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CITY //(' =KARATEKA =OPER. WHIRL.//(' =THE LAST STARFIG. =PIRATE ADV. //(' =LUCIF6}ER'S REALM =PLANETFALL //(' =MISSION IMPOSSI. =PITFALL 2 //(' =MISSION ASTROID =QUASIMODO 7}//(' =MYSTERY FUN HOUSE =QUINTANA R. //(' =MASK OF THE SUN =SERP. STAR //(' =MUSIC CONST. SET 8} //(' AY@4)@;"@:1,6. D1:JAGG9}I.*1@; A`;"@:2,6. D1:KARA*.*1@; A`<"@:3, 6. D1:LSTSTR.*2:}@< A`<"@:H, 6. D1:SERPE*.*2@< A`<"@:4, 6. D1:LUCIF*.*2@;}< A`<"@:5, 6. D1:MISSI*.*2@< A`<"@:6, 6. D1:MISSA*.*2@<}< A`;"@:7,6. D1:MYST*.*1@; A`;"@:8,6. D1:MASK*.*1@;=} A`;"@:9,6. D1:MUSI*.*1@; A`:"@:A,6. D1:NYO*.*0@: A`>};"@:G,6. D1:QUIN*.*1@; A`;"@:B,6. D1:OPER*.*1@; A`:?}"@:C,6. D1:PIR*.*0@: A`:"@:D,6. D1:PLA*.*0@: A`<"@:E, @}6. D1:PITFA*.*2@< A`;"@:F,6. 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After starting game, the ship will enter the planets atmosphere. The control panel, from left to rightY} consists of 3 segments. Left segment: 2 rows of buttons that indicate ship speed. The * key increases speed. Middle sZ}egment: from left to right; left circle: artificial horizon or turn indicator. long bar: red indicates height of mountains[}, blue indicates ship height. middle rectangle: tracking computer, tracks both lost pilots and enemy ships. middle button\}s: tracking indicator when all lights are lit the enemy has you locked in. middle top bar: side collision indicator. yello]}w shows safe area. right long bar: energy level. left circle: people indicator, flashing block shows where they are. Land^} when the block is at the point in the arrow. Right Segment: top buttons: from left to right indicate: 1: contact with g_}round 2: mother ship in orbit 3: airlock open/closed top block:L; distance from pilot middle blocks:E; enemies killed bott`}om blocks:P; alternately flashing # of pilots saved vs. # of pilots to save. Top of window: compass Keyboard commands: a}A: airlocks open/closed *: blast off & increase speed L: to land B: boosters to get to mother ship. E: engines on/off b}Playing Jaggi: Cruise the planet, avoiding collisions with mountains until you find a pilot. East is a good direction to c}begin the search. Watch the height indicator, people indicator, and distance indicator. When the flashing block in the ped}ople indicator is near the point in the arrow derease height and press L. If your height is low enough the ship will land.e} The computer will announce if you are close enough to the pilot. If not, steer the ship until you are facing the correct f}direction and press *. If you are close enough to the pilot press E to turn off engines and the pilot will approach. Presg}s A to open the airlock for him. When the pilot is in the ship press E then * to take off. Search for more pilots. On highh}er levels you also have aliens to contend with. As you search you use energy. You also use energy when you hit mountains oi}r are hit by enemy fire. Rescuing pilots or returning to the mother ship refills the energy supply. After rescuing all ofj} the pilots from the planet, cruise until the mother ship indicator light flashes then press B to leave the planet for thek} mother ship. Play then continues on the next level. ip indicator light flashes then press B to leave the planet for the8KARATEKA Documentation THE GAME You've just made a long, hard climb up the rocky cliff beneath Akuma's castle. Youm} pull yourself up onto solid ground only to find yourself standing before a massive gateway, your way barred by the first n}of the palace guards. Beyond looms, Akuma's palace, where the fair Princess Mariko is being held captive. You must rescue o}her from the evil Akuma. You can withstand only a limited number of hits. The row of arrows across the bottom left of thep} screen(red) tells you how many. Every time you get hit, you lose one arrow. If your last arrow disappears, you die. The rq}ow of blue arrows across the bottom right of the screen tells you how many arrows your opponent has left. As long as you r}avoid getting hit, your arrow supply will be replenished. Every guard has a different headgear and fighting style. As a rus}le, the guards get tougher as you advance into the palace. When you kill a guard, take advantage of the opportunity and rut}n forward. Watch for danger when you're standing or running. In these positions you're vulnerable to attack - one well-aimu}ed blow could kill you! CONTROLS JOYSTICK- Push the joystick up to stand up, and release it to get into a fighting stav}nce. PUNCHING AND KICKING, ADVANCING AND RETREATING - Start from the fighting stance. Quickly press the button to punch anw}d slowly press the button to kick. Move the joystick up and down to control the height of your punches and kicks. Move it x}to the right to advance and to the left to retreat. RUNNING AND BOWING- To run forward, start from a standing position. Ty}hen move the joystick to the upper right. Press the button to bow. KEYBOARD From the fighting stance: Q/A/Z punch high/z}middle/low W/S/Z kick high/middle/low >(CTRL ARROW) advance <(CTRL ARROW) retreat SPACE stand up From the standing positi{}on: B bow >(CTRL ARROW) run forward <(CTRL ARROW) stop SPACE get into fighting stance SPECIAL KEYS: ESC Freeze game. |}Press any key to continue. I Select joystick control. K Select keyboard control. CTRL-R Restart game. This Documentation}} brought to you by the Atari Alliance W.C.D. 1985 ol. K Select keyboard control. CTRL-R Restart game. This Documentation3+ DOCUMENTATION * * FOR + + THE LAST STARFIGHTER * *+*+*++*+*+*+*+*+*+*+*+* COURTESY OF THE LEPPARD AFTER THE TITLE }SCREEN YOU START OUT IN YOUR STARFIGHTER ORBITING THE PLANET RYLOS. YOUR MISSION IS TO DESTROY ALL OF THE KO-DAN SQUADRONS} WHILE KEEPING THEM FROM BREAKING THROUGH THE FRONTIER AND DESTROYING YOUR CITIES. YOUR STARFIGHTER HAS MANY IMPORTANT IN}STRUMENTS. IN THE CENTER OF YOU PANEL IS YOUR SCANNER FOR LOCATING ENEMY SHIPS AND ENEMY BASES. DIRECTLY TO THE LEFT OF YO}UR SCANNER ARE TWO VERTICAL BARS WHICH ARE YOUR LASER HEAT INDICATORS. IF YOUR LASERS OVERHEAT FROM EXTENDED USE THEY WILL} NOT FUNCTION PROPERLY. JUST STOP FIRING FOR A COUPLE SECONDS AND THEY WILL COOL DOWN QUICKLY. TO THE LEFT OF THOSE ARE T}WO BOXES WHICH MEAN NOTHING. ABOVE THOSE THOUGH IS YOUR ENERGY BAR. WHEN YOU BECOME LOW ON ENERGY AN ALERT WILL SOUND AND }YOU WILL HAVE TO GO TO THE SUN TO RECHARGE YOUR BATTERIES. ALSO GO TO THE SUN IF YOU NEED REPAIRS OR MORE BOMBS. TO THE L}EFT OF THE BOXES ARE TWO VERTICAL ROWS OF DOTS WHICH INDICATE YOUR AMOUNT OF BOMBS REMAINING. TO THE LEFT OF THESE ARE THR}EE BOXES THAT LIGHT UP. THESE TELL YOU WHICH WEAPON YOU ARE CURRENTLY USING. THE TOP BOX CORRESPONDS TO LASERS, THE MIDDLE} TO TORPEDOS, AND THE BOTTOM FOR BOMBS. ALL THE INSTRUMENTS TO THE RIGHT OF YOUR SCANNER MEAN MOTHING. AT THE START OF TH}E GAME YOUR BARRIER AROUND THE SOLAR SYSTEM WILL BE ATTACKED. YOU MUST PRESS THE SPACE BAR TO SEE YOUR GALACTIC MAP. LOOK }FOR A BLINKING SQUARE ON THE OUTERMOST RING. SET YOUR COURSE AND WARP THERE BY PRESSING THE BUTTON. QUICKLY SHOOT THE SHIP} THAT IS BREAKING IN. IF THEY DO BREAK IN, DESTROY THEM BEFORE THEY CAN ATTACK THE PLANETS OR ELSE THEY WILL HAVE A CHANC}E TO DESTROY YOUR CITIES. AFTER YOU HAVE THE SITUATION IN CONTROL, YOU MUST DESTROY THEIR BASES SO THEY CANNOT SEND ANYMOR}E SQUADRONS. GO TO THE GALACTIC MAP AND PLOT A COURSE FOR THEIR SOLAR SYSTEM WHICH IS IN THE TOP LEFT CORNER. YOU WILL NEE}D TO USE YOUR BOMBS TO DESTROY THEIR BASES. TO CHANGE TO BOMBS HIT ANY OF THE CONSOLE KEYS (START, SELECT, OPTION). IN THE} SQUADRONS THERE ARE FIGHTERS AND DESTROYERS. THE COMPUTER WILL CHANGE BETWEEN THE WEAPONS NEEDED (LASERS OR TORPEDOS) AU}TOMATICALLY. USE THE ESC KEY TO PAUSE THE GAME AND PRESS START AND SELECT SIMULTANEOUSLY TO START OVER. WHEN YOU HAVE DEFE}ATED THE ENTIRE ARMADA YOU WON! GOOD LUCK! AME AND PRESS START AND SELECT SIMULTANEOUSLY TO START OVER. WHEN YOU HAVE DEFE,]] LOCK PICKING [[ ]]]]]]]]]]#[[[[[[[[[[ SO YOU WANT TO BE A CRIMINAL. WELL, IF YOU ARE WANTING TO BE LIKE JAMES BOND A}ND OPEN A LOCK IN FIFTEEN SECONDS, GO TO HOLLYWOOD BECAUSE THAT'S THE ONLY PLACE YOUR GONNA DO IT. EVEN EXPERIENCED LOCKS}MITHS CAN SPEND 5 TO 10 MINUTES ON A LOCK IF THEY'RE UNLUCKY. IF YOU ARE LOOKING FOR EXTREMELY QUICK ACCESS, LOOK ELSEWHE}RE. THE FOLLOWING INSTRUCTIONS WILL PERTAIN MOSTLY TO THE "LOCK-IN-KNOB" TYPE LOCK, SINCE IT IS THE EASIEST TO PICK. IF TH}ERE IS SUFFICIENT DEMAND, I WILL LATER WRITE A FILE DISCUSSING THE OTHER FORMS OF ENTRANCE, INCLUDING DEAD-BOLT FIRST OF }ALL, YOU NEED A PICK SET. IF YOU KNOW A LOCKSMITH, GET HIM TO MAKE YOU A SET. THIS WILL BE THE BEST POSSIBLE SET FOR YOU T}O USE. IF YOU FIND A LOCKSMITH WILLING TO SUPPLY A SET, DON'T GIVE UP HOPE. IT IS POSSIBLE TO MAKE YOUR OWN, IF YOU HAVE A}CCESS TO A GRINDER (YOU CAN USE A FILE, BUT IT TAKES FOREVER.) THE THING YOU NEED IS AN ALLEN WRENCH SET (VERY SMALL). TH}ESE SHOULD BE SMALL ENOUGH TO FIT INTO THE KEYHOLE SLOT. NOW, BEND THE LONG END OF THE ALLEN WRENCH AT A SLIGHT ANGLE..(NO}T 90 DEG.) IT SHOULD LOOK SOMETHING LIKE THIS: #1 (THIS IS THE HANDLE THAT WAS ALREADY (HERE.) NOW, TAKE YOUR PICK TO A }GRINDER OR A FILE AND SMOOTH THE END (#1) UNTIL IT'S ROUNDED SO IT WON'T HANG INSIDE THE LOCK. TEST YOUR TOOL OUT ON DOORK}NOBS AT YOUR HOUSE TO SEE IF IT WILL SLIDE IN AND OUT SMOOTHLY. NOW, THIS IS WHERE THE SCREWDRIVER COMES IN. IS IT SMALL E}NOUGH FOR IT AND YOUR PICK TO BE USED IN THE SAME LOCK AT THE SAME TIME, ONE ABOVE THE OTHER ? LETS HOPE SO, BECAUSE THAT'}S THE ONLY WAY YOUR GONNA OPEN IT. IN THE COMING INSTRUCTIONS, PLEASE REFER TO THIS CHART OF THE INTERIOR OF A LOCK: XXXX}XXXXXXXXXXXXXXXXXXX| K # # # # # # | E # # # # | Y * * | H * * * * * * | O | L | E XXXXXXXXXXXXXXXXXXXXXXX| #= UPPER TUML}ER PIN *= LOWER TUMLER PIN X= CYLINDER WALL (THIS IS A GREATLY SIMPLIFIED DRAWING) THE OBJECT IS TO PRESS THE PIN UP SO }THAT THE SPACE BETWEEN THE UPPER PIN AND THE LOWER PIN IS LEVEL WITH THE CYLINDER WALL. NOW, IF YOU PUSH A PIN UP, ITS TEN}DANCY IS TO FALL BACK DOWN, RIGHT ? THAT I*$*JUO""S IN. INSERT THE SCREWDRIVER INTO THE SLOT AND TURN. THIS TENSION WILL K}EEP THE "SOLVED" PINS FROM FALLING BACK DOWN. NOW, WORK FROM THE BACK OF THE LOCK TO THE FRONT, AND WHEN YOU'RE THROUGH...}.. THERE WILL BE A CLICK, THE SCREWDRIVER WILL TURN FREELY, AND THE DOOR WILL OPEN. DON'T GET DISCOURAGE ON YOUR FIRST TR}Y! IT WILL PROBABLY TAKE YOU ABOUT 20-30 MINUTES YOUR FIRST TIME. AFTER THAT YOU WILL QUICKLY IMPROVE WITH PRACTICE. THIS }IS BY NO MEANS THE MOST EFFICIENT WAY OF ENTERING A HOUSE. IF YOU WOULD LIKE ANOTHER ITEM OR TWO DEVOTED TO THESE OTHER WA}YS, LET THE SYSOP KNOW. FICIENT WAY OF ENTERING A HOUSE. IF YOU WOULD LIKE ANOTHER ITEM OR TWO DEVOTED TO THESE OTHER WALucifer's Realm =============== Lucifer's Realm is a difficult hi-res adventure game by American Eagle Software (same }ones that made The Institute). The thing that makes this adventure so much more difficult is it's limited vocabulary. It t }akes awhile because it is lots of here to there and back to here again. In the below tutorial we will tell you how to sol }ve Lucifer's Realm. We have excluded some unnecessary commands (ie. the well which is from the top of the cliff). You do n }ot need to go to all of these places if you already know the required information (which we already do). Now, on with the }tutorial! (finally) You start in a hospital bed very close to death. Look until a doctor talking to a nurse come in. Lis }ten to what they have to say and Look once more,just to pass time. You are now in front of a huge podium with a bearded m }an. Talk to him until he sends you to Lucifers 'kingdom'. You are now on a ledge near a fire pit. Jump on the ledge to wid }en the crack and Climb down the crack into a small tiled room where you must Pull chain in the water so the room empties a }nd forces you thru the drain hole. Open green door. Head S,S, E to get to John Wilkes Booth (Lincoln's assassin) and try t }o Kill him. He trys to strangle you with a rope and you barely escape. Get rope that you managed to hold on to and while }you are here might as well Look remains, Get skull that you find in the remains and head N, N, Open green door, Open red d }oor, E to get to Adolph Eichmann (the Nazi war criminal) and Talk to him. When he asks you, tell him you want to see Adol }ph Hitler so you can Join army and Climb up the stairs to the east. Tie rope to the spike and Throw skull off the cliff. N }ow Climb down the cliff to Reverend Jim. Here you can Get lamp that was in the skull. Climb back up and go W, W, Open red }door, Open green door, Look green door to find the dagger stick in the door. Get dagger & continue S. Look around to find }the sword. Get sword and continue S. Climb opening under the rock to get to the blood soaked pit. Look blood, Get oilcan }that you find there. Say Lucifage to open the chest. You got "Lucifage" from the patterns on the ledge near a fire pit. Ge }t disk from the chest, Climb out of the pit & go back N, N, Open green door, Open red door, E, Climb east, Climb down. Tal }k to Jim and he will explain that the f}hrer wants the disk and will let you Open door. In the cavern, you must Oil hinge }s so as not to wake the bats when you Open ancient door. You must try to Climb chain but the lamp slips from your hands an }d is gone forever. Oh well. Climb chain again, flip disk & press . Pull chain, Get chain so you will have it later }. Go S to the Nazi guard and Talk to him. Adolph Eichmann sent you to Give disk to him. Now, just keep Looking until you e }nd up on a high circular pillar after going down a slide. Throw chain, Climb chain after it was securely fastened. Pull c }hain, Get chain so you have it for later. Cut canvas with the dagger & go S to the bightly glowing room & Insert sword. No }w Get crystal that fell off. Go N, E, Move vent, Climb vent into Hitler's room. Show crystal to Hitler so he dies & Look H }itler, Get crown by him. Go back N, N, Hook chain, Climb chain & flip disk & press . Continue W, N to leave the c }ave. After you're out, Climb rope, W, W, Open red door, Open green door, S,S, E, Open door and flip the disk. Whatever hap }pened to J.W. Booth? Died maybe. Drop crystal, Look to give the snake time to swallow the crystal and permit you to pass. }Climb to the fires, Look. Gotta go back to the tiled room and turn them off, W, W, W, N, N, Open green door, Climb up to t }he tiled room. Neat, a handle. How'd that get there? Turn handle to shut off the fires and head back with Climb down, Ope }n green door, S, S, E, Open door,Climb stairs, Open door since the fires are gone. In the Satanic church you must Sit down }, Push the trap door that you found when you sat down. Push the door in the altar so you can Get wax that was revealed by }opening the door. Climb back up the ladder and go N to leave the church. Drop wax so you can get the fires to melt it. Go }W, W, W, N, N, Open green door, Climb up, Turn handle, Turn handle, Climb down, Open green door, S, S, E, Open door, Clim }b stairs, Get club that was inside the wax after you melted it by turning the fires on and off. Go W, Kill snake and he's }gone. Unfortunately, so is the crystal. Now off on the long trip to get the crystal. Go W, W, N, N, Open green door, Open }red door, E, Climb stairs, Climb down, Open door, Open ancient door, Climb chain, S, Open door, Climb vent, W, S, Get cry }stal. Take a breather cause you gotta go back. Go back with N, E, Climb duct, N, N, Climb down, W, N, Climb rope, W, W, Op }en red door, Open green, S, S, E, Open door, Open Door, Climb, Open door, Sit down, Push door, W and you should be in a st }inking cellar full of burned corpses. Look corpses, Cut sack that one of the corpses was holding. Get coins that fell out } of the sack and bar door which opens the crystal door and pulls you through. You are now at the edge of a thick forest (t }he maze of the game). Go S, S, W to get to Jesus. You must Confess sins to him and go E, N, Drop crown, Drop coins, Look t }ree. This sends the items you dropped to the small cavern for later. Keep going E, E, S, S, W and you should be at the so }uth edge of a forest beside a huge stone wall. Drop club, Drop crystal, Drop oilcan, Drop dagger because none of your inve }ntory will fit when you Climb crack. Now to get the coins and the crown and win the game. Go E, Lucifage, Lucifage to open } the door. Now Climb stairs, Get crown, Get coins that you dropped in the forest. Head back N, E, Give coins to the old ma }n so you can Climb stairs. At the Satanic palace Knock on the door and Look while you wait to be admitted to the waiting }room. DON'T give the angel the crown. Instead go S, Drop crown in front of Satan and Talk to him while he takes the crown. } Look at Jyym and Norm as they escort you. Listen to the music play and Listen to what Norm has to say to you. You WON! n. {Mission Impossible ================== OK, STARTING UP--- 1ST THING YOU WANT TO DO IS WAIT TILL YOU HEAR SOMETHING, TH$}EN "TAKE TAPE". NOW GO: [W, S]. "SIT DOWN" AND PRESS RED THEN WHITE. "STAND UP" AND "TAKE PICTURE". (SOMEWHERE AROUND HERE$} THERE SHOULD BE A DEAD SABOTEUR.?!) NOW: "SEARCH SABOTEUR" AND TAKE HIM & HIS PICTURE. GO [N, N, W, N] NOW TYPE "SHOW PI$}CTURE", THEN, BREAK WINDOW WITH TAPE AND THEN "SHOW PICTURE". "GO WINDOW", "TAKE KEY", "GO WINDOW" (YES, 2TIMES). NOW "PRE$}SS WHITE", [S, E, S], "DROP PICTURE"(TWICE), "DROP SABOTEUR", [S]OUTH, "SIT DOWN", "UNLOCK YELLOW", NOW TYPE, IN SEQUENCE$}: PRESS WHITE, RED, YELLOW, WHITE. "STAND UP", "DROP KEY", "TAKE PICTURE". [N, D, N], "SHOW PICTURE", [W]EST, "TAKE CUTTER$}S", "SEARCH MOP", "TAKE KEY", "DROP PICTURE" AND GO [E]AST AND "PRESS YELLOW BUTTON"; NO GO [S, U, S], "SIT", "UNLOCK BLUE$}", PRESS "RED-YELLOW-BLUE-WHITE" AND THEN "STAND UP". "DROP KEY", "TAKE PICTURE", GO: [N, W], "TAKE PAIL", GO: [E, N, N],$} "SHOW PICTURE", GO [W]EST. NOW WEAR SUIT AND WATER IN PAIL. GO [E]AST AND "OPEN DOOR" THEN SAY 'PUSH HARD'. NOW "GO DOOR"$}. GO: [E]AST, "DROP PAIL" AND PICTURE, THEN GO [W]EST. GO [D]OWN AND "CUT WIRE". TAKE BOMB, AND THEN GO UP, AND THEN GO E$}AST. TAKE THE PAIL OF WATER AND POUR IT ON THE BOMB (REPEAT IF NECESSARY). WIRE". TAKE BOMB, AND THEN GO UP, AND THEN GO E$LHOW TO SOLVE MISSION ASTROID PUSH SWITCH, OPEN DOOR, GO DOOR, SAY STARSTRUCK, N, W, SALUTE, E, E, GET DISK, LOAD COMPU(}TER, E, GET EXPLOSIVES, E, LIFT WEIGHTS, E, TAKE SHOWER, W, N, N, OPEN DOOR, W, N, U, PUSH BUTTON, GO DOOR, PUSH BLUE, N, (}W, GET SPACESUIT, WEAR SUIT, E, PUSH THROTTLE, NOW DO THE FOLLOWING: PUSH BLACK ORANGE WHITE BLUE WHITE ORANGE PULL (}THROTTLE, S, TURN DIAL, PUSH ORANGE, S, D, S, S, W, GO CAVE, S, SET TIMER, 150, DROP EXPLOSIVES, IN PIT, N, N, E, N, N, N,(} U, GO DOOR, N, PUSH THROTTLE, DO THE FOLLING: PUSH BLUE ORANGE BLACK BLUE WHITE PULL THROTTLE, S, PUSH ORANGE, S, D, (}S, NOW YOU'VE WON........ MISSION:ASTERIOD PUSH BLUE ORANGE BLACK BLUE WHITE PULL THROTTLE, S, PUSH ORANGE, S, D, (3Mystery Fun House ================= THIS IS A LIST OF THE COMMANDS IN THE CORRECT ORDER OF INPUT NEEDED TO SOLVE THIS ,}ADVENTURE... E, LOOK TREE, TAKE BRANCH, CHEW GUM, (PUT GUM) ON STICK, LOOK GRATING, USE STICK (TO GET COIN), W, BUY TICKE,}T, GIVE DOLLAR, WEAR SHOES, GO HOUSE, N, W, W, W, W, PULL GREEN (KNOB), S, DROP STICK, TAKE SPECTACLES, N, W, U, U, U, U,,} E, DROP GUM, TAKE COMB, CRAWL, S, D, GO SLIDE, GIVE COMB (TO MERMAID), TAKE KEY, GO STAIRS, N, D, E, PULL YELLOW (KNOB), ,}N, S, S, E. NOTE--> YOUR SHOE HEEL SHOULD BE GETTING LOOSE NOW.. IF SO, "REMOVE HEEL", IF NOT, WAIT UNTIL IT DOES TO REMOV,}E IT!! (IF ITS NOT LOOSE NOW, IT MIGHT SCREW UP THE COMMANDS FOR THIS TUTORIAL... SO TAKE NOTE OF WHERE THE STUFF IS IF YO,}U DON'T PICK IT UP WHEN YOUR HEEL DOES COME LOOSE!! WEAR SPECTACLES, LOOK MIRROR, OPEN DOOR, GO DOOR, DROP SPECTACLES, [D,}ROP HEEL], TAKE HANDLE, E, E, N, W, W, W, W, PULL BLUE (KNOB), DROP TICKET, TAKE SIGN, D, PULL GREEN (KNOB), S, DROP SIGN,,} TAKE TRAMPOLINE, N, U, W, U, U, U, U, GO LADDER, DROP HANDLE (AUTOMATICALLY ATTACHES!), DROP TRAMPOLINE, TURN VALVE (TO T,}URN OFF CALLIOPE), GO TRAMPOLINE, JUMP (WHEE!), E, TAKE MATCH, CRAWL, S, D, N, D, E, PULL BLUE (KNOB), E, PRESS BLUE (BUT,}TON). (PRESS UNTIL MERRY-GO-ROUND IS OFF). GO MERRY, GO HORSE, CLIMB POLE, LOOK UP (NOTICE THE HEMP!!), JUMP, E, UNLOCK DO,}OR, TAKE WRENCH, LOOK SHELVES, DROP KEY, TAKE FLASHLIGHT, W, D, D, D, D, S, D, PULL BLUE, DROP WATCH. , JUMP, E, UNLOCK DO,iMask Of The Sun by Ultra-Soft In the beginning of the game, you are in an airplane just landed in Mexico. You are on a0} search to find the famed Mask of the Sun. Here is what to do: "Out Plane", "Get Map", "Look Map", "Get in Jeep". You the0}n start traveling North automatically. When stopped, continue with "West", "Get All", "Out Jeep", "Go Hut" "Give Food". A0}t this point the old woman will give you a flute, and tell you something - remember it. Then "Out", "Get in Jeep" "West", 0}"NW". You will now be at the statue of a cat whose head has been removed. Type "Drop all but Pills", (these are your str0}ength pills), "Out Jeep", "Look Statue". You will see the secret word XOTZIL. Remember it. Then "Get Head", "Drop Head on 0}Statue". At this point the statue turns into a jaguar and departs. Now, "Get in Jeep", "Get All", "NW", and you will fin0}d yourself at the foot of the first pyramid. So, "Out Jeep", "Go Stairs", "Up", "Light Match", "Light Lantern", "Go Door".1} Now, you will find yourself in a room with a snake attacking you. You must type the next command quickly, or the snake w1}ill kill you. Type "Shoot". The snake will then leave you. You are now in the first pyramid. So, "Search Platform", "Open1} Door", "Forward", "Get Bowl","Forward". You are in the boulder room. This is a worthless room, but kind of fun. Watch th1}e boulder. When ready to continue, type "Turn Back", "Left", "Move Sarcophagi". A ghost will appear, do nothing. After abo1}ut 30 seconds, the ghost will disappear, and will leave behind the second bowl. Type "Get Bowl", "Turn Back", "Left", "Rig1}ht", "Get Bowl". The skeletons in the room will now be attacking you, so type "Hit Skeleton With Amulet". Then "Get Bowl"1}, "Get Urn", "Place Urn on Right Pedestal", "Go Door", "Go Jeep", "Get in Jeep". You have now conquered the first pyramid!1} Now on to the second pyramid. Go "SE", "South", "West". Here you will find a peddler trying to sell you a bottle of sto1}mach remedy. Don't Buy it! Then "West", "SW". You are now at the second pyramid. So, "Out Jeep", "Go Pyramid", "Right", "S1 }earch Door". You find a gold key. Then "Forward", "Move Block", and you find a black key. Now, "Open Door With Gold Key", 1 }"Go Door", "Down", "Forward", "Left", "Forward", "Right", "Look Pool" (make sure you look!). Then "Turn Back", "Left", "F1 }orward", "Right", "Up", "Out", "Forward", "Forward", "Left", and you have exited the pyramid. Now on to the third one! C1 }ontinue with "Get in Jeep", "NE", "NW", "Forward", "Forward", "Out Jeep", you are now at the third pyramid. So, "Climb Pit1 }", "Forward". At this point it would be wise to "Save Game" as the next obstacle requires exact timing, and chances are y1}ou will have to do it a few times before succeeding. Continue with "Forward", "SW". You must answer the SW quickly also, a1}s 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 1}Raoul has died. This is unimportant. You now will find yourself having to jump across a river of lava. You need to hit th1}e return key, when the rock is under the lava and ready to rise. You should be able to determine this after watching it fo1}r a while. Once you cross the river, type "XOTZIL" then "Go Door", "Forward", "Look Altar" "Place Amulet on Altar", "Get1} Mask". This however is not the real mask. So you must continue searching for the real mask. So type "Search Altar", "Get 1}Mask", "Wear Mask", "Turn Back", "Go Passage", "Forward". At this point you meet the Sun God, and he asks you a riddle. Th1}e answer is "Coffin". Then go "R", "L", "L", "L", "R". You are now in the Crumble Room. I would save game at this point, 1}as the next set of instructions are long and you may get lost. Continue onward with "Forward", "L", "R", "Forward","L","R"1}, "Forward", "Forward", "R", "L", "R", "R", "Forward", "R","L","Forward","R","Forward","L","R" "L", "R", "L", "Forward", 1}"L","R","Forward" "Forward", "R", "L", "R", "Forward", "L" "R", "Forward". Now type "Wear Mask", "L". You now confront Ro1}boff, your enemy. He wants the mask, so "Give Mask". Now the jaguar you set free comes back and kills Roboff, however, he 1}now stands in front of you. You must "Play Flute" to soothe the savage beast. He then walks away, and you exit the pyramid1}. You are now finished with Mask of the Sun! to soothe the savage beast. He then walks away, and you exit the pyramid02REFERENCES FOR ATARI MUSIC CONSTRUCTION SET Assuming you have already tried many of the functions on this program, thi5}s will give you additional information which will make its operation clearer. To pick up notes, etc., so you can drag t5}hem onto or off the musical staffs at the top of the screen, simply point at whatever you want to pick up with the hand sy5}mbol and press RETURN or the joystick fire button. Press again to set down. Controls turn on and off the same way. You wil5 }l find that you can change control to the Touch Tablet or Koalapad by using the plug icon to bring up that set of options5!} and then selecting which you want. SAVE or LOAD is accomplished by just entering SAVE or LOAD plus the program name (wi5"}th a space in between) and hitting return. CUT AND PASTE Turn on the scissors, place them over a measure and press the n5#}umber key on the keyboard for the number of measures you want to cut. Pressing 3 for example will cut out the measure you'5$}re on and the next two measures to the right of it. If you try to cut a group of measures with more notes than the Cut and5%} Paste buffer can handle, you'll hear a beep and the command will not be executed. To put down copies of the last group o5&}f measures you cut into the buffer, turn on the paste pot, place it over the measure which you'd like the buffer music ins5'}erted in front of, then press the button on your pointing device or Return. SPEED (SP) moving the marker up speeds thing5(}s up,down slows down. VOLUME (VO) moving the marker down makes the music louder,up softer. Left control is for top staff,r5)}ight for lower. SOUND (SO) changes timbre of sounds. Adjust until you get what you want. Left is for upper staff, right is5*} lower. NOTE INDICATOR Point at a note and press P; the appropriate tone will sound and its name will appear in the indi5+}cator. To make the NOTE INDICATOR automatically sound a new tone and produce a new letter whenever you point at a new line5,} or space, press Control-S. Press it again and it toggles to manual again. TRANSPOSE Point at the word KEY and press Ret5-}urn or a button causes keys to scroll by. Select key and program will automatically transpose what is written to that key.5.} KEYBOARD SHORTCUTS Very handy even with joystick or other help. l thru 6 l6th notes thru whole notes 6 thru 0 l6th res5/}ts thru whole rests K and L 32nd note and 32nd rest (on keyboard only) T Treble B Bass s Sharp F Flat N Natural D Dot I Ti50}e O Octave raiser DEL erase whatever's being pointed at SPACEBAR puts down another of whatever you put down last U turns 51}the note or tie you're carrying upside down = scrolls forward one measure A,Z,: and ; move hand one notch up,down,left and52} right H send the hand home Q sends the hand to the quarter rest in parts collection * sends hand to middle of the composi53}ng area P causes the Note Indicator to function Control-S toggles the Note Indicator between manual and auto Control-P be54}gins printing PRINTING Enter code for your printer. c-Itoh 8510 press return; automatically enters. Okidata with Okigr55}aph dot-addressable graphics ???????CN?????? Epson A?????K???E The codes you enter tell your printer to 1. do 56}7/72 of an inch line feeds(also called line spacing) 2. use unidirectional printing if it normally prints bidirectionally 57}3. set the vertical spacing (17 cpi, also called compressed print mode, will work best) and 4. set graphics mode to 256 do58}ts. If your code doesn't appear here, see your printer manual or dealer. Type in codes 1,2 and 3 first. If they don't to59}tal 8 characters, add enough ?'s to fill the line out to a total of 16 characters. Next, if you have an Epson printer or o5:}ne which does graphics like Epson (MSB on top),type E. Press Return. Prints out 2 1/2 measures of music and stops. Press5;}ing any key will cause another 2 1/2 bars to print. Press ESC to stop printing. 2 1/2 measures of music and stops. Press4TSynapse's N.Y.C.-The Big Apple Atari version Objective --------- As a visiting tourist, you must visit 12 locations 9=}in New York City within a specific amount of time. The locations are: LOCATION SYMBOL -------- ------ EMPIRE STATE BUILD9>}ING ES UNITED NATIONS BUILDING UN GRANT'S TOMB GT WORLD TRADE CENTER WT CITICORP CENTER CC CITY HALL CH CENTRAL PARK ZOO Z9?}O POST OFFICE PO AUTOMAT AU MART MA BANK BA SUBWAY SU The BANK and the SUBWAY are always open during the game. All other9@} locations are open only when you see their two letter symbol at the top of screen under SIGHT. In addition to these 12 l9A}ocations, you will see 3 other loca- tions: LOT: You must retrieve your car from the lot if it is towed. To get your car9B} back you must pay $90+$20 for each 7.5 minutes on the game clock. GAS AND GARAGE: If you are involved in an accident or 9C}run out gas, your car will be brought here. When you pick up your car, your tank will be full and you will be charged for 9D}the gas and $50 to $350 for repairs. You may buy gas voluntarily by parking and then going into the building and position 9E}the man in the top center of the screen. Then hold down the fire button and your gas supply will go up. You will be charg9F}ed $1 per gallon. HOSPITAL: If you are hit by a vehicle while walking, or if your car is hit by blue tow truck you will b9G}e brought here to recuperate and will be charged $200. Each time you start the game, all loca- tions are randomly placed9H} except for: ZOO : Always in Central Park. GARAGE: Always at the east end of Central Park SUBWAY: Entrances are always o9I}n the street that runs along the south edge of Central Park. DRIVING THE CAR Your car is the blue car in the center of t9J}he screen. You can drive it forward by moving in the desired direction the car is facing. To stop, simply release the joys9K}tick. You can turn 45 degrees from your current direction by moving the joystick in the desired direction. If you park yo9L}ur car and your meter expires, you will get a 'METER EXPIRED' message. If you run out of gas or your meter expires, your c9M}ar will be towed to GAS AND GARAGE, and you will becoo get out of your car. Getting into an accident with the blue tow tr9N}uck will get you out of car automatically. A better is to pull into parking space or parking space or parking lot and push9O} the joy- stick button. Pushing the button will get you out of your car only when you are legally parked or out of gas. To9P} enter a location, just walk in the front door. If you don't disappear in- side, you are not lined up with the door. To g9Q}et back into your car, stand on the left end of the car and push the fire button. If you leave your car parked too long, t9R}he tow truck will come to tow your car away to the lot. THE LOCATIONS: Empire State Building (ES), United Nations Buildin9S}g (UN), Grant's Tomb (GT), World Trade Center (WT), Citicorp Center (CC), City Hall (CH). These six loacations have the s9T}ame objective but each one will be successively more difficult. You must make your way to the top of the grid of platforms9U} and ladders, grab the pretzel or key, and exit the bottom of the screen without running into the men who are chasing you.9V} If you get caught, you will lose $50 and have to start again at the bottom of the screen. The two men who are chasing yo9W}u can bridge the gaps which might be present. You must try to lure the men to the necessary place. CENTRAL PARK ZOO: Some9X}one has let the animals out of their cages at the zoo! The animals must be put into seperate fenced areas. To lay a fence,9Y} hold down the fire button and move the joystick. You must fence each animal so that it is comp- letely surrounded by fen9Z}cing or walls. You may freeze caged animals by moving to the top of the screen and pressing the fire button. Each caged an9[}imal will then be frozen and $25 dollars will be deducted from your money. You must freeze all the animals to complete th9\}is segment of the game. BEWARE! The animals bite (including frozen ones) and each bite costs you $50 and you must start ag9]}ain at the top of the screen. POST OFFICE: The Post Office is the most difficult of the locations to complete. The objec9^}t is to grab the letter, place it on the empty stamp pad, wait for it to be stamped, take it off the stamp pad, climb up t9_}he ladder and put it into the white mail box at the top of the screen. The Post Office is divided into several colored ba9`}nds. You must use the fire button to jump from one color up to the next. To move down the screen to a different color, sim9a}ply move the joystick down. Your first task is to get the letter you are trying to mail. You must chase the letter and jum9b}p if necessary to grab the letter. If you miss, you will be charged $50 and have to start over at the bottom of the screen9c}. You must next get through the moving mail carts and past the dog to the stamping pads. Touching either the mail carts or9d} the dog will cause you to start again at the bottom of the screen. Since the dog will follow you, try luring the dog to 9e}the far left of the screen and then dash to the right while avoiding the mail cars. Your letter must next be stamped. To d9f}o this, position yourself next to a stamper. Wait until your stamper stamps and then jump onto the pad and quickly get out9g} of the way. If you fail to get out of the way, you will also be stamped, lose $50, and have to start over. If your lette9q}l?b&DOS SYSb*AUTORUN SYSb",TITELBILBASb NBLOCK FNTbWJAGGI TXTblKARATEKATXTb~LSTSTR TXTLOCKPIC TXTb2LUCIFER TXTb MISSIMPOTXTbMISSAST TXTb MYSTERI TXTb$MASK TXTb MUSIK TXTbK<NYORK TXTCPITFALL2TXTb(OPERAT TXTbPIRATE TXTbPPLANET TXTC1PITFALL2TXTb$QUASIMODTXTbEPITFAL2 TXTb"LQUINTRO TXTb nSERPENT TXTr is successfully stamped, you will start with your letter on the stamp pad any time you are forced to start over. Next yo9r}u must take your letter off the pad and put it into the white mail box at the top of the screen. You must retrieve your le9s}tter from the pad by jumping onto the pad. You must then jump onto a ladder and ride the ladder until you can drop your l9t}etter into the proper mail box. You may not ride a ladder off the edge of the screen, so it may be necessary to move off a9u} ladder temporarily. To do this, move your character down off the ladder by moving the joystick down. Be sure you do not e9v}xit onto a stamper! Once your letter has been dropped into the proper mail box, you must make your way back to the bottom 9w}of the screen while avoiding the dangers you have just passed. You must repeat this process with another letter to comple9x}te this location. AUTOMAT: At 10:00, 2:00, and 6:00 on the game clock, IT'S MEAL TIME will appear. All locations except t9y}he automat, bank, gas and garage will then close until you complete the automat location. The object is to eat 10 hamburg9z}ers. You can order your burgers by moving to the top of the screen and pressing the fire button. Each time you press the b9{}utton you will be charged $20 and a burger will appear on the screen. You must catch 10 burgers while avoiding Felix Hunge9|}r who also has designs on your burgers. Getting bit by Felix costs you $50. When you are done, CONGRATULATIONS YOU ARE DO9}}NE HERE will appear. Do not exit the automat without eating your 10 burgers or all progress in the automat will be lost. 9~}MART: In the mart you will find a maze of moving walls and guards. Your task is to take a pretzel to each corner of the s9}creen. To grab a pretzel, stand in front of it and press the fire button. Head for the gray corner without touch- ing anyt9}hing else in the mart. Touching anything else will cost you $50 and you will have to start over at the center of the scre9}en. When you reach the open corner, press the red button to deposit the pretzel. You are done when you have placed a pretz9}el in each of the four corners. BANK: Nothing is cheap in New York City! You should locate the bank early in the game an9}d remember how to get there. At any time, you can withdraw $500 at a time up to a limit of $4500. Unfortun- ately for you,9} there is a bank robbery in progress complete with a shootout. You must make your way past the guards and bank robbers up 9}to the teller with- out getting shot. When at the teller window, press the button to withdraw $500. If you are shot or ru9}n into ano- ther character, you will lose $50 and have to start over at the bottom of the screen. Once you have made a $509}0 with- draw, you must exit and re-enter the bank to make an additional withdraw. SUBWAY: The subway can be entered thro9}ugh any of four enterances marked 'S'. You may or may not be able to enter all the time, and, except for the first time, r9}ide the subway without completing the subway game, you may sometimes get a free ride. Otherwise, you must make your way do9}wn to the token and grab it by pressing the button to jump up to it. You may also jump to avoid the bullets which cost yo9}u $50 if they hit you and force you to start over at the top of the screen. Once you have the token, you can go to the tra9}in platform (it is a different color) and wait for the next train. To catch the train you must stand under the arrow on th9}e plat- form. Once you have completed the sub- way game you can use it to quickly move about the city. CITY HALL: Once y9}ou have completed all the tasks, go to the City Hall and claim the key to the city! ENJOY YOUR VISIT TO New York City, Th9}e Big Apple! d all the tasks, go to the City Hall and claim the key to the city! ENJOY YOUR VISIT TO New York City, Th8MISCELANEOUS NASTIES ------------ ------- AN ARTICLE FROM THE BOOK: THE POOR MAN'S JAMES BOND BY KURT SAXON FIREBOMBS =}Most fire bombs are simply gasoline filled bottles with a fuel soaked rag in the mouth (the bottle's mouth, not yours). =}The original Molotov cocktail, and still about the best, was a mixture of one part gasoline and one part motor oil. The oi=}l helps it to cling to what it splatters on. Some use one part roofing tar and one part gasoline. Fire bombs have been f=}** * * * * * * * * ** * Q U A S I M O D O * ** * * * * * * * * ** OBJECTIVE You are Quasimodo, the famous hunchback Q}of Notre Dame. Three magical jewels of yours have been stolen by the forces of evil and have been hidden within the castleQ}. Your job is to recover the jewels and return them to their holding cases. You are equipped only with your unequaled tenQ}acity and your incredible strength - your job is not an easy one but one that is necessary to preserve mankind as you knowQ} it! BEGINNING THE GAME From the title screen, you can choose a one or two player game by using the SELECT button. To bQ}egin a game, press the START button or the fire button on the joystick. When the game begins, you are transported to the fQ}irst level. *** The game may be paused at anytime by pressing the SPACE BAR and resumed by doing the same or moving the jQ}oystick. *** GENERAL MOVEMENT Quasimodo can be moved in four basic directions (up, down, left and right) by moving the Q}joystick in the desired direction. Jumping is accomplished by pressing the fire button. Quasimodo will jump in the directiQ}on the joystick is being pressed. You will continue to have some control over the directon of his jump while he is in theQ} air. TRANSPORT WINDOW On certain levels a transport window (actually a time/space hole) will appear. Although the windQ}ow may be visible when in the close proximity of a jewel, you must actually have possession of a jewel to use its teleporQ}tation mechanism. Position yourself (with the jewel) in the window and press the fire button. The transport window will trQ}ansmit you into the room where the jewel cases are kept. Here you must deposit the jewel by pressing the fire button whilQ}e under the appropriate case. LEVEL 1: THE ARCHER You are given three piles of ammunition for use in combating the archQ}ers that are making their way up the belltower wall. They will first erect ladders and then begin climbing-crossbows in haR1}OPERATION WHIRLWIND DOCUMENTATION The game Operation Whirlwind begins with your forces placed on the far left side A}of a scrolling relief map, with each unit of your army desig- nated by a symbol. Positioning your forces is a simple mattA}er; simply place a joystick-controlled cursor over the desired unit, and move at will. Holding down the fire button calls A}up a text window full of information about the unit ( class, strength, mobility, and firepower). This window will also inA}form you when you cannot move a certain unit into an area, whether a unit is under fire, when a unit has overextended itseA}lf or if you're attempting to move one unit through another. The joystick lets you fine-scroll across the map and view thA}e obsta- cles that await you. The map repr- esents a total area of 15 km from end to end, a distance you must blitz acrossA} if you are to capture the enemy city and win victory for your Fatherland. But the road to Valhalla is a rough one. *****A}****************************** COMBAT Once you activate your forces, Operation Whirlwind is underway, and attack can comA}e at anytime. Cautious movement is advised. As in real combat, you are advancing into unfamiliar territory, and you never A}know exactly where your ad- versary is until he gives himself away. Enemy units are invisible until they open fire on youA}, usu- ally at whites-of-your-eyes range. Commands to your units at this stage are given in five distinct phases: *******A}**************************** 1.COMMAND. In this stage of the conflict, you must determine the status of each unit in you A}com- mand. You decide which units will DIG IN and hold their ground, and which will BECOME COMBAT READY. The Command phaseA} allows you to replenish a unit's strength if damaged under fire. DIG IN gives weary units a chance to recoup- erate, andA} hopefully fight anoth er day. 2.MOVEMENT. This is where the stuff really starts to fly. Whirl wind's Movement phase givA}es you an opportuniy to carefully feel your enemy out. Selct units are commanded to slowly advance in an attempt to draw eA}nemy fire, there by pinpointing their heretofore secret positions. Only your move- ment will persuade them to come out anA}d reveal themselves. 3.COMBAT. The enemy has shown himself at last, and the real confrontation begins. Your best combat tA}ool is your artillery. Blessed with withering firepower and virtually unlimited range, your big guns can mortally wound tA}he enemy. The computer displays a crosshair for you to place over the enemy unit you wish to engage, and the rest is up toA} you. By pressing the joy- stick trigger, you order the selected unit to open fire and send out the hurt. How much hurt yoA}u dispense is for you to decide . You'll learn quickly which of your units are the most powerful ,and which the least. ThA}e devast- ating power of your artillary is a joy to behold, and will get you out of many a tight spot. Once you feel that A}you've gained enough headway in a particular firefight, or have decimated enough enemy units, it's time to move on to the A}next phase: 4.ASSAULT ORDERS. Now you can finally get some use of those En gineers who've been hitching a ride free. UseA} the joystick to se lect which of the Engineer or Inf antry units you wish to begin the assault, and send them on thier wA}ay. 5.ASSAULT. This is when you en joy the fruit of your labors. Blown bridges can be rebuilt now if you have ordered EnA}gineers or Infantry to do so in the previous phase, paving the way for your ar moured units to roar into the cit y. InfantA}ry troops begin shock ac tion , mopping-up and dislodging any remaining bastions of the en- emy overrun in your blitzkriegA}. Whirlwind's Assault Phase lets you watch routed enemy units pul- ling back for a lat-ditch defense of their citadel; a A}heartwarming sight. Don't get to optimistic at this point, though. The battle has not yet been won. As your remaining forcA}es group for their final rush into the cit y, the first in a long series of house-to-house, street-to-street exchanges beA}gin. As before, enemy units remain hidden unitil you pratically step on their toes, but this time you'll notice a dogged sA}ense of defiance in the way they appear, seemingly in the jaws of defeat, to fight on. Make no mistake, the final push inA}to the city is no cakewalk,and-you' ll want to pull your hair out as you try to stamp out pocket after pocket of resistencA}e before Whirl wind makes its decision on your future as a career officer. *********************************** RATING CONA}SIDERATIONS 1. QUESTIONABLE 2. MARGINAL 3. TACTICAL 4. STRATEGIC 5. BREAKTHROUGH Well that's it. Hopefully you can now A}all become at the least Generals. If you enjoyed this DOC and you would like to see more (perhaps a special one), just leaA}ve us a message at this or other BBS's. HAPPY CONQUERING!!!! ou would like to see more (perhaps a special one), just lea@@HOW TO SOLVE PIRATE ADVENTURE GET RUM, GET CRACKERS, GET SNEAKERS, CLIMB STAIRS, GET BOOK, ENTER PASSAGE, E, GET BAG, E}OPEN BAG, GET TORCH, DROP BAG, GET MATCHES, W, W, ENTER WINDOW, SAY YOHO, E, ENTER SHACK, GIVE BOTTLE, GET PARROT, E, CLIME}B PATH, DROP BOOK, ENTER CRACK, GET SAILS, DROP PARROT, DROP CRACKERS, ENTER CRACK, DROP SAILS, ENTER CRACK, ENTER SHED, GE}ET HAMMER, GET SHOVEL, GET WINGS, N, DROP SHOVEL, ENTER CRACK, GET SAILS, D, W, DROP HAMMER, DROP SAILS, UNLIGHT TORCH, EE}, CLIMB PATH, GET BOOK, D, W, W, SAY YOHO, ENTER WINDOW, ENTER PASSAGEWAY, E, GET BOTTLE, W, W, SAY YOHO, SAY YOHO, E, DROE}P BOOK, W, ENTER LAGOON, N, GET WATER, GET FISH, S, S, E, E, ENTER CAVE, D, GIVE FISH, U, E, S, W, GET BOOK, DROP WINGS, GE}ET HAMMER, DROP MATCHES, DROP BOTTLE, UNLIGHT TORCH, SAY YOHO, ENTER WINDOW, D, GET NAILS, GET RUG, GET KEYS, SAY YOHO, SE}AY YOHO, E, DROP HAMMER, DROP NAILS, DROP RUG, ENTER SHACK, UNLOCK CHEST, LOOK CHEST, GET PLANS, GET MAP, W, DROP PLANS, DE}ROP MAP, GET TORCH, GET MATCHES, E, ENTER CAVE, LIGHT TORCH, D, UNLOCK DOOR, ENTER HALL, E, ENTER CRACK, DROP BOOK, DROP ME}ATCHES, DROP KEYS, ENTER CRACK, GET SHOVEL, GET LUMBER, GET PARROT, GET CRACKERS, W, GO PIT, U, E, S, UNLIGHT TORCH, W, DE}ROP TORCH, DROP PARROT, DROP CRACKERS, DROP LUMBER, DROP SHOVEL, E, CLIMB PATH, GET BOOK, GET MATCHES, GET KEY, D, W, DROPE} KEYS, DROP BOOK, DROP MATCHES, GET HAMMER, GET LUMBER, GET NAILS, GET SAILS, GET PLANS, W, DROP SAILS, DROP PLANS, DROP HE}AMMER, DROP LUMBER, DROP NAILS, E, GET WINGS, GET SHOVEL, W, ENTER LAGOON, WAIT, DIG, GET ANCHOR, S, DROP ANCHOR, BUILD SE}HIP, GET PLANS, GET HAMMER, GO BOAT, DROP PLANS, DROP HAMMER, DROP SHOVEL, GO SHORE, E, GET CRACKERS, GET PARROT, GET BOOKE}, GET MAP, W, GO BOAT, DROP PARROT, DROP MAP, DROP CRACKERS, GO SHORE, E, GET TORCH, GET MATCHES, GET RUG, W, GO BOAT, DROE}P TORCH, DROP MATCHES, DROP RUG, GO SHORE, E, GET KEYS, GET BOTTLE, GET MONGOOSE, W, GO BOAT, DROP MONGOOSE, DROP BOTTLE, E}DROP KEY, GO SHORE, SAY YOHO, ENTER WINDOW, ENTER PASSAGEWAY, E, GET BAG, WAKE PIRATE, SAY YOHO, SAY YOHO, DROP BOOK, GO E}BOAT, GET SHOVEL, SET SAIL, GO SHORE, DIG, GET RUM, GIVE RUM, S, E, WALK 30, DIG, GET BOX, W, N, GET RUM, GO SHIP, DROP BOE}X, GET PARROT, DROP SHOVEL, GET CRACKERS, GO SHORE, S, E, ENTER MONASTARY, DROP PARROT, GET PARROT, DROP PARROT, GET DUBLEE}ONS, W, W, WAKE PIRATE, N, GO BOAT, DROP CRACKERS, DROP BAG, GET BOX, GET HAMMER, OPEN BOX, DROP HAMMER, DROP BOX, GET STE}AMPS, SET SAIL, GO SHORE, GET BOOK, SAY YOHO, ENTER WINDOW, D, DROP STAMPS, DROP DUBLEONS, SCORE. MMER, DROP BOX, GET STDf**** HOW TO SOLVE PLANETFALL *** The point of the game: You begin on the spaceship Feinstein.You are lowly cleaning I}help scrubbing the deck, when all of the sudden the ship explodes--and by an accident of fate you happen to be standing neI}ar the escape pod right at the moment. You jettison from thE Feinstein and land on a nearby planet with a strange mysteryI}. It seems to have been recently abandoned for no reason. Survival is point one. You'll need food and rest. Repair many ofI} the broken machines that you find. And then figure out why everyone is missing. Let's get started. Deck Nine - All you hI}ave to do is keep waiting until the explosion - stay here - you'll be entertained (randomly) by the Ambassador from Blow' I}K-bibben-Gordo. After the ship explodes immediately go Port. Get in the WebbIng Wait -- until the Pod lands and the EmergI}ency Kit appears. Get out of Webbing. Take kit. Open Door. Go up. Keep going up until you get to Courtyard. Drop the brushI} and your ID. (You won't be needing the brush or the ID - they are excess baggage.) Go north to the PlaI all, then go NE.I} Go east until you get to the corridor Junction. Then continue south until you get to the Machine Shop. Go west to the TooI}l Room, take Laser (but drop the old battery) take the pliers and the flask and the Metal Bar. Then go back to the MachineI} Shop and put the flask under the spout. Then go north to the Corridor Junction. Then go east till you get to Booth 2 In I}Booth 2 drop the Laser and the pliers. Then go west to the elevator lobby and push both buttons. Then go west till you getI} to the Corridor Junction. (If you're hungry, open the kit and enjoy a treat of goo.) From the Corridor Junction, go soutI}h then go east. Take the box. Then go back to the Booth 2. Drop the box. Then go back to the Corridor Junction. Now go norI}th to the Administration Corridor, go north and south between the South Administration Corridor and the Adminstration CorrI}idor until you see the glint of light (random). Then search the crevice in the Administration Corridor South. Hold the baI}r near the key (it's a magnet) and bingo...you got it. (If you don't get the key the game can't even begin.) Now drop the I}bar once you have thE key (If the bar comes in contact with any of the cards you'll fid that they get scrambled--somethinI}g you will regret.) Now go to the Mess Corridor. Unlock the padlock with the key. Drop the padlock and the key and open thI}e door. Drop everything except your uniform. Take the ladder and go back to the Administration Corridor. Drop the ladder.I} Open the ladder. Put ladder over the rift. Then go north over the ladder. Then go west into the offices. Open the drawersI} in the desks and take the kitchen card, the shuttle card, and the upper elevator card. By this time you should be gettingI} tired. It's important that you find a place to sleep that is safe. Go back to the Dorm Area and get in bed. When you wakI}e up you'll be bright and chipper for tomorrow. Get out of bed and take your things. Go to the Mess Corridor. Go south intI}o the Mess Hall. Take the canteen and open it up. Slide the kitchen card through the slot and go south. Put the canteen unI}der the spout and push the button. Take the canteen. You've now found an unlimited source of food. Just make sure that youI} keep your canteen filled and you'll be O.K. Go back inside the Mess Hall and drop the Kitchen access card. Now go back tI}o the Machine Room. From the Machine Room, go east to the Robot Room. Search the robot. ThEn turn it on. Go to the elevatoI}r lobby. Go south inside the lower elevator and drop the lower card and the shuttle card. Then go to thE upper elevator. BI}y this time your valuable friend Floyd should be bugging you for attention and loving. Eat when you are hungry..it's betteJ}r to eat from your canteen than the kit. You might want to save the goo in the kit for emergencies. Just go back to the kJ}itchen and refill your canteen when you need to. But don't forget to drop the kitchen card in the Mess Hall. Go to the UppJ}er Elevator. Slide the upper card through the slot. Push the up button. Wait. When the elevator door opens go south then gJ}o northeast to the Comm Room. Pay attention to the color of the flashing light. This will be the same color koulant that yJ}ou'll have to get in the Machine Room. Go back to the elevator, activate the elevator and go downstairs to the Machine RoJ}om. Fill the flask. Push the same color button as the flashing light in the Comm Room, then take the flask. Go back to theJ} Comm Room and empty the flask in the hole. Pay attention to the new color light. Take the flask back downstairs to the MJ}achine Room and push the new colored light klant code. Take the filled flask back upstairs and empty the flask in the holeJ} again. Do this one more time (there are three lights in all). This will fix the Comm Room. You can drop the flask since yJ }ou won't be needing it any more. Now go back downstairs to the elevator lobby. Don't forget to drop the upper card in theJ } upper elevator. Eat if you have to, but try to only eat from the canteen. If the canteen needs to be filled, do it now. GJ }o to the lower elevator. Slide the lower card through the slot. Then push the down button. Wait. Drop the lower card and tJ }ake the shuttle access card. When the elevator stops get out by going north. Then go east. Go south and then go east. SlidJ }e the shuttle card through the slot. Push the lever up. Do it again. Wait until the display says 60. Then push the lever J}down. Again. Wait until the shuttle slides into the station. Go west and drop the shuttle card. Go north, then go east. GoJ} Est again. At the fork go southeast to the Project Corridor West. Go east to the Project Corridor. Then go south to the PJ}rojcon Office. Go east to the Computer Room. Take the output and read the output. (By the way make sure that Floyd joins J}you in the Computer Room.) With Floyd go south. Then go north until the Project Corridor east. Then go east to the Main LaJ}b. From the Lab go south. Search the lab uniform pocket and take the card and the paper and the battery. The paper has theJ} clue for opening up the combination lock in the Rec Corridor (a puzzle that you'll never need). Go back to the Project CJ}orridor East. Then go north to the Library Lobby. Play with the machine if you want. It's very good for clues about the whJ}ys of the story, and a lot of fun to translate. But time is of the essence. Go east to Booth 3. Slide the card through theJ} slot and push the beige button. Zap!!! You find yourself back in Booth 2. Take a look around; everything you put inside tJ}he Booth is waiting for you. Slide the card through the slot again and this time push the tan button. Wheeeeee! Now you aJ}nd your supplies are back in Booth 3. Take the pliers and the bedistor. Go west. Then go north. Then go north again to theJ} Course Control. Open the cube. Remove the fused bedistor with the pliers. Drop the fused bedistor and the pliers. Take thJ}e good bedistor and put it in the cube. Close the cube. Go to Systems Corridor West. Go down into the Repair Room. Make cJ}ertain that Floyd is with you herE. If he's not, just wait and he'll turn up. When Floyd shows, tell him to go north. WhenJ} he comes back, tell Floyd to take the Fromitz. Go back to the Systems Corridor. Then go north to the Planetary Defense. OJ}pen the panel. Take the second board. Put the shiny Fromitz in the socket. Close panel. You have now completed the middle J}portion of the game. Eat when you have to. Now go to the Main Lab. Open the Bio-Lock, go southeast then go east. Make surJ}e that Floyd is with you. He'll volunteer for an important mission; let him. Open the door, close the door, wait, open theJ } door, close the door. Floyd will be out of commission. Take the card and sing your song about the legend of Starcross. GJ!}o back to Booth 3. By now it's late in the day and time for rest. Once in Booth 3, slide the teleportation card through thJ"}e slot and push the beige button. If you still have time before you rest, go ahead and fill your canteen in the kitchen, J#}then go to sleep in the dorm area. By now you're starting to feel pretty sick. If you didn't get a chance last night to fiJ$}ll your canteen, you'd better do that now. Head down to the Booth 2. Do your teleportation routine. Drop the teleport carJ%}d, and make certain that you have the miniaturization card. Take the laser with the new battery. Go to the miniaturizationJ&} booth. Slide the card through the slot then -- type 384 that was the number from the computer output). Please do a game J'}save at this point because you won't be able to waste any moves after this. You have shrunk down to the size of a chip. AtJ(} Station 384 go east to the Strip near the station. Then go north to the Strip near the relay. Look inside the relay. MakeJ)} sure that your laser is set to 1. Fire the laser at the speck. Keep on doing that until the speck is no more. Once that'sJ*} done, turn the dial on the laser to 6. Now head back south. Oh no! A killer microbe. Fire the laser at the microbe. KeepJ+} firing until you find yourself holding a HOT laser. Once the laser is HOT, throw the laser over the side. The microbe wilJ,}l follow the laser and vanish to its death. Now head back to the Booth. From the Auxiliary Booth go north to the Lab OffiJ-}ce. Do another game save at this point (this will be your last chance to take a rest). Search the desk, then take and wearJ.} the gas mask. Push the red button. Open the door. Go west into the Bio Lab. Open the lab door. Go west to the Bio-lock weJ/}st. Open the Bio-lock and go west into the Main Lab. Run back to the Projcon office. Go south into the Cryo-elevator. PushJ0} the Button. Whewww!! ust wait a little bit and now all will come clear. The game is over. You are a hero! levator. PushHpnd-trying to way up. To stop their progression, you must first take hold of a cannonball from any of the three stacks. ThiR2}s is done while pressing the fire button while standing near on of the stacks. Now, with ammo in hand, you can position yR3}ourself for the throw. When you defeat all the guards, the first jewel (and transport window) will appear. LEVEL 2: THE R4}BELLTOWER After returning the first jewel, you must again face the archers, except this time they are faster and more nuR5}merous. When they too have been conquered, you can go on to the second level: the belltower. The object of this level is tR6}o swing from bell to bell and traverse the tower, locate the second jewel and put it in its holding case. Take note! thereR7} are alternate routes-experiment! To traverse the bells you need to get enough momentum, by swinging back and forth, to R8}fling yourself from one rope to the next. A good indication of enough swinging energy is the ringing of the bell. To jump,R9} wait until the rope is ending its swing, push the joystick in the desired direction, and press the fire button. Be very cR:}areful on this level; your jump has to be fairly exact - Quasimodo is not a gymnast and may lose his grip on the rope. YoR;}u must also avoid all bats and the ghost - they are deadly! LEVEL 3: THE CASTLE WALLS After placing the second jewel in R<}its case you must go through levels one and two again before you can get to level three which is accessible from where yoR=}u found the second jewel. In the third level you are scaling the castle wall fighting off soldiers and guardians that occaR>}ssionally pop their heads out of windows firing arrows or dropping oil. At the top of the castle wall lies the third and fR?}inal jewel. HELPFUL HINTS 1. On the first level, bouncing the canon balls off of the edges of the screen can be an effeR@}ctive offensive tactic. 2. Use caution when exiting a rope onto a platform - don't jump too far. The farther the rope isRA} in its swing when you release determines how far you will pushing the joystick in the desired direction when you release RB}the rope and be sure to use the joystick control to your advantage when you overshoot a target. 3. On the third level itRC} is not necessary to kill ALL the guards. POINTS ARCHER 50-500 SOLDIER 500 GUARDIAN 750 GRABBING A JEWEL 1000 STORING JRD}EWEL 1 2000 STORING JEWEL 2 4000 STORING JEWEL 3 8000 JUMP TO A NEW BELL 500 BONUSES ??? THE END!!! WEL 1000 STORING JPkMoonBeam's help onPITFALL IIYour player in Pitfall II iscontrolled with the joystick. Innormal movement justVF} move the stickleft and right to control movement inthe respective directions. To climbthe ladders move close to them aVG}ndmove the stick up and down,respectively. To jump in a direction, move the stick in the desireddirection and press tVH}he trigger.After moving around for a while youwill find the following tips helpful.Frogs can be most easily passed byVI}ducking down the ladder. When you getstuck go as far as you can down andleft and then try jumping straightup. If you arVJ}e in the right place youwill find a balloon. The balloon canbe steered. With perseverance thiswill be enough to get youVK} all the waythru' this game. Good Luck CaptainMoonBeam Outed. With perseverance thiswill be enough to get youTHHow to play : THE QUEST FOR THE QUINTANA ROO Object of the game: Yucatan Sam explores the temples of Quintana Roo seaZM}rching for the keys to open the ceronimonial vault and acquire the riches inside. Level Select screen:On this screen you ZN}select the level of play at which you wish to start. Press the proper sequence(secret code discovered during play)for uppZO}er levels. PRess return for first level. Outside Temple screen: On this screen Sam must evade the poisonous snakes whileZP} climbing the outside of the temple to reach the portals to the rooms inside. At each plateau is a portal. Beware of the mZQ}oon guards wrath reflecting from the eyes of the temple. Pressing the joystick button causes Sam to duck if he is on the ZR}outside edge of a portal. If on the inside then pressing the fire button will cause Sam to enter the portal. Chute ScreenZS}: On this screen Sam is entering or exiting a temple room. Enjoy the ride. Inside the temple room screen: On this screenZT} Sam can mover around the floor of the room using the various tools and weapons. Move the joystick in any direction to movZU}e Sam. Press the 1 key- Sam draws his gun. Press the fire key Sam shoots his gun. # of bullets left is shown at the bottZV}om right of the screen. Press the 2 key- Sam grabs a flask of acid. Press fire button to throw it. The amount of acid lefZW}t is shown on the bottom left of your screen. Press the 3 key-Sam grabs his trusty chisel. Press fire Sam uses his chiseZX}l. Press the 4 key-Sam reads his Geiger counter. The counter reading is shown at the bottom center of the screen. A low ZY}value indicates nothing exciting. A mid value indicates that there is an object in te room above or below the one Sam is iZZ}n. A high value indicates tha there is an object in the room. PRess space bar-Sam drops whatever he is carrying. Press Z[}5 key-Sam picks up a map rock if he is standing over one. Pressing the fire button(by itself) causes Sam to squat and picZ\}k up objects if he has nothing in his hand. This will also allow Sam to exit a room if he is standing in the doorway. TZ]}o summarize: DRAW GUN - 1 GRAB ACID- 2 GRAB CHISEL-3 READ COUNTER 4 PICK UP MAP ROCK 5 SPACE BAR- DROP WHAT YOU ARE CARZ^}RYING. PRESS FIRE- TO EXIT DOOR. PICK UP OBJECTS. WHO ARE SAMS ADVERSARIES???? Inside the Temple Sam will find the folZ_}lowing enemies: Snakes- destroyed by shooting spiders -destroyed by shooting mummies -destroyed by acid What treasures wZ`}ill Sam find??? Inside the vaults Sam will find the following objects: Map rocks- used to open vault treasures- used to sZa}core pts. Acid If Sam is bitten by a snake or a spider he has one minute to find the magic herbs and pick them up therebZb}y curing himself. The amount of time Sam has left before he dies is shown by the poison timer. The air in the temple is Zc}very stale. When Sam enters the temple he has only a minute and a half of breathable air. He must exit the temple before tZd}ime runs outs. Time remaining is shown on the bottom. In order to open the map vault Sam must grasp a map rock and placeZe} it in the proper map hole. This is done by positioning Sam under the desired hole and pressing the 5 key. If the rock is Zf}the proper one the hole will disappear, if it is incorrect the map rock will be relocated somewhere in the temple. OpenZg}ing Vaults There are 2 ways to open a vault door. Use chisel or acid. Scoring: Killing enemies 100 pts opening vaultsZh} 100 pts Picking up treasure 1000 pts inserting map rock 1000 pts Opening map rock 5000 pts An extra man is awarded for cZi}ollecting 20 treasures. HELPFUL HINTS Bring all 5 map rocks to the map vault room before inserting them .This will makZj}e it easier to remember which ones you have tried. Save at least one bottle of acid as a defense against the mummy. LeaZk}ve one cache of acid flasks in an exposed vault room as an emercency supply. Sam can only carry 5 acid flasks ata time. Zl}Keep an eye out for the time left in before you croak. Remember where the magic herbs are Press OPTION key to Pause gaZm}me. PRess Option key to resume game Press start to start a new game. the magic herbs are Press OPTION key to Pause gaXJThe Serpent's Star ================== AT THE BEGINNING OF THE GAME, I SUGGEST YOU TYPE "QUICK TRAVEL" AND "SOUND OFF" ^o}TO SPEED UP MOVEMENT DURING TRAVEL. THERE IS A SMALL BUG IN THE PROGRAM THAT CAUSES THE SOUND TO TURN BACK ON FROM TIME TO^p} TIME, BUT DON'T WORRY ABOUT IT. SPECIFIC INSTRUCTIONS THAT YOU HAVE TO TYPE IN EXACTLY ARE GIVEN IN QUOTES AND DIRECTION^q}S FOR MOVEMENT ARE GIVEN IN SQUARE BRACKETS. FOR EXAMPLE, "SIT BY EXPLORER" AND [NE, F, R, B, W] FOR NORTHEAST, FORWARD, R^r}IGHT, BACK AND WEST. THE FIRST SEVERAL MOVES OF THE GAME ARE AUTOMATIC AND TAKE YOU JUST BEYOND THE GATES OF THE CITY WHER^s}E YOU WILL SEE A CARAVAN. TYPE THE FOLLOWING TO GET ALL THE EQUIPMENT YOU'LL NEED: "GO CARAVAN", "BUY HORSE", "BUY SADDLE^t}BAGS", "PUT SADDLEBAGS ON HORSE", "BUY TENT", "PUT TENT IN SADDLEBAGS", "BUY BUTTER", "BUY TSAMPA", "BUY TEA". NOW THAT YO^u}U HAVE EVERYTHING YOU NEED, TYPE [E,NE] TO GET TO THE INN. NOW YOU NEED TO GET A LAMP AND REST UP FOR THE NEXT DAY'S JOUR^v}NEY, SO TYPE: "TETHER HORSE", "ENTER", "SIT BY EXPLORER", "BUY DRINK", "OFFER DRINK", "ASK HELP", "BUY DRINK", "OFFER DRIN^w}K", "ASK HELP" (YOU NOW HAVE THE LAMP AND FUEL). CONTINUE WITH "LEAVE", "REST", "OUT", "MOUNT". NOW, IT'S OFF TO THE FIRST^x} MONESTARY. YOU SHOULD SAVE THE GAME (TYPE "SAVE GAME") BEFORE MOVING ANY FURTHER, BECAUSE THE WOLF IS COMING UP AND YOU ^y}PROBABLY WON'T MAKE IT PAST HIM THE FIRST TIME YOU TRY! GO [SE] AND THERE'S THE WOLF! KILLING THE WOLF IS A MA^z}TTER OF TIMING. WHAT YOU NEED TO DO IS ST TIME YOU TRY! GO [SE] AND THERE'S THE WOLF! KILLING THE WOLF IS A MA\(