å THE IMMORTAL å **** TYPED IN BY SPECTRE OF NASTY **** å THE MORNING SUN HEATS THE JAGGED PEAKS AS YOU FOLLOW THE FORGOTTEN ROAD DOWN TO THE VALLEY FLOOR. THE BLEACHED RUINS OF GREAT COLUMNED TEMPLES AND TOWERING CITADELS RISE FROM THE GRASSY PLAIN LIKE THE BONES OF SOME COLOSSAL BEAST. THIS WAS THE ANCIENT CITY OF ERINOCH, DESTROYED BY DRAGON'S FIRE OVER 1000 YEARS AGO. MORDAMIR SPOKE OFTEN OF THIS CITY...AND THE LABYRINTH BEL`OW... å MORDAMIR. YOU THINK BACK TO THE DAYS WHEN YOU WERE YOUNG AND EAGER TO LEARN TO THE SPELLS OF SORCERY. THE OLD WIZARD MORDAMIR TOOK YOU IN AND PATIENTLY TAUGHT YOU THE ARTS OF MAGIC. HE TAUGHT YOU HOW TO READ THE RUINS AND UNLEASH THEIR POWER. THE POWER OF CHARMS AND FIRE. HE SHOWED YOU THE STRENGTH OF STEEL AND TAUGHT YOU TO USE YOUR WIZARDS CUNNING. MORDAMIR WAS YOUR MASTER, YOUR MENTOR. HE WAS YOUR GUIDE DOWN THE TREACHEROUS PATH OF WIZARDRY. HE WAS YOUR FRIEND. å MANY YEARS HAVE PASSED SINCE YOU LAST SAW THE OLD MAN. YOU ASSUMED HE WAS DEAD - THAT IS, UNTIL A FEW NIGHTS AGO, WHEN HE CALLED TO YOU IN A DREAM. YOU WOKE WITH THE UNEASY FEELING THAT MORDAMIR STILL LIVED - TRAPPED IN A BOTTOMLESS CAVERN. AND SO YOU SET OUT TO UNRAVEL THE SECRETS OF THE IMMORTAL. å LOADING INSTRUCTIONS å ATARI ST å TO PLAY THE IMMORTAL, YOU NEED AN ATARI 520ST OR 1040ST WITH 1MB OF MEMORY, AT LEAST ONE DOUBLE-SIDED DRIVE, AND A JOYSTICK. å TO PLAY THE IMMORTAL: 1. REMOVE ANY DISKS FROM YOUR FLOPPY DRIVES. 2. IF COMPUTER IS ON,TURN IT OFF.PLUG IN YOUR JOYSTICK. 3. INSERT THE BOOT DISK INTO DRIVE A. IF DRIVE A. IF DRIVE A IS SINGLE-SIDED AND DRIVE B IS YOUR ONLY DOUBLE-SIDED DRIVE, SEE THE INSTRUCTIONS BELOW UNDER 'IF DRIVE A IS SINGLE-SIDED... 4. TURN ON YOUR COMPUTER. THE GAME WILL BOOT AUTOMATICALLY. 5. FOLLOW THE ONSCREEN INSTRUCTIONS. ONCE THE GAME IS LOADED, THE CREDITS WILL GO BY AND THE GAME WILL START. å IF DRIVE A IS SINGLE-SIDED... 1. BOOT YOUR ATARI AS YOU NORMALLY WOULD. 2. INSERT THE BOOT DISK INTO DRIVE B. 3. FROM THE DESKTOP, MOVE THE CURSOR TO THE BOOT DISK ICON AND DOUBLE-CLICK TO OPEN THE WINDOW. 4. MOVE THE CURSOR TO THE 'BOOTD2' ICON AND DOUBLE-CLICK. 5. FOLLOW THE ONSCREEN INSTRUCTIONS. ONCE THE GAME IS LOADED, THE CREDITS WILL GO BY AND THE GAME WILL START. å ERROR LOADING FILE:MAZE0.CNM IF YOU RECEIVE THIS LOADING ERROR, YOU DIDN'T INSERT THE PLAY DISK WHEN THE COMPUTER REQUESTED IT.REPEAT THE LOADING INSTRUCTIONS ABOVE AND MAKE SURE YOU FOLLOW THE ONSCREEN INSTRUCTIONS. å KEY COMMANDS å MUSIC ON/OFF TO TURN THE MUSIC OFF, PRESS CTRL-S. PRESS CTRL-S AGAIN TO TURN THE MUSIC BACK ON. å RESTART TO RESTART A GAME OR LEVEL, PRESS CTRL-R. å QUITTING THE GAME TO QUIT IMMORTAL, REMOVE THE DISK FROM YOUR FLOPPY DRIVE AND TURN OFF YOUR COMPUTER. å GAME CONTROLS å YOU BEGIN IN THE ANTECHAMBER THAT LEADS TO LEVEL 1. å USE THE JOYSTICK TO MOVE å COMBAT WHEN A MONSTER ATTACKS, YOU MUST FIGHT TO THE DEATH. THE BEST STRATEGY IS TO PARRY WHEN YOUR OPPONENT IS ABOUT TO STRIKE, AND ATTACK WHEN HE'S LEAVING HIMSELF OPEN. å  å ATTACKING å JAB- PUSH FORWARD å SLASH- PULL BACK...THEN PUSH FORWARD. å PARRYING- MOVE JOYSTICK RIGHT AND LEFT, IF THE WIZARD IS FACING YOU, THE MOVEMENTS ARE REVERSED. å å PAUSING THE GAME å IF YOU NEED TO PAUSE THE GAME PRESS THE SPACE BAR TO BRING UP YOUR PACK. WHEN YOU'RE READY TO GO BACK TO THE ACTION, MOVE THE CURSOR TO A BLACK SQUARE OR YOUR GOLD AND PRESS THE JOYSTICK BUTTON. å GETTING OUT OF THE PIT TRAPS å THERE ARE DEADLY PIT TRAPS IN THE LABYRINTH - IF YOU'RE NOT CAREFUL YOU MAY FIND YOURSELF HANGING BY YOUR STAFF OVER ROWS OF IRON SPIKES. FORTUNATELY, THERE'S ALWAYS A CHANCE OF SWINGING OUT BEFORE YOUR STAFF BREAKS. å TO SWING OUT, GENTLY ROCK THE JOYSTICK BACK AND FORTH AT AN EVEN PACE. å INCREASE VITALITY BY SLEEPING å PILES OF STRAW PROVIDE COMFORTABLE, SAFE PLACES TO REST AND REGAIN VITALITY. TO SLEEP, MOVE ONTO THE STRAW AND JUST STAND THERE. AFTER A MOMENT, YOU'LL LIE DOWN AND GO TO SLEEP. PAY CLOSE ATTENTION TO YOUR DREAMSå!  å MAKING THE TEXT SCROLL FASTER å WHILE READING MESSAGES, YOU CAN HOLD DOWN THE JOYSTICK BUTTON TO MAKE THE TEXT SCROLL FASTER. YOU CAN USE THIS TO SCROLL QUICKLY THROUGH MESSAGES YOU'VE ALREADY READ, BUT DON'T USE IT AS A WAY TO AVOID READING MESSAGES ALTOGETHER. MOST MESSAGES CONTAIN IMPORTANT CLUES YOU NEED TO FINISH THE GAME. å CLIMBING UP AND DOWN LADDERS å TO CLIMB UP OR DOWN A LADDER, MOVE UP TO IT NAD YOU'LL AUTOMATICALLY CLIMB OR DESCEND. BE CAREFUL GOING DOWN LADDERS - MOVE ONLY TO THE SIDE OF THE OPENING WITH THE LADDER ON IT OR YOU'LL FALL TO YOUR DEATH. å COMPLETING A LEVEL OF THE LABYRINTH å WHENEVER YOU COMPLETE A LEVEL, YOU GET A CERTIFICATE. WRITE IT DOWN AND KEEP THEM IN A SAFE PLACE. IF YOU QUIT PLAYING THE IMMORTAL, YOU'LL NEED THE CERTIFICATE LATER SO YOU CAN START ON THE LEVEL IN WHICH YOU LEFT OFF. NOTEå>  å RESTARTING A GAME OR LEVEL å  å IF YOU DIE,YOU CAN CHOOSE TO: å RESTART THE CURRENT LEVEL YOU'RE ON. å GO TO A PREVIOUSLY COMPLETED LEVEL. å START A WHOLE NEW GAME. å YOU CAN ALSO RESTART A LEVEL AT ANY TIME DURING THE GAME BY PRESSING CRTL-R. å RESTARTING THE LEVEL YOU'RE ON å TO RESTART THE LEVEL YOU'RE CURRENTLY ON, LEAVE NO HIGHLIGHTED AND PRESS A JOYSTICK BUTTON. å DON'T ENTER A CERTIFICATE - JUST PRESS A JOYSTICK BUTTON. å GOING TO A PREVIOUSLY COMPLETED LEVEL å TO GO TO A PREVIOUSLY COMPLETED LEVEL, LEAVE NO HIGHLIGHTED AND PRESS A JOYSTICK BUTTON. TYPE THE CORRECT CERTIFICATE, AND THEN PRESS RETURN OR A JOYSTICK BUTTON. YOU'LL HAVE TO ANSWER A COPY PROTECTION QUIZ. SEE COPY PROTECTION IN THIS MANUAL. å RESTARTING A GAME å TO RESTART THE GAME(LEVEL 1), MOVE THE JOYSTICK RIGHT TO HIGHLIGHT YES AND PRESS A JOYSTICK BUTTON. å COPY PROTECTION å OCCASIONALLY A PICTURE OF AN ITEM WILL APPEAR AND YOU'LL BE ASKED TO ENTER A LETTER. LOOK FOR THE PICTURE IN THIS MANUAL THAT MATCHES THE ONE YOU SEE ON THE SCREEN. FIND THE LETTER IN THE TABLE BESIDE THE PICTURE, TYPE IT AND PRESS RETURN. å A GUIDE TO LEVEL 1 å 1 A PLEA FOR HELP THE CANDLE FLAME LEAPS AND HISSES AS YOU ENTER THE SMALL ANTECHAMBER THAT LEADS TO THE FIRST LEVEL OF THE DUNGEON. A SKULL STARES VACANTLY AT THE DANCING SHADOWS ON THE WALL, A GRIM REMINDER THAT THIS IS NO PLACE FOR MORTAL MEN. AS YOU APPROACH THE TABLE, AN IMAGE OF MORDAMIR, YOUR LONG LOST MASTER IN THE ARTS OF WIZARDY, RISES EERILY FROM THE FLAME. IT SPEAKS.... "MORDAMIR IS HERE!" YOU WHISPER. YOU TURN TOWARD THE DOOR. "DUNRIC..." YOU THINK, "ANOTHER OF MORDAMIR'S STUDENTS, NO DOUBT. THE MASTER HAS TAUGHT MANY IN HIS LONG LIFE." THE THOUGHT THAT YOU AREN'T THE ONLY ONE LOOKING FOR MORDAMIR COMFORTS YOU...FOR THE MOMENT. å 2 GOBLIN ATTACK THE SOUND OF CLASHING STEEL RINGS THROUGH THE AIR AS YOU ENTER THE LONG CHAMBER. BEFORE YOU LIES AN ARMORED FIGURE - A MAN - THE BLLOD FROM HIS WOUNDS STILL COOLING BETWEEN THE TILES OF THE STONE FLOOR. TO YOUR RIGHT YOU HEAR A SNARL. FROM ACROSS THE ROOM A GIANT GOBLIN LUMBERS TOWARD YOU, HIS SINEWY MUSCLES RIPPLING AS HE RAISES HIS MACE OVER HIS HEAD. YOU RAISE YOUR SWORD, READYING YOURSELF... å 3 DUNRIC'S SERVANT "WHO WAS THIS UNFORTUNATE?" YOU WONDER. YOU SEARCH HIS BODY AND FIND A SMALL BAG CONTAINING A RING AND A SCROLL. INSCRIBED ON THE INSIDE OF THE BAND IS A NAME: DUNRIC. "A FIGHTER WOULDN'T HAVE NEED FOR A SCROLL OR A RING," YOU THINK," THIS CAN'T BE DUNRIC. PERHAPS DUNRIC'S SERVANT..." THE SOUND OF RENEWED BATTLE SNAKES YOU FROM YOUR THOUGHTS. "SOMEONE ELSE IS IN TROUBLE," YOU MUTTER, PICKING UP YOU STAFF... å 7 SHADES IN THE SHADOWS YOU NARROWLY ESCAPE THE FLYING ARROWS WITH YOUR LIFE! YOU SLAM THE DOOR SHUT BEHIND YOU AND FALL AGAINST THE WALL, CATCHING YOUR BREATH. BUT THE ROOM YOU'RE STANDING IN SEEMS DISTRUBING, TOO."MORE TRAPS!" YOU CURSE. YOU OPEN YOUR PACK AND TAKE OUT THE MAP YOU FOUND IN THE CHEST. THIS ROOM DOES RESEMBLE ONE OF THE ROOMS TRACED ON THE PARCHMENT. YOU NOTICE SOME CONSPICUOUS RED DOTS - THEY MUST MARK DANGER. THERE ARE RED DOTS MARKING TRAPS IN THE NEXT ROOM, TOO. THESE ARE SURELY THE HALLS OF HELL! SKIRTING ALONG THE UPPER WALL, YOU MAKE YOUR WAY OVER TO THE DOOR. THE DOOR OPENS INTO A DARK ROOM. YOU NOTICE THAT THE TORCHES ALONG THE WALLS ARE OUT, AND SUDDENLY YOU REMEMBER THE WARNING ON THE NOTE - SHADES! A FIREBALL COULD LIGHT THE TORCH. MOVING ALONG THE WALL, YOU SHOOT YOUR LAST FIREBALL. THE TORCH LIGHTS, AND JUST AHEAD YOU MAKE OUT THE SHADOWS OF TWO SHADES. ON THE FAR END OF THE ROOM YOU MAKE OUT SOME OBJECTS ON THE FLOOR. MINDFUL OF THE TRAPS AND SHADES, YOU CROSS THE ROOM AND PICK UP A CURIOUS AMULET AND A SPELL WITH WHICH YOU CAN CHARM WILL O' THE WISPS. WITH YOYR EYE STILL ON TH ETWO SHADES, YOU CROSS DOWN TO THE DOOR. LOCKED! FORTUNATELY, YOU HAVE THE KEY... å 8 BY THE LIGHT OF ETERNITY IN THE ROOMYOU FIND A DEEP, ABRUPT CAVERN IN THE DUNGEON FLLOR. WHAT TERRIBLE POWER, YOU IMAGINE, COULD BORE SUCH A HOLE THROUGH THE EARTH! NO MAN COULD PERFORM SUCH A FEAT! THIS IS THE WORK OF A COLOSSAL BEAST. AN ANGRY BEAST... YOU NOTICE THE BEAM OF LIGHT PEAKING THROUGH THE DUNGEON WALL.THE SHAFT OF LIGHT FALLS ON A DIAL INSCRIBED ON THE FLOOR. AT THE END OF THE DIAL, EMBEDDED IN THE FLOOR, IS A BRILLIANT JEWEL AS LARGE AS A MAN'S FIST. THE JEWEL AND THE SHAFT OF LIGHT, YOU IMAGINE, MAKE UP A SPECIAL MECHANISM OF SOME SORT. YOU'RE CURIOUS ABOUT THE MECHANISM, BUT AT THE MOMENT YOU FEEL TOO TIRED TO FIGURE OUT HOW IT WORKS. YOU CROSS OVER TO A COZY PILE OF STRAW YOU NOTICED IN THE UPPER PART OF THE ROOM. SLEEP OVERTAKES YOU QUICKLY, AND YOU DREAM... WHEN YOU WAKE, YOU STUDY THE MECHANISM MORE CLOSELY. THE SUNLÆIGHT NEEDS TO STRIKE THE JEWEL - THAT MUCH SEEMS OBVIOUS. EVERY YEAR THE BEAM OF LIGHT INCHES CLOSER TO THE JEWEL. WHAT?! AT THIS RATE, THE SUN WON'T STRIKE THE JEWEL FOR ANOTHER 1000 YEARS! YOU DON'T HAVE THAT KIND OF TIME. WHAT MORTAL DOES!! PERHAPS IF YOU COULD REFLECT THE LIGHT, YOU COULD FOOL THE MECHANISM...AH, THERE'S THE ANSWER! å  å THE CODEX OF THE SERPENT å LEVEL 1 å I, MORDAMIR, WIZARD OF THE CRIMSON KEEP, WROTE THESE NOTES FOR YOU, MY LOYAL APPRENTICES AND STUDENTS, TO EXPLAIN THE MYSTERIES OF THIS DARK LABYRINTH. å TODAY I GO FORTH TO EXPLORE THE DRAGON'S LAIR. I HOPE MY WITS ARE KEEN ENOUGH TO ESCAPE HER CUNNING AGAIN! THUS I LEAVE THESE WORDS FOR THOSE WHO MAY HAVE TO COME AFTER ME. MAY THEY KEEP YOU FROM AN UNTIMELY END IN THIS FORSAKEN PLACE! å DUNRIC - MY FAITHFUL STUDENT IN THE ART OF WIZARDY - WILL BE THE FIRST TO COME LOOKING FOR ME. HE'S OFTEN ACCOMPANIED BY EREK, A FIGHTER. å ULINDOR - MY SERAVNT AND BODYGAURD. å UPPER LEVELS - A TRIBE OF PRIMITIVE CREATURES KNOWN AS GOBLINS. HOSTILE TO STRANGERS, BUT SEEM TO POSSESS REASON, INTELLIGENCE, SOME INGENUITY WITH TOOLS. å THE TRIBE GOES BY THE NAME OF DRUUL. THEIR KING IS GRESH THE WISE. å THE GOBLINS ARE CURRENTLY AT WAR WITH A MORE HOSTILE AND POWERFUL TRIBE OF CREATURES KNOWN AS TROLLS. BOTH SIDES DESPERATELY SEEK CONTROL OVER THE UPPER LEVELS OF THE DUGEON. PERHAPS A SHOW OF FORCE WOULD CONVINCE ONE OF THEM THAT WIZARDS MAKE BETTER FRIENDS THAN FOES... å A SAFE PATH PAST THE ARROWS. IGOT THIS FAR BEFORE I SET OFF THE TRAP. å DANGER! PIT TRAPS. å IN THE DARK ROOM THAT FOLLOWS ARE DEADLY CREATURES, INVISIBLE TO THE EYE. ONLY THEIR SHADOWS CAN BE SEEN IN THE LIGHT. KEEP A TORCH LIT AND WATCH THEIR MOVEMENTS CAREFULLY. THEY MOVE QUICKLY! å THERE ARE PIT TRAPS IN THIS ROOM AS WELL. å RIDDLE OF THE SUN. å DEEP IN THE IMMORATL DRAGON'S LAIR å ONCE IN ONE MILLENIUM å THE PORTAL OPENS TO THE STAIR å WHEN A SINGLE GEM GREETS THE SUN å MECHANISM TRIPPED EVERY THOUSAND YEARS BY LIGHT. å SOMETHING SHINY... å LEVEL 2 å FROM A TEXT I FOUND ON THE HISTORY OF THIS EVIL PLACE: å "...AFTER TWO DAYS OF BITTER COMBAT, ARINAR THE ELVEN LORD ESCAPED THE ENEMY, BUT THROUGH HIS VEINS RAN A FATAL POISON, DRAWN FROM THE KEEN EDGE OF THE SHADOWLORD'S BLADE. ARINAR FLED OVER THE HIGH MOUNTAINS TO THE RUINED CITY OF ERINOCH, WHERE HE ENTERED THE LABYRINTH IN SEARCH OF THE FABLED WATER, SAID BY MANY TO HEAL EVEN THE DEEPEST WOUNDS." å "DEEP IN THE CHILLY CAVERNS OF THE FORGOTTEN LABYRINTH, THE ELVEN LORD SEARCHED DESPARETLY FOR THE FOUNTAIN, SLAYING THE EVIL MINIONS THAT DWELL IN THAT DARK PLACE WITH SOLONDUL, A SWORD OF GREAT MIGHT. BUT ON THE SECOND DAY, FOUL SLIME CREATURES CAUGHT ARINAR OFF GUARD AND STRIPPED THE FLESH FROM HIS BODY. TO THIS DAY HIS BONES AND SWORD LAY THERE STILL..." å LEGENDS HAVE TOLD OF WAYFARERS BEING ATTACKED BY WILL O' WISPS, I RECKONED SUCH STORIES WERE THE PRODUCTS OF CHILDISH IMAGINATIONS, BUT NOW I HAVE SEEN THESE HATEFUL CREATURES WITH MY VERY EYES. I KNOW LITTLE OF THEIR NATURE....ARE THEY INTELLIGENT? PERHAPS THEY ARE DISEMBODIED SPIRITS OF SOME SORT, OR MAYBE CREATURES OF THE ELEMANTS. IN ANY CASE, THEY ARE EXTREMELY DANGEROUS - THEY DISPISE THE LIVING AND EAGERLY ATTACK MORTAL FLESH. å MAYBE I CAN DEVISE A SPELL TO BRING THEM UNDER MY CONTROL... å SPORES - THE GOBLINS SOMETIMES USE THEM AS AKIND OF WEAPON. WHEN PLLANTED IN SOFT DIRT, THESE SPORES PRODUCE MUSHROOMS THAT GROW TO WAIST HEIGHT IN A MATTER OF SECONDS. THE FULL GROWN MUSHROOMS IMMEDIATELY FIRE MORE SPORES IN A RADIUS OF 30 FEET. THE SPORES, IT MUST BE ADDED, ARE DEADLY TO HUMANS, GOBLINS, AND TROLLS. THE GOBLINS TYPICALLY CARRY THEM IN SACKS TO PROTECT THEMSELVES. å THEY CAN BE RECOGNIZED BY THEIR STRONG, SICKENING SMELL. å YEARS AGO, WHEN SORCERER'S TOWERS STRETCHED TOWARD THE HEAVENS AND THE HALLS OF WIZARDY PROTECTED THE KNOWLEDGE OF THE SPHERES, THE CITY OF ERINOCH HAD NEED OF LOCKSMITHS. THE MOST CUNNING LOCKSMITH, I RECALL, WAS A DWARF BY THE NAME OF LINDLI. HIS LOCKS NEVER INVOLVED ANYTHING AS BORING AS A SIMPLE LOCK AND KEY. LINDLI'S MECHANISMS REQUIRED THE UNUSAUL - FINELY CRAFTED GEMS, BEAMS OF LIGHT, PACES AROUND AN OBJECT... å LINDLI PROSPERED WHILE SERVING THE WIZARDS OF ERINOCH. BUT WHEN THE DRAGON CAME OVER 1000 YEARS AGO, HIS HOUSE WAS DESTROYED AND HIS FAMILY PERISHED IN THE FLAMES. LINDLI WENT QUITE MAD AFTER SEEING THE BEAST DEVASTATE HIS DREAMS, AND HE CURSED THE WIZARDS WHO UNLEASHED THE DRAGON'S WRATH. HE VOWED TO SEAL OFF THE LABYRINTH FOREVER SO THAT MEN WOULD NO LONGER SEEK THE WATER... å THE MAGIC DUST CAN BE THROWN TO MAKE AN IRRITABLE OLD FOOL ­YOUR FRIEND. å THE GEMS MUST BE DROPPED IN THE HOLES. GRESH THE WISE, KING OF THE GOBLINS, KNOWS THE COMBINATION. ONE MUST DEFEAT HIM BEFORE HE'LL SPEAK. å LEVEL 3 å ONLY THE FIERCE MIGHT OF AN ANGRY DRAGON COULD SPLIT THE EARTH AND FORM THIS DEEP CHASM. THE CRACK CANNOT BE CROSSED BY ROPE - THE BRISK WINDS RISING FROM THE DRAGON'S LAIR MAKE IT TOO DANGEROUS! THE ONLY WAY ACROSS IS A MAGIC GATE - A TELEPORT MAECHANISM - HIDDEN IN ONE OF THE ROOMS BELOW. THE SHAFT OF LIGHT ON THE OTHER SIDE IS WHERE THE MAGIC GATE LEADS. å TROLLS - THE SHINDRAK, AS THEY CALL THEMSELVES, RULE MUCH OF THE LOWER LEVELS. FOR THE MOST PART, THEY ARE STUPID AND QUICK- TEMPERED - SOMETHING TO TAKE ADVANTAGE OF. å A TROLL WILL ONLY THROW HIS RITUAL KNIFE ONLY WHEN HE WANTS TO CHALLENGE ANOTHER TROLL TO COMBAT. å PROTEUS, A GOD OF THE SEA, WAS A MASTER SHAPE-CHANGER WHO COULD TRAVEL DISGUISED AS FIRE AND WILD BOARS. THIS RING WAS FORGED BY PROTEUS WHEN THE EARTH WAS YOUNG. IT ALLOWS THE WEARER TO TAKE ON THE FORM OF A GOBLIN. BEWARE! SOME ARE TOO WISE TO BELIEVE ITS CHARMS! å TROLL BOMB. ONE WHIFF OF THESE DEVICES AND TROLLS ARE PARALYZED. å RED GEMS LOOK BEST IN PURPLE LIGHT. å LEVEL 4 å WHEN DUNRIC INTERFERED WITH THE TROLL'S BATTLE AGAINST THE GOBLINS, THEY KIDNAPPED HIS DAUGHTER, ANA, AND DRAGGED HER INTO THE LABYRINTH. AS SHE POSSESSES SOME OF HER FATHER'S SKILL IN SORCERY, SHE HAD NO TROUBLE ESCAPING THE TROLLS. BUT ON HER WAY OUT, SHE LOST A SPECIAL RING GIVEN TO HER BY HER FATHER. å SOME RINGS ARE NEVER WORN ON THE BODY å LEVEL 5 å THE POTION TRANSFORMS AND POISONS YOU AT THE SAME TIME. YOU WILL BENEFIT FROM ITS POWER TO SHRINK YOU, BUT YOU MUST FIND THE WATER AND DRINK IT SOON AFTERWARD OR YOU'LL NEVER PAST THE HOUR. å MANY MICE BUT FEWER MEN CAN PASS THROUGH A CRACK IN THE WALL. THIS THE ONLY WAY OUT OF THIS LEVEL. å WORM SENSOR - THE FASTER IT CHIMES THE GREATER YOUR DANGER. å THE WEIGHT OF ONE WILL OPEN THE WAY. SET DOWN FOOD AND A FLYING LIZARD COULD HOLD THE DOOR. å LEVEL 6 å WHEN SHE REARS UP, SHE'S READY TO WEB. MOVE BACK! å SHE'S MOST VULNERABLE WHEN ALL FOUR LEGS ARE ON THE GROUND. å NOW IS NOT THE TIME TO IMBIDE SPIRITS. å LEVEL 7 å THE GOBLINS CRAVE THE WATER AS MUCH AS MEN, BUT A HORRID WATER CREATURE GUARDS THE WAY! IF THE WATER MONSTER WERE DISTRACTED LONG ENOUGH, THE GOBLINS COULD OPEN A GATE AND THE CREATURE WOULD BE WASHED AWAY INTO THE DEEPEST UNDERGROUND SEA. ONLY A WIZARD, ADEPT AT SAILING, STANDS A CHANCE OF DISTRACTING THE THE MONSTER AND MAKING HIS ESCAPE. å THIS IS THE FIANAL STEP BEFORE ENTERING THE DRAGON'S LAIR...DO WHATEVER YOU MUST TO HELP THE GOBLINS OPEN THE WAY. YOUR JOURNEY IS ALMOST COMPLETE - IF FORTUNE FINDS US, WE WILL STAND TOGETHER AGAINST THE DRAGON! å CODES FOR GAME å BOTTLE - ABHIUJKLå SWORD - RJFHBYGN å YUNBLOSPå FJDKEXKS å QEFHJXCIå LQOPEIRI å YVBNZOPLå XUEEXZAL å QJHDXAYLå SKEIOQPE å OCJHEBNJå KDFJCNVH å USKXGCBVå FBGHTYRU å JDNVKIEOå RIEOQPOE å BOOK - KCJGHTBFå RING - KLONPLKJå  å HDJGHYBIå NNGHBJVH å KNOJKTIEå FBRNCGDB å BXVCBNDSå FQEYUHCG å NDHEGGCFå FBJHRHFY å DVXFSSCDå QUEIDHJF å FHTGRYBGå KRNNDHCG å FVVHNJUIå BSFXFZCA å SCROLL - VSGQROTKå KEY - HCJHEKJE å GIBNUHJYå KDHGGOUY å NKJGKFJVå RTUFFIFF å HBBGHRTYå PEEDJCXK å EFQAACSXå XXLLDCII å FDCEHFGUå EJSDJZXS å BYGFUUJTå KDJFHRTB å HRRFBNCXå TNBEYUQI å GEM - EEIRTRTYå BAG - KTKUJIHJ å IGUJYNHKå UKJNBLHG å JGUIKJTJå KJOIPUOJ å RHFGCCCVå LKIKUJYN å DBXHSJJNå BHGBVJHF å FHRGETDSå JDCGFJOP å SQASSGDVå QJFGHGIN å RFETXFDGå TGBUIOJN å å  Ever wondered what Americans do with their spare time...maybe this'll give you an idea. thanks to DR. J for these jokeså.  å THE POOPIE LIST GHOST POOPIE - The kind where you feel the poopie come out, å but there's no poopie in the toilet. CLEAN POOPIE - The kind where you poopie it out, see it in the å toilet, but there's nothing on the toilet paper. WET POOPIE - The kind where you wipe your butt 50 times and it å still feels unwiped, so you put toilet paper between å your cheeks so you won't ruin your undies with a stain. SECOND WAVE POOPIE - The kind where you're done poopie-ing and å you pulled your pants up to your knees and you å realized you've got to go again. POP-A-VEIN IN YOUR FOREHEAD POOPIE - The kind where you strain so å much to get it out you almost have a stroke. LINCOLN LOG POOPIE - The kind that's so huge you're afraid to å flush the toilet without breaking it up into tiny pieces å with the toilet brush first. THE GASSY POOPIE - The kind that's so noisy, everyone within ear å shot is giggling. THE DRINKER POOPIE - The kind you have in the morning after a å long night of drinking. The most noticeable trait is å the skid marks in the bottom of the toilet. CORN POOPIE - Self explanatory. THE GEE I WISH I COULD POOPIE! - The kind where you sit for å awhile and only fart. SPINAL TAP POOPIE - The kind that hurts so bad you'd swear it å came out sideways. THE WET CHEEKS POOPIE (the power dump) - The kind that comes out å so fast you're cheeks get splashed with water. THE LIQUID POOPIE - The kind where yellow brown liquid shoots å out so fast it splashes all over the bowl. THE MEXICAN POOPIE - The kind where it smells so bad your nose burns. UPPER CLASS POOPIE - The kind that doesn't smell. THE SURPRISE POOPIE - The kind where you're not even at the å toilet because you're sure you're about to fart, å But, oops! - a poopie! THE CLIFF HANGER - The kind that refuses to drop into the toilet å even though you know you're done - so you pray a shake å or two will cut it loose. å Ž DR.J U.S.A. å !KARATEKA å by Broderbund GETTING STARTED Put the Karateka disk in drive A, label side up. If you are using a joystick, make sure it is in Control Port #2. Turn on your monitor and computer. Use the left mouse button to double click on the KARATEKA.PRG icon. The title screen will be followed by a prologue and a self-running demo. When you are ready to play, press any key or the joystick button to start the game. å JOYSTICK CONTROLS Push the joystick up to stand up, and pull down to get into a fighting stance. PUNCHING AND KICKING, ADVANCING AND RETREATING Start from the fighting stance. Press the joystick button quickly to punch and slowly to kick. Move the joystick up and down to control the height of your punches and kicks. Move it to the right to advance and to the left to retreat. RUNNING AND BOWING To run forward, start from a standing position. Then move the joystick to the upper right. Release the joystick to stop running. Press the button to bow. å KEYBOARD CONTROLS FROM THE FIGHTING STANCE å Q / A / Zå Punch high / middle / low å W / S / Xå Kick high/ middle / low å Right Arrow Advance å Left Arrowå Retreat å Spaceå Stand up FROM THE STANDING POSITION å Bå Bow å Right Arrow Run forward å Left Arrowèå Stop å Spaceå Get into a fighting stance å !THE GAME You've just made a long, hard climb up the rocky cliff beneath Akuma's Castle. You pull yourself up onto solid ground only to find yourself standing before a massive gateway, your way barred by the first of the palace guards. Beyond looms Akuma's palace, where the fair Princess Mariko is being held captive. You must rescue her from the evil Akuma. You can withstand only a limited number of hits. The row of red arrows across the bottom left of the screen tells you how many. Every time you get hit, you lose one arrow. If your last arrow disappears, you die. The row of blue arrows across the bottom right of the screen indicates the strength of your opponent. As long as you avoid getting hit, your strength will be replenished. Every guard has a different headgear and fighting style. As a rule, the guards get tougher as you advance into the palace. When you kill a guard, take advantage of the opportunity and run forward. Watch for danger when you're standing or running. In these positions you're vulnerable to attack - one well-aimed blow could kill you! å SPECIAL KEYS å ESCå Freeze game. Press any key to continue. å Jå Select joystick control. å Kå Select keyboard control. å F1å Return to demo. å CTRL-Så Turn off music. Press again to turn off sound. å Press again to turn sound and music back on.