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OF BACKPOOLE =ENCHANTER //(' =C'EST6} LA VIE =F 15 //(' =CONAN =GHOSTBUSTER //(' =CUTTHROATS =GRUDS IN SP.7}//(' =DIMENSION X =HACKER //(' =DEADLINE =HITCHHIKER //(' =DESTINY =8}INFIDEL //(' AY@4)@="@:1,!6. D1:ARCH9}ON2.*3@= A`>"@:2,"6. D1:BRUCELEE.*4@> A`>"@:3,"6. D1:BLADEO:}F*.*4@> A`="@:4,!6. D1:CESTLA*.*3@= A`;"@:5,6. D1:CONAN.*;}1@; A`;"@:6,6. D1:CUTT*.*1@; A`<"@:7, 6. D1:DIMEN*.*2@<}< A`;"@:8,6. D1:DEAL*.*1@; A`:"@:A,6. D1:DAR*.*0@=}: A`;"@:9,6. D1:DEST*.*1@; A`:"@:H,6. D1:HIT*.*0@: A>}`:"@:I,6. D1:INF*.*0@: A`;"@:B,6. D1:DALA*.*1@; A`?};"@:C,6. D1:ENCH*.*1@; A`9"@:D,6.D1:F14.*/@9 A`:"@:@}E,6. D1:GOH*.*0@: A`;"@:F,6. D1:GRUDS.*1@; A`;"@:G,6.A} D1:HACK*.*1@; A` A6- B A`.@.@@B}K:"pAR@((0(} 3(^(& Ausgabe auf ildschirm oder ruckerpAY@4,C})@6"@:D,A@@"@:B,APJ ATV@@9@@D}P:V@@^ B A@h@r(@ |6-%@q"@E}f A$(@/(@:(@E(@P(@[(@g6-q A A`:F:O}>>>666666>`<|fl0fF68of; 0p88pf<go{s><>g8g>>np~w>>p~ww>88>w>ww>>w?<88p8~~p88p> H}w>www~w~ww~>wppw>|vww~|x~xxx~xxx>wpww;wwwwww>wv||vwxxxxxcwww{{ww I}>www>~ww~pp>ww~;~ww~ww>w8w>wwww;wwww>wwwcww>>wwww>8p>8888>p8||8l J}?037370?9=;aa9ٙws6>6ٙ K}>A]Q]A><~~~<x`x`~>> L}?? ~~ 00 >?w;pp~wwn>wpw>?ww;>wp>?;ww?~pp~www<>>psv|vs<>f M}kcnwwww>www>nww~pp;ww?nwppp?p>~wwww;www>ck>6w>>wwww?|8 0  N}0 0;n*U*U*U*ww~pp;ww?nwppp?p>~wwww;www>ck>6w>>wwww?|8 0  Ad,"@3*AdAU0(}: A`8F:Ad,"@(*AdAU8% D:MENU*.* A'P}@@'% D:MENU*.* B AC@+@@=AR@C(}o}ARCHON II: ADEPT DOCUMENTATION BACKGROUND: IN ARCHON II, THE LINES ARE DRAWN: THE MINIONS OF CHAOS FACE OFF AGAINSR}T THE FORCES OF ORDER FOR THE CONTROL OF THE MATERIAL WORLD. THE BATTLE TAKES PLACE IN EACH OF THE FOUR ELEMENTS -AIR,EARTS}H,FIRE,WATER. THE PRICI- PLE COMBATANTS ARE MAGES(OR SOR- CERERS OF EACH DEMESNE OR DIMEN- SION)AND THEIR DEMONS OR ELEMENT}- TALS, SUMMONED BY EACH TO SLUG IT OUT. ONLY WHEN ALL SIX POWER POINTS ON THE BOARD ARE SECURED -OR YOUR OPPONENT RUNS OUU}T OF ENERGY-IS THE GAME OVER. YOU ALSO HAVE A TRUMP CARD: THE DOOMSDAY SPELL OF APOCALYPSE,WHERE A SINGLE SORCERER MEETS V}HIS OPP- OSITE NUMBER IN A FIREBALL- THROWING FIGHT TO THE FINISH. PLAY IN ARCHON II, YOUR PRIMARY OBSTACLE TO OVERCOME W}WHEN DOING COMBAT IS YOUR EXPENDITURE OF MAGICAL ENERGY. AT THE BEGINNING OF EACH GAME, BOTH SIDES HAVE A LIMIT OF ENERGY X}TO EXPEND IN COM- BAT, BE IT IN SPELLS TO HOBBLE YOUR ENEMY OR IN POWER USED TO SUMMON ELEMENTAL "TROOPS" INTO COMBAT TO Y}REMOVE AN OPPONENT. POWER CAN BE MAINTAINED ONLY BY CAREFUL BUGETING OR SUCCESSFUL OCCUPATION OF YOUR DIMENSIONAL POWER POZ}INTS. THUS, YOU'RE NOT BATTLING INDIVIDUAL PIECES AS YOU WERE IN ARCHON, WHERE VICTORY DEPENDED ON YOUR SKILLS IN ATT- RIT[}ION AGAINST YOUR OPPONENTS PIECES. INSTEAD YOU ARE BATTLING "POWER". ATTRITION HERE CAN BE BROUGHT ABOUT BY FORCING YOUR \}OPPONENT TO DEPLETE HIS POOL OF POWER, RE- PLACING PIECES OR CASTING SPELLS. YOUR ADVANTAGE IS TO GRAB POWER POINTS AS SOO]}N AS POSSIBLE, USING AS LITTLE ENERGY AS POSSIBLE TO DIG IN. PINCHED BATTLES ARE STILL POSSIBLE USING THIS STRATEGY, BUT U^}SUALLY THEY DON'T COME UNTIL LATER IN THE GAME. OPTIONS HOWEVER, IF THINGS ARE GOING BADLY FOR YOU IN THE STRATEGY PHASE _}OF THE GAME, THERE IS STILL THE APOCALYPSE SPELL WAITING, EITHER TO SAVE OR DAMN YOU. IN CALLING APOCALYPSE, YOU AND YOUR`} OPPOSITE DECIDE THE OUTCOME WITH WELL-PLACED SHOTS. THE TWO SOLI- TARY PIECES SQUARE OFF ON A SYM- BOLICALLY FIERY BATTLa}EGROUND AND HAVE IT OUT. IN OTHER WORDS, IF YOU CAN OUTGUN YOUR ADVERSARY AND WITHSTAND HIS ASSAULTS ON YOU, YOU EMERGE ASb} "ARCHON" MASTER, RULER OF ALL YOU SURVEY. GOOD LUCK!!!!! OUR ADVERSARY AND WITHSTAND HIS ASSAULTS ON YOU, YOU EMERGE AS=Blade Of Blackpoole ======================= FROM WHERE YOU START THE GAME FOLLOW THESE DIRECTIONS: [ E, N, N, W ]. YOU5}MoonBeam's Doc on Bruce Lee OBJECT -Search for and kill the wizard.To travel from room to room you me}ust collect the appropriate (orall) the lanterns which then opens upthe door to the next screen.You must avoid or kill f}theGreen Yamo and/or the Ninja. It takesthree blows to kill the Yamo and two to kill the Ninja.With your Joystick youg} canjump, kick, punch, grab, leap, duck, run, and climb.KEYBOARD -SPACEBAR pauses the game.L sets the Joystick h}for Left handed player.R sets the joystick for normal.(SHIFT and R or L is for Player 2)POINTS -50 Landing on Nii}nja or Yamo75 Kicking Ninja or Yamo100 Chopping Ninja or Yamo125 Lantern200 Knocking out Ninja450 Knocking out Yamoj}2000 Enter a new room3000 Destroying WizardBonus at 40,000 pts and each additional 30,000 pts.OPTIONS -One Plak}yer vs Computer - Playercompetes against computer Yamo and computer Ninja.One Player vs Opponent - Playercompetes agail}nst player 2 (Yamo) andcomputer Ninja.Two Players vs Computer - Eachplayer takes turns to compete againstcomputer Yamm}o and computer Ninja.Two Players vs Opponent - Eachplayer takes turns to compete againstcomputer Ninja and the other pln}ayer asthe Yamo.Good LuckMoonBeam Outhplayer takes turns to compete againstcomputer Ninja and the other pl4@-(6-%@%"@!6-% A  Ap A:F:Adp},"@3*AdAU0(}: Ap8F:Ad,"@(*AdAU8% D:MENU*.*& A00ARq}@(}:U-@@3(ҠG-@AK U ApD ANG+F:Ar}d,"@3)F:Ad,"@(=AdAUG AX Ab>-@@";(!堽򠯠 ~}HOW TO SOLVE DALLAS QUEST You are in the Living Room-GET BUGLE-N-(in the den)-OPEN DESK-GET POUCH-CLOSE DESK-S-E-(ent}tryway)-GET ENVELOPE-N(try going South later)-(patio)-DROP MONEY-GET SUNGLASSES-N-(near the barn)-GIVE SUNGLASSES TO OWL-u}GO BARN-(barn)-DROP OWL-GET SHOVEL-S-S-S-W-W-(pasture)-E-E-PLAY BUGLE-DIG-LOOK-READ TOMBSTONE-E-N-N-(wheatfield)-N-W-W-N-v}(aurstrip) EXAMINE AIRPLANE-GIVE ENVELOPE-(small jet)-GET KNAPSACK-OPEN KNAPSACK-DROP BUGLE-GET PARACHUTE-(pay no attentiow}n when Ray says Jump)-PUT RING IN KNAPSACK-PUT SHOVEL IN KNAPSACK-PUT PHOTO IN KNAPSACK-GET BUGLE-PUT BUGLE IN KNAPSACK-Cx}LOSE KNAPSACK-(make sure you have in your posession now, pouch,parachute and knapsack-if not put the other items in the kny}apsack and re-close it)-JUMP-(caught in tree)-OPEN POUCH-GIVE TOBACCO TO MONKEY-(jungle clearing, it is VERY important thz}at you close the pouch after EVERY time you give some tobacco to the monkey or you wil-(jungle clearing, it is VERY import{}ant that you close the pouch after EVERY time you give some tobacco to the monkey or you wilHY-(in dinghy)-OPEN POUCH-GIVE|} TOBACCO TO MONKEY-CLOSE POUCH-ROW BOAT-OPEN KNAPSACK-GET BUGLE-PLAY BUGLE-(playa peligro)-PUT BUGLE IN KNAP-PUT SHOVEL I}}N KNAP-DROP PARACHUTE-CLOSE KNAP-GO POST-(inside post)-PULL CURTAIN-GET FLASHLIGHT-OPEN POUCH-GIVE TOBACCO TO MONKEY-CLOSE~} POUCH-DROP POUCH-DROP KNAP-(make sure you have ONLY the flashlight now-you CANNOT go down the ladder with moreO TO MONKE}Y-CLOSE POUCH-DROP POUCH-DROP KNAP-(make sure you have ONLY the flashlight now-you CANNOT go down the ladder with moreO TO} MONKEY-CLOSE POUCH-DROP POUCH-DROP KNAP-(make sure you have ONLY the flashlight now-you CANNOT go down the ladder with mo}re than one thing)-CLIMB LADDER-LIGHT FLASHLIGHT-DROP FLASHLIGHT-(tunnnel)-E-GO POST-GET KNAP-CLIMB LADDER-DROP KNAP-E-GO} POST-GET POUCH-CLIMB LADDER-DROP POUCH-E-GO POST-GET MIRROR-CLIMB LADDER-GET KNAP-GET FLASHLIGHT-GET POUCH-READ SIGN-W-(}cannibal villiage)-UNLIGHT FLASHLIGHT(very important)-OPEN KNAP-GET PHOTO-SHOW PHOTO-(feet of courage)(crossroads of cour}age)-DROP PHOTO-CLOSE KPOUCH-GIVE TOBACCO TO MONKEY-(dont worry about the spill)-DROP POUCH-(cannibal village)-GIVE EGGS-(}he will not take them-make sure you still have them)-GIVE MIRROR TO MONKEY-(furious natives)-OPEN KNAP-GET RING-WAVE RING}-(torch lit cave with spider)-HEAT EGGS-LIGHT FLASHLIGHT-PUT RING IN STATUE-GET MAP-NO to J.R.'s deal(try YES later and se}e what happens)-GIVE MAP TO SUE ELLEN- HT FLASHLIGHT-PUT RING IN STATUE-GET MAP-NO to J.R.'s deal(try YES later and se,HOW TO SOLVE ENCHANTER Welcome to the wonderful world of Enchanter! Before we start, a few words about the game: first}, it helps to make a map as you go along. You will not be visiting all the locations, and if you make a misstep somewhere}, having a map will save you a lot of time and trouble. Second, you will need to have food and water with you most of the }time. Make sure you eat and drink when the program warns you that you are hungry and thirsty. Also, keep in mind that, if }your water supply runs out, you can always get more, but once the bread is gone, you won't be able to obtain more food. So}, don't go too far astray, or you might starve to death! Finally, remember to save the game every once in awhile, especia}lly before doing anything dangerous! Ok, the game begins with your being summoned by Belboz to a council of the Circle of }Enchanters. You are told that you must put an end to Krill, a nasty and powerful Wizard, after which, with your trusty spe}ll book, you are sent into the game proper, where you find yourself at a fork in te road. From there, go NE, then North,} and you will be in a shack. Get the jug and the lantern, then open the oven door and get the bread. You have food, now yo}u need some water. Go South from the shack, then NE, SE, NE to the Shady Brook. Here you fill your jug with water. Head S}W SE to another fork in the road, and from there SW SW to a deserted village. Well, almost deserted. There's one place tha}t seems to be inhabited. You head South, and run into an old crone who hands you a spell scroll, and pushes you back out }the door again. This scroll has the REZROV spell. Use the GNUSTO spell to write it into your spell book, then learn the sp}ell. Now, go NE NE, and you're back at the fork. From there, head along East until you come to the outer gate of Krill's c}astle. REZROV the gate, then continue East to the inside gate. Learn the FROTZ, NITFOL, and REZROV spells. FROTZ the lante}rn, then go North twice to the tower, and then Up the tower steps to the Jewel Room. There is an egg here, with all manne}CONAN DOC'S BY DEREK WOYWOOD JOYSTICK CONTROL UPPER LEFT IS USED TO JUMP LEFT, STRAIGHT UP IS USED TP CLIMB UP, U }PPER RIGHT IS USED TO JUMP RIGHT, LEFT IS FOR LEFT, SAME FOR RIGHT, AND DOWN IS TO CLIMB DOWN. THROW SWORD BY PRESSING J }OYSTICK BUTTON. PAUSE ON AND OFF=SPACEBAR BACKGROUND MUSIC ON AND OFF=S KEY EXIT GAME=SYSTEM RESET RESTART TO LEVEL }1=START NUMBER OF SWORDS FOR THE GAME=TEN  ITEM BOX-THIS BOX DISPLAYS YOUR SCORE,NUMBER OF MEN IN RESERVE, LEVEL NUMBE }R AND NUMBER OF SWORDS AND TYPE OF OBJECTS CONAN HAS IN HIS POSSESSION AT THE MOMENT. HE CAN POSSESS GEMS AND KEYS AND ONL }Y ONE EACH AT ANY TIME. TO PICK UP THESE ITEMS, CONAN SIMPLY MAKES CONTACT WITH THEM. THEY ARE REMOVED FROM THE SCREEN AND } PLACED IN THE ITEM BOX. TO USE THE ITEMS CONAN MUST TOUCH A GEM HOLDER ( A GEM IS PLACED IN THE HOLDER) OR TOUCH A LOCKE }D DOOR (THE DOOR WILL OPEN). GEMS CAN BE CARRIED FROM LEVEL TO LEVEL. SCORING- DESTROY BAT 500 DESTROY LEAPER 1000 DESTRO }Y DRAGON 2500 DESTROY EYEBALL 2500 DESTROY DRAGONFLY 750 GET KEY 1000 GET GEM 5000 PLACE GEM 2000 UNLOCK DOOR 2500 GET SWO }RD 500 TIME IN BUBBLE=10 FOR EACH SECOND BONUS:AN EXTRA CONAN IS AWARDED FOR TOUCHING THE BIRD(IN 1 LEVEL) 1,000*LEVEL I }S AWARDED FOR COM- PLETING EACH LEVEL AND 20,000* NUMBER OF MEN IN RESERVE IS AWARDED WHEN GAME IS WON. HINTS: IN SOME L }EVELS YOU WILL NOT BE ABLE TO MAKE IT ACROSS CERTAIN GAPS BY JUMPING ONLY. YOU MAY NEED TO RUN. SOME LEVELS CONTAIN TELEPO }RTERS THAT YOU MUST USE TO GET TO UPPER OR LOWER LEDGES. ONE LEVEL CONTAINS A GIANT BUBBLE. YOU WILL NEED TO JUMP INTO AND } RIDE IT TO CONTINUE YOUR JOURNEY. SOMETIMES YOU CAN CARRY A GEM WITH YOU FROM ONE LEVEL TO ANOTHER LEVEL. IN LEVEL 6, YO }U WILL NEED TO DESTROY THE VAN DE GRAAF MACHINE WITH THE GIANT CHANDELIER. ALSO, THERE IS A SET OF MOVING PLATES WHICH, WH }EN ALIGNED, WILL RELEASE A VIOLENT ELECTRICAL CHARGE. THE LOWER PLATE IS DEADLY TO THE SPARK CREATURES, BUT NOT DEADLY TO }YOU. YOU CAN RIDE THE LOWER PLATE AND BE PORTECTED FROM THE SPARKIES. IN LEVEL 7, SOME STARS, WHEN STRUCK BY YOUR SWORD W }ILL TURN INTO GEMS. IF YOU NEED EXTRA SWORDS, YOU CAN GET THEM IN LEVEL SIX. THE ARROW ON THE VERTICAL SHAFT ALONG THE RIG }HT SIDE OF THE SCREEN CAN BE ACTIVATED TO CATAPULT YOU BACK TO UP THE LEDGE ABOVE. YOU WILL NEED TO STAND ON A PARTICULAR }PART OF THE LEDGE TO COMPLETE THIS ACTION. GOOD LUCK IN YOUR MISSION OF RESCUING THE PRINCESS. STAND ON A PARTICULAR fCutthroats the leviathan part Infocom inc. Note:this game has 4 different part this is only 1 part of the four ship c=8}r of little switches and doodads on it. You could actually open the egg by figuring out the proper sequence, but that isn'}t necessary. REZROV the egg, and it will open, to reveal a shredded scroll. There is no way to avoid this, even if you ope}ned it by hand. Don't worry about that, however. Just get the scroll, and drop the egg. Learn REZROV once more (very handy}, that spell!), then go Down to the Tower, and from there due East through the four Mirror Rooms to the North Gate. REZRO}V the gate. Now move out North through the gate to the Woods. Here you find another spell scroll. This is the KREBF spell,} which will repair the shredded scroll. You will only need this spell once, so you don't really have to GNUSTO it. In any }case, cast the KREBF spell on the shredded scroll, which will be restored and usable. The spell on this scroll is ZIFMIA.} GNUSTO that one, then walk East to the Swamp. NITFOL the frogs, who will tell you how to get the CLEESH spell. GNUSTO tha}t one, too. Now, return to the North Gate, and from there go back West through the Mirror Rooms to the Tower, and then fr}om there due South until you come to the SouthWest Tower. Go East to the South Hall, then South to dungeon. Open the cell }door and enter the cell. Examine the walls. Aha! A loose block! Move the block, and you will be able to move East into a }secret room. There is another spell scroll here, the EXEX spell. Get the scroll and GNUSTO the spell. You will also find a} silver spoon here, but that item is just "window dressing"; it has no useful purpose in the game, you should leave it beh}ind. Now go back West, then South and Up to the South Hall again. Drop everything you have, and go East into the Gallery. }In the dark, you will see that one portrait is lit up. Move that, and you will find a black candle and a black scroll. Th}e scroll holds the OZMOO spell. Get these items and return West. Pick up your supplies (you won't need the lantern if you }take the candle), then GNUSTO the OZMOO spell. About now, you're probably feeling a bht thred. Go West to the Tower, and }Up the stairs. Well, look at that! A comfy featherbed. Get into bed and drift off to sleep. While you sleep, you have a dr}eam. The dream is an indication of the location of another scroll. When morning comes, get up, then examind the bedpost. A}ha! A hidden switch! Press it, and a compartment will open up, revealing the VAXUM spell. Get that scroll and GNUSTO the }spell. It will soon be time for you to get yourself killed (among other things), so learn the OZMOO, NITFOL, and EXEX spel}ls. Go own the stairs, the head East until you come to the South Gate. Go South from there to the meadow, then SE to the S}hore. Here you will see a giant turtle with a rainbow-colored shell. Cast NITFOL on the turtle, then tell him to follow y}ou. Return to the South Gate and go East from there to the base of the SouthEast Tower. Go up the stairs, and you will be }in the Engine Room, which is full of all sorts of dangerous and incomprehensible machinery. Cast EXEX spell on the turtle,} then tell him to go SE and get the scroll. The speed spell will make him fast enough to dodge safely through that room in}to the Control Room, where the Kulcad spell scroll is. On his way back, he'll set off a trap, but his heavy shell will pr}otect him. You couldn't have managed it, because you have no protection from the sharp spears. The turtle will give you th}e scroll, then return to the beach. The Kulcad spell is too powerful for you to GNUSTO, so you'll have to just hold on to }the scroll until you need it. And now, it's time for you to die. Go down the stairs, then West to the Hall and North to t}he Closet. Pick up the Jeweled Box and continue North to the Courtyard. Don't bother trying REZROV on the Box; even that s}pell isn't powerful enough to open it. Just go East to the front of the temple, drop everything you have, then go East onc}e more. You will be captured and put in a cell to await a sacrificial ceremony, at which you will be the guest of honor. }Now, OZMOO yourself, and Wait. The creatures will soon come for you, and you will be offered up on an altar and a knife pl}unged into your heart. Because of the OZMOO spell, you won't really be dead. However, you now have the means of opening th}e Jeweled Box. Once you are on your feet again, step down from the altar, amd go East back to the courtyard. Cut the rope,} then open the box and get the MELBOR scroll. Pick up the rest of your possesions, and GNUSTO the MELBOR spell. Now, lear}n MELBOR, VAXUM and ZIFMIA, then head West, West to the Inside Gate, and from there to the Mirror Rooms. Here you must wai}t until you see the Adventurer on the other side of the mirror. At that point, ZIFMIA Adventurer, and he will appear befo}re you, a little bit upset. Since you have a move to spare here, MELBOR yourself, then VAXUM the Adventurer, who will now }be very friendly towards you. He will also be looking at your inventory with covetous eyes. As soon as he's been VAXUM'd, }head directly East until you come to the Guarded Room. Don't worry, your new friend will follow you along. Once at the do}or (and you should carefully read the description of it; it's really amusing), tell the Adventurer to open it. He will do }so, and thd illusionr of monsters will disappear, revealing only a plain wooden door. Go North through the door into the M}ap Room. Here is one of those variable things in the game. There are several objects in this room, two of which, the map }and the pencil, are crucial to your success. Sometimes, the Adventurer will pick up one or both of these items. You must g}et them back from him before he leaves, or you may never catch up to him again, in which case the game is lost. If the Adv}enturer picks up something you need, tell him to give it to you, and he will. In any case, you should drop the dagger now }because you don't need it anymore. You also won't need the purple scroll with the FILFRE spell. Make sure you have the ma}p and the pencil, then go back to the North Gate, and from there South to the Library. Examine the ashes on the floor, the}n the tracks in the ashes. These will lead you to a mousehole in the wall. Reach inside, and you will find the scroll with} the GONDAR spell. GNUSTN th`t one. While you're poking about here, you might hear gutteral voices coming towards you. Do}n't worry; the MELBOR spell will keep you protected from any of the hairy creatures that might enter the room. There is al}so a dusty old book here that you might want to read, as it will help you to understand what you're doing next. From the L}ibrary, return to the South Hall, then go down into the dungeon, and down once more to the first Translucent Room. You wi}ll probably be tired now, so just go to sleep right where you are; nothing will hurt you. You only had to sleep in the bed} to have the dream to find the VAXUM spell. When you wake up, eat and drink if necessary, then drop your spell book and th}e jug. Look at the map, and you will see some lettered points connected by lines. This is a magic map of the area where yo}u are now. If you connect two adjacent points with the pencil, an opening will actually appear between those two rooms. L}ikewise, if you erase a line between two points, then you close off the opening between the two rooms. However, you can on}ly use the eraser twice and the point twice before each becomes useless. Now that you know what you have, let's put it to }some good use. You are standing at the moment at point B on the map. From there, move South, East, NE, SE, and you will b}e at point F. The point all by itself, P, is where the Unseen Terror currently resides, and you are about to free it. Draw} a line from P to F. You will see the opening appear in the wall before your eyes, and then a very scared Belboz will appe}ar briefly with a warning. Now, move SW twice (the first time you won't get anywhere) and you will be at point P, where t}he GUNCHO spell is. Now, erase the line from B to R, which will keep the Terror from escaping. Also erase the line from M }to V, which traps him in the rooms again. Pick up the GUNCHO scroll, and make your way to point J. Draw a line from J to B}, then walk West to B and get your spell book. Learn the CLEESH, GONDAR, and MELBOR spells. The GUNCHO spell is too strong} to be written in your book, so you'll have to carry the scroll with you. Now, go Up twice to the South Hall. MELBOR your}self, then go West to the South Gate, and from there due North to the Junction. At that point, head East twice to the Wind}ing Stairs. This is another powerful illusion; no matter how much you walk up or down, you will never get anywhere. KULCAD} the stairs, and they will disappear, leaving you over a Bottomldss Pit! Fortunately, the bannister turned into a vellum }scroll containing the IZYUK spell. IZYUK yoursel, and fly East into (ta-da!) The Warlock's Tower! Here, at last, you come }face-to-face with Krill himself. However, before you can take care of him, you will have to get rid of a couple of his fr}iends. When the dragon attacks, GONDAR the dragon, and when the being attacks, CLEESH him. Now, you're ready for the main }event. As Krill begins his chant, GUNCHO him. He is banished forever from this plane of existence, and you have become a m}KEYBOARD COMMANDS FOR DESTINY ----------------------------- Destiny commands are broken down into two modes (combat a0}nd navigation). Some of the commands can be used in both modes. You'll have to experiment to find which ones. If you press0} a command key and the shift key, your command will be extended for a longer period of time. Pressing any other key will 0}stop the previous command. Also the 'K' key will cancel all outgoing beacons. There is also a training mission mode in Des0}tiny. It is activated by pressing OPTION instead of START at the beginning of the game. In this mode you will not be able 0}to hyperdrive after the initial start. To identify (or attack) another vessel, press the number keys' 1-7, or 0. This wil1}l put a vessel within your range. If you feel brave try fighting a Death Caster (#5) COMBAT MODE: Combat mode is activate1}d by press the obvious 'C' key. In this mode you can activate radar, speed, and weapon systems. Refer to the following cha1}rt for the exact keys to use. NAVIGATION MODE: Navigation mode is activated by pressing the 'N' key. In this mode you c1}an activate Enemy Search Radar (ESR), LandBase locators (LB),power shutdown Down (<), Mayday Msg, and Hyper-drive LANDBAS1}ES: Landbases are located by using the number keys 1-7, and 0. While in navigation mode, after selecting The landbase of1} your choice the next step is to set course for that target. Which brings us to another obivous key 'SET'. Press SET and <1}, this will SET your course and do a power shutdown in preparation for Hyperdrive. Now all you need do is press 'D' and yo1}ur off into the wild blue yonder(or is it black out there?) The above process is the same for ESR routines. DESTINY COMM1}AND LIST --------------------------------------------------------------------------- COMBAT COMMANDS NAVIGATION COMMANDS M 1 }W=WAVE WEAPON <=POWER SHUTDOWN B=BEAM WEAPON E=ESR =INCREASE SPD 1-7&0=LB =DECREASE SPD P=MAYDAY MSG T=RADAR TRACKING SET1 }=SET ESR OR LB L=LOCK ON TARGET D=HYPERDRIVE ------------------------------------ The following can be used in either mod1 }e: I=IFF(FRIEND OR FOE) K=CANCEL BEACONS R=REQUEST BEACON S=SEND BEACON ------------------------------------- Remember t1 }hat the shift key is very helpful and saves alot of repeated keypuncng! ------------------------------------- If anyone f1 }inds more of these commands please get in touch with me. 'DIZZY DEAN' NOTE: INCREASE SPD AND DECREASE SPD ARE THE UP ARROW1} AND DOWN ARROWS.... nds please get in touch with me. 'DIZZY DEAN' NOTE: INCREASE SPD AND DECREASE SPD ARE THE UP ARROW0 SHOULD BE IN THE WEAPONS SHOPPE! BUY ALL ITEMS [EXCEPT] THE KNIFE! IT IS USELESS! ALSO, IF YOU COME ACROSS AN ITEM IN YO5}UR TRAVELS THAT WE DON'T TELL YOU TO PICK UP, DON'T, IF YOU DO IT MAY RUIN THE ENTIRE SET UP! ANYWAY, BACK TO THE SHOPPE, 5}AFTER YOU BUY ALL THAT YOU NEED GO "E"AST. TYPE "TALK BARTENDER" AFTER YOUR LITTLE CHAT FOLLOW THESE DIRECTIONS: [S, S, E]5}. QUICKSAND! TYPE "SWIM E" THEN "SWIM N", GET THE POTION AND THEN GO "N"ORTH. (FROM NOW ON ANYTHING IN "QUOTES" IS A DIRE5}CT COMMAND!) TYPE "GET BEES" (MUST HAVE THE HONEY YOU BOUGHT IN STORE!) THEN GO [ S, S ] AND "SWIM W" AND "SWIM W" AGAIN! 5}GO [ W, W ] AND "GIVE BEES" TO THE HUGE PLANT! NOW FOLLOW THESE DIRECTIONS: [ N, N, E, E, N ] "DROP HONEY" THEN [ S, W, W,5} S, S, E, S ] AND YOU SHOULD NOW BE AT A BOAT. TYPE "POUR POTION BOAT" AND BOAT WILL SHRINK UP! NOW "GET BOAT" AND GO: [ 5}N, W, N, N, E, E, N, W, N ] AND YOU WILL FALL INTO A PIT! THERE IS NO WAY TO AVOID THIS, SO YOU MUST DO IT! IT WON'T HURT 5}YOU! NOW TYPE "THROW ROPE" AND THEN AFTER ROPE IS SECURED "U" FOR UP. AND THEN "GET ROPE" BECAUSE YOU THREW IT AND IT IS N5}O LONGER IN YOUR POSESSION! YOU WILL NEED IT LATER. NOW GO: [ N, E ] AND THEN "LIGHT LAMP" AND THEN [ W, S, S ], "GET AMU5}LET", [S, E, S, W, W, S, S, E, E, N, E, N], "GIVE AMULET" (YOU SHOULD BE AT A TREE) AND THEN [ S, W, N ]. NOW, TYPE "DROP 5}ROPE", AND THEN TYPE "BUY ALE", THEN "DROP MONEYBELT" (YOU WON'T NEED IT ANYMORE!) AND FINALLY, "GET ROPE". << INVENTORY5} CHECK >> TYPE "I": STAFF, OLD LAMP, SPELL BOOK, ROPE, MINATURE BOAT, MUG OF ALE. IF YOU ARE MISSING ONE OF THESE THEN YOU5} MAY WANT TO GO BACK AND CHECK TO SEE WHAT YOU DID OR DIDN'T PICK UP. HERE'S A BIGGE: NOW MOVE: [S, S, W, W, N, N, E, E, N5}, W, N, N, N,] AND TYPE "SING". (YOU SHOULD BE AT THE CLIFF AREA RIGHT BEFORE WHERE YOU LIT YOUR LAMP) A GIANT EAGLE WILL5} FLY DOWN AND PICK YOU UP. NOW TYPE "GO PAD". YOU WILL BE TRANSPORTED ACROSS THE RAVINE! NOW FOLLOW THESE DIRECTIONS: [ N,5} W ], "THROW ROPE", "D", "GET ROPE", [S, W] AND........ "DROP BOAT" (IN RIVER) NEXT TYPE "GO BOAT" AND "PADDLE N", "PADDLE5 } N", YOU SEE A MONSTER! TYPE: "POUR ALE WATER" (AT SEA MONSTER), AND THEN KEEP "PADDLE N" UNTIL YOU HIT AN ISLAND! A STAT5!}UE OF A GRUD WILL BE STANDING THERE... TYPE "GIVE BOOK" AND IN TURN, YOU WILL RECIEVE A KEY! NO GO [S], "PADDLE S" (TWICE)5"}, AND THEN "PADDLE W", [W (BOULDER WILL DISAPPEAR), W, W] AND "GET HELMET". NOW GO: [ E, S ], AND "UNLOCK DOOR", [S], "DRO5#}P KEY", [S, S, E], AND "GET LONGBOW", [E,E,E,S,S,S,W] AND "GET SCROLL", [W,N,E,E,E,E]. NOTE: THIS IS THE LABYRINTH AND IT5$} IS DONE RANDOMLY. IF THE ABOVE WILL NOT PUT YOU BACK AT THE SIGN, MOVE AROUND SOME AND TRY GOING [E]AST ABOUT THREE TIMES5%}. << INVENTORY CHECK >> TYPE "I": STAFF, OLD LAMP, LONGBOW, SCROLL, HELMET, ROPE. FROM SIGN GO: [N,N,E,E], "GO BOAT", AN5&}D "PADDLE N", "PADDLE N", "PADDLE W" AND THEN TYPE "D". YOU SHOULD BE IN A LAIR OF A LIZARD! DON'T MAKE A N, S, E, W MOVE 5'}OR YOU DIE! TYPE "READ SCROLL", YOU WILL SEE TWO SPELLS 'REGNILO' & 'MAHDEN'. TYPE: "SAY MAHDEN" AND AN ARROW WILL APPEAR.5(} "GET ARROW", "SHOOT LIZARD". NOTE: DON'T EVER SAY 'REGNILO' AS IT WILL MAKE YOU LOSE ALL OF YOUR EQUIP. NEXT GO [S], "GE5)}T SWORD", [N,N], "PADDLE E", "PADDLE S", "PADDLE S", "PADDLE W", [W,W,S,S,W]. FINALY: "PUT SWORD ALTAR", "SAY MYRAGLYM" Z5*}ZZZZZZAAAAAAAAAAAAAAPPPPPPPP!!! YOU ARE TELEPORTED TO A FOREST! NOW GO: [S, S, E], BY NOW YOU WILL BE GETTIN HUNGRY AND WI5+}LL DIE IF YOU DON'T EAT! BUT YOU SHOULD SEE: A JAR OF HONEY!!! SO TYPE "DROP LONGBOW", "GET HONEY", "EAT HONEY". THE FINAL5,} MOVES: [S, W, W, S, S, E, E, N, N, ] AND YOU WIN!!!!!!!!!!!!!!!!!!!!!!!! JUST ONE LAST WORD, FOR YOU 1ST TIMERS THE LET5-}TERS IN THE [BRACKETS] ARE DIRECTIONS TO MOVE. IE. NORTH, SOUTH, EAST, AND WEST! <<<<<<>>>>>>ALTERNATE ROUTE<<<<<<>>>>>>5.} IN SHOPPE: BUY ALL EXCEPT KNIFE AND STAFF!!! AND GET THE SHIELD WHICH CAN BE FOUND JUST SOUTH OF THE TAVERN [S,S]. AND 5/}AT ALL COST, KEEP YOUR MONEYBELT, THE MORE GOLD YOU HAVE AT THE END OF THE GAME IN YOUR POSSESION, THE MORE POINTS!!! SO, 50}DROP THE MONEYBELT WHERE YOU DROP THE HONEY. AND PICK IT UP WHEN YOU EAT THE HONEY (NEAR THE END). THIS SHOULD GIVE YOU A 51}SCORE OF 500/500 INSTEAD OF 430/500. HONEY. AND PICK IT UP WHEN YOU EAT THE HONEY (NEAR THE END). THIS SHOULD GIVE YOU A 4&DOCUMENTATION FOR C'EST LA VIE THE STREETS ARE LITERED WITH $10,$20,$50 BILLS, AND YOU'RE CHALLENGED TO COLLECT AS MAN93}Y BUCKS AS YOU CAN. BUT THERE ARE FLIES IN THIS FINANCIAL OINTMENT -THEIVES AND TAX MEN ABOUND. A LOAN FROM YOUR FRIENDLY 94}NEIGH- BORHOOD LOAN SHARK MAY TIDE YOU OVER, BUT YOU'D BETTER REPAY HIM ON TIME OR ELSE!!! ON THE TOP RIGHT CORNER YOU WI95}LL FIND THE STOCK MARKET. LOOK AT THE GRAPH AT THE VERY TOP RIGHT OF YOUR SCREEN TO SEE WHEN THE STOCK MARKET IS AT ITS LO96}W. WHEN IT IS, BUY AS MUCH AS YOU CAN. LATER, GO BACK AND SELL YOUR STOCK WHEN THE MARKET GRAPH IS AT ITS PEAK(TOP). THAT 97}WAY YOU WILL GAIN PROFITABLY FROM YOU SHARES. GOOD LUCK!!! MAX AND BROON WHEN THE MARKET GRAPH IS AT ITS PEAK(TOP). THAT 8Krashes of this great infocom classic but no matter how the game starts you can go to the leviathan part one-the character=9}s you-a diver waiting for your ship to come in..... Johnny Red-leader of the quest good guy called red because of his flam=:}img red hair growing from all over his body Pete the Rat-trustworthy fellow cooks great rat stew(yecch)... The Weasel-The=;} name says it all,dirty rotten backstabber,attempts to rob the fortune of the entire deal.sells out to Mcginty Mcginty-lit=<}tle shmuck who trys to wreck everything,smokes big cigars-a total asshole.... part two-the shanty you wake up,get out of==} bed and wind yer watch.open your dresser and get the passbook and key.open your door,n,close door,lock door,n,keep going =>}east till yer outside the shanty where you should go in and sit down.wheRed asks you if you want to be part of the treasur=?}e hunters,say yes,he tells ya to meet him at the lighthouse.go n,w,w,s,s,w,w,e,e,e,e,ne,s,s,sw,w,w,e,e,n,look,n,(your in =@}the bank) withdraw $603,s,ne,n,nw,w,w,w.open window,look through window drop yer passbook here,go e,e,n,n,w,w,sw,s,w ,nw,=A}wait,se,ne,ne,e,s,n,e,e,s,w,e,s,ask for water,drink it,n,se,s,s,se part three-point lookout. go to point look out,johnny =B}will ask you if you brought the money, say yes and then show $500,hell ask you if the treasure is deep,if mcgintys near,wa=C}it for him to leave ,then say no,,nw,n,n,nw,w,s,wait for mcginty to leave,then ,look,pay remaining amount necessary to sa=D}lesman and then buy (for yourself) a flashlight electromagnet,compressor,putty, and shark repellent,go n,e,s,sit,wiat till=E} johnny talks with weasel, eat lunch,get out of chair,n,se,s,s,s ,sw,,w,wait for mcginty to leave,e,e,ne,n,n,nw,w,w,s,s,w=F},look through window,open window,enter.. part four-backstabber you will find aateral for the deal that weasel made with =G}mcginty which we know not of,its his seaman card,get it,n,w,s,s,unlock door,open door,s,read envelope,get all from closet,=H}i,n,close and lock yer door ,n,n,e,e,s,s,w,w,drop key,e,e,e,e, ne,,nw,s,sit,ask for water,drink it,wait twice,n,w,s,wait =I}twice,wait for boy to leave,n,w,n,w,s,d,n,n,n,get battery,get drill,open panel,put battery in panel, close panel,s,s,s,s,=J}wait (3 times), latitude is 15,longitude is 30,wait(4 times),drop envelope,mask ,flippers,drill.get envelope, find johnny=K} red,show envelope to Johnny red...... part 5-night watch When you have to night watch,first go to sleep until someone w=L}akes you up,go to the galley and get something to eat and drink then go up to the fore deck and sit in the chair,whenever =M}an obstacle appears push the button corresponding to the side its on.(ie-reef to left-push left) ok in the morning you wil=N}l stop.... part 6-diving fill your air tank with the compressor wear all you r equiptment,n on your flashlight,open sha=O}rk repellent,go down till you get to the wreck.....that is all ill tell you the rest find out yourself part 7-hints you w=P}ill need electromagnet for things that arent yours(hint hint) and the drill for opening things, f part 7-hints you w<g********************** * * * DIMENSION X * * * ********************** You are on an alien planet composed of a 5x5 griAR}d. You must protect the capital city. Press START after loading. Pressing SELECT or OPTION allows you to change the variAS}ables. The first screen is composed of two main sections, the viewing port and the computer information (top). The compAT}uter information is composed of (from left to right): Shield Status News window Fuel gauge Range guide Radar screen 5x5 sAU}ector map All are easily figured out except the 5x5 sector map. It contains the following information: (note: the coloAV}rs may vary from TV to TV) Quickly flashing green square: YOUR LOCATION! Slowly flashing green square: The locations yAW}ou will be if you travel through the tunnel you are currently facing. You may choose your destination sector by moving theAX} joystick. Dotted squares: Zone deflects Purple/blue squares: sector contents unknown. Solid green/gray squares: emptAY}y sectors. Numbered squares: contain that number of enemies. F: Fuel and repair station. C: Capital city. THE PLAY:AZ} Destroy all enemies in sector. Rotate joystick to desired sector and push joystick forward. Boosters will engage. EnterA[} Tunnel to travel to desired sector. While in tunnel keep the crosshairs within moving bars and above or below approachingA\} energy bars. If you should wander outside of the bars or hit the energy bars you shields will be damaged. Refuel at FuelA]} station as needed and explore unknown sectors. NOTES: The sector map is constantly updated by the bar traveling acrossA^} it. If enemy fire has damaged the sector map the bar will not move and no new information will be displayed. The enemy A_}is displayed on the radar screen. They will not fire at you while they are behind you. on will be displayed. The enemy @[MoonBeam's help on Deadline [1] ALWAYS KEEP IN MIND THAT YOU ARE NOT LIMITED TO TWO WORD COMMANDS, LET YOURSELF GO AEa}ND BE CREATIVE! [2] YOU HAVE THE ABILITY TO INTERACT WITH PEOPLE AS WELL AS OBJECTS. [3] ALWAYS TRY TO GET A FEEL FOR THEb}E VOCABULARY OF AN ADVENTURE BY TYPING WORDS EXTEMPORANEOUSLY. IN THIS WAY YOU CAN SOMETIMES GET THE IDEA OF THE VOCABULAEc}RY NEEDED. HOW TO SOLVE DEADLINE --------------------- NOTE: THE FOLLOWING PASSAGE IS VERY DESCRIPTIVE. I SUGGEST YOU KEEd}EP YOUR HAND ON THE SPACEBAR SO AS NOT TO SPOIL THE ENTIRE GAME. ALL COMMANDS ARE IN "QUOTES" AND ALL DIRECTIONAL MOVES Ee}ARE IN [BRACKETS]. FROM THE FRONT PATH OF THE ROBNER'S ESTATE PROCEDE [N]. NOW YOU SHOULD BE AT THE FRONT DOOR OF THE HOUEf}SE. TYPE 'OPEN DOOR' AND THEN PROCEDE [N] AGAIN. THIS WILL PLACE YOU WITHIN THE ESTATE. THEN GO [N,N,E,] THEN 'CLIMB STAIEg}RS' THIS WILL PLACE YOU AT THE SECOND LEVEL OF THE ESTATE. THEN GO [W,W,W,W,N] THIS WILL PLACE YOU IN THE LIBRARY TO DO YOEq}Mb&DOS SYSb*AUTORUN SYSb#,TITELBILBASb FBLOCK FNTbQARCHON2 TXTb dBRUCELEETXTbsDALAS TXTb^ENCHANT TXTbCONAN TXTbF14 TXTb GOHSTBUSTX bAGRUDS TXTbDEST TXTb$cBLADEOF TXTb2CESTLAV TXTbCUTTHRT TXTbQDIMENSIXTXTb `DEALINE TXTbDARCRYSTTXTbHACKER TXTbFHITCHHIKTXTb"^INFIDL TXTUR DECTIVE WORK. FIRST "LOOK RUG" YOU WILL SEE MUD SPOTS(CRUCIAL FOR THE ARREST).THEN 'TAKE CUP AND PAD AND CALENDAR AND Er}PENCIL'.NOW 'RUB PENCIL ON PAPER'. AFTER HAVING DONE THIS 'TURN PAGE ON CALENDAR'AND 'READ CALENDAR'. AFTER HAVING DONE THEs}IS 'OPEN BALCONY DOOR' AND GO [E]. THIS WILL PLACE YOU ON THE BALCONY. 'LOOK RAIL ING'(THIS WILL CONFIRM OUR MUD THEORY). Et}HAVING DONE ALL OF THE ABOVE-PROCEDE, [S,E,E,E,E,D,D,W,S,S] THIS WILL PLACE YOU AT THE FRONT DOOR AGAIN. NOW GO [NW,S,S,EEu},S,E,SE] THIS WILL BRING YOU TO THE SHED(MORE DECTIVE WORK).NOW, 'LOOK LADDER'(MORE MUD AGAIN-I THINK IT IS SAFE TO ASSUMEEv} THAT THE MURDER USED THE LADDER TO ENTER THROUGH THE BALCONY AND THEN SOMEHOW(?) MURDERED OUR DEAR FRIEND MR.ROBNER). NOWEw} THIS HAVING BEEN DONE RETURN TO THE FRONT DOOR.[NW,W,N,W,N,N,SE]. NOW WE HAVE TO TREK ALL THE WAY UPSTAIRS AGAIN!. GO [NEx},N,E,U,U,N,N] YOU SHOULD NOW BE IN DUNBAR'S BATHROOM.TYPE 'LOOK LOBO' (INTERESTING,HEH?). NOW GO ALL THE WAY DOWNSTAIRS AEy}GAIN.[S,S,S,D,D,W,S,S] YOU WILL BE AT THE FRONT DOOR AGAIN. NOW YOU HAVE TIME TO TAKE A REST. TYPE'WAIT TILL 11:30'. IT SHEz}OULD NOW BE 11:31. NOW WE HAVE TO HUNT DOWN MR.MCNABB,GO TO THE ORCHARD [E,NE,N].(NOTE:DUE TO THE NATURE OF DEADLINE,MCNAE{}BB MIGHT NOT BE THERE IF HE IS NOT HUNT HIM DOWN!-IT DOESN'T MATTER WHERE YOU FIND HIM). ONCE MCNABB HAS BEEN LOCATED SAY E|}'HEY MCNABB'/CR/'WHAT IS WRONG'. AFTER THIS FOLLOW HIM. HE WILL THEN POINT OUT TO YOU TWO HOLES IN HIS ROSE GARDEN YOU THE}}EN SAY 'LOOK HOLES'(MORE MUD THEORY) AND THEN 'DIG GROUND' THEN WITH YOUR NEW FOUND TREASURE TYPE 'ANALYZE FRAGMENT FOR LOE~}BLO'. NOW WE HAVE TO CATCH THE WILL READING.GO [N,N,SE,S,SW,W,S] YOU WILL BE AT THE FRONT DOOR ONCE AGAIN. NOW GO [N,N,W] E}AND WAIT FOR THE WILL TO BE READ. AFTER THAT SAY'HEY GEORGE' THEN TYPE'SHOW GEORGE THE CALENDAR'. HE WILL PANIC AND RUN UE}PSTAIRS.FOLLOW HIM!! HE THEN WILL DUCK INTO HIS ROOM AND YOU [W,W,N,N] THIS WILL PLACE YOU IN THE LIBRARY'S BALCANY.NOW TYE}PE WAIT 10 MIN' ONCE GEORGE ENTERS THE ROOM WAIT FOR ABOUT 2 MIN AND THEN [S] ,'LOOK BOOKCASE','PRESS BUTTON', 'GET WILL'E},'LOOK SAFE','GET PAPERS', 'READ PAPERS' THEN GO TO THE LIVING ROOM [S,S,E,E,E,E,D,D,E,E] AND SAY 'HEY BAXTER' ,'WHAT ABOUE}T FOCUS','SHOW FOCUS TO BAXTER','HEY DUNBAR','SHOW FOCUS PAPERS','WHAT ABOUT FOCUS'.THEN FOLLOW DUNBAR CLOSELY..ONCE OUTSIE}DE THE HOUSE SHE WILL DROP A PIECE OF PAPER'GET PAPER', 'READ PAPER' THEN CONTINUE FOLLOWING HER. ONCE YOU CATCH UP ASK HE}ER 'HEY DUNBAR','SHOW PAPER TO DUNBAR'.THEN MAKE TRACKS FOR THE SHED. [E,E,SE] WAIT FOR BAXTER ONCE DUNBAR AND BAXTER ARE E}PRESENT TYPE'ARREST BAXTER AND DUNBAR' NOTE:THERE ARE MANY DIFFERENT WAYS YOU CAN ARRIVE AT THAT VERDICT. THERE ARE ALSOE} MORE PUZZLES TO BE SOLVED BUT THAT IS ALL THAT IS NECESSARY TO A SUCCESFUL ARREST. EXAMPLE THE MAIL IS DELIVERED AT 11:10E} THE MORNING PAPER AT 11:30 THE PHONE ETC Good Luck Captain MoonBeam Out REST. EXAMPLE THE MAIL IS DELIVERED AT 11:10DPHOW TO SOLVE THE DARK CRYSTAL I'LL START OFF WITH SOME BASIC STUFF AND THEN GET TO THE GOOD STUFF. 1ST- GETTING STARTI}ED 1. TO ESCAPE THE GARTHIM JUST ENTER A DIRECTION, YOU WILL ALWAYS OUT RUN THEM AS THEY ARE SSSLLOW! 2. THE 'CRYSTAL BI}AT' ALERTS THE SEKISIS OF WHERE YOU ARE, AND IN TURN, THE GARTHIM ARE INFORMED OF YOUR LOCATION 3. MYSTICS ARE YOUR FRIEI}NDS 4. THE FOLLOWING ITEMS YOU DON'T HAVE TO GET AS THEY DO YOU NO GOOD: SLING & POUCH 5. THERE IS >>NO<< SCORE IN THE I}DARK CRYSTAL ADVENTURE. THE OBJECT IS TO HEAL THE DARK CRYSTAL 6. SEE THE MOVIE (OPTIONAL) MANY OF THE HINTS ARE REVEALEI}D AFTER SEEING IT. AT THE START OF THE GAME JUST TRY TO MOVE IN >>ANY<< DIRECTION. A MYSTIC WILL APPEAR. AFTER HE LEAVESI} FOLLOW THESE DIRECTIONS [E], "GET SHALE", [W,W,W,W,N], NOW YOU SHOULD BE AT URSU SO TYPE "SPEAK URSU" THEN "LOOK BOWL" TI}HE GO [S,E,E,N], AND "DIG", "GET FLUTE" AND TAKE ONE STEP [N]ORTH. (YOU WILL FALL DOWN BUT DON'T WORRY ABOUT IT.) NOW GO: I}[E,N], "LISTEN BROOK", THEN [W]EST, "CUT PAD", [E,E,E,E,N,N] AND "USE PAD" (AT SWAMP) AFTER YOU GET OFF THE PAD GO [N,E].I} YOU WILL GET CAUGHT UP IN SOME VINES. JUST START TYPING DIRECTIONS UNTIL THE DRIVE TURNS ON AND THE PICTURE CHANGES.... I}A LONG ARM W/AN EYE WILL BE THRUST UP TOWARD YOU..... TYPE "SPEAK BEING", NEXT TYPE "YES", AND THEN "MOON DAUGHTERS" (ANSWI}ER TO THE RIDDLE). NOW TYPE A RANDOM DIRECTION AS IT WON'T MATTER BECAUSE IT BREAKS INTO THE MOVE AND GIVES YOU 'BEFORE JI}EN CAN REACT...' MESSAGE. SHE WILL TAKE YOU TO HER OBSERVATORY, AND THEN ASK YOU WHAT YOU WANT. TYPE "CRYSTAL SHARD" AND SI}HE WILL BRING YOU 4 COLORED SHARDS.... NOW "PLAY FLUTE", AND THEN "GET BLUE" (THE BLUE CRYSTAL SHOULD PLAY BACK THE TUNE TI}HAT YOU ISSUE) NOW GO [S]OUTH, >>GARTHIM RAID<<, TERRIBILE GARTHIM STORM AUGRA'S LAB. SO TYPE "GO WINDOW", THEN [S,W] AI}ND YOU WILL FALL INTO A BOG... TYPE "HELP"; KIRA & FIZZGIG WILL HELP YOU OUT. NOW TYPE "TURN SHELL", "GET POUCH", "GO SHI}ELL" AND YOU ENTER AT THE POD VILLAGE.... JUST TRY TO MOVE AROUND UNTIL THE GARTHIM ARRIVE AND THEN GO: [S]OUTH, (CHANGE DI}ISKS), NOW GO: [S,W,N], AND "SIT DOWN", THEN "LOOK WALL", (TAKE NOTICE OF THE SHAPES VERY CAREFULLY) NOW TYPE [N]ORTH, BUTI} BEFORE IT MOVES YOU NORTH, A CREATURE WILL APPEAR AND SAY THAT HE WILL HELP YOU! (( HE LIES!!! )) A TRAP!! DON'T FOLLOW I}HIM! (HE WILL GO SOUTH) NOW TYPE: [N,N,W,S,S,E,N], NOW, DEPENDING ON WHICH VERSION OF D.C. YOU HAVE, YOU SHOULD BE AT THE I}LAND-STRIDERS (TWO LONG-LEGGED BEASTS) SO TYPE "JUMP ON" AND GO [W,W,W,W,W,S,W,S] AND YOU WILL BE KNOCKED OFF YOUR STEEDS.I} SO AS THE GARTHIM APPROACH, TYPE "JUMP", THEN WHILE FALLING, "GRAB KIRA". WHEN YOU ON THE GROUND GO [W]EST, AND THEN "SI}END FIZZGIG" (IT WILL ASK WHERE YOU WANT TO SEND IT) SO THEN TYPE "SEND BARS", DO ANOTHER RANDOM MOVE TO WASTE A MOVE AND I}FIZZGIG WILL RETURN BEFORE YOU CAN REACT. NOW TYPE "USE KEY", "OPEN BARS" AND THEN GO: [S,S,S,W,W,S] AND THE CHAMBERLAIN WI}ILL APPEAR AND STEAL KIRA & FIZZGIG. NOW GO [S]OUTH! (YOU WILL FALL IN A PIT WITH GARTHIM!) SO TYPE "RUN", THEN "GO HOLE"I}, "CLIMB", AND YOU WILL BE IN THE CHAMBER OF LIFE. (AUGRA WILL BE HERE ALL WRAPPED UP, YOU CAN LEAVE HER AS IT WILL NOT AFI}FECT THE GAME PLAY) GO: [E,S,E,W,W,], "GO CURTAIN", THEN [N,N,W], & "GET SCEPTER", [E,E,E] AND "USE HOOK" NOW GO :[E,U,E]I} (U=UP) AND YOU WILL BE ON THE BALCONY. NOW TYPE "JUMP CRYSTAL", YOU WILL DROP THE SHARD. OK, NOW YOU WILL HAVE A CHOICE: I}A- SAVE KIRA B- HEAL CRYSTAL TO THE QUESTION '..SAVE KIRA..' TYPE "NO" NOW TYPE "INSERT SHARD YOU WIN..... OR DO YOU? I}>>>>* KIRA IS DEAD *<<<< LOGICIAL ANSWER: "KISS KIRA" A..' TYPE "NO" NOW TYPE "INSERT SHARD YOU WIN..... OR DO YOU? H;ember of the Circle Of Enchanters!! HO him. He is banished forever from this plane of existence, and you have become a m'* * * F-15 Strike Eagle * * BY MICKEY MOUSE BBS * * 918-241-3210 * * Authenticate * * 0=G * * 1=A * * 2=J Engine Power %}* * 3=G 0=50% G=GUN * * 4=J 1=55% A=AFTER-BURNER * * 5=B 2=60% B=BOMB'S * * 6=C 3=65% E=ECM-JAMMING * * 7=H 4=70% M=MISSIL%}ES * * 8=L 5=75% X=SPEED-BRAKES * * 9=H 6=80% F=FLARES * * 10=A 7=85% D=DROP TANKS * * 11=P 8=90% SPACE BAR-REARVIEW * * 1%}2=C 9=100% R=SHORT,MEDIUM,LONG,RADAR * * 13=P S=SHORT AIR MISSILE * * 14=K * * 15=E * ***********************************%}*********************** UM,LONG,RADAR * * 13=P S=SHORT AIR MISSILE * * 14=K * * 15=E * ***********************************$Ghostbusters (tm) Brought to you by IMF in New York This doc file has been duplicated from the archives of IMF Doc Lib)}rary. Building a Franchise Follow the instructions on the screen to buy and outfit your vehicle; to pick up and relea)}se supplies with the forklift, press the joystick button. Keep an eye on credit availible(upper right corner). * PK ENER)}GY DETECTOR warns of an approching ghost, called a "Slimer." by turning a building pink when you pass it. * IMAGE INTENS)}IFIER makes Slimers easier to see when you are trying to catch them. * MARSHMALLOW SENSOR warns you of the impending app)}roach of the dreaded Marshmallow Man by turning a building white when you're by it. * GHOST VACUUM sucks up itinerant gh)}ouls (called "Roamers") as you travel the sreets of the city. * GHOST TRAPS ar what you use to catch and store Slimers. E)}ach trap holds one Slimer. Without them, you cannot earn money. * GHOST BAIT attracts Roamers, which periodically gather)} to form the Marshmallow Man. Without BAIT, yu cannot stop him. (See IMPORTANT SAFETY TIPS below.) You get five dollops of)} bait when purchased. * PORTABLE LASER CONFINEMENT SYSTEM stores ten Slimers in your vehicle. Saves travel time back to )}GHQ for more traps. Your Account Numbers * If you successfully complete a game, an account number will record your acc)}ount balance. You can use your account number on ANY Ghostbusters program. Be careful to always enter your name and accoun)}t number in exactly the same way. nt number on ANY Ghostbusters program. Be careful to always enter your name and accoun(%Gruds in Space ============== WARNIG: THIS WALK-THRU SHOWS HOW TO SOLVE "GRUDS IN SPACE" STEP BY STEP, THESE ARE NOT -}HINTS! SPECIFIC INSTRUCTIONS ARE ENCLOSED IN BRACKETS "[ ]", SO WHATEVER IS IN THERE IS ALL YOU HAVE TO TYPE. YOU ARE TH-}E PILOT OF THE VESSEL USAC 9400, FROM USAC COMMAND ON EARTH. THE WARSHIPS AT THE FRONT, NEAR BARAROK, HAVE EXHAUSTED THEIR-} FUEL SUPPLY, SO YOU HAVE TO GET THE FUEL AND RETURN IT TO THE CARGO SHIP ON PLUTO. YOU ARE IN THE NAVIGATION ROOM AND HER-}E IS WHERE YOU BEGIN YOUR MISSION. [ W, S ] YOU SEE YOU HAVE RECEIVED A TRANSMISSION IN COMMUNICATIONS. [ PUSH GREEN, PRES-}S GREEN, PRESS GREEN, N, E ]. NOW YOU HAVE TO SET THE NAVATIONAL CO-ORDINATES FOR SATURN. [ SET 64-18-52, W, D, D, W, W ]-}. NOW YOU HA VE TO SET THE TELEPORT CO-ORDINATES FOR SATURN. [ SET 77-34-40, GO WINDOW ] NOW YOUR ARE ON SATURN. [ N, N, N-}, W, GET COIN, E, N, STEAL ROPE, S, S, S, W ]. YOU ARE IN THE CAFETERIA NOW. [ BREAK TABLELEG, GET LEG, E, E, S, E ]. YOU-} ARE AT LORD DEEBOS HOUSE. [ KNOCK DOOR ]. THE BUTLER WILL ANSWER THE DOOR. [ YES, GIVE COIN, E ]. YOU ARE IN THE PRESENCE-} OF LORD DEEBO. [ GIVE, YES, E, TALK ]. HEAR LORD DEEBO EXPLAINS WHAT HE WOULD LIKE YOU TO DO FOR HIM, AND INSTRUCTS ON HO-}W TO DO IT. [ GET ALL, W, W ]. YOU ARE NOW LEAVING HE HOUSE AND ON YOUR WAY BACK TO THE TELEPORT WINDOW. [ W, N, W, S ].-} YOU SEE THE TELEPORT WINDOW. [ GO WINDOW, E ]. YOU ARE NOW IN AUXILIARY NAVIGATION WHICH YOU WILL BE USING FROM NOW ON TO-} SET YOUR NAVIGATIONAL CO-ORDINATES. [ SET 96-17-14, W, SET 82-13-64, GO WINDOW ] NOW YOU HAVE LANDED ON VENUS. [ E, TIE R-}OPE TO TREE, E ] NOW YOU ARE IN A SWAMP. [ D, GET GUN, U, W, UNTIE ROPE, GET ROPE, W, GO WINDOW, E ]. YOU ARE NOW MUST SE-}T THE CO-ORDINATES FOR SATURN AGAIN. [ SET 64-18-52, W, SET 77-34-40, GO WINDOW, W, N, W ]. YOU ARE NOW AT THE ENTRANCE TO-} THE CAVE, AND NOW WE WILL ENTER THE CAVE. [S, S, W, TIE ROPE TO STALAGMITE, D, N, E, S, D, N, W, GET KEY, E, S, U, N, W, -}S, U, E, U, E, N ] YOU ARE NOW FACE TO FACE WITH A BIG BAT. [ SHOOT BAT, U ] YOU SEE A CHEST. [ LOOK CHEST, GET KEY, D, S,-} U, N, E, S, E, E, N, N, E, S, E, N, N, N, W, N, UNLOCK GATE, N, N, N, W ]. YOU ARE AT AN OLD TEMPLE. [ N, N ] YOU SEE A -}GREEN ORB. [ DROP KEY, DROP KEY ] YOU DROPPED THE KEYS BECAUSE IF YOU DIDN'T, YOU WOULD NOT HAVE BEEN ABLE TO GET THE GREE-}N ORB. [ GET GREEN, S, S ]. NOW YOU AE ON YOU WAY BACK TO THE CAVE. [ E, S, S, S, S, E, S, S, S, W, N, W, S, W, N, W] YOU-} ARE AT THE ENTANCE TO THE CAVE. [ W, S, S, U, N, W ]. YOU SEE A HOLE ON THE WALL WITH A GREEN BOX ARROUND IT. [ PUT GREE-}N ]. YOU SEE A BLUE AND GREEN ORB. [ GET ALL, E, S, D, N, N, E ]. YOU ARE ON YOUR WAY BACK TO THE SHIP. [ E, S, E, GO WIN-}DOW, E ]. YOU ARE NOW GOING TO SET THE NAVIGATIONAL CO-ORDINATES FOR VENUS. [ SET 96-17-14, W ]. YOU ARE NOW GOING TO SET -}THE TELEPORT CO-ORDINATES FOR THE UNIDENTIFIED SHIP. [ SET 66-12-15, DROP ALL, GET BLUE, GET GREEN, GO WINDOW ]. YOU ARE -}NOW ON THE SHIP. [ E, N ] YOU SEE A GREEN BOX. [ PUT GREEN, GET GREEN ]. ALWAYS TAKE THE ORBS AFTER YOU PUT THEM IN BECAUS-}E THEY ARE USED IN MORE THAN ONE PLACE (WITH SOME EXCEPTIONS). [ W ] YOU SEE AN ORANGE ORB. [ GET ORANGE ] YOU SEE A GREEN-} BOX. [ PUT GREEN, GET GREEN, E, S ] YOU SEE A GREEN BOX [ PUT GREEN, GET GREEN, E, E ] YOU SEE A ORANGE BOX [ PUT ORANGE,-} GET ORANGE, E ] YOU SEE A PURPLE ORB [ GET PURPLE ] YOU SEE A BLUE BOX. [ PUT BLUE, W, W ] YOU SEE A PURPLE BOX. [ PUT P-}URPLE, GET PUPLE, W, W, W ] YOU SEE A PURPLE BOX. [ PUT PURPLE, GET PURPLE, W] YOU SEE A WHITE ORB AND AN ORANGE BOX. [ G-}ET WHITE, PUT ORANGE, GET ORANGE, E, E, E ] YOU SEE A GREEN BOX. [ PUT GREEN, GET GREEN, E, E, S ] YOU SEE A WHITE BOX. [P-}UT WHITE, GET WHITE, W ] YOU SEE A YELLOW ORB AND A PURPLE BOX. [ GET YELLOW, PUT PURPLE, GET PURPLE, E, N, W ] YOU SEE A -}PURPLE BOX. [ PUT PURPLE, GET PURPLE, W, W, W ] YOU SEE A PURPLE BOX. [ PUT PURPLE, GET PURPLE, W, S ] YOU SEE A WHITE BO-}X. [ PUT WHITE, GET WHITE, E, E ] YOU SEE A BROWN ORB AND A YELLOW BOX. [ GET BROWN, PUT YELLOW, GET YELLOW, E, E, PUT PUR-}PLE, GET PURPLE, E, N, N ]. YOU SEE A BROWN BOX. [ PUT BOWN, E ]. FINALLY! THE BLACK ORB!! [ GET BLACK, PUT WHITE, W, S, -}W ] YOU SEE A PURPLE BOX. [ PUT PURPLE, W, W ] YOU ARE AT THE TELEPORT WINDOW. [ DROP ALL, GET BLACK, GO WINDOW, E ] NOW Y-}OU HAVE TO SET THE CO-ORDINATE FOR SATURN, SO YOU CAN GIVE THE ARLER THE BLACK ORB. [ SET 64-18-52, GET GUN, W, SET 77-34-}-40, GO WINDOW, N, E, S, E, N, N, N, W, N, N, N, N, E, S, E, SHOT ARLER ] THE ARLER WILL RUN AWAY FRIGHTENED. YOU CAN NOW -}GO UP THE HILL. [ U ]. YOU ARE AT THE CAVE. [ DROP BLACK, E, LOOK SCREEN, W, E, GET NOTE, W ]. NOW YOU ARE ON YOUR WAY TO -}GET THE DRUM-SHAPED OBJECT FOR LORD DEEBO. [ D, W, N, W, S, S, S, S, E, S, S, S, W, N, W, S, GO WINDOW, E, SET 96-7-14,W-}, SET 82-13-64, GO WINDOW ]. YOU ARE ON VENUS NOW. [ E, N, E, N ]. YOU SEE THE BRIDGE HAS BEEN WIPED OUT. [ SHOOT TREE, N,-} W, GET MONEY MAKER, E, S, S, W, S, W, GO WINDOW, E ] YOU ARE ON YOUR WAY TO GIVE THE MONEY-MAKER AND NOTE YOU GOT FROM TH-}E ARLER, SO YOU HAVE TO SET THE CO-ORDINATES FOR SATURN AGAIN. [ SET 64-18-52, W, SET 77-34-40, DROP GUN, GET LEG, GO WIN-}DOW ] YOU ARE ON SATURN AGAIN. [ N, E, S, E ]. YOU ARE AT LORD DEEBOS HOUSE. [ KNOCK DOOR, E, E ] YOU ARE AT THE PESENCE -}OF LORD DEEBO AGAIN. [ GIVE MONEY MAKER ] DEEBO TELLS YOU SOME NEWS AND GIVE YOU A ROCK FOR BRINGING HIM THE MONEY MAKER. -}[ GET ROCK, GIVE NOTE ] DEEBO ALMOST GOES CRAZY WHNE YOU GIVE HOM THE NOTE AND TELLS YOU TO TAKE IT TO MR. GREEN AT ONCE -}AND GIVES YOU A CARD TO HIS HIDE OUT. [ GET CARD, W, W, W, N, N ] YOU ARE AT THE ENTRANCE TO A SUPPLY STORE. HERE WE WILL -}BUY A CONTAINER TO HOLD THE FUEL AND WITH THE COIN WE GET FOR CHANGE WE WILL BUY A MASK. [ E, BUY CONTAINER, GET COIN, BUY-} MASK, GET ALL, W ]. NOW WE WIL GO GET THE FUEL ON THE NORTH SIDE OF THE ARLER'S CAVE. [ S, S, E, N, N, N, W, N, N, N, N,-} E, S, E, U, N, LIFT ROCK, LOOK HOLE, GET HELIOTROPANITE, S, D, W, N, W, S, S, S ] NOW WE ARE ON OUR WAY TO TALK WITH MR.-} GREEN. [ S, E, S, S, S, W, N, W, S, GO WINDOW, DROP LEG, E ] NOW YOU MUST SET THE CO-ORDINATES FOR VENUS. [ SET 96-17-14,-}W, SET 82-13-64, GO WINDOW ] YOU ARE ON VENUS NOW. [ E, N, E, N, N, W, LOOK TREE, INSERT CARD ] OH, NO! MR. GREEN S DROWN-}ING! [ REVIVE GREEN ] LUCKY YOU BOUGHT THAT MASK AT THE SUPPLY STORE, OR WE MIGHT NOT HAVE GOTTEN THAT INFORMATION FROM M-}R. GREEN. NOW WE WILL GO BACK AND SET THE CO-ORDINATES FOR TITAN. [ PUSH BLUE, E, S, S, W, S, W, GO WINDOW, E, SET 70-10-2-}4,W, SET 14-93-96, GO WINDOW ] YOU ARE ON TITAN. [ E, GET BOX, W, N, W, GET BOMB, E, S, GO WINDOW, E, E, U, U, S ] YOU ARE-} IN THE COMMUNICATIONS ROOM NOW. [ PUSH GREEN ] IT SEEMS WE HAVE RECEIVED A TRANSMISSION. [ N, D, D, W ] WE HAVE TO SET T-}HE CO-ORDINATES FOR PLUTO WHERE THE CARGO SHIP IS LOCATED. [ SET 18-98-32, W ] IT SEEMS WE HAVE SOME COMPANY - WE MUST ELI-}MINATE HIM. [ SET 36-24-35, GO WINDOW, DROP BOMB, GO WINDOW, LOOK BOX ] IT SEEMS THERE IS A RED BUTTON THERE. LET'S PUSH I-}T. [ PUSH RED ] IT SEEMS WE HAVE DESTROYED THE ALIEN SHIP... GOOD, WE ARE HOME FREE. NOW WE HAVE TO SET THE TELEPORT CO-O-}RDINATES FOR THE CARGO SHIP. [ SET 34-76-21, DROP ALL, GET CONTAINER, GO WINDOW ] YOU ARE ON PLUTO NOW. [ E ] YOU SEE THE -}CARGO SHIP. [ U, PULL LEVER, N ] YOU SEE THE CAPTAIN OF THE SHIP. [ GIVE CONTAINER ] THE CAPTAIN TELLS YOU TO RETURN TO EA-}RTH AND COLLECT YOU REWARD. [ S, D, W, GO WINDOW, E ] IT SEEMS YOU HAVE RECEIVED ANOTHER TRANSMISSION IN THE COMMUNICATIO-}NS ROOM. [ E, U, U, S ] YOU ARE IN THE COMMUNICATIONS ROOM. [ PUSH GREEN, N, D, D, W ] NOW ALL YOU HAVE TO DO IS SET THE C-}O-ORDINATES FOR EARTH AND COLLECT YOUR REWARD. [ SET 53-42-75 W, SET 66-43-44, GO WINDOW ] YOU ARE IN THE COMMANDER'S OFF-}ICE. [ TALK ] THE COMMANDER SHAKES YOUR HAND VIGOROUSLY AND WITH A BIG SIGH OF RELIEF HANDS YOU YOUR CHECK FOR ONE MILLIO-}N DOLLARS, AND THANKS YOU FOR A JOB WEL DONE... OROUSLY AND WITH A BIG SIGH OF RELIEF HANDS YOU YOUR CHECK FOR ONE MILLIO,2Hacker ====================== Fahre zuerst in die Schweiz(6 rechts, 4 hoch) und gebe die 5.000 $ ab. Kaufe THE DEAD OFM} A SWISS CHARLET und den CHRONOGRAPH. Danach fahre nach Aegypten (4 links, 1 hoch, 6 rechts, 2 runter, 1 rechts) und gebe M}dem Agenten den CHRONOGRAPHEN. Nehme von dem Agenten beide Gegenstaende.(SCARAB und STATUETTE). Dann fahre nach Indien(1 M}rechts,3 hoch,2 rechts, 3 runter, 1 rechts) und gebe die STATUETTE OF TUT ab. Von dem Agenten n i c h t s !!!! kaufen. NunM} fahre nach New York (1 links,3 hoch,16 links, 1 runter). Gebe THE DEED OF A SWISS CHARLET ab. Von dem Agenten n u r !!!!!N} STOCKS & BONDS nehmen. Darauf begibst Du Dich nach Japan (6 links,1 hoch, 14 links,2 runter,5 rechts) und bietest dem AgN}enten STOCKS & BONDS an. Nun beide Objekte (35 MM CAMERA und CULTURED PEARLS) annehmen. Weiter geht's nach China (4 links)N} und die CULTURED PEARLS abgeben. Vom Chinesen n u r !!!! JADE CARVING annehmen. Nun fahre in die FALSCHE Karibik. Dieser N}Ort ist auf der Karte nicht eingezeichnet, entspricht aber dem Ort, der vor der Kueste von Brasilien (Suedamerika) liegt.N} Der Weg dahin:1 links,2 hoch,14 rechts,1 runter, 6 rechts,1 hoch. Hier JADE CARVING abgeben, aber n i c h t s !!!! kaufenN}. Danach nach Griechenland fahren ( 14 rechts,2 runter, 1 links) und Emerald Scarab abgeben. N i c h t s !!! kaufen. JetztN} nach England (1 links,1 hoch,3 links) fahren und die 35 mm Camera anbieten. N u r !!! das Beatles Album kaufen. Nun zur nN}aechsten Station nach San Francisco fahren (3 links, 2 runter, 12 links, 1 hoch, 1 rechts) und das Beatles Album abgeben. N}Nun ist das Dokument vollstaendig und muss in Washington abgegeben werden.( 1 links,1 runter, 10 rechts, 2 hoch,2 linksN },1 runter,3 links). Nun folgt ein Zeitungsbericht, das Spiel ist beendet. Allgemeine Tips =============== Es ist egal,wiN }e oft man vom Satelliten beruehrt wird. Die Codewoerter in der richtigen Reihenfolge: 1. Magma, Ltd 2. Ax-0310479 3. HydraN }ulic 4. Australia Man darf sich kein einziges Mal verfahren, da das Zeitlimit genau auf den kuerzesten Weg abgestimmt. Um N }das Einstellen am Roboter zu umgehen, sofort nach LOGON PLEASE Australia eingeben. Die ZEITSKALA so einstellen, dass am rN }echten Bildschirm- rand noch 3 Reihen im Dunkeln liegen (wichtig !!!) Nur CHINA,JAPAN und INDIEN d}rfen im grauen Bereich N}liegen. Tastaturbelegung ================ U-Up :wenn der Roboter in der Stadt ist D-Down :wenn der Roboter auf der ErdobN}erflaeche ist M-Message :nur dann in Funktion, wenn "MSG" blinkt I-Infrared (1) :wenn vorher "U" gedrueckt wurde und der ON}rt im grauen Bereich liegt C-Call :wenn vorher "U" und ggf."I" gedrueckt wurde. Der Agent erscheint dann I-Inventory (2):wN}enn vorher "U",ggf. "I" und "c" gedrueckt wurden. Nun kann dem Agenten jedes Objekt angeboten werden(RETURN) Y-Yes :wenn N}vorher "U", ggf."I" und "C" gedrueckt wurden und der Agent einen Gegenstand angenommen hat. ("Y" bewirkt Kaufen des angeboN}tenen Gegenstandes. N-No :bewirkt das Gegenteil von "Y" (nicht Kaufen des angebotenen Gegenst.) E-Evidence :nur }berirdisN}ch, zeigt das bis dahin vorhandene Dokument PS: Codewort 2 (Ax-0310479) lautet bei Commodore "Ax-0314479". Alle anderen N}sind gleich. PS: Es kann schon mal vorkommen, dass der Agent seine W}nsche aendert.(z.B. in der Karibik nicht die Camera, N}sondern Jade Carving annimmt, daf}r aber in England die Camera verlangt. Nicht irritieren lassen, sondern einfach weiterspN}ielen. Viel Spass annimmt, daf}r aber in England die Camera verlangt. Nicht irritieren lassen, sondern einfach weiterspL%% %% THE HITCHHI KER'S GUIDE %% %% TO THE GALAXY %% %% VERSIO N 1.0 %% %% %% %% PRESEN TED BY: %% %% SGT. PEPPER A ND R}GENERAL BOY %% %% %% %%%%%%%%%%%%%%%%%%% %%%%%%%%%%%%%%%%%%%% CONVERTED TO 80 COL UMNS BY THE CENTAUR. * NOTE: THESE ARER} THE EXACT COMMANDS NE EDED TO SOLVE THE VERSION OF INFOCOM'S "HITCHHIKER'S GUIDE T O THE GALAXY" CRACKED BY FINEOUS FINGER}RS OF THE 1200 CLU B. THESE ARE NOT HINTS! FIRST, A BIT OF EXPLANATION.THE REASON THIS TUTORIAL ONLY WORKS ON VERSIONS OR}F "HITCHHIKER'S GUIDE" CRACKED BY FF IS B ECAUSE THIS SOLVER OFTEN UTILIZES SEVERAL COMMANDS ("$FO", FOR EXAMPLE), THAT ONR}LY WORK ON TEST COPIES, WHICH IS WHAT THE CRACKED COPY IS. THESE '$' COM MANDS MAY OR MAY NOT WORK ON AN ORIGINAL. THE REAR}SON THESE COMMANDS ARE USED IN THE SOLVER IS SIMPLY BECAUSE THE CRACKED GAME STILL HAS SEVERAL BUGS IN IT THAT PREVENT SOR}LVING IT SMOOTHLY. THEREFORE, THESE '$' COMMANDS ARE USED TO AVOID RANDOM SITUATIONS IN THE GAME WHICH MAY NEGATIVELY ALTER }R THE OUTCOME OF THE ADVENTURE. WHEN A WAY TO SOLVE THE GAME WITHOUT USING THESE SPECIAL CO MMANDS IS FOUND, THIS TUTORIALR!} WILL BE REWRITTEN AND RE-DISTRIBUTED. COMMANDS ARE ENCLOSED IN QUOTES AND SHO ULD BE TYPED IN EXACTLY AS THEY ARE SEEN.R"} DIRECTIONAL MOVEMENTS ARE ENCLOSED IN B RACKETS. COMMENTS ARE PRECEDED BY "->" OR ENCLOS ED IN PARENTHESIS. SAVING TR#}HE GAME FREQUENTLY IS STRONGLY RECOMMENDED ======================================= -> YOU (ARTHUR DENT) WAKE UP IN YOUR$}R BE D ON THIS THURSDAY, THE WORST DAY OF YOUR LIFE. "TURN ON LIGHT", "GET UP", "GET GOWN", "WEAR GOWN", "OPEN POCKET", R%}"GET ASPIRIN AND FLUFF", "GET SCREWDRIVER AN D TOOTHBRUSH", [S], "GET MAIL", [S], "BLOCK BULLDOZER" -> YOU ARE NOW LYINGR&} IN THE MUD IN FRON T OF THE BULLDOZER, PROTECTING YOUR HOUSE FROM SURE DESTRUCTION. YOUR FRIEN D, FORD PREFECT WILL APPEAR'}R AND OFFER YOU A TOWEL. IGNORE HIM AND KEEP WAITING. "WAIT" (SEVERAL TIMES UNTIL PROSSER TAK ES YOUR PLACE IN THE MUD),R(} [S,W], "EXAMINE SHELF", "BUY SANDWICH", "DRINK BEER", "DRINK BEER", "DRINK BEER", [E], "FEED DOG", "WAIT" (UNTIL THE VOGR)}ON SHI PS ARRIVE AND FORD DROPS HIS DEVICE), "GET DEVICE", "PUSH GREEN" -> YOU ARE NOW IN THE "DARK", ABOARD TH E VOGON R*}CONSTRUCTOR SHIP. [E], "SMELL", "SMELL", "SMELL", "SMELL" , "EXAMINE SHADOW", "EAT PEANUTS", "REMOVE GOWN", "HANG GOWN ONR+} HOOK", "GET TOWEL", "COVER DRAIN WITH TOWEL", "GET SATCHEL", "PUT SATCHEL IN FRONT OF PANEL", "PUT MAIL ON SATCHEL", "PUR,}SH BUTTON" -> YOU SHOULD NOW HAVE A BABEL FISH IN YOUR EAR. "TURN SWITCH" (AND NOTE WHICH WORD YOU'LL NEED FROM THE CAPTAIN'S FAVORITE POEM TO OPE N THE CASE), "GET GOWN AND TOWEL", "WEAR GOWN", "WAIT" (UNTIL YOU AR.}RE IN T HE POETRY APPRECIATION CHAIRS AND THE CAPTAIN IS READING HIS POETRY), "ENJOY POETRY", "WAIT" (UNTIL THE CAPTAIN RR/}EADS THE SECOND VERSE, AND NOTE THE WO RD YOU WILL NEED TO TYPE TO OPEN THE VECTOR PLOTTER CASE), "WAIT" (UNTIL YOU ARE THR0}ROWN INTO BACK INTO THE HOLD WHILE FORD TRIES TO TALK THE GUARD INTO A SUDDEN CAREER CHANGE), "TYPE "XXXXX"" (THE WORD FROR1}M THE POEM), "GET PLOTTER" , "WAIT" (UNTIL YOU AND FORD ARE THROWN INTO THE AIRLOCK AND BLOWN O UT INTO SPACE) -> YOU AR2}ND FORD ARE NOW ABOARD "THE HEA RT OF GOLD", A NEW SPACESHIP POWERED BY THE NEWLY INVENTED IMPROBABILITY DRI VE. [E], "HR3}EAR", "HEAR", "HEAR", "HEAR", [S ,S], (FORD WILL LEAD YOU TO THE BRIDGE), "DROP PLOTTER AND GUIDE AND DE VICE", "GET CHISER4}L", [D,S,S,S,S,S,S], "LOOK", "LOOK", "GET PLIERS AND RASP", [N,D], "DROP CHISEL AND PLIERS AND RASP AND SCREWDRIVER AND TR5}OOTHBRUSH", [U,S], "GET DRIVE", [N,N,W], "PUSH PAD", "GET CUP", [E,U], "DROP CUP AND DRIVE", "PLU G SHORT CORD INTO SMALL R6}RECEPTACLE", "PLUG LONG CORD INTO LARGE RECEPTACLE", "PUT DANGLY BIT IN CUP", "$TR" -> THE '$TR' COMMAND HAS NOW PLACED R7}YOU ONCE AGAIN IN "DARK"... BUT YOU'RE NOW IN THE LAIR OF THE NOTORIOUS BUGBLATTER BEAST OF TRAAL. [E], "SMELL", "SMELL",R8} "SMELL", "SMELL" , "EXAMINE SHADOW", "SAY "ARTHUR DENT"", [E], "GET STONE", "COVER HEAD W ITH TOWEL", "CARVE "ARTHUR DENR9}T" IN MEMORIAL", "REMOVE TOWEL", [W,SW], "GET INTERFACE", "DROP STONE", "WAIT" (UNTIL THE MEN ARRIVE, TAKE YOU AWAY, AND AR:}FTE R YOU'RE IN "DARK"...) -> ...SURPRISE! YOU'RE BACK ON THE HEAR T OF GOLD! [E], "HEAR", "HEAR", "HEAR", "HEAR", [S R;},S,W], "OPEN PANEL", "GET BOARD", "DROP BOARD", "PUT INTERFACE IN PANEL", "CLOSE PANEL", [E,S,D], "DROP CHIPPER", "$ZA" R<}-> BACK IN "DARK", BUT YOU'LL SOON TAKE THE PART OF ZAPHOD BEEBLEBROX ON A VERY SPECIAL MISSION... [E], "SEE", "SEE", "SER=}E", "SEE", "EXAMI NE LIGHT", "LOOK UNDER SEAT", "GET ALL", "STEER TOWARD CLIFF", "WAIT" (UNTIL THE BOAT COMES TO A HALT SR>}OUTH OF THE CEREMONIAL DIAS), "GET UP", [N], "WAIT" (UNTIL TRILLIAN COMES FORWARD AND PUTS A GUN TO YOUR HEAD), "GUARD, D R?}ROP RIFLES", "TRILLIAN, SHOOT RIFLES", [E] -> TA DA! BACK TO THE HEART OF GOLD! [E], "HEAR", "HEAR", "HEAR", "HEAR", [SR@} ,S,S,D], "GET FLUFF AND KEY", "OPEN BOX WITH KEY", "DROP KEY", "$FO" -> NOW YOU'LL BECOME FORD ON EARTH, GOI NG THROUGH RA}THE SAME MOTIONS FROM THE START OF THE GAME... [E], "SEE", "SEE", "SEE", "SEE", "EXAMI NE LIGHT", [N], "OPEN SATCHEL", "RB}GIVE FLUFF TO ARTHUR", "OFFER TOWEL", TO ARTHUR", "IDIOT", "GO TO PROSSER", "PROSSER, LIE IN MUD", [S,W], "BUY BEER ", "DRRC}INK BEER", "DRINK BEER", [E], "GET DEVICE", "WAIT" (UNTIL THE VOGON S HIPS ARRIVE AND ARTHUR GETS THE THUMB AND PRESSES THRD}E BUTTON) -> "DARK", YET AGAIN. BACK ON THE GOOD OL' HEART OF GOLD... [E], "HEAR", "HEAR", "HEAR", "HEAR", [S ], "I" (YRE}OU SHOULD HAVE THE SATCHEL FLUFF IN THE POCKET OF YOUR GOWN), "GET SATCHEL FLUFF", $PA -> THIS TIME YOU BECOME TRILLIAN ARF}T A P ARTY ON EARTH... [E], "FEEL", "FEEL", "FEEL", "FEEL", "D RINK LIQUID", "OPEN BAG", "EXAMINE ARTHUR", "DROP GLASS",RG} "GET FLUFF", "PU T FLUFF IN BAG", "GET GLASS", "WAIT" (OR DO WHAT YOU CAN TO AVOID THE HOSTES S UNTIL "PHIL" APPROACHES RH}YOU AND TAKES YOU OUTSIDE) *NOTE: DURING THIS S TAGE OF THE GAME DO NOT TALK TO THE HOSTESS OR AN ERROR WILL OCCUR, AND THRI}E GAME WILL END. -> GETTING USED TO "DARK"? DON'T WORRY, YOU'LL ONLY HAVE TO DO THIS A FEW MORE TIMES... [E], "HEAR", "RJ}HEAR", "HEAR", "HEAR", [S ,S,U], "OPEN BAG", "GET TWEEZERS AND JACKET FLUFF", [D,S,D], "DROP TWEEZERS" , "$FL" -> THIS TRK}IME YOU'RE ACTUALLY ARTHUR, BU T YOU'RE NOW ABOARD AN ALIEN SPACESHIP HEADED FOR EARTH... [E], "HEAR", "HEAR", "HEAR", "HRL}EAR", [S ], "GET AWL", "LISTEN", "WAIT" (UNTIL AFTER YOU'VE PASSED EARTH AND THE DOG) -> NOW YOU ARE IN A STRANGE MAZE WRM}HICH IS ACTUALLY ARTHUR'S BRAIN. JUST MOVE A FEW DIRECTIONS OR SO, UNTIL A PARTICLE BLOCKS YOUR WAY. AND BE SURE NOT TO DRN}ROP ANYTHING! (ONCE YOU'RE BY THE PARTICLE TYPE...) " GET PARTICLE" -> ...AND IT'S BACK TO THE HEART OF GOL D WE GO! RO}[E], "HEAR", "HEAR", "HEAR", "HEAR", [S ,S,S,D], "DROP AWL", [U,N,W], "PUSH PAD", [E,U], "WAIT" (UNTIL THE SHIP'S C OMPUTERP}R ANNOUNCES THAT MAGRATHEAN MISSILES HAVE BEEN LAUNCHED AT THE SHIP ), "TURN SWITCH" -> NOW THE MISSILES SHOULD HAVE CHARQ}NGED THEIR FORM SLIGHTLY... [D,W], "GET TEA", "GET NO TEA", [E,S], "SHOW TEA AND NO TEA TO DOOR", "DRINK TEA", [N,U] ->RR} NOW WOULD BE A GOOD TIME TO SAVE THE GAME... "TURN SWITCH", (IF YOU SEE "BUG #60", T HAT'S GOOD. IF NOT, RESTORE THE GAMRS}E AND KEEP TURNING THE SWITCH 'TIL YOU DO ...) (AFTER "BUG #60"...), [E], "FEEL", "FEE L", "FEEL", "FEEL", "DRINK LIQUIRT}D", "PLANT ALL FLUFF IN POT", "$HE " -> YOU'LL SOON BE BACK ON THE HEART OF GOLD, BUT NOT FOR LONG... [E], "HEAR", "HEARU}R", "HEAR", "HEAR", [S ,S,U], "PLUG SHORT CORD INTO SMALL RECEPTACLE", "PUT DANGLY BIT IN CUP" -> SAVE THE GAME AGAIN... RV}"TURN SWITCH", (RESTORE AND TRY AGAIN U NTIL YOU SEE "BUG #60" AGAIN...), [E], "FEEL", "FEEL", "FEEL", "FEEL", "D RINK LRW}IQUID", "EXAMINE POT", (THERE SHOULD BE A SMALL STALK GROWING THERE), "GET POT", "$HE" -> RELAX, BECAUSE THIS IS THE LASTRX} TIME YOU'LL BE VISITING THE "DARK"... ENJOY IT WHILE IT LASTS... [E], "HEAR", "HEAR", "HEAR", "HEAR", [S ,S,U,W,D,S,W],RY} "MARVIN, OPEN HATCH", "EAT FRUIT", (EATING THE FRUIT WILL TEL L YOU WHICH RANDOM TOOL MARVIN NEEDS TO OPEN THE HATCH), [RZ}E,D], "DROP ALL", "GET XXXXX" (WHICHEVER TOOL MARVIN NEEDS), [E], "WAIT", (UNTIL MARV IN SHAMBLES IN AND ASKS YOU FOR THE R[}TOOL), "GIVE XXXXX" (TOOL), [W,D] -> CONGRATULATIONS! YOU HAVE STEPPED ON TO THE SURFACE OF THE LEGENDARY PLANET OF MAGRR\}ATHEA AND HAVE SOLVED "TH E HITCHHIKER'S GUIDE TO THE GALAXY" WITH ALL 400 POINTS!... WATCH FOR MORE INFOCOM GAMES IN THER]} "HI TCHHIKER" SERIES SOON TO COME... -- END OF SESSION -- ======================================= INFOCOM GAMES IN THEPi I N F I D E L This is really one of INFOCOM's easiest games to date... and with a somewhat disappointing endiV_}ng. But it is still an INFOCOM product and that means first rate adventuring!!! When you start off, you have been left iV`}n your tent by your muntinous workers. A crate is airdropped as you start out, but all that is in there is a navigation boVa}x that you need to locate the proper area to dig for the pyramid... of course this area is spelled out on the map that comVb}es with the game package (shades of Starcross) but don't worry... you don't need the crate's contents if you follow this Vc}step by step tutorial.... To begin: Get up, S, S, Get rock and pack and matches, W, W, Get axe and shovel, E, E, S, S, Vd}Open sack, Put pack and matches and axe in sack, Get canteen, Get sack, N, N, N, N, Break lock with rock, Get lock, Drop lVe}ock and rock, Open trunk, Get beef and map, S, W, W, Drink, Open canteen, Fill canteen, Close canteen, E, E, E, S, S, E, EVf}, Dig in sand, Again, Again Again, Again, Unfold map, Put cube in opening. Drop map and shovel, D ==> You are now in theVg} pyramid and ready to explore. You first need to eat, drink and light the torch, so: Drop sack, Eat beef, Open canteen, Vh}Drink, Close canteen, Drop canteen Get rope, Tie rope to altar, Throw ropg north, Get torch and jar and matches, Open jar,Vi} Pour liquid on torch, Close jar, Light match, Light torch, Put matchbook and jar in sack Get sack, D OK, here is where yoVj}u rack up alot of points... if you're interested in how the later puzzles are solved note what jewel is found in which rooVk}m (nw,sw,se,ne) and also study the hieroglyphics in each room. If you're just out to solve this bugger, then just keep foVl}llowing these steps: Push statue, Get head, Push statue NW, Drop head, SE, SE, SE, Get Opal, NW, NW , NW, Get Head, Push Vm}Statue SE, Again, Dr op head, NW, NW, NW, Get Diamond, SE, SE, SE, Get Head, Push statue NW, Push statue N E, Drop head, Vn}SW, SW, SW, Get Emerald, NE, NE, NE, Get head, Push Statue SW, Again , Drop head, NE, NE, NE, Get Ruby, SW, SW , U, Drop aVo}ll but torch ==> Whew! Well that was a pain. On to more interesting stuff: S, D, NE, NW, N, E, D, W, Put torch in knothVp}ole, Get shim, Drop shim, Push up beam, Get torch, E, U, W, Get beam, S, W, N, E, N, D, D, N, N, E, S, Get silver chalice,Vq} N, W, W, S, Get golden chalice N, E, S, S, U, U, S, W, S, E, SE, SW, U,U, Put ruby and diamond and emerald and opal in Vr}sack, Get sack, W, S Now you need to remove the right combination of bricks from this panel which will open the secret doVs}orway. This combination is re- vealed in the papyrus scroll found on board the barge (study those hieroglyphics carefullyVt}!) Get first brick, Drop first brick, Get Third brick, Drop third brick, Get fifth brick, Drop fifth brick And now for Vu}the final sets of puzzles! E, N, D, Drop sack, Get axe, Break plaster with axe, Get sack, W, W, W, Put beam in niches, SVv}tand on beam, Break plaster with axe, Open door, W, Get beam, S, Put beam in doorway, Opendoor, W, Drop sack OK, now youVw} must put the proper jewel clusters in the proper holes on the slab. The room direction in which you found the jewel deterVx}mine which corner you put it on the slab: Put diamond in first hole, Put ruby in second hole, Put emerald in third hole,Vy} Put Opal in fourth hole, Open slab, Get book Now's a good time to replenish yourtorch, so: Get jar, Open jar, Pour liqVz}uid on torch Drop jar, Get sack, E, Get beam, N, N, Put beam under lintel, Break seal with axe, Drop axe, Open door, N, EV{}, Put silver chalice on left, Put golden chalice on right, Drop sack, Put pack in silver chalice, Get scarab, W, Put book V|}in large recess, Put scarab in small recess. Reading the book (using the spatula and examining both the book and the scaV}}rab gave the clues to the above actions with the book and scarab. Now, you must unlock the statues in a particular order. V}>$;@`,@@67@<@`,.%hhhhEhDhhBhIhHA VA`,,@@ D }:BLOCK.FNT AVF:A,&@E:6-?:C:,<@