391 lines
20 KiB
Plaintext
391 lines
20 KiB
Plaintext
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1
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CompuServe TEG-194
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7
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FUTURE WARS
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Part 1
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INTRODUCTION
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This game is entirely mouse driven. Be aware that some of the objects you nee
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d
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to use or manipulate are very small. By careful use of the EXAMINE command and
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the cursor, you should be able to find everything. Checking over the whole
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screen before you try anything (if time permits) is generally a good idea, and
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EXAMINE "X" may lead to some clues as to the proper course of action. Proper
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positioning may also be a problem, and you may have to experiment with moving
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your character before you can achieve the desired result. The game is wholly
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linear, and you must do things in the proper order. Save your game _often_.
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You begin as a humble window washer, clumsy and browbeaten. After you knock
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over your bucket and get chewed out by the boss, TAKE the bucket. EXAMINE the
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scaffold, move to the far left of the scaffold, and OPERATE the "up" arrow. When
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Press <CR> for more !CompuServe TEG-1949
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you stop, OPERATE the window that's ajar, and go inside the building.
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In the waiting room, EXAMINE the wastebasket and TAKE the plastic bag. If you
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move to the right and EXAMINE the rug, you will notice a small lump under the
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rug. Move to the far right lower corner and OPERATE the rug. This reveals a
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small key, which you will take. Go into the bathroom, and OPERATE the cupboard.
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TAKE the can of insecticide. OPERATE the WC door, and TAKE the small red flag on
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the floor inside (it's very tiny). Finally, USE the bucket with the sink, and
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get ready to play a really corny practical joke.
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Return to the waiting room and USE the full bucket on the door in the back
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wall, then go to the door on the right wall and OPERATE it. In the ensuing
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confusion you can go through the door into the office next door. OPERATE the
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door again to close it. USE the key on the second cupboard from the left and
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you'll find a typewriter. EXAMINE it. There is a number on the ribbon which you
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should write down. OPERATE the desk drawer and TAKE the sheaf of paper inside.
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Now, EXAMINE the map. A small inset map of Europe appears, and careful scrutiny
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should reveal a small hole. USE the little flag with the hole, and the whole
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wall recedes, revealing a secret passage. SAVE the game at this point because
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the timing can be tricky in this next sequence.
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!CompuServe TEG-1951
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Go into the passage. The ceiling will start coming down at you. Quickly,
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EXAMINE the number pad to the right of the door, then OPERATE the five digits
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which make up the number you saw on the typewriter ribbon. The ceiling will stop
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and the door will open, and you can go through and to your right into the
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laboratory. There is a machine with two buttons and a big slot. USE the sheaf of
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paper in the slot, then OPERATE the green button and the red button in that
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order. TAKE the documents the machine spits out, and move to the white circle to
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the right.
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You will disappear and reappear in a swamp in days of old. Save the game here.
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If you move off the green/brown land areas, you will sink into the muck and
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disappear. When you get close to the swarm of mosquitoes, USE the insecticide on
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them, and proceed to the left. Just before you leave the screen, you will notice
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something gleaming in the dirt. EXAMINE it, and you will find a pendant which
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you will take. Go off to the left.
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You are now in a wooded area by a lake. Work your way out of the bushes, and
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EXAMINE the foot of a tree by the lake. You will find a rope. If you proceed off
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the screen to the left, you will be killed by fanatic "monks" who take you for a
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!CompuServe TEG-1953
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spy, so you had better get a change of clothes. USE the rope on the overhanging
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branch of the same tree, and you will be perched up there. Some unsuspecting
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soul will eventually come by and go skinny dipping in the lake. Descend from the
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tree and TAKE his tunic and slacks, then USE them on yourself. Now, when you go
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off screen to the left, the monks will not even be there. Go figure it. This
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screen has an Inn and the entrance to a castle. Go up to the guard and SPEAK to
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him. Then USE the pendant on the guard. He'll tell you to come back later.
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Go off the screen to the left behind the castle and you'll be in a wooded glen
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where a monk's robe is hanging from a branch. You can't reach it, so OPERATE the
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tree to shake it, and while the robe won't fall, a coin will drop out of the
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pocket. TAKE it and return to the Inn. OPERATE the door and go inside. USE the
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coin with the innkeeper, and he'll show you to a seat. You'll overhear snatches
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of conversation from the other customers. It seems the Master's daughter is
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missing. Leave the Inn and return to the guard. USE the pendant on him one more
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time and he'll let you in to meet the Master. The Master will ask you to rescue
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his daughter, the lovely Lana. Of course, you hasten to comply.
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As you leave the castle, you will find the guard asleep. (So hard to get good
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help these days!) TAKE his lance, then go to the wooded glen; after much trial
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!CompuServe TEG-1956
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and error, you'll find the right spot in which to stand. Now, USE the lance on
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the monk's robe (you will immediately put it on). Return to the castle and go
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off the screen at the bottom.
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MONASTERY
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You will be near the monastery, the only entrance to which is guarded by what
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seems to be a ferocious wolf. However, careful cursor watchers will notice a
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small metallic glint under the wolf that indicates this is a creature of
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technology, not nature. This is one of my favorite bits. Save the game, go back
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to the lake, and USE the plastic bag with the lake. Hurry back to the wolf, and
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when you get close enough, USE the full bag on the wolf. He blows up _real_
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good! You can now go to the monastery door and OPERATE it. This is another good
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point at which to save the game.
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The central hall of the monastery features three doors (right, back and left),
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and those famous circling monks you've heard so much about. They continue to
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move in a clockwise fashion around the room, staying close to the edges of the
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floor. This is their ritual. Follow it closely, because you deviate from it at
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your own peril.
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Press <CR> for more !
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CompuServe TEG-1957
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First go to the door on the left and OPERATE it. You will find a room with two
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stained-glass windows and a monk standing next to a cup. As you approach him, he
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will tell you to alert the Father Superior that something is ready. (The
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skorzuum? It's Greek to you!) Leave and proceed clockwise to the door on the
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right. OPERATE it and go in. You will find the Father Superior who will ask you
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for a cup of something else you won't recognize.
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Go back to the first room, TAKE the cup, then proceed clockwise to the door on
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the back wall, and OPERATE it. Go downstairs and up the ladder. OPERATE the
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barrels until you find one that's full, then USE the cup with the barrel. Go
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back upstairs and clockwise to the Father Superior. You'll give him the cup, and
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he will immediately pass out. EXAMINE his body, and you'll find a remote
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control. TAKE it, then USE it on the "piece of furniture" underneath the
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library. This will open, and a magnetic card will be revealed. TAKE it, leave
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the room, and go clockwise to the wine cellar again. Go up the ladder, then USE
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the remote control on the barrels until you find one that opens. Go through it.
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THE PRINCESS
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Press <CR> for more !
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CompuServe TEG-1959
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You'll be in another lab room. In it you'll find a beautiful princess encased
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in a transparent cylinder, and a computer console floating in mid-air. In your
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excitement over finding the princess, don't neglect to TAKE the gas capsule on
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the floor by her cylinder. EXAMINE the console, then USE the card with the
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console. This will free the princess, and you can relax for a bit while you have
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some things explained to you. You'll be taken back to the castle and told that
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the princess is really Lo'ann from the far future. She and her father are agents
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of the Earth Government trying to stop the Crughons from taking over the earth.
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She will recruit you and take you -- along with those all-important but nearly
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forgotten documents -- back to her home in the year 4135 A.D.
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And you thought window washing was dangerous!
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FUTURE WARS is published by Interplay Productions and distributed by
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Mediagenic.
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This walkthru is copyright (c) 1990 by Paul J. Grant. All rights reserved.
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Last page !
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CompuServe TEG-1962
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FUTURE WARS
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Part 2
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4135 A.D.
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You materialize in the wasteland (oops, wrong game!) that is the Earth of the
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future, but Lo'ann is missing. You must proceed alone. Everywhere you look
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there's nothing but rubble and ruins. If you EXAMINE some rubble to the right,
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however, you will find a half-buried empty pocket blowtorch. Go off to the
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right, and TAKE the box of fuses half-buried there. In the center of the screen
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is another pile of rubble to EXAMINE. There, fully buried this time, is a
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manhole cover. OPERATE it and descend to the sewers below.
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Thankfully, this is not a maze. Keep a close watch on the thin pipes along the
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wall. Eventually, you will come to a small tap. USE the empty blowtorch with the
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tap and it will fill with gas. This comes in handy almost immediately, when you
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have to rescue a mother and child from a horrible mutant sewer beast. USE the
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Press <CR> for more !
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CompuServe TEG-1963
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blowtorch on the monster (keeping a safe distance), and the mother -- in
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gratitude -- will materialize another exit for you leading to the surface. Go
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up.
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You are now in front of a subway system whose automatic doors seem jammed.
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Simply USE the lance on the video camera above to doors, and you will be
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admitted. Save the game here. On the lower left-hand side of the screen is a
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newspaper machine. Carefully EXAMINE it to see a small money slot and a small
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coin collector. EXAMINE the coin collector and you'll find a coin, you lucky
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dog! USE the coin in the slot, and...um...nothing happens. Despair not. EXAMINE
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the coin collector again, and the coin will be back. USE it in the slot again,
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and this time you are rewarded with a newspaper. If you do this quickly enough,
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you won't miss your train. Board it, sit back, and relax for a second.
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You will be deposited in an air terminal. A bored security guard will prevent
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you from going up to the plane, so you must distract him. Go down the stairs at
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the bottom of the screen, and EXAMINE the fuse box and fuses on the left. USE
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your fuses with the fuses in the box, replacing the burnt out middle one, then
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save the game. Go back upstairs. The guard is now watching television, and if
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you move just behind him, you can sneak up to the escalator to the plane. This
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Press <CR> for more !
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CompuServe TEG-1966
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may take more than one try. On the plane, you will be taken captive by the
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Crughons (there is no way to avoid this at all), and wind up in a tiny cell.
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Crughons are among the dumbest race in the galaxy because they don't take any
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of your inventory (and how you can continue to conceal a lance on your person is
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beyond me). Timing here is a bit dicey, so save again. USE your key on the air
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vent to remove the grate, then USE the gas canister on the vent, and finally USE
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the newspaper on the vent to keep the gas from blowing back in your face. If
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done correctly, you will have killed all your Crughon captors, and the cell door
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will open. You can go into the next room, but before you can do anything much
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there, Earth command will rescue you, and take you before the Council, where you
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will be sentenced to death as a Crughon spy. What?
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FUTURE WARS is published by Interplay Productions and distributed by
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Mediagenic.
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This walkthru is copyright (c) 1990 by Paul J. Grant. All rights reserved.
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Last page !
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CompuServe TEG-1969
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FUTURE WARS
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Part 3
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PREHISTORY AND ENDGAME
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When last we saw our intrepid window washer cum planetary savior, he was about
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to be executed as a Crughon spy. Fortunately, Lo'ann shows up in the nick of
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time to save him. And with the help of the documents (remember the documents?)
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you brought back, uh, forward, oh, never mind. Anyway, they've been decoded, and
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the Crughon plot to destroy Earth's defenses by planting a bomb in the past
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before the defenses are built has been revealed. One time bomb has already gone
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off. You helped Lo'ann foil the plot in medieval land where you first met. Now,
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the council needs a volunteer to accompany Lo'ann to the distant past, and to
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foil the third and last sabotage scheme.
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Three guesses who volunteers.
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Press <CR> for more !
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CompuServe TEG-1970
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You are sent back to the dawn of creation (or thereabouts), and end up in a
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cave. Head down to Lo'ann, and she will give you an air pistol. Follow her to
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the left, then save the game. The entire plain below you is swarming with
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Crughons! Your only hope is to wipe them out in one real nasty arcade sequence
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which will have the pure strategists in the bleachers screaming for the
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programmers' blood.
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I, upon seeing the shape of things to come, immediately handed control of the
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mouse to my fourteen year old son, who has much more practice in such matters.
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To kill the Crughons, simply position the cursor over the tiny scurrying
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figures, and hit the fire button on your mouse. Be especially quick to blast the
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ones surrounded with red boxes marked DANGER, because those are firing back at
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you, and they are not firing to wound.
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After the first wave, the remaining horde will converge towards the center.
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Pick off those on both the left and right sides to keep them from the center,
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and they won't become DANGERs. At some point, the Crughon commander will come
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out on a floating platform. Be sure to get him quickly, too. This may take more
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than one try; it took my son, Deadshot, four tries. Learn patience and
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persevere.
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Press <CR> for more !
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CompuServe TEG-1972
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After all the Crughons are blasted, one will -- with his dying breath -- shoot
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Lo'ann. EXAMINE her once to find she is still alive. EXAMINE her twice and you
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will find an invisibility pill. EXAMINE her three times and you will find her
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pendant, which you can USE on her to send her back to the future, where she can
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be healed. You will then proceed alone to the Crughon spaceship.
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By the ramp is a dead Crughon. EXAMINE him and find a magnetic card. Then, go
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up the ramp to the cockpit/bridge. USE the card in the card reader on the back
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wall, then OPERATE the suspended animation case in the foreground. The lid will
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raise. TAKE the garment, and USE the garment on the video camera, protecting
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yourself from prying eyes. Click on the case a few times and you will lie down.
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OPERATE the case, and the lid will come down. While you're in suspended
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animation, the ship will return to the Crughon base. Save your game _before_ it
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lands in the hangar!
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Timing is everything in the next section, and the odds are you'll have to try
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this more than once in order to succeed. When the ship lands, you'll wake up.
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Immediately move to the rear wall of the cabin. As the door opens, about halfway
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through its cycle, USE the invisibility pill on yourself. Two guards will enter.
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Press <CR> for more !
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CompuServe TEG-1975
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As soon as the second guard is inside, slip out the door. You will automatically
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go down the ramp. Move just past the guard at the foot of the ramp, go towards
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the bottom of the screen, and go left behind the boxes. If you time everything
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right, you will be hidden by the boxes when the pill wears off. If you make even
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one mistake, you're doomed as doomed can be, and must restore.
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EXAMINE and OPERATE the big box at the lower left, and you will find it to be a
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perfect hiding place. You will be taken to a storage room. Your pendant is a
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telepathic interface, which will tell you that the only way you can thwart the
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Crughons is to reprogram the master computer. Easy, right? There are only three
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problems: (1) you are a window washer, not a programmer; (2) you don't know
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where the computer is; and (3) you have only six minutes of real time to
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reprogram the computer and escape from the ship. Actually, problems (1) and (2)
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are minor. Problem (3) throws two of your worst nightmares at you: a maze AND an
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arcade sequence. Save before you take another step if you value your sanity.
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When you go through the storage compartment door, you will find yourself in a
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corridor. In addition to ladders (which are everywhere), there are also holes
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blasted in the floor in inconvenient locations. This maze comprises 18 screens,
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each screen showing two levels of corridors, three screens across and eight
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Press <CR> for more !
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CompuServe TEG-9032
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screens down. The computer room is on the lowest level in the middle screen. I
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found the best way to map the maze was to click both mouse buttons (as if I were
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going to save the game) as soon as entered a new screen. That paused the clock's
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countdown while I sketched each block. This is not difficult to map, thank
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goodness, but the route to the bottom is a tad circuitous, to say the least. On
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top of that, the mouse interface is not the most user-friendly, and I found
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there were times I had to click wildly in order to get the stupid hero to go up
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or down a ladder. Try to maintain an even strain throughout this sequence.
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Practice until you can get from the top to the bottom in under three minutes. My
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best time was 2:40.
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When you get to the computer room, move quickly as you can to the console on
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the left. USE the magnetic card in the console and the rest will take care of
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itself. You've saved the day, so now you can save yourself and get off this ship
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before the fleet leaves without you. The escape door, marked with several
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prominent arrows, is located on the top corridor on the left-most of the three
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screens on the fourth level from the top. With a little practice, you should get
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there in plenty of time. Once you do, the rest of the game is automatic.
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Congrats!
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Press <CR> for more !
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CompuServe TEG-9034
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For those who are hopelessly confused by mazes, Part 4 of this walkthru
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describes the exact route down to the computer room, and back up to the hangar
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for your escape.
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FUTURE WARS is published by Interplay Productions and distributed by
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Mediagenic.
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This walkthru is copyright (c) 1990 by Paul J. Grant. All rights reserved.
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Last page !
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CompuServe TEG-12730
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FUTURE WARS
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Part 4
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THE CORRIDOR MAZE
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As promised, for those who are hopelessly confused by mazes, this file
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describes the exact route down to the computer room, and back up to the hangar
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for your escape.
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FROM THE STORAGE ROOM TO THE COMPUTER ROOM
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Go one screen right, down the ladder, one screen right, down, then slightly
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right, and down again. Go one screen left and down the ladder, one screen right,
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down, then to the right, and down again. Go one screen left, down twice, one
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screen left, down four times, one screen right, and up twice. Go one screen
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right, up three times, then go to the right, and go down five times. Go one
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screen left and down, then one screen right, and down. Finally, go two screens
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Press <CR> for more !
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CompuServe TEG-12731
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left, down, one screen right, and you're at the computer room.
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FROM THE COMPUTER ROOM TO THE HANGAR
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Go one screen left and up, two screens right and up, one screen left and up,
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one screen right and up five times. Go to the left and down three times, one
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screen left and down twice, one screen left, and up four times. Now, go one
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screen right and up, one screen left and up, and right to the door with the
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arrows pointing to it. You're safe!
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FUTURE WARS is published by Interplay Productions and distributed by
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Mediagenic.
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This walkthru is copyright (c) 1990 by Paul J. Grant. All rights reserved.
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Last page !
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