L T}  a l0C)HCCH Vhhݩh `6CmDiCD`   RW   * 1H@R! YH.`}+PRRRR  P i  I0S S0  iIM֠[   0DDԝ`*!i  STARCROSS Part OneAh, outer space! No dank and dusty dungeons here....but you can be sure that the} puzzles are no easier than they were in the Great Underground Empire! So, settle in and get ready for lift-off.There you a}re, floating around space in your ship, alarm bells ringing in your ears. Obviously, something's about to happen. Get the ta}pe library, then get up and go Starboard into the Bridge. Push the red button, which will shut off the alarm bell, and read }the screen. This will tell you which object on your map is the one to head for.Now, there's no way I can tell you the exact }coordinates, as the destination changes from game to game. However, it isn't hard to figure out what they are. Once you've }done that, sit down in the control couch and fasten the belt. Now you have to enter the course into the computer, which is d }one as follows: Computer, range is x, theta is y, phi is z. The computer will ask you to confirm the new course, which you }do by saying: Computer, confirm new program. After that, you're off!And now it's time for the hallmark of all Infocom game }s: Waiting! You'll sit in the couch, and wait until you arrive at the alien ship and you are captured by it . Once your ship is down on the dock, unfasten the belt, get up, and go Star}board into the storage room. Get the suit, put it on, then get the line. Head Portwards back to the bridge.Fun times with a}irlocks begin now. Open the inner door, go out, close the inner door, open the outer door, and go out. Get used to doing th}at, because you'll be doing it again, and again! So, now you're on the Red Dock, and there's a strange-looking sculpture her}e. Closer examination, and a little thought, shows that it's a representation of the solar system. Aha! Could it be...? You} press the fourth bump, and strange things happen. Press the small bump, and a black rod appears...get the rod, and the oute}r airlock door opens! Okay, go inside , and you are in a Red Hall. At this point, you might w}ant to save the game, and just wander around, doing some mapping. Actually, I recommend that you do so, since there will be }a point in the game where I won't be able to give you specific directional instructions. Now that you've checked out the terr}itory a bit, restore to your original entry point. You're ready for the great rod hunt....because the object of the game is }to activtate and control the artifact, which is done via different colored rods. Right now, you want the red one, so, go Nort}h, then West into the Room on Ring Two. From there, North into the Zoo, and East into the rat-ant cage. The red rod is part }of the nest, and you just can't reach over and get it. This is one of the very few times in an Infocom where violence is nec}essary: Smash the nest with the tape library . While the rat- ants look at you in terror, grab the red }rod and the tape library. Now it's time for the yellow rod, so head along West, South, West, which will bring you to the Bl}ue Hall. Go South once and you're at the Blue Airlock. Open the door, go down, close inner door, etc. When you reach the Bl}ue Dock, go Aft until you come to the Spider-like alien. It's quite intelligent and even friendly. Give it the tape library,} and in return you will get the yellow rod. Take that, and make your way back to the Blue Hall. STARCROSS } Part TwoYou have two rods, and you will be using them now. From the Blue Hall, go up, and you're in the Grasslands.!} Go South to the Thin Forest, open the hatch there, and go down into the Repair Room. Put the yellow rod in the yellow slot"}. That turns on the lights in the Yellow Hallway. Put the red rod in the SECOND red slot. Make sure it's the second; this #}will provide a breathable atmosphere for you.Now, get the metal square, and go up, then North, then down again to the Blue H$}all. From there, West to the Yellow Hall and Yellow Airlock. You know the drill by now, but there's an extra feature this t%}ime: You will have to try to open the outer door twice . Also, while you're in the Yellow Airlock, pick up the b&}asket; it will come in very handy! Once on the Yellow Dock, tie the line to the suit and then to the hook. Head Portwards, g'}et the pink rod, put it in the basket, then go back Starboard to the dock, untie yourself, and return to the Yellow Hall. Now(}, it's time for the blue rod. Go South twice, then East once. You are in a laboratory with a mysterious silver globe floating)} in mid-air. Inside the globe, although you can't see it now, is a blue rod. It's easy to get, however. Take the two disks*} off the wall. Put one on the floor, and one under the globe. It doesn't matter which way you do it, the result will be the+} same. Put the basket on the globe, then turn the dial to 4. Ta-da! The basket suddenly appears on the disk on the floor, ,}with the blue rod! Turn the dial to 1, then get both disks, the basket, and the blue rod. Put the rod in the basket. In fac-}t, put all rods in the basket when you get them.Okay, there's still plenty of rods to collect, so let's keep moving! Head W.}est, then North four times to the end of the hallway, then West to the Room on Ring One, and South from there into the Comput/}er Room. Open the panel on the computer, then insert the metal square into the slot. Turn on the computer, and you will get 0}a gold rod. Don't worry about all the displays; they aren't important to you. Now comes more waiting. What you're waiting f1}or this time is the mechanical "mouse" that collects trash. So, move around until it makes an appearance. As soon as it does2}, drop one of the disks . The mouse will pick it up. After that, you must follow the mouse around until it disa3}ppears into a secret door in one of the rooms. There are several different rooms where the mouse can do this, so you *must* 4}follow it. Wait there until it reappears and leaves, wait a little longer to make sure it won't come back, then drop the othe5}r disk on the floor and step on it. Zap!! You're in the Garage! . Pick up the disk, then em6}pty the trash bin until you find the green rod. Go North and you will be in the Room on Ring Four. STAR7}CROSS Part ThreeYou are now in the Room on Ring Four. Now, this is why you had to do some mapping on your own: 8}You must get the other disk you dropped, and there's no telling exactly in which room that was.So, you must explore on your o9}wn until you find the disk. Once you've done that, make your way to the Blue Hall where the airlock is. From there, go Nort:}h twice, then West into the Observatory. Drop off one of the disks, then hike along East, South, East, East, South, East int;}o the Weasel Village, and then East once more to the Village Center. Wait around a short while, and the Weasel chief will ap<}pear. He will indicate that he wants your space suit. That's no problem, since the air will remain breathable, and you don't=} need the suit anymore. So, give it to him. Then, when he wants to give you something in return, point to the brown rod he >}wears around his neck. He will give it to you, and start to leave. Follow him! Continue to follow him, until you arrive at the Center of the Warren. Then climb down the ladder t@}o the Green Airlock , and do the usual job with the doors. From the dock, go West to the Umbilical, then A}West again to the Cargo Hold. Pick up the visor fragment, then go Forward into the Control Room of the wrecked ship. Move tB}he skeleton, and you will find a violet rod. Now, drop the disk on the floor, and step on it. If you attempt to leave the waC}y you came, the Weasels will kill you for disturbing their shrine. So, now you've materialized in the Observatory, and it's tD}ime to pick up another rod: Look at projector through visor. Aha! A clear rod. Sneaky, huh? Get the rod, drop the visor, E}then move along East, then South three times to the Melted Spot, then West into the Weapons Deck. Get the genuine Ray-gun, anF}d look inside it.Sonuvagun! A silver rod! Get that, then East and North, and up to the Grasslands, 'cause it's time to getG} this show on the road. Now, trek on South twice to the Dense Forest, then East to the base of the tree. Climb the tree, allH} the way up to the top, then jump to the Drive Bubble. Insert the silver rod into the slot, then enter the bubble. There's a I}white rod here; get that and put it into the white slot. Under no circumstances should you insert the black rod into the blaJ}ck slot!! That will shut everything down! Okay, the drive mechanism has been activated; now you have to make the thing moveK}. So, out, and up to the top of the Bubble, and....jump!Isn't floating in air fun? However, you still have some things to dL}o yet, so shoot the gun at the Drive Bubble three times, which will bring you to the Control Bubble. Go Down, then put the gM}old rod in the slot, and enter the Bubble. Inside, you will find the slots for the remaining rods. Put each rod in the slot N}of its own color. Now, at last, you're ready to bring the artifact to life! Touch the large pink square, and the scene in theO} small one will change to show the inner solar system. Now touch the brown spot until a picture of Earth appears. Press theP} violet one until a ellipse shows , then press the green spot, and flashing lights appear. And lasQ}t, but certainly not least, the final move: Touch the blue spot, which activates everything, and brings the alien ship safelyR} to Earth! Of course, it isn't over yet! That final remark by the alien sounded a little ominous....I have a feeling you'll bS}e heading out again into space sooner than you might think! the alien sounded a little ominous....I have a feeling you'll b=10CTRL AND [S=Stop] [Q=Cont] [C=QUIT]נϠŠĠĠŠӠMOVE S,S,S,W,STYPE "GET ROCK"GO N,E,N,N,U}E,N/THERE IS A SNAKE HERE/THROW ROCK AT SNAKEGET ROCKMOVE N /YOU BECOME THIRSTY SO../TYPE "DRINK WATER"GO EAST AND GETV} STICKA SNAKE WILL APPEAR OCCASIONALLY,WHENEVER YOU SEE HIM,USE STICKMOVE N,WGET LOCKETTHEN, GO WEST AND GET NOTEMOVE SOW}UTHTYPE "GET ROCK"GO EAST, SOUTH, AND LOOK HOLEGET NOTE AND THEN MOVE NORTH, WESTGO SOUTH AND LOOK HOLETYPE "GET CRACKERX}"MOVE N,N,W,NINPUT "HOCUS" /A BRIDGE WILL APPEAR/CROSS BRIDGEMOVE ETYPE "GET APPLE"GO W,N MOVE IN -->ANY<-- DIRECTION Y}/BEFORE YOU CAN MOVE A GNOME WILL TAKE SOME STUFF/GO N AND FILL FLASK WITH WATERMOVE N,ETHEN TYPE "HISS" /YOU WILL BE A SZ}NAKE/GO HOLEMOVE S,S /AT THIS TIME YOU WILL CHANGE BACK/GO SOUTHTYPE"GET CRACKER","GET LOCKET","GET BREAD"UNLOCK DO[}OR AND THEN OPEN THE DOORGO DOOR AND MOVE UPTHEN "GO HOLE", MOVE E,N/THERE WILL BE A PARROT HERE/TYPE "FEED CRACKER TO PA\}RROT""GET VIAL"GO N,W,S,W,W & "FEED BREAD TO LION"MOVE NORTH AND TYPE "GET ROPE"GO BOAT TYPE "USE BLANKET"MOVE N,N,DRIN]}K WATER,N,E,E,EGO BEACH,N,N,E,GET ANCHOR,WTIE ANCHOR,THROW ANCHOR,THROW ANCHOR,,GET SHOVEL,D,S,S,DIG,GET CHEST,E,N,W,GO CA^}VE,OPEN CHEST,LOOK CHEST,GET HARP,E,N,LEAVE CAVE,DRINK VIAL,FLY N(WHEEEE!)N,N,GET RING,N,TALK WOMAN,W,FOLLOW RAINBOW,GET_} COIN,N,SAY LUCIE,W,W,N,GO CAVEGET EVERYTHING(DO NOT TYPE THIS! GET EACH ITEM INDIVIDUALLY)N,S,W,GIVE HARP,N,N,BUY HORN,N,N`},BLOW HORN,GO BRIDGEU,E,OPEN CLOSET,LOOK CLOSET,GET SHOESLOOK SHOES,D,W,W,SIT THRONE,FEED APPLETO BOAR,N,E,LOOK CABINET,Pa}ICK LOCK,WITH KNIFE,OPEN DOOR,E,U,D,U,WEAR RINGRUB RING,D,E,KISS FROG,WEAR SHOES..........SAY WHOOSHTALK!!!!!!!!!!!!!!!!b}!!!!!!!!!!!!!!!!!!!!YOU HAVE NOW SOLVED THE WIZARD & THE PRINCESS *** ***: CK!!!!!!!!!!!!!!!!l6CTRL AND [S=Stop] [Q=Cont] [C=QUIT] 󠠠 d} ̠ɠ Your player in e}Pitfall II iscontrolled with the joystick. Innormal movement just move the stickleft and right to control movement inthe f}respective directions. To climbthe ladders move close to them andmove the stick up and down,respectively. To jump in a dirg}ection, move the stick in the desireddirection and press the trigger.After moving around for a while youwill find the foh}llowing tips helpful.Frogs can be most easily passed byducking down the ladder. When you getstuck go as far as you can dowi}n andleft and then try jumping straightup. If you are in the right place youwill find a balloon. The balloon canbe steerej}d. With perseverance thiswill be enough to get you all the waythru' this game. Good Luck Captain k} MoonBeam Out: ll be enough to get you all the waythru' this game. Good Luck Captain CTRL AND [S=Stop] [Q=Cont] [C=QUIT] ***************************** ! ! ! G m} E ! ! R C ! ! U A ! ! D P n} ! ! S S ! ! IN ! ! ! ! SO o}LVED BY ! ! ! ! PHANTOM RIDER ! ! ! p} *****************************YOU ARE THE PILOT OF THE VESSEL USAC9400, FROM USAC COMMAND ON EARTH. THEWARSHIPS AT TH q}E FRONT, NEAR BARAROK,HAVE EXHAUSTED THEIR FUEL SUPPLY, SOYOU HAVE TO GET THE FUEL AND RETURN ITTO THE CARGO SHIP ON PLUTO r}.YOU ARE IN THE NAVIGATION ROOM AND HEREIS WHERE YOU BEGIN YOUR MISSION. [ W,S] YOU SEE YOU HAVE RECEIVED ATRANSMISSION s} IN COMMUNICATIONS. [ PUSHGREEN, PRESS GREEN, PRESS GREEN,N,E ].NOW YOU HAVE TO SET THE NAVATIONALCO-ORDINATES FOR SATURN t}.[ SET 64-18-52,W,D,D,W,W ]. NOW YOUHAVE TO SET THE TELEPORT CO-ORDINATESFOR SATURN. [ SET 77-34-40,GO WINDOW ]NOW YOUR u} ARE ON SATURN. [ N,N,N,W,GETCOIN,E,N,STEAL ROPE, S,S,S,W ]. YOUARE IN THE CAFETERIA NOW. [ BREAK TABLELEG, GET LEG, E,E v},S,E ]. YOU ARE ATLORD DEEBOS HOUSE. [ KNOCK DOOR ]. THEBUTLER WILL ANSWER THE DOOR. [ YES,GIVE COIN,E ].YOU ARE IN TH w}E PRESENCE OF LORD DEEBO.[ GIVE,YES,E,TALK ]. HEAR LORD DEEBOEXPLAINS WHAT HE WOULD LIKE YOU TO DOFOR HIM, AND INSTRUCTS O x}N HOW TO DO IT. [ GET ALL,W,W ]. YOU ARE NOW LEAVINGTHE HOUSE AND ON YOUR WAY BACK TO THETELEPORT WINDOW. [ W,N,W,S ]. y}YOU SEETHE TELEPORT WINDOW. [ GO WINDOW,E ].YOU ARE NOW IN AUXILIARY NAVIGATIONWHICH YOU WILL BE USING FROM NOW ON TOSET z} YOUR NAVIGATIONAL CO-ORDINATES.[ SET 96-17-14,W,SET 82-13-64, GOWINDOW ] NOW YOU HAVE LANDED ON VENUS.[ E,TIE ROPE TO TR {}EE,E ] NOW YOU ARE INA SWAMP. [ D, GET GUN,U,W,UNTIEROPE,GET ROPE,W,GO WINDOW,E ]. YOU ARENOW MUST SET THE CO-ORDINATES |}FORSATURN AGAIN. [ SET 64-18-52, W, SET77-34-40,GO WINDOW,W,N,W ].YOU ARE NOW AT THE ENTRANCE TO THECAVE,AND NOW WE WIL }}L ENTER THE CAVE. [S,S,W,TIE ROPE TOSTALAGMITE,D,N,E,S,D,N,W,GET KEY,E,S,U,N,W,S,U,E,U,E,N ] YOU ARE NOW FACE TOFACE WIT ~}H A BIG BAT. [ SHOOT BAT,U ]YOU SEE A CHEST. [ LOOK CHEST, GETKEY,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 ] YOUSEE A GREEN ORB. [ DROP KEY,DROP KEY ]YOU DROPPED THE KEYS BECAUSE IF YOUDIDN'T }, YOU WOULD NOT HAVE BEEN ABLE TOGET THE GREEN ORB. [ GET GREEN,S,S ].NOW YOU ARE ON YOU WAY BACK TO THECAVE. [ E,S,S,S,S },E,S,S,S,W,N,W,S,W,N,W] YOU ARE AT THE ENTRANCE TO THE CAVE.[ W,S,S,U,N,W ]. YOU SEE A HOLE ON THEWALL WITH A GREEN BOX AR }ROUND IT. [PUT GREEN ]. YOU SEE A BLUE AND GREENORB. [ GET ALL,E,S,D,N,N,E ]. YOU AREON YOUR WAY BACK TO THE SHIP. [ }E,S,E,GO WINDOW,E ].YOU ARE NOW GOING TO SET THENAVIGATIONAL CO-ORDINATES FOR VENUS.[ SET 96-17-14,W ]. YOU ARE NOW GOIN }GTO SET THE TELEPORT CO-ORDINATES FORTHE UNIDENTIFIED SHIP. [ SET 66-12-15,DROP ALL, GET BLUE, GET GREEN, GOWINDOW ].YO }U ARE NOW ON THE SHIP. [ E,N ] YOUSEE A GREEN BOX. [ PUT GREEN, GET GREEN]. ALWAYS TAKE THE ORBS AFTER YOU PUTTHEM IN BEC }AUSE THEY ARE USED IN MORETHAN ONE PLACE (WITH SOME EXCEPTIONS).[ W ] YOU SEE AN ORANGE ORB. [ GETORANGE ] YOU SEE A GREEN } BOX. [ PUTGREEN, GET GREEN,E, S ] YOU SEE A GREENBOX [ PUT GREEN, GET GREEN, E,E ] YOUSEE A ORANGE BOX [ PUT ORANGE,GETO }RANGE, E ] YOU SEE A PURPLE ORB [ GETPURPLE ] YOU SEE A BLUE BOX. [ PUTBLUE,W,W ] YOU SEE A PURPLE BOX. [ PUTPURPLE, GET P }URPLE,W,W,W ] YOU SEE APURPLE BOX. [ PUT PURPLE ,GET PURPLE,W] YOU SEE A WHITE ORB AND AN ORANGEBOX. [ GET WHITE, PUT ORAN }GE,GETORANGE,E,E,E ] YOU SEE A GREEN BOX. [PUT GREEN,GET GREEN,E,E,S ] YOU SEE AWHITE BOX. [ PUT WHITE,GET WHITE,W ]YOU S }EE A YELLOW ORB AND A PURPLE BOX.[ GET YELLOW,PUT PURPLE,GETPURPLE,E,N,W ] YOU SEE A PURPLE BOX. [PUT PURPLE,GET PURPLE,W },W,W ] YOU SEE APURPLE BOX. [ PUT PURPLE,GET PURPLE,W,S] YOU SEE A WHITE BOX. [ PUT WHITE, GETWHITE,E,E ] YOU SEE A BROWN }ORB AND AYELLOW BOX. [ GET BROWN,PUT YELLOW, GETYELLOW,E,E,PUT PURPLE,GET PURPLE,E,N,N]. YOU SEE A BROWN BOX. [ PUT BROWN, }E].FINALLY! THE BLACK ORB!! [ GETBLACK,PUT WHITE,W,S,W ] YOU SEE APURPLE BOX. [ PUT PURPLE,W,W ] YOU AREAT THE TELEPOR }T WINDOW. [ DROP ALL, GETBLACK,GO WINDOW,E ] NOW YOU HAVE TO SETTHE CO-ORDINATE FOR SATURN, SO YOU CANGIVE THE ARLER THE B }LACK ORB. [ SET64-18-52,GET GUN,W,SET 77-34-40,GOWINDOW,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. [ DROPBLACK,E,LOOK SCREEN,W,E,GET NOTE,W ].NOW YOU AR }E ON YOUR WAY TO GET THEDRUM-SHAPED OBJECT FOR LORD DEEBO. [D,W,N,W,S,S,S,S,E,S,S,S, W,N,W,S,GOWINDOW,EET 96-17-14,W,SET }82-13-64,GO WINDOW ].YOU ARE ON VENUS NOW. [ E,N,E,N ]. YOUSEE THE BRIDGE HAS BEEN WIPED OUT. [SHOOT TREE,N,W,GET MONEY }MAKER,E,S,S,W,S,W,GO WINDOW, E ] YOUARE ON YOUR WAY TO GIVE THE MONEY-MAKERAND NOTE YOU GOT FROM THE ARLER, SO YOUHAVE TO }SET THE CO-ORDINATES FOR SATURNAGAIN. [ SET 64-18-52,W, SET77-34-40,DROP GUN,GET LEG,GO WINDOW ]YOU ARE ON SATURN AGAIN. [ } N,E,S,E ].YOU ARE AT LORD DEEBOS HOUSE. [ KNOCKDOOR,E,E ] YOU ARE AT THE PRENCES OFLORD DEEBO AGAIN. [ GIVE MONEY MAKER }]DEEBO TELLS YOU SOME NEWS AND GIVE YOUA ROCK FOR BRINGING HIM THE MONEYMAKDR. [ GET ROCK, GIVE NOTE ] DEEBOALMOST GOES C }RAZY WHNE YOU GIVE HOM THENOTE AND TELLS YOU TO TAKE IT TO MR.GREEN AT ONCE AND GIVES YOU A CARD TOHIS HIDE OUT. [ GET CAR }D,W,W,W,N,N ]YOU ARE AT THE ENTRANCE TO A SUPPLYSTORE. HERE WE WILL BUY A CONTAINER TOHOLE THE FUEL AND WITH THE COIN WE G }ETFOR CHANGE WE WILL BUY A MASK. [ E,BUYCONTAINER,GET COIN, BUY MASK, GET ALL,W].NOW WE WILL GO GET THE FUEL ON THENORT }H SIDE OF THE ARLER'S CAVE. [S,S,E,N,N,N,W,N,N,N,N,E,S,E,U, N,LIFTROCK,LOOK HOLE,GETHELHOTROPANITE,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,GOWINDOW,DROP LEG,E ] NOW YOU MUST SETTHE CO-ORDINATES FOR VE }NUS. [ SET96-17-14,W,SET 82-13-64,GO WINDOW ] YOUARE VENUS NOW. [ E,N,E,N,N,W,LOOKTREE,INSERT CARD ] OH, NO! MR. GREEN IS }DROWNING! [ REVIVE GREEN ] LUCKY YOUBOUGHT THAT MASK AT THE SUPPLY STORE,OR WE MIGHT NOT HAVE GOTTEN THATINFORMATION FROM }: REVIVE GREEN ] LUCKY YOUBOUGHT THAT MASK AT THE SUPPLY STORE,OR WE MIGHT NOT HAVE GOTTEN THATINFORMATION FROM CTRL AND [S=Stop] [Q=Cont] [C=QUIT] נϠŠŠҠTHE OBJECT OF THE SECOND OF THREE IN THE ENCHANTOR} SERIES IS TOSAVE BELBOZ FROM JEEAR, THE EVIL SPIRIT. BELBOZ WAS CAPTURED BYTHE SPIRIT JEEAR, AND JEEAR HAS TAKEN CONTROL }OVER HIM. YOUR JOBIS TO RESCUE BELBOZ. HOWEVER, YOU CANNOT LEAVE THE ENCHANTER'SGUILD, AS YOU WERE LEFT TO GUARD IT IN BE}LBOZ' ABSENCE.IF YOU SUCCEED, YOU MAY BECOME BELBOZ' PRIME CANDIDATE FOR THENEXT HEAD ENCHANTER, A RANK WHICH BELBOZ IS BEC}OMING TO OLD TOFULFILL.TO START OUT THE GAME, YOU ARE DREAMING.TO GET OUT OF THE DREAM, JUST GET KILLED, WHICH IS EASY TO} DO.(TRY- KILL HELLHOUND FOR THE FASTEST METHOD)WHEN YOU WAKE UP YOU ARE IN BED, BUT CANNOT SEE SO YOU NOW CA}N SEE.YOU ARE DOING T}HIS WITH THE MATCHBOOK TO GET A SPELL IN A MAIL-ORDER ON THE MATCHBOOK.WHN THE FRONT DOOR CHIME RINGS, IT MEANS THAT YOUR P}OTION HASCOME.NOW REMEMBE}R THE CODEWORD GIVEN TO YOU AT THE END OF THEINSCRIPTION, THIS WILL ALLOW YOU TO OPEN A TRUNK A LITTLE LATER.ANY TIME YOU GNUSTO A SCROLL, IT WRITES IT INTO YOUR SPELL BOOK.THIS POTION QUENCHES YOUR HUNGER AND T}HIRST.THE CHEST CAN ONLY BE OPENED BY PUSHING THE SERIES OF BUTTONSACCORDING TO THE }CODEWORD GIVEN TO YOU IN THE JOURNALTHE SERIES GOES:IN A PARTICLAR PATTERN B=BLACK, G=GRAY, P=PURPLE, R=RED, W=WHITE B}LOODWORM - W,G,B,R,G. BROGMOID - R,P,R,B,P. DORMS - G,P,B,G,W. DRYADS - B,G,W,R,R. GRUES - B,}B,R,B,P. HELLHOUND - P,W,G,R,G. KOBOLD - R,P,B,P,R. NABIZ - P,B,B,B,R. ORC - R,G,P,G,R. } ROTGRUB - G,R,G,P,R. SURMIN - B,B,P,R,P. YIPPLE - G,P,W,P,B. < AIM}FIZ BELBOZ > -> YOU ARE ON YOUR WAY TO THE LAND OF JEEAR. !!! YOU ARE NOW ENTERING T}HE MAZE !!! NOW WOULD BE A GOOD TIME TO YOU ARE NOW ENTERING THE COAL MINE !!! IF YOU MAKE A MISTAKE, RESTORE FROM COAL MINE AN}D STARTAGAIN, BECAUSE IF YOU MAKE ANOTHER, YOU ARE DEAD. !!! !!! AT THIS TIME YOUR TWIN WILL} GIVE YOU A COMBINATION !!! !!! REMEMBER IT WELL !!!>, OPENDOOR, E, TAKE ROPE, U, SW, GET TIMBER, S, NW, W, TIE ROPE TO TOTIMBER, DROP ROPE DOWN CHUTE, DROP ALL, CLIMB DOW}N ROPE, TAKESROLL, GOLMAC SELF, OPEN LAMP, TAKE SCROLL, E> (IF YOUR TWIN ACTS, WAIT) !!! WHO ELSE BUT ::: BELBOZ !!! Y O U W O} NThe Daily News Connected for 4 Minutes : E Y O U W OFCTRL AND [S=Stop] [Q=Cont] [C=QUIT] נϠŠŠˠ̠I'LL START OFF WITH SOME BASIC STUFFAND THEN GET} TO THE GOOD STUFF.1ST- GETTING STARTED1. TO ESCAPE THE GARTHIM JUST ENTER A DIRECTION, YOU WILL ALWAYS OUT RUN THEM }AS THEY ARE SSSLLOW!2. THE 'CRYSTAL BAT' ALERTS THE SEKISIS OF WHERE YOU ARE, AND IN TURN, THE GARTHIM ARE INFORMED OF }YOUR LOCATION3. MYSTICS ARE YOUR FRIENDS4. THE FOLLOWING ITEMS YOU DON'T HAVE TO GET AS THEY DO YOU NO GOOD: SLING & }POUCH5. THERE IS >>NO<< SCORE IN THE DARK CRYSTAL ADVENTURE. THE OBJECT IS TO HEAL THE DARK CRYSTAL6. SEE THE MOVIE (}OPTIONAL) MANY OF THE HINTS ARE REVEALED AFTER SEEING IT.AT THE START OF THE GAME JUST TRY TOMOVE IN >>ANY<< DIRECTION. }A MYSTICWILL APPEAR.AFTER HE LEAVES FOLLOW THESE DIRECTIONS[E], "GET SHALE", [W,W,W,W,N], NOWYOU SHOULD BE AT URSU SO TYP}E"SPEAK URSU" THEN "LOOK BOWL" THE GO[S,E,E,N], AND "DIG", "GET FLUTE" ANDTAKE ONE STEP [N]ORTH. (YOU WILL FALLDOWN BUT D}ON'T WORRY ABOUT IT.)NOW GO: [E,N], "LISTEN BROOK", THEN[W]EST, "CUT PAD", [E,E,E,E,N,N] AND"USE PAD" (AT SWAMP) AFTER Y}OU GET OFF THE PAD GO [N,E].YOU WILL GET CAUGHT UP IN SOME VINES.JUST START TYPING DIRECTIONS UNTILTHE DRIVE TURNS ON AND }THE PICTURECHANGES.... A LONG ARM W/AN EYE WILLBE THRUST UP TOWARD YOU..... TYPE"SPEAK BEING", NEXT TYPE "YES", ANDTHEN "}MOON DAUGHTERS" (ANSWER TO THERIDDLE). NOW TYPE A RANDOM DIRECTIONAS IT WON'T MATTER BECAUSE IT BREAKSINTO THE MOVE AND GI}VES YOU'BEFORE JEN CAN REACT...' MESSAGE.SHE WILL TAKE YOU TO HER OBSERVATORY,AND THEN ASK YOU WHAT YOU WANT. TYPE"CRYSTA}L SHARD" AND SHE WILL BRINGYOU 4 COLORED SHARDS.... NOW "PLAY FLUTE", AND THEN "GET BLUE"(THE BLUE CRYSTAL SHOULD PLAY BAC}K THETUNE THAT YOU ISSUE)NOW GO [S]OUTH, >>GARTHIM RAID<<,TERRIBILE GARTHIM STORM AUGRA'S LAB.SO TYPE "GO WINDOW", THEN} [S,W] ANDYOU WILL FALL INTO A BOG...TYPE "HELP"; KIRA & FIZZGIG WILL HELPYOU OUT. NOW TYPE "TURN SHELL", "GET POUCH","}GO SHELL" AND YOU ENTER AT THE PODVILLAGE.... JUST TRY TO MOVE AROUNDUNTIL THE GARTHIM ARRIVE AND THEN GO:[S]OUTH, (CHANGE} DISKS), NOW GO:[S,W,N], AND "SIT DOWN", THEN "LOOKWALL", (TAKE NOTICE OF THE SHAPESVERY CAREFULLY)NOW TYPE [N]ORTH, BUT }BEFORE IT MOVESYOU NORTH, A CREATURE WILL APPEAR ANDSAY THAT HE WILL HELP YOU!(( HE LIES!!! )) A TRAP!! DON'T FOLLOWHIM! }(HE WILL GO SOUTH) NOW TYPE:[N,N,W,S,S,E,N], NOW, DEPENDING ONWHICH VERSION OF D.C. YOU HAVE, YOUSHOULD BE AT THE LAND-STR}IDERS (TWOLONG-LEGGED BEASTS) SO TYPE "JUMP ON"AND GO [W,W,W,W,W,S,W,S] AND YOU WILLBE KNOCKED OFF YOUR STEEDS. SO AS THE}GARTHIM APPROACH, TYPE "JUMP", THENWHILE FALLING, "GRAB KIRA". WHEN YOU ON THE GROUND GO [W]EST, ANDTHEN "SEND FIZZGIG" (}IT WILL ASK WHEREYOU WANT TO SEND IT) SO THEN TYPE"SEND BARS", DO ANOTHER RANDOM MOVE TOWASTE A MOVE AND FIZZGIG WILL RETU}RNBEFORE YOU CAN REACT. NOW TYPE"USE KEY", "OPEN BARS" AND THEN GO:[S,S,S,W,W,S] AND THE CHAMBERLAIN WILLAPPEAR AND STEAL} KIRA & FIZZGIG.NOW GO [S]OUTH! (YOU WILL FALL IN APIT WITH GARTHIM!) SO TYPE "RUN", THEN"GO HOLE", "CLIMB", AND YOU WILL }BEIN THE CHAMBER OF LIFE. (AUGRA WILLBE HERE ALL WRAPPED UP, YOU CANLEAVE HER AS IT WILL NOT AFFECT THEGAME 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] (U=UP) AND YOU WILLBE ON THE} BALCONY.NOW TYPE "JUMP CRYSTAL", YOU WILLDROP THE SHARD.OK, NOW YOU WILL HAVE A CHOICE:A- SAVE KIRAB- HEAL CRYSTAL TO} THE QUESTION '..SAVE KIRA..' TYPE"NO"NOW TYPE "INSERT SHARDYOU WIN..... OR DO YOU? >>>>* KIRA IS DEAD *<<<>>>* KIRA IS DEAD *<<<}MANDS ("$FO", FOR EXAMPLE), THAT ONLY WORK ON TEST COPIES, WHICH ISWHAT THE CRACKED COPY IS. THESE '$' COMMANDS MAY OR MAY%?} NOT WORK ON ANORIGINAL. THE REASON THESE COMMANDS ARE USED IN THE SOLVER IS SIMPLY BECAUSETHE CRACKED GAME STILL HAS SEVE%@}RAL BUGS IN IT THAT PREVENT SOLVING IT SMOOTHLY.THEREFORE, THESE '$' COMMANDS ARE USED TO AVOID RANDOM SITUATIONS IN THE G%A}AMEWHICH MAY NEGATIVELY ALTER THE OUTCOME OF THE ADVENTURE. WHEN A WAY TO SOLVETHE GAME WITHOUT USING THESE SPECIAL COMMA%B}NDS IS FOUND, THIS TUTORIAL WILLBE REWRITTEN AND RE-DISTRIBUTED.COMMANDS ARE ENCLOSED IN QUOTES AND SHOULD BE TYPED IN E%C}XACTLY AS THEY ARE SEEN.DIRECTIONAL MOVEMENTS ARE ENCLOSED IN BRACKETS.COMMENTS ARE PRECEDED BY "->" OR ENCLOSED IN PA%D}RENTHESIS.SAVING THE GAME FREQUENTLY IS STRONGLY RECOMMENDED=======================================-> YOU (ARTHUR DEN%E}T) WAKE UP IN YOUR BED ON THIS THURSDAY, THE WORST DAY OFYOUR LIFE."TURN ON LIGHT", "GET UP", "GET GOWN", "WEAR GOWN", "%F}OPEN POCKET", "GETASPIRIN AND FLUFF", "GET SCREWDRIVER AND TOOTHBRUSH", [S], "GET MAIL", [S],"BLOCK BULLDOZER"-> YOU ARE%G} NOW LYING IN THE MUD IN FRONT OF THE BULLDOZER, PROTECTING YOURHOUSE FROM SURE DESTRUCTION. YOUR FRIEND, FORD PREFECT WIL%H}L APPEAR ANDOFFER YOU A TOWEL. IGNORE HIM AND KEEP WAITING."WAIT" (SEVERAL TIMES UNTIL PROSSER TAKES YOUR PLACE IN THE M%I}UD), [S,W],"EXAMINE SHELF", "BUY SANDWICH", "DRINK BEER", "DRINK BEER", "DRINK BEER", [E],"FEED DOG", "WAIT" (UNTIL THE VO%J}GON SHIPS ARRIVE AND FORD DROPS HISDEVICE), "GET DEVICE", "PUSH GREEN"-> YOU ARE NOW IN THE "DARK", ABOARD THE VOGON CON%K}STRUCTOR SHIP.[E], "SMELL", "SMELL", "SMELL", "SMELL", "EXAMINE SHADOW", "EATPEANUTS", "REMOVE GOWN", "HANG GOWN ON HOOK%L}", "GET TOWEL", "COVER DRAIN WITHTOWEL", "GET SATCHEL", "PUT SATCHEL IN FRONT OF PANEL", "PUT MAIL ON SATCHEL","PUSH BUTTO%M}N"-> YOU SHOULD NOW HAVE A BABEL FISH IN YOUR EAR."TURN SWITCH" (AND NOTE WHICH WORD YOU'LL N%N}EEDFROM THE CAPTAIN'S FAVORITE POEM TO OPEN THE CASE), "GET GOWN AND TOWEL","WEAR GOWN", "WAIT" (UNTIL YOU ARE IN THE POE%O}TRY APPRECIATION CHAIRS AND THECAPTAIN IS READING HIS POETRY), "ENJOY POETRY", "WAIT" (UNTIL THE CAPTAINREADS THE SECOND V%P}ERSE, AND NOTE THE WORD YOU WILL NEED TO TYPE TO OPEN THEVECTOR PLOTTER CASE), "WAIT" (UNTIL YOU ARE THROWN INTO BACK INTO%Q} THE HOLDWHILE FORD TRIES TO TALK THE GUARD INTO A SUDDEN CAREER CHANGE), "TYPE "XXXXX""(THE WORD FROM THE POEM), "GET PLO%R}TTER", "WAIT" (UNTIL YOU AND FORDARE THROWN INTO THE AIRLOCK AND BLOWN OUT INTO SPACE)-> YOU AND FORD ARE NOW ABOARD "TH%S}E HEART OF GOLD", A NEW SPACESHIP POWEREDBY THE NEWLY INVENTED IMPROBABILITY DRIVE.[E], "HEAR", "HEAR", "HEAR", "HEAR", %T}[S,S], (FORD WILL LEAD YOU TO THEBRIDGE), "DROP PLOTTER AND GUIDE AND DEVICE", "GET CHISEL", [D,S,S,S,S,S,S],"LOOK", "LOO%U}K", "GET PLIERS AND RASP", [N,D], "DROP CHISEL AND PLIERS AND RASPAND SCREWDRIVER AND TOOTHBRUSH", [U,S], "GET DRIVE", [N,%V}N,W], "PUSH PAD", "GETCUP", [E,U], "DROP CUP AND DRIVE", "PLUG SHORT CORD INTO SMALLRECEPTACLE", "PLUG LONG CORD INTO LARG%W}E RECEPTACLE", "PUT DANGLY BIT IN CUP","$TR"-> THE '$TR' COMMAND HAS NOW PLACED YOU ONCE AGAIN IN "DARK"... BUT YOU'RE N%X}OWIN THE LAIR OF THE NOTORIOUS BUGBLATTER BEAST OF TRAAL.[E], "SMELL", "SMELL", "SMELL", "SMELL", "EXAMINE SHADOW", "SAY%Y} "ARTHURDENT"", [E], "GET STONE", "COVER HEAD WITH TOWEL", "CARVE "ARTHUR DENT" INMEMORIAL", "REMOVE TOWEL", [W,SW], "GET%Z} INTERFACE", "DROP STONE", "WAIT" (UNTILTHE MEN ARRIVE, TAKE YOU AWAY, AND AFTER YOU'RE IN "DARK"...)-> ...SURPRISE! YOU'%[}RE BACK ON THE HEART OF GOLD![E], "HEAR", "HEAR", "HEAR", "HEAR", [S,S,W], "OPEN PANEL", "GET BOARD","DROP BOARD", "PUT %\}INTERFACE IN PANEL", "CLOSE PANEL", [E,S,D], "DROP CHIPPER","$ZA"-> BACK IN "DARK", BUT YOU'LL SOON TAKE THE PART OF ZAP%]}HOD BEEBLEBROX ON A VERYSPECIAL MISSION...[E], "SEE", "SEE", "SEE", "SEE", "EXAMINE LIGHT", "LOOK UNDER SEAT","GET ALL",%^} "STEER TOWARD CLIFF", "WAIT" (UNTIL THE BOAT COMES TO A HALT SOUTHOF THE CEREMONIAL DIAS), "GET UP", [N], "WAIT" (UNTIL T%_}RILLIAN COMES FORWARDAND PUTS A GUN TO YOUR HEAD), "GUARD, DROP RIFLES", "TRILLIAN, SHOOT RIFLES",[E]-> TA DA! BACK TO T%`}HE HEART OF GOLD![E], "HEAR", "HEAR", "HEAR", "HEAR", [S,S,S,D], "GET FLUFF AND KEY", "OPENBOX WITH KEY", "DROP KEY", "$F%a}O"-> NOW YOU'LL BECOME FORD ON EARTH, GOING THROUGH THE SAME MOTIONS FROM THESTART OF THE GAME...[E], "SEE", "SEE", "SE%b}E", "SEE", "EXAMINE LIGHT", [N], "OPEN SATCHEL","GIVE FLUFF TO ARTHUR", "OFFER TOWEL", TO ARTHUR", "IDIOT", "GO TO PROSSER%c}","PROSSER, LIE IN MUD", [S,W], "BUY BEER", "DRINK BEER", "DRINK BEER", [E],"GET DEVICE", "WAIT" (UNTIL THE VOGON SHIPS A%d}RRIVE AND ARTHUR GETS THE THUMBAND PRESSES THE BUTTON)-> "DARK", YET AGAIN. BACK ON THE GOOD OL' HEART OF GOLD...[E], "%e}HEAR", "HEAR", "HEAR", "HEAR", [S], "I" (YOU SHOULD HAVE THE SATCHELFLUFF IN THE POCKET OF YOUR GOWN), "GET SATCHEL FLUFF"%f}, $PA-> THIS TIME YOU BECOME TRILLIAN AT A PARTY ON EARTH...[E], "FEEL", "FEEL", "FEEL", "FEEL", "DRINK LIQUID", "OPEN %g}BAG", "EXAMINEARTHUR", "DROP GLASS", "GET FLUFF", "PUT FLUFF IN BAG", "GET GLASS", "WAIT"(OR DO WHAT YOU CAN TO AVOID THE %q}(BPSTRCROSSDOCBTWIZNPRINDOCB cPITFALL2DOCB4lGRDS DOCB#SORCERERDOCBDARCRYSTDOCBDALLAS DOCB"DEADLINEDOCBMASK DOCBH6HITCHHIKDOCB$MASKSUN DOCB*OPERWHIRDOCBARCHON2 DOCBSPARECH DOCBCESTLAVEDOCB%QUASIMDODOCB SSIBBALLDOCB)JAGGI DOCB#>SPASHTTLDOCBaPINCONSTDOCB pF15 DOCB#zMUSCONSTDOCB NEAT HOSTESS UNTIL "PHIL" APPROACHES YOU ANDTAKES YOU OUTSIDE) *NOTE: DURING THIS STAGE OF THE GAME DO NOT TALK TO THEHOSTESS %r}OR AN ERROR WILL OCCUR, AND THE GAME WILL END.-> GETTING USED TO "DARK"? DON'T WORRY, YOU'LL ONLY HAVE TO DO THIS A FEW M%s}ORETIMES...[E], "HEAR", "HEAR", "HEAR", "HEAR", [S,S,U], "OPEN BAG", "GET TWEEZERS ANDJACKET FLUFF", [D,S,D], "DROP TWEE%t}ZERS", "$FL"-> THIS TIME YOU'RE ACTUALLY ARTHUR, BUT YOU'RE NOW ABOARD AN ALIENSPACESHIP HEADED FOR EARTH...[E], "HEAR%u}", "HEAR", "HEAR", "HEAR", [S], "GET AWL", "LISTEN", "WAIT" (UNTILAFTER YOU'VE PASSED EARTH AND THE DOG)-> NOW YOU ARE IN%v} A STRANGE MAZE WHICH IS ACTUALLY ARTHUR'S BRAIN. JUST MOVE AFEW DIRECTIONS OR SO, UNTIL A PARTICLE BLOCKS YOUR WAY. AND B%w}E SURE NOT TODROP ANYTHING!(ONCE YOU'RE BY THE PARTICLE TYPE...) "GET PARTICLE"-> ...AND IT'S BACK TO THE HEART OF GOL%x}D WE GO![E], "HEAR", "HEAR", "HEAR", "HEAR", [S,S,S,D], "DROP AWL", [U,N,W], "PUSHPAD", [E,U], "WAIT" (UNTIL THE SHIP'S C%y}OMPUTER ANNOUNCES THAT MAGRATHEANMISSILES HAVE BEEN LAUNCHED AT THE SHIP), "TURN SWITCH"-> NOW THE MISSILES SHOULD HAVE %z}CHANGED THEIR FORM SLIGHTLY...[D,W], "GET TEA", "GET NO TEA", [E,S], "SHOW TEA AND NO TEA TO DOOR", "DRINKTEA", [N,U]-%{}> NOW WOULD BE A GOOD TIME TO SAVE THE GAME..."TURN SWITCH", (IF YOU SEE "BUG #60", THAT'S GOOD. IF NOT, RESTORE THE GAME%|}AND KEEP TURNING THE SWITCH 'TIL YOU DO...)(AFTER "BUG #60"...), [E], "FEEL", "FEEL", "FEEL", "FEEL", "DRINKLIQUID", "P%}}LANT ALL FLUFF IN POT", "$HE"-> YOU'LL SOON BE BACK ON THE HEART OF GOLD, BUT NOT FOR LONG...[E], "HEAR", "HEAR", "HEAR%~}", "HEAR", [S,S,U], "PLUG SHORT CORD INTO SMALLRECEPTACLE", "PUT DANGLY BIT IN CUP"-> SAVE THE GAME AGAIN..."TURN SWITC%}H", (RESTORE AND TRY AGAIN UNTIL YOU SEE "BUG #60" AGAIN...),[E], "FEEL", "FEEL", "FEEL", "FEEL", "DRINK LIQUID", "EXAMINE%} POT", (THERESHOULD BE A SMALL STALK GROWING THERE), "GET POT", "$HE"-> RELAX, BECAUSE THIS IS THE LAST TIME YOU'LL BE V%}ISITING THE "DARK"...ENJOY IT WHILE IT LASTS...[E], "HEAR", "HEAR", "HEAR", "HEAR", [S,S,U,W,D,S,W], "MARVIN, OPEN HATCH"%},"EAT FRUIT", (EATING THE FRUIT WILL TELL YOU WHICH RANDOM TOOL MARVINNEEDS TO OPEN THE HATCH), [E,D], "DROP ALL", "GET X%}XXXX" (WHICHEVER TOOLMARVIN NEEDS), [E], "WAIT", (UNTIL MARVIN SHAMBLES IN AND ASKS YOU FORTHE TOOL), "GIVE XXXXX" (TOOL),%} [W,D]-> CONGRATULATIONS! YOU HAVE STEPPED ONTO THE SURFACE OF THE LEGENDARYPLANET OF MAGRATHEA AND HAVE SOLVED "THE HIT%}CHHIKER'S GUIDE TO THE GALAXY"WITH ALL 400 POINTS!...WATCH FOR MORE INFOCOM GAMES IN THE "HITCHHIKER" SERIES SOON TO COME%}...-- END OF SESSION --======================================= GAMES IN THE "HITCHHIKER" SERIES SOON TO COME$N5Q=EU%Q55QI15MQ=AUM555)5) Mask Of The Sun by Ultra-Soft F)}rom: The Ghost Ship ][ at (408) 259-7194In the beginning of the game, you are in an airplane just landedin Mexico. You a)}re on a search to find the famed Mask of the Sun.Here is what to do:"Out Plane", "Get Map", "Look Map", "Get in Jeep". You)} then starttraveling North automatically. When stopped, continue with"West", "Get All", "Out Jeep", "Go Hut" "Give Food". A)}t thispoint the old woman will give you a flute, and tell you something- remember it. Then "Out", "Get in Jeep" "West", "NW)}".You will now be at the statue of a cat whose head has beenremoved. Type "Drop all but Pills", (these are your strengthp)}ills), "Out Jeep", "Look Statue". You will see the secret wordXOTZIL. Remember it. Then "Get Head", "Drop Head on Statue". A)}tthis point the statue turns into a jaguar and departs.Now, "Get in Jeep", "Get All", "NW", and you will find yourselfat )}the foot of the first pyramid. So, "Out Jeep", "Go Stairs","Up", "Light Match", "Light Lantern", "Go Door". Now, you willfi)}nd yourself in a room with a snake attacking you. You must typethe next command quickly, or the snake will kill you. Type"S)}hoot". The snake will then leave you.You are now in the first pyramid. So, "Search Platform", "OpenDoor", "Forward", "Get )}Bowl","Forward". You are in the boulderroom. This is a worthless room, but kind of fun. Watch theboulder. When ready to co)}ntinue, type "Turn Back", "Left", "MoveSarcophagi". A ghost will appear, do nothing. After about 30seconds, the ghost will)} disappear, and will leave behind thesecond bowl. Type "Get Bowl", "Turn Back", "Left", "Right", "GetBowl". The skeletons )}in the room will now be attacking you, sotype "Hit Skeleton With Amulet". Then "Get Bowl", "Get Urn","Place Urn on Right Pe)}destal", "Go Door", "Go Jeep", "Get inJeep". You have now conquered the first pyramid!Now on to the second pyramid. Go "S)}E", "South", "West". Here youwill find a peddler trying to sell you a bottle of stomachremedy. Don't Buy it! Then "West", ")}SW". You are now at thesecond pyramid. So, "Out Jeep", "Go Pyramid", "Right", "SearchDoor". You find a gold key. Then "Forw)}ard", "Move Block", and youfind a black key. Now, "Open Door With Gold Key", "Go Door","Down", "Forward", "Left", "Forward")}, "Right", "Look Pool" (makesure you look!). Then "Turn Back", "Left", "Forward", "Right","Up", "Out", "Forward", "Forward")}, "Left", and you have exitedthe pyramid. Now on to the third one!Continue with "Get in Jeep", "NE", "NW", "Forward", "For)}ward","Out Jeep", you are now at the third pyramid. So, "Climb Pit","Forward". At this point it would be wise to "Save Game)}" as thenext obstacle requires exact timing, and chances are you willhave to do it a few times before succeeding. Continue )}with"Forward", "SW". You must answer the SW quickly also, as it isanother place where if you are too slow to respond, you d)}ie.After you have left this room, it will tell you that Raoul hasdied. This is unimportant. You now will find yourself havi)}ng tojump across a river of lava. You need to hit the return key, whenthe rock is under the lava and ready to rise. You sho)}uld be ableto determine this after watching it for a while.Once you cross the river, type "XOTZIL" then "Go Door","Forwar)}d", "Look Altar" "Place Amulet on Altar", "Get Mask". Thishowever is not the real mask. So you must continue searching fort)}he real mask. So type "Search Altar", "Get Mask", "Wear Mask","Turn Back", "Go Passage", "Forward". At this point you meet)} theSun God, and he asks you a riddle. The answer is "Coffin". Thengo "R", "L", "L", "L", "R". You are now in the Crumble )}Room. Iwould save game at this point, as the next set of instructionsare long and you may get lost. Continue onward with ")}Forward","L", "R", "Forward","L","R", "Forward", "Forward", "R", "L", "R","R", "Forward", "R","L","Forward","R","Forward",")}L","R" "L", "R","L", "Forward", "L","R","Forward" "Forward", "R", "L", "R","Forward", "L" "R", "Forward". Now type "Wear Ma)}sk", "L". You nowconfront Roboff, your enemy. He wants the mask, so "Give Mask".Now the jaguar you set free comes back and )}kills Roboff, however,he now stands in front of you. You must "Play Flute" to soothethe savage beast. He then walks away,)} and you exit the pyramid. You are now finished with Mask of the Sun![1-42] TO READ, [?] MENU, [Q]UIT : away,(x OPERATION WHIRLWIND DOCUMENTATION 四 Operation Whirlwind begins with your forces plac-}ed on the far left side of a scrolling relief map, with each unit of your army desig- nated by a symbol. Positioning you-}r forces is a simple matter; simply place a joystick-controlled cursor over the desired unit, and move at will. Holding do-}wn the fire button calls up a text window full of information about the unit ( class, strength, mobility, and firepower)-}. This window will also inform you when you cannot move a certain unit into an area, whether a unit is under fire, when a -}unit has overextended itself or if you're attempting to move one unit through another. The joystick lets you fine-scrol-}l across the map and view the obsta- cles that await you. The map repr- esents a total area of 15 km from end to end, a d-}istance you must blitz across if you are to capture the enemy city and win victory for your Fatherland. But the road to -}Valhalla is a rough one.*********************************** ԛ Once you activate your forces, Operation -}Whirlwind is underway, and attack can come at anytime. . As in real combat, you are advancing-} into unfamiliar territory, and you never know exactly where your ad- versary is until he gives himself away. Enemy units -}are invisible until they open fire on you, usu- ally at whites-of-your-eyes range. Commands to your units at this stag-}e are given in five distinct phases:*********************************** 1.. In this stage of the conflict, yo-}u must determine the status of each unit in you com- mand. You decide which units will DIG IN and hold their ground, an-}d which will BECOME COMBAT READY. The Command phase allows you to replenish a unit's strength if damaged under fir-}e. DIG IN gives weary units a chance to recoup- erate, and hopefully fight anoth er day. 2.. This is where-} the stuff really starts to fly. Whirl wind's Movement phase gives you an opportuniy to carefully feel your enemy o-}ut. Selct units are commanded to slowly advance in an attempt to draw enemy fire, there by pinpointing their heretofore-} secret positions. Only your move- ment will persuade them to come out and reveal themselves. 3.. The enemy -}has shown himself at last, and the real confrontation begins. Your best combat tool is your artillery. Blessed w-}ith withering firepower and virtually unlimited range, your big guns can mortally wound the enemy. The computer disp-}lays a crosshair for you to place over the enemy unit you wish to engage, and the rest is up to you. By pressing the -}joy- stick trigger, you order the selected unit to open fire and send out the hurt. How much hurt you dispense is f-}or you to decide . You'll learn quickly which of your units are the most powerful ,and which the least. The devast- a-}ting power of your artillary is a joy to behold, and will get you out of many a tight spot. Once you feel that you've -}gained enough headway in a particular firefight, or have decimated enough enemy units, it's time to move on to the n-}ext phase: 4. . Now you can finally get some use of those En gineers who've been hitching a ride fre-}e. Use the joystick to se lect which of the Engineer or Inf antry units you wish to begin the assault, and send them on-} thier way. 5.. This is when you en joy the fruit of your labors. Blown bridges can be rebuilt now if y-}ou have ordered Engineers or Infantry to do so in the previous phase, paving the way for your ar moured units to roar i-}nto the cit y. Infantry troops begin shock ac tion , mopping-up and dislodging any remaining bastions of the en- emy -}overrun in your blitzkrieg. Whirlwind's Assault Phase lets you watch routed enemy units pul- ling back for a lat-ditch-} defense of their citadel; a heartwarming sight. Don't get to optimistic at this point, though. The battle has not y-}et been won. As your remaining forces group for their final rush into the cit y, the first in a long series of hous-}e-to-house, street-to-street exchanges begin. As before, enemy units remain hidden unitil you pratically step on their -}toes, but this time you'll notice a dogged sense of defiance in the way they appear, seemingly in the jaws of defea-}t, to fight on. Make no mistake, the final push into the city is no cakewalk,and-you' ll want to pull your hair out as -} you try to stamp out pocket after pocket of resistence before Whirl wind makes its decision on your future as a care-}er officer.***********************************   1. QUESTIONABLE 2. MARGINAL 3. TACTICAL -}4. STRATEGIC 5. BREAKTHROUGH Well that's it. Hopefully you can now all become at the least Generals. If you e-}njoyed this DOC and you would like to see more (perhaps a special one), just leave us a message at this or other BBS-}'s. HAPPY CONQUERING!!!! YOUR HAPPYING FRIENDS, MAX AND BROONus a message at this or other BBS,Z ARCHON II: ADEPT DOCUMENTATION BACKGROUND: IN ARCHON II, THE LINES ARE DRAWN: THE MINIONS OF 1}CHAOS FACE OFF AGAINST THE FORCES OF ORDER FOR THE CONTROL OF THE MATERIAL WORLD. THE BATTLE TAKES PLACE IN EACH OF THE FO1}UR ELEMENTS -AIR,EARTH,FIRE,WATER. THE PRICI- PLE COMBATANTS ARE MAGES(OR SOR- CERERS OF EACH DEMESNE OR DIMEN- SION)AND 1}THEIR DEMONS OR ELEMEN- TALS, SUMMONED BY EACH TO SLUG IT OUT. ONLY WHEN ALL SIX POWER POINTS ON THE BOARD ARE SECURED -1}OR YOUR OPPONENT RUNS OUT OF ENERGY-IS THE GAME OVER. YOU ALSO HAVE A TRUMP CARD: THE DOOMSDAY SPELL OF APOCALYPSE,WHERE1} A SINGLE SORCERER MEETS HIS OPP- OSITE NUMBER IN A FIREBALL- THROWING FIGHT TO THE FINISH. PLAY IN ARCHON II, YOU1}R PRIMARY OBSTACLE TO OVERCOME WHEN DOING COMBAT IS YOUR EXPENDITURE OF MAGICAL ENERGY. AT THE BEGINNING OF EACH GAME1}, BOTH SIDES HAVE A LIMIT OF ENERGY TO EXPEND IN COM- BAT, BE IT IN SPELLS TO HOBBLE YOUR ENEMY OR IN POWER USED TO 1} SUMMON ELEMENTAL "TROOPS" INTO COMBAT TO REMOVE AN OPPONENT. POWER CAN BE MAINTAINED ONLY BY CAREFUL BUGETING OR SU1}CCESSFUL OCCUPATION OF YOUR DIMENSIONAL POWER POINTS. THUS, YOU'RE NOT BATTLING INDIVIDUAL PIECES AS YOU WERE IN ARCH1}ON, WHERE VICTORY DEPENDED ON YOUR SKILLS IN ATT- RITION AGAINST YOUR OPPONENTS PIECES. INSTEAD YOU ARE BATTLING "POW1}ER". ATTRITION HERE CAN BE BROUGHT ABOUT BY FORCING YOUR OPPONENT TO DEPLETE HIS POOL OF POWER, RE- PLACING PIECES 1}OR CASTING SPELLS. YOUR ADVANTAGE IS TO GRAB POWER POINTS AS SOON AS POSSIBLE, USING AS LITTLE ENERGY AS POSSIBLE TO 1}DIG IN. PINCHED BATTLES ARE STILL POSSIBLE USING THIS STRATEGY, BUT USUALLY THEY DON'T COME UNTIL LATER IN THE GAME. 1} OPTIONS HOWEVER, IF THINGS ARE GOING BADLY FOR YOU IN THE STRATEGY PHASE OF THE GAME, THERE IS STILL THE APOCAL1}YPSE SPELL WAITING, EITHER TO SAVE OR DAMN YOU. IN CALLING APOCALYPSE, YOU AND YOUR OPPOSITE DECIDE THE OUTCOME WITH 1}WELL-PLACED SHOTS. THE TWO SOLI- TARY PIECES SQUARE OFF ON A SYM- BOLICALLY FIERY BATTLEGROUND AND HAVE IT OUT. IN OTHE1}R WORDS, IF YOU CAN OUTGUN YOUR ADVERSARY AND WITHSTAND HIS ASSAULTS ON YOU, YOU EMERGE AS "ARCHON" MASTER, RULER OF 1}ALL YOU SURVEY. GOOD LUCK!!!!! MAX AND BROON IF YOU WOULD LIKE ANY OTHER DOC'S, JUST LEAVE A MESS1}AGE ON THE BOARD YOU GOT THIS FROM,AND WE'LL SEE WHAT WE CAN DO. AL- THOUGH, DON'T EXPECT TO GET THE ENTIRE DOC'S TO 1}FLIGHT SIM. II. WE COULD POSSIBLY WRITE UP THE KEY COMMANDS THOUGH. SEE YOU AT THE TREASURE CHEST!!! ENTIRE DOC'S TO 0l12 4 1 5 0 10 70 2 12 132 DOCUMENTATION FOR SPARE CHANGE Ϻ YOU ARE THE OWNER OF 5} THE SPARE CHANGE VIDEO ARCADE. TWO OF THE CHARACTERS FROM YOUR NEWEST GAME HAVE ESCAPED AND ARE TRYING TO SAVE ENOU5}GH TOKENS IN THEIR PIGGY BANK TO RETIRE. IF THEY SUCCEED IN DEPOSITING FIVE TOKENS IN THE BANK, THE GAME IS OVER.5} YOUR TASK IS TO STOP THESE CHARACTERS-CALLED ZERKS-BY COL- LECTING TOKENS FOR YOURSELF. ONE WAY IS TO STEAL THEM FR5}OM THE ZERKS:THEY WILL GET ANGRY AND STOMP UP AND DOWN. YOU CAN ALSO DISTRACT THEM:PUT A TOKEN INTO THE JUKEBOX5} AND WATCH THE ZERKS DANCE FOR A FEW SECONDS WHILE YOU COLLECT YOUR TOKENS. IF YOU COLLECT TEN TOKENS BEFORE THE 5} ZERKS GET THIER FIVE YOU PRO- GRESS TO A HIGHER LEVEL. YOU CAN THEN EMPTY THE ZERKS PIGGYBANK BY ENTERING THE ZERK5} CARTOON SHOW BOOTH. GOOD LUCK!!! MAX AND BROONTY THE ZERKS PIGGYBANK BY ENTERING THE ZERK4O12 4 1 5 0 10 70 2 12 132 DOCUMENTATION FOR C'EST LA VIE THE STREETS ARE L9}ITERED WITH $10,$20,$50 BILLS, AND YOU'RE CHALLENGED TO COLLECT AS MANY BUCKS AS YOU CAN. BUT THERE ARE FLIES IN 9}THIS FINANCIAL OINTMENT -THEIVES AND TAX MEN ABOUND. A LOAN FROM YOUR FRIENDLY NEIGH- BORHOOD LOAN SHARK MAY TIDE YO9}U OVER, BUT YOU'D BETTER REPAY HIM ON TIME OR ELSE!!! ON THE TOP RIGHT CORNER YOU WILL FIND THE STOCK MARKET. LOO9}K AT THE GRAPH AT THE VERY TOP RIGHT OF YOUR SCREEN TO SEE WHEN THE STOCK MARKET IS AT ITS LOW. WHEN IT IS, BUY9} AS MUCH AS YOU CAN. LATER, GO BACK AND SELL YOUR STOCK WHEN THE MARKET GRAPH IS AT ITS PEAK(TOP). THAT WAY YOU 9}WILL GAIN PROFITABLY FROM YOU SHARES. GOOD LUCK!!! MAX AND BROONRAPH IS AT ITS PEAK(TOP). THAT WAY YOU 8P12 4 1 5 1 5 75 2 6 132** * * * * * * * * *** Q U A S I M O D O *** * * * * * * * * **OBJECTIVEYou are=} Quasimodo, the famous hunchback of Notre Dame. Three magical jewels of yours have been stolen by the forces of evil and hav=}e been hidden within the castle. Your job is to recover the jewels and return them to their holding cases. You are equipped=} only with your unequaled tenacity and your incredible strength - your job is not an easy one but one that is necessary to pr=}eserve mankind as you know it!BEGINNING THE GAMEFrom the title screen, you can choose a one or two player game by usin=}g the SELECT button. To begin a game, press the START button or the fire button on the joystick. When the game begins, you =}are transported to the first level.*** The game may be paused at anytime by pressing the SPACE BAR and resumed by doing the >}same or moving the joystick. ***GENERAL MOVEMENTQuasimodo can be moved in four basic directions (up, down, left and ri>}ght) by moving the joystick in the desired direction. Jumping is accomplished by pressing the fire button. Quasimodo will j>}ump in the direction the joystick is being pressed. You will continue to have some control over the directon of his jump whi>}le he is in the air.TRANSPORT WINDOWOn certain levels a transport window (actually a time/space hole) will appear. Al>}though the window may be visible when in the close proximity of a jewel, you must actually have possession of a jewel to use >}its teleportation mechanism. Position yourself (with the jewel) in the window and press the fire button. The transport wind>}ow will transmit you into the room where the jewel cases are kept. Here you must deposit the jewel by pressing the fire butt>}on while under the appropriate case.LEVEL 1: THE ARCHERYou are given three piles of ammunition for use in combating th>}e archers that are making their way up the belltower wall. They will first erect ladders and then begin climbing-crossbows i> }n hand-trying to way up. To stop their progression, you must first take hold of a cannonball from any of the three stacks. > } This is done while pressing the fire button while standing near on of the stacks. Now, with ammo in hand, you can position > }yourself for the throw. When you defeat all the guards, the first jewel (and transport window) will appear.LEVEL 2: THE> } BELLTOWERAfter returning the first jewel, you must again face the archers, except this time they are faster and more numer> }ous. When they too have been conquered, you can go on to the second level: the belltower. The object of this level is to s>}wing from bell to bell and traverse the tower, locate the second jewel and put it in its holding case. Take note! there are >}alternate routes-experiment!To traverse the bells you need to get enough momentum, by swinging back and forth, to fling you>}rself from one rope to the next. A good indication of enough swinging energy is the ringing of the bell. To jump, wait unti>}l the rope is ending its swing, push the joystick in the desired direction, and press the fire button. Be very careful on th>}is level; your jump has to be fairly exact - Quasimodo is not a gymnast and may lose his grip on the rope. You must also avo>}id all bats and the ghost - they are deadly!LEVEL 3: THE CASTLE WALLSAfter placing the second jewel in its case you mu>}st go through levels one and two again before you can get to level three which is accessible from where you found the second >}jewel. In the third level you are scaling the castle wall fighting off soldiers and guardians that occassionally pop their h>}eads out of windows firing arrows or dropping oil. At the top of the castle wall lies the third and final jewel.HELPFUL>} HINTS1. On the first level, bouncing the canon balls off of the edges of the screen can be an effective offensive tactic.>}2. Use caution when exiting a rope onto a platform - don't jump too far. The farther the rope is in its swing when you re>}lease determines how far you will pushing the joystick in the desired direction when you release the rope and be sure to use >}the joystick control to your advantage when you overshoot a target.3. On the third level it is not necessary to kill ALL t>}he guards.POINTS ARCHER 50-500 SOLDIER 500 GUARDIAN 750 GRABBIN>}G A JEWEL 1000 STORING JEWEL 1 2000 STORING JEWEL 2 4000 STORING JEWEL 3 8000 JUMP TO A NE>}W BELL 500 BONUSES ???THE END!!!Compliments of Chrissy STORING JEWEL 3 8000 JUMP TO A NE<P12 4 1 5 0 10 70 2 12 132DEFENSIVE COMMANDS Pitch to batter RETURNPitch around batter B} PAIntentional walk IWNormal depth infield NIDouble play depth infield DPGuard lines atB } 1st and 3rd GLInfield in at corners ICInfield in all around INNormal outfield positions NOShaB!}llow outfield positions SOChange players CPBullpen change BPVisit mound B"} VMHold runners normally HNHold runners loose HLHold runners tight HTSave game B#} SGOFFENSIVE COMMANDS Hit away RETURNHit and run HRSteal B$} STBunt BUPinch hitter PHPinch runner B%}PRRun Agressively RARun normally RNRun conservatively RCBullpen change B&} BPSave game SGNotes: RR is the running rating...9 is best, 1 is worst. When pitchersB'} in the bullpen are warmed up, a '+' will appear next to their names. Pitchers will tire.-------------------------------B(}---------Doc file provided by Aware Wolf----------------------------------------tire.-------------------------------@UBEHIND JAGGI LINES DOCUMENTATIONOBJECT: To rescue pilots from various planets.After starting game, the ship will enteF*}r the planets atmosphere.The control panel, from left to right consists of 3 segments.Left segment: 2 rows of buttons thaF+}t indicate ship speed. The * key increases speed. : from left to right; : artificial horizon or tuF,}rn indicator. : red indicates height of mountains, blue indicates ship height. : tracking computer,F-} tracks both lost pilots and enemy ships. : tracking indicator when all lights are lit the enemy has you lockeF.}d in. : side collision indicator. yellow shows safe area. : energy level. : people F/}indicator, flashing block shows where they are. Land when the block is at the point in the arrow.Right Segment: top buttonF0}s: from left to right indicate: 1: contact with ground 2: mother ship in orbit 3: airlock open/closed F1}:L; distance from pilot :E; enemies killed :P; alternately flashing # of pilots saved vs. # F2}of pilots to save.Top of window: compassKeyboard commands: A: airlocks open/closed *: blast off & increase speF3}ed L: to land B: boosters to get to mother ship. E: engines on/offPlaying Jaggi: Cruise the pF4}lanet, avoiding collisions with mountains until you find a pilot. East is a good direction to begin the search. Watch the heiF5}ght indicator, people indicator, and distance indicator. When the flashing block in the people indicator is near the pointF6} in the arrow derease height and press L. If your height is low enough the ship will land. The computer will announce if you F7}are close enough to the pilot. If not, steer the ship until you are facing the correct direction and press *.If you are cloF8}se enough to the pilot press E to turn off engines and the pilot will approach. Press A to open the airlock for him.When thF9}e pilot is in the ship press E then * to take off. Search for more pilots. On higher levels you also have aliens to contend wF:}ith.As you search you use energy. You also use energy when you hit mountains or are hit by enemy fire. Rescuing pilots or rF;}eturning to the mother ship refills the energy supply.After rescuing all of the pilots from the planet, cruise until the moF<}ther ship indicator light flashes then press B to leave the planet for the mother ship. Play then continues on the next leveF=}l. ship indicator light flashes then press B to leave the planet for the mother ship. Play then continues on the next leveD **********************************SPACE SHUTTLE A VOYAGE INTO SPACE.**********************************1. J?}KEYBOARD CONTROLSSELECT KEY SELECTS FLIGHT MODES"L" INITIATES COUNTDOWN CLOCK"E" PRESS TO START PRIMARY ENGINE ON LAUNCJ@}H PRESS AGAIN TO CUT ENGINE WHEN ORBIT IS ACHEIVED."C" CARGO DOORS OPEN/CLOSE TOGGLE"ESC" PAUSE"SPACE BAR" STATUS CHECKJA}JOYSTICKS PUSH UP AND DOWN FOR X-AXIS LEFT AND RIGHT ADJUSTS Y-AXIS. WITH FIRE DEPRESSED UP AND DOWN WILL ADJUST Z-AXIS.2JB}. LAUNCH SCREEN DESCRIPTION************************************ * ** * JC} ** OUTSIDE WINDOWS ** * ** * ** JD} * ************************************************************************THRUST BAR----------JE}--------------***********************************************************************COMPUTER THRUST SUGGESTED LEVEL--**JF}********************************** ************* *STATUS BOX * ********************* ****JG}********** **********SSME * * 3 * *RCS **PLBD * * 2/----/ * *RVZ **GEAR * * /-- * *C-W JH} ********* *1************ ********* LAUNCH PATH3. LAUNCH SEQUENCEA.) SELECT LEVEL 2 OR 3 NOT 1. LEVEL 1JI} IS MERELY A DEMO MODE.B.) PRESS START WAIT 8 SEC FOR SYS TO ACTIVATEC.) WHEN CLOCK APPEARS PRESS L TO START COUNTDOWN.JJ}D.) WHEN COUNT DOWN STARTS PRESS E TO ACTIVATE MAIN ENGINE.E.) AT MET-004 PRESS RED BUTTON TO IGNITE MAIN ENGINE THEN USE TJK}HIS BUTTON TO KEEP T AND C BARS LINED UP.F.) KEEP ON FLIGHT PATH BELOW STAUS BOX BY ADJUSTING JOYSTICK DIRECTIONS THEN AT 2JL}00 NAUT MILES ALT PRESS E TO DEACTIVATE MAIN ENGINE.G.) WHEN ORBIT IS REACHED IMMEDIATLEY OPEN CARGO BAY DOORS BY PRESSING JM}C.H.) PRESS R TO ACTIVATE OMS ROTATIONAL ENGINES MOVE JOYSTICK BACK AND FORTH TO ADJUST PITCH TO -28. THIS WILL ACHIEVE STJN}ABLE ORBIT.******************************************* GOAL OF THE GAME ********************************************TJO}HE GOAL OF SPACE SHUTTLE IS TO DOCK WITH THE SATELLITE AS MANY TIME AS POSSIBLE AND THEN RETURN TO EARTH AND LAND.1.) DOCKIJP}NG SEQUENCEMATCH THE POSITION OF THE SHUTTLE WITH THAT OF THE SATELLITES BY CORRECTING Z,Y AND X AXES INTHAT ORDERA. PRESJQ}S T TO ACTIVATE RCSB. CORRECT Z AXIS TO ZEROC. CORRECT Y AXIS TO ZEROD. CORRECT X AXIS POSITIVE MEANS SATELLITE IS IN FJR}RONT NEGATIVE MEANS THAT THE SATELLITE IS BEHIND YOU. PUSH FORWARD TO INCREASE SPEED PRESS BACK TO DECREASE SPEED. SATELLITJS}E SPEED IS ALWAYS MACH 23.9E. WHEN YOU MEET THE SATELLITE, ALL AXES MUST BE ADJUSTED TO ZERO AND STABILIZED FOR 2 SECONDS YJT}OU WILL THEN RECEIVE A RENDEVOUS SIGNAL THAT YOU HAVE DOCKED.**DEORBIT BURN MANEUVER**1. ADJUST Z AXIS UNITL ALTITUDE RJU}EADS 2102. PULL JOYSTICK BACK OR FORTH TO SED SPEED TO MACH 23.93. PRESS R TO ACTIVATE OMS4. TURN SHUTTLE AROUND COMPLJV}ETELY BY JOSTICK LEFT/RIGHT TILL YAW=180.5. SET PITCH AT -0046. PRESS FIRE BUTTON TILL MACH REACHES 19.07 TURN SHUTTLJW}E BACK AROUND BY SETTING YAW=0**REENTRY AND LANDING***1. PULL BACK JOYSTICK TO SET +24 PITCH FOR PROPER REENTRY ANGLE.JX}2. CLOSE CARGO BAY DOORS.3. FOOLOW REENTRY COURSE EXACTLY (THE GRAPH APPERING UNDER THE STAUS BOX) BY JOYSTICK MOVEMENTS L/JY}R AND U/D.**LANDING**1. WHEN YOU SEE MOUNTAINS MAKE A RIGHT TURN. LINE UP SHUTTLE WITH RUNWAY USING RADAR SCREEN.2. FJZ}OLLOW GLIDE PATH INDICATORS AND STAY BETWEEN THE ARCHED LINES AGAIN BY USING JOYSTICK(THE GLIDEPATH INDICATOR AGAIN APPERS INJ[} THE SCREEN UNDER THE STATUS BOX).3. PRESS FIRE BUTTON TO DISPLAY RANGE.4. WHEN RANGE IS NEGATIVE DROP LANDING GEAR.5J\}. PUSH STICK FORWARD TO LOWER NOSE.6. WHEN SHUTTLE HITS RUNWAY PUSH FORWARD AGAIN TO KEEP NOSE FROM POPPING UP.**LIST OFJ]} ACRONYMS**AX AXISALT ALTITUDEFLT FLIGHTMET MISSION ELAPSED TIMEMECO MAIN ENGINE CUTOFFOMS ORBITAL MANEUVERING SYSTEMSJ^}RCS REACTION CONTROL SYSTEMRNG RANGESRB SOLID ROCKET BOOSTERSP/M SPEED IN MACHSSME SPACE SHUTTLE MAIN ENGINESTS SPACE TJ_}RANSPORTATION SYSTEMTAEM TERMINAL AREA ENERGY MANAGEMENTDAP DIGITAL AUTO PILOTHAPPY FLYING, SPACE PIRATES!D.M. WAS HERJ`}E!!!!!!!!!!!!!!! EMTAEM TERMINAL AREA ENERGY MANAGEMENTDAP DIGITAL AUTO PILOTHAPPY FLYING, SPACE PIRATES!D.M. WAS HERH Pinball Construction Set Documentation Number of players - - one during design. - one tNb}o four during PLAY. To Load - - Turn on your disk drive, insert the PCS disk, turn on your computer. Nc} 뛛To play 1 ball Activate PLAY iconTo play full game ActNd}ivate disk icon (choose PLAY GAME)To get parts back SELECTTo cock springNe} Up or downLaunch ball into play ButtonLeft flipper Left buttonRight flipper Right butNf}tonSelect # of players OPTIONTurn off sound Turn monitor volume down Ng}ś HAND To drag parts onto and around the board and to activate the other icons ARROW, To crNh}eate and change SCISSORS, solid shapes made with & HAMMER polygonsPAINTBRUSH To change the color of& COLORS the bordeNi}r & of polygons PLAY To play one turn in a game under constructionMAGINIFIER To paint details, deco- Nj} rate the board & create attractive game titles and signatures WORLD To increase & decreaseNk} gravity, ball speed & bounce, & bumper kick AND gate To set and change score values and Nl}sounds for targets & for bonus con- ditions DISK To save and load games ( finished & Nm}unfinished) THIS DOC IS BROUGHT TO YOU BY YOUR FRIENDLY NEIGHBORHOOD ARCHIVERS: MAX AND BROON Nn} If you would like to see other doc's such as icon listings, just leave us a message at this BBS. No} COMING SOON: MORE DOC'S!!! other doc's such as icon listings, just leave us a message at this BBS. L F-15 Strike Eagle Authenticate 0=G Rq} 1=A 2=J Engine Power Rr} 3=G 0=50% G=GUN 4=J 1=55% A=AFTER-BURNER Rs} 5=B 2=60% B=BOMB'S 6=C 3=65% E=ECM-JAMMING Rt}7=H 4=70% M=MISSILES 8=L 5=75% X=SPEED-BRAKES 9=H Ru} 6=80% F=FLARES 10=A 7=85% D=DROP TANKS 11=P 8=90% Rv} SPACE BAR-REARVIEW 12=C 9=100% R=SHORT,MEDIUM,LONG,RADAR 13=P S=SHRw}ORT AIR MISSILE 14=K The 4 Lights above Radar(Left to Right) 15=E 1) Sam Locked on Nav. Rx} 2) Sam (infared Sam) 3) Radar traking you) 4) Ship to home RadioArrows move cursor for NavRy}. (Locked on target) you) 4) Ship to home RadioArrows move cursor for NavP8 Music Construction Set Documentation 㛛 To pick up notes, etc., so youV{} can drag them onto or off the mus- ical staffs at the top of your scr een, simply point at whatever you want to pick up V|}and press RETURN or the button on your joystick. To move the hand, use your joy- stick or Control/cursor[arrow] key coV}}mbinations. Pressing RETURN or the joystick button again will set down whatever you're carrying,whe reever you're pointingV~}. You turn on and off in the same way- pointing at the Piano icon for instance and pressing the but- ton or RETURN willV} cause the com- puter to begin playing whatever music is in the display. Pressing RETURN or the button again will cause iV}t to stop. ӛ CUT & PASTE(Scissors & paste icon) Turn on the scissors, place them over a measV}ure and press the number key on the keyboard for the number of measures you want to cut. Pressing for ex- amplV}e, will cut out the measure you're on and the next two mea- sures to the right of it. If you try to cut a group of mV}easures with more notes than the CUT & PASTE buffer can handle, you'll hear a beep and the command will not be exV}ecuted. To put down copies of the last group of measures you cut into the buffer, turn on the paste pot, placV}e it over the mea sure which you'd like the buffer music inserted in front of, then press the button on your pointinV} g device or RETURN. Ĭ ӛ The five gauges in the center let you control playback sV}peed, volume, and sound quality by us- ing the hand to move the gauge markers up and down. Point to the center oV}f a gauge in the re- gion of a marker, and each push of a button or RETURN will move that marker one notch closer toV} the end of the finger. - moving the marker up sp eeds things up or slows them dow n. - movingV} the marker down makes the music louder, moving it up makes it softer. - these controls let you reorchestV}rate your music. The left control is for the top staf f and the right is for the botto m. V}ӛ Setting the time signature set s the playback scrolling speed to match the meter a piece is writ- ten in. TheV} beat counter [ next to the scissors] counts along as the music plays. If it finds a measure with too many or too fewV} beats, it changes to inverse vi- deo[ black number on white back- ground]. қ Point at a noV}te [or space or line] and press ; the appro- priate tone will sound and its name appear in the indicator. To maV}ke the note indicator automatically sound a new tone and produce a new letter when- ever you point at a new line or V}space, press -. Pressing - again returns the note indicator to manual control. V} ٛ Pointing at the word KEY and pressing RETURN or a button cau- ses key names to scroll by. Pres- sing itV} again picks whatever name is visible and the computer re- writes the music to fit the new key. V}ӛ through - 16th notes through whole notes. through - 16th rests through whole rests. and - 32nd notV}e and 32nd res t(available through the keyboard) - treble - bass clef - sharp - flat - natural V} - dot - tie - octave raiser - erases whatever's being po inted at. - puts down another of whV}atever you put down last. - turns the note or tie you're carrying upside down - scrolls one measure ,,, - V}move hand one notch up , down, left and right. - sends the hand home - sends the hand to the quar- ter rest in V}the parts collection. - sends the hand to the middle of the composing area. - causes the note indicator to funcV}tion. - - toggles the note in- dicator between manual and auto. - - begins printing (on paper). V} THIS DOC BROUGHT TO YOU BY YOUR FRIENDLY NEIGHBORHOOD BACKUPers: MAX AND BROON IF YOU WOULD LIKE OTHER DOC'V}S, LEAVE US A MEASAGE ON THIS OR OTHER BBS'S. BYE FOR NOW AND HAPPY COPYING!!! BROON IF YOU WOULD LIKE OTHER DOC'TW} ǣ 0197 Lines=6 June 18,1985 at 10:03 AM THE ATARI BANDIT Z} NEW SOFTWAREYOO DUDE, WHATS UP, I WOULD LIKETO MAYBE GET IN WITH YOUR GROUP..LEAVE ME MAIL, OR CALL Z}MY DBS 609-429-8140 L8R,ӛTime Left: 129 Minutes. } Z} ǣ 0199 Lines=13 June 18,1985 at 12:26 PM THE ATARI BANDIT LORD BRITISH Z} D NEW SOFTWARETHE ATARI ALLIENCE SOUNDS PRETTY GOOD.IS THERE SOMEONE IN CHARGE OF IT ORIS IT CONFEDERSTION Z}AOF BBSESI WOULD LIKE TO JOIN YOUR GROUP.AS OFKNOW I DON'T HAVE A BBS BUT ONE ISDEFINATLY GOING UP IN SEPTEMBER.IWILZ}L BE TOO DUCH OUTDOORS TO CONCENTRATE ON RUNNING A GOOD BBS.I LIVERIGHT NEAR LUCIFER SO I'M ON THE EASTCOAST IN NJ.TELL MEZ} MORE ABOUT IT AND HOW I CAN JOIN UP. LORD BRITISHTime Left: 128 Minutes.Z} }D ǣ 0203 Lines=7 June 19,1985 at 1:08 PM THE ATARI BANDIT LEO TZ}HE LION NEW SOFTWAREHEY ATARI BANDIT IT SOUNDS GREAT.WOULD LOVE TO TRADE WITH YOU.CALLME AT 696-2179.PLEASEZ} LEAVE A MESSADE OF WHERE TO REACH YOU IF I AM NOT AT HOME. LATER!!!!! LEO THE LIONZ}Time Left: 126 Minutes. LATER!!!!! LEO THE LIONXI