Roland | CM-32L | User manual | hoboken-manual - Museum of Computer Adventure Game History

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Roland | CM-32L | User manual | hoboken-manual - Museum of Computer Adventure Game History | Manualzz

Legend Entertainment's

Technical Support

CompuServe

E-Mail

(NO

HINTS

WILL

BE

GIVEN ON

THIS NUMBER)

From

the continental U.S. call toll free

9:00 a.m. 5:00 p.m

.

weekdays

EST/EDT

From Europe

(Acco

lade Europe)

From

Canada and all other

loc

ations

72662,

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021

1-800-658-8891

081-788-0200

703-222-8500

Hint Information

24-Hour Hint

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From

the continental U.S.

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($.75 for the first minute,

$.50 for each minute thereafter)

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Hint

books are available - call

1-800-658

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1

or 703-222-8515 to order

($9.95 +shipping/handling)

Executive Offices

(Please do not call this number for technical assistance or hint information)

Legend Entertainment

Company

P.O. Box

10810

14200

Park Meadow Drive

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y,

Virginia 22021

703-222-8500

Table Of Contents

Installation and Music Configuration

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Quick Start for Experienced Gamers

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Overview and Introduction to Game Play

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New York and New Jerse y A r ea Map .

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Guide to Using the Game Screens

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Mi s sion Information .

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Chao s a nd Discovery Maps ..........

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Superhero lnformation ..

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Combat .

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Bu yi ng a nd Selling Stuff. .

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Hints for Novice Role Players

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Hints for Novice Adventure Gamers

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Help! Troubleshooting and Technical Assistance

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Crea t in g a DOS Boot Di sk .....

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Credits

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About the Author

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I n a d d ition to th i s manu a l , y our game p a c ka ge s hould contain the fo l lo w ing e lem e n ts :

4,

3 ~"

High

Density Floppy Disks

Warranty Card

2

Installation and Music Configuration

Installation

Installation and start-up for

Sup

e

rhero League

of

Hoboken

is a snap . Simpl y follow the i nstructions be l ow and you will be up and running in no time .

I . Make backup copies of y our game disks. Thi s is a precautionary step and is not necessary to install the game p r operl y.

2 . Ma k e s ure that you ha v e at least 8 , 000,000 bytes of free space on y our ha r d dri v e . I f y ou are u s ing di s k compression software (i.e., DoubleSpace , or Stac k er) y ou will need 1 6 , 000 , 000 bytes of free space on you r ha r d dri v e . Fo r more detailed information , p l ease check the s ection entitled

Trouble Shooting and Technical Assi st ance .

3.

Insert Di s k # I in your flopp y dri v e and log on to that drive b y t yp i ng

A:

or

B:

.

Then type

INSTALL

to start the installation program . F ol l ow the direction s on the s creen .

4 . Be sure y ou ha v e loaded y our mouse driver.

5. Make sure that a line r e a ding

DEVICE

=

C:

\

DOS\HIME.Jv1.S

Y

S

is in y our

CON FIG.S

Y S file . I f it is not , y ou s hou l d add it. The l ine might not be there if y ou use a third-p a rty memory manager ( i .

e ., QEMM, 386Max , etc.

Check the manua l that came wi th y our memory manager for the equi v a l ent command.

) .

6 . Make sure that a line reading

DOS=H/GH

i s in your CON FI G.SYS fi l e.

7 . Make su r e y ou h av e at least 593,920 bytes (580K) of con v en t ional memory avai l a b l e. Yo u can v eri fy free memo ry b y typing

MEM

a t t he DOS prompt o n y ou r hard d r i v e . I f y ou cannot free up a t l east 580K then y ou m i ght w ant to try making a boo t d is k ( s ee

Creatin

g

a DOS Boot Di

sk).

8 . T o pl ay th e game, c h an g e directo ri e s to the hard d r i v e di r ecto ry that cont ai n s th e g ame ( e.g. t y pe

CD

\SLH

i f y ou cho s e the insta l l a t i on defau l ts ).

Then t y pe

SLH

to start the g ame.

After inst a ll a tion y ou c an chan g e configurat i on options like music card I RQ and

I / O ad dre ss s ettings b y running t he INST ALL program found within th e game di r e ctory on y our h ard di sk.

3

Music and Sound

This game supports the following music technologies:

AdLib Music Synthesizer Card

Creative Labs' Sound Blaster and compatibles

Roland MT32 and compatible MIDI sound modules including

Roland's MT I 00, CM32L, and LAPC I

If you have a Sound Blaster or compatible you are in luck! This is the only sound technology that will allow you to hear music and sound effects simultaneously.

If you have an AdLib or compatible sound board, you wi ll only hear music.

MT-32 support will give you some of the most beautiful music in the business, but without a Sound B laster, you will not hear sound effects. However, if you have both, you can play music on your MT-32 and sound effects on your

Sound Blaster. Wow, a game player's paradise!

Roland

MT32, MTIOO, CM32L, AND LAPCI Owners

To use your MIDI sound module, make sure your equipment is configured as described below and as illustrated on the accompanying diagram. LAPC-1 owners may ignore items I , 2, and 3.

I. A PC to MIDI Interface card is installed in your PC.

2. The PC to MIDI Interface card is connected to an MPU-40 I or compatible

MIDI Interface or MIDI Processing Unit

3.

A MIDI cable is connected from a MIDI OUT connector on the MIDI

Interface to the MIDI IN connector on your sound module.

4. The audio output jacks on your sound module are connected to the audio input jacks on your amplifier or stereo.

5. One or two speakers are attached to the speaker connectors on your amplifier or stereo.

If you are having trouble getting your MIDI sound module to operate, the difficulty can probably be traced to one of two causes. First, you may ha ve two or more cards in your computer that are set to the same IRQ . If this is the case, you can change the IRQ va lue for one of the cards by using the card's jumpers or switches (although some cards do not allow this). Consult the manual that came with your MIDI interface .

4

The second possibility is that your MIDI interface may be set to an IRQ other than the default value of 2 and/or an I/O address other than 330 used in the install program. In this case, yo u must specify the appropriate IRQ va lue and/or

I/O address during installation. If you have already installed the game you can change the IRQ and

1/0

address by re-running the INST ALL program within your game directory. Simply type

INSTALL.

IBMPC

SPEAKERS

SPE.'il<ER

WIRES

PC/MIDI

INTERFACE

CABLE

AllDI

WT

MPU-401

(OR COMPATIBLE)

AUDIO

MI DI

"'

our

~--~

AUDIO

AUDIO

"'

CABLES

ROLAND

SOUND

MODULE

AMPLIFIER

OR STEREO

MIDI Wiring Diagram for Roland MT-32, MT- I 00, and CM-32L

5

Quick Start for Experienced Gamers

If you want to jump right in and learn as you go, feel free. We have tried to make this process easy by providing an On-line Help feature that is always accessible. When you see something you want help with, simply position the mouse cursor over it and press the right mouse button. Explanatory text will appear on the screen.

If you still cannot figure out how something works, look up the screen you are having difficulty wrt:h in the section entitled,

Guide

to

Using the

Game

Screens.

You can also find the screen you are having trouble with by quickly paging through the subsections until you spot the picture of the screen you need help wrt:h.

If you are an adventure gamer who does not do much role playing and y ou really get stuck. try reading the entire section entitled

Hints for Novice Ro/e-

Pfayers.

If you are a role player who does not play many adventure games, try reading the section entitled

Hints

for Novice Adventure

Gamers.

6

Overview and Introduction to Game Play

This game is a balance between the genres commonly known as adventure gaming and role playing. In an adventure game, you become the main character of an evolving story. You advance the story by solving puzzles and interacting with characters. Most role playing games are also loosely based around an unfolding story and character interaction, but they can include many elements traditionally not found in adventure games: a party with multiple characters, a much bigger geographical area, multiple character statistics and attributes, weapons and armor, and combat with bad guys .

In this game, you play the role of the central character in our story. You are a

Superhero known as The Crimson Tape . Your superpower (Create

Organizational Charts) makes you the natural leader of a band of friendly mutants known as the Superhero League of Hoboken.

The game takes place approximately 200 years in the future in the postapocalyptic wasteland of the northeastern United States. Along with the

Superhero League of Hoboken, other Superhero Leagues have arisen to keep order, preserve ancient knowledge from before the collapse of society, and nurture the rebirth of a new society . Their activities are coordinated by the

Commissioner of Superhero Leagues, who also maintains ranking and status information for all of the Leagues .

The Commissioner will assign a number of

tasks

to be performed by your

League . Matilda, the League's mission computer, will provide briefings on the missions. After selecting a mission, you will assemble a party of Superheroes and set off across the wasteland of the post-collapse northeastern United States.

You will start the game wrt:h five assigned missions. As soon as you complete all of these missions, you will advance to a new level and be assigned another five new missions. As you move from level to level, your League will advance in rank and prestige. New Superheroes will join up and become available for inclusion in your party. Each level will involve exploration, discovery, character interaction, combat, and puzzle solving.

Five Major Game Play Activities

I. Selecting your party and learning about missions in the Headquarters of the

League.

2 . T rave ling around the northeastern United States using the Travel Map .

7

3. Combat with bad guys.

4 . Buying and se lling stuff in marketplaces .

5. Solving puzzles in adventure game environments .

Because this is one of the more complex games that Le gend has released, we have tried to provide as much help as possible regarding the mechanics of game play . Help is provided through extended sections of this manual and through

On-Line Help

within the game itself

The sections of this manual dedicated to understanding game play are listed below .

Guide

to

Using the Game Screens

:

Explains how to interact with the individual screen interfaces that you will run into as you play the game . This is an excellent reference for help during the game.

Hints for Novice Role-Players:

For anyone who has never played a role playing game before or is having trouble understanding what is going on from the very beginning. Some of the content here is the same as the previous section, but we have also included strategy tips to help you decide what to do.

Hints for Novice Adventure Gamers:

For seasoned role players who have not done much adventuring or people who have not played either role playing or adventure games.

To access On-Line He lp, simply move the cursor over what you are having trouble with and press the right mouse button. Explanatory text will appear in a box on the screen .

New York and New Jersey Area Map

If you are not a native New Yorker, you might find this map useful when traveling around the New York and New Jersey areas .

8

Guide to Using the Game Screens

Adventure Game Screen

You will

be

interacting with

the

adventure game

environments,

such as the rooms in the

Superhero League

of

Hoboken Headquarters

building, through

the

Adventure Gome Screen

shown

below

.

Many

of

the missions require puzzle

solving

in this

environment, and for these you

must manipulate objects using

this interface.

Icons

and Other

Screen Elements

I.

The

pictu re is

an example of

what you as

the

story's

main

character

could

see .

2

.

Game objects

can

exist

in the

picture

wi ndo w and in your inventory.

Items in inventory

are

represented by icons

at

the bottom

of

the

screen.

3 .

The

names of al l

of

the significant or

potentially useful

objects and l ocations i

n

a

picture

will l ig

ht

up as yo

u move

the mouse cursor over

them. If

you position the cursor over an object and its name does

not light

up, then you cannot

interact

with it

4 .

The double

tray under the text window is for your party's special inventory .

As you buy stuff.

TAKE

items from rooms, or

TAKE

items from the Storage

Cabinet (more on

thi

s

l

ater), yo

u

will see objects appear as ico

ns in

yo

ur

inventory. These objects are nominally in YOUR inventory (you as the

10

Crimson Tape). Plea

se note

that

objects associated with role

pla

y

ing

com-

bat,

such as weapons and armor,

do not

appear in the adventure game

in

ven

tory

- they are considered

to

belong to the

character

who owns

them.

(Otherwise, our inventory tray wou

ld ha

ve to accommodate severa

l

hundred icons and yo

u

wou

ld

spend a

ll

of your

time

scrol

ling

through inventory.)

5.

The Crim

so

n Tape

icon, (yup, that's you, the

little

guy wit

h the big

smile and the white spandex

uniform)

allows y

ou

to

interact

with

the

members

of

yo

ur part

y. You can talk

to

them and ask

them

to use

the

ir respective superpowers .

6.

The Lightning Bolt icon

gives yo

u

access

to

your

part

y members' superpow-

ers

(without the bother

of

talking to

them)

.

7 . You trave l

from location to locat

i

on inside

each adventure game

environment

using

the compass

rose

at the

lo wer

left

,

or by

clicking your mo use

on

s pec ia ll y

assigned

regions in

the picture.

Va lid

directions

light

up in bright white

.

To move

, simply

click on the direction

you

wish to travel.

8. UNDO

is

a command

that allows you

to take back

your

last move.

9.

If you

click on the

icon

that

loo ks

like a

flopp y

disk, a submenu of

syst em

options

wi ll appear .

These

system

options include

HELP , SAVE ,

RESTORE

,

RESTART, MUSIC

(a d just the vo lume

level)

, STA TUS (check

on

score and

status

informati o n), and

QUIT

(to

DOS).

Building Commands

I.

Communicate with the

game b y

building

game

commands.

Game

com

-

mands

are

made

from verbs ( li ke

the ones

on

the

le ft side

of

the screen) a n d

objects.

2.

Use

the verbs

in

the

list on the left hand

side of

the

screen

together

with

the

objects

in the

picture and

in

yo

ur

inventory.

3. C l ick on the object you want to

interact

wi

th

first and then a verb, or on a verb and then the object . You will see your game command constructed on the command

line

as y

ou

click.

4.

If

you choose the object-first syntax for

build

ing commands, yo

u

will see a default verb s

uppl

i ed

b

y the system once you click on an object . You can click again to execute the default command or move the mouse cursor to build another command using another object or a verb from the list on the left .

1 1

5. A list of specialty verbs may appear when you click on an object. Specialt y verbs are directly associated with objects (e.g. the verb Drink may be associated only with a liquid).

6. Some game commands , li ke those using the verb PUT, require two objects to complete.

7. You will see feedback about yo ur actions in the text window below the picture.

8. Left click on inacti ve regions of the screen to clear command lines.

Superhero Selection Screen

A party of Superheroes will accompany you on each mission. The

Superhero

Selection Screen

will allow yo u to review the Superheroe s' qualifications and add or delete party members as needed for each mission.

This screen is located in the Lunch Room in the Superhero League of

Hobo ken Headquarters building where available Superheroes hang out while awaiting assignment.

Go NORTH from the room where you started out the game (Headquarters) and you will find yourse lf in the Lunch Room, looking at the

Superhero Selection

Screen.

12

When you begin the game, you have only yourself in your party. Along the bottom of yo ur screen yo u will see yo ur picture (The Crimson Tape) and empty gray bo xes for each potent ial party member . As you select party members, the gray rectangles will be replaced b y pictures of the new party members.

As yo u advance from Le vel to Level, the size limit of your party wil l expand.

At the top of your screen, the window will s how one of the Superheroes in the Lunch Room waiting to be selected . The Inventory and Stats in the middle of the screen pertain to this Superhero .

Selecting and Removing Party Members

I. To scro ll through pictures of available Superheroes, click on the right and left arrow buttons on either s i de of the Superhero pictured at the top of the screen .

2 . As you scro ll through the availab le choices of Superheroes, the In ventory and Stats information wi ll change to correspond to the pictured Superhero.

3 . To add a Superhero to your fighting party , simply click on the ADD button.

The se lected Superhero wil l then be pictured in one of the gray boxes along the bottom of the screen.

4. To remove a party member, click on the picture of the Superhero in your party that y ou want to get rid of and then click on the REMOVE button.

Additional Information About Superheroes

I . For a description and other information about any Superhero pictured on the screen, first click on the picture to h ig hlight it then click on INFO . This wi ll show you a screen that contains a background description of the

Superhero and his or her Class.

All About Inventory

I . The inventory column l ists objects that are being carried by the currently selected Superhero.

2 . A plus sign next to the item ind icates that the Superhero is currently equipped with that item and it wil l have an impact on combat. If the item is armor, a plus sign indicates that it is being worn and as a resu lt increases the party member's toughness. If the item is a weapon, then a plus sign ind i cates that it is one of the se le cted weapons for combat and i s being held in such a way that it is ready to use in a fight. No plus sign indicates that the item is simply being carried and wil l not have any effect on combat.

1 3

3. You do not have to worry about trying every combination of weapon and armor to find what works best. The computer will decide how to optimally equip a party member given what is in hi s or her inventory . For further help refer to

Di

stributing Weapons

in the

Hin

ts for Novice Game Players

section.

4. Each Superhero can wear up to ten pieces of arm or that frt: on d i fferent parts of the body (top of head, eyes, neck, shoulders, arms, hands , chest, waist, legs, and feet). Armor modifies the toughness statistic and makes a party member more resistant to damage in combat

5. Items that are not used in combat, such as adventure game objects, are grayed out (Note: The Crimson Tape is the only Superhero who can carry these objects .

)

6. For information about the items i n in ve ntory , first click on the item to highlight it and then click on the LOOK button .

Statistics

I. The statistics (stats) area contains information about the selected

Superhero .

2.

Condition:

Depending on the number of health points, this ranges from just Peachy to Run Down to Pretty Zonked and finally, when health is at zero, Zonked. Characters can also be Itch y, Paranoid, Glowing (irradiated), and Hiccuping. Health points can be restored by RESTing . The party may need to visit a Shaman (medicine man) to cure Itchy, Paranoid , Glowing, or

Hiccuping characters .

3 .

Brawn:

An indication of the character's brute strength (and therefore how hard the character hits during combat).

4.

Brains:

An indication of the relative intelligence of the character . Bra i ns affect the character's shooting ability and how effectively the character uses his or her superpower. It also has a slight effect on hitting ability. Brains is equivalent to "ma nna" or other kinds of "magic quotients " in other games.

5.

Toughness:

An indication of how resistant the character is to damage.

6.

Health:

Shows the condition of the character, equivalent to Hit Points . At zero health points the character is useless and cannot participate in combat although he or she still remains with the party . If the health stat for all of the characters in your party goes to zero, the party i s out of commission and the game is lost. Health points are restored by RESTing.

14

7.

Primary Superpower:

Each Superhero starts out excelling at one superpower.

8.

Secondary Superpower:

Additional superpowers are acquired as characters discover radioactive isotopes during their travels . The se additional superpowers vary in effectiveness from I % to I 00%.

9. Brawn , Brains , Toughnes s, and Health stats can all be increased during game play. Toughness is increased by wearing armor. The other stats can be increased by EA Ting ; vegg ies increase Health , beef increases Brawn , and fish increases Brains.

I

O.

E xp erience points are a kind of score that increases as the character explores territory, participates in combat, and helps solve puzzles that complete missions. As each Superhero passes certain thresholds of experience, he or she will advance in Class . A j ump to a new Class will increase all stats.

I I . The little pictures of the party members along the bottom of the screen actually contain important information about some of the stats. The little white number in the upper left of this picture is the total toughness for that character i ncluding armor. The green bar and the number at the bottom of this picture is a graphical and numerical indicator of health.

Storage Cabinet

A nifty, infinitel y expandable storage cabinet is located i n the Superhero League

Headquarters. It can hold inventory items, weapons and armor. Remember to check the storage cabinet when you first start out and whenever your League advances to a new level because it will often contain useful goodies.

15

I . To access the storage cabi

n

et, click o

n

it a

n

d then click on OPEN.

2. You can select an item to transfer by highlighting it. Then click on the

TAKE or PUT button to transfer the

item

from the storage cabinet to the

selected

Superhero or from the

selected

Superhero to the storage cabinet.

Remember that the selected Superhero is indicated by a

yellow

rectang

l

e

.

You can also click on an item, hold down the

l

eft mouse button and drag the item to a party member.

Mission Information Screen

The computer in the Mission Room

(upstairs

in the Superhero

L

eague of

Hoboken

H

eadquarters bui

l

d

i

ng)

is

the

source

of League mission assignments.

The mission computer's name is Matilda .

Chaos and Discovery Maps

On the

wa l

l of the Mission Room

you wi ll

find two maps. By cl i cking on the maps and then on the

verb

LOOK,

you

can

access

a fu

ll screen

interface that gives

you

information about the terrain

you will

encounter.

T

he

Discovery Map

shows terrain

you

have exp

l

ored. Because there are bonus points for completely exp

l

oring a sector , this map wil

l

help

you

remember what

you

have and have not explored .

The

Chaos Map

shows the level of monster activity in each

sector.

The chaos

value

for a

given sector

is an indication of how

l

ike

l y you

are to get into combat

when wandering i

n that

sector.

You can eliminate all of

the

monsters and

reduce

the chaos

value

for a

given sector

to zero by repeated

l y

engaging

in

combat until

you

wipe out a

ll

the monsters

within

the

sector

. You get bonus points for clearing sectors.

Travel Map

Use the

Travel Map

to move from location to location across the geography of the northeastern United States . Each map tile

is

a sector. Each sector has a number and letter designat

i

on

(e

.

g.

2C).

To access

your

current missions, TURN ON MA

T

I

L

DA by clicking on the mission computer.

I. For detai

l

ed descriptions of the missions, click on the colored button to the left

of

each of the five brief descriptions.

2. The detailed mission descriptions

will

contain important information

about

the mission objectives and the map coordinates/locations.

3.

T

he

Mission Information Screen

is accessable from the

Travel Map,

so

do

not

worry about writing

everything down

before

leaving Headquarters .

4. When you have

satisfied the

mission

objectives,

you

must return to

Headquarters. Mat

il

da

will

register the m i ssion as completed.

1 6

Map Features

I

.

T

he pulsating orange and red cursor indicates

t

he

p

osition of t

h

e party within the

sector .

The party's current position can be seen by looking

at

the coordinates

(i

.

e .

, I,

I

0) located i n the upper

l

eft corner of y our

screen.

17

2. Each sector is divided up i nto square tiles, which represent a terrain type .

Terrain types include highwa y, hi ll , city. flooded city, forest, radioactive waste l and, suburb, deep water, etc.

3.

As you travel around on the map, you wi l l discover hot spots that represent interesting places in the sector . A pop-up window describing your discovery wil l appear on top of the screen. I n some cases t he hot spot wi ll represent an adventure game environment or an entrance to another sector.

4. The L OOK verb at the upper left a l lows yo u to examine the terrain directl y underfoot.

5. The RES T v erb al l ows your party to rest, bringing health stats up to max i mum.

6. The DANG E R indicator wi ll appear if y ou are carrying the dangerometer

(obtained from the storage cabinet in Headquarters) . T his instrument indicates the potential nastiness of combat you will encounter in the sector your party is current l y occupying. Note: The dangerometer does not predict combat frequency, just nastiness .

7 . T he buttons underneath the compass rose access the system function s such as SAVE and R E STORE, the

Superhero Information Screen,

the

Party

Stats

Summary Screen

and the

Mission Information Screen

.

Movement

I . Mo v e b y cl i cking on the compass rose at the lower l eft of the map (white arrows indicate valid directions), by using the cursor control keys on your keyboard, or by clicking o n a region of the screen with your mouse . H int

Once you become comfortable navigating the map, you may find that using the keyboard is the most efficient method of moving around.

Movement Restrictions Based on Terrain

I .

Flooded C i ty :

Cannot be tra v ersed un l ess the party is in possession of an inflatab l e raft or rubber dingh y, or two of the party members ha v e the

Rea l ly Good at Treading Water Superpower at 25% or better .

2 . Deep W

a te r:

Cannot be traversed unless the party is in possession of an inflatable raft or rubber dinghy , or at least three of t he party members have the Really Good at T reading Water Superpower at 50% or better .

3.

Hilly

or Mountainous Terr ai n :

Cannot be tra v ersed unti l the party ha s consumed a dose of power pil l s. Once consumed, the charge from a dose of powe r pi l l s lasts until the next REST period .

18

4.

Fores t:

Cannot be tra vers ed unt i l the party is properl y equipped to move within the fo r est . The se cret to this is a puzz l e, so we wil l not re v eal how y ou get equipped here .

5 .

R a dio a ct i ve Terrain :

Can have an abnormal effect on y our party un l ess y our party members have been immunized aga i nst radiation poisoning.

Traversing radioactive terrain may cause party members to become irradiated (condition GLOW I NG) if the y have not been immunized . An irra diated part y member does not always get restored to full health during a REST pe rio d . The attention of a Shaman is required to tr eat radiation poisoning although this condition w ill a l so disappear after a sufficent number of RESTs.

Superhero Information Screen

This screen detai l s the in ve ntory and stats for the h i ghlighted Superhero and can be acccessed by pressing the HERO button from any point in the game .

On t h is screen, the party is l ined up a l ong the bottom and the inventory and stats for the selected Superhero are displa y ed in the gray windows.

Before you leave Headqu a rte rs, u s e the this screen to equip yo u r part y for combat. Equipping can mean changin g the order of the party, and/or tran s fer ring armor and wea pons between party members to maxim i ze effe ct i ve nes s during combat

The y el low bo x around the p icture of the Superhero indicates thi s Superhero is currentl y selected . The inventory items and statistics you see in the gray w indows pertain to this Superhero .

19

Order of Party Members

I . The order of yo ur part y is important because the part y fights in the order the party members are displa ye d . The Superhero at the bottom left of the screen is the leading Superhero as the party fights and travels. Organize your party with Superheros that have the greatest combat skills at the left and the Superheros wit .

h the greatest combat superpowers at the right.

2. To change the order of your party, position the cursor over the party member you want to move and while holding down the left mouse button , move the mou s e cursor to the slot yo u want the part y member to occupy.

Now release the mouse button and the selected Superhero will be in the new position.

Transferring Inventory Items

I . To transfer inventory items from one party member to another, select the party member who has the item you want to move . Click on the item while holding the left mouse button down, move the mouse cursor to the picture of the party member you want to have the item, then release the mouse button. This is called "clicking and dragging."

All About Inventory

I. The inventory column lists objects that are being carried by the selected party member.

2. A plus sign next to the item indicates the Superhero is currently equipped wfth that item and it will have an impact on combat. If the item is armor, a plus sign indicates that it is being worn and increases the party member's toughness. If the item is a weapon, then a plus sign indicates that ft is one of the selected weapons for combat and is being held in such a way that it is ready to use in a fight. No plus sign indicates that the ft:em is simply being carried and will not have any effect on combat.

3.

You do not have to worry about trying every combination of weapon and armor to find out what works best. The computer will decide how to optimally equip a party member given what is in his or her inventory.

4. Each Superhero can wear up to ten pieces of armor that fit on different parts of the body (top of head, eyes, neck, shoulders, arms, hands, chest, waist, legs, and feet) . Armor modifies the toughness statistic and makes a part y member more resistant to damage in combat.

20

5 . Items that are not used in combat, such as adventure game objects, are grayed out. (Note: The Crimson Tape is the only one who can carry these objects .)

6. To get information about items in inventory click on the item to highlight it and then click on the LOOK button.

Superhero Statistics

I. The statistics (stats) area contains information about the Superhero pictured at the top of the screen .

2 .

Condition:

Depending on the number of health points, this ranges from

Just Peachy to Run Down to Pretty Zonked and finally , when health is at zero, Zonked. Characters can also be Itchy, Paranoid, Glowing (irradiated), and Hiccuping . Health points can be restored by RESTing. The party may need to visit a Shaman medicine man to cure Itchy, Paranoid, Glowing, or

Hiccuping characters.

3.

Brawn:

An indication of the character's brute strength (and therefore how hard the character hits during combat) .

4.

Brains:

An indication of the relative intelligence of the character . Brains affect the character's shooting ability and his or her abilft:y to use his superpower. Brains also has a s light effect on hft:ting ability. It is equivalent to

"manna" or other kinds of "magic quotients" in other games.

5.

Toughness :

An indication of how resistant the character is to damage.

6.

Health:

Shows the condition of the character, equivalent to hit points . At zero health points the character is useless and cannot participate in combat although he or she remains wft:h the party. If the health stat for all of the characters in your party goes to zero, the party is out of commission and the game is lost. Health points are restored by RESTing .

7 .

Primary Superpower:

Each Superhero starts out excelling at one superpower.

8 .

Secondary Superpower:

Addft:ional superpowers are acquired as charac ters come across radioactive isotopes during their travels. These additional superpowers vary in effectiveness from I% to I 00%.

9. Brawn, Brains, Toughness, and Health stats can all be increased during game pla y . Toughness is increased by wearing armor. The other stats can be increased by EA Ting; veggies increase Health , beef increases Brawn, and fish increases Brains .

21

I 0. Experience points are a score that increases as the character e x plores territory, participates in combat, and helps solve puzzles that complete missions.

As each Superhero passes certain thresholds of e x per i ence, he or she

wi

ll

advance in Class. A jump to a new Class wil l increase a ll stats.

I

I.

The little pictures of the party members along the bottom of the screen actually contain important information about some of the stats. The little white number in the upper left of the picture is the total toughness for that character includin g armor. The green bar and the number at the bottom of the picture is a graphical and numerical indicator of health.

12 . To get information about a Superhero, click on INFO. This wi ll show you a screen that contains a description of the Superhero, his or her Class, his or her condition, and the number of experience points accrued.

Party Stats Summary Screen

The

Party Stats Summary Screen

provides a snapshot of the party's condition. All stats and party member conditions are displayed, a l ong with a summary of provisions and party funds availab le .

Combat Screen

The

Combat Screen

is perhaps the most complex of the interfaces and requires some explanat i on. Combat occurs when your party comes into contact w ith a band of nasties (monsters). During combat members of your party tight with the monsters until either your party wins the tight, your party flees the scene, or your party is wiped out.

Combat is fought in rounds. During each round, members of your party and monsters from the band of nasties wi ll get a chance to attack each other . Each round proceeds sequentia ll y, wi th all of the members of one group getting a chance to attack a target in the opposing group. If you surprise the monsters, you wi ll have the opportun i ty to attack first. Otherwise, if the monsters surprise you, they wi ll have the first opportunity to attack.

You can pick the target and type of attack for each Superhero. The computer wi ll tight for the monsters. Each attack may or may not result in damage.

Damage manifests itself as a decrease in health points. Damage is calculated based on the weapon used, the strength of the attac k ing party member or monster, and the toughness of the monster or party member being attacked.

When health points for a party membe r or monster go to zero, then that party member or monster is out of commiss i on . When an entire party or band of monsters has been knocked out of commission, then the tight ends.

22 23

Screen

Elements

I. The monsters are lined up along the top of the screen. The colored graphs underneath the little pictures of the monsters are an indication of each monster's condition (health points) .

2 . Double click on the monster pictures at the top of the screen to get stats, descriptions, and other information.

3. The window containing the animation shows you all the monsters within hand-to-hand range . Depending on the terrain, you will see one, two, or three monsters . This allows you to see the nasties in all of their mutated, horrifying, hilarious, and ridiculous glory.

4. The text window to the right of the animation window describes all the action during combat.

Combat Icons

I . Combat icons are located under the text window.

2 .

Knife icon

(Attack) : The knife icon is for a close-in attack using the weapon selected for hand-to-hand combat (i.e. knife, pointy stick, two-by-four, glass shard, rusty nail, modified joy buzzer , nuclear tipped brass knuckles, etc.) .

Because only the first one to three monsters (depending on terrain) are within hand-to-hand range, the attack option is limited to the corresponding

Superheroes in the first, second, and third positions in the party line-up.

3.

Gun Icon

(Shoot): This is for a shooting attack with a ranged weapon (i.e. pistol, slingshot, laser, sling, hip mounted catapult, bowel disrupter , gizzard exploder, etc.). Party members farther back in the pack can use shooting weapons to attack opponents .

4.

Lightning Bolt Icon

(Use a Superpower): The lightning bolt icon is for a superpower attack (i.e. Increase Foe's Cholesterol Level, Put Animals to

Sleep, Induce Rust, Cause Root Rot, etc.). Not all superpowers are effective in combat (you cannot use Clean Almost Any Mess during a fight).

Not all combat superpowers are effective against all opponents. Useable superpowers will be displayed in bold. If you try using Induce Rust on a

Junk Bond Amoeba, it wil l not be as effective as using it on a Mutated

Welding Robot. When used properly, however, superpowers are your most effective weapons.

5.

Shield Icon

(Cower): The shield icon is for a defensive crouch that temporarily improves toughness for one round of combat. You might want to

24

t

l

cower if a Superhero is out of hand-to-hand range, is missing a good combat superpower, AND has a lousy shooting weapon.

6 .

Single Curved Arrow

(One Round of Auto-combat): Thi s icon represents one round of auto-combat. Selecting it will cause the computer to fight one round for you. The computer does not necessarily make the best choices when it comes to weapons, targets, superpower options, and combat tactics .

7.

Double Arrow

(Icon To ggle): The double arrow toggles the combat icons.

Use this to see the rest of the possible combat actions.

8.

Speech Bubble Icon

(Kibbitz): This is a kind of cheerleader option . Clicking on this icon will cause the selected Superhero to give advice to another of the party members, temporarily increa sing that party member 's offensive weapon capabilities. You might want to use this option instead of Cower if you have a particularly tough Superhe r o who is not in hand-to-hand range, has no effective combat superpower, and has a lousy shooting weapon.

9.

Clasped Hands

(Beg for Mercy): The clasped hands are a last resort . If your opponent has a high mercy rating (check the monster stats by double clicking on its small picture), it might lea ve your party alone if you beg for mercy .

I 0 .

Money Sack Icon

(Bribe): Click on this to offer a bribe to your opponents .

If the greed stat of your selected opponent is high (check the stats by double clicking on its small picture), then it might leave your party alone if you pay it.

I I.

Fleeing Man Icon

(Run Away): The fleeing man icon is for running away

(leaving the scene , getting lost, or taking off). If it loo ks like your party is going to lose , then the best thing to do i s run away . You might lose some money or a weapon or two during the flight, but at least your party will li ve to fight another day .

12 .

Double Curved Arrows Icon

(Auto-combat for All Rounds): The double curved arrows icon is for auto-combat through the end of the combat encounter. Selecting this will cause the computer to make the decisions for your party until the fight is resolved. The same warning offered for one round of auto-combat app li es here: use this only when the outcome of the combat is assured. The computer does not make the best tactical decisions. This is a good option to pick only when you have a party of six to nine super tough guys and you stumble on a bunch of wimpy monsters.

25

Combat

I. You wil l use the combat icons described here during your party's tum in a round of combat. Each Superhero wi ll have a chance to p i ck a target and take h i s or her best shot. You can te l l which Superhero's tum it is by the yellow rectang l e around the picture of that party member. You designate a target for your action by clicking on the monster you wish to se l ect. A white outline wi l l show the se l ected monster .

2. A red circle with a lin e through it w i ll appear over those ico n s that are not avai l able (the knife close-in attack icon will be b l ocked out if a monster is out of handt o-hand range of the se l ected Superhero).

3 . I f your party l oses, then you lose the game (unti l you RESTOR E , anyway).

When things l ook desperate and you are sure you are goi n g to l ose a fight, run away!

Buying and Selling Stuff

During your trave l s y our part y wi l l come across quite a number of vi ll age mar ketplaces . The marketplaces wil l ha v e a varying number of shops where y our party can buy and sell i tems.

When your party enters a shop, l ook at the wares that are for sale. You can use party funds to buy or se ll spiffy new weapons and armor, as we ll as adventure game objects that are useful for solving puzzles re l ated to the completion of missions .

I . The items for sale appear on the right hand side.

2. T he items in the i nventory of t he selected Superhero appear on the left hand side.

4. T he prices for items you can bu y are to the right of the items i n the shop .

T o buy something, simply select the item to buy by clicking on it and then c l ick on t h e BUY button . I f you h ave sufficient party funds, the pr i ce wil l be deducted and the item w i ll be transferred into the inventory of the se l ected

Superhero.

5 . To se ll something, select the item to sel l by clicking on it and then clic k on the SE L L button. T he price you w ill get for se l l i ng something i n a

Superhero's inventory appears next to the name of that i t em in the inventory window.

6. You can select a new Superhero (along with his or her corres p onding inventory) to buy or se l l by cl i cking on one of the pictures of your party members that l ine the bottom of the screen.

26

27

Hints for Novice Role-players

Pre-Combat

Selecting Your Party

First, you (The Crimson Tape) must be in every party. Second, you must include any Superhero whose power wi ll be needed to complete the mission you are embarking on. Remaining party slots should be filled with Superheroes who w ill perform best during combat.

Health points are the best indicator of a Superhero's survival chances during combat. On the other hand, a Superhero with a lo w number of health points but a potent combat-related superpower can be very useful.Try to strike a balance .

A good Le ve l I party would be The Crimson Tape, The Iron Tumm y,

Robomop, and Tropical Oil Man.

Ordering Your Party

From both an offensive and defensive point of view, the first , second and third part y members are the ones who engage in hand-to-hand combat, and wil l bear the brunt of combat, so these should be your toughest Superheroes. Also, note that the effectiveness of shooting weapons decreases with distance, but the superpowers are equally effective regardless of how far back the Superhero is. Therefore, your relatively weak Superheroes with offensive superpowers should bring up the rear .

A good ordering for the Level I party suggested above: Robomop, The Iron

Tumm y, The Crimson Tape , Tropical Oil Man .

Distributing Your Weapons

Superheroes toward the front of your party are most likel y to be engaged in hand-to-hand combat, requiring hand-held weapons such as bill y clubs and point y sticks. Give these Superheroes yo ur best hand-held weapons. You can tell how good a weapon is b y clicking on the LOOK button in the

Superhero

Information Screen

or the

Buy-Sell

Screen. If you give two weapons to a

Superhero, the best one will be automatically equipped. The equipped weapon will be the one wi th the + next to its name.

Superheroes beyond the first slot , and especially those beyond the third s lot, are most li ke l y to be shooting at their targets, and should be given the best

28 shooting weapons, such as the pitching machine and the spitba ll shooter.

Superheroes wit h a good combat superpower, such as "put animals to sleep," wi ll often be using that superpower. You should not waste your best weapons on such a Superhero .

In the example Le ve l I party described above, you should give your best handto-hand weapon to Robomop, yo u r best s hooting weapon to The Crimson

Tape, your second-best of each to Iron Tummy, and table scraps to Tropic a l

Oil Man.

Distributing Your Hardware

The various garments and devices that increase toughness can be worn in any of I 0 body lo cations: head, eyes, waist, knees, etc. Therefore , a Superhero can have up to I 0 such pieces of armor. As with weapons, the best piece of armor for a particular spot wi ll be automatically equipped, as indicated by a+ next to its name.

The effectiveness of additional armor decreases as a Superhero's toughness level increases. Therefore, you can get the most toughness for the buck by distributing your armor in order to keep every party member at approximately the same toughness le vel.

Avoiding Sectors

With just a few exceptions, the nastiness of your combats are dependent on the sector yo u are in. If you find yourse lf getting constantly beaten in combat, yo u may be in a sector that is too tough for you; try coming back when your party i s larger, or at least tougher. Note: Combat against manageable opponents shou ld NOT be avoided; these combats wi ll help you gain experience, money, and various goodies from post-combat caches.

During Le ve l I, you do not need to vis it any sectors other than

2C, 20, 30,

and Newark.

Resting

On one hand, you do not want to rest every time any party member is less than I 00%, or else you wi ll constantly be running out of provisions and having to hurry back to Headquarters . On the other hand, yo u do not want to go into combat in battered condition, because then a normally manageable bunch of nasties wil l punch your lights out.

29

You will have to decide to rest based on how daring you want to be. A good rule of thumb is to rest any time that one or more of yo ur party members is completely zonked.

Health

Consult the

Party Stats Summary Screen

to check out the condition of each party member. In addition to combat injuries, which will be healed by resting, other sub-optimal conditions will be shown. These conditions will have a variety of bad side effects, including inabilit y to heal and poor performance during combat.

These conditions will eventually wear off while resting. If you want to make them go away sooner, yo u will have to visit a Shaman and pay for special healing.

The Chaos Map and the Dangerometer

The

Chaos Map

is located in the Mission Room back in Hoboken. It tells you how likely you are to get into combats in any given area, but not how nasty those combats will be.

The dangerometer is found in the Headquarters Storage Cabinet, and can be carried around with yo u . It does not tell yo u the probability of a combat occurring, but it does tell you how nast y a combat will be if it does occur. Its information is displayed in the upper left comer of the

Travel Map.

The redder the display, the more dangerous the combats in this sector.

Combat

Selecting Your Target

Your combat-related actions are directed against one opponent at a time . The current target is the opponent whose small picture has a white rectangle surrounding it . You can change the target simply by clicking on the picture of another opponent.

Depending on the terrain, the first, second or third members of each party may be engaged in hand-to-hand combat. This is indicated by the number of opponents who appear in the large picture . If yo u want to attack an opponent with a hand-to-hand weapon, your target must be one of those first three opponents .

If you are going to be using a shooting weapon, keep in mind that the effectiveness wi ll drop off with distance, so that shooting at an opponent toward the

30 front of the pack will usually cause more damage than shooting at an opponent toward the back of the pack.

If you are going to use a superpower, try to match the power with the target.

It is usuall y better to concentrate on getting rid of one opponent, especially a reall y tough one, than it is to s prinkle yo ur targets around, part ia ll y injuring man y opponents. One counter example is the Marketoon, who cannot be killed; just injure him and wait for him to flee .

Deciding on

an Action

You ha ve a choice of seven actions during combat: Attack, Shoot, Use a

Superpower, Cower, Beg, Bribe, and Kibbitz.

Not every Superhero has a superpower that is useful during combat For those that do, Use a Superpower is usually the right choice, provided that there are opponents for which the superpower is effective. More on this in the next section.

A TI be used by those Superheroes engaged in hand-to-hand combat, which are in positions one, two, or three depending on the terrain. In addition, these Superheroes can only attack opponents who are also engaged in hand-to-hand combat. This is usually you r most effective combat technique.

SHOOT can be used by any Superhero against any opponent. Ho wever, note that if a Superhero is engaged in hand-to-hand combat, he is much less likely to be able to aim properly . Also note that the effectiveness of shooting weapons decreases with distance, so it is usually best to Shoot at opponents toward the front of their part y.

COWER has no offensive purpose, but it do es temporarily increase a

Superhero's toughness by 50%, so it's a good thing to try if a Superhero has nothing useful to do during a particular round of combat.

BEG is best used as a last resort, and is most effective against an opponent with a high mercy rating. This rating can be gleaned by double clicking on an opponents small picture.

BRIBE i s best used as a last resort against an opponent with a high greed rating.

KIBBITZ is another useful option for a Superhero with nothing particularly useful to do during the current round of combat. It increases the offensive ability of another part y member.

31

How to Choose a Superpower

Not all superpowers work against every opponent. For example, "put animals to sleep" is very effective against animals, less effective against humans, and not at all effective against machines. "induce rust" works only on opponents wft:h metal parts .

When to Run Away

If all appears lost, then you have no choice but to Run Away. This will save you from losing the game, although you ma y lose mone y, a weapon, hardware, or a combination of the three. The best time to run away is when you get to your last party member. Remember that once your last party member does something, the opponents will attack. The question you need to ask yourself is, "Can

I survive another round of pounding?" If the answer is no, then Run Away!

Speeding Up Combat

You can use One Round of Auto-Combat, or the even faster Auto-Combat for All Rounds, to speed through the combat sequences. You should generally use these features when you are up against a part y that you know you could defeat. Alternately, if you realize you are going to lose, you may just want to get it over with.

Other

Budgeting

Your Money

Money comes from post-combat caches, completing all the missions in a level, and selling items to the various shops.

Money is used to buy weapons, hardware, miscellaneous items from pawn shops, miscellaneous items from various individuals who roam the countryside, bribing opponents during combat, and buying immunity to radioactivity.

There is usually not enough money to buy everything you could possibly want.

Once you have bought one or two really good hand-held weapons for your first or second party members, it's not worth spending a lot more on hand-held weapons . The same goes for buying shooting weapons for those party member who do the most shooting during combat.

Since every Superhero can wear up to I 0 pieces of hardware, such armor . makes a very good investment.

32

Eating beef, fish, and vegetable dishes will increase vital statistics. These are usually a good investment, especially early in the game, since the effect of increasing Brains, Brawn, or Health will be multiplied each time a Superhero advances to the next class .

Buying isotopes is sometimes a good investment, and sometimes a waste of money. You will have to make this evaluation based on your current situation .

If you think you do not need an adventure ftem, sell it to a pawnbroker . In the worst case, you could be wrong and have to buy ft back at a very reasonable markup.

Buying resistance to radioactivity is money well spent. Radioactive areas are usually loaded wft:h valuable caches.

Exploration Bonuses

Visft:ing every location in a sector will give every part y member a special exploration bonus, increasing experience and leading to more rapid class advancement. (Note: each time you completely explore a sector, the bonus increases.)

The

Discovery Map

in the Mission Room is useful for showing which sectors ha v e yet to be completel y e x plored .

Bonuses for Cleaning Up a Sector

Once you have defeated every group of opponents in a sector, every party member will receive a special bonus, increasing experience and leading to more rapid class advancement. (Note: each time you clean up a sector, the bonus increases .

)

The

Chaos Map

in the Mission Room is useful for showing which sectors have not been cleaned of bad guys.

On occasion, a special combat will occur in a sector even after you have cleaned it up .

Class Advancement

Superheroes gain experience from completing missions, winning combats, per forming special tasks, buying the services of a Brothel, exploring every locat ion in a sector, and cleaning a sector of all nasties .

Once a certain amount of e x perience is accrued, a Superhero advances to the next class, such as advancing from Fifth Class to Fourth Class . This increases all of h is or her stat ist ics: Health , Bra i ns, Brawn, and Toughness.

33

Once a Superhero reaches First Class, continued experience accrual leads to decorations , which can make a Superhero impervious to attack during init ial rounds of combat.

Level Advancement

When all the missions on a level have been completed, and the party returns to Headquarters, the entire Superhero Le ague advances to a new level. As a result , all members of the Superhero League gain experience, there is a monetary bonus , the maximum party size increases, and a new set of missions becomes available . Also, the Superhero Lea gue's newly-raised status often induces new Superheroes to join up.

Hints for Novice Adventure Gamers

As you travel from place to place in the game y ou will encounter situations in adventure game environments which require action on your part in order to advance the story or complete the mission . These situations are, in essence , puzzles. The game designer has provided you with c lu es along the way that lead to the solution, but you must figure out how to get there using available objects or i nformation.

Many of the missions require puzzle solving in one form or another. When we talk about puzzle solving we are not necessarily refenring to tradit ional logic puzzles or word games.

Consider the following example situation . The protagonist is being chased through a dark cave by a honrible monster . He gets to the edge of deep chasm over a river of lava . There is no apparent way across. Th e monster is getting closer . Our Superhero is carrying a rope and there i s a rock projection from the roof of the cave just within reach of a good toss.

In a movie or book. the protagonist takes action and resolves the situation b y creating a la sso, throwing it over the rock projection, and then swinging across.

In an adventure game, this situation would be a puzzle. You, as the game's main character, are faced with the dilemma. You have collected the rope at a previous point in the story . You must make the intuitive leap to use the rope to swing across . You must make the lasso and throw it over the rock, and then you must swing across .

Clever use of objects is the key to adventure game puzzle solving . E ven when the clues come from information gleaned from non-player characters, the mechanics of solving puzzles comes down to the manipulation of objects.

We have tried to simplify life in the adventure game portions of this game by maintaining only tho .

se objects needed to solve adventure game puzzles in inventory when you are in the adventure game interface . You do not have to worry about weapons and armor when you are trying to figure out how to solve a puzzle.

Five Pieces of Advice for Novice

Adventure Gamers

I .

Crime

pays .

TAKE everything that is not nailed down , even if it seems utterly ridiculous and usele s s at the time .

35

34

2.

Keep your eyes open.

Examine every object that you come across; you ' will get extra tidbits of infomiation that may yield clues as to the solutions to puzzles.

3.

SAVE early and SAVE often .

Adventuring can be as dangerous as fighting monsters. SAVE before doing something new that might be dangerous.

4.

Try crazy

stuff.

If you cannot seem to solve a puzzle but think you are on the right track because of clues given in the game text, then try crazy stuff

PUT objects on different objects. Look at the specialty verbs that come up when you click on objects in the picture and in your inventory. Sometimes the right combination i s just a couple of clicks away.

5.

Keep Looking .

If you think you are missing something or you just cannot figure out how to use the objects you have to solve a particular puzzle, then keep looking. The key object you need may be in a location you have not explored yet. It also might be sitting overlooked in a room or marketplace that you have already been in. As a last resort, try backtracking to some of your recent stops.

If you get really stuck on an adventure game puzzle, here are some suggestions for breaking the logjam :

I . Talk it over with a friend, relative, spouse, lover, or even your pet cat.

Sometimes just articulating the problem wil l steer you towards a solution.

2. Loo k for hints from fellow gamers using one of the major on-line services .

Compuserve, Prodigy, and GEnie all have active gamer areas and forums.

3. L ook for hints in game magazines . Many computer game magazines wi l l run walk-throughs or articles on strategy for specific games. These features will often contain specific hints (if not the answers) to most if not a ll of the puzzles.

4. Call our 24-hour automated hint line at 1-900-933-CLUE ( 1-900-9 33-

2583) for hints and answers. The cost i s a reasonable $.75 for the first minute and $.50 for each minute thereafter.

5. Order a hint book by calling the appropriate number as listed in the front of this manual.

Remember that there may come a point where a hard puzzle stops being fun and becomes merely a frustration. This is understandable. Get some help.

We do not want you to be frustrated we want you to finish the game.

36

Help! Troubleshooting And

Technical Assistance

Some common problems and their solutions are described in this section. If your problem is not addressed, first make a boot disk by exactly following the instructions in the next section. If this does not solve your problem, please call our Technical Support Department at one of the numbers listed in the front of this manual for specific help.

When calling Technical Support please have infomiation available about your system configuration, DOS version, type of graphics adapter card, and sound card. It is most helpful if you are at yo ur computer when you call so that we can wa l k you through the problem.

If you would like game hints, callers within the continental U.S. may call our 24hour automated hint line at 1-900-933-CLUE ( 1-900-933-2583) . You can order a hint book ($9.95 plus shipping and handling) by calling 1-800 -658 -8891, or 703-222-8515 (NO HINTS WILL BE GIVEN ON THESE NUMBERS). You might a lso try dialing with a modem into one of the on-line services where you can talk to real live gamers who have probably been stuck in the same place you are.

If you are a member of CompuServe, type the command GO GAMCPUB at any

! prompt to get to Legend Enterta inment's support area (Section 7), or contact our Customer Support Department at ID #72662, I 021.

I've got an MT-32 and do not hear any music

I f you have a Roland MT-32 (or compatible) sound module and you are not hearing any mus i c , start the game with the command SLH MT32. If you are still not hearing any music, the difficulty can probably be traced to one of two sources :

I. You may have two cards in your computer that are set to the same IRQ. If this is the case, change the IRQ value for one of the cards by using the card's jumpers or switches . Some cards may not allow this . Consult the manual for the card for more details.

2. Your MIDI interface may be set t o an IRQ or an I /O address other than the default va lue s of 2 and 330, res pecti vely. In this case, you should change the IRQ and I/O addresses by re-running INST

37

The game crashes near the beginning

If you get a crash when you start up the game, make sure you have taken all of your TSR (Terminate and Stay Resident)

programs

out of RAM. You need at

least

580,000 bytes of free memory

to

avoid

the lo

w memory warning.

To

solve this problem, follow the

instructions

in the next section entitled,

Creating a DOS Boot Disk.

The

mouse cursor

isn't anywhere

to

be

seen.

If the mouse does not seem to

be

working, make sure yo

u

install the mouse driver before yo

u

start up the game. You can

usually

accomplish this

by

typing

MOUSE <ENTER>

from

the

MS-DOS prompt.

If

you get a

Bad

command

or

file name

error, find out where the mouse driver

lives

on the disk or consult

the

documentation that came with your

mouse

and its

driver

software.

I'm having trouble completing commands

On

a slow machine the mouse cursor may

flicker and

create

control problems

when there is animation

on the

screen.

You

can

eliminate this problem by pressing <F7> to disable

animation.

I start the game, play for a few

turns

and then the program

«goes to

lunch,,

If the

game hangs , in

the

first few

rooms and

you

have a Sound Blaster or compatible card,

you

most likely have the

wrong IRQ or an

IRQ conflict

.

You

should check

the IRQ

and address information

for

your

card and

change

the

configuration

using the INST ALL program.

If you

are using DOS

6.0 or

higher, QEMM, or 386MAX,

you should

be

able

to optimize

your

configuration.

All

of

these

products

come with tools which should enable you, under

normal

circumstances

to

create

at least

600k of free memory.

I have a Diamond Stealth graphics card and

my screen

is filling with

green

and yellow garbage during

some

of the animations

E

xit from

the

room with

the

animation that is causing the trouble.

Disable

animation with the

<F7>

key. When you return

to

the room picture with the problem,

th

e garbage s

hould

be gone. You can re-enable animation with

<F7>

once you have gotten

past

the room with

the

problem.

38

I've never had a problem like this before ...

Do

not panic, chances are you are getting

interference

from a forgotten

TSR.

Tum

to the next section and create a boot disk

b

y following

the

instructions exactly.

If

yo

u

are still

ha

ving

problems,

please call our

Technical

Support

Department

at one of the numbers listed at the front of

thi

s manual.

39

Creating A DOS Boot Disk

If you are suffering from problems that you cannot explain, the procedures outlined here may help .

If you have DOS 6.0 or higher you may bypass your AUTO EXEC.BAT and

CON FIG.SYS by pressing <FS> or single step through these files by pressing

<FS>. Read your DOS manual for further help.

For other versions, the steps below will allow you to boot your machine from a clean system boot disk, uncluttered by autoloading TSR's, device drivers, and complicated CONFIG.SYS files. To create a boot disk, it is easiest to use the automatic feature in the install program. Simply return to the DOS prompt in the directory where you have installed this game. Then type INSTALL

<ENTER>. From the installations options menu, choose "create a bootable disk" by using the arrow keys and pressing <ENTER>. The program will direct you to insert a blank disk at the appropriate time and will let you know when the boot disk has been created.

Now reboot your computer with this disk still in y our

A: drive . When the boot process is complete you will see this DOS prompt:

A:>

Then:

I . Type C: <ENTER>

.

2. Type MOUSE <ENTER>

.

(If you get a

Bad command

or

file name

error, find out where the mouse driver lives on the disk or consult the documentation that came with you r mouse and its driver software.)

3. T y pe CD\ and then

the name of the directory where you have installed the game,

or CD\SLH if you have used the default directory. Then, <ENTER>.

4. Type the appropriate command as listed in

Configuration Options.

This same process may be duplicated manually by following these steps:

I . Find a blank diskette for your

A: drive .

2. Insert the blan k diskette in the

A: drive and close the drive door.

3.

Type DIR A: <ENTER>.

40

4. If you see any files listed, you need to go back to step I because the disk is not blank and if you continue from here you will wipe out everything on the disk .

5. Type FORMAT A:/S <ENTER>

.

6. Type

N

when DOS asks if you want to format another diskette

7. Type DIR A: <ENTER>.

8 . You should see COMMAND.COM listed in the newly formatted disk's directory. If you do not, type COPY C:\COMMAND.COM A: <ENTER>.

9. Type A: <ENTER>.

I 0 . Type COPY CON CON FIG.SYS <ENTER>; the DOS prompt is now gone, but the cursor is still there.

I I . Type FILES=20 <ENTER>.

12 . Type BUFFERS=20 <ENTER>.

14. Type DEVICE=C:\DOS\HIMEM.SYS <ENTER>

.

15. Type DOS=HIGH

16. Hold down the <CRTL> key and hit Z once, then <ENTER>

.

DOS tells you it copied one file and the DOS prompt is back on the screen.

Congratulations! You just made your own DOS system configuration file on your own DOS system boot disk. Now reboot your computer with this diskette still in your A: drive. When the boot process is complete you will see this DOS prompt:

A:>

17. Then type C: <ENTER>.

18. Then type

MOUSE <ENTER> .

(If you get a

Bad command

or

file name

error, find out where the mouse driver lives on the disk or consult the documentation that came with your mouse and its driver software.)

19. Type CD\SLH <ENTER>.

20. Type the appropriate command as listed in

Configuration Options.

If you have any further trouble, please call Technical Support at one of the numbers listed at the front of this manual.

41

Credits

Game Design .......

.

.

...

..

.

.

.

.........

....

.......

.....

....................

..

....... Steve Meretz ky

Art .................................

..

............ Kinetic Arts (Cindy Koval ck, Peter Calabria ,

Tanya Isaacson) , Paul Mock,

Anne-Marie Cox , Mark Poesch

Music ....

..

..

..

..............

.....

....

........

......

.. Arfing Dog , Eric Heberling , Mike Verdu

System Architecture ....

........

..

....

....

......

. Duane Beck , Mark Poesch , Mike Verdu

System Programming ............

....

......

......

.

....

......... .Duane Beck, Chip Kerchner

Mark Poesch

Additional Programming ..

.

..

..

..

.

.....

.

.

...

.

.

.

.

.

...

..

.

...

....

..

..

..

............

.

.. Leo DaCosta

Sound Effects .............

.....

.........

.

........

.

.

.

.

..

..

...

..............

..

............. Duane Beck

Role Playing Interfaces .

..............

..

...........

..

....

..

...... James Synoski. Duane Beck,

Chip Kerchner, Mark Poesch

Package Des ig n .

.............

....

..

....

.......

...

.

....

.....

....

....

..

...

.

.

.

..

..

......... Peggy Oriani

Production Coordination .

..

..

..

.

.

.

.

..

....

.

.

.

...

........

.

.

..

..

..

.

.

.

.

.

.

.

.......... Rosie Freeman

Cover Illustration ..

......................

..

....

..

...

.

..

..................... Francesco Santalucia

Testing ...

.

................

.

.....

.

.

...

...........

.........

..

.

..........

. Alyssa Verdu , Jeremy Lam, joven Malazo, Ron Gibson

Producers ....

.

...

.

..

.....

....

..

.

.

.

.

...

.

...

..

...

.

........

...

......

.. Mike Verdu, Steve Meretzky

Steve Meretzky gratefully acknowledges the help and support of the following people and organizations

Yale University Information Office

Princeton University Information Office

Hoboken Chamber of Commerce

Lincoln Public Library

U.S. Geological Survey

National Park Service, Morristown National Historic Park

National Park Service, Edison Nat i onal Historic Site

THAT Agency

Bob Bates

Jim Sullivan

New York Yankees Baseball Club

42

About The Author

STEVE MERETZKY has been writing computer games since dinosaurs roamed the earth . Some of his les s derided efforts include

Planetfall, Leather Goddesses of Phobos, Zari<

Zero,

Spellcosting I

0

I: Sorcerers

Get

All the Girls,

and

The

Hitchhiker's Guide

to

the Galaxy

(in collaboration with Douglas Adams) . He lives in Massachusetts with his spouse (Betty), two children (Danny and Sasha) , a goldfish (Brownie), an imaginary toaster oven repairman (C l yde), and appro x imately 900 spiders (names unknown). Steve has never been indicted by a grand jury.

43

Legal Stuff

We a pp re c iate y our pur chasing a license to use our product, and w e want y ou to feel goo d about that purchase . Unfortunatel y, our l awyers have forced us to put some rather obnoxious v erb iage here. Fortunately, all of our competrtion puts the same stuff in their manuals. Some of the things written below may appear to be outrageous an d unconscionable. But then , so are our lawyers.

( D id y ou h ear the one about the lawyer who stepped in a pile of manure and thought he was melting?)

I . Limited Warranty. This manual and the re .

lated software product are sold

"AS IS ," without warranty as to their performa .

nce. Wart a minute! You mean that if the program does not have a happ y ending , I do not get m y money back? .

.

. Yes. We have probabl y alread y spent your mone y to kee p our programmers in pizza anywa y . Here comes som e more legalese to try to nai l down that concept.

The entire risk as to the quality and performance of the computer software program is assumed by the user. However , Legend Entertainment Company warrants for a period of 90 days to the original purchaser that the medium on which the software is recorded is free from defects in material and workmanship. If during that period ending 90 days from purchase a defect should become apparent, return the disk to Legend or your dealer and Legend will replace the disk without charge to you. Your sole and exclusive remedy in the event of a defect is expressly limited to replacement of the disk as provided above. This warranty gives you specific legal rights and you may also have other rights which vary from state to state. (NOTE: After the warranty period , a defect iv e disk may be returned to us wrth a check or money order for

$7.50 U.S. and we wi ll replace rt .)

THE WARRANTIES SET FORTH ABOVE ARE IN LIEU OF ALL WAR-

RANTIES , EXPRESS OR IMPLIED, INCLUDING ANY IMPLIED WAR-

RANTIES OF MERCHANTABILITY OR FITNESS FOR ANY PARTICULAR

PURPOSE. SOME ST ATES DO NOT ALLOW LIMITATIONS ON HOW

LONG AN IMPLIED WARRANTY LASTS , SO THE ABOVE LIMITATION

MAY NOT APPLY TO YOU . IN NO EVENT SHALL LEGEND ENTER-

TAINMENT COMPANY OR ANYONE ELSE WHO HAS BEEN INVOLVED

IN THE CREATION OR PRODUCTION OF THIS COMPUTER SOFT-

WARE PROGRAM BE LIABLE FOR DIRECT, INDIRECT, SPECIAL , OR

CONSEQUENTIAL DAMAGES ARISING OUT OF USE OF THIS SOFT-

44

WARE OR ANY BREACH OF THE WARRANTY SET FORTH ABOVE .

SOME STATES DO NOT ALLOW THE EXCLUSION OR LIMITATION OF

INCIDENTAL OR CONSEQUENTIAL DAMAGES , SO THE ABOVE LIMI-

TATION MAY NOT APPLY TO YOU . For example, y ou ma y be playing our game when a friend p assing b y is distracted b y some of the graphics. H e walks into a floor l amp. The lamp fal l s ove r , scaring y our cat. The cat streaks from the room, upsetting a h eater wh i ch sets some curtains afire . Unfortunatel y, it is a windy day and the fire is soon out of control. Three da ys later Chicago is still ab l aze . If we took out an insurance polic y against such remote contingencies, we'd ha v e to charge $ 1 599.99 for the game, and you would not be reading this lame copy. Anyway, we d o not assume l iabilrty for things li ke this, eve n ifthe cit y is a sma ll one li ke Muleshoe, Texas.

2. Copyright . This manual and the related software product are copyright

© , 1994, by Legend Entertainment Company. All rights are reserved. This document ma y not, in whole or part, be copied, reproduced, plagiarized, or otherwise ripped off without our express consent (which we are not going to give). The money you spent on this product purchased a license to use it

(check y ou r other software; a lm ost no software i s sold these da ys). The scope of the license is to make such copies as are reasonably necessary for your per sonal use. You do not h ave the right to give copies to yo u r friends (or enemies) . Unreasonable copying and/or distr ib uting of this product is a violation of law . T he U . S . Cop y right Act pro v id es for statutory dam ages of up to $50,000 for w illful infringement of a copyright. Gi ving copies of our software to your friends is an infringement. GOTCHA! Now that you know that unauthorized copying is an infringement, if yo u do so it w ill be wi llfu l, and yo u can be nailed for some big bucks if we catch you _.

3. Other Copyright and Trademark Notices.

" Legend Entertainment" is a registered trademark of Legend Entertainment

Company .

"Adlib Music Synthesizer Card " is a trademark of AdLib Inc .

" Sound Blaster " is a trademark of Creative Labs , Inc.

MIDI Interface Toolkit Copyright© , 1987 and 1989, by MusicQuest , Inc . All rights reserved by MusicQuest .

" MT 32 ," "MTI 00," "CM-32L," and " LAPC-1" are trademarks of Roland

Corporation .

" CompuServe" is a trademark of CompuServe Incorporated.

"IBM" is a trademark of IBM Corporation .

45

"Microsoft" is a trademark of Microsoft Corporation

.

Portions of the game code are Copyright

,

1988-1990 by Genus

Microprogramming, Incorporated

.

©

1994 Legend Entertainment Company

All Rights Reserved First Printing

46

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