DINOSAUR .. A COLOSSAL FOSSLE WITH A DOSSLE TOSSLE. CHIVALRY .. A MANS INCLINATION TO DEFEND A WOMAN AGAINST EVERY MAN BUT HIMSELF. CONSCIENCE .. THAT WHICH HURTS WHEN EVERYTHING ELSE FEELS SO GOOD. CONSTIPATION .. TO HAVE AND TO HOLD. COOKIE .. A VIRGIN DOUGHNUT. DUCKS HOUND .. A LOW DOWN SON OF A BITCH. DANCE .. A NAVAL ENGAGEMENT WITHOUT THE LOSS OF SEAMEN. DIVORCE .. WHAT HAPPENS WHEN TWO PEOPLE CANNOT STOMACH EACH OTHER ANY LONGER. DEAD STICK .. WHEN THE SPIRIT IS WILLING BUT THE FLESH IS WEAK. DECOY .. A FLASHLIGHT IN THE PANTS POCKET. DIARY .. BOOK OF REVALATIONS. DOCTOR .. A LUCKY FELLOW WHO IS PRIVILEGED TO UNDRESS WOMEN AND GO ALL OVER THEM WITHOUT GETTING HIS FACE SLAPPED. DRAKE SIR FRANCIS .. THE MAN WHO CIRCUMSISED THE WORLD WITH A FORTY FOOT CUTTER. ENEMA .. A GOOSE WITH A GUSH. EXPLORATION .. BEATING AROUND THE BUSH. FATHER'S DAY .. NINE MONTHS BEFORE LABOUR DAY. GENTLEMAN .. ONE WHO IS ALWAYS CAREFUL AFTER GOOSING A YOUNG LADY, TO RESTORE HER DRESS TO ITS FORMER POSITION; ONE WHO IS ALWAYS CAREFUL TO REST AT LEAST HALF HIS WEIGHT ON HIS ELBOWS. GIGGALO .. THE EGG THAT LAID THE GOLDEN GOOSE. GERARFFE PARTY .. ALL NECK AND TAIL. GLAMOUR GIRL .. A MUCH PUBLICISED YOUNG THING WHO IS FULL OF OOMF, AND FREQUENTLY FULL OF OTHER THINGS; ONE WHO DOESN'T WORRY ABOUT THE MEAT SHORTAGE. HORSE SHOW .. A LOT OF HORSES SHOWING THEIR ASSES TO A LOT OF HORSES' ASSES SHOWING THEIR HORSES. HUSBAND .. WHAT IS LEFT AFTER THE NERVE HAS BEEN KILLED. KEPT WOMAN .. ONE WHO WEARS MINK ALL DAY AND FOX ALL NIGHT. HUNG CHOW .. CHINESE CONSTIPATION. A KISS .. UPPER PERSUASION FOR LOWER INVASION; UPSTAIRS SHOPPING FOR DOWNSTAIRS MERCHANDISE. LOUSY BASTARD .. ONE WHO SITS AND SCRATCHES HIMSELF WHILE HIS FATHER AND MOTHER ARE BEING MARRIED. MASTURBATION .. A SOLO PLAYED ON A PRIVATE ORGAN. MATERNITY DRESS .. A SUIT WITH RAPE SHAPE. METALLURGIST .. A MAN WHO CAN LOOK AT A PLATINUM BLONDE AND TELL WHETHER SHE IS VIRGIN METAL OR COMMON ORE. MINUTE MAN .. ONE WHO DOUBLE PARKS WHILE HE VISITS A SPORTING HOUSE. MORNING .. THE TIME OF DAY WHEN THE RISING GENERATION RETIRES, AND THE RETIRING GENERATION ARISES. MOTHER'S DAY .. NINE MONTHS AFTER FATHERS DAY. MULE BARBECUE .. WHERE EVERYBODY GETS A PIECE OF ASS. NUN .. A WOMAN WHO AIN'T NEVER HAD NONE, DON'T WANT NONE, AND AIN'T GOING TO GET NONE. NURSE .. A PAN HANDLER. OLD MAID .. A WOMAN OF UNCERTAIN AGE WHO AIN'T NEVER BEEN MARRIED NOR NOTHING; A YES GIRL WHO HAS NEVER HAD A CHANCE TO TALK. NURSERY .. A PLACE TO PARK LAST YEARS FUN UNTIL IT GROWS UP A BIT. OUT DOOR GIRL .. ONE WITH THE BLOOM OF YOUTH ON HER CHEEKS AND THE CHEEKS OF HER YOUTH IN HER BLOOMERS. PAPOOSE .. CONSOLATION PRIZE FOR TAKING A CHANCE ON AN INDIAN BLANKET. PIMP .. A CRACK SALESMAN; A NOOKIE BOOKIE. PREGNANCY .. WHEN A WOMAN IS ALL SWELLED UP FROM HER MATE'S HANDYWORK. PRIVATE SECRETARY .. A STENOGRAPHER WHO WATCHES HER PERIODS. PUPPY LOVE .. THE BEGINNING OF A DOG'S LIFE. RAPE .. SEDUCTION WITHOUT SALESMANSHIP; ASSULT WITH INTENT TO PLEASE. RHUMBA .. AN ASSETT TO MUSIC. SIN .. ANYTHING THE OTHER FELLOW ENJOYS AND YOU DON'T. SISSY .. A MAN WHO GETS OUT OF THE BATH TUB TO TAKE A LEAK. SOB SISTER .. A GIRL WHO SITS IN YOUR LAP AND BAWLS AND MAKES IT HARD FOR YOU. SPRING FEVER .. WHEN THE IRON IN YOUR BLOOD TURNS TO LEAD IN YOUR PENCIL. STEPINS .. A LADIES LAST LINE OF DEFENCE; THEY GO ON EASILY BUT MUST BE COAXED OFF. STORK .. THE BIRD THAT HAD NONE OF THE FUN IN BRINGING THE BABIES. TAXIDERMIST .. A MAN WHO MOUNTS ANIMALS. . TOMCAT .. A BALL BEARING MOUSE TRAP. TRIPLETS .. TAKING SERIOUSLY WHAT WAS POKED AT YOU IN FUN. UNCANNY .. A HOUSE WITHOUT A SHIT HOUSE. UNDERDOG .. A BITCH. VISE .. ANYTHING YOU ENJOY THAT IS BAD FOR YOU. VIRGINITY .. A BUBBLE ON THE STREAM OF LIFE, ONE PRICK AND IT'S GONE FOR EVER. VIRGIN WOOL .. THAT FROM A SHEEP THAT CAN OUTRUN A SHEEP HERDER. Did you hear about the Lepers playing poker? One threw in his hand. The other laughed his head off. Did you know that New Zealand is the only cuntry where you can go into a Veenus shop and buy a blow-up sheep ?? Did you hear about the guy that scored a great looking girl and took her home. But nothing happened. She told him that she would only go to bed with a man that had an 8 inch dick. So he threw her out. Why, asked his friend. He said I'm not cutting 3 inches off for any women. Did you here about the irish man that took his wife to an orgy? He thought it was a B.Y.O. What is an irish feminist? A girl who kick starts her own vibrator and rolls her own tampons. Did you hear about the two abo's on That's Incredible? One had a job and the other didn't drink. Did you hear about the Irish Cock Sucker ? He choked to death on the feathers. FAMOUS PEOPLE Whats the difference between Britt Ekland and Ayers Rock? Not everyones climbed on top of ayers rock. What's the difference between Joan Collins and a bowling ball? You can only fit three fingers in a bowling ball. What have Nikky Lauda and Hot-Lips Hoolihan got in common? They have both been fucked by Major Burns. What would it take to get the Beatles back together? Three bullets. What's red and white and lies in the gutter? John Lennon. What do you call a dog with Wings? Linda McCartney. What's black and smells like fish? Teena Tuna. How did AIDS get into America? Up the Hudson. What have Rock Hudson and Mahammed Ali got in common? They have both been badly battered around the ring. Why did they lie Rock Hudson face down in his casket? So his friends could recognise him. Why does Nancy Reagan climb on top for sex? Because Ronnie can only screw up. Did you hear about Ronald Reagan's bowel transplant? The bowel rejected him. What does Boy George have for breakfast? Smack, Crackle, Pop. What's the difference between mother Theresa and a rubber tyre? Ever had mother Theresa go down on you? HOW DO YOU RATE, 1. A VAIN PERSON - ONE WHO LOVES THE SMELL OF HIS OWN FART. 2. AMIABLE PERSON - ONE WHO LOVES THE SMELL OF OTHER PEOPLE'S FARTS. 3. PROUD PERSON - ONE WHO THINKS HIS FARTS ARE EXCEPTIONALLY PLEASANT. 4. SHY PERSON - ONE WHO RELEASES SILENT FARTS THEN BLUSHES. 5. IMPUDENT PERSON - ONE WHO FARTS OUT LOUD THEN LAUGHS. 6. SCIENTIFIC PERSON - ONE WHO FARTS REGULARLY BUT IS CONCERNED WITH THE POLUTION . 7. UNFORTUNATE PERSON - ONE WHO TRIES TO FART BUT SHITS INSTEAD. 8. NERVOUS PERSON - ONE WHO STOPS IN THE MIDDLE OF A FART. 9. HONEST PERSON - ONE WHO ADMITS HE FARTED, BUT OFFERS A GOOD MEDICAL REASON. 10. DISHONEST PERSON - ONE WHO FARTS BUT BLAMES HIS DOG. 11. FOOLISH PERSON - ONE WHO SUPRESSES A FART FOR HOURS. 12. THRIFTY PERSON - ONE WHO ALWAYS HAS FARTS IN RESERVE. 13. ANTI-SOCIAL PERSON - ONE WHO EXCUSES HIMSELF AND FARTS IN PRIVATE. 14. INTELLECTUAL PERSON - ONE WHO CAN DETERMINE THE SMELL OF HIS NEIGHBOURS FARTS. 15. ATHLETIC PERSON - ONE WHO FARTS AT THE SLIGHTEST EXERTION. 16. SADISTIC PERSON - ONE WHO FARTS IN BED, THEN FLUFFS THE COVERS OVER HIS BEDMATE. 17. MISERABLE PERSON - ONE WHO TRULY ENJOYS A FART BUT CAN'T. 18. SENSITIVE PERSON - ONE WHO FARTS BUT THEN STARTS CRYING. 19. COVER-UP PERSON - ONE WHO CONCEALS HIS FARTS BY HIS LOUD LAUGH. 20. AQUATIC PERSON - ONE WHO FARTS IN THE BATH AND THEN BURSTS THE BUBBLE WITH HIS BIG TOE. What do you do if you find an epileptic having a fit in your bath? Throw in your washing. What does it say on a negro epileptic's ID card? Help, I'm not break dancing. What do you give a deaf, dumb and blind Thalidomide victim for Christmas? Cancer. What turns a nine stone weakling into a 16-stone man of steel? Polio. What's the hardest thing about cooking vegetables in a microwave? Getting the wheelchair through the door. Did you hear about the spastic who won a disco competition? He only got up to get a drink. What's endless love? Stevie Wonder and Ray Charles playing tennis. What's black and bumps into pianos? Ray Charles. Did you hear about the Hellen Keller Doll? You wind her up and she walks into walls. Why didnt Helen Keller change her baby's nappies? So she could always find him. Did you hear about the blind man who got a cheese grater for Christmas? It was the roughest book he'd ever read. Why do farts smell? So deaf people can enjoy them too. Sex is a real problem in the nineteen eighties. If you sleep with a Woman you get Herpeys. If you sleep with a Man you get AIDS. If you sleep alone you get R.S.I. Sleep well tonight There were these 2 guys lost in the Himalayas one day. Both were starving and near death when they came across a dead animal. One of them started to eat and told the other guy he'd better do the same He refused because he was sure he'd get something better, as the carcas was rotten. So, off they went in search of civilization, when a while later the twit who ate the meat began to vomit, to which the other guy said, See, I knew I'd get a hot meal sooner or later TARZAN TARZAN IS FLYING THROUGH THE TREES AND HIS VINE BREAKS. DOWN HE GOES AND WHEN HE LANDS, HE FINDS THAT HIS EYE HAS BEEN RIPPED OUT, ONE ARM RIPPED OFF AND HIS OLD FELLA MISSING. SO HE GOES TO THE WITCHDOCTOR AND THE WITCHDOCTOR TELLS HIM TO COME BACK IN A WEEKS TIME. TARZAN RETURNS AND THE WITCHDOCTOR HAS AN EAGLE EYE TO REPLACE THE MISSING ONE, A BABOON'S ARM TO REPLACE THE ARM HE HAD LOST, AND AN ELEPHANT'S TRUNK TO REPLACE HIS OLD FELLA. HE PUT'S THEM ALL ON AND TELLS HIM TO COME BACK IN A WEEKS TIME TO SEE HOW THEY WORKED OUT. TARZAN RETURNS IN A WEEK AND TELLS THE WITCHDOCTOR: THE EYE IS REALLY GREAT. I CAN SEE FOR MILES; THE ARM IS GREAT, I CAN SWING THROUGH THE TREES USING ONLY ONE ARM; BUT THE OLD FELLA IS A BIT OF BOTHER - WHEN I'M SWINGING THROUGH THE TREES, THE TRUNK PEEPS HIS HEAD OUT OF MY LOIN-CLOTH, GRABS A HEAP OF BERRIES, DIRT AND LEAVES, AND SHOVES THEM UP MY ARSE. THE BODY WHEN THE LORD CREATED MAN, ALL PARTS OF HIS BODY ARGUED OVER WHO WAS TO BE BOSS. THE BRAIN ARGUED THAT SINCE HE HAS CONTROL OVER ALL PARTS OF THE BODY, HE SHOULD BE BOSS. THE LEGS ARGUED THAT SINCE THEY TOOK MAN WHEREVER HE WANTED, THEY SHOULD BE BOSS. THE STOMACH COUNTERED WITH THE EXPLANATION THAT SINCE HE DIGESTED ALL THE FOOD, HE SHOULD BE BOSS. THE HANDS ARGUED THAT SINCE THEY WOULD BE DOING ALL THE WORK, THEY SHOULD BE BOSS. THE EYES SAID WITHOUT THEM, MAN WOULD BE HELPLESS, SO THEY SHOULD BE BOSS. FINALLY THE ARSE HOLE APPLIED FOR THE POSITION. ALL THE OTHER PARTS OF THE BODY LAUGHED SO MUCH THAT THE ARSE HOLE BECAME IRATE, AND CLOGGED UP. AFTER A FEW DAYS OF THIS, THE BRAIN BECAME FOGGY, THE LEGS WOBBLED AND FINALLY COULD NOT SUPPORT THE BODY. THE STOMACH BECAME VIOLENTLY ILL, AND THE HANDS WERE SO WEAK, THEY HUNG AT THE SIDE OF THE BODY AND THE EYES BECAME CROSSED AND UNABLE TO SEE. FINALLY THEY ALL RELENTED, AND AGREED TO MAKE THE ARSE HOLE THE BOSS. THIS PROVES THAT YOU DON'T HAVE TO BE A BRAIN TO BE A BOSS, JUST AN ARSE HOLE. Did you hear about the chap who ordered a tonne of mallee roots? Two days later, a bus pulled up and out hopped a team of Aboriginal marching girls. What are three things that you cannot give an Abo? A black eye, a fat lip, and a job. What's white and comes in a black box? Roger Cawley. What does an Aboriginal call a boomerang that doesn't come back? A stick. What's the similarity between an Abo's cunt and the Murry river? They have both got big red gums. Or the similarity between an Abo's cunt and a cricket bat? Well, if you really try, you can eat the cricket bat. Why is it that seagulls fly upside down over Italy? Because the Italians aren't worth shitting on. What's the difference between a Jew and an apple pie? The apple pie doesn't scream when it's put into the oven. How do you get 500 Vietnamese into a Vegermite jar? Tell them it floats. What's the definition of ecstasy? Screwing a pregnant woman and being sucked off by the feetus. Who invented the female body? The Board of Works - who else would put a playground next to a sewer. How does a French girl hold her lover? By the ears. What "Am I Ever Gonna See Your Face Again ??" "No Way, Get Fucked, Fuck Off !!" In the immortal words of Doc Neeson (The Angels) I expect you're probably wondering why I wrote the above text. Well, for three reason really. First of all, I'm getting sick of writing "Another adventure solution provided by Sewer Pom and brought to you by Sewer Software". Secondly, I think the Angels are one of the best groups alive (and they're Australian). Finally, I fuck'n well felt like it !!!!!! Sewer Rat !!!! DRAGONWORLD PART I You are Amsel of Fandora, friend of the Last Dragon. Suddenly, you receive a message from the last dragon in the dragonpearl that he has been drugged and kidnapped by the Duke of Darkness and is being held in the Southland. You decide to obtain the assistance of the Monarch of Simbala, Hawkwind, another old friend. The journey will be long and hard. There are many ways of finishing the quest. Some puzzles have more than one solution and others need not be solved at all. This is but one possible solution. Remember that the arcade sequences are for your amusement or frustration and are not necessary to the quest!! You may find the picturesoff command useful in speeding up your quest. So you board your boat, untie it and set sail east toward Simbala. As you travel east you soon find your vessel destroyed and yourself beached on an island. Quickly you discover vines and logs which you tie together to make a raft. You also find dragonbane which will ward off those evil coldrakes! You board the raft and soon drift east to Simbala where you are beached. You head east where you find yourself in a dense forest. You keep heading east when you spot a windship overhead. Quickly gather the dry underbrush and start it on fire using your magnifying glass. The windship picks you up. As you wait you discover that the vessel is powered by jewels which burn when water is poured on them. You also learn that the dragonbane is placed outside the ship to keep away the coldrakes. Finally you arrive at the palace. You enter and are taken to a large chamber. While there, you talk to Hawkwind who agrees to help you. You also talk to Ephrion who gives you some valuable information. Then exit the room to the south and you will find yourself on the stairs. Hawkwind asks whether you wish to take the horses or the windship. Either will do. If you go up, board the windship and set off to the south. A coldrake approaches!! You put the dragonbane outside the ship and Hawkwind swerves to avoid the beast. Unfortunately, you crash. The ship is destroyed but you are both unhurt. You find the ship caught in a tree so you climb down and continue east on foot. The trail then leads south, southeast and finally east where you come to a fork. Avoid the swamp to the south with its dreaded swamp monster and head southeast to a north-south road. Keep going south until you find the road overgrown. There you see some rare tanna leaves which you gather up. The path continues to the southeast. You then follow the path south to the mine entrance. Enter the mine and take a torch. You head south but find a crying woman blocking your way. Comfort her and she gives you a wolf's tooth, the symbol of the thieves guild. You remember that Ephrion mentioned a book in the Kandesh library with a wolf's tooth! The woman slips away into the shadows, and you continue south only again finding your way blocked! This time by the Kuln. Fortunately, they are afraid of light and they let you pass when you wave the torch. Continue south where you find a pile of rock. Move the long flat one which reveals a tunnel and another cavern to the southeast. There you find a skeleton. You examine the skeleton and find a small key. Take the key and go up into a small cave. Follow the daylight to the south and you find yourself on an ancient road. To the south are the ruins of a villa. Go south to the ruins and then west to an old atrium. You see a tree sculpture with ancient amber treebears. You try to reach them but they are too high. Ask Hawkwind to help you and he lifts you up and you take one. Then go back to the road and keep going south to the gates of Kandesh. You see a large knocker and try to reach it. Again Hawkwind comes to your assistance and knocks for you. The guard eyes you suspiciously but lets you pass when you show him the tooth. You then enter the City of Kandesh and head south past the residential area to the plaza. DRAGONWORLD Part II You find yourself in a large plaza, unsure of where to start. You notice the Garrison to the west which you decide would be best to avoid. Head northwest to the restaurant. You decide not to dine despite the hunger pangs and go south. You see the medicine man is selling an elixir which you decide may be useful in the future. Pay him the 40 talmas and go north and then southeast back to the plaza. Then go northeast to the music shop. You hear some strange music in the alcove and go northeast to investigate. You find a monkey playing sleep inducing music on the flute. He asks you to imitate his tune. Quickly and carefully play D S F A on the xylophone. The monkey is delighted and gives you his magical flute. Leave the alcove and head back southwest to the plaza. You remember Ephrion mentioning a book, so you head southwest to the library. You find the reading room door locked. Break the lock with your sword and enter. You find nothing much of interest so go west. Here You see a huge dazikar chomping on books!! Quickly head upstairs where the beast can't follow you. There you find the book with the wolf's tooth! Unlock it with your key. It tells you of a safe place under the city! Your excitement turns to fear when you realize you must get past the monster. Your mind races. You decide to give him a really good meal and take the encyclopedia and throw them at him. While he is hiding in his hole, quickly run down the stairs and out of the library the way you came in. You are back in the plaza. The music in the bazaar is alluring and you head southeast. You see a Rayan woman who for 5 talmas may tell you some very important information, then again she may only give you a flower. You decide not to visit the physician, the artist, the moneylender or the gaming house. The armorer you will save for another visit. If you decide to enter or leave Castle Doomhaven by the front entrance you will need an assassin's cowl which you can purchase from the tailor. In this walkthru a cowl is not needed. Go southeast to the tavern. You and Hawkwind sit down at the bar and order a drink. Pay the bartender, who gives you wine called Dragonsblood. Before you can drink it you find yourself injured and robbed in a brawl. Hawkwind carries you to the Physician's tent. You talk the physician into letting you owe him the 20 talmas and leave your dagger with him for insurance. Leave the tent to the south then go northwest back to the plaza. You decide to visit the Alchemist and go east to his shop. Ring the bell and he angrily answers saying his Philosopher's stone was stolen. He then throws a ring at you. You take the ring and see the word LAVA etched inside. You then examine the unused furnace and find you can enter it. You do and find a trapdoor which you leads you to a tunnel. You look around and see a very black stone which you take. Hawkwind tells you its the Philosopher's stone! Then go west into the thieves den. They look at you suspiciously and demand identification. Show the tooth and they greet you warmly. Leave to the west. You keep west until you find the thieves treasure trove. Take the talmas and the tuning fork and go upstairs. You find yourself in the Garrison's vault. Exit north into the plaza, and go southwest to the bazaar, then north to the physician and pay him the 20 talmas. He gratefully gives you back your dagger and some dragonscale as well! You leave to the south and reenter the bazaar. You go west to the armorer. You buy some rope and ask him about the starsword. You remember the Rayan woman saying "The blood of dragons will set the sword of dragons free". Pour the dragonsblood on the rock and take the starsword. The armorer asks for 100 talmas for the sword which you gladly pay him. You are warned that the sword can be used only once. You leave the armorer happily to the east and head northwest to the plaza. DRAGONWORLD Part III Head south from the plaza to the Boulevard of Death, then west to the cemetery and south to the Cenotaph. With Hawkwind's help you move the marble door and enter finding a crypt with a crystal cover. You hit the tuning fork and the pure note moves the crystal, revealing stairs leading down. At the bottom of the stairs you find yourself in a north-south corridor beneath Castle Doomhaven. Go south and then up the stairs to the strong room. Take the jade key, the ivory and the plank and go back to the bottom of the stairs. Head north to the cistern and then east. You are at the edge of a pit. You place the plank across the pit and go to the eastern side. Continue east and you find yourself in front of a lead cell with Prince Alyn inside. You remember the Philosopher's stone! Touching the stone to the lead bars indeed turns them into soft gold that can easily be bent. You release Alyn and head southwest to the bottom of the stairs. Go north and up the stairs to the crypt. Exit the Cenotaph, go through the cemetery and east to the Boulevard of Death. You go north to the park and then southwest past the hedges to the palace. Enter the palace to the west. The guards recognize Prince Alyn they let you pass. Alyn brings you into Tormalion's chamber. Tormalion thanks you and asks you how he may help you. You ask him about Dragonmount. As you exit, he rewards you with a large diamond and the guards escort you out. You end up usually back at the park. You then decide to poke around the palace and go southwest past the hedges to the palace entrance and then north. You find a path and go west. The path continues west and south. You go south and find a large mosaic with treebears. One branch is empty. Place your amber treebear on it and a door opens. Enter and follow the hall south to the treasury. Open the door and enter. Inside you find a piece of ivory and take it. Then go north until you are again outside the palace on the path. Go north and then west to the dock. Enter and untie the boat and row west. You then see a sunken ship. You may examine the ship if you like but it's dangerous and the conch shell you find is of no use to the quest. Keep going west to the beach. Get out of your boat and go west. You find a rock with a piece of ivory in it. You pry it loose with your dagger but find that the crack is the mouth of a monster! In fact the island IS A MONSTER!! You remember from the Rayan woman that "music soothes the savage.....". Play your magic flute and the monster falls asleep. Take the ivory and run to your boat. Board the boat and row east back to the dock. Leave the boat and continue east until you reach the south path to the front of the palace and follow it south. From the front of the palace you go northwest past the hedges to the park. You then follow the road south to the southern gates fo Kandesh. DRAGONWORLD PART FOUR Leave Kandesh and follow the road south. To the east you hear singing and go there to investigate. There you find a Rayan camp but something catches your eye to the south. It looks like a sail. You go south to the Rayan clearing and see a Simbalan windship. Climb up the rope to the ship. Pocket a few jewels and then pour water on the jewels in the brazier. The jewels start to burn and you take off to the west. You land at the base of dragonmount, again with your ship destroyed! Go west to the waterfall, Hawkwind suggests that you divert the river. You remember the jewels and throw them in the waterfall. An explosion occurs and reveals a cave to the south. As you enter the cave the walls covered with spikes begin to close on you. Quickly climb up the spikes and open the trapdoor. You go up into the middle of a volcano with molten lava in front of you. Suddenly, you remember the ring and throw it into the lava. The lava solidifies into rock and you make your way south to a beautiful door. The door unlocks easily with the jade key and you enter a mirrored room. A huge warrior threatens you. You are disoriented by all the mirrors so you begin to break them with your sword. As you do this, you notice that it is having the opposite effect on the guard. He is more disoriented! Finally, several exits will appear...but you still have to contend with the guard. You ask Hawkwind for help. When the guard is faced with fighting Hawkwind without the mirrors, he runs for his life!! Avoid the exit to the south since it goes to the maze. Go east into the room with the wheel. When you turn the wheel the room goes up and reveals a new room to the west which you enter. There you find some runes which Hawkwind helps you decipher. They give you a recipe for a captive's cure. Follow the insructions and place the elixir, dragonscale and tanna into the cauldron. Get the sticks and rub them to start a fire in the fireplace. Place the cauldron on the fire and take your cure when it is finished. Examining the room you discover a hook. Throw the rope up at it and climb up to the cupola. You see a pattern of a dragon carved in the crystal. After searching your possessions, you decide to try the ivory pieces. Insert the ivory pieces into the pattern which reveals a hidden doorway to the south. You enter and find yourself in a crater with a platform to the west. The Last Dragon is on the platform drugged and chained. Go to him. Cut the chain with the starsword and give him the cure. The dragon is back to himself again! Then the Duke of Darkness appears and threatens all of you. You remember then what Ephrion said to you and you say "Darkness fears the flame" The Last Dragon bursts forth with a huge flame and the Duke is defeated. You have suceeded in your quest and the Last Dragon is very grateful. 's got more holes than a crumpet? Snow White's hymen. Why did Snow White remain a virgin? Because all the dwarfs are fucking dopey. What's the similarity between a tortoise and a girl? When there on there backs, they are both fucked. What's the similarity between a frying pan hanging on the wall and a girl's knickers? You have to pull them down to get the fat into them. Why can't you circumsize Sir Joh? Because there is no end to the prick. Did you hear about the guy with 5 pricks? His jocks fitted him like a glove. Why don't the Irish have haemorhoids? Because they are all perfect arseholes. Did you hear about the female Irish parachutist? She pulled the wrong cord and bled to death. What do you get if you cross a gurilla with an Irish man? A retarded ape. What happend to the Irish woman who bought a vibrator? She smashed her teeth in. What's the definition of gross ignorance. 144 Irish men. What's the fastest game in the world? Pass-the-parcel in an Irish pub. Did you hear about the Irish parachute? It opens on impact. What happens to an Irish man who picks his nose? His head collapses. What is the easiest job in Ireland? Intelligence Officer in the Irish army. What is the most dangerous job in Ireland? Riding shotgun on a garbage truck. What is the smallest room in Ireland? The Irish hall of fame. In what section of the paper do they print Irish obituaries? Under Civic improvements. Why does an Irish man wear a hat when he's having a shit? So he knows what end to wipe. What do you call an Irish paratrooper? Air pollution. What do you get if you pour hot water over an Irish man? Instant shit. Did you hear about the Abo's carrying the coffin up the hill? They were going black-burying. What goes black, red, black, red, black, red, white? An abo wanking. Why did God give women legs? So they don't leave snail trails. What's the difference between Bernard King and the space shuttle Challenger? Bernard King teaches cooks. What was the worst thing about the Challenger disaster? It only killed seven Americans. What were they drinking aboard the doomed shuttle mission? Seven-Up with a dash of Teachers. What's black and runs across the dessert at 180KPH? An Ethiopian with a McDonalds voucher. What do you call an Ethiopian with a rat? A Vegetarian. What do you call an Ethiopian with two rats? A caterer. What's a fart in Ethiopia? A status symbol. What's the best thing about a blowjob from an Ethiopian woman? You know she'll swallow. Did you hear about the Mexico City earthquakes? It did 100 Million dollars worth of improvements. What do you call an Ethiopian in Mexico City? A stick in the mud. Who killed more Indians than John Wayne? Union Carbide. Well, that concludes part 2 of a collection of jokes brought to you by Sewer Software. Thanks to the KK Club for providing us with the original doc files. We hope you enjoyed these 2 joke files, and depending upon the response we get, we may feature a couple more joke files in Doc Disks 11 and 12. at's black and spins around slowly? A feetus in a roatiseree. What do you call two abortions in a bucket? Blood brothers. What's red and sits in a corner? A baby playing with a razor blade. What's red and sits in a corner? A baby shaving its head with a potato peeler. What's blue and yellow and floats at the bottom of the pool? A baby with slashed water-wings. Why couldn't the baby turn around in the hallway? He had a javelin through his neck. What's black and bobs up and down? A baby in a toaster. What's the difference between an abortion and sand? You can't eat sand. What's fABuLOnN? The stuff you spray on babies before you iron them. What's purple, covered in pus and squeals? A peeled baby in a bag of salt. What squeals and goes around at 100mph? A baby in an electric fan. 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Z B"!y@u`p\AD`%8]}Fꃟ[@ <7p_@,C||@%Z%0YGt{*(l oxb^ @ xʪES ~`7#v`$!UAU (07˂B<" ֏00cȀD)`Ƕ{| @ c_0!uၑ`@(0<~ ,TC!]57|@Ҥj X B8*U`4!& BP4 ` T;0 #-SP` r*(H 6qAg$ R- * x [C,Pp` UਆB 5IDt!DX}V  `Dx 0<  uO_r0^*  P)c: *FW`"T* #Y Cg_@`00P|` q?ЩF' jP( 84 (-@A aRt{ `l԰4PFQ? ꣠0=! Well, here we are at last with part 3 of the Second ST manual, the manual you should have been given when you bought your ST. Parts 1 and 2 were featured on Doc Disks 6 and 7, with a break during Disks 8 and 9 due to the huge Devpac Docs and many Bard's Tale pictures. As a result, this file was omitted until now. Part 3 of the manual includes Chapters 5,6,7 and 8, detailing RAM disks, Monitors (The Screen), Accessories and Word Processing. We hope you find this manual to be useful and much more informative than the pitiful manuals provided by good ol' Jack Tramiel. Edited and merged into a single file by Sewer Rat. Chapter Five: Ram Disks What it is. RAM disks: Just what is a RAM disk? Well, first, what it is, and then what you can do with it. A RAM disk is a program which creates a virtual disk drive. 'Virtual' mean 'as if' or 'fake'. The computer thinks that there is another drive. The program takes a chunk of memory (RAM) and sets it for holding data. The good thing is that this data moves back and forth very fast. There's no bother about the drive reading the disk. You know that your disk drive can only read data at the blinding speed of 250 KBits per second. Blinding to turtles. If the data transfer occurs directly on chip, then that little bunny hops faster. RAM disks have all sorts of different names. Disk Cache, Buffer Disks, Memory Disks, Memory Cache, Electronic Disks, Virtual Disks, and then there's all the commercial products: K-RAM, to mention the best known, and MAXIDISK, ETERNAL, Mike's RAMDISK, RAMBUFFER.ACC, and PROFILRAM, to mention the best public domain versions (which are all much much better than K-RAM). The different kinds of RAM disks: First of all is the standard one: either a program or an ACC; you specify the size, set it up. You can't change the size later. Reset and it is gone. Redefineable is better. You specify the size, set it up, and then change the size (smaller or larger). "Reset proof" "Resident" or "resettable" means that the contents will survive a reset: you reset (either to start up new ACCessories, delete others, or just hop out of a program, or you bomb out); no problem; everything is still there. "Compressor" RAM disks will automatically compress the contents (and decompress to run or use); this lets you put for example nearly 500 KB of data into a 350KB ramdisk (amount of compression depends on whether your files are text, programs, etc). And "dynamic" RAM disks have no specific size: You just throw whatever you want into the drive icon and the RAM disk will grow to fit. As you delete, it reduces in size again. To make a RAM disk, first load a RAM disk program (plenty in the PD disks)(double click on it). Then use INSTALL DISKDRIVE in your menu. Some RAM disks will demand that your disk have the right name. Others don't care and will work in any drive name. Make a new disk drive Icon, the letter must be in capitals, either C, D, E, F, G, H, I, J, etc etc, go all the way to Z if you like. The description can be anything you like: 3rd Disk, RAM disk, RAM disk, Ramdrive, Disk, Karen's Disk, or just blank; that line doesn't matter. Click on INSTALL. It's now active. Use it just like a second or third drive. Don't format it; you don't need to. You can then copy data from your real disk into your 'fake' disk. And from your "fake" disk to your real disk. You can open multiple windows from that RAM disk icon and move things from one to the other. Deleting is very fast. If you want to keep that icon on your desktop for next time, click SAVE DESKTOP. Why use a RAM disk? If nothing else, it is a very fast way of copying from one disk to another. Copy your data into the RAM disk, switch disks, and then copy from the RAM disk to the new disk. No changing disks. Simply drag the DRIVE ICON into the new window. If you have no ACC.essories, then you can make a large RAM disk, up to 80 or 90% of your entire memory, and copy entire disks as often as you like. This doesn't work with copy-protected programs, of course. Copying in this fashion is called a FILE TRANSFER. The best use for a RAM disk is to run your programs. Make a RAM disk just big enough to hold 1st Word plus some files. Open the RAM disk, double click on 1st Word. instead of taking ten seconds or so to load, it opens in less than two seconds. Create files and save them; it is very fast. There is no nonsense with disk access times. Pop out of 1st Word (QUIT), you go out, and then load in again. Out and back in seconds. It's great if you use big programs which require frequent changes to look at disks or use other programs in between. The problem, if any, with a RAM disk is that you have less work memory. If you start with 400KB of memory and cut up part and call it a RAM disk which you make 300KB large (or any size you want), then your available working memory (what is left over) is only 100KB. You can of course make very small RAM disks, only 20 or 50KB large, or any size you like. Remember that a .PRG often has some .RSC files (RESOURCE) along with it. Those contain graphic notes and perhaps various saved user specifications. All of these must be transferred into your RAM disk (for example, 1st Word.PRG + 1st Word.RSC, and, if you're going to print, 1st Print.PRG + 1st Print.RSC.)(Try this, you can print instantly, without switching disks or any nonsense. If you have a spooler as well, then it works great.) Note that if you SAVE onto a RAM disk, you have to transfer the data from the RAM disk to your normal disk at the end of your work session. When you turn off the power, the RAM disk and everything in it disappears. If you have a bad electrical connection and your ST loses power, then you lose data. If there are big electrical storms, the electricity may also fail. But of course, when there's a big storm, it's more fun to sit on the balcony with a bottle of whiskey and watch the lightning (set your camera for infinite focus, f5.6, a wide angle lense (28mm or so), use a manual release cable and let it catch a few good rays). If you are using a program which often crashes, then you will lose your data in the RAM disk. Just like women, RAM disks are different come in different ways. Some of them, you set up, and to get rid of them, you have to boot them out. Some you have to live with their size; others you can change at will and specify the size. The best of all are ones which can be set up and then taken down, without rebooting. Others are more clever. These are called RESIDENT RAM disks. You set it up, re-boot, it's still there. And best of all, they're faithful; it won't lose the data. These are the absolute best to have. If you have a crash, if you decide to set up a new accessory, or get rid of one, just reset. The RESIDENT RAM disk will keep all your files. RESIDENT RAM disks are somewhat difficult to get; a RESIDENT RAM disk has to be written especially to your TOS. For example, a German RESIDENT RAM disk, written for German ST's, usually will not run on a Danish TOS. MAXIDISK, a RESIDENT RAM disk with a built in file compressor, will compress files automatically (especially text files) so that you can hold over 800 Kb in a 500 Kb RAM disk. MAXIDISK works fine on Danish TOS. Although some people complain that it is a bit slow (it takes .000003 microseconds longer to open a file) than other RAM disks, it is the only one which compresses. It is also available without the compressor. Another great thing about Resident RAM disks is a trick which I discovered. Create your resident RAM disk in drive icon C. Save desktop. The desktop.inf file is saved not on the disk, but in the RAM disk. Copy that file from the RAM disk to your real disk (so that it is present in both A and C drive). NOW... place all your accessories in the RAM disk. Reset. Voila! They load not from disk, but from the RAM disk. Which is of course faster. There are no problems with RAM disks and 1st Word. It really makes it easier to use. Put 1st Word, 1st Print, and both RSC files into the RAM disk. Now, when you print something, there is no INSERT WP DISK nonsense; you can print directly from 1st Word. Try this; it will convince you about RAM disks. MMCOPY .ACC, a public domain PRG, works great to transfer files from disk to RAM disk and back. But of course, it's so easy to go in and out of a PRG with a RAM disk. Some programs will not run in a RAM disk (ST Basic, for example. But that doesn't run anywhere anyhow anytime). Others work very well, much faster. Degas, with all of its silly disk operations, works very well on a RAM disk. Flight Simulator is a pain in the neck on disk; just when it gets interesting, the screen stops so that the disk can load new scenery. Just make a 350KB RAM disk (Maxidisk can be much smaller) and copy everything over. Click on FSII.PRG. Instant startup and no silly disk loads; fly the jet in and at and over San Francisco. Smooth operations. If you've noticed then, using the ESC to switch disks in A drive and using RAM disks, there is no need for a single drive user to have a B drive icon. For those who think ST's are great, just look at the Amiga RAM disk. It is always available. It expands as large as needed, and automatically reduces when you delete material out of it. Always resident. There has appeared a new RAM disk from TOMMY software: reset proof and dynamic. If it compressed as well, I would be happy. End of Chapter Five: RAM disks. ====================== * * ====================== Chapter Six: The Monitor (fooling around with your screen) ICONS: it is curious that these little things are called "icons." The word comes from Greek and means "representation;" it mostly now means a religious pictorial representation, or an object of uncritical devotion (for example "$"). An icon is desktop image which makes it easier for you to manage data. The different icons has particular rules: a folder icon acts only as a folder. You can't make an icon do something else. This makes it easier to remember rules; instead of writing obscure command lines, you simply drag the different sorts of objects around the desktop and the various commands are carried out automatically. There are three different kinds of icons: DISK icons, which look like file drawers: click on them twice to open. FILE icons can look like stacks of papers; PROGRAM icons look like nothing in particular. FOLDER icons act like folders; they can contain both FILES and PROGRAMS; folder icons are used to manage your data. There is also a WASTEBASKET icon; anything (except a DRIVE icon) that is dragged onto the wastebasket is deleted. That is much easier and more intuitive than some bizarre set of commands such as "DEL C:/WRK/*.CFG (ENTER)", which means just delete. You can experiment and find out that you can give any file a PRG ending and its icon will change to look like a program icon. Just try to start this new "program" of yours. Nothing happens; the data is not a program, even though its icon looks like one. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DESKTOP.INF: You will notice that when you click on SAVE DESKTOP (with an unprotected disk), a little file is created which is called DESKTOP.INF. This has some very interesting abilities. Assuming that your desktop was the way you liked it (icons had your names on them, icons and windows were in the right places, etc), then by having DESKTOP.INF on your start up disk, things will always be to your liking. You can edit (change) this file even more. WORDPLUS, ridiculously enough, can't open Desktop.inf. Oh, well. Dig out your 1ST WORD (and switch to WP MODE off) or nearly any other wordprocessor or text editor. Load DESKTOP.INF. Don't try and use WP MODE. You will see the following: (Line) 1 #a020000 2 #b000000 3 #c7770007000600070055200505552220770557075055507702111103 4 #d 5 #E 83 03 6 #W 00 00 30 01 1D 17 08 C:\*.*@ 7 #W 00 00 10 01 1D 17 00 @ 8 #W 00 00 00 04 26 0E 00 @ 9 #W 00 00 0F 0A 15 0B 00 @ 10 #M 00 01 00 FF C 350 Ram Disk@ `@ 11 #M 00 00 00 FF A Disk Drive@ @ 12 #T 00 06 02 FF Waste Basket@ @ 13 #F FF 04 @ *.*@ 14 #D FF 01 @ *.*@ 15 #G 03 FF *.APP@ @ 16 #G 03 FF *.PRG@ @ 17 #F 03 04 *.TOS@ @ 18 #P 03 04 *.TTP@ @ 19 #G 03 04 WORDPLUS.PRG@ *.DOC@ (I have added a line number for reference. My keyboard and TOS don't produce a backwards slash; I have a Danish (o with a slash) instead. The "@" symbol (which usually means "price per piece") isn't supported by my printer driver, so I don't what how it will appear, if at all, on paper. This is my DESKTOP.INF, yours will certainly differ. It has also been converted to WP mode; don't try to use it.) What does all this mean? Line 1: The settings for the SET RS232 CONFIG. Line 2: Settings for the INSTALL PRINTER. Line 3: Colors and Key Repeat from CONTROL PANEL. Line 4: Not yet in use. Line 5: Saves SHOW DIRECTORY command. Line 6-9: Determines how and where windows will open (fx, line 6 has the command for a window for Drive C to open)(C:\*.*@) Line 10,11: DRIVE ICONS. The coordinates, values, identifiers, and label (name on screen). Line 12: TRASH CAN ICON. The coordinates, values, identifiers, and label (name on screen). Line 13,14: Commands for which files/folders will have icons. Line 15-18: Which files can be run as programs, and what kind of program they are: GEM, TOS, TTP. Line 19: Which programs are INSTALLED APPLICATIONS and the type of files for each (fx Line 19, "WORDPLUS.PRG@ *.DOC@" Wordplus has been set up to load when any .DOC (*.DOC) is double clicked). If there are futher INSTALL APPLICATIONS, then they will appear as extra lines. To change the name of your WASTE BASKET, simply edit line 12. First, ON A UNPROTECTED FORMATTED DISK, click SAVE DESKTOP (or GEM DESKTOP) from your menu. Your desktop configuration will be saved to your disk in a file called DESKTOP.INF . Now load 1st Word, switch off WP MODE, and open this file (open DESKTOP.INF). Half way down the middle, in line 12, you'll see the old name 'WASTE BASKET' or whatever. Carefully! delete those letters and write in your new name (AFFALD, GARBAGE, DELETE, PAPER WOLF, BLACK HOLE, GOODBYE, WC, TEMPS PERDU, 4th DIMENSION, NIEMEHR- SEHEN, SKATTEVSNET) etc. There's only enough space for 12 letters; experiment. It is not necessary to use capital letters. Click SAVE FILE. Re-boot. If you did it right, your waste basket has a new name. If you did it wrong, just delete the file and start over again. You can also rename your disk drives here (lines 10 and 11), instead of using the INSTALL DRIVE from the desktop. This method has the advantage of allowing small letters. Just delete the old name and write in your new name (maximum of 12 letters). Drive, Disk Station, My disk, Top and Bottom Drive or Left and Right, Harddisk, Ramdisk, Virtual Disk, Library, Hot Mama!, 500KB, The Big One, or just blank.) Save and reboot. You can also change line 6, by changing Here's a doc with a difference. This ones not for software, but rather how to use the NEC Multisync II monitor with Mega ST's. Just one of the many hardware modification docs we have been featuring recently. As usual, we take absolutely no responsibility should you fuck your ST up as a result of this doc. Sewer Rat. _________________________________________________________________________ PROBING YOUR ST by W.K. Whitton _________________________________________________________________________ I am sure you have heard the old axiom referring to the fact that two of an item is usually better than one, as in "two heads are better than one" and the like. This is not necessarily so as we shall find out rather nicely in this article! Most ST owners will agree that our SC1224 RGB monitor has excellent graphics capability, especially when one is using it in conjunction with one of the fabulous paint packages available for the ST, or when one is partaking of the numerous quality games you can enjoy also. But, when the owner tries to do any amount of serious word processing, his eyes may be the victim of strain and uneasiness. The best cure for this (until now), was the SM124 monochrome monitor. This display is extremely easy on the eyes, they will thank you for it! (In fact we have been in touch with a number of Mac owners, and assisted them in rewiring it to use with their computer, the display was larger than the one they originally received, and MUCH less expensive!) This brings to the forefront another problem ...you now, if you indeed to be serious about your ST and business type applications, need to juggle 2 monitors, and in anybody's book, is not an easy task! If you want to use only ONE monitor, now there is an alternative! Read on: "NEC MultiSync II to Atari ST --- --------- -- -- ----- -- Copyright (c) 1988 David S. Weaver All rights reserved This file may be copied freely only with the inclusion of the above copyright notice for non-commercial use. If you have any questions, feel free to contact the author on CompuServe (76456,2604) or Delphi (DSWEAVER). The NEC MultiSync II is a great monitor to buy if you want a monitor that you can migrate to another system when the time comes that you need higher resolution color. The specs are as follows: NEC MultiSync II Atari low medium high ------- ------- ------- Horizontal Bandwidth: 15.5kHz - 35kHz 15.8kHz 31.5kHz 35.7kHz Vertical Bandwidth: 50Hz - 80Hz 60Hz 60Hz 71.2kHz Horizontal Resolution: 800 dots 320 640 640 Vertical Resolution: 560 lines 200 200 400 Signal level: TTL pos --- --- --- (analog) 0.7Vpp 75 ohm pos 1.0Vpp 75 ohm Sync Signal level: TTL pos/neg TTL 3.3K neg (analog) 0.3Vpp neg --- --- --- As one can see from the chart, all the Atari specs fall with the NEC's except for the 35.7kHz (instead of 35kHz) which doesn't seem to be a problem. Also the video signals are a bit high (1.0Vpp rather than 0.7Vpp), but it seems to be working just fine without the addition of any resistors. (If you want to add a resistor, you would need 107-75 ohms or 32 ohms in series for the RGB signals, if I did my math correctly) EDITORS NOTE: A value of 68 ohms, 1/4 or 1/2 watt will work fine in this application, and furthermore, are rather easy to procure! I initially had a problem with the NEC not syncing to high rez mode on the ST after powering off the monitor and then powering it back on again. The work around was to either unplug the video cable, or reboot the ST. I decided to add a switch to break the horizontal and vertical sync lines. During the process, I switched the cables I was using to feed the DB9 connector to some that were more flexible because I had a problem with the signal lines breaking at the connector. I also grounded the DB9 connector to the shield ground in the cable from the Mega ST. As a result of this rework, I found I no longer needed the extra switch to interrupt the sync signals. The following pin assignments are what work when connecting an NEC MultiSync II to a Mega ST2 for color operation, they should work for any of the ST series: MultiSync II Mega ST (female DB-9) (male 13 pin DIN) pin 1 red pin 7 red pin 2 green pin 6 green pin 3 blue pin 10 blue pin 5 mode control or v sync pin 12 vertical sync pin 4 h/v sync or h sync pin 2 composite sync pin 6 red ground pin 13 ground pin 7 green ground pin 13 ground pin 8 blue ground pin 13 ground pin 9 ground pin 13 ground The Mega ST can also use this combination for sync: pin 4 h/v sync or h sync pin 9 horizontal sync pin 5 mode control or v sync * not connected EDITORS NOTE: In order for this to work with the 520 and 1040ST, you must also connect these pins: MultiSync II 520/1040 ST pin 5 H sync pin 9 horizontal sync pin 6 V sync (mode control) pin 6 vertical sync For monochrome to work, use the following connections instead of those listed for the same pins above: pin 1 red pin 11 monochrome pin 2 green pin 11 monochrome pin 3 blue pin 11 monochrome * Connect to pin 13 (ground) if you want to increase the vertical size on the screen. Not really needed as the front panel "v size" switch has enough control, and the image size is big enough with the "v size" switch in the detent position. In addition, you will want to provide a separate RCA jack to provide an audio out connection, given that the Multisync has no audio capabilities: RCA jack ST connection -------- ------------- audio pin 1 audio out ground pin 13 ground I ended up buying a "multisync" cable from Practical Solutions. The Practical Solutions cable has the following color coding: Pin Color Function ---- -------------- ----------------------- 1 yellow coax audio out 2 black coax composite out (composite sync on Mega) 3 n/c 4 red monochrome mon (ground for monochrome) 5 n/c 6 green coax rgb - green 7 red coax rgb - red 8 blue coax shield +12V (may vary from ST to ST) 9 black horizontal sync 10 blue coax rgb-blue 11 white coax monochrome 12 white vertical sync The following was verified with an ohm meter: 13 yellow coax shield ground black coax shield ground green coax shield ground red coax shield ground white coax shield ground In addition the shield appeared to be grounded as well. I cut about a 6" length of cable off the cable from Practical Solutions and used it to wire in a few switches to switch both the monochrome/color signals and the h/v/composite signals. This cable is much more flexible than the cable I tried using in my first attempt. By separating the individual shielded cables from the bulk wrap, you can get some very flexible/small shielded coax. The switch box ended up something like the following: Atari ST pin 4 pole NEC Multisync-II pin (13 pin DIN male) double throw (DB-9 female) ----------------- toggle switch -------------------- +---------+ | | Blue Cx 10 - rgb/blue ------- | | /--------------- rgb/blue - 3 White Cx 11 - monochrome -----/ | | | Green Cx 6 - rgb/green ------ | | /---------------rgb/green - 2 White Cx 11 - monochrome -----/ | | | Red Cx 7 - rgb/red -------- | | /---------------- rgb/red - 1 White Cx 11 - monochrome -----/ | | | - n/c ------------ | | /---------------- ground - 9 Red 4 - mono monitor----/ | | | +---------+ 2 pole * double throw toggle switch +---------+ | | Black Cx 2 - comp sync ------ | | /-------- comp/horiz sync - 4 Black 9 - horiz sync -----/ | | | | | White Sh 13 - ground --------- | | /--------- mode/vert sync - 5 White 12 - vert sync ------/ | | | +---------+ * This switch is purely optional, it allows use of both types of video sync, and will ground the mode pin to increase the vertical size when composite sync is switched in. Red Sh 13 - ground ------------------------ red ground - 6 Green Sh 13 - ground ---------------------- green ground - 7 13 - ground ----------------------- blue ground - 8 13 - ground ---------------------------- ground - 9 Yellow C 1 - audio out --------------------- RCA signal line Yellow S 13 - ground ------------------------ RCA ground line shield -------------------------------------- shield Note: Do NOT connect pin 8 (Blue coaxial shield) to any other pins/ signals. This pin may have +12 volts on it. Make sure that you insulate the shield very well on this line so it won't make accidental contact with another signal. EDITORS NOTE: Please clip this lead as short as possible to avoid accidental contact with adjoining leads. When the cable is all built, use an ohm meter and make sure that you have no shorts. When you actually want to hook it up to test it, set the switches on the back of the MultiSync II to the following: Switch State manual switch on mode switch gray (shouldn't matter, digital only) color mode switch 64 (shouldn't matter, digital only) Set the switches on the front to the following: Switch State v pos adjust after powering on v size adjust after powering on h pos adjust after powering on h size on text off (shouldn't matter, digital only) text color white (shouldn't matter, digital only) Now turn on power and you are on your way. Note that for all of the cabling of video signals, I used shielded cables (highly recommended) and soldered all the coax shields together and to the ground pins (use a smaller braided cable to actually connect between the shields and ground pins). # Part# Description Price: Source: - ----- ----------- ------ ------- 1 76108 16-130 1 7/16"x4 13/32"x3 7/32" black box 8.99 A/E 1 69377 904 female RCA connector 0.59 A/E 1 276-1538 female DB9 connector, solder type 2.49 R/S 1 53055 205817-1 female screwlocks (for DB9) 1.49 A/E 1 22104 7401SYZQ 4 pole, double throw, toggle switch 10.99 A/E 1 22048 7301SYZQ 3 pole, double throw, toggle switch 8.09 A/E 1 76292 11-304 5/8" OD, 1/2" ID rubber grommet 0.99 A/E 1 Atari ST "multisync" cable 24.98 P/S ------- Total: $ 58.61 P/S A/E R/S Practical Solutions Active Electronics Radio Shack 1930 E. Grant Road 133 Flanders Road Tuscon, Arizona, 85719 Westborough, MA 01581 (602)884-9612 1-800-343-0874 (617) 366-8899 You will also need various drill bits, solder, and some tool to cut a hole for the DB9 connector into the plastic end of the aluminum/plastic box. The grommet is to protect the ST monitor cable entering the box. Disclaimer: o This hookup worked for my Mega ST, I make no guarantees it will work correctly on your ST. o I have no connection with NEC, Pratical Solutions, Activer Electronics or Radio Shack." After this mod is made, you will find that you will need to readjust the Vertical position, Vertical size and Horizontal size controls located on the front panel of the monitor. Set the "Manual" switch to the manual position. Set the "Text" switch to off, and the "Text Color" switch to white. If this project seems to be a bit much for you, you can buy an already assembled similar Multisync adapter. It adds the feature of having a composite input, so you can use your Atari 8 bit with a Multisync (strange sounding isn't it?), or the video out of your VCR, and that way watch your favorite movie while your computer is busy doing other things (now THATS multitasking at its best!). The monochrome display from your ST, with this box, will be one of two possibilities that you choose: Black Text on Green screen White Text on Green screen ME TO TELL YOU THE BEST WAY TO WEAR THEM IS UNDONE AND HANGING DOWN. . THE HOLY COMMITTEE. It was Excutive Committee Meeting day in Heaven. (In case you don't know, God_the_Father, God_the_Son and the Holy_Ghost get together twice an eon in an executive session to do some strategic planning, etc., etc.) Well, this particular meeting was due to start, however there was no sign of the Holy_Ghost. The other two waited patiently for a few ages, however God_the_Father finally sent out cherubim and seraphim to search for him. He even had Arcangel Michael page him on the Hevenly Paging System. Paging the Holy_Ghost, paging the Holy_Ghost. Will the Holy_Ghost contact Front Office Immediately .... At first there was no sign of the missing Trinity member, however finally a flushed and breathless cherub arrived with a report. We searched His Pad, and found an entry in His diary: 'HOLIDAY - EARTH' Oh, no cried God_the_Father. Not again The last time he went there, he knocked up some little Jewish girl, and we've never heard the end of it .. Well, that concludes part 1 of the jokes. For more idle humour , see 'Jokes II' also on this Sewer Doc Disk Number 10. craft the size of a planet. This was the famed "Star Killer". Along with the craft came the propaganda, reports filtered back of the destruction caused when the star killer collided with a sun, plunging deep into the fiery depths to send it supernove destroying its complete system. 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I Q@i@@F OȠ`u Q)@тG "1$h'zB[@x q@(! q@K XYS 6ւ B:v) Q3@Ap@"`oM>L BPSPy@A ri0<@\Z5I5 q( (c ` ! @ׇ  Z:D ``ϗP!bb0 bP(cPP`mPJ Q-A "%&Hl Ã#[ h8 VP8 ea`aDC0WlX``@ @Z>|-4@ <00dy I9*68aBDBسZ*2@2`,%MA"A!a@!07@rG9@ $Xr)p0 DBh.A$aw0Q(b`jR(!), VB S7 A4O  0t{t;^ :4 @#  Ai tv, K+ xC"@:S"rXT^S PtPPd Jp?P?T(.@΃`di\K m3(~PWT p<,z)tA MP7:a<`t"0H| (R  w$>^>. Dp2_9ArP9 XNSE4Ap{-F Y vW??, Here follows some tips for one of my favourite 'games' ever. For those of you who want more help, you can write to me (Sewer Rat), care of the address in the main scrolltext. Enclose a self addressed envelope, and a blank disk to cover my return postage, and I will try to help you (it's over 5 years since I solved the game). Exodus Ultima III: by Pierre Vanacker Exodus Ultima III is a role playing game, based on the famous Advanced Dungeons and Dragons. The game is very similar to Ultima II from Sierra On Line, but is however much cleaner in the area of the graphics, colors, sound effects and music. You are in the world of Sosaria, the Kingdom of Lord British, and your job is to find and to destroy Exodus... Before doing that, you must assemble your future group. You have a choice between magicians, clerks, warriors, rangers, robbers, druids, you only have to create characters as the need arises. The group can accept a maximum of 4 characters. I suggest that right from the start, you select a magician, a clerk, a warrior and a robber. Each one of these characters will fulfill a very precise function: the magic (very important), the clerical care (healing, resurrection..), brutal strength (warrior), and agility (robber). If you choose a ranger or a druid, you will have all that too, but the characters stand less of a chance of succeeding in their tasks and will be weaker, because they belong to a sub group of the other four. Once the adventure is started, you must find each piece of the puzzle that will give you the key to the game; the death of Exodus! Before anything else, you must fortify your team, and get them to a higher level by finding some gold. With this gold, you will be able to buy weapons, shields, and various pieces of equipment to allow you to explore the 3-D dungeons. By getting to higher levels, you also accumulate life points. The Marks: There are four "marks": the mark of Fire, of Strength, the Snake, and the King. The mark of Fire allows one who possesses it to walk unscalded over lava. The mark of strength allows the bearer to pass through the force fields. The mark of the snake allows you to obtain the passage leading to Exodus' Castle, if you have the correct password to give to the snake (see further). The marks can be found in the dungeons. It is up to you to find them by carefully looking around. The Cards: There are also 4 cards: SOL, MOON, DEATH, and LOVE. In fact, the cards don't add to your strength, but they are the ones that will allow you to slay Exodus. When you get strong enough to enter Exodus' Castle and to kill him, you will have to be in his presence and insert the four cards into his four slots with the command . The exact order of the cards is: LOVE/SOL/MOON/DEATH. Any other order will result in the death of the person inserting the cards. The cards are found in the parallel world of the whirlpool. You must then take a boat and enter into a whirlpool. From there, you go into each temple (Strength, Intelligence, Dexterity, Wisdom) and use the command. Each temple hides a different card. It's best that each character in your group have its own four cards. EXODUS and his Castle: Exodus, the person you must destroy, is in fact a "machine" with four slots to insert the four cards. However, it's hidden within an immense castle, protected by the most powerful monsters of Sosaria, and is surrounded by lava and force fields. You then need the mark of Strength and Fire. The castle is furthermore protected by impassable mountains. The only way to get there is by sea, and through a narrow passage protected by a silver snake. To go through, you must have the mark of the Snake and also a magic word: . (You must use the command ell.) My advice to you is to leave your boat on the other side of the silver snake so as to make a bridge between a teleportation door and the castle. You will be able to get back through this door with some horses and thus gain an advantage: be quicker than the monsters, which will save you about 5 confrontations against dragons and demons. The Temples: There are 4 temples: for intelligence, strength, dexterity, and wisdom. These temples allow your characters to stock up on their basic strengths. The temples are within the world of the whirlpool, so you must take a boat and enter one. There, once you found the temples, you must send your characters (one at a time) and make an offer of gold. The character will receive for each 1OO gold coins, one more point of intelligence, strength, dexterity or wisdom, depending on the temple. The Exotics: The exotics are special weapons and armours. They are they only ones to have any effect against the guards of Exodus' Castle. So, before you enter his castle, you must find the Exotics. The exotics can be found on two islands, and to find them, you must use the ther Command . You must find the islands (and therefore, you must first find a boat!!) Some Tricks and Tips: To make money more rapidly, go to the city of Death Gulch (on an island). There is a large hall guarded by a single guard ( type ) and the hall is filled with coffers. Serve yourself, leave the city and do it as often as you like. To teal is not recommended, not very safe, and what's more, not very lucrative. The monsters are blocked by coffers so you can establish walls of coffers around cities to avoid being attacked when you leave. There's a city that's very interesting to find, DAWN; it's hidden in the to the south of Lord British's castle. West 8, South 35. But watch carefully: DAWN appears only for a moment and then disappears! There, you can buy magic weapons with some +, some horses and many other things. Following are the complete instructions to Degas Elite, typed for your convenience with great anfractuosity by your munificent and magnanimous Sewer Rat without any expectance of quidproque whatsoever. They were typed over two very tiring sessions, totalling 9 hours and 46 minutes (8 hours straight in the first session, and 1 hour 46 minutes in the second). Overall, this doc file totals 145K, thus providing an average of 14.87K per hour. It contains 24,230 words at a healthy average of 41.35 words per minute - not a bad average over 576 minutes !! DEGAS ELITE - FULL INSTRUCTIONS CHAPTER 1 - INTRODUCTION Degas Elite is a sophisticated graphics and drawing program written by Tom Hudson for the Atari ST. It works in and supports all three resolution modes, so irrespective of the monitor you have, you can use Degas Elite to produce art and graphics. You can save your picture to disk or print it on your printer. You can even load pictures created in a different resolution from the one you're using. Degas works with one or two floppy disk drives, RAM disks and hard disk drives. DEGAS stands for 'Design and Entertainment Graphics Art System'. Degas Elite is the second generation of the original Degas program. We have added many enhancements, new features and new capabilities to the original concept,and the program now uses the power of the Atari ST computer much more than ever before. It has significantly changed since the first version, so we recommend that you read this manual through first, before using the program. Users familiar with the first edition of Degas will find many of the basic drawing techniques and mechanics are much the same. However, many features such as block manipulation, stipple, multiple workscreens and the different levels of magnification are new to the Elite version. Before you use Degas Elite, you should read your ST manual to become familiar with using the menus, loading programs, making copies, the disk and other features of the machine. CHAPTER 2 - GETTING STARTED ABOUT THIS MANUAL every attempt has been made to provide you with a complete, comprehensive manual. However, things sometimes change as a program is developed or users often find something hidden within the program, tips, techniques or problems. In this case, you will find a file called READ.ME on the disk detailing any updates. You should print or read this file first before reading the rest of this manual. Degas is not a difficult program to use, but because of its many features, we have organised the manual to fit an easy learning curve. We begin with the basic tools and work up to the more advanced features. If you're already familiar with the original Degas, you'll recognise a lot of the initial material here. There is quite a considerable amount of new material added, so you should at least browse through the manual to familiarise yourself with the differences between the early Degas and Degas Elite. A reference guide is provided at the back (owners of ST Doc Disks will find this as a separate file on this disk. I have done this entirely for your own convenience, so familiar users don't have to print the whole file out just for the reference card - Sewer Rat), which covers a lot of the new features. It is, however, not meant as a substitute for this manual. BACKUPS BATTERIES INCLUDED and the author both believe that you - the buyer of this program - should be able to make backup copies FOR YOUR OWN USE. Degas Elite is not protected, so before you use it, you should make a backup copy of the program on a blank disk. Making copies and formatting disks are explained in your ST manuals. If you're not familiar with Atari ST disks and folders, read the appendix on disks in this manual. It will tell you what files need to be on what disks. Because you can backup the program, we expect you to respect the copyright and not give away, sell or even lend copies of this program to others. You, the buyer, are the ONLY authorised user of this program. The author spent many hours designing, developing and writing this software. His income depends on sales of this program ; pirate copies hurt him - he's an individual just like you who works for his living. Many other people worked very hard to make sure this program works properly, to test it and to write the manual. Pirate copies also make their efforts less valuable. It discourages everyone's further efforts in this field. Please don't make or accept a pirate copy of this program. Piracy is theft, just like shoplifting or burglary, and just as illegal. If you're reading a photocopy of this manual (or this file), you probably didn't buy the original program. We ask that you please destroy the copy immediately and erase the unauthorised copies on your disks. A legitimate copy may be purchased from a local dealer, mail order house or directly from BATTERIES NOT INCLUDED at 1-800-387-5707. Well, I think they've made their point very well,but now I'd like to add my bit to it. Obviously, those of you reading this file have got a pirated copy and although we at Sewer Software do not condone or encourage piracy, we are still providing the docs for you. We undertook the task of doc disks entirely for fun, and to provide a service to ST users, which as it turned out, involves catering to pirates needs. To be honest, we can't say that we've bought every program we've got, but when something as good as Degas Elite comes along, we buy it ourselves and suggest that you do too. We feel that 'authors' of good software deserve to be rewarded, and as such, you should buy the original program yourself. Hopefully, these docs will allow you to realise just how good the program is, and encourage you to buy the original. If not, it's not our fault and we accept no responsibility for piracy eminating as a result of these docs. Anyway, that's enough of the preaching and on with the docs ...... Sewer Rat !! LOADING DEGAS ELITE This manual assumes that you have TOS in ROM. If you are still loading TOS from disk, we suggest that you have your system upgraded to a ROM version. With TOS on disk, you do not have sufficient memory to use this program efficiently. Degas Elite will not work on a 520ST unless it is equipped with TOS in ROM. First, turn on your Atari disk drive(s), monitor, and then place the Degas Elite disk in drive A. Place a formatted work disk for saving pictures in the second drive - B. Now turn on your ST. Hard disk users can run Degas Elite from any drive or within a folder on any drive, and save to any drive or any folder. But, ASSIGN.SYS, any font files and the AUTO folder with GDOS.PRG must be on the disk in drive A. If you have a monochrome monitor, you can simply run Degas Elite as is. However, if you have a colour monitor, you should first select your desired resolution mode through the 'Set Preferences' choice in the desktop 'OPTIONS' menu BEFORE you load Degas Elite. You can't switch resolution mode once you're running the program. Low resolution has 320 by 200 pixels with a choice of 16 colours, medium resolution has 320 by 400 and four colours. High resolution is 640 by 400, and black and white are the only colours obtainable by a monochrome monitor. Note that you CAN load pictures between resolutions, as explained in the section on files. If you only have a one drive system, when loading the program or pictures, your ST will ask you to insert your A and B disks into that drive. When the screen display shows you the contents of the disks (you may have to 'open' a floppy disk to see the display by double- clicking on the disk icon, as explained in your ST manual), move the cursor (the figure on the screen you move with your mouse - usually an arrow, but it can also be a brush shape while drawing, and hourglass or a bee) to the icon named 'DEGELITE.PRG' and press the left mouse button twice in rapid succession. You can also use the 'open' command from the file menu to load Degas Elite. Since Degas Elite offers up to eight workscreens in memory at once, it uses a lot of memory. You can restrict the number of workscreens, thereby retaining more memory for large text font files or desk accessories by holding down the ALT key before you load Degas and keeping it held until the message about workscreens appears on the screen. You can have as few as two workscreens or as many as eight if you have one megabyte of RAM to work in. CHAPTER 3 - THE BASICS THE MENU SCREEN Take a look at the main menu screen. Across the top you'll see the pull-down menu bar with the selections 'Desk', 'File', 'Set', 'Make' and 'Block'. Below that is the colour palette : the available colours for your current resolution - 16 in low res mode, 4 in medium res and two - black and white - in high res mode. Below the colour boxes are the brush and pen shapes. On the left are the graphic feature command boxes and to the right the current fill pattern, text and line pattern. The numbered boxes at the bottom right indicate which workscreen is currently in use. When you move your cursor into a feature box and press the left mouse button, the box is highlighted , indicating you have chosen that feature. Double-clicking a box usually brings up a dialog box in which you determine aspects or parameters of that feature. When you select a colour, the fill (if a mono fill, explained below), text and line pattern change to that colour. Brush and colour selection are essential to your drawing. Whatever you draw in Degas Elite, you use the colour and brush shape you select in the menu screen. Many features also use the line and fill patterns. Some require you to press and hold the left mouse button, others to press the left mouse button and release it. Most of the time, UNDO key erase the last thing you've drawn, copied, moved or written, but only if you haven't left the drawing screen or started another function. Other keys are used for effects not listed on the menu screen and as keyboard command substitutes for menu selections. Features that aren't available or appropriate to a menu selection are greyed out and not accessible. This is all described in detail below. KEYS AND KEYSTROKES Several features are toggled, initiated or stopped by pressing different keys in either the menu or the drawing screens. Almost every option in the main menu can be activated in a drawing screen by a single keystroke. The arrow keys also work to cycle through brush and colour choices in the drawing screens. These are all explained in the appropriate sections and in the reference guide. The most important key to remember is the UNDO key. This cancels almost every last action in a drawing screen and restores your picture to its original state before you began that action. SCREENS AND MOUSE CONTROL When you load the program, the first screen you see is the menu screen. It has the display of commands, colours, fill patterns, fonts, lines, brush shapes and other features Degas Elite offers, as well as the menu bar with additional items. The current drawing screen is the inverted, numbered box at the bottom right. To get the drawing screen, simply press the right mouse button ; to get back to the menu, press it again. To select another screen to use, move the cursor to that number and click the left button. The mouse is used to control almost all drawing features. Many keys also provide command controls. To select a feature from the menu screen, you simply position the cursor over it and press the left mouse button. With many of the menu items, (not the pull down menus) to change that feature or enter the feature's dialog, double-click on the box. For example, to select the type of text, double-click on the text box. To select the font or typeface, double-click on the box displaying the current font, to the right of the menu screen. The feature's dialog box can be entered by pressing the ALT key while clicking the left mouse button over the control box. In the drawing screen, the left mouse button 'anchors' the cursor once you have positioned it and activates the feature chosen previously - for example, the left mouse button sets the start of a line. In many cases, the right mouse button cancels the feature before it is made permanent (as does the UNDO key). Pressing the left mouse button after something has been drawn accepts it as part of the picture (but UNDO still cancels it). Degas now supports multiple drawing or workscreens, depending on your memory configuration. A 520K ST will support four simultaneous workscreens, a 1040 will support eight. To select a screen to work in, click on the numbered box at the bottom right of the menu screen (or press a number on the keyboard). When you press the right mouse button, you enter that chosen workscreen. You can move to any workscreen from any other by simply pressing the appropriate numerical key. You don't have to go through the main menu screen first. If you press the HELP key while in the main menu, you'll see a window which lists the names of all your screens (initially, of course, the lines are all empty). You can enter a name (click the cursor on the line and start typing) or delete a name (click the cursor on the name line and press ESC) or simply change it (click on the line and use Backspace and Delete). Names are not necessary, but they are convenient to help you remember which screens are which. If the screen are all loaded from different files, then you might want to enter the filenames here. You can copy blocks from one screen and then copy them into another. You can load and save pictures into each screen, but there are limitations. The first workscreen, number one, determines what colour palette will be used by ALL screens. You can only have one palette for all available screens. THis means that a picture loaded into workscreens two to eight which does not share the same colour palette as that in workscreen one will look different from when it was saved or created. A picture loaded into a workscreen other than number one therefore doesn't come with it's own colour palette ; it must use the main palette shown in the menu screen. This type of picture when loaded from disk is called an image, in the file menu. You can load an image into any of the workscreens. Degas Elite first asks if you want to try to colour the picture using the current palette. This routine attempts to match the colours on the existing palette to those in the image's palette. You can also simply load a colour palette from a picture file, using that menu option. This replaces the colour palette currently in use. A picture in any workscreen is always saved with the current palette.You can copy an entire screen to another screen from the main menu. Simply click on a workscreen and hold down the left mouse button. Now drag the cursor to the number of the screen where you want the first picture copied to. You'll be asked to confirm the copy. The entire picture will be duplicated in the destination workscreen almost instantaneously. COLOURS In low resolution, you have 16 colours, in medium-res, only four. The current colour you're working in is shown in the palette and the fill, text and line boxes. Colours may be changed by double- clicking on a palette box, then sliding the boxes on the 'red- green-blue' level bars until you reach the desired shade, then click OK to make the change. You can change other colours within the dialog box by double-clicking on the 'mini-palette' at the top of the window. Each bar has eight divisions to indicate the relative amounts of that colour to be added to the selected palette box.The top of each bar represents 100%, the bottom, zero. Move the cursor to the intended division in the bar and press the left mouse button. The small box identifying the level jumps to the new division. Or you can use the arrows at the end of each bar to move the box one division in that direction. With 100% of each colour, you get white ; with zero percent, you get black. The colour numbers are read out beside the palette where it says 'RGB='. The values range from zero to seven, so a colour number might be '136'. White is always '777' and black is '000' ; pure red is '700', green is '070' and blue is '007'. Greys can be '444', '555' or '666'. Degas won't let you change the rightmost colour box to the same colour as the background (the leftmost box). This is to prevent you from losing sight of the cursor, text and boxes on the main menu screen. The background and rightmost colours must differ by at least a small amount, so you don't get 'lost'. You can copy a colour from one position in the palette colour dialog to another by pointing the mouse to the colour you want to copy, pressing and holding the left mouse button, and 'dragging' the colour to the palette location where you want to place the colour. Remember that if the colour you are copying the first colour to is used in any of the workscreens, it will be changed on the pictures. If you want to define a range of colours from say, red to blue, all you have to do is define these two anywhere on your palette with one or more colour boxes in between. Select one of the colours by double-clicking the left mouse button on it (a check mark will appear in the colour's box), then hold down the ALT key and click the left mouse button on the other colour. Degas Elite calculates the colours between the two you originally defined and generates the intermediate shades automatically.This makes it much easier to generate a smooth colour transition. There are other options available in the set colour dialog : VIEW, PICK, FIND and RESTORE. View lets you see the effect of the change on your picture in the current workscreen ; click here and hold down the left mouse button. When you release it, you return to the dialog box. Pick displays all 512 colours of the ST's possible colour range (unless, you have a monochrome monitor, of course). To select a colour from the display, click the left mouse button on it and it will appear in a long bar, to the right of the display. Then, when you're satisfied with the colour, click anywhere in that long bar to accept it. You'll return to the dialog box with that colour now chosen. Find takes you to the current workscreen. Here you use the cursor to select a colour already in use in a picture. Press the left mouse button and that colour is chosen for the current one in the dialog box. This is particularly useful if you want to edit a specific colour or if you want to make another colour only slightly different in shade. Examine the colour ; remember the RGB number if you're going to try to change another colour to complement this one. Restore changes the palette to the original default colours when you loaded the program. This is not the colours you load from a picture file ; this is the Elite default palette. If you want to exit without changing the palette, don't click on Restore ; click on Cancel. In high-res or monochrome mode, you have only two 'colours' ; black and white : there are no variations or shades of grey (you get these through different density fill patterns). When you draw or build a shape in monochrome, you must do so in the colour opposite the background or the image won't show. You can select the colour to draw in by positioning the cursor over the colour palette box and pressing the left mouse button. Doing this also inverts the colours in the fill, text and line boxes and outlines the colour chosen. In monochrome, double-clicking on a colour box reverses the colour selection to the other. Also note that several features such as colour cycle and animation work differently or not at all in monochrome than in any colour mode. The background colour in any resolution is always the leftmost box on the colour palette ; them menu screen text and colour fill pattern outline colour is always the rightmost box. All other boxes are foreground colours. The colour palette is always saved with every picture and block. The palette is replaced by the palette of any picture you load into workscreen one (or if you simply load a new palette, explained below). Pictures always load into workscreen one with their palettes. Images load into any workscreen and don;t bring their current palettes with them (they use the current palette instead). In a drawing screen (or workscreen), the up and down arrows shift to the next colour up (right) or down (left) on the colour palette without having to leave and go to the main menu screen to select one. FILL PATTERNS Fill patterns are not restricted to the fill feature. They can be used with other features such as draw, brush, eraser, lines, geometric shapes, stipple and airbrush. To choose a fill pattern, position the cursor in the fill box and double-click the left mouse button. Then select the pattern from the display and click on OK. You can also click on the arrow keys left and right of the pattern box to cycle to the next fill pattern. Keep pressing until you find a pattern you want. With a colour monitor, you have two types of fill patterns ; monoplane (mono- or one-colour) and coloured (multicolour). The selection between these types is made by clicking on the appropriate box in the dialog window. With a monochrome monitor, there are only mono fill patterns. Colour fills paint over everything below them ; mono fills an be set to paint over the picture or let it show through the background colour. Colour fills can support all the colours in your palette at once. Colour fills always paint over the background in brush and eraser modes. However, if change is selected, they only change the specified colour to that fill pattern. Mono fills only use the current palette choice and the background (the leftmost colour on the palette). If the background is the current colour choice, the other mono fill colour becomes the rightmost colour. You can use mono fills with the eraser, brush and change. Make sure 'pattern' is selected when drawing, because if solid is selected, you get the solid colour chosen on the colour palette, rather than the fill pattern. In the actual 'fill' feature,solid and pattern have a different meaning, explained below. In the chapter on pull-down menus, in the Make Fill section, you'll learn how to create your own fill pattern, replacing any pattern - of the 36 colour or 36 mono available - with one of your own design. Degas has 36 of its own pre-designed fill patterns in each mode for you to work with. You can save your own designs to disk and load them in at any time over an existing pattern. Mono fill patterns are save with a .FIL extension and can be loaded into any other resolution. Colour fill patterns are save as either .FI1 or .FI2 (low and medium resolutions, respectively) and can only be loaded into the proper resolution. LEAVING DEGAS ELITE The last selection in the pull-down file menu is 'quit'. That;s the only proper way to leave Degas Elite to get back to the desktop. When you quit, the program asks you to confirm it by pressing the mouse button in the box. Never quit by simply turning the computer off. CHAPTER 4 - THE DRAWING FEATURES BRUSH AND BLOCK MODES Keystroke : B Degas Elite has two basic drawing tools : the BRUSH and the BLOCK. In brush mode, the cursor in the drawing screen is always the current brush shape. You select one of the 15 default brush shapes by positioning the cursor over the desired shape and clicking the left mouse button. Every brush shape except the crosshair can be re-designed into your own shape by double-clicking on the brush box. When you select a brush shape, the brush box colours are inverted to highlight your choice. The block is a new type of drawing tool, not previously available on the earlier Degas program. It permits you to define any part of your screen as a block - exactly as you would to move or copy a section, of any size - and draw, create geometric forms or erase with that portion just as you would a brush. Several features don't work with block or work somewhat differently than they do with brush, as described below. A block can be any rectangle, from a single pixel to an entire picture. To define a block, go to a workscreen where you have created or loaded a picture (or image). Now press ESC. This brings up the crosshair lines for alignment. Place the intersection of the lines at the upper LEFT of where you want your block to begin. Now press and hold the left mouse button and drag it to the lower right corner of your block. When you release the button, that section becomes your block. If you don't see anything appear, press the 'b' key to toggle block mode. This newly defined block acts exactly as a brush in most cases. There are two parameters when using a block, set when you double- click on the block option in the main menu screen. As 'x-ray', the background (leftmost) colour is transparent and lets the picture below show through. As blocked, it paints over anything below with the entire block. Also, you can define the boundaries in which your block operates ; if you don't want its edges to go beyond the edges of the screen, choose 'edge stop'. The other selection - free move - lets the block edge escape (disappear) off the visible screen. A block always stays available for use until you define a new block, in which case it is erased. It can be hidden by toggling brush mode and recalled again by toggling back to block. It can be copied to any workscreen by pressing the left mouse button once, or used as a brush by holding down the button and 'painting' with it. Blocks can be manipulated in special ways, described in their own selection below. You can select either brush or block in the menu screen or pressing the 'b' key when in drawing mode. Your choice changes the type of cursor you use. Many of the drawing features (such as geometric features) work in either mode. Others (outline, shadow, mirrors) work only in brush mode. The reference guide shows which are available in either mode. The drawing modes are used for free-hand sketching and irregularly shaped lines. Drawing is done with either a brush or a block cursor, in solid or pattern mode. There is also the option of normal, smear, colour cycle or change. For our basic drawing lesson right now, use normal. The others will be explained below. Select the brush box, to be able to 'paint' on the screen using one of the brush cursors. You can either use it to draw continually by holding down the left mouse button, or as a single 'point' by pressing the button once (the point command selection only allows you to draw a single point at a time). In any draw mode, the shape of the cursor is that of the brush shape shown on the line below the colour palette. The leftmost shape - the crosshair - produces a line one point wide and high ; it's easier to align your images with it than some of the the other shapes. Choose a brush shape from the sixteen available ; your lines and figures will be drawn with the shape and thickness of the brush you select. Creating a brush shape is done be selecting a brush to edit, then selecting 'Make Brush' from the make pull-down menu. Every brush except the crosshair can be changed. This is described in detail in the section on pull-down menus. Choose a colour to draw in by clicking the mouse when the cursor is over the correct colour box at the top of the menu screen. If you choose the same colour as the background, you won't be able to see your drawing. Changing the colour palette is described above. You can toggle your brush shape up and down the available choices in a drawing screen by using the right and left arrow keys. These move you one brush shape selection in that direction and automatically switch you into draw mode. DRAWING OPTIONS These menu features all use either the brush or the block. Many of these features can work in tandem with other features such as mirror and shadow, as explained later. Features that don't work with another are 'greyed-out' in the menu screen. There are often dialog boxes associated with these features that allow you to customise them to suit your own needs. These boxes can be called by either double-clicking on the command box or pulling down the 'Set' menu and selecting the appropriate choice. Note that the cursor is also the current colour while drawing. DRAW Keystroke : D This is the basic drawing mode using the mouse to direct your cursor. Press the right mouse button to enter the drawing screen. Use the mouse to position the cursor and hold down the left mouse button. Your drawing will start at that point. Keep the mouse button held down and move the mouse ; the line you draw follows the cursor. If you want a different line width, return to the menu screen and select another brush shape (not line ; that's used by the geometric shapes and the line features) by clicking the left mouse button once when the cursor is in the desired brush box. You can also select another brush shape by pressing the right and left arrow keys rather than exiting to the main menu. You can undo the last line drawn if you make a mistake. The UNDO key erases the line drawn from the last left mouse button press. If you draw several lines, it will only erase the last and only if you don't press either mouse button again before you press UNDO. Drawing with a block is somewhat different. The edges of the block determine the colours that are drawn. POINT Keystroke : P Point works the same as Draw except that each press of the left mouse button leaves only a single point on the drawing screen, the same siz, brush shape and colour of the cursor (or block if toggled). Point isn't used to draw a line, just single images of the brush shape or block. You can populate the screen with images of your custom brush shape - say a small figure like you'll find in the brush file 'MAN.BRU'. Use UNDO to erase the last point drawn on the screen. ERASER Keystroke : E There are several ways to erase a small section of the picture ; one method is to draw over the area you want to delete with the background colour. This is suitable for small areas, especially when using one of the magnify modes. Another way is to copy a block of the background over the area, if it can be done without ruining other parts of the picture as well. In some cases, you can simply use the eraser. The eraser works just like the brush in draw ; you select the brush shape in the menu screen, but the colour is always the same as the background colour (leftmost box on the colour palette). The eraser has a default brush shape, but you can change it by selecting any shape you want. Eraser shares most of the same options as brush draw mode. If you select a mono fill pattern and click on the pattern box, it will erase pixels from the area you work in, leaving a background design the same as the pattern selected. If you have a colour fill and the pattern mode selected, the eraser will simply act like a brush and paint over the area with the fill pattern, rather than just erasing it. Eraser works in regular draw mode, even with slow draw, but not with magnify. To erase in magnify mode, simply select the background colour and click on the pixel(s) you ant erased. To cancel the most recent erase, press UNDO before you press any other keys or mouse buttons. LINES Keystrokes : L, K and R Lines extend straight in any direction from the first cursor location where you press the left mouse button to wherever you move the cursor and press the left mouse button again. They use the colour and brush shape like the draw modes above, but also use the line pattern (or block, if toggled). To change the selected fill or line pattern, move the cursor to the box on the right of the screen and press the left mouse button on one of the arrow keys on either side. You can cycle through the available patterns by holding down the left mouse button. Each arrow moves you one step in that direction through the series. Double-clicking in the pattern window also provides you with a dialog to choose your line or fill. Lines can be drawn with both a fill pattern (colour or mono) and a line pattern. The current fill pattern is shown in the box at the lower right, below the line pattern. To switch to the fill pattern, first click on the 'pattern' box beside the 'solid' box. To see the results best, use a thicker brush shape. Combining a broken line with a fill pattern often creates uniquely shaped lines. Customising fill and line patterns (creating your own) is described further on in this manual. Another important feature to refer to when drawing lines is 'snap', which establishes an invisible grid on which you align your start and end points of lines for more accurate positioning. Lines using a block cursor are also affected by the line pattern. For example, a dotted line used with a block will place the block at regular intervals on the screen. Other effects such as shadow and mirrors work with lines. Experiment with the different combinations of brush and line shapes before you do any serious drawing. REGULAR LINES Keystroke : L To draw a single straight line, position the cursor at the place on the screen where you want the line to begin and press and release the left mouse button. Now move the cursor to the position where you want the line to end. You'll see that a 'shadow' or 'rubber band' line attaches both points to indicate the position of the line when drawn. The shadow also shows you the current line pattern. When you press the left mouse button again, the line is drawn between the two points. Press UNDO to erase the last line drawn if you make a mistake before you press either mouse button. K-LINES Keystroke : K K-Lines are continuous lines ; they work exactly like regular lines but don't stop when you press the left mouse button.Instead, the line continues from the last point where you pressed the left mouse button. K-Lines are excellent for drawing graphs or charts where connected straight lines are used for data display. To stop the K-Line feature and move the cursor without drawing a line, press the right mouse button. Press the right button again to return to the menu screen. K-Lines are re-activated by pressing the left mouse button again. UNDO erase the last line drawn. RAYS Keystroke : R Rays are straight lines that all have the same central start point and draw outward from it. Press the left mouse button when you have positioned the cursor where you want the rays to be 'anchored'. Release the button and move the mouse ; the shadow line follows. Press the left mouse button again to draw the ray. Move the cursor to the next location and continue drawing rays. The right mouse button cancels the ray feature ; a second press returns you to the menu screen. UNDO erases the last ray group drawn. SPECIAL EFFECTS AIRBRUSH AND STIPPLE Keystroke : A and S Airbrush and stipple are special drawing modes. Airbrush paints a swatch of colour on the screen like a can of spray paint, the colour of the selected paint palette, using a circular cursor. Stipple has a similar effect, but it works with the current brush shape. These features are especially useful for adding shading to three-dimensional objects such as spheres. Double-clicking on stipple and airbrush command boxes brings up the customisation dialog window. When you draw with the airbrush, you do so exactly as you would in draw mode ; with the mouse and the left mouse button held down. Like a spray can, airbrush continues to spray in one area as long as you hold down the button. If you don't move the cursor, then you'll eventually get a round dot of colour. The faster you move the mouse, the fewer drops hit the screen ; the slower you move, the thicker the paint. The paint is applied randomly, just like a spray can. Slow draw works with airbrush to increase the paint flow in the cursor location. Similarly, the stipple effect depends on how long you hold down the button. Airbrush, since it paints a single pixel rather than a line, creates a 'finer' effect than stipple which paints a spot as large as the brush shape. Both features can use either a solid or pattern spray. If you select pattern, then the pattern in the box is sprayed in the area, randomly, but adhering to the pattern's outline. You can also use them with colour fill patterns, in which case the current colour in the palette isn't used. Double-click on the pattern display box and select colour. Then choose a fill pattern to work in and watch the effect. Airbrush works in brush draw mode (not block) and has it's own brush shape ; a circle you select as small, medium or large. The size governs the cursor shape - the area where the paint gets sprayed.Flow governs the speed at which the paint fills the space you're spraying. Stipple repeats the current brush shape within the boundaries defined by the stipple range.You select the number of pixels from the brush to use the effect.Stipple works in block mode. You can also adjust the speed of the flow in both airbrush or stipple box. They work with shadow and mirror features as well (but not both together) as well as change. Both can be used like the point mode, placing a random group of dots in the cursor area when you press the left mouse button and release it quickly. To turn the airbrush or stipple off, click the cursor over their command box again. the UNDO key erases the last spray. While not difficult to use, there area a lot of combination s and effects that you can get from airbrush and stipple. Smear is particularly effective with stipple, for example. Using either with change can result in some striking effects and very subtle enhancements to your picture. You should experiment with the various uses of brushes, speeds and patterns to understand their effect. MIRRORS Keystroke : M Like a real mirror, this feature reflects ; it duplicates your drawing on another part of the screen. This is useful when drawing an image for replication in more than one part of the screen or in creating irregular but symmetrical shapes. It can also be a lot of fun ; the mirrors can make your screen behave like a video kaleidoscope. The screen can be divided into 'mirrors' with the exact centre as the focal point. Double-click on the mirror box and select which type you want to use. The mirror type refers to where the image will be duplicated. If you have a horizontal mirror, then whatever you draw in the left or the right half will be drawn in the same relative location in the other half, reversed. A vertical mirror splits the screen into top and bottom halves (drawing 'upside down'). A diagonal mirror reflects in the opposite quadrant (a quarter of the screen) : if you draw in the upper left, it also appears in the lower right corner. If you combine all three, whatever you draw in one quadrant will be mirrored in the other three. Mirrors work with all drawing, line, eraser and shape modes, although not together with shadow. SHADOW Keystroke : H Shadow duplicates each plotted point you draw, a set number of pixels away from the original point, in a colour and direction of your choice. It uses the brush shape to determine the thickness of the line, if a line or brush is being used. It works with draw, point, line, shape and text modes. Shadows can be adjacent or completely separate duplicates, depending on how far away you set them and the size of your brush. Shadows are automatically drawn when you click on the shadow box. With filled figures like disc, box or polygon, the 'mono' fill pattern is also shadowed 'behind' the original, but not visible through it. This is good for creating 3-D effects with solid figures. A coloured fill is not shadowed as a fill, but instead a solid shadow of the chosen colour from the palette is drawn (read the section on fill patterns below to understand the difference between mono and colour). To set your shadow and select its colour, double-click on the shadow box. Shadows can be directed to follow your drawing in any one of eight directions, and in any colour of the palette (black and white in high-res). the shadow colour can be different from or the same as the drawing colour. Click on the arrow to set the direction of the shadow and click on the colour palette. Then select the number of pixels away from the original to set the shadow. Since there's only one 'colour' in high-res mode, the best shadows there are obtained when you use them on top of a pattern. In low and medium res modes, shadows work better because you can use contrasting colours and shades. Shadow works well with other effects such as airbrush and stipple. UNDO erases the last item drawn as well as its shadow. OUTLINE Keystroke : O This feature draws an outline around any colour you click on, using the currently selected colour from the palette. There are three options, selected when you double-click on the outline box : initial/all colours, touching/adjacent pattern and round/square corners. Initial/all defines whether or not to outline only the initial colour you click on to start the outline or whether to outline all colours touching it. Outlining stops when the program encounters the background colour (the leftmost colour on the colour palette). If you click on the background itself with initial chosen, then all colours will be outlined, except the background. Touching/adjacent determines the method of search to determine if colours are nearby. Touching only searches horizontally and vertically, and the area being outlined must be more than one pixel wide, if drawn diagonally, in order to be outlined. Adjacent searches diagonally as well, and will outline even thin diagonal lines. Round/square determines how the corners of the outlined area will look. Round draws a diagonal line across square corners, square duplicates the corner exactly. Outlines are very effective in business graphics, around text or to highlight parts of your drawing. SNAP Keystroke : N Alignment of lines, shapes, text and similar features is often inaccurate when just using the eye and hand. Snap provides a simple but elegant solution to the problem : an adjustable, invisible grid that 'snaps' your work to it. By double-clicking on the snap box, you see the grid size dialog where you can select a grid size between two and sixteen pixels. The grid is effective all over the screen, once established. When snap is active, lines can only begin on a pixel that is on the grid.Circles and discs can only centre on a grid pixel, frame and box corners can only be set on the grid.You cannot draw on any of the pixels between grid points , although lines and geometric shapes will draw between the grid points, even if they can only start and end on these points. In Draw mode itself, it is possible to draw diagonals between two grid points, but not irregular lines between them. Snap is most effective with lines, shapes and text. You'll see your cursor jump around on the screen when snap is on ; it can only draw on or between points on the grid. Snap also aligns the text cursor to its grid, so you can position your text more accurately. FILL Keystroke : Z Fill does just that ; it fills any enclosed area (or the whole screen) with the fill pattern selected in the box in the menu screen. Fill stops when it reaches colour other than the one in the area clicked on (i.e. stopping at an outline or border) or the edge of the screen. Note that the 'solid' and 'pattern' concepts work differently in fill than in drawing modes. Select Fill from the main menu. Go to the drawing screen and position the cursor inside the area you want filled. Press the left mouse button. The enclosed space is quickly filled with the chosen pattern. Degas fills an area to the borders and borders have to be solid to prevent the pattern from 'leaking' out into adjacent areas. A border is defined as a colour area ; Degas stops filling when it encounters another colour or the edge of the screen. Make sure you have all the gaps sealed before you fill an area ; use the magnify mode to inspect the border if you think there may be a hole. You can always erase the last fill before you return to the menu screen or press the left mouse button, by pressing UNDO on the keyboard. The fill pattern in high-res mode is either white on black or vice versa ; selected by choosing the colour from the palette bar. If you also change the background with set colour, you may find fill doesn't have the right effect or doesn't appear to work properly. It's working all right, but you just need to go back to the menu screen and select the proper colour in order to display the fill pattern properly. Using a colour monitor, you select the mono fill pattern colour by choosing one of the colours in the palette. You cannot fill an area with a pattern of the same colour as the area itself ; your area and fill patterns must have different colours. The colour fill patterns can have up to the full number of available colours in each of them and their colours are independent of the colour chosen in the palette. Fill uses the solid or pattern mode set in the main menu screen to determine transparency. If set to pattern, then fill works like the 'X-ray' text feature ; it will, where possible, fill over an existing pattern and still allow the picture to show through the background colour. This allows you to combine several fill patterns for a new effect, as long as there are gaps for the pattern to leak through. Remember that a fill stops at any border. Also, the contents of the fill pattern determine how and where another fill will paint over it. Some experimentation may be necessary to find the results you want. If solid is selected, fill paints over the picture with the background colour regardless of what is below. Also, colour fills ALWAYS paint over the background. Note that the solid and pattern modes have different meanings in draw and fill use. If you hold the CONTROL key down before you press the left mouse button to fill an area, the fill pattern will be solid in the selected colour instead of a pattern. This works even if you have chosen a colour fill. UNDO also erases the solid fill if necessary. GEOMETRIC SHAPES Geometric shapes are generally regular, symmetric shapes like circles or squares. These shapes can be either outlines (circle or frame) or solid (disc or box). If outlines, they use the brush and line shapes and can use the fill pattern. If solid, they can be filled with a colour or the current fill pattern. Geometric shapes treat the modes 'solid' and 'pattern' somewhat differently than other drawing tools - they work like they do in the fill mode, above. If solid is selected, then everything drawn over another colour or shape will paint over it and cover what's below. With pattern, however, it lets the painting below show through the background colour in the fill pattern. This only works with 'mono' fills ; colour fills always act like a solid and cover anything below them. To get a 'solid' (i.e. one colour selected from the palette) fill using geometric shapes, hold down the SHIFT key while defining the shape, as described below. CIRCLE Keystroke : C Outlined circles and ovals are easy to draw with Degas Elite. Simply position the cursor where you want the centre of the shape to be in a drawing screen. For accuracy, you might want to draw a single pixel point at the location first, so you can align the shape properly with the rest of your drawing (use the empty pixel in the crosshair brush pattern for alignment). Now press the left mouse button in the drawing screen. Move the mouse in any direction ; the circle or oval expands in the direction you move the mouse. The cursor remains visible in the leading edge of the outline box to show you which way you're moving. The outline box is merely to help you position the circle in your drawing ; it disappears when the circle itself is drawn. Press the left mouse button again ; the circle remains in place and the outline box disappears. The circle or oval is fixed in that location ; the right button erases it before you press the left mouse button. A circle is not affected by the line pattern but is by the brush shape and whether solid or patterned mode is selected. The outline assumes the thickness of the brush shape and draws using the current pattern unless solid is selected. Circles may be plotted with a portion of their outline 'outside' the screen area ; Degas will clip the outside but draw the rest. If you want a perfect circle, not an oval (i.e. the radius is the same at all points), then press and hold the ALTERNATE key before you press the left mouse button to draw your circle. Now when you move the cursor, it will only go to locations which ensure you draw a circle, not an oval. Release the ALTERNATE key and press the left mouse button to set the circle. UNDO erases it. DISC Keystroke : I A disc is merely a circle filled with the selected colour and fill pattern. It is drawn the same as a circle except it is not affected by brush shape. It will not appear filled until you press the left mouse button to fix it. When you fix it, the circle fills with the current fill pattern. If you press and hold the SHIFT key before you press the left mouse button, the disc is outlined as well as filled with the pattern. The outline is always the same colour as the fill pattern, if it's a mono fill. If it's a colour fill pattern, the outline is always the last colour (rightmost) on the palette. If you want the disc filled with a solid colour rather than a pattern, press and hold the CONTROL key before you press the left mouse button. A disc is painted over any colour or drawing material underneath it ; it it goes above any other material on the screen. you 'undo' a circle or disc with the right button before you press the left mouse button to fix it. If you press the left button and fix it, use the UNDO key to erase it. FRAME Keystroke : F A frame is a square or rectangular outline. you draw it exactly as you draw a circle ; position the cursor where you want one corner of the box to be drawn. Now press the left mouse button and drag the mouse to enlarge the frame. The cursor appears at the leading corner to indicate direction. Press the left mouse button again to fix the frame or press the right button to undo it. A frame is affected by both line and fill pattern and by brush shape. You can select a different line shape by positioning the cursor in the line box of the menu screen and double-clicking or clicking on one of the box arrows to cycle through the available patterns. Experiment with combinations of both to see what results you can get. BOX Keystroke : X A box is a filled frame, like a disc is a filled circle ; it uses the current colour and fill pattern. You draw it exactly as you would a frame. It doesn't appear filled until you fix it by pressing the left mouse button again. Like the disc, you can create an outlined box by holding the SHIFT key before you press the left mouse button to fix the image. You can also fill the box with a solid rather than a pattern by pressing and holding CONTROL before you press the left mouse button. You can also draw a frame or box with rounded corners ; simply press and hold down the ALTERNATE key before you begin drawing. The rounding won't show until you press the left mouse button to fix the box. Rounding can be used with SHIFT or CONTROL keys for outlined or solid fill. Like disc, a box paints over anything drawn below it. You 'undo' a frame or box with the right mouse button before you press the left mouse button to fix it or the UNDO key after it has been fixed. POLYGONS Keystroke : G Polygons are irregular, filled shapes. You draw a shape just like you use K-Lines ; each press of the left mouse button starts a new straight line from the current cursor position. The right mouse button erases the lines and UNDO erases the figure entirely. Polygons work slightly differently than K-Lines, however. Your last point should be drawn within three pixels of your first point. Degas Elite automatically connects your starting point with the last point and fills the area with the current fill pattern and colour. Another method of making connections is to press the RETURN key. Degas will link your last point to your first point with a straight line ; you don't need to worry about being three pixels from the first. If your lines overlap or cross, there may be areas which don't get filled. to get an outline polygon, press and hold SHIFT before you start defining the figure. To fill a polygon with a solid colour rather than a fill pattern, press and hold the CONTROL key before defining it. Polygons can only have a maximum of 25 line segments, including the connecting line between the first and last points. If you try to establish any more, the polygon erases itself and you have to start over again. The polygon or irregular block mode works exactly like polygon draw for defining the block to be duplicated (described under blocks, below). SLOW DRAW Keystroke : W Degas is a fast drawing program ; sometimes too fast when you're trying to be careful and accurate. In order to make things like aligning geometric shapes easier or in positioning the cursor in magnifying mode, choose slow draw in the menu screen. To turn it off, return to the menu screen, press the left mouse button when the cursor is again in the slowdraw box (or press the 'w' key in a workscreen). Slow draw works with all Degas drawing and text features. To change slow draw to suit your own needs, double-click on the box and select a number from two to eight. The higher the number, the slower the draw (i.e. the higher the lag in the the mouse travel across the screen). MAGNIFY MODES Keystroke : F1 to F10 Magnify is a special feature of Degas ; it expands an area of your drawing to about a third of the full screen size so you can work on it in more detail. You enter magnify mode from any drawing screen by pressing a function key, and you return to the original mode you were working in when you're finished. To engage the magnify feature, go to the drawing screen by pressing the right mouse button (if you have a blank screen, then draw something to work with or load a drawing in first). Press a function key in the line of keys at the top of the keyboard (F1 to F10). F1 magnifies the are three times, F2 four times and so on until F10 magnifies twelve times. To cancel, press the right mouse button. A small rectangle appears on the screen when you press a function key ; this is the definition box ; it frames the area of the picture to magnify. Use the mouse to move it around your drawing so that the area you want to work in is inside the frame. Now press the left mouse button. The area you selected is magnified and displayed in the right hand section of the screen. Left of it is the same section of the screen in actual size, so you can see the results of your work. The actual area being magnified is encased in a border so you can locate your work area exactly. At the top, on the left is the current colour palette - this palette only affects the magnify mode screen ; it doesn't change the colour you're working with in regular drawing mode. Each square in the magnified picture is one pixel large, no matter what the resolution. To change a pixel - to draw in magnify mode - move the cursor to the pixel in the right portion and press the left mouse button. The pixel becomes the colour you selected from the palette. If you keep the left mouse button held down, you can draw in magnify mode in the selected colour just like the draw mode. UNDO in the magnifying screen returns all of the most recently changed pixels to their original colour. Unlike the original Degas, it doesn't change ALL the pixels ; it now works the same as in the regular draw mode. Watch the left side to see how your changes affect the real drawing. Magnify is very good for adding detail, for smoothing large text, touching up and erasing small areas of the screen. The arrow boxes on the upper right and the arrow keys move the image a 'block' roughly one quarter the magnified screen size in the direction of the arrow, so you can move around the screen in magnify mode without having to exit to regular mode first. The plus and minus signs change the magnification one level up or down and the function keys jump directly to that level without leaving the mode. You can also move the magnified are by pressing the appropriate arrow key on the keyboard, and you can change the magnification by using the plus or minus keys on the keyboard. To return to the drawing screen, press the right mouse button. You can then move the definition box to another location and magnify it or press the right mouse button again and return to the mode you were drawing in previously. TEXT Keystroke : T When you load Degas Elite, the program checks a file on drive A called ASSIGN.SYS. This is a list of fonts to load with the program, which are also read automatically from drive A. Customising fonts and changing the ASSIGN.SYS file are described in more detail in the appendix on the font editor. You can load up ten different fonts into the system, provided you have adequate memory. You may need to disable one or more desk accessories (especially very large accessories) and even reduce the number of workscreens to get more memory (hold the ALT key down when booting Degas Elite) to make enough room for your fonts. The text feature is for positioning characters - a text font (letters and number) or graphics - on the screen. the text box in the menu screen shows you the current text shape, size and colour. To change to another text size, simply click on one of the arrows beside the box. There are six sizes available in each font. The colour palette is used to change the text colour.Text always uses the solid mode, never pattern. Double-click on the box labelled 'text'. This brings up the dialog box in which you select the type of text (x-ray or blocked) and the font style (underlined, thickened, lightened, skewed or outlined). Different style selections can be combined together to give you quite a range of font styles in which to work. Text uses the ST keyboard for entry ; you can use upper and lowercase letters, punctuation and numbers. You can also use the CONTROL key with the keyboard, but not the ALT key. The BACKSPACE key erases the last characters typed from the right end of the text. UNDO erases the entire text before you press any other mouse button. RETURN starts your text over again at the beginning of the next line down, so it doesn't overwrite initial text. Return also fixes the text on the screen. To shift the cursor to a new location, press either mouse button. You can write up to 80 characters of text in a single line, depending on the actual size of the text and your resolution. Lower resolution allows fewer characters in a single line. The cursor for text is a double rectangle which defines the maximum size in pixels that the font consumes. The lower rectangle is the space used by descenders. Not every letter will use all of this area, but it is useful to indicate the absolute limits in height and width a character may use. A commonly used technique is shadowed or 3-D letters. This can be done very simply by using a shadow of a darker colour with text. Other features work with text, including snap, slowdraw and cycle. There are several sizes available for text, depending on the particular font. The colour palette is used to change the text colour. BLOCKED TEXT To print your text over the background and overwrite anything below it, select blocked text. Position the cursor where you want the text to appear and start typing. You can move the mouse and the text will follow ; you can position text anywhere on the screen. When you press UNDO, it erases the entire line as does the right mouse button. The left mouse button fixes the text at the cursor location. X-RAY TEXT X-Ray text works just like blocked text, except that it leaves the picture intact beneath it. This means you can write over one colour with another or fill a coloured area with text in the background colour. When you are using OUTLINED text, the text is automatically drawn in X-ray mode, due to a system limitation. This is usually not a problem, but if you need it to be blocked, you can type the text on another workscreen and use the BLOCK mode to grab it and place it where you like. ANIMATION AND CYCLE Keystroke : TAB and CONTROL+Y Animation permit you to cycle a selection of colours in your palette automatically, in either direction and simulate animation, if your picture is drawn to suit such cycling. Double-click on the animation box to set the cycling parameters. First, drag your mouse along a range of colours on the palette, left to right, holding the left mouse button down as you do it. This defines which colours will be in the animation group. Next, click on which group to use - one to four. You can set up to four different cycles, but only one marked will be active at any time. Next, select the direction of the cycle ; left or right. The centre box is 'steady', i.e. no animation. The animation speed can vary between slow and very fast by sliding the box in the speed bar from right (fast) to left (slow). Finally, you can test the effect on the palette with the test box and in your current workscreen with the look box. When you leave the set animation dialog you can turn animation on by either clicking in the animation box or by pressing the TAB key at any time in any screen. Cycle is a drawing tool which uses the animation palette to define its colours. Set the palette as above, then select draw, brush and a large brush. Make sure you have selected a colour that is part of an animation group, not outside it. Now go to an empty workscreen and draw ; you'll see the lines you draw are multi- coloured ; each colour in the palette selected for animation is painted, in that order. Cycle doesn't use the current animation group ; instead, it checks which animation group that colour is with and uses that group, even if it's not the one selected in the animation dialog. If the same colour is used in more than one group, then the lowest numbered group is used. Cycle also works with frame, circle, text, line, rays, stipple and many other features. However, in some, such as geometric shapes, the first object is drawn in the selected colour, not drawn multi- coloured. The cycle effect takes place when each successive object is drawn ; if you don't leave the screen, the next shape will be drawn in the next colour in the palette. With text cycle mode, it will only be printed in the next colour after you press Return. SMEAR Keystroke : CONTROL+M Smear is an effect, and is not actually dependent on the selected colour. It uses the brush to 'smear' colours where they touch. It takes two adjacent colours and 'randomizes' their pixels in the area of the brush. The simplest way to show this effect is to draw a wide line of one colour on a blank screen, then select smear (make sure you switch to solid first) and run the same brush along the edge where the two colours meet. Smear works best when used with Stipple drawing mode. CHANGE Keystroke : CONTROL+C Change gives you the ability to selectively change any colour in a picture - no matter where it is - to any other in your palette. Double-click on the change box in the menu screen and select the colour you want to change by clicking on it. Click on OK. Then select the colour you want to change it to, in the main palette. Now select your drawing tool ; change works with any drawing brush, stipple, lines and geometric shapes and airbrush. Change works with mono and colour fill patterns as well and the effect can be quite striking. It is a very powerful tool for adding special effects. You'll find it most useful when loading a picture from a higher resolution into a lower one with more colours. Using this feature, you can change specific areas, adding the additional colours where you want. COMBINING EFFECTS Many of the effects described above can be combined together and produce different results than when used alone or with simple draw mode. For example, Change combines well with airbrush and stipple and can change a colour to a mono or even colour fill pattern. The results off all of these combinations is not easy to describe in text ; it's better that you experiment with them yourself on the actual screen. Try clicking on a feature in the main menu then clicking on others to see what works with that feature. The effect a combination has also depends on the background, the brush shape, solid or pattern mode, colour or mono fill and sometimes the animation group. It may be a good idea to copy your picture to another workscreen and test an effect on a copy rather than on your original. The most important thing to remember is that most things can be restored with the UNDO key. Note too, that several effects such as animation, change and cycle don't work in high resolution (monochrome). CHAPTER 5 - BLOCKS DEFINING REGULAR BLOCKS Keystroke : ESC Blocks are one of Degas Elite's most powerful tools. Basically, you can define any section of a workscreen as a block, up to a full screen in size. This block can be moved, copied to other areas or screens, used as a brush for 'painting' or as an eraser, used in geometric shapes and manipulated by special commands. To define a block, simply press ESC. This generated the movable horizontal and vertical lines that establish the start of the upper left hand corner of a block. Move the lines so that they are in the right position to start the definition, then hold down the left mouse button and draw the lower right corner of the box that appears to the desired location. It only moves down and to the right of the upper left corner. Release the button. The block is now defined. It also automatically toggles the system to block mode. If you don't actually garb a block, you can return to your previous mode. If you press 'B', it toggles you back to brush mode. The block only appears in block mode, 'attached' by its centre point to your cursor. If you press the Return key or the left mouse button, the block will be 'set' or painted in its current location. If you press a number key, you move to that workscreen with the block intact. Or if you press the right mouse button, you return to the main menu screen where you can call the block menu and choose one of several manipulations on the block such as stretch and rotate. Finally, if you press ESC again, you undo the block and can redefine a new one. The block buffer is not cleared until you start redefining again. POLYGONAL BLOCKS Keystroke : SHIFT+ESC Polygonal blocks are irregularly shaped blocks, rather than rectangular. You define them by pressing SHIFT plus the ESC key and drawing a border around your desired area exactly as you would draw a polygon. RETURN connects the first and last point. You can draw up to 25 line segments in this mode. Polygon blocks work exactly the same as regular blocks except for their irregular shape. However, the block mode must be set to'X- Ray', not blocked or a rectangular block results instead of an irregular one. COPYING BLOCKS Degas has a very powerful ability to cut and copy sections of your picture. You can copy a portion from one area to another, copy the same part several times or move a section around to another location on the screen. To copy a portion of a drawing, go to the drawing screen and define a block using the method described above. If you press the left mouse button, it sets the block in its current location. If you continue to hold down the button, the block acts like a brush and you can paint with it. UNDO cancels the last block. There are two types of block parameters : X-Rat and Blocked, selected when you double-click in the block box in the menu screen. X-RAY BACKGROUND X-ray makes the background colour 'transparent' in the block and lets the drawing underneath show through that colour. This is useful for creating your own patterns ; you can copy one filled are over another with unique results. The background colour is made transparent in low and medium resolutions modes, but the other colours are not, so they cover whatever colour on top of which they are placed. The background colour in Degas is indicated by the leftmost box in the colour palette in the menu screen. BLOCKED BACKGROUND Blocked works exactly like X-ray except that the background is not transparent, so it covers up anything beneath the copy box. FREE MOVE AND EDGE STOP This determines if the edge of the blocks will stop when it reaches the edge of the screen (edge stop) or if it can be moved off the visible edge (free move) at least as far as the cursor. MULTIPLE COPIES You can make more than one copy of the same area very simply with Degas ; simply define the block as described above and move it to the new location. Press the left mouse button (or Return). This duplicates the copy box below its current position but still allows you to move the original block to another location and copy it there as well. This feature works equally well with X-ray and blocked modes. BLOCK MOVES To move a block, define it as described above but hold down the ALT key while you define the block. Move works just like block copy except that it picks up the rectangle you define with the mouse and cursor and doesn't leave a copy of it behind. When you press the left mouse button or Return, the area is fixed in its new location and the area where it was previously is returned to the background colour. You can also make multiple copies with move like you can when you copy a block. To return the section copied back to its original location, press UNDO. BLOCK MANIPULATIONS ARROWS Define a block and go to a blank workscreen so you can best see the following effects. Press the up arrow key. The block is inverted in that direction. Try the different arrow keys ; the block gets faced in the direction of the arrow. UNDO cancels the effect. THE BLOCK MENU Once you have a block defined, press the right mouse button and exit to the main screen. The block pull-down menu has several other features you can use to alter the shape, size and facing of any block ; stretch, rotate, horizontal and vertical skew and distortion. Try each one in turn as you read the descriptions below. To restore the block, press UNDO. To set or 'fix' the block once you have changed it, press the right mouse button and return to the main menu. Note that once you select a type of manipulation to perform, you enter a blank screen (the block buffer) in which to work. If you change your block with one of these features, UNDO always restores it. You can redefine a block within the changed block in that screen by pressing ESC. You can then apply the current type of manipulation to the new block and continue until you're satisfied. However, UNDO only restores the LAST block defined, it doesn't restore back to the original block if you've defined other block areas since. UNDO also halts a block manipulation in the process and restores it without continuing. Be aware that some of these manipulations take several seconds to perform and the larger the block, the longer they will take to complete. Be patient. STRETCH This places the block in the upper left hand corner of an empty screen (the block buffer). To stretch the block, use the mouse and click on the lower right corner. An outline appears around the block. Now hold down the left mouse button and move that corner anywhere else on the screen and release the mouse button. The block will be drawn to the size of the outline box. You can also simply position the cursor on the screen and click the left button. The block will be drawn so its bottom right corner is located where the cursor was when you clicked. Pressing the CONTROL key before starting the stretch operation will preserve the block's shape ; that is, its width and height relationships will stay the same, it will simply be scaled larger or smaller. Pressing the SHIFT key before starting a stretch operation will stretch the block horizontally ONLY - the block's height will remain the same. Pressing the ALTERNATE key before starting the stretch operation will stretch the block vertically ONLY - the block's width will remain the same. Click the right mouse button to return to the menu screen once you have the block stretched. This 'fixes' the block at the new size. Once you enter a workscreen, the newly sized block is available for placement or drawing. ROTATE Grab any corner of the outline box when you press the left mouse button and rotate the outline clockwise or counter-clockwise any number of degrees. When you let go of the mouse, the block is remapped into an area of the same size, but with the new angle you define. The degrees of angle are shown in the upper left corner of the screen. Click the right mouse button to return to the menu screen. H-SKEW AND V-SKEW Horizontal and vertical skewing allows you to offset either the top and bottom of a block (moving them horizontally, or h-skewing right or left) or the sides (moving them vertically, or v-skewing up and down). Grab a corner with the mouse and move it. The opposite face will be moved automatically the same amount in the opposite direction as you do this. When you release the button, the block is skewed. DISTORT Distortion lets you move each corner of the block to a different location on the screen and distort the original image quite radically. You can even overlap sections of the block itself and 'fold' the image. Grab a corner and move it while holding down the left mouse button. Release the button when you reach the location you want. When you've moved all the corners you want, hold down the ALT key and click the left mouse button. The block will be remapped into that area. This process can take a modestly long time, so be patient. FORMAT, LOAD, SAVE AND REMAP You can save and load blocks just as you would a picture file. Blocks are saved with the extension .BL1, .BL2, or .BL3, depending on the resolution you're working in. The colour palette of the block is saved with the image. When you load a block, you get an option to recolour it using the best available matches in the current colour palette (this is further explained in the section on files, below). If you say no, you can always recolour that block later, by using the remap menu command. A block can only be loaded if the block's resolution matches the current screen resolution ; an icon file (.ICN extension) will load into any resolution. The format command allows you to save a block as either a graphics block (for use in Degas Elite or compatible graphics programs) or as an icon file (a 'C' file for use with the Resource Construction Set and other utility programs or in your own programs). The RCS has a limit on the icon size, but you can use any size in your own program. An icon is a monoplane image ; it has no colour palette saved with it. Any colours in the block you save as an icon all become the rightmost colour in the palette in any resolution. It's a good idea to reload your icon after you've saved it,to make sure it looks right in one colour. CHAPTER 6 - THE PULL-DOWN MENUS There are no keyboard equivalents fro the pull-down menu commands, since many of them require additional input or information. They can only be used from the main menu screen. FILE SET DRIVE This allows you to set the default drive (not path) from which to load and on which to save pictures and blocks. Drives A through P are supported, so RAM disks and hard drives can be used with Degas Elite. Disk use and files are explained in the next chapter. PIC TYPE You can load several different types of pictures, including other resolution pictures into the resolution you're using by specifying the type of picture it is before you load it. The default type is always the resolution in which you begin. PI1, PI2 and PI3 are low, medium and high resolution Degas pictures, respectively (it doesn't matter to the pic type if the file is compressed or not). You can also load in pictures made with Atari Neochrome, 8-Bit Koala Pad (tm) pictures ported from an Atari 800, 800XL or 130XE computer, or Amiga .IFF format pictures (using Electronic Arts' file format). Pictures are always saved in the current resolution as a Degas file with the proper extension to identify them. COMPRESSION Degas has an automatic compression routine which reduces the size of a standard picture file from roughly 34,000 bytes to anywhere between 10,000 and 24,000 bytes. You can turn compression off if you want to save a picture in normal (uncompressed) format. Degas Elite reads either compressed or uncompressed files without requiring you to set anything before. Compressed Degas pictures are save with .PC1, .PC2, or .PC3 extensions, depending on the resolution. Compression on or off only affects how the picture is saved, not loaded. There are several reasons to use or not to use compression. Some word processors now allow you to include graphic files such as Degas format pictures in them. They usually require and un- compressed picture. The same is true with several graphic display programs (SHOWPIC2.PRG can display compressed and un-compressed pictures). Translation programs which allow you to turn Degas pictures into other format files require un-compressed pictures to translate properly. On the other hand, compressed pictures take up about a third less space on a disk, so it is more efficient to store files in compressed and 'un-compress' them only as you need to. LOAD PIC This is used when loading a complete picture (image and colour palette) into workscreen one. When loading into other workscreens, this is disabled and you use 'load image' (below). See the section on the disk which explains folders and files. In other workscreens, this option is 'greyed-out' and unavailable in the pull-down menu. You have to make sure your picture type is established before loading a picture. When you load a picture saved in a different resolution from the one you're using, the load takes several seconds to process and adjust ; you'll see the picture being drawn line by line as Degas Elite processes it. In monochrome or high resolution, colours four in medium or low resolution pictures are replaced with fill patterns which attempt to match the colour densities in the original. LOAD COLOURS When you load an image into a workscreen other than one, it does not load the file's colour palette. However, you may want to load the palette separately or use another palette from the disk for your picture. Palettes are saved with the picture files, so you click on the picture name, not a specific palette name. Palettes cannot be saved separately ; they exist only as part of a picture. A new palette always overwrites the existing one. Obviously, in monochrome, there is no 'load colours' option. LOAD IMAGE This loads the picture image without the colour palette into any Degas Elite workscreen currently selected. In low and medium resolutions, if the palette of the picture is not the same as the one in use at the time, then you are asked if you want the program to try to recolour (remap) the picture using the closest matches it can find in the existing palette. This is usually quite a close match if matches are at all possible. If you say no, the image is loaded and no re-colouring takes place. You can always recolour the workscreen later with remap (below). In high resolution, since there is no colour palette to load, you aren't asked if you want the image remapped and recoloured. Instead, colours are replaced automatically with mono fill patterns in an attempt to match the shadings with fills of different densities. You can load an image into workscreen one, by the way ; this preserves your existing palette and only loads the picture. SAVE PIC This saves the current workscreen and the current palette to disk using the appropriate resolution extender. No matter which workscreen you save, the current palette loaded with the picture in workscreen one (or the default if nothing has been loaded) is saved with the picture. If you have compression turned on, the picture will be saved compressed with a .PC extender. Click on a name in the display or press ESC to clear the line and type in your own name if the name on the item selector box is not one you want to use. DELETE PIC This deletes a picture from the disk. You select the picture in the same manner as when you load a picture. You are asked to confirm the deletion before it is done. Be careful! Once deleted, a picture cannot be restored. You can delete a picture in any resolution, not simply the one you're currently using. ERASE PIC It's easy to erase the selected workscreen ; simply select the erase pic command. You'll be asked to confirm it by positioning the cursor over the 'OK' box in the window that pops up and pressing the left mouse button. Be careful ; you can't 'undo' an entire screen erase! REMAP PIC This attempts to recolour the picture in the selected workscreen using the current palette, in the same way as it does when you load an image. The program attempts to find the closest match among the entire palette, then changes all the colours to suit the new match. Remapping an image can take several seconds, as the computer examines and changes each pixel in the picture, so be patient. If you loaded an image into a workscreen and didn't recolour it at the time of the load, you can select that workscreen and try it now. You can also try to recolour a picture in workscreen one after you've loaded a new colour palette. The remapping process is 'intelligent'. That is, it tries to match a colour on the screen with a colour in your palette and if it can't find an exact match, it searches for the closest one. Blocks have their own remap option and when you load a colour fill, you have the option to remap it as it loads. PRINT TYPE This allows you to load the proper printer driver from the disk, just as you would load a picture file. Several drivers for popular printers are supplied on the disk and others are available on the Atari 16 bit SIG on CompuServe. Registered owners will be informed of new printer drivers as they are released. Once a printer driver is loaded, you don't need to load it again unless you change printers while you're working in the program. It only needs to be loaded once each time you load Degas Elite, before any printing. Drivers have a .PRT extension. If you are using a typical dot matrix printer with a single colour ribbon, you won't get colours in your picture. Degas will print the different colours in shades of grey instead. Some printer drivers allow you to print either vertically or horizontally by holding down the ALT key before choosing Print Pic. These are noted in the appendix listing the printer drivers themselves. PRINT PIC This prints the picture in the current workscreen on your printer. You must have loaded the proper printer driver first. Make sure your printer is hooked up properly and online. With some printers, holding down the ALT key before you select print pic allows you to print the picture vertically on the page. This is noted in the appendix on printer drivers. If your printer isn't ready, the system will 'hang' for about thirty seconds, then control will be passed back to the program again. If you press the UNDO key during a print operation, the print will be cancelled and you will return to the main menu screen. Wait for the cursor to return to normal before continuing or removing your picture. QUIT This is the only way to properly leave Degas Elite. Never simply shut the machine off with disks in the drive. SET The set menu features duplicate those available by double-clicking or clicking with the ALT key held down in the command boxes in the main menu screen and all described in the earlier parts of the manual. They are provided as another way to get to the commands and dialog boxes and don't offer any more features simply because they're available through a menu. Use which method seems best for you. MAKE Most features in Degas can be altered to suit your own personal style quite easily. The Set and Make menus give you almost complete control over every feature of the program. Make allows you to design custom patterns, lines and brush shapes. MAKE FILL This allows you to create a fill pattern of your own. First, select a fill pattern to change or replace. You can change any of the 36 different patterns in both mono and colour but you can't have more than 36 in each. Make your choice, then click on Make Fill. The window that opens up is the fill pattern creation window. It shows a magnified version of the current pattern and below it is a sample of what it looks like in normal size. There is also a colour palette (if a colour fill was selected), boxes for erase (clears the entire design), fill (fills either with the selected colour or all black if mono), flip (flips right to left) and invert (flips top to bottom), toggle (reverses colours). You activate these features by clicking in the box. The arrows on the side of the lower display allow you to select a fill pattern in that direction from the available choices. Clicking on these arrows rotates the display through all available choices. Grab returns you to the current workscreen and provides a small fill-sized box for you to position over the desired area. Press the left mouse button and this area is 'grabbed' and you return to the dialog with the area now in the pattern box. Click the right mouse button to return without grabbing anything. Note that if you are editing a monoplane fill and grab aa section of colour, you'll probably get nothing but a solid black fill pattern. Monoplane uses background and the rightmost colour only in the make fill process. To edit a pattern, click the cursor in the magnified display box. It works like drawing in magnified mode in the workscreens. In mono patterns, the pixel where you click is reversed - black to white and vice versa. In colour patterns, the pixel becomes the colour selected from the palette above the image. All available colours can be used in colour fill. A fill pattern is 16 by 16 pixels. The four large arrow boxes at the bottom move the entire display one pixel in that direction. When the pattern reaches one side, it 'wraps' around the edge and appears on the opposite side. You can load and save a single fill pattern just as you would a picture. The extender for filenames of mono fill patterns is .FIL. Colour fill patterns are either .FI1 or .FI2, depending on the resolution. you can only load a colour fill pattern of the current resolution. The palette for a colour fill is saved with it and you can remap any colour fill you load, just like an image or a block (you can't remap a fill pattern later, however). If you've already used a fill pattern in your picture, it will remain that way and won't change when you edit or load a pattern over that selection. You don't change something you've already used in your drawing when you change the fill pattern later. MAKE LINE First, select the line you want to change or replace from the line display box by double-clicking in it. A line is a lot simpler to change than a fill pattern ; it's simply a thread of 16-pixel segments. You turn each pixel on or off by clicking in the magnified display box. The arrows cycle you through the line types one at a time when you click on one. There are no other options for lines ; they're very simple to adjust and edit. MAKE BRUSH This works in a similar manner to the Make Fill feature, described above, except it works only in monoplane mode. You can select any brush on the line except the first (the crosshair) to edit or change. If the crosshair is selected, this feature is greyed out until another brush is chosen. The boxes erase, fill, toggle, invert and flip all work the same as in make fill. Note that there is only one 'colour' in a brush, so toggle simply reverses the brush and the background colours. Multi-colour effects can be had by using the cycle or change features or using a block as a brush. A brush shape is eight by eight pixels. You can load and save a single brush design to disk like you can fill patterns. The filename extender for brush files is .BRU. A brush shape can load into any resolution. BLOCK These features were all described earlier , under the section on defining and drawing with blocks. You must have a block defined for the manipulation features (rotate, stretch, h-skew, v-skew, distort and remap) to work. Note also the difference between block and icon format files, as described previously. You can load and save a block, like you can a picture, with its own colour palette. You can select save to save it as an icon (for use in the Resource Construction Set or other programs) or as a block using the format command. However, you can only load a block into its own resolution,. An icon file can be loaded into any resolution, but unlike a block, an icon is only mono-coloured. APPENDIX A : A BASIC GUIDE TO THE DISK This section is intended for users who are new to the ST or for readers who want some basic understanding of how disks and files are used. When you save, load or delete a picture or block file from disk, Degas produces a window which shows you the current disk and folder you're using and a list of any pictures on the disk in the current resolution. The directory of pictures has scroll bars which work just like the scroll bars in your desktop. If you're not familiar with using scroll bars, read your ST manual for more information. The default folder is \DEGAS\. This is preceded by the drive identifier (like A:). If your pictures are stored in another folder or simply in the root directory, click on the small diamond shaped box in the upper left of the window to close that folder and go to the root directory. If you need to open another folder, click on its name in the display (folders are identified with a small diamond icon beside their name). Setting the drive from the File pull-down menu establishes the default drive the program will save to and load from. you can change this anytime. It is really only a convenience ; you can load from one drive and save to another if you wish. You can change the default drive name in the file selector box by clicking the mouse on that line and using the ESC key to clear it. Then type in the drive (and folder) you want to use. Click the mouse on the grey bar above the filenames to activate it (don't press Return). Pictures have three character extenders to their names which define the mode : PI3 is high-res, PI2 is medium and PI1 is low- res mode. Compressed pictures are called .PC1, .PC2 or .PC3. Blocks are called .BL1, .BL2 or .BL3. Brushes and mono-colour fill patterns have the extenders .BRU and .FIL respectively ; colour fill patterns have extensions of .FI1 (low-res) and .FI2 (medium- res). Icons have .ICN extenders. You don't have to type in the extender ; Degas will automatically append the correct extender for your resolution mode. If you try to use a different extender, Degas will warn you and you'll have to try again or change your picture type from the file menu. You can't save or load a picture with the wrong resolution mode extender either! The name of the picture to be save, loaded or deleted will appear in the space under the word 'Selection :' when you either type the name or click on it from the directory. If you want to use this name, move the cursor to the OK box and press the left mouse button. If you want to use a different name, then use the ESC or the backspace to delete the characters of the name (unless of course it's already blank) and type in the name you want. You can also move the cursor over to the name in the directory box and double-click the left mouse button. This will save, load or delete the picture with that name. You can load and save a block, like you can a picture. You can select to save it as an icon (for use in the Resource Construction Set) or as a block using the format command. SAVING A PICTURE To save your drawing to disk, first place your picture disk in the disk drive. In the menu screen, select 'SAVE PIC' from the file menu. A window will open showing you all of the pictures on the disk in that resolution mode. Follow the procedure described above for choosing a name for your picture. Be careful ; saving a picture with a file name already used causes the one on disk to be erased and written over by the one you're saving now. If you save a picture with the same name as one already on disk, you'll be asked to confirm that it's okay to replace the picture on disk with the one in memory. A picture is saved in compressed format, unless you select 'normal' or uncompressed. Compressed pictures take up less space on a disk, but many outside programs need uncompressed pictures to work with. Make sure you have enough space on your picture disk before you load Degas. LOADING A PICTURE Loading a picture is the opposite of saving one ; you call up a picture from disk to the drawing screen. You can only load a picture which matches your current picture type, so the directory will only show you those pictures with the proper extender. If you want to load a picture with a different resolution or type, change the picture type first. Loading a picture from disk erases any one currently in memory in that workscreen, so be sure to save your picture first if you want to keep it. You'll be asked if it's okay to load the picture from disk over the one in memory before it happens. DELETING A PICTURE You can delete a picture from disk by selecting it the same way when you save or load one. You can delete pictures with other resolutions than the one you're in at present. Be careful ; deleting a picture is irreversible, so make sure you really mean to delete it. Before you actually delete the picture, Degas asks you to confirm or cancel the action. SETTING THE DRIVE This feature allows you to define a default drive that the program will always use for loading and saving. This is a convenient way to avoid having to enter a drive name and folder every time you do any file input/output. When you first load Degas Elite, the default drive is always the one from which you loaded the program. It assumes a folder called DEGAS is used to keep your pictures and other files. Folders are a convenient and efficient way to organise your disks and files. If you set another drive after loading, Degas Elite assumes the same folder is on the other drive. To go to the 'root' or main directory, click in the small diamond-shaped box above the filename display area. It is possible to clear the entry lines in the item selector box and enter your own drive and folder names, using GEM rather than Degas Elite to control disk access. However, if you're not familiar or comfortable with this method, we suggest that you use the easier 'set drive' method instead. BOOTING THE PROGRAM When you turn on your computer, you need to have several things on the 'boot disk' in drive A: (your only drive if you have a one drive system). These are :- - The AUTO folder with the GDOS.PRG file in it. - The ASSIGN.SYS file - Any font files listed in ASSIGN.SYS The ASSIGN.SYS file is a list of font files to load when Degas Elite loads. These must be the same as the font files on the disk. Neither font files nor ASSIGN.SYS should be in any folder. These are described in more detail in the appendix on the font editor. When you boot the disk properly, your screen will say 'GEM VDI INSTALLED' before you see the desktop. If it doesn't, make sure GDOS.PRG is in the AUTO folder on the boot disk. The program DEGELITE.PRG and its resource file, DEGELITE.RSC can be on any disk in any drive, but must be together on the same disk, wherever it is. You can load and save pictures, icons, brushes, fill patterns and everything else on any other disk in any drive, including hard drives and RAM disks. When you load the Degas Elite program, it immediately reads the font files from the disk in drive A. Leave the boot disk there until these files are read, otherwise you won't have any fonts except the system font. Once they've been read, you can remove this disk and replace it with another to save your pictures. APPENDIX B : SUGGESTIONS HINTS AND TIPS Drawing with Degas is remarkably easy. You can create some amazing works of art with a little patience and experimentation. Learn to use all of the features first, before you go on to draw your masterpiece : tinker with different effects from line and brush shapes, test shadows and make your own fill patterns. Every moment you spend getting to know the system will make using Degas that much easier when you try your hand at some serious art. Degas is well suited for such things as perspective drawing ; you can use the ray feature to draw lines from the vanishing points with ease. Shadows can be added to give extra depth and realism to a picture. Shadows used with large brush sizes are excellent for 3-D effects. Magnify mode is very useful for cleaning up your pictures and adding that detail which makes the difference between good and great art. Use it to smooth curves, tidy type, add shadowing and when aligning your art to specific points. When you use the text mode and a particularly large text, you may find the result blocky and not very attractive. With magnify mode, you can simply alter the text after you've placed it on the screen, rounding edges, filling in portions where it is 'chunky'. You can also add thin shading effects to text in magnify mode or with the outline command. Different types of text present different effects - try working with skewed or outlined instead of regular text, or try using a different font. Simple outlines around geometric shapes can make your artwork stand out and look more professional. The same goes for borders ; you can create a hollow border with two frames, one inside the other and display it like that or filled with a pattern. You can round the corners by drawing circles centered on the inside frame then erasing the extra for another effect. A simpler method is to hold down the ALTERNATE key when drawing a box ; that gives you rounded corners automatically. If you're trying to draw professional graphics like charts or graphs, you may find it easier to draw a frame around the working area of the screen and then turn on the grid effect. Use the grid to align your drawing. You can even vary the grid size in a drawing for different purposes - say a large grid to align large text labels and a smaller grid for more detailed work. If you want to be able to see the drawing screen borders, separate from the background colour, then first change the background colour (the leftmost box on the colour palette) to a colour different from that in which you want to work (say a green or blue). Then change another colour on the palette to that on which you want to draw - say white. Now exit and choose 'fill'. Go to the drawing screen and fill the entire screen with the last colour before you do any drawing. This will give you a clean art area with a distinct border. To locate the exact centre of your drawing screen, select the 'all three' mirror mode and line drawing. Start your line anywhere on the screen and move the mouse so that the line crosses over to the other side of the screen ; top and bottom. If you play with the mouse a bit, you'll find the lines intersect at one point only ; that's the centre. Press the left mouse button to fix the lines when they intersect. You can then use magnify mode to colour the centre if you wish and the eraser to erase the lines you drew to find the centre. The brush shape can be used to generate special effects ; you can change the shape to one you want and use it with point , line or draw, even geometric shapes. The MAN.BRU file is a 'man' brush shape you can use with point to scatter small figures over your screen. You can create some nice effects using the mono fill patterns and filling one pattern over another - especially noticeable if the two patterns are different colours. This can be quite striking. The colour fills give you an enormous range of effects to discover. Text display also works with the CONTROL key ; press and hold it when entering your text to see what other characters are available for display. There may be more to a character set than you realise ! There are several Degas picture files available on CompuServe's SIG*ATARI (many by Tom Hudson himself) and others will likely be on other bulletin board systems soon. These are useful for filling out your picture library and to give you some ideas for your own art by seeing how other artists have done theirs. You can define a whole picture as a block, then use stretch and reduce it down in size to one quarter or even one eighth of the original size. Paste it into an empty screen. Load another picture (or image) and do the same, pasting it beside the first block, but leave some white space around the pictures to add a line of text. Keep on until you've filled the screen. Now use text to add the picture's filename to the block. You can build a visual library of all your pictures this way ! Block libraries are as important as entire pictures themselves. With a combination of blocks, fill patterns and brush shapes, you can build a personal 'toolbox' of features, images and effects. If you're customising or editing a picture, define it as a block, then copy it to an empty workscreen. Now you can work on a copy and leave the original intact. This way,if you make a mistake you can't undo, you can go to the screen with the original and copy it back again without having to load it from disk. It's also a good idea to save the original and the working version as separate files until you're satisfied with the changes . Then save the latest version as the new 'original'. For small movements of the cursor, use the ALT and arrow key combinations, or SHIFT+ALT and arrow keys for one-pixel shifts. This gives you greater control over precise movements than the mouse. Once you have learned the keyboard commands, you can toggle or initiate a feature from a drawing screen without having to go to the main menu. Remember that some features toggle other modifiers such as solid or pattern. Change is a very powerful feature. You can use it as a solid or a pattern, with airbrush or stipple ; its range of effects is amazing. You should explore this feature more thoroughly to see how you can use it in your pictures. Change is very useful for adding colours to a picture when loading medium or high resolution pictures into a low resolution screen. Many features combine to create quite different effects from what they appear to do alone or with simple draw/brush combinations. Experiment with the combinations to see what works best for you. Sometimes you want to work with a larger brush than is available from the shape palette. The easy way to do this is to draw the desired brush (circle, disk, box or frame are very useful here if you want a symmetric brush shape) in an empty workscreen, then define it as a block. Use block in draw mode. One caution : drawing with blocks is slower than with a brush, so do it carefully. It's easy to 'outrun' your block with your mouse and then have to wait while it tries to catch up. PROBLEMS One of the first things to make sure of when using Degas is that you're not trying to draw or fill using the background colour. If you try to draw over one colour with the same one, nothing will show !! Remember that you can undo a mistake with wither the right mouse button or the UNDO key, depending on the feature you're using, try UNDO first ; it may even interrupt the process taking place and stop it in the middle, so you on't have to wait until it's finished to undo it. Don't go to the menu screen or another workscreen before you try to undo an effect ; if you do so, you won't be able to undo anything. Examine the space on your disks to make sure you have enough room to save pictures ; each uncompressed picture takes 32K of space on a disk, each compressed picture about 24K. It's a good idea to make backup copies of your art as you go along - before you try to make changes. That way you always have a copy to work with if something goes wrong. It's a good idea to save your picture frequently as you work on it ; that way, if you have a power failure or other problems with your machine, your art won't be completely lost. Keep backup copies of your art on separate disks, even that which is still in the drawing stage. Nothing is more frustrating than losing a picture because of a disk failure. When working on a picture 'in progress', copy it first to another workscreen, then work on it. If you're not satisfied with the changes, you can restore the original from the first copy at any time and start again. Use the screen name feature to help remember which picture in which workscreen is associated with a particular file. Finally, make sure you set your screen resolution, mouse click time and key press before you load - in the GEM desktop mode. If you find the computer doesn't respond well to the mouse click or key press, try making it either slower or faster and see if that works better. APPENDIX C : THE FONT EDITOR The Font Editor (FONTEDIT.PRG on your disk) is a special program which you use to create your own fonts - character sets of letters, numbers and punctuation. Or you can create map symbols, special graphics, international character sets, text or game images for your own use. It produces fonts that must then be converted into GEM fonts before they can be loaded into the Degas Elite program (the ASSIGN.SYS file must be amended to include their filenames as well). Using the font editor is very simple ; it works very much like the 'Make Fill' feature in Degas Elite. First, load the program by positioning the mouse cursor on the program icon when in GEM mode and double click the left mouse button. When it loads, you see an empty grid at the bottom left corner of the screen ; this is a magnified image of a single character ; each block in the grid represents one pixel in the selected character. Along the bottom is a real size display of each character with their system font equivalents above. You can change the 128 'normal' characters (the first half of the normal ASCII character set) in the Atari character set to anything you want. That's all of the standard letters, numbers and punctuation on the keyboard - upper and lower-case. Letters pressed with the CONTROL key are along the top line. Letters pressed with the ALTERNATE key however won't show in Degas Elite ; there is no 'alternate' character set. At the top of the screen you see several boxes - view, character and font - which hold all of the font editor features. You select a feature by positioning the cursor in the box and pressing the left mouse button. Several of these features may also be activated by function or keyboard presses. User defined fonts have six sizes, listed below. Your user-defined fonts work exactly the same as the system font as far as text positioning and display goes. LOADING A FONT Keystroke : F8 The default font in Degas Elite is the ST's 'system font' which can't be edited. When you run FONTEDIT.PRG, you have a new, blank set of characters with no definitions. You can create a new font for your own use or you can load a font from disk and edit a part or all of it. If you want to edit or change a font file on disk, select the load box in the font box or press the F8 function key. You'll see a directory of files with the .FNT extension. Select the file you want with the mouse cursor then click on the OKAY box to load it. You can then alter or edit that font. Selecting the erase box completely clears out the current font and gives you a blank font to work with. EDITING A FONT Keystroke : F1 to F7 You can edit the characters shown at the bottom of the screen - the default blank or empty font or characters from a loaded font. A character set can be text, graphics, special symbols - almost anything you can imagine. You can use a character set to create terrain for a game, for international characters such as Greek or Russian, for mathematical symbols or more. First, move the cursor over the character you want to edit and press the left mouse button. This loads that character into the grid at the lower left (16 pixels high by 8 wide). Now you can edit that character. Use the mouse to move the cursor and turn on or off the pixels in the grid exactly as you do in the fill pattern editor. The font pixels are simply on or off - black or white - colour has no effect. You choose a font colour from the palette in Degas Elite' menu screen. The editing features are all shown in the character box. The ARROW KEYS move a character one pixel in that direction (or use the keyboard arrow keys below the UNDO key). FILL SOLID (or the INSERT key) turns on all pixels in a character. ERASE (or the CLR/HOME key) erases (turns off) all pixels. TOGGLE 'flips' pixels ; switching on for off and vice versa. These work just like fill, erase and toggle options in the fill pattern editor in Degas Elite. Vflip and Hflip flip a character vertically (top to bottom and vice versa) or horizontally (left to right), mirroring its shape along the chosen axis. Copy lets you copy one character to another. You'll be prompted to select the character you want to copy - move the cursor to it and press the left mouse button - and which character you want to copy it to - use the same process. The right mouse button cancels the copy if pressed before you pressed the left button. The UNDO key restores the character you're working with and cancels your changes to it. The view box lets you see your font in the various heights and widths on a separate screen (you can also use the function keys to display the font). Each height will later be turned into a separate font file by the conversion program. Font Size : Pixel Size : Function Key : 1 - Half height, normal width 8 by 8 F1 2 - Half height, double width 8 by 16 F2 3 - Normal height and width 16 by 8 F3 4 - Normal height, double width 16 by 16 F4 5 - Double height, normal width 32 by 8 F5 6 - Double height, double width 32 by 32 F6 To return to the editing screen, press either mouse button. Half-height mode must be enabled first in order to make the first two sizes readable (the default mode). The half-height mode uses every other row of pixels in the character, starting at the top. To disable the half-height mode select the disable box (or press the F7 function key). The status of the half-height mode is displayed in the box at the top of the screen. Also, if disabled, the text sizes one and two will appear in half-intensity in the view box. In order to see the first and second sizes, the half- height mode must be enabled. If your font won't be readable in half-height modes, disable the half-height feature by selecting the box or pressing F7. This means that your font will only have four sizes. When you save a font, the half-height switch is saved with the file, so Degas Elite knows whether or not the font can be displayed in that size. If disabled, the conversion program will not create a file for that font size (see below). SAVING A FONT Keystroke : F9 To save the font you've been working on to disk, select the save box in the font window or press the F9 function key. You'll be given the directory window, where you can select a font with the mouse or by typing in a new file name. Saving and loading fonts works exactly like saving and loading pictures. You don't have to type the extension ; Degas Elite does it automatically. The half- height switch (see above) is saved with the font. Fonts are saved with their proper name, the name that appears on the list of fonts when you select one to use in Degas Elite. The files names do not have to be the same as the font names, although a similar name saves you from confusion later. The fonts you create with this editor are all '16' point size. You might want to name their files with this information, such as 'COMPUT16.FNT'. Other fonts can be loaded which have different sizes (see the ASSIGN.SYS section, below for information). ERASING A FONT The erase box in the font window is used to completely clear a font, leaving you a blank character set to work with. You'll be asked to confirm this when you select it. EXITING THE EDITOR Keystroke : F10 Press the F10 key when you're ready to quit. This returns you to the desktop screen in GEM. You can then run Degas Elite and load your new font in to the system by selecting the 'load font' box in the menu screen. SYSTEM FONT The default GEM font is called the 'system; font. It can be returned to in Degas Elite by selecting the '6x6 SYSTEM' as a font. You cannot edit this file with the Font Editor program. To restore a blank font to the editor, use the erase feature. Remember that when you change a font in Degas Elite, it doesn't change any text already entered on the screen, only the text which is about to be entered. THE ASSIGN.SYS FILE This file contains the list of font files which Degas Elite will load when it is booted. It must be in the root directory on drive A when you load the program, as must all of the font files (also on your boot disk, the file GDOS.PRG must be in a folder called AUTO). The Degas Elite Font editor creates single font files for use with the main program. However, other font editors may produce different size fonts which can be used by Degas Elite as well. You just have to make sure that the names of the files are listed in ASSIGN.SYS. Here is a typical ASSIGN.SYS file : 01p screen.sys ATR10.FNT ATR14.FNT ATR18.FNT ATR36.FNT IBM10.FNT IBM14.FNT IBM18.FNT IBM36.FNT 02p screen.sys 03p screen.sys 04p screen.sys 21 fx80.sys EPSHSS36.FNT 31 META.SYS ^Z This shows several font files are to be loaded : all have the extension ".FNT". However, there are actually only two fonts here : Atari (files that begin with 'ATR') and IBM (files that begin with 'IBM'). Each file is for a font of a different size (point size). The Font Editor only produces one size (16 point), however the conversion program (see below) makes the one font into separate files equal to each of the available font sizes (see editing, above). The other information in the file consists of screen drivers (the 0npscreen.sys files), the default printer driver (21 fx80.SYS) and its default font (EPSHSS36.FNT) and the meta file driver (31 META.SYS). The file must end with a Control-Z. Do NOT change anything except the names of the fonts listed immediately after the first screen driver (in this case, the Atari and IBM font files). To add a font to this list, type in the name of the file(s) immediately after the existing font list. To delete a file or an entire font, delete the line(s) which have the filename(s) of that font. Each font filename must be on a single line and each line must end with a carriage return. Any font file not named on this list will NOT be loaded into Degas Elite when you boot the program next. Note that you should use a text editor or word processor that creates an ASCII file only : HomeText, PaperClip Elite, HabaWriter (in ASCII mode) and Final Word are examples of programs that do this. If you use other programs, such as ST Writer, you may have to 'print' the file to disk first (in ST Writer, set the left, top and bottom margins to zero first, and page length to twice the number of lines you're using, including the last Control-Z). CONVERTING YOUR FONTS TO GEM FONTS The Program FONTCONV.PRG takes a font editor file and translates it into several GEM font files, one for each height (if half- height is disabled, it will not be created). Each file should be listed in the ASSIGN.SYS file afterwards, to allow it to load into Degas Elite (see above). To run this program, double-click on the program icon and select the font file to convert from the GEM selector box. you can then change drives by clicking on the drive/ folder line, pressing ESC, entering your own drive/folder name and clicking on the grey bar. When you pick the Degas font file to convert, it displays a dialog where you enter the name of the font for both the normal width and double width (extended) fonts. These are assigned unique font identifier numbers. You can also enter a four-character font filename prefix or let the program use a default - for example, the COMPUTER.FNT file defaults to COMP for the prefix, and will generate COMPHS08.FNT (Half height, single width, 8 points high), COMPSS16.FNT (Single height and width, 16 points), COMPDS32.FNT (Double height, single width, 32 points) as the first file group - these are assigned the first font identifier number. The extended (double width) font is COMPHD08.FNT (Half/Double, 8 points), COMPSD16.FNT (Single height, double width, 16 points) and COMPDD16.FNT (Double height and width, 32 points).You can click on the appropriate buttons in the dialog to output only the font sizes you want. Each font takes up the memory required by the font files plus a bit of overhead. That's one reason to reduce the number of workscreens when you boot Degas Elite (hold down the ALT key when loading) - each workscreen is 32,000 bytes in size! You could use a single font file for any font, but then when you go to change text sizes, Degas Elite has to use that single font to extrapolate all other sizes. Then - at especially large or small sizes - the font may become distorted or simply unattractive. With a file for each text size, there is no distortion when changing sizes. APPENDIX D : SHOWING YOUR PICTURES SHOWPIC2.PRG is an automatic picture display program which will cycle continuously through all of the Degas Elite pictures on a disk. Double-click on the SHOWPIC2.PRG icon to run this program. Showpic2 is intelligent ; it knows the type of monitor you're using ; it will only display high-res pictures on the monochrome screen and both low and medium (in the same show!) on the colour monitor. the program runs with compressed and uncompressed files and optional display Block files. It also has a new option to show file names for each picture. It lets the user select any combination of drives and will search those drives down to one sub-directory (folder) level. Showpic2 runs by itself, cycling endlessly through the available pictures for display. Each picture is shown for four seconds - the time it takes to load a picture - unless you change the time. To alter the viewing time, press the function keys :- Key Time F1 4 seconds F2 8 seconds F3 12 seconds F4 16 seconds F5 20 seconds F6 24 seconds F7 34 seconds F8 44 seconds F9 54 seconds F10 64 seconds The space bar pauses a picture and holds it until pressed again. RETURN quits the program and puts you back in the GEM desktop. Other public domain picture display programs are available on the Atari 16 Bit SIG on CompuServe. APPENDIX E : FILE FORMATS AND COMPRESSION PICTURE FILES Picture files used by Degas Elite can be in one of two formats : COMPRESSED or UNCOMPRESSED. Uncompressed files are saved with .PI1, .PI2 or .PI3 extenders, for low, medium and high resolution respectively. Compressed files can be identified by their .PC1, .PC2 and .PC3 extenders. The original Degas program saved its pictures in the uncompressed format, and is unable to load compressed files. For this reason, if you are saving a picture that will be sent to a user of the original Degas program, be sure to save it in UNCOMPRESSED format. UNCOMPRESSED FILES : 1 WORD (2 bytes) : Resolution flag This is a WORD value that is either 0 (low resolution), 1 (medium resolution) or 2 (high resolution monochrome). 16 WORDS (32 bytes) : Colour palette This is a table of 16 WORD values that make up the colour palette for the image, in standard ST BIOS format. 32000 BYTES : Picture image data This is a raw memory image of the picture as it is stored in the ST. All ST images are 32000 bytes in length, regardless of resolution. The following part of the Degas picture file is optional : it is used to tell the computer the settings for colour palette animation. 4 WORDS (8 bytes) : Left animation limit table This is a table of 4 WORD values which specify the left limits of each of the four colour animation channels. The values range from 0-15, indicating that the corresponding colour palette entry is the left range of the animation channel's range. 4 WORDS (8 bytes) : Right animation limit table This is a table of 4 WORD values which specify the right colour palette limit for each of the four animation channels, ranging from 0-15. This table is used in conjunction with the left animation limit table to specify the range of the animation cycle. This value should be greater than or equal to the corresponding left animation limit value for the proper operation. 4 WORDS (8 bytes) : Animation channel direction flag This is a table of four WORD values which specify the cycling direction for the corresponding animation channel. A value of 0 indicates that the channel shifts its colours to the LEFT, a value of 1 indicates that the channel is turned OFF, and a value of 2 indicates a RIGHT shift. 4 WORDS (8 bytes) : Animation channel delay This is a table of four WORD values which specify the speed at which the colour registers in the animation channel range will be shifted. The range of permissible values in these variables is from 0-128, indicating the number of 60-hertz delay periods between colour shifts. A value of zero in this table indicates the maximum speed, approximately 60 shifts per second ; a value of 60 is approximately one shift per second ; a value of 120 roughly one shift every two seconds. COMPRESSED FILES Compressed Degas picture files are similar to uncompressed files, but have two main differences. The first difference is that the first two bytes in the file (the resolution flag) has the high-order bit set to indicate that the picture is compressed. That is, a value of $8000 means low- resolution compressed, $8001 means medium-resolution compressed, and $8002 means high-resolution (monochrome) compressed. Other bits in this flag may be used in the future, so do a simple bit test when checking for compression. The colour palette is not compressed, you can read it normally. The second difference in a compressed file is that the image data is compressed using a special process, making it a variable length less than 32000 bytes. When reading this data, the program must check for the following byte values :- 0.....127 :- Copy the next n+1 bytes literally -1...-127 :- Copy the next byte -n+1 times -128 :- No operation (ignore) The data is compressed so that each scan line is compressed separately, and each bit plane is also compressed separately. That is, the first data in the file will be the data for the low-order bit plane of scan line 0, followed by the data for the next bit- plane of scan line 0, and so on, with the low-order bit-plane of scan line 1 next. This process repeats until all bit-planes of all scan lines are processed. The colour animation data is stored in uncompressed form and is read normally, if present. BLOCK IMAGE FILES The block image files used by Degas Elite is a subset of the Electronic Arts Interchange File Format (IFF). This file format is used by the Amiga personal computer, and by using this format, Atari and Amiga users can easily exchange clipped images and whole pictures, if desired. The file format is described in the Commodore Amiga document 'EA IFF 85 Standard for Interchange Format Files', which is available through Commodore-Amiga. The IFF concept is more than just a picture storage standard, but encompasses many types of files. If you are interested in reading the IFF block files in your own programs, issue #2 of START Magazine, the ST Quarterly (published by Antic Publishing, 524 Second Street, San Francisco, CA 94107) has an article and program source code which describes the reading of IFF files. The Degas Elite block files can be identified by the .BL1 (low resolution), .BL2 (medium resolution) and .BL3 (high resolution monochrome) extenders on the files. These files are only loadable into the corresponding resolution, and can store from one pixel to an entire screen. ICON FILES If you are a programmer, Degas Elite has a handy ability to save block images in an ICON file format. These files are readable by the Digital Research Resource Construction Set program, and allow you to use Degas Elite as an advanced icon or bit-image editor. Icons and bit-images are loadable into any resolution (because they are single-plane images that do not carry colour information with them), and have the side-benefit of being a readable file. In fact,they are designed to be included in your C source code and compiled directly into your programs! (Great, but what about 68000 ?? - Rat!) The file format looks like this :- /*DEGAS Elite Icon Definition */ #define ICON_W 0x0009 #define ICON_H 0x0008 #define ICONSIZE 0x0008 int image[ICONSIZE] = {0xc180, 0xe180, 0xf180, 0xd980, 0xcd80, 0xc780, 0xc380, 0xc180}; This is an icon file for a bit image of an 'N' shape. It is 9 pixels wide (line 2), 8 pixels high (line 3), and takes 8 words to define the shape (line 4). Lines 6 and 7 are the icon data, stored in hexadecimal format. Note that any hex data lines with commas at the end (indicating there is more data to follow in subsequent lines) must have a space character (32 decimal) following the comma, even though you cannot see it. This is due to a quirk in the Resource Construction set program. Each line is terminated with a CR/LF combination. FILL FILES Degas Elite has two types of fill patterns : Monoplane and multiplane fills. The monochrome mode can only use monoplane fills because it only has one bit-plane. The ST's colour modes can have full-colour fill patterns, which are defined with more than one bit plane. Monoplane fill patterns can be used with all resolutions. MONOPLANE FILL PATTERN FILES These files, stored with .FIL extenders, are simply 16 LONGS (32 bytes) of data. {Just a quick note here :- for those fellow 'coders' reading this, (and for those who don't know), 16 LONGS (long-words) is actually 64 bytes, not 32 as stated above (i.e. as stated in the manual) - Rat !!}. Each fill pattern is 16 by 16 pixels, and is defined by the low words of the 16 LONGS, each one making up one horizontal line of pixels in the pattern. The first low-order WORD is the first line in the pattern, the second low- order WORD is the second line in the pattern, and so forth. Each ON bit corresponds to an ON pixel in the pattern. LOW-RESOLUTION FILL FILES These files, stored with .FI1 extenders, are a little more complex than the monoplane fill pattern files. The first 16 WORDS (32 bytes) in the file is the ST colour palette data that was used to create the fill pattern. This becomes important when matching different colour palettes to approximate the colours that were originally used. See the section on remapping colour fill patterns in the Degas Elite manual. The remaining 128 bytes in the file are two sets of 16 WORDS (16 WORDS x 4 bit-planes = 64 WORDS = 128 bytes - Rat !!) which make up the four bit-planes for the fill pattern. To get all 16 colours to work in the fill pattern, we must have four bit-planes. The bit-planes are identical to those of the monoplane fill pattern, but are stored with the low-order plane first (i.e. plane 0-1-2-3, bits 1-2-4-8). To use the bit-plane data, simply read it into memory and use the vsf_udpat() function to set up the user-defined fill pattern (Why does the author of this manual assume that all readers are low intelligence C programmers ???). Be sure to specify that the pattern uses four bit-planes. MEDIUM RESOLUTION FILL FILES These files are similar to the low-resolution fill files, but use an extender of .FI2 to indicate that it's for medium-resolution. Like the low-res fill pattern files, the first 32 bytes in this file are the colour pattern for the fill pattern. The remainder of the file is the 64 bytes of data which makes up the two bit-planes for the pattern (16 WORDS x 2 planes). These planes are also stored low-order plane first. Use the vsf-udpat() function to set the pattern as the user- defined selection, using a value of 2 for the bit-plane parameter. BRUSH FILES Degas Elite uses a simple format to store brush files (using the extender .BRU). This file format is identical to that used by the original Degas, so all files are interchangeable. Each brush file is an 8 x 8 pixel square, for 64 pixels total. The brush file is simply a 64-byte block of data, one byte for each pixel in the brush. A byte value of zero means there is no pixel in the location, a byte value of 1 indicates that the pixel is on. The upper-left pixel in the brush is the first byte in the file, the next pixel to the right is the second, and so on. The lower- right pixel in the brush is the 64th byte. FONT FILES In order to provide better fonts with higher resolution and proportional spacing, Degas Elite does not load fonts Following are some short docs to a game we have not yet seen on the ST. But, as is the custom, we are including it as the ST version will inevitably be released in the near future. THEXDER How To Play: When the game opens you are the pilot of a Thexder Super Assault Vehicle. You have been locked into the facility with no means of escape. You are currently in the Robot mode. Your only direction of travel is to the right. There are 16 different worlds to explore. The challenge: how far can you go? Your Mission: To survive all 16 levels and disable the central computer, which creates the evil creatures which dwell in this forbidden world. The Forbidden World: Here lies a land shrouded in mystery, with 16 different regions to explore. From underground caverns to vast cargo holds, you will encounter strange and dangerous beings and bone-chilling environments. Beware! Danger lurks around every corner. The Status Screen: The status screen on your computer is the only tool you have available to keep track of your energy level, the level of the world you occupy, and your score. Learn to use this information wisely. It will help you determine when to fight and when to flee. Thexder Assault Vehicle: Thexder is a hyper dual-armor Robot-Jet transformer. Armed with heat-seeking lasers and touch controlled flight mechanisms, Thexder is the ultimate fighting machine. There is only one Thexder in existence, and you are the proud pilot at its control. Be careful. If disaster falls upon your vehicle, there will be no replacements, and your mission will be terminated. Score: Your score will increase with each creature you destroy, depending on the type of creature. You do not get extra points for completing a level, but you do get an increase in your enmax and energy points(depending on whether you used your shield). Controls: The direction can be controlled from the keyboard by using the numbers on the keypad. 4=left,6=right,8=up,2=down and 7,9,1,3 the respective in-between directions. To fire: press the Alternate key. Hold down for continous fire. To activate shield: Press the left shift key. To Pause game: press ESC. Press again to continue. To Toggle Sound: Press the S key to toggle sound. To Transform into Jet: Press any of the down keys on the numeric keypad. To Transform into Robot: Make contact with the ground or press the key opposite the direction you are flying.(when you are flying horizontally) To Activate Joystick Mode: Press the J key to toggle joystick on. Press the K to return to keyboard control. Joystick Mode: To Fire. Press the fire button on the joystick. Hold down for continous fire. To Activate Shield: Press the left shift key. The Control Panel: Energy Bar: Displays the level of remaining energy. The three indicator colors represent Thexder's current condition. Green=good, Yellow=serious,Red=critical. Shield Bar:Displayed when shield is on. Shows the amount of shield protection remaining before shutdown. Score: Displays your current score. Level: Displays the current level of the facility you occupy. Enmax: Energy maximum. Registers the total possible energy points that are available to Thexder. Energy Increases: a. When you destroy certain creatures. How many energy-releasing creatures can YOU discover? b. When you complete a level without using your shield. Your energy will increase by 100 points(up to enmax). Energy Decreases: a. When you make contact with any of the enemy creatures(except when your shield is activated). b. When you make contact with any of the hazard areas(lava pits, acid lakes, etc.). c. When you fire your lasers. Energy loss=2points for every 30 shots taken. d. When you lock on shield. Energy loss=10 points for each use of the shield. Enmax Increases: a. When you destroy certain enemy creatures. How many enmax-bearing creatures can YOU discover? b. When you finish each level. Level completed = 10 enmax points. Level completed without using shield = 20 enmax points. Enmax never decreases. Maximum enmax allowed in the game = 500 points. Additional Tips: Map each world. Trace down the various mazes as you travel through each level. Take note of the booby traps and hidden creatures. Follow the most accessible and least dangerous path to the next exit. Try to build up your enmax capacity whenever possible. Find the creatures that will boost enmax. Refrain from using shields for additional enmax bonuses! SEE ENMAX INCREASES. Shields can become an effective weapon, as enemy creatures are destroyed when they make contact with your shield. Beginners may want to use their shields extensively. However, an advanced player should choose not to use their shield (on early levels), as bonus energy is rewarded if you survive a level without activating the shield. Don't shoot at everything. Avoid the creatures which provide no energy or enmax increases. Only eliminate the creatures that will benefit Thexder. King Grouch I'VE GOT A STRANGE FEELING WE COULD ALREADY HAVE FEATURED SOME DOCS TO VOYAGER. IF WE HAVE, WE DO APOLOGISE MOST HUMBLY FOR ANY REPETITION, BUT LIFE AT THE TOP IS HARD SOMETIMES. SEWER RAT !! VOYAGER FROM OCEAN ------------------ SCENARIO -------- THE ROXIS(ENEMY) HAVE GATHERED THEIR RESORSES ON THE TEN MOONS OF SATURN. STARTING ON JANUS,EACH SUCCESSIVE MOON IS DEFENDED BY DEADLIER TROOPS GUARDING A MORE LETHAL ARRAY OF WEAPONRY.ONLY ONE GUY IN THE UNIVERSE IS BRAVE AND FOOLISH ENOUGH TO TRY AND TAKE THEM OUT:LUKE SNAYLES-CONVICT,EX- PILOT, ... PSYCHOPATH. ALL EARTH'S DEFENCE FORCES HAVE BEEN ANNIHILATED,SO SNAYLES IS THE LAST HOPE.TRAVELLING IN HIS SMALL CRAFT AND EQUIPPED WITH LIMITED FACILITIES,HE MUST DESTROY ALL OF THE AGGRESSORS ON EACH MOON,IN ORDER TO ELIMINATE THE INSTALLATIONS AND PROGRESS TO THE NEXT VIA A "WARP GATE".ALONG THE WAY HE CAN SCOOP EQUIPMENT PODS TO SUBSTANTIALLY INCREASE HIS WEAPONRY AND OTHER FACILITIES. THE MISSION BEGINS... CONTROLS -------- MOUSE(PORT 0) OR JOYSTICK(PORT 1) CAN BE USED TO CONTROL THE MOVEMENTS OF YOUR CRAFT. J OR M - TOGGLE TO JOYSTICK OR MOUSE CONTROL. MOUSE ----- ACCELERATE(WITH RIGHT MOUSE BUTTON PRESSED) TURRET RAISE/CLIMB | | LEFT -----|----- RIGHT | | LEFT MOUSE BUTTON - FIRE LASER TURRET LOWER/DIVE DECCELERATE(WITH RIGHT MOUSE BUTTON PRESSED) JOYSTICK -------- RAISE TURRET/CLIMB | | LEFT -----|----- RIGHT | | FIRE BUTTON - FIRE LASER LOWER TURRET/DIVE RIGHT SHIFT - ACCELERATE RIGHT ALT - DECCELERATE FIRE - START GAME ESC - QUIT GAME(IN PAUSE MODE ONLY) S - TOGGLE SOUND FX ON/OFF GAME KEYS --------- BACKSPACE - PAUSE/RESUME GAME SPACE - TOGGLE BETWEEN SKIMMER(IF FITTED) AND TANK MODE TAB - ATOMIC BOMB LAUNCHER(IF FITTED) D - DROP CAMERA(IF CARRIED) LEFT ALT - FIRE PYRAMID(IF FITTED) CTRL - FIRE DECOY(IF FITTED) LEFT SHIFT - FIRE MULTIPLE(IF FITTED) 1 - COMPUTER DISPLAY ON/OFF HELP - DECREMENT OBJECT WITHIN COMPUTER DEL - INCREMENT OBJECT WITHIN COMPUTER 2 - DISPLAY CURRENTLY FITTED EQUIPMENT 3 - DISPLAY DATA ON MOONS 4 - DISPLAY CAMERA DATA SCREEN 5 - DISPLAY WEAPONRY DATA 6 - DISPLAY DATA AND LOCATIONS OF REMAINING EQUIPMENT PODS 7 - DISPLAY MOTHERSHIP STATUS 8 - DISPLAY MAP OF CURRENT MOON NUMERIC KEYPAD -------------- 8 - FRONT VIEW 2 - REAR VIEW(IF FITTED) 4 - LEFT VIEW(IF FITTED) 6 - RIGHT VIEW(IF FITTED) 0 - BASE VIEW(IF FITTED) 5 - TOGGLE BETWEEN CRAFT VIEWS AND CAMERA VIEWS CURSOR UP - CAMERA UP(IF IN USE) CURSOR DOWN - CAMERA DOWN(IF IN USE) CURSOR LEFT - CAMERA LEFT(IF IN USE) CURSOR RIGHT - CAMERA RIGHT(IF IN USE) HELP - ADVANCE TO NEXT CAMERA(IF IN CAMERA MODE) DEL - GO TO PREVIOUS CAMERA(IF IN CAMERA MODE) FIRE - FIRE LASER FROM CAMERA(IF IN CAMERA MODE) GAMEPLAY -------- EACH OF THE TEN MOONS OF SATURN ARE BEING USED BY THE ROXIS FORCES TO DEVELOP MASSIVE WEAPONS FOR A FINAL ASSAULT UPON EARTH. STARTING FROM THE FIRST MOON,JANUS AND PROGRESSING THROUGH MIMAS,ENCELADUS, TETHYS,DIONE,RHEA,TITAN,HYPERION,LAPETUS AND PHOEBE,EACH SUCCESSIVE MOON IS MORE HEAVILY DEFENDED.THERE ARE 80 HOSTILE CRAFT DEFENDING EACH MOON,ALL OF WHICH MUST BE DESTROYED TO RENDER THAT MOON INACTIVE,AND TO OPEN THE PORTAL FOR TRANSPORTATION TO THE NEXT. INITIALLY,YOUR TANK-TYPE VEHICLE WILL BE EQUIPPED WITH JUST BASIC LASER FIRE,AN ON BOARD COMPUTER FOR DATA REFERENCE AND A SHORT RANGE RADAR.BASIC READINGS FOR SHIELD LEVEL,SPEED,ALTITUDE,FUEL,HEADING,TURRET ELEVATION AND CURRENT CO-ORDINATES WILL BE DISPLAYED AT ALL TIMES.ADDITIONALLY,ABOVE YOUR CONSOLE WILL BE DISPLAYED VIEW CO-ORDINATES,ENEMIES LEFT TO DESTROY AND CURRENT SCORE. AS YOU PROGRESS YOU CAN "SCOOP" ENERGY PODS(BY DIRECT CONTACT WITH YOUR CRAFT) WHICH WILL ENHANCE VARIOUS FACETS OF YOUR WEAPONRY/DEFENCES.ONLATER MOONS,THERE WILL BE A POD CONTAINING THE CONVERTER ENABLING THE SWITCH BETWEEN YOUR CRAFT FROM TANK TO SKIMMER.AT ANY TIME DURING PLAY,YOU CAN CALL UP VISUAL REFERENCE FROM COMPUTER TO INDICATE THE TYPES AND LOCATIONS OF PODS STILL UNCOLLECTED ON THE CURRENT MOON. SOME OF THE HOSTLIE CRAFT ARE MORE INTELLIGENT THAN OTHERS,ESPECIALLY ON LATER MOONS-YOUR COMPUTER CAN BE USED TO GIVE INFORMATION OF ALL THE AGRESSORS CURRENTLY AROUND.YOU MAY FIND TOO,THAT SOME CRAFT MAY NEED TO BE HIT MORE TIMES THAN OTHERS IN ORDER TO DESTROY THEM. IF A CAMERA(UP TO FOUR) IS SCOOPED,IT CAN BE DROPPED BY AT ANY TIME ON THAT MOON.THIS WILL ENABLE YOU TO LOOK AREAS WHERE YOU MAY NOT BE NEAR.THE CAMERAS ARE ALSO EQUIPPED WITH LIMITED-EFFECT LASERS WHICH ENABLES YOU TO SHOOT CRAFT REMOTELY. IF A DECOY IS SCOOPED,THIS CAN BE USED ONLY ONCE.ONCE JETTISONED FROM YOUR CRAFT,IT WILL DIVERT THE ENEMIES' FIREPOWER AWAY FROM YOU FOR A LIMITED PERIOD:USE WHEN ONLY ABSOLUTELY NECESSARY! VARIUOS OTHER PIECES OF EQUIPMENT ARE AVAILABLE,THE USAGE OF WHICH WILL BE DISCOVERED ON COLLECTION.NOTE,HOWEVER,THAT CERTAIN WEAPONS HAVE LIMITED AMMUNITION-CONSULT THE WEAPONRY DATA COMPUTER FOR INFORMATION REGARDING "SHOTS LEFT" WHEN ALL 80 CRAFT ON A MOON HAVE BEEN DESTROYED,THIS WILL ACTIVATE A PORTAL WHICH MUST BE FOUND BEFORE THE AUTOMATIC SELF-DESTRUCTION OF THE INSTALLATIONS ON THAT MOON ARE INITIATED.DIRECTIONAL GUIDES WILL APPEAR ON YOUR CONSOLE TO AID YOUR SEARCH FOR THE PORTAL.ON DECOVERY,YOU MUST IMMEDIATELY ENTER THE PORTAL,WHICH CAN ONLY BE ACCESSED FROM ONE SIDE,AND WARP THROUGH TO THE NEXT MOON.THE PASSAGE OF THIS,HOWEVER IS NOT STRAIGHTFORWARD,AND YOU MUST NEGOTIATE THE 3-D PATHWAY SAFLEY.COLLISION WITH THE WALLS OF THE PATHWAY WILL RESULT IN A LOSS OF SHIELD STRENGTH. IF YOU PROGRESS THROUGH TO,AND MANAGE TO DEFEAT,THE TENTH MOON,PJOEBE,YOU WILL HAVE CONQUERED THE ROXIS FORCES AND CAN HEAD HOME TO A HEROE'S WELCOME. RADAR ----- LIGHT BLUE - INANIMATE OBSTACLES DARK BLUE - EQUIPMENT PODS WHITE - AIRBORNE CRAFT RED - GROUND BASED CRAFT MAGENTA - MOST HOSTILE CRAFT FLASHING DOTS - MISSILES,MINES,ETC. HINTS & TIPS ------------ 1. WHEN IN TANK MODE,KEEP MOVING 2. KEEP FLYING,WHEN IN SKIMMER MODE,TO A MINIMUM AS THIS CONSUMES MUCH FUEL 3. WHEN A MOON IS COMPLETED,FIND THE PORTAL QUICKLY 4. AVOID LARGE OPEN SPACES FOR PROLONGED PERIODS,IE FIND COVER 5. AS SOON AS YOU ARRIVE ON A NEW MOON,CHECK ALL APPROPRIATE DATA ON YOUR PLANET ----------------------- ORACLE'89... THERES A STORM COMING... Only god knows where he gets them all from, but Sewer Pom does it again. Another adventure solution thanks to the aforementioned Sewer. Edited by Sewer Rat for Sewer Doc Disk Number 10. MYSTERY FUNHOUSE Part One Time for a little spy stuff! A Fun House may seem a strange place for espionage shenanigans, but secret agents have a habit of popping up in the darndest places! if you just had some money, you could get inside. The first thing to do is drop the watch, because you won't be needing it. Now go East to the parking lot. Ignore the five dollar bill (it's a bill for $5!), and look at the tree. Get the branch, then look in the grate. Aha, that's where the real money is! Chew the gum (tastes HORRIBLE!) then stick it on the branch. Use the branch to get the coin, then drop both the branch and the gum. Return to the Fun House entrance. Wear the shoes, then give the dollar for a ticket. Go Fun. You are standing in the Magical Mirror Room, and just up ahead is (gasp!) a maze. Fortunately, it's not a bad one, if you're careful (if you aren't careful, well....). Go North three times, then West twice. This brings you to a small room. Go West from here to the room with the knobs. Pull the green knob, and you will find yourself in another room. Get the trampoline that's here, then go South to the shooting gallery and pick up the strange spectacles. You have a few minutes, so, if you want to, you can amuse yourself by shooting a few clay pigeons. When you're finished, go back North, then Up, to the knob room. Now, as you proceed through the adventure, you will from time to time get messages about your shoe heel being loose. Ignore them, and don't touch the heel for now. There will be time for that later. At the moment, you have other things to do. So, head along West to the tank room, and from there, Up to the ledge over the pit. Drop the trampoline here, then go East to the barrel room. MYSTERY FUNHOUSE Part Two Once in the barrel room, get the match and the comb, then crawl (that's how you get out of the barrel). Drop the match by the trampoline, then head South to the rickety stairs and down to the landing. Go down the slide into the tank. Get the rusty key, then give the comb to the mermaid. Go up the secret stairs she reveals, and you will be back on the landing. Go East into the Windy Hall, and East again into (sigh) the maze. Now, carefully make your way South, East, South, East, and you will be in the Mirror Room again. Wear the spectacles, and look in the mirror. Sonuvagun! There's a hidden door! Open the door and go inside. Here you find a valve handle. Drop the spectacles and get the handle, then go East back to the mirror room. Once again, go through the maze to the room with the knobs. Drop the key, then continue on West and then up until you come to the ledge. Get the trampoline, then go down the ladder to the pit. Drop the trampoline, then put handle and turn handle. You have now turned off the calliope in the merry-go-round room (which is where you're going next). Now go trampoline, and jump. Wheeee! You're back up on the ledge. Get the match, and return to the knob room. Drop the match, get the key, and pull the blue knob. Now you're in the room with the Fortune-telling machine. However, it won't be telling your fortune today, because it's broken. However, in an odd sort of way, it's going to be very helpful to you. But right now, go on along East to the merry-go-round room. MYSTERY FUNHOUSE Part Three Once in the merry-go-round room, push the blue button to stop the ride. Go merry, then go horse. Climb the pole in the horse's back, which brings you to the top of the ride. Look up, and you will see a rope. Jump! Now look, and you will see you are on a catwalk. Go East, and unlock the door. Drop the key, and look at the shelves. Grab the flashlight and the wrench, then head back West, and climb all the way back down again, then return to the knob room. As you pass the fortune-telling machine, pick up the "out of order" sign. Pull the green knob, then go South to the shooting gallery. Drop the sign there, then return to the knob room. Get the match, then pull the yellow knob. This takes you to a small room with strange music. Go North into the maze (again!), then go East, South, East, South, East, and you're in the Mirror Room. From there, go South out of the Fun House. Now it's back to the parking lot. Open the grate. You will only be able to open one bolt, but you can slide the grate to make room for yourself to go down. Drop the wrench and get the gum. Turn on the flashlight, then go down the manhole, and East to the room with the second grate. Close the door, and drop the ticket. Now, the big moment has arrived! Remove the heel from your shoe. A couple of things will fall out. One is a note expaining what this is all about, the other is a fuse. Drop the heel and the note, and get the fuse. Chew the (yuck!) gum again, then stick it to the fuse, then stick it to the grate. Light the fuse, and POP! the grate blows open. Get the ticket, then go through the hole. Now up through the shooting gallery (good thing you put that sign there!) and South to the hidden lab. There they are...the secret plans! Grab them and...congrats! You have successfully completed your assignment! After all this, you could use some peace and quiet. How about a trip to some faraway place, like Egypt? In fact, you might even want to visit the pyramids..... Here comes another one. Sewer Pom perverses your video screens with another adventure solution. Edited for Doc Disk 10 by Sewer Rat. GHOST TOWN Part One Okay, pardner, it's time for a little trip to a gen-u-ine ghost town! But don't worry, them's *friendly* ghosts. So, mount up and let's get going! the Jail and the Barbershop. Start things off by going into the Barbershop, where you'll find a Stetson hat. Shake the hat and drop it. Get the key that fell out, then leave (you don't need the hat for anything). Drop the key in the street. Go West along the street and you will come to the Saloon and the Dry- Goods Store. First go to the Saloon and get the bell, then go to the Dry- goods Store and pick up the matches, and shovel. Back in the street, go West once again, which brings you to the Telegraph Office and the Hotel. Go into the Hotel, then East into the empty room. Drop the bell and return to the street. Now enter the Telegraph Office, and move the safe. Connect the two loose wires so that the telegraph key now works. You'll be needing it later. Leave the Telegraph office, then go West until you come to the fork in the road. From the fork go South to the edge of the ravine. Burn the sagebrush, then enter the ravine. Here you will find charcoal (from the burnt brush) and the entrance to a mine. Go into the mine. Although it's dark and you can't see it, there is a silver bullet here. Get the bullet, then go down. You can move in the dark safely so long as you always move in the right direction. Now get the candle and light it. Ah, you can see again! Go South, and dig roof. You have found your second treasure, a gold nugget. Get that, and go back North and Up out of the mine. Remember to pick up the charcoal before leaving the ravine! Now go to the fork in the road, and drop off the shovel and the charcoal. From there, go East back into town until you come to the stable. Enter the stable, and then the stall. Get the horseshoe, then make your way back out to the street. Now head along East to the Dry-Goods store. Drop the candle outside, treasures inside, then go out and East again to the Jail. Pick up the key, then use horseshoe. It's magnetic and will open the door to the Jail. Enter the jail, and unlock the inner door with the key. Drop the key, and go through the door into the cell. Pick up the hammer, then leave the Jail, making sure you also take the derringer with you. Drop the derringer in the street. GHOST TOWN Part Two It's time to play blacksmith, so go all the way West to the stable, and then enter the stall. This time, mount the horse, and you will into the manure pile outside the stall. Get up (phew!) out of the manure pile, and re-enter the stall. There will now be a hole in the wall leading to a store room. Go through the hole and get the keg of nail3s. Back in the stall, empty the keg and drop it. Now get the nails, and shoe the horse. Drop the hammer and mount the horse. Say giddyap (the magic word!), and the horse will take off. Eventually, you will be thrown, and that's the last you'll ever see of Old Paint. Brush yourself off, and enter the teepee in the hidden canyon. Pick up the two treasures there, then go back outside. There doesn't seem to be any way out, but have no fear! Beat the tom- tom, and the ghost of Geronimo will appear. Say How, and ZAP! guess where you are? Right, you're back in the manure pile again (hehehe). Get out of that, then head along to the Dry-Goods store and drop off the treasures (don't forget to drop the spurs, too!). Somewhere along the line here you may have heard mysterious ghostly sounds and or voices. The sound of the bell indicates that a ghostly piano player is now visible in the Saloon, and the voice gives you a clue as to what to do about him. If you are near the Saloon when you hear the bell, go inside, and applaud the ghost. He (it?) will stand up, take a S bow, and vanish. The piano, however, will remain behind, as a solid object. If you open the piano, a map will fall out. This map tells you to "dig roof", but since you've already done that, you don't need the map, so you can just leave it there. Once you've dropped off the Indian treasures and (possibly) applauded the ghost, return West to the fork in the road. Get the shovel and charcoal, then go North to the field. Dig here, and you will find some yellow powder (it's sulphur). Get the powder, then go to the manure pile in the stall. Holding your nose, dig around in the manure, and you will uncover some white crystals. Get those, then head into the stall. Mix the stuff you're carrying around, and you will make some gunpowder. Fill the keg with that, then get the keg and go to the Telegraph Office. Drop the keg in the office. Under no circumstances should you touch the telegraph key, or BOOOOM! (time to restore the game!). By this time, it's probably getting dark outside. Don't worry, you'll be able to make it to the hotel before sunset. Just leave the Telegraph Office, enter the Hotel, and go East to the room where you dropped the bell. Ring the bell, and, like magic, a bed appears! Drop the bell, get into bed, and have a good night's sleep. GHOST TOWN Part Three When morning arrives, get up, then move the bed, revealing a roll of tape. Get the tape and leave the room. On your way out, go to the counter and get the cashbox. Now return to the Saloon, tape the mirror, and break it, thus revealing a hidden office. Drop the tape, go through the hole into the office, and get the Go board. Now it's time for another trip to the Dry-Goods Store. Drop off the cashbox and the Go board. Now, pass Go, and collect $200 (tricky, huh?). After that, leave the store and head West to the fork, then South to the ravine. This time, jump across the ravine. You are now in the mountains. Go West along the trail to the line shack. Enter the shack, and tap the telegraph key. Boom! The gunpowder in the keg just went off! Now, look at the floor and you'll notice a loose plank. Get the plank, drop it, then go down the hole into the root cellar. Collect the pelts, then go back up and make your way across the ravine and into town. As you pass where the Telegraph Office used to be, you'll see a smoking open safe. Look inside, and pick up the gold dust. Continue East and pick up the derringer, then keep going East until you come to Boot Hill. Shoot the rattlesnake with the derringer (it's a water pistol!), then dig a grave and (gulp!) go into it. Here you find a coin and a purple worm. If you want to indulge in some gratuitous violence, you can kill the worm. In any case, drop the shovel and get the coin. Now climb back out, and make another trip to the Dry-Goods store. Drop all the treasures, then go back out into the street. Get the candle, then wait for sunset. Once it's dark, go into the Saloon. A ghostly square dance is in progress (that's what the fiddle strings are all about). Still in the dark, do a little dancing, and you will win a prize. Now you can light the candle. The dancers will vanish, and you can now make your final trip to the Dry-Goods store. Drop the cup you just won, and say "Score". All right! You did it, you collected all thirteen ghost treasures! After all that, why not take a vacation? I know this little deserted island that would be just perfect..... By the time you've finished reading all these adventure solutions brought to you by Sewer Pom, you'll more than likely be inhabiting a mental institute too. Edited for Sewer Doc Disk 10 by Sewer Rat. THE INSTITUTE Part I The Institute, from Screenplay is one of the most intriguing high-res adventures I've played in a long time. You are in a mental institution for some unknown reason, and your goal is simple; escape! It's not that easy, though. There are all sorts of fun stuff to get done (including four merry romps through your subconscious) before you get away. This little Solution should get you out of the looney bin before the game puts you in the looney bin. The game begins on an up note; you're in bed, drugged and unable to move. You have a bit of time to kill before you can do anything, so just try all sorts of stuff before the dwarf comes in. What dwarf you say? The one that appears on your bed and tells you why you're in this place, (after you TALK a few times first,) that's what dwarf! When he leaves, the drugs will have worn off. So GET UP, and look around the room. Why don't you LOOK UNDER BED? Well, whaddaya know! A mug! Just GET MUG, and E. First thing you see in the hall is this big mirror. I hate mirrors. BREAK MIRROR. A piece of the mirror will break off. GET MIRROR, and S. The door you see is closed. So OPEN it. Wow, look at all the neat stuff to fiddle with! Why not LOOK SHELVES? Don't take that bottle out into the hall, or you'll get busted for stealing. There's so much on that shelf that you'll probably find more stuff if you LOOK SHELVES again. Sure enough, there's a nice useful scalpel. GET SCALPEL, OPEN DOOR (to leave the room,) and S. Before you go through that door, check out the room to the W)est. You never know what kind of important stuff you'll hear from crazy people if you LISTEN to them. What was that word? Better write that down; it may come in handy! Wonder if there's anything in the room? Type LOOK ROOM and find out. Well, well, more cryptic facts. Might want to remember that slogan, too... go E)ast, and OPEN DOOR. Welcome to the counselor's office. You can TALK to this guy for a bit, but he doesn't say anything of major importance. In fact, he makes me mad... ATTACK MAN. ZAP!!!! Uh oh..... Well, as long as you're here, have a look around. If you LISTEN, you'll hear water dripping. There must be a leak in a pipe somewhere. I always put something under a leak to avoid making a messy puddle on the floor; don't you? So DROP MUG. You have a bit more time to kill, so try some stuff. I wonder what they stuff these walls with? Try to CUT PADDING and find out. Now why would anyone stuff walls with rope? O, well, better GET ROPE; it may come in handy. After a while, they let you out and bring you back to your room. Go back to the office and ATTACK MAN again. ZAP!!!!!! While you were out, the mug got filled with water. So GET WATER, and wait for them to decide you've calmed down enough to let you out. Then go back to the dispensary and GET BOTTLE. If you LOOK at the BOTTLE, you'll see it's magic powder. Now then; where to eat it? How about in that room to the S)outh? Sounds good to me! Here we are in the closet. You have some water to wash it down, so EAT POWDER. oooooooOOOOOOOOOOO........ THE INSTITUTE Part II Wow, what a nice place! Well, why not look around to see what we can see? Try going E)ast. How to climb that cliff.... Aha! Here's where the rope comes in handy. THROW ROPE, then CLIMB ROPE. It's always nice to look through a telescope, but not if it's all blurry. FOCUS TELESCOPE, and that problem will go away. LOOK TELESCOPE. You'll see something. LOOK at that. Etc, etc, etc, until you see what you see. Now anything that's that hard to get to is probably worth remembering, so do so. then CLIMB DOWN. go W)est, and look at the corpse. Isn't this a fun game? If you LISTEN, you'll hear a tree mumbling. TALK to it, and it'll ask you where you're from. You have no secrets to keep; tell it THE INSTITUTE. CCCRRRRRAAACCCCKKK!!! Whaddaya know? CLIMB those stairs, and you'll see someone familiar. You can TALK to him for a while; he may say something of minor importance. But he does get on my nerves. Tell him to KILL himself, and he'll be gone. OPEN DOOR, and look around. If you TALK to the owl, he'll tell you something that'll make you glad you read the plaque. You may not be thirsty, but you may want to DRINK from the stream. In fact, keep DRINKing till you turn green. Go S)outh, and you'll be at the statue base. LOOK at the BASE, and GET the tube of GLUE that you find. Now go E)ast. This little guy may look silly, but if you don't TALK to him and tell him what he wants to know, he won't let you by. So say what the meaning of Death is, and he'll become very angry for no adequately explored reason. You can just KICK him over a tree, and he'll not bother you again. Now CLIMB the stairs, and you'll be at the log. type PUT GLUE, and when it asks where, say ON SHOES. This will give you enough traction to CLIMB the log. (You can DROP GLUE here; you won't need it again.) If you LOOK LOG on the other side, you'll find a hole. GO HOLE, and LOOK around. You'll find a bronze key and a shovel. GET them both. You can DROP them somewhere; (like by the owl,) you won't need them till later. Go N)orth, and TALK to the MAN. Since you're green now, he'll let you in. So OPEN DOOR, and LOOK NATIVES. Pick up what the native dropped. Now what would a native need a sturdy umbrella for? Go N)orth, and N)orth again. There is a face in the hole if you LOOK HOLE. TALK to it, and it will ask to be shown beauty equal to his own. The best thing to show it is itself, so SHOW MIRROR. The wall will crack, and the thing will fall silent. (I guess it couldn't handle seeing something as beautiful as itself...) If you GO CRACK, you will begin to wake up. When you do and appear back in the closet, EAT POWDER again. Now where am I? Oh, well; ever see Mary Poppins? So did the designer of this game. OPEN UMBRELLA, and you'll begin to float up. You were inside the smokestack of a ship. When you land, you'll see a life preserver when you LOOK DECK. GET PRESERVER, and go S)outh. You'll be at the stern, and these big icebergs will come at the ship. (Did I neglect to mention that you're on the Titanic? Silly me....) The ship will begin to sink.....so, SWIM, and you'll be at sea. LOOK DOWN, and GET CROWBAR. Eventually, you'll get eaten by a shark and wake up. You can DROP the PRESERVER, the UMBRELLA and the CROWBAR in the closet; you'll not need the preserver again, and the others aren't needed till later. EAT POWDER again. Hoo BOY, has your subconscious been working overtime! Okay, WATER PLANT, and it'll grow real big and break the door. OPEN DOOR, and you'll be in the altar room. Unfortunately, this is all you can do right now. So OPEN DOOR, and you'll die and wake up. EAT POWDER again. THE INSTITUTE Part III "Curiouser and Curiouser!" Do not go near that tiger yet, as he has a poor disposition, and will not be nice. Go S)outh, and LOOK STREAM. then LOOK UNDER ROCKS. Cute, isn't he? GET LIZARD, and DRINK WATER. This water is poisonous, and will kill you. EAT POWDER when you wake up. NOTE: From this point on, you have to do things in different dreams. They all cycle 1 through 4, and there is only one way to skip any. So to get to a certain dream, just die or get out of each dream in between and keep EATing POWDER till you get to the dream you want. Get to dream 3 (The Temple.) OPEN DOOR. SACRIFICE LIZARD. (Be sure you have the scalpel to do this.) A door will open. CLIMB those stairs behind it. Now HOLD BREATH. This will keep you from dying of the poison gas when you CLIMB the second set of stairs. Now go W)est. You'll be in a throne room. (Literally; try PULLing the HANDLE on the throne!) See the sphere? See the shaft of light? USE MIRROR, and the light will reflect into the hole. LISTEN until the sphere breaks open, revealing a steak and a copy of Captain Spud Comics. (The latter only being good for a laugh.) GET STEAK, and go to dream 4 (The Jungle.) This time, THROW STEAK. The tiger will go off and enjoy a hearty lunch. E)ast, and OPEN CHEST. GET SCREWDRIVER. Now go to dream 2 (Titanic.) Be sure to GET UMBRELLA before you enter dream 2. When you hit the deck, OPEN DOOR. See that picture? UNSCREW SCREWS, revealing a small key. You can DROP the SCREWDRIVER and the UMBRELLA and GET SMALL KEY. Now WAKE UP, and when you eat the powder this time, you go right to dream 1 (The Forest.) This time, DRINK at the stream till you turn bright green. Get over to the Green village, and OPEN DOOR. N)orth. Use the scalpel to CUT STRIPS. OPEN DOOR. Your brightly glowing body will provide light to see. Use the small key to UNLOCK TOOL BOX. OPEN BOX. You can now DROP SMALL KEY while you GET WRENCH. W)est. Now go back to where you left the shovel and the bronze key. By now, a funny little shrub should have grown by the stream. Use the shovel to DIG PLANT. DROP SHOVEL and GET SHRUB. GET BRONZE KEY, and S)outh. Now go W)est. Gee, no Keyhole. You'll need some pretty strong magic to make one. How about that word that the man told you in the ward? Say it. ZAP!!!!! Allright! Use the Bronze key to UNLOCK DOOR. Once inside, LOOK UP. Then CLIMB the ladder. There's no air up there, but the plant you dug up will provide air. See that touchpad. Type the number you saw on the billboard. The door unlocks. OPEN DOOR. Once inside, use the crowbar to LIFT COVER. Then use the wrench to TURN BOLT. The statue falls over, and you are thrown out, sitting on a gold key. You can DROP everything now; all you need is the gold key. Get out of the dream by typing WAKE UP, and go to the counselor's office. No one's here! Use the key to UNLOCK DOOR, then OPEN DOOR, and you're out! Need I say it again. I'll let you fill in the gaps. Another adventure ________ brought to you by _____ ___. It was ______ by Sewer ___ for Doc Disk Number __. MASK OF THE SUN Part One There are places to go, and things to do in this game which are not necessary to complete the adventure, however, I have included them in this Solution so that you get to see the whole game, and not what is just necessary to solve it. Specific instructions are enclosed in quotes, so type what you see. In the beginning of the game, you are in an airplane just landed in Mexico. You are on a search to find the famed Mask of the Sun. Here is what to do: "Out Plane," "Get Map," "Look Map," "Get in Jeep." You then start traveling North automatically. When stopped, continue with "West," "Get All," "Out Jeep," "Go Hut" "Give Food." At this point the old woman will give you a flute, and tell you something -- remember it. Then "Out," "Get in Jeep" "West," "NW." You will now be at the statue of a cat whose head has been removed. Type "Drop all but Pills," (these are your strength pills), "Out Jeep," "Look Statue." You will see the secret word "XOTZIL." Remember it. Then "Get Head," "Drop Head on Statue." At this point the statue turns into a jaguar and departs. MASK OF THE SUN Part Two Now, "Get in Jeep," "Get All," "NW," and you will find yourself at the foot of the first pyramid. So, "Out Jeep," "Go Stairs," "Up," "Light Match," "Light Lantern," "Go Door." Now, you will find yourself in a room with a snake attacking you. You must type the next command quickly, or the snake will kill you. Type "Shoot." The snake will then leave you. You are now in the first pyramid. So, "Search Platform," "Open Door," "Forward," "Get Bowl," "Forward." You are in the boulder room. This is a worthless room, but kind of fun. Watch the boulder. When ready to continue, type "Turn Back," "Left," "Move Sarcophagi." A ghost will appear; do nothing. After about 30 seconds, the ghost will disappear, and will leave behind the second bowl. Type "Get Bowl," "Turn Back," "Left," "Right," "Get Bowl." The skeletons in the room will now be attacking you, so type "Hit Skeleton With Amulet." Then "Get Bowl," "Get Urn," "Place Urn on Right Pedestal," "Go Door," "Go Jeep," "Get in Jeep." You have now conquered the first pyramid! Now on to the second pyramid. Go "SE," "South," "West." Here you will find a peddler trying to sell you a bottle of stomach remedy. Don't buy it! Then "West," "SW." You are now at the second pyramid. So, "Out Jeep," "Go Pyramid," "Right," "Search Door." You find a gold key. Then "Forward," "Move Block," and you find a black key. Now, "Open Door With Gold Key," "Go Door," "Down," "Forward," "Left," "Forward," "Right," "Look Pool" (make sure you look!). Then "Turn Back," "Left," "Forward," "Right," "Up," "Out," "Forward," "Forward," "Left," and you have exited the pyramid. Now on to the third one! MASK OF THE SUN PART III Continue with "Get in Jeep," "NE," "NW," "Forward," "Forward," "Out Jeep," and you are now at the third pyramid. So, "Climb Pit," "Forward." At this point it would be wise to "Save Game" as the next obstacle requires exact timing, and chances are you will have to do it a few times before succeeding. Continue with "Forward," "SW." You must answer the SW quickly also, as it is another place where if you are too slow to respond, you die. After you have left this room, it will tell you that Raoul has died. This is unimportant. You now will find yourself having to jump across a river of lava. You need to hit the return key, when the rock is under the lava and ready to rise. You should be able to determine this after watching it for a while. Once you cross the river, type "XOTZIL" then "Go Door," "Forward," "Look Altar," "Place Amulet on Altar," "Get Mask." This however is not the real mask. So you must continue searching for the real mask. So type "Search Altar," "Get Mask," "Wear Mask," "Turn Back," "Go Passage," "Forward." At this point you meet the Sun God, and he asks you a riddle. The answer is "Coffin." Then go "R," "L," "L," "L," "R." You are now in the Crumble Room. I would save game at this point, as you will soon confront your enemy Roboff. The directions you now take don't really matter. Roboff will eventually appear. However, *before* he does, type "Wear Mask." When he shows up, he will want the mask, so "Give Mask." Now the jaguar you set free comes back and kills Roboff. However, the jaguar now stands in front of you and you must "Play Flute" to soothe the savage beast. He then walks away, and you can exit the pyramid. You are now finished with Mask of the Sun! Here follows the manual to Kings Quest III.For the solution,check out the accompanying file on this Sewer Doc Disk Number 10.Thanks to the KK Club for providing this file. ================================================================= Kings Quest III - "To Heir is Human" ================================================================= A long, long time ago, when magic was the only science known to man, there dwelt in the land of Llewdor a wizard named Manannan. He was very learned in all matters of the heavens and earth. Of great age, Mannannan presented a frail appearance, as though his skin were made of bleached and weathered parchment. Manannan's impression of fragility lasted only until one looked into his coal-black eyes, which burned with a strange fire. This was, indeed, a powerful wizard. Although he was powerful, and capable of conjuring up vast armies of spirit servants to sweep his hearth, prepare his meals and other menial tasks with which he would not soil his hands, this solution to his everyday needs was not satisfactory to him. For he liked his solitude, and didn't want a lot of spirits (who besides all else, are quite inquisitive and mischievous) cluttering up his house. Instead, he impressed a very young boy to do his bidding, taking the lad when he was only a year old, so he would have no memories to tug at him in the years to come. Unfortunately for Manannan, boys grow up and become adventuresome young men. As his slave grew in stature and in strength, Manannan was irritated to find him poking around in areas of the house where he didn't belong. Or he would climb down the narrow path leading to Manannan's mountaintop retreat to explore the surrounding countryside. Even punishment did not stop him for long. One day, when his slave was 18 years of age, the wizard found him practicing magic spells. This was the last straw! "YOU!" Manannan screamed. "You have read my books of spells and plundered my supplies of powders and potions. You have even ventured into Llewdor again, against my expressed command, for nowhere else could you have gathered some of these ingredients! "You think you will win your freedom with these tricks?" the wizard sneered. "You shall see your mistake! You have earned only your own demise!" And with that, Manannan raised his hands menacingly. Suddenly the earth began to shake. And his slave was no more. Only a small pile of ashes remained where he had stood. "Next time, I won't make the same mistake," Manannan snarled. "I'll never let any of my slaves reach manhood. I'll have no more accidents." And so the years passed. Manannan went out and found another small boy to be his slave. He stole him from a country some distance from Llewdor, to direct suspicion away from himself. Manannan was more careful with this child, and watched him closely. The wizard punished the boy severely when he caught him away from the house. And he made sure the boy didn't get his hands on even any ordinary items that might be transformed into magic charms or potions. On the whole, Manannan didn't have much trouble with him, but still, on the lad's 18th birthday, the wizard zapped him outof existence. "It's a nuisance, having to train a slave all over again," he mumbled complainingly. "But it's better than having trouble like the last time." And so he went on, every 17 years kidnapping a small boy from his loving parents, then slaying him on the 18th anniversary of his birth. (Occasionally the cycle was shortened slightly, when he unfortunately chose a precocious child that learned too much before his 18th year.) And time went on... ----------------------------------------------------------------- Tips for the Beginning Adventurer ----------------------------------------------------------------- If you haven't played one of Sierra's 3-D animated adventure games before, here are a few suggestions to help you get started. LOOK everywhere. When you go somewhere you haven't been before, the first thing to do is look around. You should get a description of the general area. Often there is a clue to the game or an indication that something in the scene bears further investigation. EXPLORE each area of the game very carefully. Search the wizard's domain, both inside and out -- even (or perhaps especially) those places he doesn't want you poking around in. Venture out to mix and mingle with the inhabitants of the surrounding countryside of Llewdor. DRAW A MAP that includes each place you visit, objects found, dangerous areas, any and every landmark you see along the way. Try not to miss any area, or you may miss an important clue or item necessary to the completion of your quest. And don't think that because you've been somewhere once, it will be the same the next time. The population of Llewdor (and other countries you might visit) can move around as well as you (some better). In addition to constructing your own map, you may also find a certain magic map hidden in the wizard's house. It's up to you to unlock its special powers. Keep your ears open - TALK to just about everyone you meet, but use discretion! Some characters will be friendly and helpful. They will give you valuable information and advice. Others will try to trick you, so be ready to run and hide. If that doesn't work, you may have to find some other way of outwitting them. PICK UP anything that isn't nailed down. You'll come across many objects that have a use somewhere else in the game. Your inventory is listed on the "status" screen (accessed with the TAB key). USE the items you pick up to solve large and small problems in the game. Some problems have obvious solutions. If you need to dig a hole, use a shovel. Other problems require more imagination to solve. BE CAREFUL. The way you must travel is long and dangerous. Be sure to remain alert at all times -- disaster may strike in the most unlikely of places. SAVE YOUR GAME often. That way, if misfortune should strike along the way, you won't have to start over from the beginning (see your reference card for instructions on saving your game). DON'T GET DISCOURAGED. If you come to an obstacle that seems insurmountable, don't despair. Explore the game some more, then come back later and try again. If you're stuck, you might try backtracking to an earlier point in the game -- you might have forgotten to do something vital. Or you can buy a King's Quest III hint book using the enclosed order form. Be brave, be resourceful, be true. ----------------------------------------------------------------- The following pages contain the only legible excerpts from "The Sorcery of Old" (Manannan's book of magic). All other spells in the volume are so faded that they are indecipherable to mortal eyes. To perform any of these spells, open "The Sorcery of Old" to the appropriate page and follow the directions precisely. Any deviation from the correct procedure, including the EXACT recitation of the empowering verse, can cause fatal (if sometimes humorous) results. Note: parentheses indicate descriptive text, not instructions you need to type into the computer. ----------------------------------------------------------------- ----------------------------------------------------------------- UNDERSTANDING THE LANGUAGE OF CREATURES (PAGE II) ----------------------------------------------------------------- INGREDIENTS one small feather from a bird one tuft of fur from any animal one dried reptile skin one rounded spoonful of powdered fish bone one thimbleful of dew one magic wand DIRECTIONS I. Put the small feather in a bowl II. Put the fur in the bowl III. Put the reptile skin in the bowl IV. Add a spoonful of powdered fish bone V. Put a thimbleful of dew in the bowl VI. Mix with hands (mixture will now be doughy) VII. Separate mixture into two pieces VIII. Put dough pieces into your ears IX. (Recite this verse) Feather of fowl and bone of fish, Molded together in this dish, Give me wisdom to understand Creatures of air, sea and land X. Wave the magic wand You will now be able to understand the speech of animals, birds and fish. You will not, however, be able to speak to them. The spell will last as long as the dough is in your ears. ----------------------------------------------------------------- FLYING LIKE AN EAGLE OR A FLY (PAGE IV) ----------------------------------------------------------------- INGREDIENTS one tail feather from any eagle (to become an eagle) one pair of fly wings (to become a fly) one pinch of saffron rose petal essence one magic wand DIRECTIONS I. Put a pinch of saffron in essence II. (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 III. Wave the magic wand. You now have a potion which will allow you to cast the transformation spell. To cast the spell any time later: Dip the eagle feather in the essence (if you want to become an eagle). or Dip the fly wings in the essence (if you want to become a fly). You will turn into an eagle or a fly. If you do not transform back into yourself, the spell will wear off after some time has passed. You can use this spell until your rose petal/saffron potion is gone. To return to your own form before the spell wears off, recite this verse: Eagle begone! Myself, return! or Fly, begone! Myself, return! ----------------------------------------------------------------- TELEPORTATION AT RANDOM (PAGE VII) ----------------------------------------------------------------- INGREDIENTS one spoonful of salt grains one sprig of dried mistletoe one smooth rounded stone of unusual color one magic wand DIRECTIONS I. Grind a spoon of salt in a mortar (with a pestle) II. Grind the mistletoe in the mortar III. Rub the stone in the mixture IV. Kiss the stone V. (Recite this verse) With this kiss, I thee impart, Power most dear to my heart Take me now from this place hither, To another place far thither VI. Wave the magic wand You now own a charm which will allow you to cast the random teleportation spell. To cast the spell, rub the stone. It will instantly wisk you away from where you are. Remain alert, however -- even though you can use the spell to run away from danger, nothing guarantees that you will not arrive in a more precarious situation than the one you left. The power of the charm remains for as long as you retain the stone. ----------------------------------------------------------------- CAUSING A DEEP SLEEP (PAGE XIV) ----------------------------------------------------------------- INGREDIENTS three dried acorns one cup nightshade juice one magic wand one empty pouch DIRECTIONS I. Grind the acorns in a mortar (with a pestle) II. Put the acorn powder in a bowl III. Put the nightshade juice in the bowl IV. Stir the mixture with a spoon V. Light a charcoal brazier VI. Heat the mixture on the brazier (boil the mixture until the nightshade juice is almost gone, then remove from heat) VII. Spread the mixture on a table (wait until dry) VIII. (Recite this verse) Acorn powder ground so fine Nightshade juice like bitter wine Silently in darkness you creep To bring a soporific sleep IX. Wave the magic wand X. Put the sleep powder in the pouch (for safekeeping) You have now mixed a powder for casting a sleep spell over whoever is nearby. To cast the spell, pour the sleep powder on the ground (or floor) in a dank, dark place. Then recite: Slumber, henceforth! ----------------------------------------------------------------- TRANSFORMING ANOTHER INTO A CAT (PAGE XXV) ----------------------------------------------------------------- INGREDIENTS one-half cup mandrake root powder one small ball of cat hair two spoonfuls of fish oil one magic wand DIRECTIONS I. Put mandrake root powder in a bowl II. Put the cat hair in the bowl III. Put two spoons of fish oil in bowl IV. Stir the mixture with a spoon (dough will be oily) V. Put the dough on the table VI. Pat the dough into a cookie (let harden on table) VII. (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 VIII. Wave the magic wand You have just created a cookie that, when eaten, will turn the victim into a cat. Forever! ----------------------------------------------------------------- BREWING A STORM (PAGE LXXXIV) ----------------------------------------------------------------- INGREDIENTS one cup of ocean water one spoonful of mud one pinch of toadstool powder one magic wand one empty jar DIRECTIONS I. Put a cup of ocean water in bowl II. Light a charcoal brazier III. Heat the bowl on the brazier (heat slowly, but not to boiling, then remove from heat). IV. Put a spoon of mud in the bowl V. Add a pinch of toadstool powder VI. Blow into the hot brew VII. (Recite this verse) 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. VIII. Wave the magic wand IX. Pour the storm brew into the jar (to store) You have mixed a potion that you can use to brew a storm. To activate the spell, stir the storm brew with your finger and recite: Brew of storms, Churn it up! Outdoors, a rainstorm complete with thunder and lightning will occur. It will last for some time, but will eventually rain itself out. If you wish it to subside earlier, recite: Brew of storms, Clear it up! ----------------------------------------------------------------- BECOMING INVISIBLE (PAGE CLXIX) ----------------------------------------------------------------- INGREDIENTS one pat of lard one cactus one spoonful of cactus juice two drops of toad spittle one magic wand DIRECTIONS I. Cut the cactus with a knife II. Squeeze the cactus juice on spoon III. Put the cactus juice in a bowl IV. Put the lard in the bowl V. Add two drops of toad spittle VI. Stir the mixture with a spoon VII. (Recite this verse) Cactus plant and horny toad I now start down a dangerous road Combine with fire and mist to make Me disappear without a trace VIII. Wave magic wand IX. Put ointment in the empty lard jar You now have a magic ointment that will allow you to turn invisible (but beware, the ointment only works in a place where there is both fire and mist). To cast the invisibility spell, rub the ointment on your body. You will be invisible for a short while. You have enough for one application. ....courtesy of Bytten & The Perpetrator Here follows the solution to King's Quest III. If you'd rather solve it yourself, read the manual which can also be found on this disk (Sewer Doc Disk 10).Thanks to the KK Club for providing this doc file. ================================ = KINGS QUEST III = ================================ THIS IS NOT A HINT FILE BUT THE ALMOST COMPLETE SOLUTION, SO DO NOT READ IT UNLESS YOU ARE ABSOLUTELY STUCK.There is not much of a sense of achievement in letting someone else solve your problems!!!!! NOTE:This adventure cannot be solved without the manual which is supplied with the program as "Spells" must be cast with the EXACT wording of the manual. This of course is only one possible solution. 1.Wizards requests:(a)Feed Chickens- feed is in yard at left of pen. (b)Clean Study-duster is on cupboard in corner. (c)Feed me -Food is on side table in kitchen.Collect this and say such things as "Give fruit to wizard" when he is sitting at table. (d)Empty Chamber Pot- Next to wizards bed. (e)Clean Kitchen- Go to kitchen-Use broom. 2.In Wizards bedroom collect brass key,magic map,magic mirror, and magic rose essence. Look in drawers,in cupboards,on top of cupboard and move clothes. (Do not be caught by wizard with articles marked with an asterisk or you shall be killed. Therefore collect these items when wizard makes a trip. Store the items under own bed. eg go near middle of bed and say "Drop possessions." 3.In Kitchen collect knife,bowl,spoon,bread,mutton,fruit. In room where Manannan eats get cup from table. 4.In Study use key to open cupboard in corner of room to get magic wand.Move book on right hand book shelf to expose lever.Pull lever to open trap door. Go down into cellar.Do not trip over cat. In lower den get jars which contain things such as fishbone powder....... Spells will be cast here later, when necessary items are collected. 5.On exiting castle walk down track to bottom of mountain. Take magic mirror and map.Do this when wizard sleeps. 6.In the valley collect eagle feather when eagle flies overhead.In the desert be careful of the Medusa.Make sure that back is turned to Medusa when she appears and then say "Show Medusa the mirror".This turns her to stone and enables you to find the snake skin and cactus. 7.Collect acorns from under large tree next to desert. This tree has a hole at its base. Say "put hand in hole" This lowers a rope ladder which enables you to go up to the robbers hideout.(They may have robbed you by now).When robber is sleeping enter shack,get empty purse from table plus gold coins and belongings from chest.(If robbed).Get out quickly before the robber awakes or you will be killed.By now you will be able to say "Look at map" and this will enable you to be transported to any place where you have been.(But not up the mountain). 8.You will probably have to make several trips back up the mountain to store treasures under bed. 9.In attic of castle collect fly wings. Catch cat and get hair from it.Catch chicken to get feather. 10.You will now be able to use map to teleport down mountain. 11.In bears house collect little bears porridge and a thimble from cupboard in their bedroom. Collect dew from flowers in their garden. 12.Collect mistletoe from tree near shop.In the shop buy lard ,salt and fish oil. Also pat the dog and so get dog hair. 13.Get spoonful of mud near waterfall and cup of sea water. 14.You now have the ingredients to cast the spell "Flying like an eagle or a fly", when you enter the cellar of the castle.Look very carefully at the manual page number to find the page which you must turn to in "The Sorcery of Old" to cast the spell.You can also cast the spell which enables you to understand the animals language.Use dog hair for this to save catching the cat again. 15.On casting "Eagle Spell" ,"Look Map" and teleport to valley.Go to cave near waterfall and turn into an eagle.Now kill the spider.Turn off spell.Enter the cave and collect the magic stone. 16.You can now cast "Teleportation at random",and "Transforming another into a cat", as well as "Becoming Invisible." You need to cast the Cat Spell before "brewing a Storm" to get the empty jar and you need to cast "brewing a Storm" before "Causing a Deep Sleep" to get the cup. 17.Now put the "magic "cookie" in the porridge (This disguises the magic of it.Go to bedroom and leave possessions. Get porridge and wait for return of magician.When he asks for a meal feed him the porridge. 18.Look Map and go to wharf section (near shop). 19.Enter Inn and speak to Captain.Show captain your purse. 20.As prisoner in ship's hold go to bow and get small crate. bring it back to large crate.Jump on small crate and then jump on large crate. Now jump on ladder. 21.Climb ladder.Get possessions from chest in Captains room and shovel from bow of this deck.Do not get caught. 22.Stay out of trouble until ship reaches Island. 23.To get off ship either turn into an eagle or jump over the side.Do not get eaten by shark. 24.Carefully climb the path. (Treasure chest possibly near where ship docked!,but not especially important.).Near the end of the path you can follow the stream or turn into an eagle again to get to top. You will need to evade the abominable snowman. (You will need to make frequent `saves' but you have been doing this regularly.)By trial and error you will eventually be able to scale down the rocky cliff at the mountain top. 25.You will now enter the final valley. At the ruins you will find steps, carefully follow them into the mountain and go up the steps through the mountain. 26.Cast the "Invisible Spell" at the top of the mountain or you will be killed by the dragon in the next frame. Quickly move forward to the next frame and then cast the "Brewing a Storm " Spell.This will kill the dragon. 27.Untie the princess and lead her back down the steps ,and to the left when back at the ruins.When at the well turn right and go forward. It is now plain sailing to the end of the game. I hope that you enjoyed playing this game and that you did not have to get too many hints. PS(1) Did you find the treasure chest? PS(2) This is only one of several possible solutions. ***************************************************************** * * * M A N U A L T O * * * * Kings Quest IV - * * The Perils of Rosella * * * ***************************************************************** * * * Written by Sorcerer Software * * * * You may distribute this document as long as the authors * * name is not removed. * ***************************************************************** Brought to you by Sewer Software. ***************************************************************** This is the legend of King's Quest... Once, In a kingdom called Daventry there lived a King named Edward. Daventry was a very old kingdom, and it had its share of kings, both good and bad, over thousands of years. King Edward was a very good King, but he was also very old, and without children. Disorder ruled the land since the loss of the Three Great Treasures. King Edward feared that disorder might degenerate further once he died. Besides, he knew (as well did his people) that without an heir to the throne the kingdom would be in dire straits indeed. This, King Edward sent for his favorite knight, Sir Graham. Page 2 **************************************************************** ***************************************************************** You are the bravest and most trustworthy of my knights, quick of wit and stout of hear. I have chosen you to succeed me as king, but first you must prove yourself worthy of my crown. Far beyond the walls of this castle lie shrouded the Three Great Treasures of Daventry, stolen years ago by stealth and sorcery. This kingdom will not be restored to its former glory and prosperity until these great treasures are returned to their rightful hearth. Succeed in this my request, and the crown shall become yours upon my death. Fall, and our once beautiful kingdom will fall to the hands of evil forces who will use the powerful magic of the Three Great Treasures against us. "May you return victorious, Sir Graham!" Thus Sir Graham ventured where most humankind dared not tread, and returned home victorious with the cherished Treasures of Daventry, as is chronicled in the tale Quest For The Crown. Page 3 **************************************************************** **************************************************************** Now Graham ruled over the land, with the aid of the Magic Mirror and the other Great Treasures of Daventry. The people of Daventry prospered greatly under the reign of the kindly monarch. But peace and prosperity can become quite dull for valiant Kings. Not more than a week after the third anniversary of his appointment to the throne (on the eve of King Edward's death) did King Graham begin to feel the pangs of loneliness. Fate would have it that Graham was standing next to the Magic Mirror as he pondered his plight. As he glanced towards the Mirror, he noticed that the glass had grown inexplicable cloudy. As the mist cleared, Graham beheld the image of the most beautiful maiden he had ever seen. She stood glancing from a window, motionless except for stray breeze that stirred her hair. A tear fell from one eye, and sparkled on her cheek like a diamond on velvet. Page 4 **************************************************************** **************************************************************** Seel How the tears run down her face. Oh, that I were the glove upon the hand that could brush away such sorrow!" exclaimed Graham. The Kings heart was suddenly intoxicated with longing for this maiden-indeed this was the women ho must be his Queen. "Oh Mirror wise," said Graham, "I have vowed to make this maiden my bride. Where may I find her?" The Mirror clouded once more, and a voice spoke forth. "This is the maiden Valanice. She is from the kingdom of Kolyma, and is known for her goodness no less than her beauty. The jealous crone Magatha whisked Valanice away to an enchanted land, and imprisoned her in a quartz tower guarded by a ferocious beast. To rescue Valanice, you must travel to the kingdom of Kolyma, where you may search for the keys which unlock the three doors to the enchanted land..." As the tale is told, King Graham did indeed find the three magic keys, and faced the battles that led to the safe rescue of the beautiful maiden Valanice, The full account of King Graham's search for his bride is chronicled in the tale Romancing The Throne. Page 5 **************************************************************** **************************************************************** King Graham married the beautiful girl he had rescues, and two years later the young Queen Valanice gave birth to twins, a boy and a girl. Alexander bore a striking resemblance to his father, and likewise Rosella to her mother. The family lived a very happy and peaceful life...at least for awhile. But from deep within the forests came rumblings of a terrible beast who was ravaging a bloody trail towards the land of Daventry. Sightings of dragons had been rare in these tranquil times, and never before in the kingdom of Daventry had one witnessed such a beast as the terrible three-headed dragon. As the years crept by the notoriety of the beast grew as great as the destruction it wrought. Soon the whole population of Daventry tremored with the news of the dragon's approach, and each homestead dwelt in terror. Page 6 **************************************************************** **************************************************************** Meanwhile, in a land far away, lived the malevolent wizard Manannan. Manannan kept a watchful eye upon kingdoms of the world. With a sardonic grin he watched as the three-headed dragon rampaged its way towards Daventry. Manannan's hatred of mankind ad intensified with his great age, and his coal-black eyes burned a strange reflection upon the glass of the crystal as he mirthfully watched another human swallowed whole by the vicious beast. Preferring his solitude, the powerful Manannan was only allowed to be observed by one servant-boy, who maintained his house and performed all of his menial chores. Of course, Manannan could have conjured up spirits to do his dirty work, but he much preferred to see the toll and strain of a young mortal suffering under his thrall. Most would call it depravity, but it was fear that fueled the flames of Manannan's hatred of humanity, a fear instilled by a vision from his prophetic crystal ball. For within its walls of quartz had Manannan seen his own hideous destruction at the hands of a conquering hero. Page 7 **************************************************************** **************************************************************** Time has wrought many changes and with it much sorrow. The kingdom of Daventry was ravaged by the deplorable dragon, and they young Princess Rosella was abducted. The entire kingdom was overcome by the brutal onslaught of the beast, and though forewarned, found themselves helpless to defend against its supernatural strength. Much weeping and wailing was heard throughout the land. Even with its power of prophecy, the Magic Mirror could provide no answers, not even a clue, for some bearer of black magic had cast a cloud of darkness upon its face... And the wizard watched with eyes of venom... The entire tale of Rosella's rescue, the wizard's downfall, and the restoration of the royal family are chronicled in the saga To Heir is Human. Page 8 **************************************************************** **************************************************************** According to legend, shortly after Rosella's rescue King Graham decided it was time to pass on his adventurer's cap. Gathering in his wife and two children, the King offered a grateful smile upwards, for each member of his family had given him great pride. Gazing down at his children, he couldn't help but see the glint of spirited valor in their eyes. Knowing the future of his kingdom would rest soundly in the hands of its future heir, he slowly lifted his hands to display the infamous adventurer's cap. And now the commencement of the noblest adventure of all... Page 9 **************************************************************** **************************************************************** AN OVERVIEW A Sierra 3-D Animated Adventure Game, simply stated, is an interactive movie where you become the main character. In this game the main character is Princess Rosella, daughter of the dying King Graham. Each 3-D Animated Adventure Game has a main goal, and yours in King's Quest IV is to find the magic talisman (to save Genesta, the good fair) and the charmed fruit (to save your father), both hidden in a strange country. You will need to mood swiftly and use your ingenuity, for you have but one day to complete your quest. Fail, and your loved ones will die, and you will be stranded in a strange land for the rest of your life. TIPS FOR NEW ADVENTURE PLAYERS Note: If you have played an Animated Adventure before, this section can be skipped. 1. HOW TO MOVE AROUND Basic instructions on how to interact with this game are included on the reference card enclosed. For those who are not sure of what to, there is a WALK THRU included at the end of this manual 2. STAY OUT OF DANGER Due to the dangerous nature of this adventure game, you will want to save your game often. Type SAVE GAME after you have made important progress. Type SAVE GAME when you encounter a potentially dangerous situation. If you do encounter danger, and you character suffers and unfortunate accident (such as death), you can type RESTORE GAME to return to the place you were at when you last saved your game. Careful use of this function has saved many gallant knights from returning to lowly peasant status. 3. BE OBSERVANT Look at and examine everything you can. When you enter a new location type LOOK AROUND. When you open a box type OPEN THE BOX. If you want to see the contents of the box type LOOK IN THE BOX. When you want to talk to a fisherman type TALK TO THE FISHERMAN. The descriptions and close-ups offered may provide valuable clues. Page 10 **************************************************************** **************************************************************** 4. MAP YOUR PROGRESS Draw a map that includes each place you visit, objects found, dangerous areas, and every landmark you see along the way. Try not to miss any area, or you may miss and important clue or item necessary to the completion of your quest. Also, don't think that because you've been somewhere once, it will be the same next time. The people of Tamir (and other places you might visit) can move around as well as you (some even better). 5. BRING ALONG SOME HELP The Land of Tamir can be terrifying at night. You may find it helpful to play with a friend. Different people come up with different ways to interpret clues, and besides, most adventurers work in teams. Page 11 **************************************************************** **************************************************************** 6. ARM YOURSELF WITH THE PROPER VERBS King's Quest IV understands a wide variety of verbs such as: Bait Dismount Hit Pry Stand Blow Dive Hug Pull Start Bounce Dock Jump Push Steal Break Drink Kill Put Sweep Bridle Drop Kiss Raise Swim Calm Eat Knock Read Swing Call Enter Lay Remove Take Cast Exit Lead Ride Talk Catch Feed Leave Rock Tempt Clean Find Lie Say Throw Climb Fish Lift Save Tickle Close Flip Light Shake Turn Command Follow Lock Shine Undress Cross Force Look Shoot Unlock Cure Free Make Shout Untie Cut Frighten Move Sing Use Dance Give Open Sit Wade Detach Go Pet Sleep Wake Dig Help Play Smell Wave Dim Hide Polish Speak Wear 7. LEAVE NO STONE UNTURNED There's much more to a 3-D Animated Adventure Game than meets the eye. Try any action you can think of-even the forbidden. No one every served a stretch of time on the rack from playing computer games. If you do run into serious trouble, you can always resort back to your RESTORE GAME function. 8. AT THE END OF YOUR ROPE? If you've tried every possible trick in the book and still can't get anywhere, don't panic. Even the most stalwart of adventures have been caught in the midst of a confusion spell. For this reason, hint books are available for all of Sierra's 3-D Animated Adventures. You can order the hint book for this game by using the order form in the package. Hints can also be received by calling the Sierra Support Line at (209) 683-6858 by having your computer call the Sierra Bulletin Board Service at (209) 683-4463. Page 12 **************************************************************** Here is the solution to Kings's Quest IV. If you would rather solve it yourself (it's much more fun), read the manual enclosed on this disk (Sewer Doc Disk Number 10). Start at the beach and swim left, through to GENESTA's island being carefull to avoid the shark. ON the beach you will find a peacock feather. Swim back to the main island. Go to the castle path and allow yourself to be carried up to the castle and go through the dialog, the guards will remove you from the jail cell and take you back to the forest. Enter the cottage of the seven dwarfs by the river and clean their house. The dwarfs will return and invite you to supper. After the meal get the bag of diamonds. Take them bach to the MINE and try and give it back to the Head dwarf. He will then give you a LAMP. Get the worm from the ground, go to the fishermans cottage and walk on to the pier. The fisherman will go back to his cottage. Go inside and give the fisherman the diamonds and you will get the fishing pole. Go to the pier and fish. Under the bridge there is a gold ball. Take the ball to the pond where the frog is and drop the ball in the water. The frog will fetch the ball and return it to you. Get the frog and kiss him. He will give you his crown. Go to the haunted house and look in the library, get the book of shakespeare. Take the book to the stump near the fishermans cottage and give it to the minstrel. He will give you his loot. Take the Loot and find PAN, play lout and swap the loot for the flute. You are now ready to find the magic fruit. Go to the waterfall and put the crown on, you will turn into a frog and swim under the waterfall to the cave. Get the board. light your lamp and go into the cave, get the bones in the corner. Find your way through the maze, (save frequently because of the trol and hole) when you find the hole put your board across it and walk across. pick up the board and take it with you to the exit of the cave. At the swamp jump on the grass across to the island, at the last clump of grass you will need to put down your board. When you step on the island a cobra snake will begin to dance. Play your flute and hipnotize him. Get the apple and make your way back across the grass and through the tunnel. Go to the roman baths and CUPID will apper and swim in the pool when he flys off and leaves his arrows get them. Find the unicorn and shoot him with an arrow, this will allow you to approach him. Now you will need a bridle to ride him. Go to the beach and swim out, A whale should appear and if you swim towards the whale you will be sucked into it. This was the tricky part of the game that had us stuck for days. To get out of the whale you must tickle it. Go to the left side of the tongue and climb diagnoally towards the right. you should end up kneeling about half way up the tongue. go up a bit further, without falling and TICKLE whale. You will be coughed out and can swimm to the island. Once there throw the fish to the pelican and get the whistle. Look ground in the bow of the wreck and there is the bridle. Blow whistle to get the dolphin and ride it back to the mainland. Find the unicorn and put the bridle on him. Ride the unicorn and he will go to the path to the castle, Your next task will be to get the hen from the OGRE. The OGRE's cottage is now open, but watch out for the Ogre's wife. Throw the dog the bone and he will leave you alone. Go upstairs and get the OGREs axe from the bedroom. Go back downstairs and open the closet door and hide. Look through the keyhole and you will see the OGRE having his dinner, when he falls asleep open the door. Go and get the hen and run for the door. take the hen to the castle and return Where the trees are go and chop down a tree, the trees afraid of your mighty axe will leave you alone. You can go to the SKULL cave scene to the right of the trees. Inside the cave the three witches will try to get you. Take their EYE from them. Go out of the scene and come back they will throw you a SCARAB, give them back the eye for extra points. It should now be dark. go to the haunted house. and in the library look at the picture, it shoul direct you to a secret lever on the wall exposing a secret door get the shovel. There should be the sound of a baby crying in the upstairs nursery. The ghosts require apeasing. Go to the graveyard on the left side of the house. To the back and left, read the tombstone about the baby who died. Dig and you will find a baby rattle, take the rattle to the cot and give it to the ghost. The next ghost will appear, a MISER, once again got to the graveyard and dig at the misers grave, take the bag of coins to the ghost, next is a lady weeping, this grave is on the right side , dig and get a locket, Next is the LORD ghost in the left graveyard you will find a medal, give this to the ghost. Next and last is WILLY, you can follow willy to the attic or go and dig in his grave inthe right graveyard and get his toy horse. Follow willy to the attic, he will be sitting on a chest, give him the toy horse and he will dissappear. Open the chest and take the sheet music to the tower where the shovel was and climb the stairs to the organ loft. PLay the sheet music, and a drawer will open. Get the key and go to the crypt in the right graveyard. Unlock the crypt and get the rope, climb the rope ladder to the bottom and walk towards the box. Get pandoras box and climb the ladder out. Take the box to the castle where you will get your reward. Wait in the bedroom until the rose is slipped under the door, take the key and unlock the door, go down the stairs. Your possesions are in the kitche cupboard, get them and sneak past the sleeping guard, go to the right tower and climb up to the to bedroom. unlock the door, go inside and fire your arrow. When the evil queen dies you will be able to get the TALISMAN. and walk freely through the castle. On your way down at the first landing go into the storeroom and get the HEN & PANDORAS box. Go down and out the front door to the stable and set the unicorn free. walk down the hill and swim to GENESTA's island and give her the talisman. This should get you 226 out of 230 points. Sewer Software present another Sierra adventure solution. Thanks go once again to the KK Club for sending us the orginal doc. ================================================================= Police Quest ================================================================= Police Quest is a very long Sierra, possibly even longer than King's Quest III. Hence, the solution file is also long. The ending sequence of the game is the longest ending sequence of any Sierra up to this point and well worth watching. OK, enough raving, on with the solution! You start the game in the Lytton Police Station. Go to the room on the right (the briefing room). Use the door furthest away from you, not the closer door (which leads to the locker room). Within the briefing room, go to the pigeonhole second-closest to the back and LOOK HOLE. You will have received and read a note. *** Your score is now 2 points. *** After reading the note, move to the rear right table and GET PAPER, which you will automatically read. *** Your score is now 7 points. *** Now, go to the front right table and stand at the left side of this table. This is your assigned position for briefings. *** Your score is now 11 points. *** Now, watch the action. At the end of the briefing, your score will go up. *** Your score is now 15 points. *** Leave the briefing room and enter the other door on the right, to the locker room. Go to your locker. Your locker is in the right bank of lockers, second from the front. OPEN LOCKER *** Your score is now 16 points. *** GET BELT *** Your score is now 17 points. *** GET AMMO *** Your score is now 18 points. *** GET CASE *** Your score is now 19 points. *** CLOSE LOCKER OPEN CASE *** Your score is now 20 points. *** GET PEN *** Your score is now 21 points. *** GET NOTE BOOK *** Your score is now 22 points. *** GET TICKET BOOK *** Your score is now 23 points. *** CLOSE CASE WRITE NOTE Write anything for a note - it doesn't matter. The only reason you need to do this is because writing a note of any sort is worth a point. *** Your score is now 24 points. *** Now, leave the locker room. Go to the key board and GET KEY. *** Your score is now 25 points. *** Go to the table, and GET RADIO. *** Your score is now 27 points. *** Now, go left and then leave the next screen to the left. You will now be in the car yard. The car assigned to you is the left front car. Go to this car, and walk around the car until you get a message saying that the car has been checked. You will need to do this every time you take a car out of the yard (excluding your own red corvette). If you forget, you will get a flat tire shortly after leaving the yard. *** Your score is now 32 points. *** Move to the front left door of the car (this is an American game - cars drive on the right hand side of the road and the driver sits on the left hand side of the car) and OPEN DOOR, GET IN and CLOSE DOOR. Then, GET NIGHTSTICK. *** Your score is now 35 points. *** Now, GO (you can also press F4 to do the same thing), and the street map will appear. This map is numbered as follows; A1 A2 A3 A4 B1 B2 B3 B4 C1 C2 C3 C4 D1 D2 D3 D4 and the Police Station is located at C3. It is a good idea to SAVE the game here, as it takes a while to locate yourself on the map the first time, and driving the car also takes some getting used to. Drive around for a while, avoiding map reference B2, until Despatch sends you a message. When you get this message, go to screen B2. In about the middle of the screen, you should see a car which has hit a building. Drive up close to the scene of the accident and your car will automatically stop. When it has stopped, STOP (or F4) and you will go from the map screen to a more normal picture. *** Your score is now 38 points. *** OPEN DOOR GET OUT CLOSE DOOR Go to the man in the car which has crashed. LOOK MAN LOOK MAN Now, go over to the crowd of onlookers. TALK MAN TALK MAN CALL Despatch will send some other officers over to the scene of the accident. You must now wait for these officers to arrive. When they arrive, your score will go up. *** Your score is now 43 points. *** You can now go, so go back to your car, OPEN DOOR, GET IN, CLOSE DOOR and GO. Now, drive around until Steve calls you. When he calls, go to A3 and park near the cafe (spots where you can stop are fairly obvious in this game). STOP and your score will rise. *** Your score is now 46 points. *** Get out of the car and go into Carol's. Sit near Steve and wait for the phone to ring. When the phone rings, Carol will answer it and say that it's for you. GET UP, go to the phone and USE PHONE. *** Your score is now 48 points. *** Once the conversation is finished, go back to the car and drive around. Eventually, you will be `aching to write a ticket'. When you are, go to a screen with a set of traffic lights (eg. A2) and you will see someone go through a red light. You must chase this car. The way to chase and stop a car is by getting precisely behind it and then speeding up. The chased car will then automatically pull over and come to a stop, as will your own car. You have a choice of three driving speeds in Police Quest - Code 1, Code 2 and Code 3. Code 1 is normal driving and is achieved by pressing F6. Code 2 is faster and is achieved by pressing F8. Code 3 is police chase speed, with siren on and is achieved by pressing F10. A police car travelling at Code 3 speed can go through red lights. It is a very good idea to SAVE the game before beginning a chase as pulling a car over takes some practise. When you have pulled over the car, STOP. *** Your score is now 52 points. *** CALL *** Your score is now 53 points. *** Get out of your car and walk over to the sports car. LOOK AT GIRL ASK FOR LICENSE WRITE TICKET WRITE TICKET RETURN LICENSE SIGN TICKET GIVE TICKET *** Your score is now 58 points. *** You can try letting the girl off, and ringing the number, but you have been warned... After you have given the girl a ticket, go back to your car and continue cruising the streets until Despatch tells you to go to Carol's. Return to screen A3 and park. Go into Carol's Caffeine Castle, go up to the counter and TALK TO CAROL. *** Your score is now 61 points. *** Leave Carol's and go next door (Wino Willy's). Go up to the head bikie and SAY "MOVE BIKES" USE NIGHTSTICK *** Your score is now 66 points. *** Go back to cruising the streets until you see a car driving erratically (the game will tell you when you see it). Pull this car up and STOP. *** Your score is now 69 points. *** CALL *** Your score is now 70 points. *** Go up to the driver and say; GET OUT ADMINISTER FST *** Your score is now 73 points. *** ARREST MAN *** Your score is now 76 points. *** HANDCUFF MAN NO Go back to the police car and open the passenger door. Get out of the way of the drunk and he will get into the car. CLOSE DOOR and get into the car yourself. Drive away, and go to the jail (screen D3). Once at the jail, STOP, get out, open the passenger door and then close the doors. Always close car doors when you are getting out of your car, or your car will be stolen. Walk up the steps of the jail with your prisoner and go up to the lockers. OPEN LOCKER PUT GUN IN LOCKER *** Your score is now 78 points. *** CLOSE LOCKER Any time that you want to enter the jail, you should put your gun in the gun locker, or you will lose points. Go to the button near the jail entrance and PRESS BUTTON. When the door opens, go into the jail. BOOK MAN DUI REMOVE HANDCUFFS *** Your score is now 80 points. *** Detective Laura Watts will now walk in and give you a message. After she leaves, walk up to the jailer and he will give you a message. Then, leave the jail - don't forget your gun - and drive back to the Police Station (C3). At the Police Station, STOP DROP NIGHTSTICK and get out of the car. Walk into the Police Station and go up to the table. WRITE MEMO PUT MEMO IN BASKET *** Your score is now 82 points. *** Now, keep walking until you get back to the room you started the adventure in. Several policemen will be walking around in this room. Enter Dooley's office (the left door) and watch the action for a while, then leave Dooley's office. You will be informed of the party at the Blue Room by one of the remaining officers, so go into the locker room and go to your locker. OPEN LOCKER GET TOWEL DROP TOWEL *** Your score is now 84 points. *** GET KEY *** Your score is now 85 points. *** CLOSE LOCKER Leave the locker romm and go up to the key board. DROP KEYS. Now, walk to the table and DROP RADIO. Go to the car yard and get into the sports car (front right) - there is no need to walk around the car. Once inside the car, LOOK CAR and GET WALLET. *** Your score is now 88 points. *** GO Drive to the Blue Room (screen B4). Once you get there, STOP. *** Your score is now 90 points. *** Get out of the car and go into the Blue Room. Go to the middle table and SIT DOWN. *** Your score is now 92 points. *** Wait until the action is over, and Keith tells you that you are due at the Police Station in 15 minutes, and then GET UP, go to your car and drive back to the Police Station (C3). Once at the police station, STOP, get out of the car, and go to the locker room. Go up to your locker, OPEN LOCKER GET CLOTHES DROP TOWEL GET BELT GET AMMO GET CASE CLOSE LOCKER and head for the briefing room. You will be late for the briefing, but that's OK. Go to your assigned spot and listen to the speech. *** Your score is now 93 points. *** When the speech is over, go to your pigeonhole and LOOK HOLE. *** Your score is now 96 points. *** Now, leave the briefing room and go to the key board. GET KEY. Go to the table and GET RADIO. Go to the car yard and get into your police car, first of all doing a walk-around check of your car. Drive around until Despatch sends you a message about a stolen car in your vicinity. SAVE the game here, especially if you only have a CGA and start chasing the cars on the screen at the time of the message. One of them will speed up when you get close - this is the car that you are interested in chasing. Chase this car until it pulls over and then STOP. *** Your score is now 101 points. *** CALL and wait for assistance to arrive. Once your backup is in place, OPEN DOOR and GET OUT. Now, you are speaking to the driver of the stolen car. GET OUT Wait for a little while (not too long). STOP *** Your score is now 103 points. *** HANDS UP *** Your score is now 105 points. *** LIE DOWN *** Your score is now 107 points. *** Now walk over to the suspect. HANDCUFF MAN SEARCH MAN *** Your score is now 109 points. *** Walk over to the suspect's car and LOOK IN CAR OPEN COMPARTMENT LOOK NOTEBOOK *** Your score is now 111 points. *** LOOK LICENSE *** Your score is now 113 points. *** CLOSE COMPARTMENT Now, once again, you are talking to the suspect. GET UP GO TO CAR Once the suspect gets to the car, open the passenger door for him and get out of the way so that he can get in. Once he is in the car, close the door and get in the car yourself. GO. Head for the jail (D3). Once at the jail, STOP. Get out of the car and let the suspect out as well. Make sure you close all doors before following the suspect to the jail entrance. Also make sure you put your gun in the locker before entering the jail. PRESS BUTTON and go into the jail. When the jailer asks for the charge, say FELONY. REMOVE HANDCUFFS *** Your score is now 116 points. *** Now, leave the jail. You are instructed to see Dooley right away, so pick up your gun and get back in the car. Drive to the Police Station (C3) and go to Dooley's office. Wait for Dooley to leave the room and then walk behind his desk. READ MEMO *** Your score is now 118 points. *** Go to the locker room, and go to your locker. OPEN LOCKER GET CLOTHES DROP TOWEL GET BELT GET AMMO CLOSE LOCKER Leave the locker room, go to the key board and DROP KEY. Now go to Morgan's office (go left, and go in the closed door). Approach Morgan's desk and wait for the speech to end. *** Your score is now 119 points. *** Go next door and follow Laura around as you get a guided tour of the office. When Laura leaves, go to the filing cabinet. OPEN DRAWER GET HOFFMAN TAKE FILE *** Your score is now 121 points. *** Go to the key board and GET KEY. *** Your score is now 124 points. *** Go to the clipboard and READ CLIPBOARD. Flip through the pages of the clipboard until you get to the wanted poster. TAKE POSTER and DROP CLIPBOARD. *** Your score is now 126 points. *** Go to the car yard and walk around the Cadillac (your new car). Get in the car when the check has been completed and then GO. Drive to the courthouse (D3 - opposite the jail) and STOP. *** Your score is now 127 points. *** Get out of the car and go up to the door of the courthouse. OPEN DOOR, go in and go up to the window. When the clerk asks what you want, say EMERGENCY. *** Your score is now 130 points. *** When the clerk returns, go to the courtroom door, OPEN DOOR and enter the courtroom. The judge will ask you some questions, which you will have to answer. HOFFMAN FILE POSTER TATTOO You now leave the courtroom with a No Bail Warrant. *** Your score is now 137 points. *** Go back to your car and drive to the jail (just across the road). STOP, get out of the car, and go into the jail (remember to leave your gun in the locker). Within the jail, go up to the jailer and GIVE WARRANT. *** Your score is now 139 points. *** Wait for the jailer to return and then go. Don't forget your gun! Drive back to the Police Station and STOP. Wait for Laura to get into the car and then GO. Drive to the park (B1) and STOP. *** Your score is now 140 points. *** Get out of the car and walk into the park. Hide behind a bush (you will get a message saying that you are hidden). Once you have hidden, CALL and then wait until the drug deal has been completed and an argument over money has started. This will involve quite a long wait, so be patient. CALL LOAD GUN *** Your score is now 144 points. *** DRAW GUN SAY "HANDS UP" One of the men will run, but the other will stay - this is normal. Go up to the man that stays. *** Your score is now 149 points. *** PUT GUN AWAY HANDCUFF MAN *** Your score is now 150 points. *** READ RIGHTS *** Your score is now 151 points. *** GO TO CAR TALK TO SIMMS TALK TO SIMMS *** Your score is now 153 points. *** SEARCH SIMMS *** Your score is now 159 points. *** OPEN DOOR Get into the front seat of the car and GO. CALL *** Your score is now 160 points. *** Drive to the jail (D3). Once you get there, STOP. Get out of the car, let the men out, and enter the jail (don't forget the locker). BOOK MEN NARCOTICS REMOVE HANDCUFFS *** Your score is now 162 points. *** Now leave the jail, getting your gun, and return to the Police Station (C3). STOP to let Laura out, and then GO. Drive to the Blue Room (B4) and STOP. Get out of the car, go into the Blue Room and SIT DOWN next to Jack. TALK TO JACK Wait until Keith comes in and says to go see Morgan, then GET UP and leave the Blue Room. *** Your score is now 163 points. *** Return to the Police Department (C3), and go to Morgan's office. Go up to Morgan's desk and listen to the speech. *** Your score is now 164 points. *** Leave Morgan's office and go right. Go up to the bars and Russ will come out and ask you what you want. ASK FOR BOOK Once you have looked at the book, RETURN BOOK. Now, go back into your own office, go up to your desk and LOOK IN BASKET. READ NOTE *** Your score is now 166 points. *** Return to Morgan's office, and approach the desk. After the speech, leave his office and go to the car yard. Get into the Cadillac (don't forget the check) and drive to the jail (D3). Go into the jail (remember the locker) and watch the cute action. HELP WITH OPERATION *** Your score is now 171 points. *** Leave the jail, remembering your gun and then drive back to the Police Station. You will get a message before you arrive at the Police Station telling you to go to Cotton Cove, so drive to Cotton Cove (D4) and STOP. Get out of the car and walk over to the body. MOVE BLANKET LOOK TATTOO *** Your score is now 175 points. *** CALL *** Your score is now 178 points. *** Go back to the car and drive to the Police Station. Once you have arrived there, go to Morgan's office and listen to the speeches. *** Your score is now 180 points. *** Go to the locker room and go up to your locker. OPEN LOCKER GET TOWEL CLOSE LOCKER Go to the right shower. TURN ON WATER USE BLEACH RINSE *** Your score is now 183 points. *** TURN OFF SHOWER Walk back to your locker. OPEN LOCKER GET CLOTHES CLOSE LOCKER Who's a pretty boy, then? Now, leave the locker room and go up to the radio table. DROP RADIO and return to Morgan's office. Approach the desk and listen to the speech. *** Your score is now 184 points. *** Move behind the desk and LOOK AT PHONE. *** Your score is now 186 points. *** Go to the car, check the car, and drive to the Hotel Delphoria (A2). Once you get there, STOP. *** Your score is now 187 points. *** Get out of the car and go into the hotel. Go up to the counter and RING BELL. CHECK IN PAY MAN *** Your score is now 190 points. *** Go left into the bar, approach the bar, and when the bartender asks for your order, say WHISKEY (or whatever drink you prefer). Marie will make contact with you and you will sit down. When your drink arrives, PAY MAN. Eventually, you should GET UP and go over to the bar. GIVE MONEY *** Your score is now 193 points. *** Now return to the hotel lobby and enter the elevator. PRESS TWO. Once you get to the second floor, go to your right and move to the door of room 204. UNLOCK DOOR *** Your score is now 194 points. *** Move to the phone. USE PHONE 555-6674 SONNY *** Your score is now 197 points. *** USE PHONE 555-9222 HOTEL *** Your score is now 200 points. *** USE PHONE 555-2622 *** Your score is now 203 points. *** Go back down to the bar, approach the bar and GIVE MONEY. *** Your score is now 204 points. *** When Woody moves, follow him. When he wants to frisk you, move to his right and he will frisk you. Once inside the gambling room, go to the table with two players and SIT DOWN. Now, wait for the fourth player to arrive, and the game will start. The quickest way to win is to bet up to the maximum on every hand, saving if you win, restoring if you lose (the same way as in all other Sierras). Once a hand has been completed, typing DEAL will start the next hand. Keep playing until the game ends (with you winning). *** Your score is now 207 points. *** Now, leave the gambling room and return to your room (204). Wait for the detectives to arrive. When they do, go up to the left detective and ASK FOR TRANSMITTER. *** Your score is now 212 points. *** Go back to the bar, walk up to the bar and say FRANK SENT ME. Follow Woody again, allowing yourself to be frisked and wait until you have entered the back room. Walk over to the table and SIT DOWN. Once again, play poker until you have won. *** Your score is now 215 points. *** YES YES GET UP Follow Frank (the Death Angel) up the stairs and to his room, but do not enter his room. Outside of his room, CALL. *** Your score is now 220 points. *** Now, enter his room and watch the action, as you have successfully completed Police Quest - In Pursuit of the Death Angel. *** Your final score is 224 points. *** Police Quest ][ Solve by Thantos a.k.a. Crystal Warrior Mr. Death Brough to you by Sewer Software. Thanks to the KK Club for sending us this doc file. Edited for Doc Disk 10 by Sewer Rat. Day 1 Get the keys from the ignition and then open your glove box and get everything in there. Exit your car and go to the station door. Open it (DUH!) then go strait into the locker room, your locker is by the sink and the combination is on the back of your Busines card (In the Glove box) but thats to hard so its 36-4-12. Get everthing in the locker and close it, go to your office (to your left as you leave the locker room) listen to the stuff the chief says and go to your desk, sit down and open your drawer, get the stuff in it and look in the basket on your desk. Go get keys from the rack, get a picture from bains file in the cabinet and go to the entrance room, theres a desk like thing there that has your feild kit in it which you need. Take it and go to the target practice range. Get ear protection and go to an empty stall and shoot once. Lower your gun and view the target. Type Look Target and it will tell you whats wrong with your gun. Adjust your Gun it when you look at the target it says adjusted correctly or something. Leave the station and put the feild kit in the trunk of the blue car. Drive to the jail. Put your gun in the locker and close it. Push the button and walk to the circle thing and type "Show ID" go in and ask for bains file the guy will give you a new file, get that picture. Go get your gun and drive to the mall. open the box in the corvette car and get the bullets and the holster. Now exit the car and ask the lady about her plates. Now go use your radio and drive to the cove. Talk to the lady about the the blood. Oh, talk to the lady first you know "TALK TO LADY" then draw your gun and load it and go to the left. when bains jumps out, shoot the gun, he'll get scared and leave, be carefull or you'll get run over. Now go to the the red marks by the river and get blood (If you forgot to get the feild kit out of the trunk, do it now then come back). Also make a cast of the footprints, go look in the trash and then search it. Read the name tag and go talk to Keith. Look in your wallet for the Scuba Card and get take 2 and everthing else you need (Flippers, belt, suit, vest). Exit the van and your now in the river. There are three things you get down here, on the middle screen by the rocks around the middle of the screen, keep looking at the ground till you find and object, get it. Go left to next screen and look ground till you find another object, get it. Go Right twice and theres a little round red spot, go look at it (its by the rocks) move the rock, look hand, get hand, then get body. Search the body, look at the hole and look at the throat. go get dressed and go drive to the airport. Look in the black car, and look at the plates. Go north and push the button. Cross the street and buy a rose. Go in and walk to the the lady teller, show her your badge, show her the picture, ask for flights Then go buy a ticket to houston. Go to the rental car place and show your badge to the lady teller, show picture and ask for rentals. Now go to the plane, show your badge to the guard and go on the plane put on your belt buckle and then when the lady talks to you say "Yes" Now go drive to the office. Go to the evidence window and type "Give Evedence" Now go to your office and... oh, get your field kit before going in the station. now drop the keys, go to the lokcer room and put all your stuff you got out of the locker back in. now go to your office, sit and call Marie 555-4169. Type hi then yes, now go drive in your own car, to arnies. Go sit, order meat loaf, kiss marie,eat, give rose, kiss till you leave the resturant. Day 2 Get stuff out of locker, look in your message basket get your kit if you put it back, get keys, go to murder at warehouse, look trunk, search body, get corner, look trunk, move body, look trunk, get note ,exit trunk, get blood, enter car, use radio, drive to inn, go to man in window, show badge, show picture, ask about cole, use radio, call for backup, call for search warrant, talk to chuck (Guy by cop car) go get a key from the guy in the window when you get the warrant, stand by the side of the door, open the door, wait for gas to clear, go in, get blood with your field kit, look under bed from all sides, get lip- stick, go in bathroom, get card, go to car, use radio, drive to maries house, open door to house, look ashtray, dust ashtray, use tape, look in sofa and chair, get paper by ashtray, drive to office, go talk to chief, give card to cheif, go call colby 407-555-3323. talk to him about bains, go give all the evidence, go to the airport, buy ticket to Steelton, use phone, call Steelton Police 407-555-2677. Talk about bains then buy the ticket to steelton, go get on the plane OOPS! before you leave the station, you have to go readjust your gun! ok, back to the airport. Ok, show your badge and go on the plane, sit, buckle your seat belt and then get water, wait for hijackers unbuckle belt, load gun, when the lady gets thrown down, hit F8 then F10, when the next guy comes out, hit F10 again, go search both of them... you'll get wirecutters, an ID and a how-to-make a bomb list. now, go in the bathroom and open up the dispenser and do the following: 1. Cut Yellow Wire 2. Cut Blue wire 3. Cut Purple Wire 4. Conect Yellow Wire 5. Cut white wire 6. Cut Yellow Wire Now you go sit again, wait, get the radio in the guys office. Go north then north again. Use the radio when the guy tries to mug you. Read him his rights and then question him, now go south then east. look ground around the manhole cover. Climb the Ladder, go east and then go east and south till theres a way to go left. open the cabinet and get the mask, go back to the right and then go south till you can turn again, now go in the door, Calm Marie, when bains comes, hide behind the pipe on the left wall and draw and load your gun when bains draws, shoot him alot. You won... Ok, so the day 2 wasn't written as good as day 1, but hey! I don't have to do this! Oh yeah... Thanks to Scott Lowe for giving me all of PQ2 Thantos Thanks once again go to the KK Club for providing us with the solution to another Sierra adventure. Presented for your perusal by Sewer Software in Sewer Doc Disk Number 10. ================================================================= Space Quest: Chapter One - The Sarien Encounter ================================================================= We have to admit it, Space Quest was THE best adventure we have ever played. Two days of solid playing got us through this one. OK, a few hints to get you past some of the harder parts. 1. Sector HH is the one you go to. 2. There is more than just the survival kit to be found around the escape pod... 3. Don't forget to visit the Orat (but kill the Spider Droid first). 4. Just past the Sarien airlock, there is a box and a TRUNK. Well, enough hints, now for the step-by-step solution! NOTE: Save the game often, as you can easily killed in this game. You have been warned. You start the game in a broom closet, with alarms blaring. Move to the left, and go into the library. Leave the library to the left and move left until you come across a dead body. GET CARD will get you a keycard, which you need to escape from the ship. Next, go right back into the library, stop, and wait for a few seconds. A lab technician should come staggering in, and will give you a message if you HELP MAN. After he has died, go up to the screen, and LOOK SCREEN. The title you want to retrieve is called ASTRAL BODY. When the little jigger has come back with your cartridge, TAKE CARTRIDGE. The next thing to do is to escape. If at any stage during the next few moves you hear approaching footsteps, leave the screen immediately. Leave the library to the left, and go down the lift. When you reach the bottom of the lift, wait for a few seconds to see if any Sarien is coming. If one is coming, stay put in the lift and the Sarien will move away. Move to the right one screen and enter the lift. This will take you down to the lower levels of the ship. Again, wait until you are sure the coast is clear, and then go right. Move to the window, and PRESS OPEN. The bay doors will open. Move right again, once more watching for Sariens. Go up to the left side of the lift, and INSERT CARD, then enter the lift. Once on the bottom floor, go to the rightmost of the two doors and PRESS RIGHT BUTTON, then PRESS LEFT BUTTON. GET SUIT, and then GET GADGET. Go behind the control panel, and PRESS AIRLOCK BUTTON. Walk out to the left and go to the control panel in the vehicle bay. PRESS BUTTON, and an escape pod will appear. ENTER POD (on the left side), CLOSE DOOR and FASTEN BELT. Next, PRESS POWER and PULL LEVER. This will eject you into space, just in time to see the ship explode. Now, PRESS AUTONAV (don't press DON'T TOUCH...) and wait for the landing on Kerona. On Kerona, GET KIT, OPEN KIT and GET KIT. UNFASTEN BELT, and GET OUT. Move to the right of the pod, and GET GLASS. Then move right three screens and mount the path. Follow the path until you encounter a rock. Stand close to the rock and wait for the Spider Droid to arrive. When the droid is lined up, PUSH ROCK to kill the droid, then walk back down the path and go north. Enter the cave, and THROW WATER. When the Orat has expired (hehe) go over to the remains and GET ORAT PART. Leave the cave, and go back to the path up the mesa. Before climbing, GET PLANT and then climb the path. This time, keep going, and follow the path until you get to the two strange rock formations. Walk between the rocks, and you enter the planet. At the bottom of the lift, GET ROCK and then go left. Move as far north as possible, and you will be able to cross the grid. When over the grid, PUT ROCK IN GEYSER, and the door opens. Go through the door, and leave the next room to the north (there IS an exit there). Get close to the laser beams, and USE GLASS to destroy the laser beams. Walk up the path. When you get to the next screen, be careful of the acid drops coming from the ceiling. Go right again and stop. TURN ON GADGET and go right again. When asked for it, DROP ORAT PART, and walk north. Wait for a little while, and then go to the computer terminal. INSERT CARTRIDGE, read it, and then GET CARTRIDGE. NOW IS A GOOD TIME TO SAVE THE GAME! ALSO, PUT THE GAME IN SLOW MODE, OR YOU'LL BE SORRY! ENTER SKIMMER, TURN KEY, and then concentrate. When you reach the end of the boulder field, GET KEY and GET OUT OF SKIMMER. A "person" will offer to buy the skimmer. NO way, the price is not good enough yet. He (she, it?) will leave, but don't worry about that. Go north, and go behind the dome, where you can GET BUCKAZOIDS. Then go back south and this time accept the proposition (the jet pack is very handy indeed). Enter the bar, go the right of the bar and BUY BEER. If necessary, wait until the alien playing the poker machine dies. Then, walk to the poker machine, and play until you have 250 Buckazoids (this may take some time...). Leave the bar, go north and then east. If you are accosted outside of the bar, just ignore the mugger. Enter the droid store, climb the stairs, and BUY THE DROID on the right. Leave the store, and go left twice. Wait for Tiny (you may have to go SOUTH and then NORTH to attract his attention), and BUY SHIP. GET INTO SHIP, and PRESS BUTTON. SECTOR HH is where you want to go. Once outside the Sarien ship, PUT ON JETPACK and LEAVE SHIP. You will end up outside the airlock. Line yourself up with the airlock, and then OPEN AIRLOCK and go in. Go to the inner airlock door and wait for the robot to enter. Slip through when this occurs. OPEN TRUNK, and GET INTO TRUNK and you will end up in the laundry. OPEN TRUNK, move to the washing machine, OPEN MACHINE and ENTER MACHINE. Lo and behold, you are a Sarien. OPEN MACHINE. You can now move around the ship at will. Leave the laundry, and enter the left elevator. Walk left, then go up, then go right three times to the armoury. Get fairly close to the grenades, and then LOOK UNIFORM & SHOW ID. While the robot is gone, GET GRENADE. When you get your pulseray, leave the armoury, and position yourself over the guard. DROP GRENADE. Go back into the armoury, and SHOW ID again. While the robot is gone, GET GRENADE. Now, leave the armoury, and walk three screens left. Now you must be careful, and be prepared to fire the pulseray at any time. Also, you must not touch any of the Sarien probes. Go down, and then right twice, into the Star Generator room. GET CONTROL and PRESS BUTTON. Then approach the Star Generator, and LOOK PANEL. Enter the self-destruct code - 6858 and go left and down the elevator. If a guard appears, you will have to try again, as this guard will kill you before you have had a chance to shoot. (You DID save the game just before this, didn't you?!) Once that is all sorted out, enter the right elevator, approach the escape ship, ENTER SHIP, PRESS BUTTON, and.... ENJOY THE SHOW! Congratulations, you have finished Space Quest I, and with a score of 192/202 to boot! .....by Bytten & The Banshee, 11th September, 1987. Space Quest ][ Solution, By Sam Linscott. Thanks to the KK Club for sending us this doc. Edited for Sewer Doc Disk Number 10 by Sewer Rat. Well here you are, working as a janitor on a space station. People seem to have forgotten about all of your past exploits. But never mind - you are about to have a real adventure! Space quest ][ starts off with you sweeping out the loading bay of the space station. Suddenly your bleeper goes off, and you let go of your broom, which floats off into space. Never mind - just get back inside the Station. Go to the air lock which is on the "roof" directly above you, and stand in the middle. You will then be in the changing room for the air lock. Go over to where the other suits are hanging on the wall, and type CHANGE SUIT. Then go over to the lockers on the right side of the room, and say OPEN LOCKER. (By the way, if the game gives you a message about not being close enough, then do the intellectual thing and move closer!) From the locker, take the jockstrap, and the dialect translator. The puzzle is just a distraction, and has no purpose in the game. Then go over to the door on the left. You will then appear on the right-hand side of the control room. Walk down the room to the left until the boss comes over and tells you to get to the shuttle bay. (If you hadn't taken your space suit off, then you would now be out of a job). Walk over to the yellow pad in the left rear corner, and stand in the middle. The lift will take you to the upper level of the control room, where the train is. Go right until opposite the capsule, and get in. This will whisk you off to the shuttle bay. Get out of the capsult, and go right and down the stairs. From the stairs, move to the shuttle ramp, and go up into it. Here you will be beaten up, but don't worry, it is a part of the game. When you wake up, you will be standing in front of the arch villan, Sludge Vohaul. He outlines his scheme to take over the world, and sends you off to work in the mines on the planet below. Now starts one of those parts of the game where everything happens automatically, and you just sit back and watch. The shuttle lands on the planet, and is met by a guard on a portable transporter. You get on the transporter, and travel off to the mine. After a little while, the transporter runs out of fuel and crashes. This is where you start exploring again. The transporter is lying wrecked in a forest clearing, and the two guards are dead. You get up from on top of a guard, and say SEARCH GUARD. He will have a keycard, which you take. Go over to the wrecked transporter, and say PUSH BUTTON. This will stop the bleeping sound from the transporter's locator beacon, slowing the search somewhat (and giving you one point). You now have to get off this planet somehow, and thwart Vohauls plans. But first, you have to get back to the shuttle, which is what you now do. Go up the screen (behind the tree) and go to the left. Then move directly up the screen until the scene changes. This is an excellent time to save the game. Go over to the two tree trunks on the right, and go up the small track between the rightmost tree and the rocks. Hide behind the trunk of the tree on the right, as the guards are searching for you, and WILL shoot you if they can see even a tiny piece of you. (If they do shoot you, then restore the game and try and hide a bit further behind the tree). Once the guards have flown past, then that is the last that you will see of them, for quite some time, so you can relax now. Move up the screen until you hit the foliage at the top, then move to the left. The next screen has a mailbox in the middle. If you look at your inventory, then you will see that you have an order form ( filled out) for a whistle that imitates the mating call of a certain monster you will be meeting soon. So, POST ORDER FORM, and in a little while a whistle will appear in the post box. TAKE WHISTLE, and then go right. You are now back in the scene with the two tree trunks. Walk back down to the gap where you squeezed past the rocks and the trunk, and then go to the right. You will see a small caveman hanging upside down from a trap. Go over to him and say FREE MAN. He dusts himself off, and dissappears into the undergrowth on the right, but you cannot follow him. Go back to the left, and walk to the left and up the screen (north-west sort of) on the lower part of this scene. This will take you to the scene with the postbox, but you will be on the lower part now. Walk over to the pods on the ground (DON'T KICK THEM) and TAKE POD. If you accidently kick a pod, then the spores released will paralyse you for a little while. Walk to the gap on the left side. You will see a clearing with a giant maze on the ground, formed from sticky tentacles belonging to the "thing" that is reposing in the middle. At the far end of the clearing you will see the little caveman that you rescued, taking berries from a plant, and rubbing them over his body. That is your mission. Negotiate the maze (eventually passing under the big loop on the left) without touching the tentacles once. It is very strongly advisable to save the game once you have negotiated several centimetres of the maze. Once through the maze and under the loop, then go to the top of the screen and TAKE BERRIES. Then RUB BERRIES OVER BODY. Then go back through the maze, until you are back at the bottom of the clearing (saving several times on the way...) Go down from this scene, and come back to the scene with the postbox and pods. Walk over to the right, back into the tree trunk scene. Walk down and right, and go up the little path between the trunk and the rock. (By the way, don't climb the tree...). Go up the screen and right, and the program will ask you for disk 2. This is a good time to congratulate yourself, and grab another beer. Save the game too. You will now be on the left of the swamp, where the little man will be waiting for you. He jumps into the water, and swims off. You enter the water and start wading to the other end of the swamp. As you are wading through the second part of the swamp, a stream of bubbles will come up behind you and grab you. If you had not rubbed those berries over yourself, then you would now be tea for a crocodile. However, you now taste horrible, and it spits you out. Wade onto the next swamp scene, and move up the screen. Slowly go right until you are forced to swim, and then HOLD BREATH. You will now be swimming in an underwater cave. Go down, and to the left. If you get stuck and can't move left any more, then try moving up or down a little way. You will then appear in the next scene, which is an underwater cave, with a green gem glowing in an air pocket. Move up into the pocket, get out of the water, and TAKE GEM. Get back in the water, and HOLD BREATH. Go down and right, and back out the way you came. Once back in the swamp scene, keep moving to the right. Eventually you will be able to wade, at which stage you wade across to the right, appearing on the final part of the swamp. Get out of the water, and move to the right. You will be standing on the left side of a crevasse. Standing beside the crevasse is a tree trunk. Before doing anything rash, save the game. Now, go over to the tree, and CLIMB TRUNK. You will only get about halfway up the trunk when it breaks, and falls across the fissure, hopefully with you still on it. Then CRAWL OVER LOG, and move to the right. Then move to the right side of the screen. You will now be to the left of some trees, with what appears to be creepers hanging from them. Walk across this area in any fashion you want, because you are about to be caught, whatever you do. When caught, you will hand upside down and eventually hallucinate, the subject of which you unfortunately never see... You wake up in a cage on the right hand side of a clearing. To the left of you is a hunter, who is sitting staring into a fire on his left. On a rock just out of reach, is a rope, which will come in handy later on. But first, to get out of the cage... Save the game first. (Quite a good practice to learn - it saves a lot of backtracking if one fucks up somewhere). say YELL AT HUNTER twice. The first time he will ignore you, but the second time he will get up, look at you, and come over. Once he gets within a reasonable distance, THROW POD AT HUNTER, who will then be knocked out for a little while. SEARCH HUNTER, GET KEYS, OPEN CAGE, then walk out. Go to the rock and GET ROPE. Go up the screen and to the right. If you take too long to do this, then the hunter will wake, and have you for dinner. You will now be standing at the edge of a clearing, whose right edge is a cliff. Move a fast as you can to the LEFT edge of the clearing. If you had moved to the right, then the search party would have found you... From the left side, you will now be back in the forest with traps. Ignore the traps, they will not catch you on the return trip. Go back to the log over the crevasse, and CRAWL OVER LOG. When halfway across, TIE ROPE TO LOG, and the rope will dangle down into the fissure. Save the game. CLIMB DOWN ROPE, and you will appear in the next scene. You are now hanging partway down a rope between two rock faces. To your left is a ledge and what looks like the opening to a cave. To your right is a large monster who wishes to taste you. You must now do a Tarzan swing across into the ledge. Move down to near the end of the rope (not too far) , and SWING. Once you have enough momentum built up, push the F6 button to let go, and with any luck you should land on the LHS. Delay too long and the monster on the right will grab you. Go into the cave. Once in the cave, walk to the left. Once it gets dark, HOLD GEM, and it will suddenly light up. Go to the left (there is an obstacle halfway across to move around) and suddenly you will fall down a hole. Once at the bottom, you will be in a small hidden valley, where the cavemen live. They will come over and tell you to follow them. BEFORE you do, you dropped the gem in the fall, so GET GEM. Then follow the small men. The chief of the village will talk to you, and you will understand him, due to bringing the translator with you. He will mention something about just say the word, when you are ready to leave. Do that - SAY "THE WORD". One of the men will uncover a tunnel, which you climb down. Now, SAVE the game. It is pitch-black, so PUT GEM IN MOUTH. You will then see that you are holding onto a ladder. This ladder just happens to be the start of a maze, so it is advisable to draw a picture. Remember, that this maze is not malicious, like the Zork mazes, where you can, say, go north and come back to where you are standing. It also pays to keep in perspective. By the way, there is also a giant squid prowling through the maze, so don't draw attention to yourself! No one said that this was easy! To get through this maze, do the following: 1. Go to the bottom of this ladder. 2. Go right, to the next screen. 3. Go right, until you meet the ladder going down. (there is only one here) 4. Go down, until you meet a passage going right. 5. Go right, to the next scene. 6. Go right, until you meet the ladder. 7. Go down, to the next scene. 8. Go down, until you meet a passage going right. 9. Go right, until you meet a ladder. 10. Go down, to the BOTTOM of the ladder. 11. Go left, to the next scene. 12. Go left, until you meet the ladder going down. (there is only one down) 13. Go down, to the next scene. 14. Go down, until you meet the passage going right. 15. Go right, to the next scene. 16. Go right, to the next scene. Ta Daaa! You are now at the waterfall. Put the gem in your pocket, you don't need it anymore. Get into the water, and move right, into the next scene. You are in a river which soon splits in two. Take the channel to the RIGHT. You will be swept by the current into a huge whirlpool. Don't worry, just go down it. You will now appear in the next scene, when the river comes back into the open, by falling out of a giant face, which the river flows through. You are now (finally) at the bottom of the cliff, and so you can go and look for the shuttle. Wade right into the next scene where you will see a clearing. There is a rock wall at the rear of the clearing, and the shuttle tower is in the distance. So, break the wall! BLOW WHISTLE, and the Terror Beast will break a passage through the rock wall. Just make sure that you are in the water when the beast comes through the wall, or.... If you are in the water, it cannot see you, and will soon go away. Get out of the water, and go over to the passage that the beast created. TAKE STONE, it will soon come in handy. You are now at the foot of the tower. It is a good time to save the game. Patrolling the tower is a guard, who is a crack shot, and WILL shoot you, if he sees you. On the right-hand leg is a lift to the top of the tower. There are several successful ways to get past him. The first way consists of waiting until he is facing to the right, and running under the tower. This means that you have to open the lift door using the keycard, which is quite risky as the guard can see you as he walks to the right. The second consists of shooting the guard with a slingshow, using the jockstrap and the stone. This method gains the most points. OR, you could make a noise, and the guard will come down, and go into the bushes looking for the source for the noise. This way the guard leaves the lift door open. All of the above methods work. Once at the top of the tower, go around to the rear of the shuttle, and go in. You will now be sitting in the pilots seat. PUSH POWER BUTTON, then PUSH THRUSTER BUTTON, then CHANGE ATTITUDE. You will now be flying, controlled by the joystick. Hold the joystick back, to go up, until you reach space. Soon Volauls face will appear on the screen in front of you, and you will lose control of the shuttle, as it travels up to the asteroid where Vohaul resides. Now the program asks for the third disk. You are now in the asteroid. There are no guards to be seen. Save the game! Now go either right or left along the walkways to the lifts. Get in the lift, and PUSH BUTTON THREE. The door will close, and you will go to level 3. Note - The shuttle bay is on level one. Level two is "special" Level three has a closet Level four has a toilet and a closet Level five has monster cages and a closet Get out of the lift, and walk down the passage. Eventually you will come to a door in the wall. PUSH BUTTON, and walk in. It's a janitors closet - on the ground are some useful things. Note - there are closets on levels 3,4 and 5. If you look in all three closets, then you should find - 1. a plunger 2. a lighter (in the overalls) 3. a basket 4. a glass cutter Also on the fourth level is a toilet, with two doors. Go into the empty toilet, and take the paper from the dispenser. When on level five, don't walk too close to the cages. The furry arms have a tendency to squash you. Also, one of the cages may open as you are walking along and an "alien"-like monster may start stalking you. The only thing to do here is to pucker your lips and run! There is also a giant polisher which will run you over, if you get in its way. So you must go back to the lift, if you see it. Once you have found all of the above objects, then go back to level one. Walk out to the shuttle pad, then go down the stairs. Once you go through the doors at the bottom they will close. If you now walk left or right, barriers will come down and block your way. And if both barriers come down, then slowly the floor will retract, dropping you in an acid bath. However, this has to happen, if you want to get Vohaul. PUT PLUNGER ON BARRIER, will stick the plunger to the barrier. Once the floor starts moving, then judge your moment and when there is little of the floor left, HANG ON, and you will hang on to the plunger, while the floor goes completely. After about 5 seconds, it will move back again, and the barriers will move back up, so LET GO. The door now remains open permanently. PUT PAPER IN BASKET, DROP BASKET, LIGHT PAPER WITH LIGHTER This will set off the sprinklers, which will cause short circuits in robots in the next scene. If you had not lit the fire, then the robots would have killed you. Move right, past the robots and through the door, and there Ta Da - is Sludge Vohaul. Go up the stairs onto his pedestal. He will say "Going somewhere, ha ha ha", and zap you with a ray. You are not dead - the ray is actually for miniaturisation, and you have been shrunk and put into a glass jar. So, CUT GLASS WITH CUTTER, and get out of the jar. Go left, over to the vent, and GET IN. Here you will see the life-support system that keeps Vohaul alive. There is a respirator in the front, and a big red button behind the respirator. Go over to the button and PUSH BUTTON. Congratulations - you've just killed Vohaul. However, he still has a little life left in him yet! Go over to the vent, and GET OUT. Vohaul will see you and activate the launch of the salesmen, and the self-destruction of the asteroid. SAVE the game here. Go left along the ledge and you will come across a typewriter and switch. PULL SWITCH ON, and TYPE ENLARGE. Go right along the ledge and get back in the jar. The beam is activated again and you will grow back to normal size. If you look at the console, you will see that one of the screens is flashing. Go over to Vohaul and look and his hand - you will see the word SHSR. Go over to the flashing screen and LOOK SCREEN. It is expecting a password to stop the launch of the salesman clones. Type SHSR to stop the clones. Go up the stairs. You will enter a passage on the outside of the asteroid. There is a box on the side of the passage - OPEN BOX, and take out the mask. WEAR MASK and walk down the passage. In the next screen, the glass of the passage cracks, and you would suffocate if not wearing the mask. Carrying on down the passage, you finally come down onto level two. Go left and keep going left, until you come across the robot guard. Now go right, and keep going right, through the shuttle bay, until you come across the doors to the escape pod. (You had to go left to distract the robot guard, who is at this moment coming back looking for you). So PUSH BUTTON, to open pod door, then ENTER to get in. Once the pod has taken off, then it does not have much oxygen. But it just happens to have a life-support system. So open the cover, and lie down, and sleep. You have just completed Space Quest ][. Adventure games are much more fun if you do them yourself.... SPACE QUEST III THE PIRATES OF PESTULON Thanks once again to the KK Club for sending us this doc file. It was edited extensively by Sewer Rat for Sewer Doc Disk Number 10. This is a complete solution to this game and I hope this will be a help to you , but it is better if you try to complete the game by your self because it is no achievement if you cheat. You start in a bay in a Junk Freighter in the escape pod that you finished up at the end of Space Quest II. Look and find the Warp Motivator Move South,(into the next screen) Move East into the next screen Find the bucket vertical conveyer and enter it, when on the conveyer belt stand and then jump. Move West through 2 screens until you find the Grabber Climb into the seat and use the controls to move the Grabber West and around the U bend into the first screen South of the screen that the Adroid is in. You should be over the part of the bay that has the Warp Motivator. Stop the grabber on the East side of this screen and push the Button that controls the claw of the Grabber. The Claw of the grabber will be lowered to the floor and if it is in the right position it will pick up the Warp Motivator. Move the Grabber East until you round the U bend and then stop and push the button and lower the Motivator into the ship below, if you do not get it the first time you can pick it up and try again. Move the Grabber west until you are in the screen that has the Android in it and find the platform near the middle hopper, Stand and walk South into the hopper. Don't worry about this because this will not kill you but if you stop on that platform too long the Android will shoot you. You will find yourself on a pile of rubbish in a bottom rubbish hold, Look for a hole in the west wall and take the generator in it , move to the ladder in the far corner and climb out of the hold. NOTE WHERE THE EXIT IS BECAUSE YOU WILL NEED TO GO BACK THERE LATER. Move North to the next screen and then move East to the screen with the half demolished space Tanker and enter it. Stop in this next screen and get some wire. Then move East. When you are mugged by the largish rat do not be too concerned because this will not kill you. Return to the hold that you got the generator from and you will notice that the lights are back on. Go to the hole in the west wall and get the generator and the wire, move to the ladder and climb out ,at the next screen take the ladder because you will need it later. Find your way back to the place where you where attacked by the rat and continue moving east until you find the large head of the Battlebot and climb through its broken eye. You will find yourself in the part of the hold that has the good space ship, move around the ship until you are at the side that faces the front of the screen and place the ladder on the ship, then climb the ladder. When on top of the ship move to the hatch and enter ship. When in the ship, install the generator , you will need the wire to complete this task. When this is completed look at the computer to see the status of the ship. All systems should be in operating order.The next command is to sit , then look at the computer to set the controls to fly the ship.Turn on the engine and turn on the radar, then launch the ship.When you stop turn on the weapons system and remember to turn on the forward screen then fire. You should now be out of the Junk Freighter. Look at computer and turn on the navigation system and set course to Phleebhut and then enter light speed. At the planet land. On the planet move to the west 2 screens and then move north 3 screens but beware of the scorpion, you should be outside of store, enter store and show gem ant sell for 450 Buckazoids buy the thermoweave underwear and exit shop .You will now be attacked by the terminator and after a while be given a head start so he can follow you to kill you. Move West fast and find the entrance to Mog's leg and enter, be careful of the scorpion because it will kill you. Stop in the lift and push the button, at the top of the lift walk east and then up the stairs and move to the front pulley and wait for the terminator. When he shows up wait till he comes toward you ant throw the pulley at him and he will be pushed into the machinery. When he is killed move to the wreckage and take the belt. Go back to the ship and leave the planet, set course to the Mammoth Burger. You should know how to do this by now. When there you buy all the food that is on the menu and find a seat to eat the food. You will find a ring in the food and keep it. Go to the chicken game and play it until you have beaten it and then you will be given a message that is written in code and that is what you use the ring for.You can decode that message yourself, it is a pain in the arse,I had to do it and so can you. Return back to the ship and travel to Ortega. (You should know how to do that by now.) Before you leave the ship put on the thermoweave underwear then push the button to leave the ship. Walk south 2 screens and then walk west until you fine the land bridge , walk across the bridge into the next screen and stand behind the rocks until the men from Scum Soft leave the area. Look through the telescope to find the location of the Force Field Generator, Look in the box and take the detonator, walk over to the anemometer and take the pole. Move east 2 screens and then up till you find the generator. Walk down the stairs and then around the buildings till you get into the screen on your right, you will now see a ladder on the north wall, climb it and when you reach the top move the rim and throw the detonator. This will destroy the generator, go back the way you came to get back to your ship, When you get back to the land bridge you will notice that it has been destroyed, walk to the edge and type USE POLE and you will vault over the lava, now walk back to the ship and leave the planet. After takeoff scan using the navigation computer until you find the moon Pestulon , once found head there and land. Once outside the ship move east and you will find the pirate base. Use the belt to walk past the guards walk down the steps and get into the elevator. In the passageway walk south until you find the Janitors closet and enter it, you will find a grimy pair of coveralls, put them on, you will lose all your possessions but don't worry about that because you will not need them any more. When you look in your pocket you will find a trash vaporizer, this will be a very useful tool in the time to come. Go back into the passageway and continue walking south until you find the door to the accounting department, enter the door and walk to the rubbish bin and use the vaporizer on it ,continue doing this until you find the picture of Pug the boss , in that screen you will find a photostat machine. Take the photo go Pug to the machine and take a copy of it, then return the picture to its place on the wall. Remember to clean all the paper bins with the vaporizer as you travel around the maze of offices. In your travels you will come across the office of Pug, walk in there and clean the bin with the vaporizer then walk out of the office and then up to the top of the screen and then right to the next screen. Come back to Pugs office and take the keycard then walk through the maze and leave the accounting department. Walk back along the passageway until you find the door with the security system, put the keycard in the lock and then hold up the picture of pug so the scanner can recognize the owner of the card. Enter the detention area and locate the buttons that operate the bridge to the detention platform and push buttons. Walk out onto the platform and use the vaporizer on the gello that hold the two guys prisoners. Then you will be caught and taken to the arena to fight Pug using the robots. After a while you will find out how to use the controls to beat Pug's robot. The best way to beat him is to attack and push him towards the wall and hit him as many times you can. When he is defeated you climb out of the robot and follow the 2 guys back to your ship and leave the planet (moon) , look at the computer and set to attack speed and then activate the weapons systems. Watch the radar screen and when a drone is detected coming from the rear or front remember to turn on the corresponding force field . After you have destroyed 4 of the ships the rest will run away.The game will take over from here and go through a whole load of rubbish , but you have finished the game. This game took me 4 hours to complete and there was only one place that took any time and that was that silly chicken game. I hope that this is a great help to this great game. The best of luck, Pat Welsh. At last, we've made it to Sewer Doc Disk Number 10. This disk marks the second milestone demolished by Sewer Software in our quest for Doc Disk supremacy, the first being Doc Disk Number 5. If you consider the effort that goes into filling 720K with docs each disk, and the difficulty which accompanies acquiring the docs, you'll soon realise why we consider Doc Disk Number 10 to be the equivalent of a games Compilation Disk 100. At times we have become very frustrated, and wondered why we do this, but we've managed each time to fight our depression and come out stronger than ever (where is all this bullshit coming from ??), until finally, we've achieved our initial goal - the magical Doc Disk Number 10. The Doc Disk saga started only a few months ago, yet in that time we've managed to amass quite a few statistics which I shall now quote for you :- In the 10 disks so far, we have presented you with 300 individual doc files (exactly), which have contained instructions,hints,tips, etc. to a total of 418 different programs. These docs have contained a total of 5,878,773 characters. Additionally, we have presented you with 32 different pictures (maps,circuit diagrams,etc.) totalling 662,768 bytes. The largest single contribution has been by The Animal House, with his 323,832 byte Devpac docs, which are split up over 10 files. The biggest single file we have featured is the Publishing Partner docs, at a huge 220,110 bytes. The smallest file featured so far has been the Menu Conversion file, which scrapes in at a huge 397 bytes. However, this file was part of the Devpac Docs, so does not qualify as the smallest 'stand-alone' file. This honour was earnt by the Artura docs (featured on Doc Disk Number 1), tipping the scales at a largish 526 bytes. The biggest individual contribution by a 'SEWER' was made by me (Sewer Rat), with the 154,232 byte Degas Elite instructions on this disk. They are split over two files, the manual (145,382 bytes) and the quick reference guide (8,850 bytes), thus also providing the largest single file by a 'SEWER'. In this time, we have come across only one 'glimmer' of competition, which came from a fellow Australian. This person (Vertigo), managed to complete only one disk, which was single- sided and came with no loader. In addition, it had compressed Degas pictures on it, but nothing to load them with. Need I say more :- SEWER SOFTWARE are the best when it comes to docs. Anyway, enough of this and on with the list. Before we begin, however, I would like to make a few points about the list :- You will notice that some programs (particularly adventures) appear in more than one Doc Disk. This is usually because one file contains the instructions to the game, and the second file contains the solution (or vice versa), therefore the apparent repetition does not occur. Occasionally, we have included solutions to adventures more than once, but this is always due to the fact that the earlier solution was either incomplete or less descriptive than the later version, so we have considered it worthwhile to include both solutions. Finally, on a few very rare occasions, we have featured two almost identical docs for the same program. We do apologise for this, but sometimes it is difficult to remember just what we have featured, and what we haven't. Nevertheless, we will endeavour to ensure that it never happens again. Now, on with the list :- SEWER DOC DISK NUMBER 1 Alternate Reality (the instructions) Arkanoid (the instructions) Artura (the instructions) Backlash (the instructions) Barbarian (the instructions) Bard's Tale (the instructions) Black Cauldron (the instructions) Captain Blood (the instructions) Deja-Vu! (clues & hints) Dungeon Master (clues & hints) Elite (the instructions) Falcon (the instructions) Gunship (the instructions) Hacker (the instructions) Jet (the instructions) Leather Godesses of Phobos (the instructions) Leisure Suit Larry (the instructions) Mach 3 (the instructions) Mindshadow (the instructions) Moebius (the instructions) Obliterator (the instructions) Pandora (the instructions) Powerdrome (the instructions) Q-Ball (the instructions) Rambo III (the instructions) Roadwar 2000 (the instructions) Roadwars (the instructions) Sentinel (the instructions) Silent Service (the instructions) Sinbad (the instructions) Slaygon (the instructions & picture) Strike Force Harrier (the instructions) Solutions 1, containing solutions to the following :- - Ballyhoo (Partial) - Cutthroats - Enchanter (Partial) - King's Quest II - Infidel - Hitchhiker's Guide to the Galaxy - Mindshadow - Planetfall - Seastalker - Suspended (Partial) Solutions 2, containing solutions to the following :- - Borrowed Time - Deadline - Sorceror - Starcross - Tass Times in Tonetown - Trinity - Wishbringer - Zork I - Zork II - Zork III Starglider (the instructions) Starglider II (the instructions) Star Wars (game review) Super Huey (game review) Ultima III (the instructions) Uninvited (the instructions) Wizball (the instructions) World Games (the instructions) SEWER DOC DISK NUMBER 2 Battle of Borodino (the instructions) Blood Fever (the instructions) Circus Games (the instructions) Double Dragon (the instructions) Dungeon Master (extensive documentation & picture) Frostbyte (the instructions) Hacker II (the instructions) Laser 'C' Compiler (the instructions - 160K) Laser 'C' Debugger (the instructions) Mousetrap (the instructions) Nighthunter (the instructions) Phantasie I & II (the instructions) Planetarium (the instructions) Plutos (the instructions) Publishing Partner (the instructions - 220K) Quantum Paintbox (the instructions) Seconds Out (the instructions) Vegas Gambler (the instructions) Winter Olympiad (the instructions) SEWER DOC DISK NUMBER 3 Aegis Animator (the instructions) Arcade Hints (hints & cheats to 20+ programs) Batman (the instructions) Battleship (the instructions) BBC Emulator (the instructions) Buggy Boy (the instructions) California Games (the instructions & 2 pictures) Checkmate Chess (the instructions) DB Master One (extensive instructions) Drive Modifications (the instructions & picture) F15 Strike Eagle (the instructions) Flinstones (the instructions) GFA Basic (the instructions - 110K) G.I. Sound Tool (the instructions) Goldrunner (the instructions) Neochrome (the instructions) Protext (the instructions) Rockford (the instructions) S.D.I. (the instructions) Spellbinder (the instructions) Starquake (the instructions) Startrek (the instructions) Streetfighter (the instructions) Tetris (the instructions) The Pawn (solution) Timeworks Desktop Publisher (the instructions) Virus Destruction Utility V2 (the instructions) Whirlygig (the instructions) Zak McKraken (solution) SEWER DOC DISK NUMBER 4 Action Fighter (the instructions) Adventures I, containing solutions to the following :- - Chrono's Quest - Shadowgate - Spiderman Adventures II, containing solutions to the following :- - Tanglewood - Transylvania - Uninvited Arcade Hints II (hints & cheats) Arena (the instructions) Balance of Power (the instructions) Ballistix (the instructions) Bard's Tale (extensive documentation - 70K) Batman (the instructions) Battletech (the instructions) Borrowed Time (the instructions) Chessmaster 2000 (the instructions) Flight Simulator II Scenery (the instructions) Games, containing hints and instructions to the following :- - Spidertronic - Bubble Ghost - Dark Castle - Hostages - Space Racer - Crash Garrett Gauntlet 2 (the instructions) Gold of the Realm (the instructions) Hostages (the instructions) KISSED II (the instructions) Kristal (the instructions) Magnetic Scrolls Adventures, containing solutions to :- - Corruption - Fish Populous (the instructions - 50K & picture) Rainbird Adventures, containing solutions to :- - Pawn - Guild of Thieves - Jinxter Rampage (the instructions) Seurat Paint (the instructions) Sierra Adventures, containing solutions to :- - Leisure Suit Larry - Leisure Suit Larry II - Space Quest II - King's Quest III Tanglewood (the instructions) Test Drive 2 (the instructions) War In Middle Earth (the instructions) War In Middle Earth (solution) Xenon (the instructions) Zany Golf (the instructions) SEWER DOC DISK NUMBER 5 Bard's Tale II (hints & tips) Borrowed Time (solution) Carrier Command (extensive instructions - 90K) Docs Directory (this file) Dreamzone (solution) Dungeon Master (hints & tips) Guild of Thieves (extensive solution) Hitchhiker's Guide (extensive solution) Hunt for Red October (instructions) Jinxter (extensive solution) King's Quest (extensive solution) King's Quest III (extensive solution) Knight Orc (extensive solution) Leather Godesses (extensive solution) Lurking Horror (extensive solution) Mindshadow (extensive solution) Phantasie I (hints & tips) Return to Atlantis (hints & tips) Sub Battle Simulator (instructions) Tass Times in Tonetown (solution) Tips, containing hints and tips to :- - Bard's Tale - Barbarian - Deja-Vu! - Alien Fires - Starglider - Alternate Reality Ultima IV (hints & tips) Uninvited (extensive solution) Zak McKraken (extensive solution) SEWER DOC DISK NUMBER 6 1st Shapes (instructions) A Mind Forever Voyaging (storyline - instructions) A Mind Forever Voyaging (solution) Ballyhoo (extensive solution) Bard's Tale (yet more hints & tips) Black Lamp (instructions) Cutthroats (extensive solution) Death Bringer (instructions) Deep (The) (instructions) Emannuelle (solution) Enchanter (extensive solution) Equation Builder (instructions) Feud (instructions) Ferrari Formula 1 (instructions) Heroes of the Lance (instructions) Hints & Tips 1, containing hints & tips to :- - Arkanoid - Arkanoid II - Gauntlet - Gauntlet 2 - Powerplay - Rampage - Super Sprint - Test Drive - Where Time Stood Still Hints & Tips 2, containing hints & tips to :- - Baal - Bubble Bobble - Bombuzal - Carrier Command - Chrono's Quest - Degas Elite - Dungeon Master - Elite Hints & Tips 3, containing hints & tips to :- - Grail Quest - Oids - Overlander Leisure Suit Larry (extensive solution) Lords of the Rising Sun (instructions) Manual Pt. 1 (part 1 of an enhanced ST manual - 60K+) Mayday (instructions) Mavis Beacon's Typing Tutor (instructions) Memory Map (extensive memory map of the ST) Mindroll (solution) Operation Neptune (instructions) Operation Wolf (instructions) Pandora (instructions) Police Quest (extensive solution) Powerdrome (hints & tips) Printmaster (instructions) Prison (instructions) Rambo (instructions) Rocket Ranger (instructions) Running Man (instructions) Scorpion (instructions) Solomon's Key (instructions) Space Harrier (instructions) Space Quest 2 (extensive solution) Starcross (extensive solution) Starglider 2 (instructions) ST Hints (tips for the first time user) Sundog (instructions) Top Gun (instructions) Virus (instructions) Voyager (instructions) Whirlygig (instructions) Word Perfect (instructions) SEWER DOC DISK NUMBER 7 Arctic Fox (instructions) Award Maker (extensive instructions) Baal (instructions) Butcher Hill (instructions) Championship Golf (instructions) Cosmic Bouncers (instructions) Cosmic Pirates (instructions) C Tutorial (introduction to C - 60K+) Demon's Winter (instructions) Elite Hints (more hints) Fast Break (instructions) Fright Night (instructions) Gold Rush (instructions) Hints & Tips (tips to 10 programs) Impossible Mission II (extensive instructions) Kennedy Approach (instructions) King of Chicago (instructions) Manhunter (extensive instructions + solution) Manual Pt. 2 (part 2 of the manual you should have got) Millenium 2.2 (solution) Phasar Home Accounts (instructions) Roger Rabbit (extensive instructions) Simulation City (instructions) Slip Stream (instructions) Space Quest (extensive solution) Star Ball (instructions) STOS Compiler (extensive instructions - over 60K) STOS Maestro (extensive instructions - over 100K) Technocop (extensive instructions) TV Sports Football (instructions) Wanted (instructions) Zynapse (instructions) SEWER DOC DISK NUMBER 8 Barbarian II (map) Bard's Tale (yet more hints & tips) Brataccas (instructions) Chessmaster 2000 (extensive instructions) Devpac Contents (table of contents for the Devpac docs) Devpac Chapter 1 (chapter 1 of the Devpac manual) Devpac Chapter 2 (chapter 2 of the Devpac manual) Devpac Chapter 3 (chapter 3 of the same manual) Devpac Chapter 4 (chapter 4) Devpac Chapter 5 (guess what?) Devpac Editor (quick reference guide for the DP editor) Devpac Gem Libraries (a list of the Gem functions) Devpac Menus (I'm not sure about this one) Devpac Reference Guides (quick reference guides) Earl Weaver Baseball (instructions) Ebonstar (instructions) Eye (instructions) Habaview (extensive instructions) Hacker II (extensive instructions) Hollywood Hiji itself, but delegates this task to the GEM Graphics Device Operating System (GDOS). GDOS loads font files that are stored in the GEM font file format, described in the GEM VDI manual. The original Degas program's fonts may be converted to GEM font format using a utility program found on CompuServe's Atari Special Interest Group for the ST, ATARI16. PRINTER DRIVERS If you are an experienced machine language programmer, you may wish to write a custom printer or plotter driver,for monochrome or black and white printers, using either the Centronics (R) printer port or the RS-232 port. The printer driver must itself be position-independent, executable 68000 machine language code. It must be exactly 2000 bytes long (if it's shorter, pad to the end of the file with zeroes, i.e use dc.b x, where x = 2000 minus the length of your printer driver - Rat !!) Degas Elite provides five pieces of information for the printer driver to be able to carry out its function :- 1) The printer driver command 2) The screen resolution 3) The base address of the current screen 4) The address of the colour palette information 5) The address of a 1280-byte work area PRINTER DRIVER COMMAND This is a WORD value which may contain two different values - one or zero - which indicate the function the driver is to perform. If the value is zero, the printer driver is to set up the data values it needs, then initialise the printer or plotter. If the initialisation was successful, the driver should return the number '1' in register D0.W. If unsuccessful, the driver should return a '0' in D0.W. No other values should be returned. The initialisation will always be executed before the dump function. If the command value is one, the driver is to perform the screen dump function. The driver must examine the screen RAM, extract the pixel information, convert it into a format that the printer or plotter can use, then send it to the device via one of the ports. The driver should perform a status operation before each byte is sent to the printer to be sure it is ready to receive the data. If the device isn't ready after a reasonable timeout, the driver should return a value of '0' in D0.W to indicate an error has occurred. During the screen dump operation, the driver should check the keyboard periodically to see if the user has pressed the UNDO key to abort the dump operation. Stop all output and return a value of '2' in D0.W. If the screen dump terminates normally, return with D0.W equal to a value of '1'. SCREEN RESOLUTION INDICATOR This is a WORD value which indicates the resolution of the picture to be dumped :- Zero means 320 by 200, 16 colour picture One means 640 by 200, 4 colour picture Two means 640 by 400, monochrome picture SCREEN BASE ADDRESS POINTER This LONG value is the starting address of the memory used to store the current screen picture information. The block of memory is always 32,000 bytes long. All pixel addresses must be calculated from this address. COLOUR PALETTE POINTER This LONG value is the starting address of the colour palette information. The palette consists of sixteen word values which contain the Red, Green and Blue colour settings for each colour register. WORK AREA ADDRESS This LONG value is the start of a 1,280 byte work area reserved for the printer driver's use. Since the driver must operate at any point in the system's memory, this address provides a safe, convenient area of memory to store tables, pixel information, data buffers, etc. OTHER INFORMATION The printer driver is called with the C language statement : PRINT(COMMAND,REZ,SCREEN,PALETTE,WORKAREA) Upon entry into the driver, the variables may be found at the following locations relative to the stack pointer (A7) :- COMMAND 4(A7) REZ 6(A7) SCREEN 8(A7) PALETTE 12(A7) WORKAREA 16(A7) The printer driver should save all registers except D0 upon entry and restore their contents before returning. Commented examples of 68000 printer drivers source code may be found in the Data Library of the Atari 16 Bit Special Interest Group (SIG) on the CompuServe Information Service. Well, here we are at last ..... 145K, 9 hours, 46 minutes, one smoking red hot keyboard and 10 very tired fingers later, it's finally finished. This mammoth effort was courtesy of Sewer Rat. For more information, see the Quick Reference File also on this disk (Sewer Doc Disk 10). The following doc file was typed for your convenience by Sewer Rat. For a more comprehensive guide, see the accompanying 145K Degas Elite manual also on this disk (Sewer Doc Disk Number 10). DEGAS ELITE QUICK REFERENCE GUIDE MOUSE BUTTONS : Right : Toggle between selected work (drawing) screen and menu. Left : - Select menu item. - Double-click : Enter set item dialog. Start draw, fill, circle, etc. - Second click : Set geometric form when defined ALT+Left button : Start block distort function after corners have been moved. Enter magnification mode after function key is pressed to select. KEYS ESC : Select crosshairs for block definition ; clears current block once you start to redefine a new block. Also used to clear a GEM item selector line or the current screen name line. If block is grabbed, automatically toggles block mode. SHIFT+ESC : Sets block mode to polygon block rather than rectangular block. RETURN : Set (establish) block at current location. Connect last point drawn in polygon with first point. UNDO : Stop block rotation, skew, distort, undo last draw, return picture to previous state, erase last block set, terminate screen dump to printer. HELP : Allows you to see the names of your workscreens, enter new names or change existing names. ARROW KEYS Block defined and block mode selected : Flip block in indicated direction. Draw mode : Up/down cycle through colour choices, one colour right (up) or left (down) at a time. Right/left cycle through brush choices in that direction, one at a time. Toggles draw mode. Magnify mode : Move area under magnification in that direction. FUNCTION KEYS : Enter magnification mode. F1 : 3 times magnification F2 : 4 times F3 : 5 times F4 : 6 times F5 : 7 times F6 : 8 times F7 : 9 times F8 : 10 times F9 : 11 times F10 : 12 times Use the left mouse button to enter the magnified drawing screen. ALT : When selecting/defining a block area, this toggles Move block instead of copy. When held down while defining a circle, it ensures the circle is 'perfect' rather than an ellipse when drawn. When held down while defining a box, it creates rounded corners, rather than square corners. ALT : When changing or defining colours in the menu screen, if you click on a colour to change, then position the cursor over another colour, hold the ALT key, then press the left mouse button. Degas Elite will make all colour between those two an intermediate shade between them. ALT is also required with the left mouse button to implement the distort feature. ALT : If held down in block stretch, only permits vertical stretching. ALT : If held down while loading the program, it allows you to select how many workscreens to assign. If not held down, the maximum available is assigned, given the memory configuration and the desk accessories. Fewer screens allow more fonts to be loaded. ALT : If held down while clicking on a box in the main menu screen, it opens the feature's dialog box instead. ALT+ARROWS : Moves the cursor one 'unit' in direction of arrow key, i.e. simulates mouse movement. ALT+SHIFT+ARROWS : Moves cursor one pixel in direction of arrow key, i.e. as above, but allows greater accuracy and control. BACKSPACE and DELETE : In text mode, these erase the letters to the left and right of the cursor respectively. Also used to edit the screen names. CONTROL : When filling an area, holding CONTROL before pressing the left mouse button fills the area with a solid, rather than a pattern. Also, when drawing a box, polygon or a disc, Control fills the shape with a solid rather than a pattern. CONTROL : When held down in block stretch, it preserves the shape and 'scales' the block. SHIFT : When held down while defining a disc, box or polygon in pattern mode, it adds an outline of the selected colour to the shape. May also be used with Control and Alt keys. SHIFT : When held down in block stretch, it only permits horizontal stretching. NUMBERS : 1 to 8 - jump to the workscreen of that number, if available. NUMBER 0 : Return to the main menu screen TAB : Toggle animation on/off (first the colour group must be set in the main menu screen). +/- : In magnify mode, move magnification level up or down one, respectively. KEYBOARD COMMAND CHOICES : (Remember that many of these toggle other modifiers) A : Select airbrush B : Toggle block or brush mode C : Select circle D : Select draw E : Select eraser F : Select frame G : Select polygon H : Select shadow I : Select disk J : Not Used K : Select K-Line L : Select line M : Select mirror N : Toggle snap on/off O : Select outline P : Select point Q : Not Used R : Select rays S : Select stipple T : Select text U : Not used V : Not used W : Select slowdraw X : Select box Y : Not used Z : Select fill CONTROL + KEY Control+C : Toggle change mode Control+I : Toggle animation Control+M : Select smear mode Control+N : Select normal mode Control+P : Select pattern mode Control+S : Select solid mode Control+Y : Select colour cycle mode Control+ESC : Enter selected drawing screen FEATURE : MODE : WORKS WITH : Brush Solid or Eraser, Draw, Point, Stipple, Line, K- pattern Line, Polygon, Rays, Circle, Frame, Slow Draw, Snap, Cycle, Smear, Change Block Solid only Eraser, Draw, Point, Stipple, Line, K- Line, Rays, Circle, Frame, Slowdraw, Snap Cycle * Solid Stipple, Line, K-Line, Rays, Circle, Frame, Outline, Airbrush, Mirror, Snap, Slowdraw, Draw, Point, Polygon, Disc, Box Pattern Draw , Point, Stipple, Line, K-Line, Polygon, Rays, Circle, Disc, Frame, Box, Airbrush, Mirror, Shadow, Slowdraw, Snap Change * Solid or Draw, Point, Stipple, Line, K-Line, pattern Circle, Frame, Airbrush, Mirror, Shadow, Slowdraw, Snap Smear Solid or Draw, Point, Stipple, Line, K-Line, pattern Circle, Frame, Airbrush, Mirror, Shadow, Slowdraw, Snap * Cycle, change, animation and colour fills do not function in monochrome. Solid and pattern have two different meanings. With drawing features such as lines, circles and stipple, solid means solid colour and pattern means the pattern showing in the pattern box. With mono fills and such objects as disc and box, however, solid means that the fill overpaints everything below it and pattern means that the pattern below shows through. DEGAS ELITE FILENAME EXTENDERS : .PI1 : low resolution picture .PC1 : low resolution compressed picture .PI2 : medium resolution picture .PC2 : medium resolution compressed picture .PI3 : high resolution .PC3 : high resolution compressed picture .BL1 : low resolution block .BL2 : medium resolution block .BL3 : high resolution block .BRU : brush shape file .FIL : mono fill pattern file .FI1 : colour fill pattern, low-res .FI2 : colour fill pattern, medium-res .ICN : icon file .PRT : printer driver file .PIC : Koala pad (8-bit) picture .IFF : IFF (Amiga) format picture .NEO : Neochrome format picture Note : ALT represents the ALTERNATE key. Well, that concludes the quick reference guide to Degas Elite. For those of you requiring an extensive manual, see the accompanying 145K Degas Elite manual on this disk. *.* to *.PRG, so that the window will only display any file with the ending .PRG (especially useful on a harddisk, where you keep only programs, and don't want to see all the silly .RSC and .DAT files). Furthermore, Line 19 can also be used to let your system look in another drive for an installed program. If you try to run an installed program from Drive B (C,D, etc) and the program is in Drive A, TOS will often sucessfully look "upwards" into Drive A. But if the program is in Drive B,C, etc, and you start the file in A, then TOS won't think about looking "downwards." By adding a pathfile to the program name, you can have the program in a second drive (your harddisk or ramdisk) and just double click on the text file in drive A. I place Wordplus in a folder called "WP_TOOLS". Thus I would write: C:/WP_TOOLS/WORDPLUS.PRG@ *.DOC@ (Note: the slash / should be a backwards slash.) This tells TOS, when any .DOC file is clicked anywhere, to look for WORDPLUS in Drive C, and in a folder called WP_TOOLS. And last of all. You've noticed that once you've installed a program, it stays installed. You can't "de-install" ("de-stall"? "un-stall"? "out-stall"? Whatever.) You usually need to just make a new DESKTOP.INF. No more. Just open up that doggie, find the line (19 etc) and delete it. Save. It's no longer installed. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DO NOT DO ANY OF THESE EXPERIMENTS ON YOUR BOOT DISK. Use an extra disk for this experiment. If it works, fine. Copy the new DESKTOP.INF to your boot disk. If it doesn't, just turn off the machine and insert your old boot disk. Back to the laboratory, Herr Doktor. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . You don't have to go through all this to make your desktop for different disks. Just copy the DESKTOP.INF onto the other disks. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . If your desktop gets that annoying habit of opening new windows directly on top of other ones, that is because of your DESKTOP.INF. Just place the first window where it should be. Place the second one where it should be. Same with the third. The fourth too. Now close those windows one at a time (if you want opened windows at boot time, open them now). Now click SAVE DESKTOP. Desktop.inf will now remember where you like your new windows to show up. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . The names of files and folders is practically up to the user. You can write anything you like, except small letters. Underlines create spaces, and ESCape deletes the whole line. Be careful not to use an underline in the directory line (the line at the top of the Select window); this crashes the ST. The three letter EXTENDER at the end of the file name (for example, .ACC, or .DOC, or .BAK) is also pretty much to the user, except a few are reserved for the computer (for example, .PRG, .ACC, .TOS). Give a file the extender .PRG and it will be given a PRG icon, regardless of it being program data or not. Many programs require that their files have specific extenders. Look at the other files in the program and use those extenders. Folders can be named anything except AUTO; the contents of AUTO folders (programs) are run automatically when the machine is booted. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . What are those .RSC for? That's where info about the PRG is kept. It can be changed and then your PRG will act differently. For example, when someone in Quezon imports 1st Word, they open the .RSC file and translate all the English into Tagalog so that the user gets his local language. It's no big deal to do this. But that's why you need to keep the .RSC files along with the .PRG when it loads. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ASCII vs Wordprocessing format. To write a text file which can be opened from the DESKTOP and read like a normal file, switch off the WP MODE (Word Processing Mode) and then SAVE. Your file will be stored as an ASCII file, in standard characters (ASCII = American Standard Codes for Information Interchange) There are two kinds of formats for text files: either wordprocessing format (and each specific wordprocessor has its own special command codes for bold, underline, etc; these codes are stored along with the file), or ASCII formats, which is bare bones. Just text. No fancy stuff. No bold, nothing. Just letters. Storing files as ASCII is useful for making READ ME files or indexes to data on disk. If you are going to transfer text files to another computer which may not have the same wordprocessor as yours, then you MUST transfer it as ASCII format; otherwise they will only see nonsense on their screen (their wordprocessor can not understand your wordprocessor's special codes). However, style commands, such as underlining or BOLD will not be transfer- red. Just use that computer's WP FIND AND REPLACE option to put those back in again. You can mark such places in your text by writing a unique group of words for each command, such as *BOLD*, and then using FIND AND REPLACE. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . To copy or delete a whole group of files, just DRAG a box around them; this selects all. You can also use SHIFT and click on the individual icons. This lets you select a group of icons which aren't together. If you miss one, then they all revert to normal. This also works in reverse. If there are 27 icons on screen, and you want every one except the one in the middle, DRAG a box around everything so that everything is black. Then press SHIFT and click on the icon you don't want. It turns white. This is called DE-SELECTING (that is certainly not good English. Computers were obviously developed by Californians.) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . AUTO folders are special. Any program in the a folder called AUTO will be automatically loaded when you boot. Just make a NEW FOLDER, call it AUTO. Fill it up with all the spoolers, ramdisks, utility programs, etc. This works well, except with programs which have a lot of graphics (like 1st Word). A Boot disk with twenty PRGs in the auto folder and six ACCessories will take a looooong time to open; your computer has to read, verify, and load all of them. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . There is now a program which will load a GEM program (AUTOGEM). Just copy this into your AUTO folder, and, when you boot up, your chosen GEM program will automatically start up. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . By pulling down the CONTROL PANEL and moving the three color bars to the other end, the monochrome screen will invert colors (white on black). Move them back again to reverse. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . If you get a slight flimmering on the screen, this can usually be fixed by tightening the monitor plug into the ST. Just jam it in as tight as you can. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . If you have one of the newer ST monitors, you can change the size of the screen (larger or smaller). Just fool around with the screws on the back of the monitor. You can increase the size of the screen so that there is very little black border. It is done like this to compress the screen image and thus create higher density (a better image). Increasing your image is not going to mean that you can see more lines. There will be some loss of image density. It is possible to do this with the older monitors, but you need to open the monitor casing. A German word processor, 2nd Word, cleverly is able to show an entire page on screen by the simple trick of turning the monitor sideways. By standing it on its side, you get a more normal page size. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . About monitor radiation. All monitors, being cathode ray genera- tors, produce a large electromagnetic field around them. Exposure of over three hours per day can lead to health problems: mostly headaches. There is also sleeplessness, heart disturbance, and flimmering vision (sounds like being in love). Longrange effects are unknown (birth defects, cancer, genetic variation, etc.) An independant comparsion of 17 monitors by a respectable West German consumers test institute found the ST SM124 and SANYO CRT41 to have the least electromagnetic radiation and therefore be the safest on the market. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Last things are always cleaning. The best way to clean your screen is with a few drops of eyeglass cleaning fluid: you can get a little bottle of the stuff at any eyeglass store or drugstore. Eyeglass stores usually give away small sample bot- tles. Really takes off the greasy fingerprints and reduces glare. End of Chapter Six: The Screen. ====================== * * ====================== Chapter Seven: ACCESORIES ACCESSORIES: Because the ST TOS can't multitask, it allows a sort of ability to access certain other programs within a program. These are ACCessories (those files with the ending .ACC, such as CLOCK.ACC). An .ACC is a special kind of program. It loads automatically from the disk into memory at BOOT time. While using any GEM program, you can always get instant access to those accessories. You can gain access to this PRG (use it) by pointing with the mouse at the ATARI logo in the upper left corner. The menu drops down and you can select the accessory by clicking on it. It will then appear in the middle of the screen. If your main PRG is a GEM program (MENUS, WINDOWS, etc, like 1st Word), then you can always use an ACCessory within that PRG. An ACC.essory will not load if: 1) the EXTENDER is not .ACC (it could be .ACX, etc). 2) the .ACC is inside a Folder. 3) it is faulty (missing data, bad copy, etc). 4) its .RSC file is missing or faulty. If the extender is other than .ACC, just use SHOW INFO from the FILES menu to change (edit) the extender from .ACX back to .ACC. You can't load more than 6 ACC's at one time; the ST will crash (actually, it just won't start up). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Note that old CONTROL.ACC (16KB large) requires two ACC spaces (one for the CONTROL PANEL and one for INSTALL PRINTER). The new Control Panel (20KB) solves some of this problem by bringing the printer install options and the RS232 emulator into one ACC. The control panel can also be used to invert the screen colors. On monochrome systems, pulling the color bars all the way to the end will invert colors (white to black) and back again. The ROCP.ACC, the Read Only Control Panel, is great. After a few months, you never change the settings in the control panel. Yet the thing takes up 20 KB of space. The ROCP reads the control panel information from the DESKTOP.INF file and sets it up in a 4Kb file which takes up only one slot. It doesn't take up so much KB space. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . If you run out of memory, you can create more space by 'switching off' your accessories. Click once on your ACC file, and ask for SHOW INFO (VIS INFO). Change the directory extender (file name) from WHATEVER.ACC to WHATEVER. AC1, for example. (or .AC2 or .ACX or anything except .ACC) then reboot. Your ACCessories will not be loaded. To start them again, go to your desktop, click, and change the name back to WHATEVER.ACC. Reboot. If you have any AUTO folders, change the folder name to something else or open the folder and change the .EXTENSIONS from .PRG to .PR1 or whatever. To avoid all this opening and closing, I keep an extra disk with no ACC's or AUTO folders and boot with that (especially to make very large RAMdisks.) Another possiblility is an ACCes- sory LOADER PRG; during BOOTING, it asks you which ACCs should be loaded. It then automatically changes the extender. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Another useful utility is a FREE RAM indicator; there's several, with all sorts of names. These are small ACC's which tell you how much memory is free (availabel). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Frankly, I don't think much of clocks on screen. They eat up a lot of memory (a simple digital clock in the upper corner needs 30 KB). They have to be set every time. Atari made a good choice by not putting clocks into the machines: less work, lower prices. I've not yet noticed a reason for having a clock. Many users stick little clocks (cost about 1 $) on the front of the monitor (over the ATARI logo). I have. It's always there; needs no attention. Stopwatch and date included, which is handy when using the modem or timing operations. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . The same with calculators. They seem great, but it's more practical to keep a small solar calculator stuck in your disk box. Always there. If you absolutely will have one as an accessory, then there are scientific calculators, normal ones with and without memory, and even a HP-41 (Hewlett Packard) available as PD. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . And notepads as well. It's just more practical to keep a pencil and some note paper on your desk. Write down file names, etc. It is precisely when you most need a notepad that you are in a situation in which you can't use it. The groove on top of the ST makes a great place to park pencils. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Speedmouse.ACC is very good. It lets your mouse move twice as far over the screen; a simple wrist movement moves the mouse from one corner to the other. This reduces the mouse movements and you don't need as much desk space. I have gotten addicted to the Speed Mouse; if I boot without it, then it feels like swimming in honey. End of Chapter Seven: ACCessories. ====================== * * ====================== Chapter Eight: Wordprocessing The first version of this section was easier to write: 1ST WORD was the standard (and nearly the only wordprocessor) on the ST. But now, there are dozens. 1ST WORD, that simple word cowboy, has gotten updated into a new program (Wordplus). WORDPLUS, SIGNUM (1+2), TEMPUS, WORDPERFECT, BECKERTEKST, are all standards. There are at least 15-20 more wordprocessors and text editors. You must chose your wordprocessor like you choose any other tool. An ax is no good for anything but chopping wood. You don't need a professional wordprocessor, no matter how much the girls will be impressed, if you don't need it. First there are two kinds of word tools: word processors and text editors. A text editor works just with plain text: no fancy stuff. No reformats, no bold or underline, just ASCII, the English alpha- bet. This is good for editing program codes and for writing straight text. TEMPUS is the best: unbelieveably fast, lots of options, and only 60KB (you must see it in action. NO wordproces- sor comes close). A wordprocessor is for fancy writing. Nice blocked paragraphs, underlining and other style commands, automatic pages, WYSIWYG display. (What You See Is What You Get, pronounced "wissy-wig".) There are simple wordprocessors (like 1ST WORD V1.06). There are ones with dictionaries, which check your spelling for you. Others have graphics capability, so that you can put pictures into the text. There are WPs with outliners; you are able to manipulate your text around as blocks, instantly restructuring the entire text. Some print in graphics mode, so that you get extremely good printouts, even with a cheap (okay, okay, your printer isn't cheap. How about..)... "economical" printers. Then there are DTPs, Desktop Publishers, which allow you to do magazine layout. All have limitations and weakness. If they have graphics, then they don't have outliners. They print in graphics mode, but no dictionary. Dictionaries are a pain in the neck to use with large texts. Some have only one font (one kind of alphabet)(ten fonts is not much. Macintosh and IBM DTP packages sometimes have 1,800 fonts. Any printing company works with tens of thousands) We have gotten some nice wordprocessors this Winter for the ST; none are yet truely excellent. The ST still has some time to go before it has a very good WP. But it isn't so bad. SIGNUM was written for the ST; there is nothing like it for any other machine. WORDPLUS is flexible and strong. There are rumors of a WP version of TEMPUS; that would be great news to professional writers. Habatext and Beckertext are two other popular wordprocessors. (Note: Calligrapher, which had such good reviews, was dropped this Spring; it had lots of problems.) This makes this section difficult. The previous versions assumed everyone had the same wordprocessor. Now, most don't. I can only write a few things about general wordprocessing tools which are in the PD collection. Specific tips for wordprocessors is nearly useless. See the BBS to find others who use your WP. Rules for buying a new wordprocessor: 1) Can I convert my texts from the old one to the new one? 2) Can I read other texts from other wordprocessors (either straight or with a simple conversion)? 3) Can I print out with the new program? This isn't a joke: the ST doesn't have a standard printer driver. Someone has to sit down and actually write a program (or redefine a printer program) so that your particular printer will print out a text. In the beginning, there were quite a few people who couldn't get their printers to print Danish, for example. And just because the printer will print out one text from one program doesn't mean that it will print yours. And just because a Juki printer will print, your Seikosha may not. And just because... etc. Seeing is believeing. Go to the store and print out a document with all the possible characters, functions, styles, graphics, etc. 4) Will the new program get along with all of my standard programs? Will it crash if I use my RAM disk, file transfer, accessories, etc? 5) If the salesperson is bothered by you asking all these questions, imagine how bothered he will be when it doesn't work and you come back. It will then take him at least a week to figure out how to solve the problem. If he is bothered, find a better store. Maybe you pay more, but you get service and support. 6) Will it produce ASCII files? Can I write a file and save it in non-wordprocessing mode? Sometimes, you will need to have such files. Things to look for: Graphics and multiple formats (not just Degas, for example). Footnotes (both at both of page or end of chapter). Blocks (moves either in window or to other windows). Size limits to blocks (ten pages maximum?) Styles. Multiple windows. Loads and saves ASCII text. Saves without closing window. Scrolling speed. Prints either whole text or block without closing window. Find, Replace, and with multiple strings (not just one at a time). Hyphenation (orddeling). Dictionary. Add and edit main dictionary. Outliner. Define F-keys. Redefine keyboard. Works from Ram disk or harddisk. Size. Printer drivers. Documentation. Multiple fonts/sizes. Design your own fonts. Intergrate with other programs (can your database create a file which the wordprocessor can read? Can you mix your spreadsheet and WP?) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Some general notes about wordprocessors and printers: To print a long text without tying up the computer, use a SPOOLER PRG (a PD PRG). The standard one is 30KB large (these of course can be made any size you like)(it was written by a Dane). This sets aside 32 KB or so in the memory as an extra printer buffer (BUFFER = memory space)(your printer has only about 1 or 2 KB buffer). When you send your text to the printer, the computer reads it from the disk into the spooler, which will then feed it to the printer. Up to about ten pages of full text fit into a spooler. You can exit 1st Word if you like, and work with other programs. But don't turn off the computer. Set up the spooler by creating a folder called AUTO and then placing the spooler PRG in there. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . If your paper sometimes starts to roll up in the printer, as my SEIKOSHA does every once in a while, then a long flat piece of wood, about 7cm wide, will keep the outgoing paper unable to curl back into the printer. (The Seikosha is otherwise good: prints 100 pages without overheating, always nice, correct letters. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . When working with various texts, I've found it works best the following way. First open each text in different windows. Place the main text (target text) full screen (covering up those useless F KEYS and FONT TABLE). Move it down just a bit so that there is space for a grey directory bar. Now open the other texts, all of them; zoom each down to long vertical strips, just wide enough so that the directory bar can tell you which text is which. Place all three up at the top, behind the target text. To call up a text, just click on it. You can see text in a strip. Create a block and CUT; that cuts also the part of the text which is beyond the window. Click back to target text and paste. If you want to see the whole text, just click on its expansion button (upper right square). It then fills the screen. Another click reduces it again. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Notes on particular wordprocessors: Notes on SIGNUM! Persons have actually bought the ST simply because of the program SIGNUM!. It was written for the ST and is unique; no other computer has something like it. Signum is excellent for fine printing jobs; think of the investment in the program as an upgrade for your printer. Characters, instead of being printed out in normal character printing mode, are printed in Graphics mode; it is drawn, dot by dot, with multiple passes. A character, instead of having a dozen dots or so, will have several hundred. Your 9 pin printer, even a cheap one, will thus produce characters which are better than those of a 24 pin printer; a 24 pin printer will print better than a laser printer. It is slow to print (8 minutes per page with a nine pin printer, but faster on a 24 pin printer). Signum also prints in proportional spacing. Signum allows you to place a character nearly anywhere on the screen: this is excellent for mathematical formulas and technical diagrams; its excellent font editor allows you to draw your own characters very easily, requiring no special knowledge. Have lots of memory; Signum uses 5KB per page. If you need to print a few pages with professional quality and various fonts, then Signum is the best. However, it is not very good for actually writing. Screen redraws are rather dramatic and confusing, you can't simply spring back and forth in texts. Blocks are difficult to use; reformatting also is difficult and slow; there is only one screen (no multiple windows). If you print long texts, be prepared to wait a very long time. Fifty pages on a nine pin printer can take about seven hours. There is a new version of Signum now, Signum!2. I haven't used it, so no report. Write your text on a good wordprocessor and then print out the final version with SIGNUM. Use REPLACE to turn all Danish into aa, ae, and oe in 1st Word/Wordplus. Then save as ASCII. Load into SIGNUM, and use its REPLACE function to convert those back again. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . A few hints for 1st Word/Wordplus: . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . There is an excellent German book to Wordplus (Tips and Tricks to Wordplus); this covers many of the options of the program. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . INDENT/OUTDENTS: to indent whole paragraphs (for extended quotes), hit F9 before starting the paragraph. Hit F10 to reformat the entire paragraph. The INDENT is cancelled after using the RETURN key at the end of the paragraph. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5.1 OUTDENTS: To write a paragraph with a number (like this one), write the first line, and then, at the second line, hit F9. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . # LINES / PAGE: the program automatically assumes an American size page (8 1/2x11 in.). Change this by using LAYOUT from the FILE dropdown menu. ( DIN A4 = 8 x 11 3/4 in.) Single sheet european = 65 lines/page Fan sheet, european = 72 lines/page The RULER LINE at the top of the page is set for PICA (10 characters per inch) (1st WORD has 66 characters per line; WORDPLUS correctly has 65). There are ACCs which let you set up the printer: you can print out in elite, condensed, etc. Condensed is useful for making quick printouts which leave you room on the page for notes, etc. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . When printing, you can have ( Side # in Danish)(Seite # in German) instead of ( Page # ) (or just plain #, or even -#-, which gives for example -7- ) at the bottom of the page. Just ask for the Page Layout function, set cursor on Page # line, punch ESC to clear, and write "page #" in your favorite language. You can also put this anywhere on the page, not just the center, but also on the left or right side, or top and bottom. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . If you are bothered by the default of the lines/page in the print option, then create a blank file with your usual layout, plus how ever many (or few) tabs you want. Save this as NONAME.DOC and open it everytime for a new file and then use SAVE AS to rename it. HS told me that he makes several blank files with the proper formatting information (headers, lines per page, tab marks, characters per line, etc) for different kinds of documents (one for plain text, another one for letters, messages, business letters, etc); when he opens a new file, he calls up one of these, writes to it, and then uses SAVE AS... This works pretty well. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . If you use Style commands a lot, then note that when a menu is pulled down, the keyboard doesn't work. Not quite. Nothing happens on screen, but when the menu goes up, all those typed in commands are carried out. Go ahead, make a block, pull down a menu, add in several style commands by punching the F keys. Click RESTYLE, and everything is carried out. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DOUBLE COLUMNS: 1ST Word can only think in in one column. To make double, or even more columns, you have to fool the printer. Basically, just run the paper through the printer again and again. Make the first column ending at tab space 27 and then print. Then make the second column, also with 27 characters per line. Use the PRINT option to define the left hand margin (LEFT MARGIN OFFSET set to 46) to the middle of the page, and then reinsert paper and reprint. An easier way is to do the same as the last paragraph, but to use radical indents, starting at tab 38. This is more visible on screen. Set both windows next to each other. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Remember that you can always reinsert the same piece of paper into the printer. You can print text onto magazine pages, to make invitations, or letters onto Playboy foldouts. Be creative. You're not Nancy Reagan. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . To put graphics into 1st Word. Just fool the printer. Make a drawing, print it out. Run the paper throught the printer again for the text. Okay, so it's not on screen. Pretend. Some people want everything. It's a cheap solution that works. Like beer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . A little used, but very practical ability of 1st Word is the conditional page break. There are three kinds of page breaks: 1) a soft page break (which 1st Word makes itself at the end of the page, this is a --- with a number below it in the left hand window edge.) 2) hard page breaks, which you set yourself, a solid line with a number below it (press either F7 or click once in the left margin. Click twice on the number to remove.) 3) the conditional page break. This is rarely used; most don't even know what it is. And it is the best one. Make this by dragging downwards in the left side along the paragraph in the left side of the window. Remove by dragging upwards. It looks like a dotted line across and then downwards (see the side of this paragraph on screen). This function is very useful when writing long texts and you don't want certain paragraphs or tables broken up over two pages. It turns that paragraph or space into a special space which will not be separated over two pages. It maintains that option, regardless how many times you refor- mat or edit. If you read the text to a new file, then those commands are removed. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . You can also print out Wordplus in Elite typeset, at NLQ, and then reduce on a photocopy machine 10-15%, with a bit of contrast. This produces an excellent page image, as good as or better than office typewriters. It's trouble to use the FONT TABLE. Get KEYEDIT.PRG to redefine your keyboard layout (very easy to do, requires no programming knowlege). KEYMACRO.ACC will let you place macros (strings of text) on a key so that pressing ALT+ the key will produce your address or whatever. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Printer Drivers. If you are having difficulties in printing with your printer (no Danish letters or no special commands such as italic) then just try other printer drivers. Our PD collection has an enormous collection; make a test document with all the letters from the font plus special commands. Try one driver after the other, usually one will fit. Otherwise, ask, maybe there is someone in the group who made a driver for that printer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Just because a character appears in your FONT table, it doesn't mean that your printer is going to like it. Make up a test text of all characters and see what comes out of the printer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . To make blocks in WORDPLUS, you can start with a small one, then move the mouse to where the block should start or end: point and double click. You can also change the start/end of a block just by pointing to where it should be and double clicking. Nice touch to the program. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . It is not necessary to have 1st Word on the same disk as the text file on which you are working. When you load 1st Word, a copy of this program is put into the computer's memory. You can now take out the disk. The computer doesn't need it anymore. Put in the text file and ask 1st Word to open a file. It will work on that file. You can insert and remove disks as often as you like; your text (in separate files) can be on several dozen disks, if you like. (OK, so many of you know this. But there are some people who don't.) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Be careful with the DELETE function in 1st Word; it's very eager. Sometimes, if your mouse is floating over a file name, and the drive is working, for not much reason, the computer will think that it is a double click and delete whatever the mouse is pointing at, especially if you just deleted a file. Keep your mouse away from the directory window and the OK box. This seems to be a problem with the mouse and drive. If the computer is in the process of opening a folder, a futher click is intepreted as a double click. It does have a use, however, if you're quick, then you can keep the drive running and click in and out of folders to see the directories. Another way to solve this is to change the mask on the directory line. For example, you want to delete all the backup copies (those files ending with .BAK). Instead of having A:/*.*, which means that you will see everything, just change it to show A:*.BAK ;this will mean that only .BAK (Backup) files will be shown; then you can just click away and delete the whole mess without worrying. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . WD+ has the annoying problem that it often can't read files which are not in its special format. I kept a copy of the old 1ST WORD simply because of this. There is a better solution. A "code remover" (such as AJAX.PRG) will remove or strip a text of special wordprocessing codes: you get straight text left, or just ASCII. Wordplus can then load this. But how about those texts which you can't reformat in WD+? Use CON_WP.PRG (Convert to Wordplus), a German PD; any text from any wordprocessor or ASCII is converted to Wordplus format. With these two small programs, you can read any text file. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Some points about BLOCKS. To create a block, just drag the mouse over the text you want. To change that block, just point to where the block should start or end and then double click. This resizes the block. To get rid of the block, so that there is no more grey area on screen, just "create" a new block in a blank area (or make a new block which only covers one or two letters). Wordplus still can't think with more than one block. It would be nice to have several blocks at the same time. End of Chapter Eight: Wordprocessing. ====================== * * ====================== That also marks the end of this manual for another Doc Disk. The fourth and final part of the 'Second ST Manual' will be featured soon, possibly in Sewer Doc Disk Number 11, to be released very soon. nks (solution) Mission Elevator (instructions) Superbase (extensive instructions) Sorceror (extensive solution) Ultima IV (extensive instructions - 100K+) SEWER DOC DISK NUMBER 9 Blitz Copier (instructions & circuit diagram) Falcon Mission Disk 1 (instructions & map) Federation of Free Traders (brief instructions) Football Manager 2 (instructions) Journey (brief instructions) Jug (instructions) Kingdom of England (extensive instructions) King's Quest I (extensive solution) King's Quest II (extensive solution) Kult (instructions) Lombard RAC Rally (instructions) Mono Monitor Enlargement (instructions) Pictures (25 maps for the Bard's Tale) Ram Disk (instructions and C source code) Upgrade (520ST) (tutorial to upgrade a 520 to a 1040) Viruses (description of known ST viruses) SEWER DOC DISK NUMBER 10 Adventure 550 (extensive solution) Adventureland (solution) Alice In Wonderland (solution) Amazon (solution) Blade of Blackpoole (solution) Count (solution) Curse of Crowley Manor (solution) Cutthroats (extensive solution) Death in the Caribbean (extensive solution) Degas Elite (extensive instructions - 145K) Degas Elite Quick Reference (quick reference guide) Docs Directory (this file) Dragonworld (solution) Ghost Town (solution) Hardware Specifications (detailed description of ST hardware) Institute (solution) Jokes I (25K of sick, yet humourous jokes) Jokes II (Another 20K of jokes in the same vein) King's Quest 3 Manual (extensive instructions) King's Quest 3 Solution (extensive solution) King's Quest 4 Manual (extensive instructions) King's Quest 4 Solution (extensive solution) Manual Part 3 (part 3 of the 'proper' ST manual) Mask of the Sun (solution) Mystery Funhouse (solution) NEC Multisync (how to use an NEC Multisync with Mega ST's) Police Quest (extensive solution) Police Quest 2 (extensive solution) Space Quest (extensive solution) Space Quest II (extensive solution) Space Quest III (extensive solution) Thexder (instructions) Ultima 3 (extensive instructions) Voyager (instructions) --------------------------------------------------------------------- Well, that concludes the list for this time. We'll be back again soon at Doc Disk Number 15 with an extended list of Doc Disks. For those of you wanting the usual greetings and accompanying bullshit, see the scroller on the main menu. Until next time, goodbye from Sewer Rat and everybody at Sewer Software (i.e. Sewer Possum, Sewer pom, Sewer Hedgehog and Max Headroom). 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