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ZORK II N ""(@ B. PLANETFALL X ""(@ C. TRANSYLVANIA b ""( m}@ D. SEASTALKER l ""(@ E. STARCROSS v ##(@ F. GRUDS IN SPACE ""(@ G. CASTLE n}  ""(@ WOLFENSTEINE  ""(@ H. SUSPENDED  (@ (@ (@ Y#( o} SELECT AN ADVENTUREY(0WARNING! This disk contains complete solutions. :((Go only as far as you need to!:AY p}@4H <)@6-&@d< @)!@A4R U 6.D:=67B:,%@,.7$@&@<$ q}@,U67B:,%@,.*.* @P*@A'B7tA*$D:TITLE7$@&@<$ fSOLVING ZORK II...WARNING: This "walkthru" shows how to solve this adventure step by step; these are not hints! Read only ass} far as you need to.IF YOU THOUGHT THE THIEF WAS TOUGH, WAIT TILL YOU MEET THE WIZARD OF FROBOZZ!!"TAKE ALL""S""S""S""St}W""S""LIGHT LAMP""SE""IN""TAKE TEAPOT""OUT""N""NE""TAKE WATER""S""SE""S""S""W""SE" UNTIL YOU GET TO THE RIDDLEu} ROOM.ANSWER TO RIDDLE: "A WELL""E""TAKE PEARLS""E""GET IN BUCKET""POUR WATER""GET OUT""E""TAKE RED CAKE, BLUE CAKE,v} AND GREEN CAKE""EAT GREEN CAKE""E""THROW RED CAKE IN POOL""TAKE CANDY""W""EAT BLUE CAKE""NW""TELL ROBOT""E""E""TEw}LL ROBOT""PUSH TRIANGLE""TELL ROBOT""S""S""TAKE SPHERE""TELL ROBOT""LIFT CAGE""TAKE SPHERE""N""W""S""W""GET IN Bx}UCKET""TAKE WATER""GET OUT""DROP TEAPOT""W""W""NW""OPEN BOX""TAKE VIOLIN""E""N""N""IN""DROP ALL BUT LAMP AND SWOy}RD""TAKE MAT AND OPENER""OUT""S""S""W""N""TAKE CLAY""N""N""U""PUT MAT UNDER DOOR""OPEN LID""PUT OPENER IN HOLE"z}"TAKE MAT""TAKE KEY""TAKE OPENER""UNLOCK DOOR WITH KEY""OPEN DOOR""N""TAKE SPHERE""S""D""S""S""S""E""N""N""IN"{}"DROP ALL BUT LAMP, SWORD, AND BRICK""TAKE NEWSPAPER AND MATCHES""OUT""S""S""E""SW""TAKE STRING""N""D""E""N""N"|}"ATTACK DRAGON""S""ATTACK DRAGON""S""ATTACK DRAGON""W""W""TAKE RUBY""S""GET IN BASKET""OPEN RECEPTACLE""PUT PAPER }}IN RECEPTACLE""LIGHT MATCH""LIGHT PAPER WITH MATCH"WAIT, WAIT"W""TIE WIRE TO HOOK""GET OUT""TAKE COIN""S""OPEN PURPL~}E BOOK""TAKE STAMP""N""GET IN""UNTIE WIRE"WAIT, WAIT, WAIT, WAIT"W""TIE WIRE TO HOOK""GET OUT""S""PUT STRING IN BRI}CK""PUT BRICK IN HOLE""LIGHT MATCH""LIGHT STRING WITH MATCH""N""S""TAKE CROWN""N""GET IN""UNTIE WIRE""CLOSE RECEPTA}CLE"WAIT, (UNTIL BASKET REACHES VOLCANO BOTTOM) "GET OUT""N""E""E""SE""E""N""N""IN""DROP ALL BUT LAMP""OUT""S""W}""SW""N""N""N""W""N""N""TAKE CHEST""KISS PRINCESS""S""S""S""SE""E""N""N""WAIT" FOR PRINCESS"OPEN CHEST""AG}AIN""TAKE DRAGON""DROP CHEST AND ROSE""TAKE CANDY, RED SPHERE, BLUE SPHERE,AND PEARLS""OUT""S""S""W""S""S""D""S""}TAKE CLUB""SE""NE""NW""SW""N""U""N""N""SW""SW""FEED LIZARD CANDY""UNLOCK DOOR WITH GOLD KEY""OPEN DOOR""S""W"}"DROP ALL BUT LAMP""E""N""N""NE""N""N""N""W""N""W""W""NE""E""S""TAKE PORTRAIT""N""ENTER LIGHT""ENTER S WALL}""ENTER LIGHT""TAKE BILLS""KILL""W""W""W""TAKE LAMP""S""S""S""SW""S""SE""IN""TAKE ALL""OUT""S""S""W""SW"}"SW""S""E""DROP ALL BUT LAMP""TAKE CLUB""W""THROW CLUB AT GLASS""TAKE WHITE SPHERE""E""PUT WHITE SPHERE ON DIAMOND S}TAND""PUT RED SPHERE IN RUBY STAND""PUT BLUE SPHERE ON SAPPHIRE STAND""TAKE BLACK SPHERE""S""PUT SPHERE IN CIRCLE""N""}TAKE RUBY, COIN,STAMP, AND VIOLIN""S""GIVE ALL BUT LAMP TO DEMON""N""TAKE ALL""S""GIVE ALL BUT LAMP TO DEMON""TELL DEM}ON""GIVE ME WAND""TAKE WAND""N""E""N""N""NE""S""POINT WAND AT MENHIR""SAY FLOAT""SW""TAKE COLLAR""NE""S""D""D}""PUT COLLAR ON DOG""E""OPEN DOOR""S""TURN OFF LAMP""OPEN SECRET DOOR""S"FINALLY, ...YOU WIN! HURRAY!!NE""S""D""DoSOLVING PLANETFALL...WARNING: This "walkthru" shows how to solve this adventure step by step; these are not hints! Read only} as far as you need to...YOU BEGIN ON THE SPACESHIP FEINSTEIN. YOU ARE LOWLY CLEANING HELP SCRUBBING THE DECK, WHEN ALL OF T}HE SUDDEN THE SHIP EXPLODES AND BY AN ACCIDENT OF FATE YOU HAPPEN TO BE STANDING NEAR THE ESCAPE POD RIGHT AT THE MOMENT.YOU} JETTISON FROM THE FEINSTEIN AND LAND ON A NEARBY PLANET WITH A STRANGE MYSTERY. IT SEEMS TO HAVE BEEN RECENTLY ABANDONED FOR} NO REASON.SURVIVAL IS POINT ONE! YOU'LL NEED FOOD AND REST. REPAIR MANY OF THE BROKEN MACHINES THAT YOU FIND. AND THEN FIGU}RE OUT WHY EVERYONE IS MISSING. OKAY... LET'S GET STARTED.DECK NINE - ALL YOU HAVE TO DO IS KEEP WAITING UNTIL THE EXPLOSION} - STAY HERE - YOU'LL BE ENTERTAINED (RANDOMLY) BY THE AMBASSADOR FROM BLOW' K-BIBBEN-GORDO.AFTER THE SHIP EXPLODES IMMEDIAT}ELY GO PORT.GET IN THE WEBBING.WAIT -- UNTIL THE POD LANDS AND THE EMERGENCY KIT APPEARS.GET OUT OF WEBBING.TAKE KIT.OPE}N DOOR.GO UP.KEEP GOING UP UNTIL YOU GET TO COURTYARD.DROP THE BRUSH AND YOUR ID. (YOU WON'T BE NEEDING THE BRUSH OR THE I}D - THEY ARE EXCESS BAGGAGE.)GO NORTH TO THE PLAIN HALL, THEN GO NE.GO EAST UNTIL YOU GET TO THE CORRIDOR JUNCTION.THEN CO}NTINUE SOUTH UNTIL YOU GET TO THE MACHINE SHOP.GO WEST TO THE TOOL ROOM, TAKE LASER (BUT DROP THE OLD BATTERY), TAKE THE PLI}ERS AND THE FLASK AND THE METAL BAR.THEN GO BACK TO THE MACHINE 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 BOOTH 2 DROP THE LASER AND THE PLIERS.THEN GO WEST TO THE ELEVA}TOR LOBBY AND PUSH BOTH BUTTONS.THEN GO WEST TILL YOU GET TO THE CORRIDOR JUNCTION. (IF YOU'RE HUNGRY, OPEN THE KIT AND ENJO}Y A TREAT OF GOO.)FROM THE CORRIDOR JUNCTION, GO SOUTH.THEN GO EAST.TAKE THE BOX.THEN GO BACK TO THE BOOTH 2.DROP THE BO}X.THEN GO BACK TO THE CORRIDOR JUNCTION.NOW GO NORTH TO THE ADMINISTRATION CORRIDOR, GO NORTH AND SOUTH BETWEEN THE SOUTH A}DMINISTRATION CORRIDOR AND THE ADMINSTRATION CORRIDOR UNTIL YOU SEE THE GLINT OF LIGHT (RANDOM).THEN SEARCH THE CREVICE IN T}HE ADMINISTRATION CORRIDOR SOUTH.HOLD THE BAR 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 BAR ONCE YOU HAVE THE KEY.(IF THE BAR COMES IN CONTACT WITH ANY OF THE CARDS YOU'L}L FIND THAT THEY GET SCRAMBLED -- SOMETHING YOU WILL DEEPLY DEEPLY REGRET!)NOW GO TO THE MESS CORRIDOR.UNLOCK THE PADLOCK W}ITH THE KEY.DROP THE PADLOCK AND THE KEY AND OPEN THE DOOR.DROP EVERYTHING EXCEPT YOUR UNIFORM.TAKE THE LADDER AND GO BACK} TO THE ADMINISTRATION CORRIDOR.DROP THE LADDER.OPEN THE LADDER.PUT LADDER OVER THE RIFT.THEN GO NORTH OVER THE LADDER.T}HEN GO WEST INTO THE OFFICES.OPEN THE DRAWERS IN THE DESKS AND TAKE THE KITCHEN CARD, THE SHUTTLE CARD, AND THE UPPER ELEVAT}OR CARD.BY THIS TIME YOU SHOULD BE GETTING 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 WAKE UP YOU'LL BE BRIGHT AND CHIPPER FOR TOMORROW.GET OUT OF BED AND TAKE YOUR THINGS.G}O TO THE MESS CORRIDOR.GO SOUTH INTO THE MESS HALL.TAKE THE CANTEEN AND OPEN IT UP.SLIDE THE KITCHEN CARD THROUGH THE SLOT} AND GO SOUTH.PUT THE CANTEEN UNDER THE SPOUT AND PUSH THE BUTTON.TAKE THE CANTEEN. YOU'VE NOW FOUND AN UNLIMITED SOURCE OF} FOOD. JUST MAKE SURE THAT YOU 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 TO THE MACHINE ROOM.FROM THE MACHINE ROOM, GO EAST TO THE ROBOT ROOM.SEARCH THE ROBOT.THEN TURN T}HE ROBOT ON.GO TO THE ELEVATOR LOBBY.GO SOUTH INSIDE THE LOWER ELEVATOR AND DROP THE LOWER CARD AND THE SHUTTLE CARD.THEN }GO TO THE UPPER ELEVATOR.BY THIS TIME YOUR VALUABLE FRIEND FLOYD SHOULD BE BUGGING YOU FOR ATTENTION AND LOVING.HINT: EAT W}HEN YOU ARE HUNGRY...IT'S BETTER TO EAT FROM YOUR CANTEEN THAN THE KIT. YOU MIGHT WANT TO SAVE THE GOO IN THE KIT FOR EMERGEN}CIES. JUST GO BACK TO THE KITCHEN AND REFILL YOUR CANTEEN WHEN YOU NEED TO. BUT DON'T FORGET TO DROP THE KITCHEN CARD IN THE }MESS HALL.GO TO THE UPPER ELEVATOR.SLIDE THE UPPER CARD THROUGH THE SLOT.PUSH THE UP BUTTON.WAIT.WHEN THE ELEVATOR DOOR }OPENS GO SOUTH.THEN GO NORTHEAST TO THE COMM ROOM.(PAY ATTENTION TO THE COLOR OF THE FLASHING LIGHT. THIS WILL BE THE SAME }COLOR KOULANT THAT YOU'LL HAVE TO GET IN THE MACHINE ROOM.)GO BACK TO THE ELEVATOR, ACTIVATE THE ELEVATOR AND GO DOWNSTAIRS }TO THE MACHINE ROOM.FILL THE FLASK.PUSH THE SAME COLOR BUTTON AS THE FLASHING LIGHT IN THE COMM ROOM, THEN TAKE THE FLASK.}GO BACK TO THE COMM ROOM AND EMPTY THE FLASK IN THE HOLE.(PAY ATTENTION TO THE NEW COLOR LIGHT.)TAKE THE FLASK BACK DOWNSTA}IRS TO THE MACHINE ROOM AND PUSH THE NEW COLORED LIGHT KOULANT CODE.TAKE THE FILLED FLASK BACK UPSTAIRS AND EMPTY THE FLASK }IN THE HOLE AGAIN.DO THIS ONE MORE TIME (THERE ARE THREE LIGHTS IN ALL). THIS WILL FIX THE COMM ROOM.(YOU CAN DROP THE FLAS}K SINCE YOU WON'T BE NEEDING IT ANY MORE.)NOW GO BACK DOWNSTAIRS TO THE ELEVATOR LOBBY.DON'T FORGET TO DROP THE UPPER CARD }IN THE 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}!GO TO THE LOWER ELEVATOR.SLIDE THE LOWER CARD THROUGH THE SLOT.THEN PUSH THE DOWN BUTTON.WAIT.DROP THE LOWER CARD AND T}AKE THE SHUTTLE ACCESS CARD.WHEN THE ELEVATOR STOPS, GET OUT BY GOING NORTH.THEN GO EAST.GO SOUTH.THEN GO EAST.SLIDE THE} SHUTTLE CARD THROUGH THE SLOT.PUSH THE LEVER UP.DO IT AGAIN.WAIT UNTIL THE DISPLAY SAYS 60.THEN PUSH THE LEVER DOWN.AGA}IN.WAIT UNTIL THE SHUTTLE SLIDES INTO THE STATION.GO WEST AND DROP THE SHUTTLE CARD.GO NORTH.THEN GO EAST.GO EAST AGAIN.}AT THE FORK GO SOUTHEAST TO THE PROJECT CORRIDOR WEST.GO EAST TO THE PROJECT CORRIDOR.THEN GO SOUTH TO THE PROJCON OFFICE.}GO EAST TO THE COMPUTER ROOM.TAKE THE OUTPUT AND READ THE OUTPUT.(BY THE WAY MAKE SURE THAT FLOYD JOINS YOU IN THE COMPUTE}R ROOM.)WITH FLOYD, GO SOUTH.THEN GO NORTH UNTIL THE PROJECT CORRIDOR EAST.THEN GO EAST TO THE MAIN LAB.FROM THE LAB GO S}OUTH.SEARCH THE LAB UNIFORM POCKET AND TAKE THE CARD AND THE PAPER AND THE BATTERY.(THE PAPER HAS THE CLUE FOR OPENING UP T}HE COMBINATION LOCK IN THE REC CORRIDOR -- A PUZZLE THAT YOU'LL NEVER NEED).GO BACK TO THE PROJECT CORRIDOR EAST.THEN GO NO}RTH TO THE LIBRARY LOBBY.(PLAY WITH THE MACHINE IF YOU WANT. IT'S VERY GOOD FOR CLUES ABOUT THE WHY'S OF THE STORY, AND A LO}T OF FUN TO TRANSLATE. BUT REMEMBER, TIME IS OF THE ESSENCE.)GO EAST TO BOOTH 3.SLIDE THE CARD THROUGH THE SLOT AND PUSH TH}E BEIGE BUTTON.ZAP!!! YOU FIND YOURSELF BACK IN BOOTH 2.TAKE A LOOK AROUND; EVERYTHING YOU PUT INSIDE THE BOOTH IS WAITING }FOR YOU.SLIDE THE CARD THROUGH THE SLOT AGAIN AND THIS TIME PUSH THE TAN BUTTON.WHEEEEEE! NOW YOU AND YOUR SUPPLIES ARE BAC}K IN BOOTH 3.TAKE THE PLIERS AND THE BEDISTOR.GO WEST.THEN GO NORTH.THEN GO NORTH AGAIN TO THE COURSE CONTROL.OPEN THE C}UBE.REMOVE THE FUSED BEDISTOR WITH THE PLIERS.DROP THE FUSED BEDISTOR AND THE PLIERS.TAKE THE GOOD BEDISTOR AND PUT IT IN }THE CUBE.CLOSE THE CUBE.GO TO SYSTEMS CORRIDOR WEST.GO DOWN INTO THE REPAIR ROOM.(MAKE CERTAIN THAT FLOYD IS WITH YOU HER}E (THE REPAIR ROOM). IF HE'S NOT, JUST WAIT AND HE'LL TURN UP.)WHEN FLOYD SHOWS, TELL HIM TO GO NORTH.WHEN HE COMES BACK, T}ELL FLOYD TO TAKE THE FROMITZ.GO BACK TO THE SYSTEMS CORRIDOR.THEN GO NORTH TO THE PLANETARY DEFENSE.OPEN THE PANEL.TAKE }THE SECOND BOARD.PUT THE SHINY FROMITZ IN THE SOCKET.CLOSE PANEL.<<<>>> EAT WHEN YOU HAVE TO.NOW GO TO THE MAIN LAB.OPEN THE BIO-LOCK, GO SOUTHEAST THEN GO EAST.MAKE SURE THAT FLOYD IS WIT}H YOU. HE'LL VOLUNTEER FOR AN IMPORTANT MISSION; LET HIM.OPEN THE DOOR, CLOSE THE DOOR, WAIT, OPEN THE DOOR, CLOSE THE DOOR.} FLOYD WILL BE OUT OF COMMISSION.TAKE THE CARD AND SING YOUR SONG ABOUT THE LEGEND OF STARCROSS.GO 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 THE SLOT AND PUSH THE BEIGE BUT}TON.IF YOU STILL HAVE TIME BEFORE YOU REST, GO AHEAD AND FILL YOUR CANTEEN IN THE KITCHEN, 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 FILL YOUR CANTEEN, YOU'D BETTER DO THA}T NOW!!HEAD DOWN TO THE BOOTH 2.DO YOUR TELEPORTATION ROUTINE.DROP THE TELEPORT CARD, AND MAKE CERTAIN THAT YOU HAVE THE M}INIATURIZATION CARD.TAKE THE LASER WITH THE NEW BATTERY.GO TO THE MINIATURIZATION BOOTH.SLIDE THE CARD THROUGH THE SLOT TH}EN --TYPE 384 (THAT WAS THE NUMBER FROM THE COMPUTER OUTPUT).<<<>>>YOU HAVE SHRUNK DOWN TO THE SIZE OF A CHIP.AT STATION 384 GO EAST TO THE STRIP NEAR }THE STATION.THEN GO NORTH TO THE STRIP NEAR THE RELAY.LOOK INSIDE THE RELAY.MAKE SURE THAT YOUR LASER IS SET TO 1.FIRE TH}E LASER AT THE SPECK.KEEP ON DOING THAT UNTIL THE SPECK IS NO MORE.ONCE THAT'S DONE, TURN THE DIAL ON THE LASER TO 6.NOW H}EAD BACK SOUTH.OH NO! A KILLER MICROBE!! FIRE THE LASER AT THE MICROBE.KEEP FIRING UNTIL YOU FIND YOURSELF HOLDING A HOT LA}SER.ONCE THE LASER IS HOT, THROW THE LASER OVER THE SIDE. THE MICROBE WILL FOLLOW THE LASER AND VANISH TO ITS DEATH.NOW HEA}D BACK TO THE BOOTH.FROM THE AUXILIARY BOOTH GO NORTH TO THE LAB OFFICE.<<<>>>SEARCH THE DESK, THEN TAKE AND WEAR 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 WEST.OPEN THE BIO-LOCK AND GO WEST INTO THE }MAIN LAB.RUN BACK TO THE PROJCON OFFICE.GO SOUTH INTO THE CRYO-ELEVATOR.PUSH THE BUTTON.WHEWWW!! JUST WAIT A LITTLE BIT A}ND NOW ALL WILL COME CLEAR.HEY! THE GAME IS OVER AND YOU ARE A HERO! ALL IS WELL IN THE UNIVERSE UNTIL YOUR NEXT ADVENTURE!}SOLVING TRANSYLVAIIA...WARNING: This "walkthru" shows how to solve this adventure step by step; these are not hints! Read on}ly as far as you need to...**Transylvania -- Part One**Ah, good old Transylvania! A nice place to visit, but would you want} to live there? Probably not! In any case, your mission (which you just decided to accept), is to rescue the fair Sibrina bef}ore she dies at dawn. This is really easier than you might think! --However, a few words before you start off. Although, as }you go through the game, it may seem that there are roads and rooms galore, this just isn't the case. The area you're in is r}eally quite small, and many of the roads lead back to places you've already been. So, you might want to boot up the game and }just wander around, making a map for reference (it's always better to have one). --Actually, having a map is a good idea, si}nce there are a few random events in the game; one of which is a giant eagle who appears from time to time, picks you up, and} deposits you somewhere else in the forest. When that happens, it helps to have a map so you know where you are! --Now we've} got all that out of the way, let's get started...You begin at a tree stump, with some writing on it that you can't read....}yet! The main objective at the moment is to get a weapon to rid yourself of a pesky werewolf who will soon make an appearance}, so there's no time to lose.Head along North (ignore the blocked cave; it's a red herring).Then head West (read the note i}n passing if you like).North again (we'll come back to the cabin later).And North once more to the wagon.Along the way, if} you should see the werewolf, don't panic; as long as you keep moving he won't get you.Now, enter the wagon and open the cof}fin. Yuck! A rotting corpse is inside, along with a silver bullet and some starving mice. Grab the mice first, then get the b}ullet.Now get down out of the wagon.It's time to get a gun for the bullet, so move East past the castle, and east again int}o the Foreboding forest.Now, go North into the Dismal forest (such a cheery place, Transylvania!).And then finally East. Wh}ew! There's the house! Go in.Go up the stairs (ignore the bread, you don't need it).In the attic you'll find a flintlock pi}tol. Take and load that. Now, when the werewolf appears, you can shoot him, and then drop the gun, which you won't need anym}ore.Ok, head back down the stairs and go East out the door.Now go West, South, South again, and you'll be at a clay hut.Go} inside, and you'll see a black cat sitting on a chair, as well as a table with a bottle of acid on it, and a broom leaning a}gainst the wall.You have to get rid of the cat, so just drop the mice, and the cat will take off after them.Get the bottle }and leave the broom.**Transylvania -- Part Two**Ok, now it's time to meet the vampire, but first, get a little protection!}Go West out of the hut, North, North, and go West again. Spooky place, huh? No matter, get the wooden cross (we'll investigat}e the gravestone later).Move on South and East. You're back at the castle again.Go North until you come to the entry hall. }This is another of the random parts of the game. Sometimes the vampire appears as soon as you enter, sometimes it take awhile} for him to show up.If he's not there when you go in, try going into the room to the West. If that doesn't work, just keep m}oving back and forth until he arrives, since you can't do much here until you get rid of him.While moving around, make sure }you pick up the flypaper in the room to the East. As soon as your fangy friend appears, show the cross, which will blast him }to dust motes.Then drop the cross, and make your way to the entry hall (if you aren't there already).Then North to the Vast} Chamber.Go Down past the cellar (ignore the door), down again into the dungeon, and Down once more into the Treasure Room.}Open the coffer (which was impossible while the vampire was alive), and get the ring.Then make your way back up the stairs a}gain.Go South to the road.Ok, we're making progress here! Let's go see what's in that log cabin!Trot on West and South, an}d enter the cabin. Hmmm, not much here except a deer head on the wall.Wonder what would happen if you pull the horns? By gol}ly, the wall swings around, taking you into a secret room!Here you see a wizard's cloak.Look at it first; there's a lockpic}k in it, which you'll be needing in a little while. Get the lockpick and the cloak.Then pull the horns again, and go West to} leave the cabin.You can ignore the shack; the only thing in it is some garlic, which you don't need.Now you can go back to} the stump, so move on South, East, South.Pour the acid, and now you can read the writing on the stump!Do what it says, and} you'll be under the stump. Lovely place, with all those flies buzzing around.You need the flies, so catch a few (handy, tha}t flypaper).Then pick the lock on the door and drop the lockpick. Go through the door, and you'll be in a chamber with a cry}stal ball.You can't get the ball, but that's not necessary. Just look at it, and make very careful note of what you see in t}here; it's most important!After the show is over, go back through the door and read the book (without touching it!!). Rememb}er what the book tells you; that's important too.Ok, now it's time to leave, so try getting the book, and an angry wizard wi}ll kick you out, right back to the stump again. Handy eh?**Transylvania -- Part Three**All right, don't get impatient, ther}e's just a few more things to do, and then you can rescue Sabrina...So, from the stump, go North, West, and South, and by go}lly you're by a lake. Here you see a large bullfrog and a sailboat.The boat is for later; right now, it's "Be Kind to Amphib }ians Week", so give the flies to the frog. After enjoying the snack, he will tell you a word to say to the goblin. Remember t }hat word (by the way, you can drop the flypaper now).Ok, time for some strange doings, so hike on East, West, North, and now } you'll find yourself in a clearing with a weird statue.Here's where you have to remember what the crystal ball showed you. }So, do that. Wow! What a blast! You have freed an alien being from inside the statue (what's an alien doing in Transylvania,  }anyway?).After the razzle-dazzle is over, move along East, North, South, East. Now you're in a sandy field, and a cute (?) l}ittle goblin is swinging a key.Since he's up to no good, and doesn't want to hand over his property, say the word the frog t}old you.Whoosh, the goblin sure left in a hurry! Good thing he dropped the key before he took off! Get the key, and walk Nor}th, North again, West, and you're back in the graveyard again.Take a look at that gravestone. I bet you could move it if you} tried hard.Sure enough, and behind it is a locked grating. That's no problem, since you have the key. Unlock the grating an}d go into it.Aha! A magic elixir! Grab that, and go back up again.Now, we have a little time to spare. The alien will be co}ming back, but not right away. So, just walk around a little bit, until you see a shooting star.As soon as that happens, hea}d directly to the clearing, where you'll find, of all things, a flying saucer! Try to get in, and odd things will happen.Whe}n it's over, and the saucer is gone, you will be holding a mysterious black box. Ok, you have everthing you need, so it's tim}e to rescue the princess!From the clearing, run along South, East, East and your back at the castle.From there, go North un}til you come to the vast chamber again.This time, go up, and you'll come to a ladder. Climb the ladder, and you'll be in a d}ark chamber with moonlight streaming in through the window, and a mess of vines.Get the vines.Looky there! A sarcophagus wa}s under the vines! You can't open the thing by yourself, but your trusty black box will help.Press the button, and the box w}ill blow off the top of the sarcophagus. And, of course, you know who's inside.Now's the time to use the elixir.Follow the }directions from the book, and Sabrina will revive. You're almost done now.Get Sabrina, then go down and back out of the cast}le.From there, head West, then due South till you come to the lake.Get into the sailboat, and sail off into the sunset (or }is that moonset?).Ta-da! You have rescued the princess!o the lake.Get into the sailboat, and sail off into the sunset (or 9SOLVING SEASTALKER...WARNING: This "walkthru" shows how to solve this adventure step by step; these are not hints! Read only} as far as you need to...** SEASTALKER -- Part One **As you sit quietly at the workbench in your research laboratory, you'r }e startled into action by the sound of the videophone alarm bell. You'd better act quickly, because your buddy Tip Randall is!} raising the roof.The first thing to do is turn on the videophone.As soon as you do that, though, you realize that the pict"}ure is fuzzy. That's easy to correct; simply adjust the videophone.There is Commander Zoe Bly, looking worried, and telling #}you about an urgent problem at the undersea Aquadome. You'd better pick up the microphone, then turn it on.After asking Bly $}about the problem, question her about the monster she's seen.Bly is sounding ever more desperate, so tell her goodbye.Sudde%}nly, however, something's wrong with the videophone, and your score drops by 3 points! Now is the time to go to the Computes&}tor for a clue.First, turn off the microphone and drop the microphone onto the workbench. Then, head for the Computestor and'} turn it on.Since the machine is now ready for questions, ask it about the videophone.Hmmmm...the problem could be one of m(}any, but you suspect that something may be wrong with the electrical panel.The panel is just down the hallway, so go to the )}panel, and examine it.Well, well, apparently the circuit breaker is open.By fixing the circuit breaker, you regain your 3 p*}oints. However, you are starting to wonder whether treachery is afoot here in the lab.It's time to have a chat with your ass+}istant, Sharon Kemp. Go to the office and confront Sharon with your suspicions.Her answers are evasive, and she seems very ,}nervous. Since time is growing short, you decide to leave Sharon and head for your sub, the "Scimitar."Realizing that the su-}b won't start unless you have the atomic catalyst capsule, you first examine the work counter. There is the capsule, so you g.}rab it and head for the Scimitar.Once settled in the pilot's seat, with Tip nearby, you decide to check the sub for any prob/}lems.Pushing the test button gives you a positive readout, but you're still apprehensive.You will need to open the access p0}anel in order to enter the sub's crawl space, but you don't have a tool.Maybe Tip has such an item?Tip comes through, handi1}ng you a Universal Tool. Open the access panel, and carefully crawl into the space.A check of the voltage regulator reveals 2}that it is damaged.Use the tool to fix the regulator. Now all is A-OK, and you won't have any problems going full throttle 3}to the Aquadome.You're ready to get underway, so crawl out of the space, close the access panel, close the sub's hatch, and 4}put the catalyst capsule into the reactor.After closing the reactor, you'll need to turn on the reactor and fill the docking5} tank with seawater.Once the tank is filled, turn on the engine, open the tank gate, then open the throttle. Push the joysti6}ck to the east, and you're off!The surface of Frobton Bay isn't the safest spot around, so the first thing you need to do is7} set your depth to 5 meters and set the throttle to slow.You'll want to check the sonar occasionally to make sure you're not8} heading toward any obstacles.YOUR SEQUENCE OF MOVES MUST BE ACCURATE IN ORDER TO AVOID DESTRUCTION.One quick way to reach 9}the seawall opening is to follow these moves: Northeast, then three Norths, then Northeast again, then wait. The alarm bells :}may be ringing, but you'll safely avoid a submerged obstacle.Then, suddenly, an approaching ship is detected by the sonar. Y;}ou'll have to stop waiting and set your depth to 15 meters to dive below the ship. Wait again, and you'll chug right on throu<}gh the seawall opening into the ocean. BE SURE TO SAVE THE GAME HERE, since you won't want to cross Frobton Bay again!You c=}an turn on the autopilot now, since the sub will head straight for the Aquadome. Because you fixed the voltage regulator, you>} can set the throttle to fast without overheating. Wait now, as you continue diving deeper and deeper.To check out an enormo?}us whale, aim your searchlight to starboard.The trip will take a little while longer, so you might want to ask Tip about tha@}t magazine he's reading.A close study of a particular article in the magazine reveals that Dr. Jerome Thorpe (an Aquadome stA}aff member) has succeeded in creating mutant sea creatures.Further, Thorpe announces in the article that he plans to marry yB}our lab assistant, Sharon Kemp!You're beginning to understand who's behind the attack on the Aquadome, and you're even more C}anxious to arrive.Wait a while longer, and then, as you near the structure, your sonarphone rings. It's Commander Bly, askinD}g to speak privately with you when you arrive.You wait a few more turns, and the sub slows to a stop in the docking tank.OpE}en the throttle to slide into the cradle. You wait while the water in the tank empties, and you SAVE THE GAME again.** SEASTF}ALKER -- Part Two **Before opening the hatch and exiting the sub, you pick up the emergency oxgyen gear...just in case.LeavG}e the Scimitar and head straight for the Aquadome's Reception Area where Bly and her crew await you. Greet them, and then takH}e a quick look around.Your explorations are interrupted by a sudden realization that something is wrong with the air supply.I} Quickly using the oxygen gear you so intelligently brought with you, head for the Dome Center.Commander Bly and several creJ}w members are gasping for breath, so time is short. Use the universal tool to open the access door to the air supply assemblyK}.Instantly noticing that something has been unscrewed from an important cylinder, you pick up the object.It is an electrolyL}te relay. Put the relay into the cylinder, and close the access door. Your efforts are successful, and the air supply is now M}functioning properly.As you return to the Reception Area, you observe Doc Horvak with Bly's oxygen gear. You're suspicious, N}so when Bly ask you to accompany her to the office, you go with her.She volunteers some interesting information: She suspectO}s sabotage in the Aquadome and shows you certain evidence.The evidence consists of a black box which you open and examine. TP}his device could be used to interfere with the Aquadome's sonar, and Tip has an idea about how to trap the saboteur.Go to thQ}e Storage Room with Tip and discuss his idea.Before you reach the storage area, you notice the special Fram Bolt Wrench lyinR}g under Bly's desk.Realizing that the wrench must have been used to tamper with the air supply, you show it to Doc Horvak. HS}is reaction proves most interesting. Now you need to do some serious thinking.Conversations with various crew members will T}assist you in your search for the traitor.Ask everyone about everyone else, check the locker in the men's dorm, set the blacU}k box onto the sonar, and observe everyone's behavior.Commander Bly will offer to supply you with a bazooka so that you can V}hunt the monster (the "Snark"). Get that from her and have Tip install it on the sub's extensor claw.Find Doc Horvak and shoW}w him the magazine article about Thorpe.Doc will come up with some interesting conclusions, and will offer to prepare a specX}ial tranquilizer gun for you.Get the dart gun and have Tip install that as well.During your explorations and conversations,Y} Mick Antrim will check out the Scimitar then return and ask you whether you'd like to have an Emergency Survival Unit instalZ}led in the sub. You agree, then poke around a while longer until the unit is in place.It's time to think about improving you[}r navigation and sonar -- the Snark will be difficult to capture or kill.You ask Tip about installing a fine grid and a fine\} throttle control in the sub, and he agrees to do so.You're about ready to head out into the ocean again, but you still have]}n't come to a firm conclusion about who the Aquadome traitor is.Once in your pilot's seat, however, you notice that the surv^}ival unit installed by Amy and Bill is equipped with a nasty looking syringe.Grabbing the syringe, you head for Doc Horvak a_}nd ask him to analyze it.His analysis reveals that the hypo is filled with arsenic! You'd better confront Amy and Bill with `}this evidence before you do anything else.The instant you show the syringe to Bill, he turns and runs away. He's heading fora} the sub, and you race to the office to view his actions on the station monitor.As you watch Bill climb down the inside laddb}er of the docking tank, you realize you have only seconds to trap him.You quickly turn off the docking tank electricity so Bc}ill can't open the gate.He knows he can't get out now, so he surrenders. You turn the electricity back on, and leave the offd}ice. Cheers follow you as you head back to the Scimitar.After filling the docking tank with water, you turn on the engine ae}nd open the gate. Turning the joystick to the South, you open the throttle. SAVE THE GAME, and head out into the ocean. ** Sf}EASTALKER -- Part Three **You're finally ready to confront the Snark and, perhaps, the evil Dr. Thorpe...Exit the Aquadome'g}s docking tank by going South, then set the throttle to medium.Turn Southeast and wait until you reach the Snark and the Seaq}B%DOS SYSB*)DUP SYSBSAUTORUN SYSBUTITLE BrZORKII BPPLANETFL BCTRANSALV BUSEASTALK BP|STARCROS B<GRUDS B)WOLFENST B1SUSPEND Cat (piloted by Dr. Thorpe).Thorpe will taunt you with his power, and admit his plan to wreck the Aquadome. Suddenly, Thorpr}e's transmission breaks off, and Sharon Kemp begins to speak to you.She explains how she only went along with Thorpe to try s}to trap him, and she's ready to help you capture the Snark.Sharon has a lot of interesting things to tell you, but you don'tt} have time to talk to her right now. The Snark is moving quickly toward the Aquadome, ready to batter it to bits.Here in theu} following steps is one method you can use to put the Sea Cat out of commission before Thorpe has a chance to attack you: Easv}t twice, then check your sonar to make sure you're in position. Set throttle to slow, then turn South. Head Northwest four tiw}mes...Oh oh! Dr. Thorpe has recovered consciousness and his voice is crackling over the sonarphone. Ignore him, and head Norx}thwest twice more. The sub will be just to the East of the Sea Cat, so, all on one line, enter the following command: West thy}en aim bazooka at power pod then shoot power pod with bazooka...There! You've done it! The Sea Cat is out of commission and z}Thorpe's out cold again.Sharon guides the Snark to its hidden cavern so that you can safely study it later. You've completed{} your mission and saved the Aquadome! the Snark to its hidden cavern so that you can safely study it later. You've completed&SOLVING STARCROSS...WARNING: This "walkthru" shows how to solve this adventure step by step; these are not hints! Read only !}}as far as you need to...Ah, outer space! No dank and dusty dungeons here....but you can be sure that the puzzles are no eas!~}ier than they were in the Great Underground Empire! So, settle in and get ready for lift-off...There you are, floating arou!}nd space in your ship, alarm bells ringing in your ears. Obviously, something's about to happen. Get the tape library, then g!}et up and go Starboard into the Bridge.Push the red button, which will shut off the alarm bell, and read the screen.This wi!}ll 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 done as follows: Comp!}uter, range is x, theta is y, phi is z. The computer will ask you to confirm the new course, which you do by saying: Comput!}er, confirm new program. After that, you're off!And now it's time for the hallmark of all Infocom games: Waiting! You'll si!}t 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 Starboard into the storage !}room.Get the suit, put it on, then get the line.Head Portwards back to the bridge.Fun times with airlocks begin now. Open!} the inner door, go out, close the inner door, open the outer door, and go out. Get used to doing that, because you'll be do!}ing it again, and again!So, now you're on the Red Dock, and there's a strange-looking sculpture here.Closer examination, an!}d a little thought, shows that it's a representation of the solar system.Aha! Could it be...? You press the fourth bump, an!}d strange things happen.Press the small bump, and a black rod appears...get the rod, and the outer airlock door opens!Okay,!} go inside , and you are in a Red Hall.At this point, you might want to SAVE THE GAME, and ju!}st wander around, doing some mapping. Actually, I recommend that you do so, since there will be a point in the game where I w!}on't be able to give you specific directional instructions.Now that you've checked out the territory 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, to locate the red one, go North, the!}n 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 necessary:!} 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 to locate it, head along West, South, West, which will bring you to th!}e Blue Hall. Go South once and you're at the Blue Airlock...Open the door, go down, close inner door, etc. When you reach !}the Blue Dock, go Aft until you come to the Spider-like alien. It's quite intelligent and even friendly...Give it the tape l!}ibrary, and in return you will get the yellow rod.Take the yellow rod, and make your way back to the Blue Hall.You 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 t!}he Yellow Hallway.Put the red rod in the SECOND red slot. Make sure it's the second; this will provide a breathable atmosph!}ere for you.Now, get the metal square, and go up, then North, then down again to the Blue Hall.From there, West to the Yell!}ow Hall and Yellow Airlock. You know the drill by now, but there's an extra feature this time: You will have to try to open t!}he outer door twice .Also, while you're in the Yellow Airlock, pick up the basket; it will come in very handy!!!}Once on the Yellow Dock, tie the line to the suit and then to the hook.Head Portwards, get the pink rod, put it in the baske!}t.Then go back Starboard to the dock, untie yourself, and return to the Yellow Hall.Now, it's time for the blue rod.Go Sou!}th twice, then East once. You are in a laboratory with a mysterious silver globe floating in mid-air.Inside the globe, altho!}ugh you can't see it now, is a blue rod!It's easy to get, however. Take the two disks off the wall and...Put one on the fl!}oor, 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 gl!}obe, 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 fact, 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 West, then North four times to the en!}d of the hallway, then West to the Room on Ring One, and South from there into the Computer Room.Open the panel on the compu!}ter, then insert the metal square into the slot.Turn on the computer, and you will get a gold rod. Don't worry about all th!}e displays; they aren't important to you.Now comes more waiting.What you're waiting for this time is the mechanical "mouse"!} that collects trash. So, move around until it makes an appearance.As soon as it does, drop one of the disks . !}The mouse will pick it up.After that, you must follow the mouse around until it disappears into a secret door in one of the !}rooms.There are several different rooms where the mouse can do this, so you *MUST* follow it.Wait there until it reappears !}and leaves, wait a little longer to make sure it won't come back, then drop the other disk on the floor and step on it.Zap!!!} You're in the Garage! . Pick up the disk.Then empty the trash bin until you find th!}e green rod.Go North and you will be in the Room on Ring Four.You are now in the Room on Ring Four. Now, this is why you ha!}d to do some mapping on your own: 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 own until you find the disk.Once you've done that, make your way to the Blue Hall where th!}e airlock is.From there, go North twice, then West into the Observatory.Drop off one of the disks, then hike along East, So!}uth, East, East, South, East into the Weasel Village, and then East once more to the Village Center.Wait around a short whil!}e, and the Weasel chief will appear.He will indicate that he wants your space suit.That's no problem, since the air will re!}main 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.Th!}en climb down the ladder to the Green Airlock , and do the usual job with the doors.From the dock, go Wes!}t to the Umbilical, then West again to the Cargo Hold.Pick up the visor fragment, then go Forward into the Control Room of t!}he wrecked ship.Move the skeleton, and you will find a violet rod. Pick it up.Now, drop the disk on the floor, and step on !}it. If you attempt to leave the way you came, the Weasels will kill you for disturbing their shrine.So, now you've materiali!}zed in the Observatory, and it's time to pick up yet another rod.Look at projector through visor. Aha! A clear rod. Sneaky,!} huh?Get the rod, drop the visor, then move along East, then South three times to the Melted Spot, then West into the Weapon!}s Deck.Get the genuine Ray-gun, and look inside it.Sonuvagun! A silver rod! Get that, then go East and North, and up to t!}he Grasslands, 'cause it's time to get 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, all the way up to the top, then jump to the Drive Bubble.Insert the silver rod into the sl!}ot, then enter the bubble.There's a white rod here; get that and put it into the white slot. Under no circumstances should !}you insert the black rod into the black slot!! That will shut everything down!Okay, the drive mechanism has been activated;!} now you have to make the thing move.So, out, and up to the top of the bubble, and....jump!Isn't floating in air fun? Howev!}er, you still have some things to do yet, so shoot the gun at the Drive Bubble three times, which will bring you to the Contr!}ol Bubble.Go Down, then put the gold rod in the slot, and enter the Bubble.Inside, you will find the slots for the remainin!}g rods. Put each rod in the slot of its own color.Now, at last, you're ready to bring the artifact to life! Its not difficu!}lt.Touch the large pink square, and the scene in the small one will change to show the inner solar system.Now touch the bro!}wn spot until a picture of Earth appears.Press the violet one until a ellipse shows , then press t!}he green spot, and flashing lights appear.And last, but certainly not least, the final move: Touch the blue spot, which acti!}vates everything, and brings the alien ship safely to Earth!Of course, it isn't over yet! That final remark by the alien sou!}nded a little ominous...I have a feeling you'll be heading out again into space sooner than you might think!! the alien sou oGRUDS IN SPACESTEP BY STEP SPECIFIC INSTRUCTIONS ARE ENCLOSED IN BRACKETS "[ ]". DO NOT READ ANY FURTHER THAN YOU HAVE TO IN%} ORDER TO SOLVE YOUR PROBLEM.YOU ARE THE PILOT OF THE VESSEL USAC 9400, FROM USAC COMMAND ON EARTH. THE WARSHIPS AT THE FRO%}NT, NEAR BARAROK, HAVE EXHAUSTED THEIR FUEL SUPPLY, SO YOU HAVE TO GET THE FUEL AND RETURN IT TO THE CARGO SHIP ON PLUTO.YOU%} ARE IN THE NAVIGATION ROOM AND HERE IS WHERE YOU BEGIN YOUR MISSION...[W,S] YOU SEE YOU HAVE RECEIVED A TRANSMISSION IN CO%}MMUNICATIONS.[PUSH GREEN, PRESS GREEN, PRESS GREEN,N,E] NOW YOU HAVE TO SET THE NAVIGATIONAL CO-ORDINATES FOR SATURN.[SET %}64-18-52,W,D,D,W,W] NOW YOU HAVE TO SET THE TELEPORT CO-ORDINATES FOR SATURN.[SET 77-34-40,GO WINDOW] NOW YOU ARE ON SATUR%}N.[N,N,N,W,GET COIN,E,N,STEAL ROPE, S,S,S,W] YOU ARE IN THE CAFETERIA NOW.[BREAK TABLE LEG, GET LEG, E,E,S,E] YOU ARE AT %}LORD DEEBO'S HOUSE.[KNOCK DOOR] THE BUTLER WILL ANSWER THE DOOR.[YES, GIVE COIN,E] YOU ARE IN THE PRESENCE OF LORD DEEBO.%}[GIVE,YES,E,TALK] HEAR LORD DEEBO EXPLAIN WHAT HE WOULD LIKE YOU TO DO FOR HIM, AND INSTRUCTIONS ON HOW TO DO IT.[GET ALL,%}W,W] YOU ARE NOW LEAVING THE HOUSE AND ON YOUR WAY BACK TO THE TELEPORT WINDOW.[W,N,W,S] YOU SEE THE TELEPORT WINDOW.[GO %}WINDOW,E] YOU ARE NOW IN AUXILIARY NAVIGATION WHICH YOU WILL BE USING FROM NOW ON TO SET YOUR NAVIGATIONAL CO-ORDINATES.[SE%}T 96-17-14,W,SET 82-13-64, GO WINDOW] NOW YOU HAVE LANDED ON VENUS.[E,TIE ROPE TO TREE,E] NOW YOU ARE IN A SWAMP.[D, GET %}GUN,U,W,UNTIE ROPE,GET ROPE,W,GO WINDOW,E] YOU NOW MUST SET THE CO-ORDINATES FOR SATURN AGAIN.[SET 64-18-52, W, SET 77-34-4%}0,GO WINDOW,W,N,W] YOU ARE NOW AT THE ENTRANCE TO THE CAVE, AND WILL ENTER THE CAVE.[S,S,W,TIE ROPE TO STALAGMITE,D,N,E,S, %}D,N,W,GET KEY,E,S,U, N,W,S,U,E,U,E,N] YOU ARE NOW FACE TO FACE WITH A BIG BAT.[SHOOT BAT,U] YOU SEE A CHEST.[LOOK CHEST, %}GET KEY,D,S,U,N,E,S,E,E,N, N,N,E,S,E,N,N,N,W,N,UNLOCK GATE,N,N,N,W] YOU ARE AT AN OLD TEMPLE.[N,N] YOU SEE A GREEN ORB.[D%}ROP KEY,DROP KEY] YOU DROPPED THE KEYS BECAUSE IF YOU DIDN'T, YOU WOULD NOT HAVE BEEN ABLE TO GET THE GREEN ORB.[GET GREEN,%}S,S] NOW YOU ARE ON YOUR WAY BACK TO THE CAVE.[E,S,S,S,S,E,S,S,C,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 THE WALL WITH A GREEN BOX ARROUND IT.[PUT GREEN] YOU SEE A BLUE AND GREEN ORB.[GET ALL,E,S,D,N%},N,E] YOU ARE ON YOUR WAY BACK TO THE SHIP.[E,S,E,GO WINDOW,E] YOU ARE NOW GOING TO SET THE NAVIGATIONAL CO-ORDINATES FOR %}VENUS.[SET 96-17-14,W, SET 82-13-64,GO WINDOW] YOU ARE NOW GOING TO SET THE TELEPORT CO-ORDINATES FOR THE UNIDENTIFIED SHIP%}.[SET 66-12-15, DROP ALL, GET BLUE, GET GREEN, GO WINDOW] YOU ARE NOW ON THE SHIP.[E,N] YOU SEE A GREEN BOX.[PUT GREEN, %}GET GREEN] ALWAYS TAKE THE ORBS AFTER YOU PUT THEM IN, BECAUSE THEY ARE USED IN MORE THAN ONE PLACE (SOME EXCEPTIONS).[W] %}YOU SEE AN ORANGE ORB.[GET ORANGE] YOU SEE A GREEN BOX.[PUT GREEN, GET GREEN,E, S] YOU SEE A GREEN BOX[PUT GREEN, GET GR%}EEN, E,E] YOU SEE A ORANGE BOX.[PUT ORANGE,GET ORANGE, E] YOU SEE A PURPLE ORB.[GET PURPLE] YOU SEE A BLUE BOX.[PUT BLU%}E,W,W] YOU SEE A PURPLE BOX.[PUT PURPLE, GET PURPLE,W,W,W] YOU SEE A PURPLE BOX.[PUT PURPLE ,GET PURPLE,W] YOU SEE A WHI%}TE ORB AND AN ORANGE BOX.[GET WHITE, PUT ORANGE,GET ORANGE,E,E,E] YOU SEE A GREEN BOX.[PUT GREEN,GET GREEN,E,E,S] YOU SEE%} A WHITE BOX.[PUT WHITE,GET WHITE,W] YOU SEE A YELLOW ORB AND A PURPLE BOX.[GET YELLOW,PUT PURPLE,GET PURPLE,E,N,W] YOU S%}EE A PURPLE BOX.[PUT PURPLE,GET PURPLE,W,W,W] YOU SEE A PURPLE BOX.[PUT PURPLE,GET PURPLE,W,S] YOU SEE A WHITE BOX.[PUT %}WHITE, GET WHITE,E,E] YOU SEE A BROWN ORB AND A YELLOW BOX.[GET BROWN,PUT YELLOW, GET YELLOW,E,E,PUT PURPLE,GET PURPLE,E,N,%}N] YOU SEE A BROWN BOX.[PUT BROWN,E] FINALLY! THE BLACK ORB!![GET BLACK,PUT WHITE,W,S,W] YOU SEE A PURPLE BOX.(GETTING%} TIRED OF THIS?? I KNOW I AM.)[PUT PURPLE,W,W] YOU ARE AT THE TELEPORT WINDOW.[DROP ALL, GET BLACK,GO WINDOW,E] NOW YOU H%}AVE TO SET THE CO-ORDINATES FOR SATURN, SO YOU CAN GIVE THE ARLER THE BLACK ORB.[SET 64-18-52,GET GUN,W,SET 77-34-40,GO WIND%}OW,N,E,S,E,N,N,N,W,N,N,N,N,E,S,E,SH OT ARLER] THE ARLER WILL RUN AWAY FRIGHTENED. YOU CAN NOW GO UP THE HILL.[U] YOU ARE A%}T THE CAVE.[DROP BLACK,E,LOOK SCREEN,W,E,GET NOTE,W] NOW YOU ARE ON YOUR WAY TO GET THE DRUM-SHAPED OBJECT FOR LORD DEEBO.%}[D,W,N,W,S,S,S,S,E,S,S,S, W,N,W,S,GO WINDOW,E,SET 96-17-14,W,SET 82-13-64, GO WINDOW] YOU ARE ON VENUS NOW.[E,N,E,N] YOU S%}EE THE BRIDGE HAS BEEN WIPED OUT.[SHOOT TREE,N,W,GET MONEY MAKER,E,S,S,W,S,W,GO WINDOW, E] YOU ARE ON YOUR WAY TO GIVE THE %}MONEY-MAKER AND NOTE YOU GOT FROM THE ARLER, SO YOU HAVE TO SET THE CO-ORDINATES FOR SATURN AGAIN.[SET 64-18-52,W, SET 77-34%}-40,DROP GUN,GET LEG,GO WINDOW] YOU ARE ON SATURN AGAIN.[N,E,S,E] YOU ARE AT LORD DEEBO'S HOUSE.[KNOCK DOOR,E,E] YOU ARE%} AT THE PREMISES OF LORD DEEBO AGAIN.[GIVE MONEY MAKER] DEEBO TELLS YOU SOME NEWS AND GIVES YOU A ROCK FOR BRINGING HIM THE%} MONEY MAKER.[GET ROCK, GIVE NOTE] DEEBO ALMOST GOES CRAZY WHEN YOU GIVE HIM THE NOTE, AND HE TELLS YOU TO TAKE IT TO MR. G%}REEN AT ONCE, AND GIVES YOU A CARD TO HIS HIDE-OUT.[GET CARD,W,W,W,N,N] YOU ARE AT THE ENTRANCE TO A SUPPLY STORE.HERE WE %}WILL BUY A CONTAINER TO HOLD THE FUEL, AND WITH THE COIN WE GET FOR CHANGE, WE WILL BUY A MASK.[E,BUY CONTAINER,GET COIN, BU%}Y MASK, GET ALL,W] NOW WE WILL GO GET THE FUEL ON THE NORTH SIDE OF THE ARLER'S CAVE.[S,S,E,N,N,N,W,N,N,N,N,E,S,E,U, N,LIFT%} ROCK,LOOK HOLE,GET HELIOTROPANITE,S,D,W,N, W,S,S,S] NOW WE ARE ON OUR WAY TO TALK WITH MR. GREEN.[C,E,S,S,S,W,N,W,S,GO WIN%}DOW,DROP LEG,E] NOW YOU MUST SET THE CO-ORDINATES FOR VENUS.[SET 96-17-14,W,SET 82-13-64,GO WINDOW] YOU ARE VENUS NOW.[E,%}N,E,N,N,W,LOOK TREE,INSERT CARD] OH, NO! MR. GREEN IS DROWNING![REVIVE GREEN] LUCKY YOU BOUGHT THAT MASK AT THE SUPPLY STOR%}E, OR WE MIGHT NOT HAVE GOTTEN THAT INFORMATION FROM MR. GREEN.NOW WE WILL GO BACK AND SET THE CO-ORDINATES FOR TITAN.[PUSH%} BLUE,E,S,S,W,S,W,GO WINDOW,E] [SET 70-10-24,W,SET 14-93-96,GO WINDOW] NOW YOU ARE ON TITAN.[E,GET BOX,W,N,W,GET BOMB,E,S,G%}O WINDOW,E,E,U,U,S] YOU ARE IN THE COMMUNICATIONS ROOM NOW.[PUSH GREEN] IT SEEMS WE HAVE RECEIVED A TRANSMISSION.[N,D,D,W%}] WE HAVE TO SET THE CO-ORDINATES FOR PLUTO WHERE THE CARGO SHIP IS LOCATED.[SET 18-98-32,W,SET__-__-__,GO WINDOW] IT SEEM%}S WE HAVE SOME COMPANY WE MUST ELIMINATE HIM.[SET 36-24-35, GO WINDOW,DROP BOMB,GO WINDOW, LOOK BOX] IT SEEMS THERE IS A RE&}D BUTTON THERE. LET'S PUSH IT.[PUSH RED] IT SEEMS WE HAVE DESTROYED THE ALIEN SHIP... GOOD, WE ARE HOME FREE.NOW WE HAVE TO&} SET THE TELEPORT CO-ORDINATES FOR THE CARGO SHIP.[SET 34-76-21, DROP ALL, GET CONTAINER,GO WINDOW] YOU ARE ON PLUTO NOW.[&}E] YOU SEE THE CARGO SHIP.[U,PULL LEVER,N] YOU SEE THE CAPTAIN OF THE SHIP.[GIVE CONTAINER] THE CAPTAIN TELLS YOU TO RETU&}RN TO EARTH AND COLLECT YOU REWARD.[S,D,W,GO WINDOW,E] IT SEEMS YOU HAVE RECEIVED ANOTHER TRANSMISSION IN THE COMMUNICATION&}S ROOM.[E,U,U,S] YOU ARE IN THE COMMUNICATIONS ROOM.[PUSH GREEN,N,D,D,W] NOW ALL YOU HAVE TO DO IS SET THE CO-ORDINATES F&}OR EARTH AND COLLECT YOUR REWARD.[SET 53-42-75,W,SET 66-43-44,GO WINDOW] YOU ARE IN THE COMMANDER'S OFFICE.[TALK] THE COM&}MANDER SHAKES YOUR HAND VIGOROUSLY AND WITH A BIG SIGH OF RELIEF HANDS YOU YOUR CHECK FOR ONE MILLION DOLLARS, AND THANKS YOU&} FOR A JOB WELL DONE...AND NOW, YOU HAVE COMPLETED GRUDS IN SPACENDS YOU YOUR CHECK FOR ONE MILLION DOLLARS, AND THANKS YOU$CCASTLE WOLFENSTEINE...PART ONE (STRATEGY)(NOTE: PART ONE DOES NOT LEAD YOU STEP BY STEP, BUT MERELY PROVIDES HELPFUL GAME * }STRATEGY.)IF YOU FOLLOW THE STRATEGY OUTLINED BELOW, AND FAMILIARIZE YOURSELF WITH THE ESCAPE ROUTE, YOU SHOULD HAVE FEWER P* }ROBLEMS IN YOUR MISSION TO STEAL THE NAZI WAR PLANS AND WIN THOSE PROMOTIONS!UNIFORMS -- AS SOON AS YOU CAN, GET A UNIFORM. * } ONCE YOU PUT IT ON, YOU WILL BE ABLE TO SNEAK PAST ALL THE REGULAR GUARDS WITHOUT HAVING TO SHOOT THEM. HOWEVER, THIS RUSE W* }ILL NOT FOOL THE VICIOUS SS OFFICERS!SS MEN -- YOU WILL USUALLY NEED A GRENADE TO DO AWAY WITH AN SS MAN. TRY THIS TRICK: * }WHILE THE DISK IS WHIRRING, PEEK INTO THE NEXT ROOM TO SEE WHO'S IN THERE. JUMP BACK INTO THE FIRST ROOM AND TAKE A MOMENT TO*} PLAN YOUR STRATEGY...IF THERE'S AN SS OFFICER IN THE NEXT ROOM, DASH IN AND FIRE OFF A BULLET. IMMEDIATELY RETURN TO THE FI*}RST ROOM AND AIM A GRENADE AT THE DOOR...THE SS MAN WILL FOLLOW YOU. WHEN HE APPEARS IN THE DOORWAY, THROW YOUR GRENADE. NO*}W YOU CAN RETURN TO THE SECOND ROOM AND THE REGULAR GUARDS WILL NOT BOTHER YOU (ASSUMING YOU ARE ALREADY WEARING A UNIFORM)..*}.IF YOU DON'T HAVE A GRENADE, AND AN SS OFFICER IS IN YOUR WAY, HERE'S ANOTHER SUGGESTION: START FIRING BULLETS AT HIM UNTIL*} (HOPEFULLY!) HE SURRENDERS. THEN SEARCH HIM...YOU MAY BE ABLE TO TAKE HIS BULLET-PROOF VEST. ONCE HIS VEST IS REMOVED, YO*}U CAN DISPATCH HIM WITH ONE BULLET...ANOTHER WAY TO OUTFOX AN SS MAN (IF YOU HAVE AT LEAST TWO GRENADES) IS TO BLOW A HOLE T*}HROUGH A WALL WITH ONE GRENADE, THEN HURL YOUR SECOND GRENADE THROUGH THAT HOLE AT THE NAZI.GRENADES -- HEED THIS ADVICE WHE*}N YOU'RE TOSSING A GRENADE: YOU MUST BE AT LEAST SEVERAL PACES AWAY FROM YOUR INTENDED TARGET. IF YOU ARE CLOSER THAN THAT, *}YOU AND/OR YOUR UNIFORM WILL DISINTEGRATE IN THE EXPLOSION.WALLS -- WATCH OUT FOR THOSE WALLS! CRASHING INTO A WALL NOT ONL*}Y CAUSES THOSE IRRITATING AND NOISY SCREEN DISPLAYS, IT ALSO GIVES A GUARD TIME TO CAPTURE OR KILL YOU. HE KEEPS MOVING WHIL*}E YOU'RE STANDING THERE TWITCHING.USELESS ITEMS -- THERE ARE A NUMBER OF USELESS ITEMS IN THE CHESTS THROUGHOUT THE CASTLE. *}FOOD, LIQUOR, CANNONBALLS, AND MEDALS WON'T DO MUCH FOR YOU, SO DON'T WORRY ABOUT THEM.AVOIDING DEMOTION -- IF YOU'RE TIRED *}OF BEING DEMOTED, HERE'S A SOLUTION: WHEN YOU ENTER A ROOM, OPEN THE DOOR OF YOUR DISK DRIVE. IF YOU'RE KILLED IN THAT ROOM*}, IT WON'T BE RECORDED ON THE DISK...YOU CAN THEN START AGAIN IN THE DUNGEON WITH THE SAME RANK AND THE SAME LAYOUT. BUT, RE*}MEMBER TO CLOSE THE DRIVE DOOR AS YOU MOVE FROM ROOM TO ROOM!PACIFISM -- BEING TRIGGER-HAPPY CAN GET YOU KILLED. IF YOU'VE *}GOT A UNIFORM AND HAVE FOUND THE WAR PLANS, JUST GET OUT AND GET PROMOTED!(NOTE: ESCAPING *WITHOUT* THE WAR PLANS DOES NOT *}GUARANTEE PROMOTION.)OPENING CHESTS -- IF YOU'VE HAD IT WITH THE LONG WAITING TIME FOR THE CHESTS TO OPEN, TRY SHOOTING AT T*}HEM. OR, YOU CAN HIT YOUR REPEAT KEY (OR REPEAT KEY AND SPACE BAR) SEVERAL TIMES. THIS SHOULD AT LEAST SPEED UP THE TIME TO* } TWICE AS FAST.(TOO BAD THE ABOVE TECHNIQUE DOESN'T WORK ON THOSE TEDIOUS INSTRUCTIONS AT THE BEGINNING OF EACH GAME!).PART*!} TWO (DETAILED ESCAPE ROUTE)(NOTE: FOLLOWING, ARE STEP BY STEP INSTRUCTIONS ON HOW TO ESCAPE THE CASTLE. DO NOT READ UNLESS *"}YOUR ARE COMPLETELY STUMPED!)ALTHOUGH THE LAYOUT OF THE CASTLE CHANGES EACH TIME YOU BEGIN A NEW GAME, THE ESCAPE ROUTE ALWA*#}YS REMAINS THE SAME.THE CASTLE CONSISTS OF FIVE LEVELS WITH A TOTAL OF SIXTY ROOMS. YOU SHOULD EXPLORE AS MANY ROOMS AS POS*$}SIBLE IN ORDER TO FIND THE WAR PLANS; HOWEVER, ONCE YOU HAVE THE PLANS, YOU CAN FOLLOW THE ESCAPE ROUTE (INVOLVING JUST THIR*%}TY-SEVEN ROOMS) AND GET OUT FAST!(NOTE: USING THE VERBAL DESCRIPTION OF THE ESCAPE ROUTE, MAKE YOURSELF A MAP OF THE CASTLE.*&} DRAW EACH LEVEL AS A LARGE SQUARE AND DIVIDE THE SQUARES INTO THE APPROPRIATE NUMBER OF ROOMS. FILL IN THE DOORWAYS AS YOU P*'}ROCEED IN THE GAME.)LEVEL ONE -- THE DUNGEON WHERE EACH GAME BEGINS. THERE IS ONLY ONE ROOM HERE, AND YOU MUST ASCEND THE S*(}TAIRCASE TO LEVEL TWO.LEVEL TWO -- NINE ROOMS. YOU WILL ENTER THE FIRST ROOM FROM THE STAIRS BETWEEN LEVELS ONE AND TWO. T*)}HE SHORTEST ROUTE FROM THIS ROOM TO THE NEXT STAIRCASE (LEADING TO LEVEL THREE) IS AS FOLLOWS: GO NORTH TWICE, THEN EAST ONC**}E. YOU WILL NOW BE IN A ROOM WITH A STAIRCASE. ASCEND TO LEVEL THREE.LEVEL THREE -- TWENTY-FIVE ROOMS. YOU WILL BE IN THE*+} ROOM WITH THE STAIRS BETWEEN LEVELS TWO AND THREE. TO GET TO THE NEXT STAIRCASE (LEADING TO LEVEL FOUR), PROCEED AS FOLLOWS*,}: HEAD SOUTH, THEN WEST THREE TIMES, THEN SOUTH AGAIN, THEN EAST THREE TIMES. TWO MORE MOVES SOUTH, THEN A FINAL MOVE EAST.*-} YOU WILL FIND THE STAIRCASE.LEVEL FOUR -- SIXTEEN ROOMS. FROM THE TOP OF THE STAIRCASE, HEAD NORTH ONCE, THEN EAST TWICE. *.}NOW TURN SOUTH, AND THEN EAST ONCE AGAIN. MOVE NORTH THREE TIMES, AND WEST TWICE. YOU WILL BE IN THE ROOM CONTAINING THE STA*/}IRCASE LEADING TO LEVEL FIVE.LEVEL FIVE -- NINE ROOMS. HEAD SOUTH TWICE, THEN EAST. MOVE NORTH TWICE, *0}THEN EAST AGAIN. TWO MORE SOUTHS, AND YOU'LL BE IN A ROOM WITH A DOORWAY LEADING TO THE WEST AND...*FREEDOM AT LAST!!*CE, (ySOLVING SUSPENDED...IT SHOULD BE NOTED THAT THIS INFORMATION DOES NOT ANSWER ALL THE QUESTIONS AND PUZZLES THAT ARE PRESENTE.2}D IN THE GAME; IT JUST TELLS YOU HOW TO WIN THE GAME IN THE SHORTEST ORDER!SUSPENDED IS AN EXCELLENT GAME AND POSSIBLY THE M.3}OST ADVANCED GAME FOR THE ADVENTURER TO DATE, YET THE STORY IS QUITE SIMPLE...YOU ARE THE FAILSAFE DEVICE TO PROTECT THE SUR.4}FACE WORLD OF CONTRA SHOULD ANY EMERGENCY DEVOLOP THAT WOULD CAUSE THE PLANET CONTROL DEVICES TO FAIL (THESE ARE UNDERGROUND .5}IN A COMPLEX WHERE YOU LIVE SUSPENDED IN A CRYOGENIC TUBE AWAITING A DISASTER).OF COURSE A DISASTER DEVOLOPS AS SOON AS YOU .6}BOOT UP THE DISK. YOU ARE AWAKENED TO FIND THAT THERE HAS BEEN AN EARTHQUAKE THAT HAS DAMAGED THE CABLES IN THE PRIMARY AND S.7}ECONDARY CHANNEL. YOU HAVE SIX DIFFERENT ROBOTS AT YOUR COMMAND. THESE ROBOTS ALL ENJOY DIFFERENT SKILLS AND ABILITIES. EACH .8}ONE REPRESENTS A DIFFERENT SENSE NEEDED.IRIS: THE SENSE OF SIGHT.WALDO: THE SENSE OF TOUCH AND DEXTERITY.SENSA: PERCEIVES .9}THINGS MAGNETIC AND ELECTRONIC.POET: PERCEIVES THINGS ELECTRONIC ...CAN DIAGNOSE ELECTRICAL FLOWS.WHIZ: COMMANDS THE COMPUT.:}ER AND CAN DO ERRANDS.AUDA: THE SENSE OF HEARING.THE TRICK TO WINNING SUSPENDED IS ASSIGNING THE RIGHT TASK TO THE RIGHT RO.;}BOT.ALSO THE RIGHT ROBOT HAS TO BE AT THE RIGHT PLACE AT THE RIGHT TIME. THIS IS CALLED "CRITICAL PATH PLANNING", AND THIS .<}IS THE SECRET OF SUSPENDED.WARNING: The following "walkthru" shows how to solve this adventure step by step; these are not h.=}ints! Read only as far as you need to!OKAY, LETS GET STARTED...#1 POET,GO TO WEATHER CONTROL#2 SENSA,GO TO SUB SUPPLY ROOM.>}#3 WHIZ,GO TO SECONDARY CHANNEL#4 SENSA,TAKE RAM#5 SENSA,GO WEST#6 SENSA,TAKE CONTAINER AND GRASPER#7 SENSA,GO TO HALLWA.?}Y JUNCTION#8 WALDO,GO TO HALLWAY JUNCTION#9 AUDA,GO TO GAMMA REPAIR#10 POET,TURN SECOND DIAL TO 100#11 POET,GO TO HALLWAY.@} END#12 IRIS,GO TO MAIN SUPPLY ROOM#13 SENSA,PUT RAMP AT DROPOFF#14 AUDA, LISTEN#15 WALDO,TAKE CONTAINER AND GRASPER #16.A} WALDO,GO TO MAIN SUPPLY#17 WALDO,INSTALL GRASPER#18 WALDO,TAKE RED IC AND YELLOW IC#19 SENSA,GO NORTH#20 SENSA,TAKE RAMP.B}#21 SENSA,GO TO SMALL SUPPLY#22 WALDO,OPEN PANEL#23 WALDO,REPLACE ROUGH DEVICE WITH ROUGH OBJECT#24 WALDO,CLOSE PANEL#25.C} POET,GET IN CAR#26 POET,GET OUT OF CAR#27 POET,GO TO BIOLOGY LAB#28 WALDO,TAKE BURNED AND FRIED CHIP#29 POET,TAKE CAMERA.D}#30 SENSA,PUT RAMP AT HOLDER#31 SENSA,GET ON RAMP#32 SENSA,TAKE CUTTER#33 SENSA,GET OFF RAMP#34 SENSA,TAKE RAMP#35 SENS.E}A,GO TO SLOPING CORRIDOR#36 POET,GO TO VEHICLE DEBARKATION #37 WALDO,PUT RED IC IN RED SOCKET#38 WALDO,PUT YELLOW IC IN Y.F}ELLOW SOCKET#39 POET,GET IN CAR#40 POET,GET OUT OF CAR#41 POET,GO TO PRIMARY CHANNEL#42 SENSA,PUT RAMP AT DROPOFF#43 GO .G}TO GAMMA REPAIR#44 WALDO,PUSH BUTTON#45 IRIS,TAKE FUSE#46 WALDO,TAKE CABLE#47 WALDO,GO TO THE SECONDARY CHANNEL#48 IRIS,.H}GO TO MIDDLE SUPPLY#49 IRIS,TAKE CABLE#50 IRIS,GO TO MAIN SUPPLY#51 SENSA,EXAMINE OBJECT#52 SENSA,TURN FLOWSWITCH#53 BOT.I}H SENSA AND AUDA,MOVE FRED#54 SENSA, CUT CABLE WITH CUTTER#55 POET,PLUG TV1 IN#56 POET,AIM TV1 AT SIGN (THIS IS THE IMPORT.J}ANT RESET CODE..WRITE IT DOWN..ITS DIFFERENT EVERY GAME)#57 SENSA,TAKE CABLE#58 SENSA,GO TO PRIMARY CHANNEL#59 IRIS, PUT C.K}ABLE IN MACHINE#60 IRIS, PUT FUSE IN MACHINE#61 WHIZ,GO TO WALDO#62 WHIZ,TAKE FOURTEEN-INCH CABLE#63 WHIZ,REPLACE THE NIN.L}E-INCH CABLE WITH THE FOURTEEN-INCH CABLE#64 WHIZ,DRAG WALDO TO THE EAST END#65 AUDA,GO TO SLEEP CHAMBER#66 SENSA,REPLACE .M}FOUR-INCH CABLE WITH TWELVE-INCH CABLE#67 IRIS,PRESS ----- CIRCLE#68 IRIS,PRESS ----- CIRCLETA DA! AT THIS POINT THE GAME .N}IS OVER AND ONLY 8000 ARE DEAD AND YOU HAVE SUCCEEDED IN YOUR MISSION!IRIS,PRESS ----- CIRCLETA DA! AT THIS POINT THE GAME ,G