30 ноября 1995 |
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* PART 3 - GAMES INSTRUCTIONS *
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DEMON FROM THE DARKSIDE 2
The Golden Mask
After Morrack defeated Lord Drakon and
travelled back up the secret path of hell,
he once more stood in the lands of Dral.
As he looked up at the bright sky, Wise
the owl flew down to him. They talked for
hours and it soon became apparent the
Drakon had not died nor for that matter
had Stodge the Dwarf. Now there was a new
danger, Ashmeard the wizard was dead and
with him died the knowledge of where the
Golden Mask could be found. If Drakon
found the mask before Morrack, then he
could again summon great armies of demons
and with Ashmeard dead no one could stop
the evil which would devour Dral and all
of its inhabitants.
YOUR QUEST:
You play the part of Morrack and you must
find the Golden Mask which is somewhere in
Dral. Drakon has many demons looking for
you and wise has flown off to consult with
Stodge. You are on your own..... GOOD
LUCK...
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16/48 NO.19 - JULY 1985
On this months tape magazine you can find:
SIDE 1 ;SIDE 2
------------------;-----------------------
Title & Contents ;Of Dungeons & Green Men
Quadrajoin ;Wordsearch
Readers Letter ;Reviews
Editorial ;BigPrint
Beginners Corner ;Crossword
Machine Code Tutor;Competition
Underground ;
NB. Sides 1 and 2 refer to the original
tape. The TAP file included with the
snapshot package is one long file, with
Side 2 following straight on from Side 1.
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KGB SUPER SPY
Codemasters 1989
Your assignment - prevent World War 3! Top
level scientists in East Germany have
developed an incredible new weapon which
could tip the balance of terror between
East and West - they want to defect and
bring their discovery to the West. But the
Communists have sealed the border! There
is no escape...unless you can land your
helicopter amongst the red hordes to
snatch the would-be defectors. Superb
graphics - hundreds of enemies - non-stop
excitement - you'll really believe you're
there in this state-of-the-art game.
Completely authentic - actually written by
an East German who defected to the West!
CONTROLS
Left - Q Right - W
Up - O Down - K
Fire - P
...or press 4 to select your own keys, or
2/3 to select a joystick. Press 0 to start
the game.
To complete each mission, you must collect
all the SCIENTISTS. Follow the flashing
arrows at the bottom of the screen to find
them. They stand on the ground and wave
their RIGHT HAND at you. Land on them to
pick them up. Beware of the POSER
SCIENTISTS waving their LEFT HAND at
you...they are really East German
soldiers! When you've got all 6
scientists, land at the SAFE HOUSE (this
looks like a thatched cottage.)
MISSION 5, the FINAL MISSION: You are now
flying the Super Helicopter (built by the
scientists) - but you only have one so
don't crash! Follow your instructions
(bottom left of the screen) to land at all
the SAFE HOUSES - then fly out to West
Germany.
FUEL
Your FUEL will go down as you fly, and
when you are hit. (Watch the fuel bar at
the bottom right of the screen.) To
REFUEL, land and pick up the JERRY CANS or
land at the SAFE HOUSE.
PICK UPS
These float near the ground. To pick them
up, land on top of them.
JERRY CAN Fuel
FIST Increases your firepower
BOUNCING BOMB Kills Tanks, etc
SPINNING MINE Kills Soldiers
LITTLE HELICOPTER Extra Life
SHIELD Makes you indestructible
(temporarily)
CODE BOOK Extra Points
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ROBOCOP 2
Ocean - 1991
Following on from last months Robocop
game, here is the sequel, again based on
the film of the same name. This snapshot
is 128k only, so can only be used by those
who have an emulator which supports this
mode.
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THE TIME MACHINE
Activision - 1990
This excellent game which I have been
searching for recently has finally
appeared on the FTP sites, and so I have
included it here for everyone to enjoy.
You are a scientist named Professor Potts,
who has invented a Time Machine.
Unfortunately a terrorist bomb hit an
important part of the machine and sent him
hurtling back to prehistoric times. You,
as the professor, must traverse five
different periods of history to return to
the present day, in time to stop the
terrorists planting the bomb in the first
place. To travel through the time periods,
you must not only find special time pods,
but also ensure that history flows
correctly. Ie, to escape from the first
zone, you must ensure that the ice age
starts, but also that man survives. The
grid at the top shows each of the time
zones. When a square is red, somthing must
be done to that location. What you do in
the past affects what that square looks
like in the future. For example, if you
plant a seed in the medievel time zone, it
will have grown into a tree by modern
times. If you can understand all this you
are halfway to completing the game!! Good
Luck!
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JET SET WILLY - THE DEADLY MISSION
Contibuted by Richard Hallas
Another great Exclusive Jet Set Willy game
supplied by Richard Hallas for you to all
get your teeth into! In this next
installment of the adventure, we see Willy
don a Spacesuit and head off into
Outer-Space to clear up a Space Station
before a Robot Maria will let him into
bed!
It has to be played to be believed!!!
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THREE WEEKS IN PARADISE
Mikro-Gen - 1986
The game begins with Wally all alone in
the jungle looking for his loved ones,
Wilma and Herbert.
To rescue them from Can Nibbles (the tribe
who live on the island) Wally must find
and use certain objects which he will come
across on his long and arduous trek. Some
will have obvious uses (the axe), others
will have to be used in more devious ways
(the hole!)
There are many dangerous animals lurking
in the jungle. Some of these may be
pacified with the right approach.
As we all know, Wally's are a dying breed.
Can you help save them from extinction? Or
will the Can Nibbles have a tasty feast!
(Wilma being very tasty indeed!)
CONTROLS
Left - Q,E,T,U or O
Right - W,R,Y,I or P
Jump - All bottom Row
Keys 1 and 2 - Pick up/Set down
objects 1 and 2
Key 4 - Pauses the game
Keys A to ENTER - Go into screen/Swim
/Shoot/Climb/Use object.
There are certain screens which you can
leave other than at the extreme left or
right. Use A to ENTER to turn and leave
this way.
Return to Menu - Caps Shift+Break
together.
Three Weeks in Paradise also contains a
Unique feature key. Key 3 allows you to
change the colour of Wally, enabling you
to when on colourful screens.
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JOURNEYS END
Mastertronic - 1984
Throughout Journey's End you will find
instruction codes. These codes are
reference numbers to instructions
contained in this booklet.
If you are at all unsure as to what you
should do next, whilst playing the game
then look the code number (usually
positioned in the top left hand corner of
the screen) and refer to the instruction
contianed within this booklet.
LEGEND
An extract from Sage Thorvald's BOOK OF
TIME...
"It is said that Hagar the Demonic was
spawned by the union between The Great
Demon Grudich and a peasant girl.
"Hagar grew up worshipping his father, and
on coming of age he sacrificed his mother
to him. This was only the start of an evil
which spread as Hagar gained followers,
eventually forming The Cult of Grudich.
The cult grew as evil flocked to him and
soon his power increased.
"People who joined the Cult, succumb to
the evil 'Hell Fever' after a complex
initiation ceremony. This affliction
causes insurmountable pain which, after
the full moon, results in complete loss of
muscle coordination and the victim becomes
bed-ridden. However, at the full moon a
ritual is performed at which the Cult
members partake of a magical concoction.
The most important ingredient of this
concoction is a drop of a speial elixir,
given to Hagar by his demon father.
"Crundal the Absolute, the then Emperor of
The Southern lands, realised that The Cult
of Grudich was extremely dangerous. When
he heard that even some of his court
members had joined the Cult he decided to
take action. He commissioned spies to
gather information about the Cult's
weaknesses. These never returned and
before the Emperor could take further
action, Hagar andhis minions had
surrounded the city. And so started the
siege of Dartfell. "Amfin Goldbeard, a
dwarven smith in the city, forged a
magical sword using little known arts
handed down by his ancestors. He presented
this to the Emperor and told him it would
only be effective in a duel to the death
with Hagar.
"The following day the Emperor rode out
under a flag of truce with a handful of
men to accompany him. He requested a duel
which Hagar accepted mockingly. Despite
the magic sword Hagar always has the upper
hand and after a short while the Emperor
was felled. Hagar turned to his minions
and raised his hands in triumph, but in
his moment of victory, one of the
accompanying guards snatched up the
Emperor's sword and thrust it into Hagar's
undefended back. As Hagar lay dying he
prounouneed a terrible curse upon all
descendants of the Emperor, that they
suffer from the 'Hell Fever'.
"Upon Hagar's death all members of the
Cult of Grudith died in agony as their
blood boiled. The guard, Eduard was made a
hero of the Southern Lands. Much
merrirment and celebration followed that
evening and peace ruled the land. 'Years
later, on the fourtieth birthday of Ragnal
Castle-Crusher, the new Emperor, he was
struck down with the 'Hell-Fever' and
Hagar's curse was remembered. Much was
known about the Cult of Grudich and it was
felt that the Elixir of Hagar the Demonic
must be obtained if the Emperor was to be
saved. Cultist teachings said that the
Elixir was guarded by a great beast in one
of Hagar's strongholds. Eduard
Back-Stabber and Arnfin Goldbeard
volunteered to undertake the quest and
they journeyed forth into Hagar's evil
wastelands to the North where the only
good thing to flourish are the magical
golden trees. The quest failed and only
Arnfin returned to live out his life in a
quiet village.
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PART I
1.1 If you want to start a new adventure
and do not have a party of adventurers
saved on tape from the end of part 3 then
press 'S'. If you have been through the
whole adventure and saved your party at
the end of it then press 'L' so start them
off on a new, harder adventure.
1.2 The Dungeon
In the dungeon you are looking for a clue
or clues to help you in your quest.
Perhaps some treaure might be useful too!
To move around and explore the dungeon,
use the cursor keys and watch the rooms
and passages unfold before you as your
torch lights the way. If you find an
object then you can move on to it to
discover what it is. Doors in this dungeon
are indicated by magenta squares blocking
the passages. Whether you have a key or
not you must press '0' (zero) to open
doors. N.B. Your will also need the key so
escape each level.
1.3 Advertising and gambling
Press A' to advertise:
You will need up to 6 men to aid you on
your quest. To hire adventurers you must
advertise around the local inns and
taverns for men to join your party.
Press 'G' to gamble:
If you do not feel that you have engh men
but you are short of gold, the best thing
to do is to try to win some money by
gambling.
Press 'P' to see your party
If you press 'P' you will see which men
you have hired so far.
Press 'P' when you have finished
When you have hired all the men you need,
press 'F'.
1.4 Hiring
You will see a list of the men who are
willing to join you together with their
cost of hire, strengths and the spells
which they know. Cost of hire: Each man
has his own price which you must pay him
if you want to hire him.
Strength: Obviously the stronger the
better but you will not find any men with
a strength greater than 50.
Spells: Each man has a list of spells
which he is capable of (the spell names
have been abbreviated to spell letters).
There are four different spells which are
listed below in order of power.
F = Fireball: A fireball is a ball of fire
which can be at the enemy in battle to
cause great damage.
P = Paralysis: This spell can be used to
paralyse the enemy in battle leaving them
vulnerable to attack and unable to
retaliate.
S = Shield: A defence spell in battle,
protecting your whole party from attack
C = Cure: A spell which can be used at any
time to heal wounds and thus restore
strength.
So, a list such as "FCSC" would mean that
that the adventurer was capable of one
fireball, two cures and one shield spell.
Choosing men: If you decide that you would
like to hire one of the men, just type in
his number and he will be added to your
party of men (if you can afford him that
is).
N.B. You can hire a maximum of 6 men.
You can hire as many as you want from one
screen or none at all if you wish. If you
decide that no more on a screen are
suitable then press 'N' and ENTER.
1.5 Gambling
You can gamble up to 50 gold pieces at a
time. Input the number of gold pieces
which you wish to gamble with.
1.6 Prepare your tape containing the party
saved from the end of PART 3, then press
any key and start the tape.
==========================================
PART 2
When you have the main map showing on the
screen, the program is in a state of
pause. To continue the game press 'M' and
you will see the detailed map appear.
2.1 Moving on the map
On the magnified map you may move your
party of men (indicated by the cursor)
using the cursor keys. If you move off the
edge of this magnified map then you will
find yourself on the map representing the
adjacent square on the main map. At this
stage there are 6 function keys which you
can use:
Press 'S' to sleep.
Press 'M' to see the main map
Press 'P' to see your possessions
Press 'H' to go into hunting mode
Press 'N' to return to normal mode
Press 'C' to use a cure spell
Modes of movement:
You can either be in 'Normal' or 'Hunting'
mode.
Normal mode: In this mode you will move at
the normal speed and may happen to find
items or food on your travels.
Hunting mode: If you are in this mode then
your speed of movement will be reduced but
your chances of finding food or objects
will increase. Speed of movement
Your speed of movement will be affected by
the time of day and thus by the daylight.
So, at dawn you would be moving more
slowly than during the
daylight hours but faster than you would
be at night.
2.2 Food
The food you have found is not enough to
feed your whole party. You must therefore
decide which man (or men) will have to go
without. Type in a string of numbers for
the men who are going to eat For example
if all but man no.3 will eat then type in
"124567" (if you have seven men). If you
simply enter 'N' then the food will be
ignored.
2.3 Potions
If you press 'D' to drink the potion then
you will be asked "Who will drink it?" You
must then decide which of your men will
take the risk and enter his number.
2.4 Magic weapons
Magic weapons should be very useful in
battle since they should increase your
hits upon opponents. Each magic weapon you
find must be allocated to one man who will
keep it for the rest of the game. Type in
the number of the man who is going to use
the weapon, but remember, each man may
only have one magic weapon. If for some
reason nobody wants it then press 'N'.
The magic weapon will be printed up under
that man's data display. The power of one
of the weapons is indicated by it's colour
on the display. i.e. blue = +1, red = +2,
magenta = +3.
2.5 Spells
When you find a scroll, any of your men
may learn the spells written on it For
each spell you will be asked "Who will
learn this spell'." to which you must
reply by typing in the no. of the man you
wish to learn it or 'N' if nobody is going
to learn it. However, each man may only
learn up to 4 spells at a time.
2.6 Front line in battle
During a battle you may have two lines in
your battle formation. Men in the front
line may fire at the opponents and may
also use spells. Those in the back line
however, may not. At the same time, those
in the front may be attacked by the enemy
whilst those at the rear will be
protected. You must type in a string of
numbers for those men who you wish to
stand in the front line of attack. For
example if no.4 and no.6 are weak and you
do not wish them to fight then type in a
string like "12357' (if you have seven
men) and 4 & 6 will appear on the back row
whilst the rest will fight at the front.
2.7 Using spells in battle
Spells can be used in battle when the word
"SPELLS" is flashing at the top of the
battle screen. During this phase you may
use any spells which have been learnt by
your front line men. To cast a spell
simply press the key for that spell during
the spell phase.
i.e. 'F' for fireball 'I" for paralysis
'S' for shield 'C' for cure An explanation
of these spells is contained in
instruction 1.4.
2.8 Melee
At the melee stage (hand to hand combat)
you must sort your formation. As in
instruction 2.6, you must type in a string
of numbers for the men you with to go into
hand to hand combat with the enemy. This
string of numbers must not be greater in
length than the number of foe on the front
line of the enemy's ranks since fighting
now proceeds on a one to one basis. For
example if there are three of the enemy
immediately facing you then you must type
in a string of at most three numbers such
as "651".
2.9 Sleeping
You need two men to keep watch whilst the
rest of the party is asleep. You must
enter a string of two numbers; the numbers
of the men who will keep watch. Each man
that you nominate will do a shift of four
hours and will obviously get less rest and
thus gain less strength from his sleep.
For example if you want 1 and 6 to keep
watch then type in "16" or "61".
2.10 Golden trees
The golden trees are magical trees which
can help you on your travels. Each tree
will tell you a list things which it is
willing to give you. When you decide what
you want from the list just type in the
letter which represents it. For example
'H' = strength, 'D' = direction, etc.
2.11 At this stage you may: Save your
current party on tape (press 'I')
-Load a previously saved party (press '2')
-Carry on with the adventure (press '3').
or 'Quit' if you do not wish to continue
at present (press '4').
2.12 Prepare your tape containing the
party saved after PART I, then press any
key and start the tape. N.B. It must be a
party saved from the end of PART I or else
it will not be loaded.
2.13 Prepare your own tape for saving the
characteristics of your party then press
any key when ready.
2.14 Prepare your 'Journey's End' tape and
make sure it is in the same position as
when you last stopped it. When you have
done this press any key and start the
tape.
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PART 3
3.1 From now onwards, unless otherwise
stated, use the cursor keys to move. To
cure members of your party, press 'C' if
you have a cure spell amongst you. To open
doors, you must be adjacent to the door
and then press '0' (zero). You must still
press zero even if you have a key for the
door. If the door does not open then it
must be locked and you do not have the
correct key.
3.2 Corridors.Use the cursor keys to move
and avoid the bouncing boulders. You
(marked by the cursor) will start outside
a door at one end of the corridor and must
make your way along the corridor to the
door at the far end. N.B. Cure spells are
ineffective in corridors.
3.3 Room of the Chasms. Press 'T' to
teleport if in front of a teleport pad.
Each teleport uses your magical power to
transport you. So, if you do not have
sufficient power between you then you will
not be teleported.
3.4 Key reom. To pick up a key you must
move onto it. The longer you spend in this
room the worse your party feels. Cure
spells are ineffective in this room.
3.5 Use keys 1-8 to move: Each man must
cross the board in turn (the man is
indicated by the number of the piece
moving). You move as a king piece (one
square at a time in any direction); if you
move into a check position from one of the
pieces on the board then you must suffer
the consequences.
3.6 Chest room To open a chest you must
move your party to below one of the
chests. Here, you automatically set off
the trigger sysem to the walls. To open
the chest, type in numbers to solve the
combination; there is no need to press
ENTER after each number. When the
combination has been solved, the chest
will open and the trigger system to the
walls will be disabled. Remember, time is
of the essence in this room.
3.7 Stairs. For the stairs you need just
two keys: '7' to jump '8' to move forward
To climb the stairs, press '7' followed
quickly by '8'.
3.8 Movement in battle. During this battle
your men can either be in cover (behind
one of the three bricks) or in the open.
You may only fire or use spells if you are
in the open. During the movement phase
(when "MOVEMENT" is flashing at the top of
the battle screen) if you press the number
representing one of the men in your party,
then he will move from the open to cover
or vice versa. If all cover is occupied
then nobody can move from the open into
cover.
3.9 Spells in battle. During the spell
phase (when "SPELLS" is flashing at the
top of the battle screen) you may press
one of the keys F, Q, S or P. If a party
member is in the open and has the spell
you pressed, then the spell will be cast.
3.10 Saving your party. You are now ready
to save your party. Now that you have
completed the adventure you can put your
men through a tougher adventure by saving
their statistics on tape and loading them
back into part I.
3.11 Prepare your tape containing the
party saved after PART 2, then press any
key and start the tape. N.B. It must be a
party saved from the end of PART 2 or else
it will not be loaded.
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MURDER
CSL 1983
A very simplistic adventure/murder mystery
for you to get your teeth into this month.
You have come to investigate a murder at a
hotel and must roam around the many rooms
finding useful objects and discovering
clues which will eventually enable you to
indentify the murderer. All instructions
can be called up in the game, although all
the normal commands apply, eg. N, E etc.
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SPECTACLE
Over the next few issues, we will be
including a series of those amusing
space-fillers - the "Teletext" programs.
The idea is very simple - just type in a
number to go that page! Sorry is some of
the jokes are older than the ZX80 - It's
not my fault!!
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Look out for next months snapshot pack -
featuring more great games!
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В этот день... 21 November