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SEGA ObISOFT

Classic Tales

The Rocketeer

DISNEY'S DUCK TALES

-

The Secret of

.

MONKEY ISLANI)

The Rocketeer

J

3

SER'S

GUIDE

A nic e day for an air show turns into a major rescue operation for The Rocketeer. The day , s~rts out well enough : Cliff Secord enters the Nationals race an~ gets in a couple of g~od heats . Later, as hes I? the hangar looking over the rocket pack plans with Peevy, NazIs storm the hangar WIth weapons drawn an~ Illte~t clearto steal top American technology and take anything or anyone else unfortunate enough to be

III their reach .

You ' re faced with the dangerous enemy, the kidnapped girl, the impri s oned mechanic , the national threal

The solution? The .Rocketeer

.

REQUIRED .

~

Computer-IBM- AT, PSll, PS/2, famil~ and 100% compatible, or TandllOOO , 2500, 5000 senes.

12 Mhz' AT (80286) or faster recommended.

% RAM 640K ; need 500K free to run program

%

Graph i cs ~ VGA or EGA

% DOS-5 .

2 to 5.0

~

High density 5 .

5 inch (1.44M) or 5.25 inch (1.2M) floppy disk drive

OPTIONAL

% Hard disk (recommended)

% Joystick or mouse .

.

% Disney's Sound Source, Tandy Sound, Sound Blaster card , AdLib card , PSI 1 AudIO card , Roland

MT-52 or LAPC-l

In

the following instructions , we refer to your computer's floppy disk dri~e as the A: dri~e and the hard disk drive as the C: drive.

If y.our drivels) are differen~ please substitute A: or C

: With the correct drive letter(s) ,

The Rocketeer has an install program that copies the program onto your hard disk. To ' use the install' program:

I. Insert The Rocketeer Disk I in drive A. At the C> promp~ type A: and press Enter .

2.

Type INSTALL. press Enter / and then follow the onscreen instructions . The install program automatically creates subdirectories called ROCKET and ROCKEf\RDATA,and copies the tiles into these subdirectories. i.

You11 be prompted when to insert The Rocketeer Disks 2 and 5.

4. Store your original disks in a safe, clean place.

If you're having problems with the install program, you can copy the tilcs onto your hard drive as follows :

I. At the C> promp~ create a subdirectory called ROCKET. To do this , type MD \ROCKET and press Enter .

2. At the C> promp~ create another subdirectory called ROCKET\RDATA. To do this, type

MD \ROCKET\RDATA and press Enter . i.

Get into the first subdirectory you created by typing CD \ROCKET and pressing Enter .

4. Insert The Rocketeer Disk I in drive A. Type COPY A:*.* and press Enter.

6. Get into the second subdirectory you created by typing CD \ROCKET\RDATA and pressing Enter.

6. Type COPY A:\RDATA\* .

* and press Enter.

7. Remove The Rocketeer Disk land repeat step

6 with The Rocketeer Disks 2 and 5 .

8. When the copying is complete, store your original disks in a safe , clean place .

If you want to play The Rocketeer from floppy disks, make copies of the disks to use . This wa~ if anything happens to the copies you're using, you can easily make new copies from the original disks to use . Before you copy the original disks , write-protect them so you can't accidentally copy over them .

(To write-protect a 5 .

25" disk, cover the notch on the side of the disk with a piece of tape. To writeprotect a 5 .

5" disk, slide the tab on the upper right corner of the disk so you can see through the window.)

ONE DRIVE SYSTEMS

I. Have three 5.5" or 5.25" high density disks ready.

2.

With a DOS disk in drive

A, type mSKCOPY A: A: and press Enter . i. You're asked to insert a source disk; insert The Rocketeer Disk I in drive A. Press Enter to start copying.

You'll have to swap disks during the copying process-you're prompted when to insert your source disk

(the original disk) and when to insert your target disk (the backup copy) .

4. When the disk copying is complete, you're asked if you want to make another copy. Repeat step 5 with The Rocketeer Disks 2 and 5. Label each copy with the same disk number as the original disks.

4 5

TWO DRIVE SYSTEMS

NUfE: These instructions only work if both drives are.the same size if they aren't, you'll have to use the instructions for one drive systems.

I. Have three 5.5" or 5.25" ~igh density disks ready.

2. With a DOS disk in drive A, type DlSKCOPY A: B: and press Enter.

~.

You're asked to insert your source disk in drive A and the target disk in drive B. Insert The Rocketeer

Disk t in drive A and the backup disk in drive

B.

Press Enter to start copying. .

.

4. When the disk copying is complete, you're asked if you , want to make another copy. Repeat step 5 with

The Rocketeer Disks 2 and 5. label each copy with the same disk numbers as the onginal disks.

I. HARD DISK USERS: Make sure you're in the ROCKET subdirectory.

(If you're not sure ""hat subdirectory you're in, type CD \ROCKET and press Enter. You should now be in the correct subdirectory.

FWPPY DISK USERS: Insert your copy of The Rocketeer Disk 1 in a floppy disk drive and then go to that drive . For example, if you insert the disk in drive A, type A: and press Enter to go to that drive.

2. Type ROCKET and press Enter. -

~

If this is the first time you've ever loaded The Rocketeer, you'll automatically go to the Rocketeer

Setup Program . This program lets you select the options that are appropriate for your computer setup. Use the arrow keys to move the highlight to any option and then press Enter to select that option . For complete details on the Rocketeer Setup Program, see the System Setup section (below).

~

If you've played The Rocketeer before, you'll see the title screen.

~.

Next, Peevy asks you for your security clearance-have your codewheel ready. On the screen Peevy shows you an aircraft, a logo, and a year . Find the aircraft on the outer wheel of the codewheel. Then fmd the logo on the outer edge of the smaller wheel and line it up with the aircraft on the outer wheel.

Find the year in the center area of the codewheel. Above that year is a window with a number in il -

Enter this number and press Enter .

4. Next, the Choose Entry Point screen appears . If this is the first time you've loaded The Rocketeer, choose Demo to see a -demo of the game or select The Beginning to start at the beginning of the game. See the next section for details on the Skipping Some Episodes option .

There is technically no Save command in The Rocketeer . There are, however, episode titles that serve as passwords 10 let you enter the ' program at the start of a · speciflc episode. This wa}; you don't have to start

~tthe very beginning of the ga me each time .you load The Rocketeer.

To earn an episode title~ you must successfully complete the episode that precedes il When you know an episode titfe, all you need to do is load the game, select Skip Some Episodes at the Choose Entry

Point screen, and then enter the episode title to go directly to that episode .

6

The Rocketeer Setup Program automatically detects a video mode, synthesized music device, digital audio device, and a joystick for your coinputer setup. When you first load the program, you can verify or change any of these options. The detected option will be highlighted when the screen first appears.

You can press the Esc key at any time to abort the Rocketeer Setup Program.

I. The first screen you see lets you select the video mode. Use the up/down arrows to highlight a video mode and then press Enter to select il

Select Video Mode

VGA

EGA

Non-Standard VGA Card

2. The second screen lets you select the digi~l audio device. Use the up/down arrows to highlight a device and then press Enter to select il

Select Digital Audio Device

Sound Source on LPTl

Sound Source on LPn

Sound Blaster t

PS/t Audio Card·

Tandy Sound (DAG)·

PC Speaker

No Digital Sound

*This selertion cannot be automatically delecled . Please select it manually .

~. The third screen lets you select the synthesized music device . Use the up/down arrows to highlight a device and then press Enter to select il

Select Synthesized Music Device

Roland MT--52/WC-l

AdLib/ AdLib Compatible or d 5 .

Ian y -vOice

No Music tNote , II you selected Sound

Blaste~you11 see two more scret!ns that ask for the

Sound Blaster Port Number and the IRQ

Number . Please refer to your Sound

Bloster owner's · manual for th e coiTect numbers to use _

4. The fourth screen lets you select a joystick option. Use the up/down arrows to highlight your choice and then press Enter to select il

Joystick

Standard Joystick Card Detected

Joystick Detected-Test! Adjust

Not Detected/No Joystick

If Standard Joystick

Card

Detected is selected the program will assume a standard joystick calibration. If Joystick Detected-Test/Adjust is selected you will be presented with three more screens. Please follow the onscreen instructions to calibrate your joystick. For your joystick to be detected it must be in joystick port 1.

Note: During the game, if your joystick needs to be adjusted, press Alt-J and follow the onscreen instructions.

7

HOW TO FIX GRAPHIC PROBLEMS OR CHANGE THE SYSTEM SETUP

There are two commands that you can use to load The &cketeer: ROCKET and ROCKET

1

Here's when you'll type ROCKET:

~

If this is the first time you've ever loaded the program.

~

If you're going to use the same System Setup options you did the last time you loaded your program.

Here's when you'll type ROCKET

1:

~

If you ' select a video mode that your computer can't handle, the screen wiII go blank or freeze.

You will have to reboot,Your computer and type ROCKET

1 to reload the program and "reset" the autodetect default options. You must type ROCKET

1 or

you'll just

~et

a

blank screen when you try to reload the pro~ram .

~

You may decide to run your program in a different video mode or with a different musicor sound device than the one you've been using . For instance, maybe you've been using the program in

EGA mode and you've just upgraded to VGA mode. Or maybe you previously weren't using The

Sound Source, but just installed one.

You

can type ROCKET

1 i.o

~et the Rocketeer Setup

Pro~ram.

You can use a mouse, joystick, or the keyboard to control the game. Both the mouse and keyboant are always active; you can use them at any time. Your joystick will also be active if it was detected and selected in the System Setup. .

What the input device does depends on what part of the game you're in. For instance, pressing the right button on the mouse .

decreases throttle power in the Race At The AirfIeld section of the game, while in The Final Fight section it makes the Rocketeer give a left punch.

You can keep a button or key pressed down to autoflre a weapon or rapid-punch.

See page 19 for a quick-reference guide to controlling the game.

OTHER KEYS USED IN THE GAME

Esc Quit current game

AIt-Q Quit The Rocketeer and return to DOS

P Toggle pause on/off (When paused, any action key resumes play.)

Alt-J Recalibrate joystick

Ft

F2

F5

Turn

00 synthesized music device

Turn off synthesized music device

Turn on digital audio device

F4 Turn off digital audio device

Altern~te bulton #1 keys: 2,>, !reypad

Alternate bulton #2 keys: 1,<, keypad -

+, keypad 5

At the end of the game you're shown a screen which summarizes your performance. Episode is the name of the specifIC episode , Hit Ratio is a percentage that shows how well you did for that episode (100% represents a perfect Hit Ratio), and Score is the total points you received in that episode. High Hit Ratios result in bonuses that are added to your score for that episode. Since there are no "hits" in the Race At

The AirfIeld, Hit Ratio doesn't apply to that episode.

The Rocketeer is compatible with Disney's Sound Source, a compact sound accessory that lets you experience high-quality digitized speech, fully-orchestrated music, and real-life sound effects on MS-DOS and compatible personal computers . It easily plugs into the parallel printer port on the back of your PCthere's no need to disassemble your computer or bother with connecting additional amplifIers or speakers!

The low cost Sound Source brings all Sound Source compatible software to life. You'll fInd Disney ' s Sound

Source at your local software retailer .

PROBLEM: THE PROGRAM DOESN'T LOAD PROPERLY.

%. Do you have the correct equipment as listed under Equipment You Need?

%. Is each component of your computer system (computer, monitor, etc .

) turned on?

%. Did you follow the copying and loading instructions correctly?

%.

Do you have any unusual peripherals hooked up to your computer? Try unhooking any unnecessary peripherals, rebooting the computer, and reloading the program .

%. Do you have Terminat e and Stay Resident [TSR) programs in RAM? Examples of TSRs are

Microsoft" Windows~ calculators, clocks, and disk caches. TSRs ar e sometimes automatically loaded by your computer through the AlITOEXEC.BAT fIle when you boot your machine . If you're using

TSRs, you may have to start up your computer by loading DOS from an original DOS system disk, or you can remove the TSRs from your AlITOEXEC.BAT fIle. Please refer to your computer's user manual for complete details on TSRs and AlITOEXEC.BAT ftles.

PROBLEM : THE PROGRAM RUNS SLOWLY .

%. If you play The Rocketeer on a computer with an 80586 or 80586SX microprocessor and an EMS

(Expanded Memory) driver such as the QEMM586 or EMM586, the game will run considerably slower

!f the EMS driver is installed in your CONHG.SYS fIle . If you have this type of setup, we recommend that you boot your machine from a DOS boot disk before playing The Rocketeer

(this keeps the CONFlG.SYS ftle on your hard drive from loading):

Fast 80286, 80586 and 80486 systems (over 25 Mhz) will not have this problem . In addition,

XMS (Extended Memory) drivers like HIMEM .

SYS will not affect the system speed.

9

8

~

Are you using the Sound Blaster for digital sound? The Sound Blaster can cause brief pauses in the action. You can fix this problem by pressing F4 to turn off the digital audio device (pressing F5 turns the device back on). An alternative method would be to start the game by typing ROCKET? to change the System Setup . At the Digital Audio Device screen select PC Speaker or No Digital Sound.

PROBLEM: THE SOUND WARBLES, BREAKS Up, OR IS MISSING.

~

Are you running the program through a DOS ' shell (like Microsoft Windows)? This may cause the sound to break upTry quitting out of the DOS shell and running the program from the DOS prompt

~

Are you using a machine that runs slower than 8 Mhz? This may distort the sound.

~

Are you using the Sound Blaster? The Sound Blaster may produce mumed digital sound . If this is happening. you may want to use your internal PC speaker for digital sound output

Sound Source Owners :

~

Did you select the proper Sound Source option as explained in the System Setup section?

~

Is the Sound Source unit properly installed? Is its cable plugged into the computer's parallel port?

~

Is the volume level turned up?

~

Does the Sound Source unit have a fresh battery installed? If you're unsure, test the Sound Source with a brand new battery.

~

If your printer is plugged into the Sound Source unit , is the printer turned on? In most cases, the printer must be turned on for the sound to be right

~

~

Are headphones plugged into the Souml Source? Headphones cut off sound from the speaker.

Are you a Tandy 1000 owner?

If your printer is plugged Into the Sound Source, try unplugging the printer from the Sound Source Adapter .

PROBLEM: COLORS DO NOT APPEAR AS EXPECTED .

~

Are your monitor's contras~ color, and tint controls properly adjusted?

~

Are your monitor cables securely attached?

If you've tried all our trouble ' shooting suggestions but still can't solve the problem, please contact the

Disney Software Customer Service department.

JOYSTICK*

+

QIM.

KEYBOARD

DIVE

~. lANK

QlMI

MOUSE

INCREASE DIVE DECREASE

THROTTU • THROTTU

WII+ un

)00(

+

IANII

IIGfIT

+

QIMI fiRE

~~

• TURN loem

Frm\

~O:/OFf

+~+

+

PUSH JOYSTKlIN ANY

DIRECllON TO MOVE CROSSHAIR

NESS ANY ARROW mTOMOVE

CROSSIWIIIN THAT

DIRECTION fiRE fIilI

~ nc;:;::;JI

GUN~, ~or ~

TURN ROCln

PACII ON/Off m

,

~ ~ or

+

ROU MOUSE IN ANY

DIRECTIOfI TO MOVE CROSSHAIR fiRE

WEAPON

(lunOil

II

• fiRE

WEAPON

(IUIlOII 21

.1I.

+

PUSH JOYSTKIIN ANY

DlIECTION TO MOVE

NESS ANY ARROW lEY TO MOVE I"

THAT DlIECTION fiRE fIilI

~ nc;:;::;JI

WEAPON~, ~or ~

@,~or~ fiRE fiRE

:1~ o (7

+

ROU

MOUSE

IN ANY

DIRECTION TO MOVE

IIGfIT

PUNCH

(IUIlOIIII

MOVE+ un

• m un

PUIKH

(IUIlOII

21

+

MOVE

+

DIKJ[

OTHER KEYS USED IN THE GAME be

Quit ament game

AIt-Q

Quit

Tho Roa- and ,otum 10 DOS

Alt-J

RocaIibtalo joyIlicI<

MOVE~MOVE un

IIGfIT

DIKJ[

=@,~or~

PU~@,~or~

+

DIKJ[

, Toggle pau ..

""/off

(When pauood , '2 Tum off syn ..... device

Of\'(

action key .......... pIoy .

1 '3 Tum "" digital audio doYice

" Tun. on .yn ..... · doYice ... Tum off digital audio doYice

-NOll: : lOCIffiON Of JOYSTICK 1UTT00S MAY V~Y .

11

10

THE JUNIOR

WOODCHUCK

GUIDE

12

13

14

TABLE OF CONTENTS

The Junior Woodchuck Board of Advisors ................

.

........... pages

Junior Advisory Panel ..................................

.

........... page

19

21

Coin Collecting .

......

.......

....

.

.

.

..

.

.

..

..

.

....

..

...

...

...

.

..... page 22

Investments ...

.........• ....

......

.

....

..

.....

.

.

...

...

.

.

.

...

.

.

.

... pages 23

Secret Codes

Map Reading

Aviation .

..

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

..

....

........ '

.

.

......

.

' ....................

....

.....

.

.

..

..

...

..

.

.

.

...

....

..

..

.

.........

....

...

.

.

.

.

.....

.. , page page

. page

25

26

27

Mountain Climbing ....

.

..

.

.....

.

....

.

...

...

..

.

..

.

..

......

...

...... page

JungleSurvival .....

.

..

.

.

...

.

.

..

...

.

.....

........

....

....

.......... page

Cave Exploring .

......

.

...

....

..

.

.

...

.

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

.

. page

28

29

30

NaturePhotography .........

......

....

....

.

..

...

...

..

.......

.

..... pages 31-32

Man-Made Wonders .

......

.

...

.....

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

.

..

..

.

.

....

.

.

.

.... page 33

15

CASHING IN ON

THE QUEST FOR GOLD

GETTING STARTED:

Insert Disk # 1 into drive DFO with the label side up .

If you have two disk drives, insert D i sk #2 into the other drive. For more game and hard disk information, click on the README and INFO icons visible when D i sk #1 is opened from Workbench.

If you have a joystick, plug it into Port 2. Turn on your mon i tor and computer . The game will start automatically.

THE CONTEST:

Flintheart Glomgold has challenged Scrooge McDuck to a contest. Whoever can collect the most money i n thirty days will become Dime Magazine's Duck of the

Year. Help Scrooge and his friends win the contest by traveling all over the world and finding treasures. Return to the Isle of Macaroon at the end of the thirty days to weigh your money against Glomgold's . May the better duck win!

HOW TO PLAY:

Play using either joystick or keyboard controls . You can

~ use these keys instead of the joystick controls : rn

~ ~~g rn

FlREBUTION

~~~ ~~gm

~ ~

S AAC E BAR

FlREBUTI ON

Difficulty Level: When the game asks you to select the difficulty level, move the joystick UP or DOWN then press the FIRE BUTTON to select EASY MONEY,

STANDARD WAGES or HARD EARNED CASH.

Scrooge's Office: The game begins at Scrooge's office. Move the joystick LEFT, UP or R I GHT then press the FIRE BUTTON to select INVESTMENTS, MONEY BIN or

CONTROL CENTER.

Investments: Help Scrooge score big in the stock market. Move the joystick UP or

DOWN then press the FI RE BUTTON to read about a stock. Look up the stock's chart in the Junior Woodchuck Guide and find out if it is selling for a low or high price . Move the joystick LEFT or RIGHT and press the

FIRE BUTTON to choose your next activity .

Chart : Choose another stock

Buy: Buy shares of your chosen stock

Sell : Sell shares of your chosen stock

• fUll

Choose "RETURN TO OFFICE" from the company list when you are finished making your investments.

Money Bin: Take a dive into Scrooge's Money Bin. Press the FIRE BUTTON to make Scrooge jump .

If you're lucky, you may find a rare coin.

Control Center: The first time you use the Control Center, a secret message will appear . Use Gyro's Secret Code from the Junior Woodchuck Guide to decode the message . Move the joystick and press the FIRE BUTTON to select the correct decoded message . You will then see Scrooge's World Map .

World Map: Use the joystick to move the map pointer over the map . The name of the nearest treasure location will appear above the map .

Amiga Workbench

~

Version 1 .

3 Copyright 1985,1986 , 1988 Commodore Amlga, Inc . All Rights Reserved .

16

When you are at the office press the FI RE BUTTON to read about the treasure .

Then move the joystick LEFT or RIGHT and press the FIRE BUTTON to choose your next activity .

Map: Read about another place

Airplane: Fly Launchpad's airplane

Atom: Use Gyro's matter transmitter (this picture will appear only if you found bombastium aod are at the office).

If you are looking at the map while away f r om the office, pressing the FIRE BUT-

TON will immediately send you on your journey; you will not read about the location first . You can only go to a location where neither you nor Glomgold has found the treasure .

Launchpad's Airplane: Hold down the FIRE BUTTON to pull out of the hanga r. Pull the joyst i ck DOWN to loop up (counter-clockwise) into the sky . Once airborne, continue holding the FIRE BUTTON down to speed up; release it to slow down.

Push the joystick UP to loop down (clockwise).

When Glomgold races against you to the same destination , his airplane will app.e.ar in the sky. The indicator at the bottom of the screen keeps track of your p~sltl?ns.

Stay away from clouds and other objects that send you in the wrong direction. If you bounce off the ground too many times, It will cost you time and money. Try to safely reach the hangar at the end of your trip.

Mountain Climbing: Move the joystick UP to jump up to a ledge, jump over boulders or enter a c~e;

DOWN to duck from slingshot pellets; LEFT to walk left; and

RIGHT to walk nght. Hold down the FIRE BUTTON to spin the rope; release it to throw the rope on a ledge.

Watch out for falling objects and ledges holding enemies such as the Beagle

Boys . Coves can help you travel quickly through the mountain, but stay away from coves having eyes. Animals will come out and knock you down. If you fall too for that nephew will be unable to go on. '

Jungle Survival: Move the joystick UP to climb or jump on springy branches,

DOWN to climb down or duck while on floating animals, LEFT to walk left, and

RIGHT to walk right . Press the FIRE BUTTON to hop . Use swinging vines and springy branches to reach distant trees . Cross rivers by hopping across the heads of floating animals, but avoid all other animals.

If you fall or sink, that nephew will be unable to go on.

Cave Exploring: All caves are laid out diagonally so the pathways crisscross like on X. Hold the joystick UP to face to the back and to the right, DOWN to face forward and to the left, RIGHT to face forward and to the right , and LEFT to foce back and to the left. Press the FIRE BUTTON while hold i ng the joystick in the various positions to begin walking .

Your map shows the cave as a maze. Depending on the difficulty level, it will also show your location, the location of slime caves, the mummy and the treasures .

You r locatio~

(Scrooge) is represented by a blue dot, slime caverns are green dots, the mummy

IS a blue dot and the treasure is a yellow dot.

Photo Safari: Move the joystick LEFT, UP or RIGHT to point the camera, and press the FIRE BUTTON to take a picture. Don't waste your film on photographs of ordinary animals; your camera has only twelve shots . Look in the Junior Woodchuck

Guide to find pictures of the rare animals.

The Scales of Macaroon: Travel to Macaroon to deposit your gold safely and compare it against Glomgold's . You will automatically go there after thirty days; whoever has the most money is the winner .

NOTES:

1 . Press the FIRE BUTTON or SPACEBAR to skip over the introduction .

2. Press the S key to toggle the sound on and off.

3. Press the P key to pause the game.

4. Press the ESC,

Q or F1 keys to quit the game.

5. For more information, see the Junior Woodchuck Guide.

61002AMOO C The Wait Disney Company . Amiga is a registered trademark of Commodore-Amiga , Inc .

17

THE

JUNIOR WOODCHUCK BOARD

OF ADVISORS

The Junior Woodchucks are grateful to the following individuals who have graciously contributed their expertise to Junior Woodchucks everywhere .

8

crooge McOuck,

Money

Advisor- This tough old bird is a very crafty businessman and world-class adventurer . He has prospected for platinum in Peru , sold snowcones in the Sahara , and built big businesses from Bur bank to Bora Bora . The resultthree cubic acres of cash that he keeps in his Money Bin. To

Scrooge, the Money Bin represents challenges met and obstacles overcome . " I made it by being tougher than the toughies , and smarter than the smarties," he boost s.

enton Cmckshell,

Investment Advisor- Formerly

Chief Bean Counter at the

Duckburg Bean Factory, Fenton is now Scrooge's accountant .

Scrooge values Fenton's ability to count foster than the speed of sound, although Fenton's judgement is not always very sound.

(Fenton once dumped all of

Scrooge's cash into Lake Doughbegone, hoping to turn it into liquid assets .

)

19

L

ounchpod McQuock,

Aviation Advisor - Launchpad is

Scrooge's personal pilot.

His dashing self-confidence and gung-ho attitude give him a gift with any vehide from a Martian space fighter to a Mongolian shopping cart. Launchpad's many flying records include

Most Crashes per Year,

Shortest Flight on Record, and Most Barns Stormed.

He was recently awarded the prestigious "Cooked

Goose" trophy, presented to "the flyer most likely to use his parachute .

"

20

G

yro Georloose,

Science

Advisor- One of the world's foremost inventors, Gyro has invented such useful devices as the hydraulic toothpick, portable skyscraper and megawatter pogostick. He now sets up shop in his "Brainstorming Barn'; where he dedicates his life to finding complex solutions to simple problems.

" JUNIOR ADVISORY PANEL

Contributing to the Junior Woodchuck Guide is the highest honor that a

Ju~ior Wood~ chuck can earn. For this edition, four youngsters have been chosen for their outstanding contributions to the art and craft of Woodchucking .

8

',

uey,

Mountaineering Merit Badge Holder-

Scrooge's nephew Huey earned his merit badge by making the fastest recorded climb up Mount Howling

Peak: 4 hours and 26 minutes (he was being chased by a

Wham Ram at the time).

. l) i

ewey,

Jungle Survival Merit Badge Holder-

. Dewey earned his Merit Badge by rescuing a

Junior Woodchuck troop lost in the Amazon for nine weeks. Dewey's advice to Troop leader

Doofus: "Never keep your compass and your magnet in the same pocket!"

T

ouie,

Louie

Spelunking Merit Badge Ho earned his l der merit badge exploring cave s in China with his uncle , Scrooge McDuck. In

0 forgotten cavern he discovered the earliest known cave paintings , the work of the ancient " Peking

Duck". Louie reported, "Well, I don ' t know i f it's art, but I know what Ilike!"

~

ebby~

Wildlife Photography Merit Badge

Holder- Webby's special way with wild animals got her the photographs that earned her this merit badge . Her ability to handle wild animals often comes in handy on adventures with Scrooge McDuck .

After all, she has to put up with Scrooge ' s nephews!

21

COIN

COLLECTING

f

INVESTMENTS

S

AA~I;~,G~~~~~"~~~~~W' th, ;mpoctoo" of

'0';09 h;, moo,y. Why? So h, ho, enough to pay his Junior Woodchuck dues , of course!

HE WORLD'S LARGEST COIN COLLEalON

All Junior Woodchucks can learn a lesson in "Saving Big" from Scrooge

McDuck. His Money Bin contains zillions and zillions of dollars! (For those of . you who haven't yet earned your Mathematics Merit Badge, a zillion is

0"1" followed by a

lot

of zeros .

)

G

You can visit Scrooge ' s Money Bin by go i ng to h i s office in Duckburg. Just open the safe next to his desk . Inside are even more coins than the pocket change under your sofa cushions .

Sometime s rare coins are found among ardinary pocket change . Scrooge knows this too , so every day he dives through his Money Bin . You should do this whenever you are in Duckburg, too. You may d i scover that one of your coins is worth more than you thought, and wouldn't that be nice for a change!

22

Y t ''---

ONEY MATTERS

\ It sure does! While saving your money is a good idea , it isn't enough to get y ou

) on the cover of Dime Magazine . A Junior Woodchuck with good busines s sense never passes up a good deal or a wise investment . One way to become a Fo w l

Street business tycoon is by investing in the stock market.

/

f

I -

W

The Stock Market sells stocks, which are pieces of ownership in a business .

Stocks are sold in units called "shares .

" When you buy a share of a business , you are buying a small piece of that business. So , when Scrooge McDuck tells his

\

~

\ nephews to "share and share alike," you know he means business.

\l

'"

OW TO GET RICH IN THE STOCK MARKET

Buya share of a company at a low price, and sell it later at a higher price! It ' s

\ . that easy!

(' 8 .

J '

Well , it isn't really that easy , but Fenton has learned something that should help .

' . All stocks in the Investments Portfolio at Scrooge's office follow a pattern shown on one of the five charts below. On some days, their prices fall very low (a good time to buy), while on other days their prices rise very high (an excellent time to sell) . If you read these charts every day, and buy and sell at the right times , you'll find life to be a , much richer experience.

23

t

t

CHART C

~

'\' t . m

HE INSIDE SCOOP

.

.

1:

Handy as these charts are, they aren't foolproof . Sometimes Scrooge's arch

. enemy Flintheart Glomgold pulls shady deals to dramat i cally affect stock prices. Keep your eye on the business news to keep track of what's happening to your stock, or Glomgold might deal ypu out of this game.

24

.

'

ECRET MESSAGES

One of the first things that a Junior Woodchuck must learn is how to keep and send secrets . After all, you've heard the old joke about the three quickest ways to send messages across town : telephone, telegraph, and tell a duck . But seriously folks, one way to keep secret secrets secret is by using secret messages.

1

YRO'S SECRET CODE

The Control Center in Scrooge's Office is protected by Gyro Gearloose's Super

Anti-Spy Security System .

It

prevents Glomgold's henchmen, the Beagle Boys, from stealing Scrooge's business secrets. When you first look at the Control Console, you will see a secret password written in code . Use the Secret Code Sheet to decode it. Then select the correct password.

25

l

MAP

,,i_

R

\

EADING

-

i

\l

\

CROOGE'S WORLD MAP

\

Preparation is the key to any journey, and a good map is the lock . That's why

_"

~~.-

Scrooge McDuck keeps a world map under lock and key in his Control Center .

After you decode the Control Center's secret password, you will see Scrooge's map of his worldwide operations.

_

H

OW

TO USE

-

THE ELEaRONIC ATLAS

Scrooge has an electronic atlas built into his world map. To read about a trea-

- sure location , move the map pointer to that place and select it . The electronic atlas will tell you about the place, the treasures hidden there, and the travel time . If you want to read about another location, select the picture of the map at the bottom of the screen.

Il

OW TO FILE A FLIGHT PLAN

i

The map lists the time to travel to each treasure location. Once you decide

.•. •• __ -.l where you want to go, select the airplane picture at the bottom of the screen, and Launchpad will prepare his airplane for the trip . (Let's hope he remembers to put fuel in itthis time!)

..

/

.

-i

MPORTED MAnERS

/ .!f you find the rare mineral b<:>mbastium, Gyro will b.uild a matter transmitter

that can take you anywhere Without the need for an airplane . The next time you return to Scrooge's office, a picture of an atom will appear on the Control Center location screen. Select the picture to use the matter transmitter instead of the airplane .

(Warning: Gyro's machines don't always work right, and your mountain climbing expedition could end up in the middle of th~

Sahara.)

26

\'

AVIATION

. · .

ow TO TAKE OFF

, Once you are seated in Launchpad's airplane, start up the engine throttle and roll out of the hangar. Listen to the engine. When it picks up speed, pull back on the stick and head up for the wild blue yonder. But don't fly too high, or you might hit your head on the altitude ceiling.

-.

' ;

EEPING YOUR HEAD OUT OF THE CLOUDS

Although clouds

look

harmless, you can get lost easily in them. Sometimes you'll come out backwards or even upside down! This can make your trip last even longer and cost you days . The same goes for mountains , powerlines, and anything else that looks thicker than air.

LlNTHEART'S flYING CIRCUS

If you and Flintheart Glomgold ore heading for the same place at the same time, you ' ll see his airplane flying nearby. Keep track of the race betwee~ you and Glomgold on the indicator at the screen's bottom . Whoever gets to the destina tion hangar first wi II have first chance at the treasure.

.

ARNSTORMING

_ If you feel up to some fancy flying , try diving through a barn. Not only will you earn $50 for the stunt, the barn will also protect you from anvils, pianos and other objects that you would expect to fall from the sky when the Beagle Boys are

~ around.

\t

~

OW TO LAND AN AIRPLANE-THE HARD WAY

Although Launchpad's airplane is made out of Flubber Aircraft's bounceable

'" rubber construction, you can crash by hitting the hard ground too many times .

It will then take Gyro several days to fix the airplane, and you might lose some of the money you have with you. But if you do crash, remember that any crash that you can walk away from is a good landing .

<

OW TO LAND AN AIRPLANE-THE RIGHT WAY

Unless you enjoy wearing your goggles on your feet, the best place to land an airplane is in a hangar . As you approach yo~r destination, you will see a sig .

n saying "Airport 1 0 Feet." Head your plane down Into the hangar and keep your fin gers crossed that the doors are open.

21

I

MoUNTAIN

CLIMBING

1

W

-

HY CLIMB A MOUNTAIN?

If you answered "because it's there," you should have a long talk with a Woodchuck who's earned his Psychiatry Merit Badge . Any smart Junior Woodchuck will tell you the only good reason to risk your feathers is to find the treasure at the top .

\

11

SING CLIMBING GEAR

Use your rope and grappling hook to pull yourself up to ledges that are too high for jumping . Swing your rope for at least one half turn, then let it loose when it circles toward t~e direction you want to throw it. Once your rope snags a led~e, you can safely cll .

mb up. If you can't seem to hook onto a ledge, try standing in a different place or turning around and throwing the rope over your shoulder.

I

/

9 g,~~?ttP:'~S~e't da'ge" of ma""ta;' dmb;'9 ;, be;'9 h;t by a ba,lde,

Keep your mountain-ears open for the sound offalling boulders, and avoid ledges where you don't have many escape routes. If you do find yourself about to become a bowling pin, try jumping over the boulder as it rolls toward you .

1 \

"-

S

""

HORTCUTS

The swirling winds at high altitude~ cut tunn~ls into many mountains. You can use these caves as shortcuts to qUickly go higher-or lower-on the mountain .

Just remember that shortcuts can cause long delays. Walking into a bear's den or

I past Magica DeSpell's secret cave can put you in a mountain of trouble

.

Falling

down a mountain is not dangerous-but

landing

is . In fact, the higher up the mountain you are, the harder you will fall. If you fall too far down a mountain, you'll be too dizzy to try again. But your troop can continue onward until it runs out of members.

28

~--~-

S

JUNGLE

·

.

. _ I

URVIVAL

......

~.

1

·

T'S A JUNGLE OUT THERE

. A hike through the jungle is a welcome opportunity to hack through snakeinfested swamps and swim among the hippopotami . Can you think of a better way to spend your summer vacation? Not when there's treasure to be found!

N

·

.

trees and walki~g ~cross

.

. .. the branches. When trees grow too far apart for climbing, use careful timing to swing from tree to tree on vines . You can also use the rubbery branches of Bali trees as spring boards for bouncing up into nearby trees. In fact, the fastest path through the jungle is at the intersection of Baliwood and Vines.

ROSSING RIVERS

Sooner or later, you will have to get your feet wet by trying to cross a river . Luckily, you can use friendly river animals such as hippopotami as stepping stones or rafts. But if they look like they are about to submerge or get too near a snake, try to reach the safety of the nearest tree.

df

(l

A~h~~~~ ,~~~S!.~!1:'~~~Ld'Y to J,,;oc Waad,h"k" athe" e,jay oath;'9 more than showing you who are the real masters of the jungle. Mischievous monkeys may drop coconuts on you, pesky birds may knock you off branches, and growling jungle beasts may upset your balance. Stay clear of these creatures, although you may be able to sneak past them while they are asleep.

29

NATURE

PHOTOGRAPHY

CAVE

XPLORING

,

!l

~r!~Na~ ~P~~I!~~a rt of e,e l y ca';'9 e ' ped ;1;o, ;, geff;'9 ;, o,d 0"1 ,ofely, clever Woodchucks know the importance of map read i ng! A map should always tell you where you are , w here y our destination is , and sometimes , where danger lies.

Many cave s are connected like maze s, and your map helps you make sure you've tried every possible route. (You never know which way will lead you ta vast underground r i ches or maybe even a really neat rock!)

\ .

, .

.

. : TS

THE PITS

'. .; For all their b e aut y, ca v es can be v e ry dangerous . Bottomless pits , formed by

. , water dripping throughout th e ages , lie in w ait for e v en the most expert explorer . Green slime sighted i n a cavern is

0 clue that a pit is nearby . When you come to such a cavern , turn around and go out the way you came . Once you've plot ted enough slime caverns on your map, you can deduce the location of the pits. Then you can feel more confident in exploring passages other than the one you came through.

'-,-

@ ~.

If you feel the ground slip beneath you , just remember ..

. it's the pits!

...

-

..,

" '. :;/ AVE

LORE

"

l ' \

Legend says that the great explorer Stanley Livingstone McDuck once released

!

a mummy from its hidden catacomb. The mummy now prowls the world ' s caves hunting membe r s of the McDuck family. L i sten! Is that dripping water you hear , or is the mummy nearby? Of course , you need worry only if your last name is McDuck .

~:". -~\

HEDDING

SOME LIGHT

':\\ ' The only light in a cave is what you carry , so finish your cave explorations be-

• \ fore your torch burns out. A Woodchuck stranded in the dark must sit still and wait to be rescued (His wa i t won't be too long if he has the troop's dinner in his backpack .

)

30

Hom SAFARIS

Photography is the best way to bring home wild animals, since man eating tigers don ' t make the best pets . You may even find nature photography so much fun that you will plan entire "photo safaris " around taking a picture of a lion's back teeth.

" ..... ,,,,, EQUIPMENT

At first glance, photography may appear to be a complicated and confusing mystery of shutter speeds, f stops, and light readings. Well, you're right- it is . So forget all that . Just point your official Junior Woodchuck camera at the closest ferocious beast, push the button, and hope that you've remembered to load the film .

OOSING A SUBJEa

Your camera can only take twelve pictures , so don't waste them on photographs of ordinary animals such as apes and pachyderms. Look for the strange, exotic beasts instead. Here are p i ctures of animals so rare you can sell their photograp'hs to the Duckburg Museum of Natural History :

31

WRENCH MONKEY

TIGER lillY

' 1'

.lGHT PHOTOGRAPHY

Many of the m?st

~xciting nature

~hots c?~ be t~ken at night-like that of a

~

.

-~ leopard leaping Into your tent. Since this fl bit too dangerous even for Junior

IS

Woodchucks, it's a good idea to finish your shoatihg before the sun sets.

32

~ . H~;oS~~:~k~~e~~S~~~~t~ral wonders in their travels. But there are also man-

. made monuments of steel and stone that are just as wondrous: the Great Pyramids of Egypt , the Great Wall of China , and the G r eat Grate of Duckburg . Of special interest to Woodchucks is the Scales of Macaroon. This is a giant balance for weighing vast sums of wealth . It is here that the rich and famous balance their checkbooks .

J

(

f

HE WORLD'S SECOND RICHEST DUCK

The Scales were built on the Isle of Macaroon by Flintheart Glomgold .

Glomgold is everything that Scrooge McDuck is not : mean spirited, crooked, and dishonest. And those are his good points! Glomgold uses thugs like the Beagle

Boys to block Scrooge's quests for gold. His goal is to become the richest duck in the world, and he knows that the only way to do that is by the destruction of the McDuck

Empire!

~

11

·

OW TO CHANGE THE BALANCE OF POWER

Jl~ '

Glomgold has just offered Scrooge a challenge . Whoever can find the most money within thirty days will become

Dime Magazine's

Duck of the Year.

If you want to help Scrooge win, visit the Isle of Macaroon often to leave the treasure you've collected . That way, if your airplal")e crashes later, your money will be safe .

• 33 .

CUSTOMER SERVICE

If you have questions about this product, please call our customer service number at (818)

841-3326 . Before dialing, please gather all information related to the query including the version number that appears on the program's title screen. This will make it easier for our service representative to offer assistance.

LIMITED WARRANTY

Walt Disney Computer Software, Inc. warrants to the original purchaser of this copy of the computer software program entitled Duck Tales : The Quest for Gold that the program disks on which this progam is recorded will be free from defects in materials and workmanship for ninety days from the date of purchase . This warranty applies only to the original purchaser who has filed a registration card with Walt Disney Computer Software.

Defective program disks which have not been subjected to misuse, excessive wear or damage due to carelessness and which are returned by the original purchaser within ninety days of date of purchase will be replaced without charge . Otherwise, damaged program disk(s) may be replaced for $10 as long as the program is still being manufac tured by Walt Disney Computer Software. Defective and damaged disks should be returned to : Walt Disney Computer Software, Inc.

3333 N . Pagosa Court

Indianapolis, IN. 46226

This warranty is the only express warranty pertaining to this software program and no other representations or claims of any nature shall be binding on or obligate Walt Disney

Computer Software.

Any implied warranties of merchantability or fitness for a particular purpose, if applicable, are limited to the ninety day period described above . Walt Disney Computer

Software shall not be liable for special, incidental, consequential or other damages resulting from possession, use or malfunction of this software program . Some states do not allow limitations on how long an implied warranty lasts and / or the exclusion or limitation of incidental or consequential damages, so the above limitations may not apply to you .

This warranty gives you specific legal rights, and you may also have other rights 'vvhich vary from state to state.

WARNING:

IT IS A FEDERAL CRIME TO MAKE

UNAUTHORIZED COPIES OF THIS SOFTWARE

The enclosed software package is protected by copyright. All rights are reserved. Lawful users of this program are permitted to make one backup copy of this software for archival purposes only.

Any other duplication of this software, including copies offered through sale , loan, rental or gift is a violation of law and subject to both criminal and civil penalties .

Disney Software, as a member of the Software Publishers Association (SPA), supports the industry's effort to fight the illegal copying of personal computer software.

Report copyright violations to: SPA

1101

Connecticut Avenue, NW Suite 901

Washington , DC 20036

Copyright © The Walt Disney Company . Published by Walt Disney Computer Software, Inc.,

500 S. Buena Vista, Burbank, CA 91521

34

35

SECRET OF

36 37

The Secret of

Monkey Island'·

IBM®/Tandy® Reference Card

Switch to the correct drive (for example , type c: and press ENTER) .

Type cd \monkey and press ENTER (to change to the correct directory) .

Type monkey and press ENTER (to start the game).

Contents Setting Preferences

Your Secret of Monkey Island package should contain the following :

Eight

5.25" disks or four

3.5" disks

One Vser ' s Manual

(jetting Started

N ote: We recommend that you first make a backup copy of all disks and put the originals in a safe place. The disks are not copy-protected, so to copy them, just follow the instructions that came with your computer.

You can play The Secret of Monkey Island from either a hard disk drive or a floppy disk drive , but we recommend using a hard drive if your computer has one , Some animations and sound effects will be omitted when the game is played from floppy disks .

To play The Secret of Monkey Island from a floppy drive, after booting your computer, place Disk

1 in drive A, type a: and press ENTER .

When you see the A> prompt , type monkey and press ENTER to start the game.

Follow the instructions on screen, and insert other disks when prompted to do so.

To install The Secret of Monkey Island on a hard disk, we have provided a utility that will automatically copy the program to yOUT hard disk from the floppies included in the package. To run it, boot your computer , then insert Disk 1 in drive

A type a: and press ENTER. (This utility will also work from drive

B.)

When you see the

A> prompt, type the word install followed by a space, the letter of your hard disk, a colon, and then press ENTER. For example , if your hard disk is . C , type: instal c: and press ENTER. Follow the prompts to insert each disk in order . This will install the game in a directory called monkey on your hard disk . You can move the game i f you wish by simply copying all the files i nto a new directory .

To play the game from your hard disk use these commands:

W en loaded the program will select the best graphics mode for yOUT machine. It will also check to see if you have a mouse driver or joystick installed or an AdUb;- CMSlqameBlaster, or

CMSlSoundBlaster sound board, and will set up the game appropriately . If you wish to override these de fault settings , you may do so by adding the following letters (separated by spaces) after typ i ng monkey when you start the game: a

AdUb Music Synthesizer or SoundBlaster sounds g qameblaster sounds ts

Tandy sounds m MCqA graphics mode v VqA graphics mode c

CqA graphics mode e

EqA graphics mode t d

Vse

2 floppy drives mo Vse mouse control j

Nonnal sounds (internal speaker)

Tandy 16-color graphics mode

Vse joystick control k

Vse keyboard control

For example, to start the game in CqA graphics mode with AdUb sounds, type : monkeyca

Cursor Controls

38

R or keyboard cursor control, use either the arrow keys or the keypad :

(Tab

~)

(Enter

~) G~)

(a!)

(9~)

(!)

GBe@

808 0e!)(S)

Vse the ENTER or 5 keys to select objects on the screen for use in the sentence line, as well as to seas your controller by holding down the CTRL key and pressing m for mouse or j for joystick. You may also recalibrate your joystick if the cursor is drifting across the screen by centering the joystick and pressingCTRL j .

Keyboard Controls

A

II of the verbs used in the game can also be se corresponds to one verb . Pressing the appropriate key once is equivalent to moving the cursor over the verb and pressing the controller button. The keys are mapped as follows : o

Open

W

Walk to

U

Vse

C

Close

P L

Pick up .

Look at

S

Push

T

Talk to

N

Tum on

Y

Pull

G qive

F

Tum off

Q scrolls the inventory up

A - scrolls the inventory down

#

1·6 select from inventory objects shown on the screen and dialog choices in a conversation

SaveiLoadlnstructions

W en you use the Save qame option , the games will be saved in the directory on your hard disk with the game files.

Press FS when you want to save or load a game .

Once the saveJIoad screen is displayed. you can move the cursor and click on SAVE , LOAD or

PLAY .

The saVe/load option will not be available during the opening sequence or the closing credits.

To SAVE:

Click on the SAVE option . The current list of saved games will be displayed in slots along the left side of the screen . Select a slot by pointing the cursor to it and clicking. Now you will be able to type a new name for that slot or use the backspace key to change the existing name. Pressing ENTER will reactivate the cursor. Click the cursor on OK to save the game, or CANCEL if you have changed your mind and do not wish to save it.

Function and Command Keys

Save or Load a qame FS

Bypass a Cut-Scene

Restart a qame

ESC or press both mouse/joystick buttons at once .

F8

Pause the qame SPACE BAR

Sound Control CTRL s

(controls the internal speaker only)

Message Une Speed :

Faster

+

Mouse On

Slower

Reposition Instantly

(lise instant repositioning

CTRL if you find scrolling is too slow.) r

CTRL m

Joystick On CTRL j

(Be sure to center joystick first .

)

Exit qame

Win the qame

Version Number

AL T x or CTRL c

CTRL w

CTRLv

39

To LOAD:

Click on the LOAD option . The current list of saved games will be displayed in slots along the left side of the screen . Select a slot by pointing the cursor to it and clicking. Click the cursor on OK to load the game , or CANCEL if you have changed your mind and do not wish to load it.

Warning: Loading a previously saved game will cause you to lose the game you are currently playing.

Note: qames saved with the 16-color version of

The Secret of Monkey Island cannot be loaded by this version of the game .

IBM is a re.gistered trademark of Intema ti onal Business Machines ,

Inc. Tandy is a registered trademark ofT andy , Inc , The Secret of

Monkey Island. character names , and all other elements of the game fantasy are trademarks of LucasArts Enterta i nment Company .

&

IC>

1990 LucasArts Entertainment Company .

All rights reserved .

430208

The Secret of Monkey Isl a nd

READ TH IS FIRST ...

IT'S IMPORTANT!

A lthough you may have played other

Lucasfilm games, there are a few differences in The Secret of Monkey

Island that you should be aware of.

The interface you use to play the game now has an " auto-highlight" feature that highlights an appropriate verb when the cursor touches an interesting or useful object on the screen. For example , when the cursor touches a door that can be opened , the verb Open is highlighted on the screen. By pressing the right (or second) controller button or eqUivalent key (see your reference card for details), you can automatically perform the highlighted action-in this case, opening a door. Don't wony, though, this won ' t give away solutions to any puzzles!

Also, you do not need to " double-click" on objects (or anything) to use or activate them, A

Melee Island and then ventures on to Monkey

IslaT!d

, On Melee Island , Quybrush will have to prove himself worthy of becoming a pirate by completing The Three Trials . Through the course of completing these trials , you and

Quybrush willieam much about pirate life and local folklore, But don't be surprised if you find that some of the people you meet seem rather anachronistic!

If this is your first computer adventure game , be prepared for an entertaining challenge , Be patient, even if it takes a while to figure out some of the puzzles , If you get stuck , you might need to solve another puzzle first or find and use an object. But hang in there and use your imagination , and you will guide

Quybrush to discover" ,The Secret of Monkey

Island!

(jetting Started

single click of the controller button should be used conSistently throughout the game,

T o start the game on your computer , please use the computer reference card included with the game. It contains all the instructions specific to your computer.

About The Secret of Monkey Island

Copy Protection

I n The Secret of Monkey Island, you play the role of Quybrush Threepwood , a young man who has just hit the shores of Melee Island (somewhere in the Caribbean) , Our naive

O nce you ' ve started the program , a screen will appear displaying a pirate's face (actually a combination of two faces), You will be prompted to enter a date hero ' s travels have led him to Melee Island in a quest to fulfill his life ' s ambition" ,to become a fierce, swashbuckling, bloodthirsty Pirate, Vnbeknown to Quybrush , however , there have been some strange happenings in the area surrounding Melee Island and the more mysterious Monkey Island ,

As he walks into this maelstrom of mystery , Quybrush will soon be that was significant in that pirate en geographical location .

' s life at a giv-

Vse your Dial-A-

Pirate wheel to match up the top and bottom halves of the pirate face you see on the screen.

Then , locate the window on the wheel that matches the geographical location mentioned on the screen . Vsing the keyboard, type the very aware that things are not what they appear to be, . that even bloodthirsty pirates can be scared , and that there's more to being a pirate than swinging a sword and drinking grog!

Here's where you come in ... You direct the actions of Quybrush as he first explores

40 date you see in the window ,

Don't lose your Dial-A-Pirate wheel!

Without it , you won ' t be able to play the game , If you lose the Wheel, you may pur chase another from Lucasfilm Qames, Call

1-415-7£1-3333 for more information.

4

The Secret of Monkey Island

Playing the (jame

A fter the opening title sequence and introduction, Quybrush will meet the

Official Lookout for Melee Island.

When they've finished talking, Quybrush will walk down to the dock at one end of the town of Melee. You may begin directing his actions as soon as he gets to the dock. The screen is divided into the follOwing sections:

1 )

The Animation Window is the largest part of the screen and is where the animated action takes place. It shows the "camera's-eye view" of the room or location that the main character is in. Dialog spoken by the characters , as well as game-related messages, also appear here.

2)

The Sentence line is directly below the

Animation Window. You use this line to construct sentences that tell Quybrush what to do.

A sentence consists of a verb (action word) and one or two nouns (objects). An example of a sentence you might construct on the Sentence line is

"Vse shovel on dirt." Connecting words like " on" or " with" will automatically be inserted by the program.

3) Verbs must be selected from the words in the columns below the Sentence line . To select a verb, position the cursor over the word and press the left mouse/joystick button or the

ENTER key. Verbs are highlighted in a bright color when an obvious use for them appears in the Animation Window. For example, when

Quybrush is near a door that can be opened, positioning the pointer over the door will highlight the verb Open. Pressing the right mouse/joystick button or the TAB key (to emulate the right button) will use the highlighted verb with the object, which in this case opens the door. But remember, although a verb is highlighted, that one verb may not be the only way to use an object. Try the other verbs as well!

4) The Inventory is the area to the right of the Verbs . At the beginning of the game the inventory is empty. When Quybrush picks up or is given an object to use during game play, the object is added to the Inventory. There is

41

The Secret of Monkey Island

The Secret of Monkey Island no limit to the number of objects Cjuybrush can cany (after all, he's young and strong!). When there are more than six objects in the Inventol)', arrows appear to the [eft of the list. Vse them to move the list up or down.

Nouns (objects) can be selected in two ways. You may select a noun by placing the cursor over an object in the Animation Window. Many objects in the environment, and all usable objects in the game, have names. [f an object has a name, it will appear on the Sentence Line when you position the cursor over it. If no name appears for an object on the screen, you can be sure that it has no significance other than as part of the background.

You may also select nouns by clicking on them in the InventOlY.

To move (juybrush around, simply point the cursor where you want him to go, and click. Notice that Walk to is the default verb in the Sentence Line-this is because moving around is what Cjuybrush will be doing most often.

HCut-scenes" are short, animated sequences---like scenes from a movie-which can provide clues and information about the characters. They're also used to show special animated sequences, as when Cjuybrush gets himself into a fight while "exp[oring" a mansion. When you are viewing a cut-scene, you do not direct the action.

Things to Try in the

Town of

Melee

LJ

OOk at the poster on the first house at the dock. Select the verb look at with he cursor by pressing the [eft mouse/joystick button or the ENTER key. Notice that the words "Look at" appear on the sentence line.

Position the cursor over the poster and press the

[eft mouse/joystick button or the ENTER key .

This completes the sentence "Look at poster" on the sentence line . If Cjuybrush is not already standing in front of the poster, he will walk over to it and read it to you.

Open the door of the SCVMM BAR.

Place the cursor over the door to the bar. You will notice that the verb Open is highlighted .

Press the right mouse/joystick button or TAB key to open the door.

(jo

into the SCVMM BAR.

Talk to each of the pirates who pop up on the Sentence line inside the bar .. .they'll provide you with useful information. See the next section entitled

'T

" for more information.

T a[k to the Important-[ooking Pirates seated in the adjoining room. They ' re full of good advice about how to become a pirate!

See if you can outwit the Cook to get into the kitchen for a look around.

Once in the kitchen, step out onto the dock. .. you might be able to have some fun with that bird!

42

Talking to Characters

ere are plenty of Hcolorful" characT; ters in the game with whom you can converse. Each person Cjuybrush meets will have something to say, whether friendly or unfriend[y ... helpful. or unhelpful! Often, you can talk with someone at one point in the game, and then return to them later to get new information . To talk with a character, position the pointer on them and press the right mouse/joystick button or the TAB key to use

Save/Load Cjame function key any time after

The Secret of Monkey Island has been [oadthe Talk to verb automatically .

In a conversation, you will have to select what Cjuybrush says from among the possible phrases at the bottom of the screen . Just click on the phrase you want him to say . Of course, what Cjuybrush says will affect how other peopIe respond . And, as conversations continue, you could be presented with a new array of dialog choices . Don ' t wony - we ' ll never punish you for selecting the " wrong " or funny dialog response . After all , you're playing this game to ed.

To bypass a cut-scene, press the ESC key , or press both mouse/joystick buttons at once .

See your computer reference card for details.

After you ' ve played The Secret of Monkey

Island several times , you may want to use this function to skip over scenes you have seen before , including the title sequence. have fun!

Function Keys

T o save your progress in a game, enabling you to tum the computer off and start again later in the same place, use the save feature . Simply press the Save/Load

To restart the game from the beginning, press the key indicated on your reference card

(F8 on most computers) .

To pause the game, press the SPACE

BAR. Press it again to resume play .

To adjust the speed of the Message line to suit your reading speed, press the keys indicated on your reference card

(+ and on most

Cjame function key (FS on most computers see your Reference Card for more information).

Note: The name you use for a saved game must be at [east two [etters long .

To load a game you have saved, use the

, 43 computers) .

To turn the sound off and on, press the keys indicated on your reference card. Note:

Sound for some computers can only be adjusted with the volume control on the monitor or television .

The Secret of Monkey Island

OUf

Game Design Philosophy

W e believe that you buy games to be entertained, not to be whacked over the head every time you make a mistake. So we don't bring the game to a screeching halt when you poke your nose into a place you haven ' t visited before . We make it dear, however, when you are in a dangerous situation.

We think you ' d prefer to solve th e game's mysteries by exploring and discovering, not by dying a thousand deaths. We also think you like to spend your time involved in the story, not typing in synonyms until you stumble upon the computer's word for a certain object.

Vnlike conventional computer adventures, you won't find yourself accidentally stepping off a path, or dying because you've picked up a sharp object. There are a few dangerous situations where (juybrush can die, but to anticipate them takes just a little common sense , not excessive paranoia . Save the game when you think you may be entering a dangerous area, but don ' t assume that every wrong step will result in death . Vsually you ' ll get another chance.

A Few Helpful Hints

at some point all those strange things will serve some purpose. to proceed , try looking through all the items you've found and thinking about how each one might be used. Think about the places you ' ve gone, and the people you've met.

Chances are there will be a connection that'll put you back on track. many of the puules. a hint book from Lucasfilm (james. In the

VnitedStates: 1-800-STAR-WARS (1-800-

782-7927)' In Canada : 1-800-828-7927. line , call 1-900-7 40-JEDI (1-900 740-5334) in the Vnited States only. The cost is 75¢ per minute. If you ' re under 18, first get your parent's or guardian ' s permission.

1-415-721-3333 . We ' re sorry, but no hints can be given on this line.

7

44

NOTES

45

NOlES

46

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