436 lines
23 KiB
Plaintext
436 lines
23 KiB
Plaintext
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Baal
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This document is brought to you by INC
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Captain "CRUNCH"
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- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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Well, to start out with this game is tough. It says so on the front
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cover of the instructions, so it must be true!
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Its June 5th 1999, your an archaeologist who has discovered a
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scrawl from what seems to be a old man, or thing. You call your old
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archaeologist professor and tell him of a stone with baal written
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on it. Hearing the word Baal caused so much interest that he told
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you not to touch it. He told you that the stone was "foretold by
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an old scottish monk way back in the 12th century...." The stone
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could cause death and destruction to the world at a time when man
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was reaching for the stars. Later it was discoverd that the date
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June 5th 1999 would be 666 if the 1999 was turned upside down! The
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devil, satan!! The other archaeoligist moved the stone an Baal
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rose, killing all in his sights! A War Council was formed to kill
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this monster, elite warriors have been selected to fight Ball.....
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YOU are in charge of the Time Warriors and here are your TOP
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SECRET MISSION INSTRUCTIONS. You must guide and control each Time
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Warrior in his quest. Although it is impossible to say what horrors
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you will encounter when you enter BAAL's lair, his enormous power
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coupled with his huge army of monstrous bests make him an extremely
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dangerous enemy.
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We pray you can do it, we know you can. Many lives will be lost
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in the numerous bloody battles but BAAL must be defeated. If not
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we run the risk of being ruled by a power crazy demon at best, at
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worst the earth as we know it is doomed. OUR FATE IS IN YOUR
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HANDS......
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-----------------------------------------------------------------
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The joystick or cursor keys are used to control the warrior as
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follows:
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* Joystick center- Warrior is still and in firing position where
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appropiate.
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* Up/Down- Warrior up or down ladders where appropiate.
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* Left/Right- Warrior turn/move left or right where
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appropiate.
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With fire button pressed:
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* Joystick center- Warrior fires laser in direction faced where
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appropiate(including off the ladders).
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* Up- Warrior jumps straight up where appropiate.
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* Down- Same as joystick center.
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* left/right- Warrior stops firing and transports where
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appropiate.
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* Joystick diagonal - Warrior somersaults forward in direction he
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is facing where appropiate.
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Further keyboard controls:
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F1Toggle sound effects On/Off
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1Select laser mode 1(on main keyboard no keypad)
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2Select laser mode 2""
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3Select laser mode 3""
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4Select laser mode 4 ""
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CToggle area co-ordinate display off
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PPause game (any key to restart)
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RRefuel laser (see below)
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SSave current game position
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LLoad previous game position
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F9(with fire pressed) abort current game
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ESCExit back to DOS
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Solve for MechWarrior
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By The Byter
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An Alternative Release
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Game released by: The Firm
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The Lexicon 714-627-0601 9600+ Only!
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How to Solve MechWarrior:
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This cheat has been provided so you can sit back, play the game, quickly
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win, say to yourself "How neat! I've won...", and stuff the game away in
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your archives in a short period of time.
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The basic premise behind Mechwarrior is that you're the only surviving son
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of the leader of Ander's Moon. A group of Mechs attacked the planet, killed
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your family, and installed a new government on the planet. They also stole
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a valuable Chalice which is a heirloom of family power or something. Your job
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is to track down the killers, find the Chalice, and restore your family to
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power on Ander's Moon.
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When you start out, you will usually be on one of the Davion planets, but
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might start out on a Kurita planet. Travel immediately to the Kurita planet
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of Land's End.
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When you get to Land's End, enter the bar and order a drink. The barkeep will
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tell you to come back later. Go to the mech complex and sell your Jenner, as
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you won't need it for a while, and can make a nice profit here. Besides, it
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will be a lot more expensive to haul it along with you where you're going.
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Go back to the bar. The ruffian you meet there will tell you "Grig can be
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found on...". Make a note of the planet he gives you and go there. I
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have seen New Samarkand, Tabayama, and Delacruz often. It will always be a
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Kurita world.
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When you get there, you will meet Grig. Accept his mission to deliver a
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packet to his agent on Dustball, and go there. Dustball is a Steiner world.
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When you get to Dustball, there will be a little scuffle. You can either
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FIGHT then RUN, or RUN then RUN. Just make sure that you RUN the second time.
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After that, go to the bar and order a drink. The barkeeper will tell you to
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return later, but you can just order another drink and he'll give you some
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information and the name of a Marik planet, such as Gibson, Mosiro, or
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Sadurni. Travel there.
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When you arrive on the Marik planet, go to the Mech complex. The man there
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will tell you that you might find Kangaroo Jack on Tancredi IV or Okefenokee
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(Davion planets). When you leave, you will be shot at by a sniper. RUN.
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When you get to the Davion planet, go to the bar. Order a drink, and you'll
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be introduced to a guy named Kearny. He'll give you some information, and a
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scrap of paper with an address on it, telling you to meet him there. When you
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leave the bar, go ahead and follow the address. Then HIDE and FIGHT.
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When you finish that, read the news net. You'll note a few news items in
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which you were involved. You'll also get a message from Jordan Rowe, telling
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you where the Black Widows currently are. That's your next destination. It
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will be a Kurita world like Thestria or Proserpina.
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When you get there, go into the bar. You'll see some of the Black Widows,
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and get a story. CHALLENGE it.
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You'll get in a fight, and some woman named Tasha will save your butt. She'll
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tell you that Matabushi is your enemy, not the Black Widows, and that Kearny
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was just trying to get you killed. Go ahead and leave the bar.
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If you read the news net, you'll see that Tasha gave you some files supposedly
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from Matabushi telling about your family's execution. Read on, and you'll
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find something about Matabushi announcing a new commercial strategy. Another
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news item from Jordan Rowe will tell you to meet up with Kearney on Albiero.
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Go there.
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When you get there, you'll land in the middle of a battle, and see Tasha.
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Follow her. You will see Tasha and Kearny confronting each other, and have to
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decide whom to trust. I would suggest you trust Tasha.
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When the smoke clears, Tasha will give you a data disk explaining the action
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which killed your family, and who was behind it. She'll also give you five
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million bucks, which isn't too bad. She'll tell you that the Chalice you're
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after is on a Kurita planet called Kirchbach (as far as I know, this is always
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the same) guarded by four Battlemasters and one Warhammer.
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Another loose end to tie up is Grig. Head to the planet where you first found
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him (New Samarkind, Delacruz, or Tabayama) and you'll meet a bum. Ask him to
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GO ON with his story. Make a DEAL with him.
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When you see Grig, WAIT for the situation to improve. You'll get a chance
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when there are only two guards with him, STRIKE now. He'll try to make a
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deal with you. Don't go for it, and PULL THE TRIGGER. You'll pocket some
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easy cash.
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You've now done everything you need to do except get the Chalice back. The
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above actions should have taken about a year of game time, meaning you've got
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about four more years to go. You should have about 10.5 million bucks, so go
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ahead and invest in some mechs and crew. SAVE THE GAME before you try to hire
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any crewmembers, because the game will sometimes crash when you do.
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You'll want to end up with a good crew and some good mechs, I would suggest you
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get four Battlemasters. You'll need money for this, and there are two ways you
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can get it:
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#1 Go around buying Mechs at industrial planets and Mech-manufacturing planets
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(such as Alshain (Kurita), Herperus II (Steiner), Calloway VI (Marik),
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Ares (Liao), and Marduk (Davion). Other good planets include Amity,
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Alderbaran, and Galax. Buy mechs at these planets, and travel to various
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backwater and out of the way places like Land's End and Baxley. There are
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a huge number of these planets. Anyway, you can sell Mechs at these places
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for a nice profit.
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#2 Norton Utilities. Save the game, NU it, and give yourself some cash.
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Money is offset 73 (49h). Fill the three bytes with $FF, and you'll get
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about 16.7 Million. Or if you're REALLY greedy, go to byte 76 (4Ch), and
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change that one to 01h to 0Fh (0Fh will give you about 250,000,000).
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Once you get cash, hire a crew and start practicing doing jobs for the various
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houses. When your crew gets good enough (I suppose you could cheat for this
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also, if you wanted to), go to Kirchbach and kick some butt.
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End of game.
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I hope you enjoyed this little solve, and you'll see some more in the future.
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In addition, I have done a set of docs to Mechwarrior, as the cracking groups
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did not see fit to release them.
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The Alternative -- When the "big" groups don't come through
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|| ||
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|| Ghostbusters II Help Documentation! ||
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|| Written by Daedalus ||
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|| 1st Printing :: Copyright 1989. ||
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||___________________________________________________________________________||
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Hola, fellow humanoids! Well, Activision FINALLY released the long awaited (at
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least by ME) Ghostbusters II! And frankly, I'm rather impressed. Now they
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could've done a little better on the graphics (like have an option to use 256
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colors), but what this game lacks in graphics, it makes up for in sound! The
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game supports either AdLib or Roland sound boards (neato, huh?). But if you're
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stuck with only a PC Built in Speaker (like me), then fear not! The sound is
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STILL pretty good! Oh, well. Since you've probably noticed all that before,
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let's get on to the game strategy.
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Keep in mind that this documentation is a supplement for the documentation
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included with the Ghostbusters II package. I've included some instructions
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that can be found in the regular Ghostbusters II manual for those of you who
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lost them (which most people frequently do). By the way, you HAVE read the
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original docs, haven't you? Oh, well. Let us begin (again)!
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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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Five years ago, in the city of New York, the Ghostbusters battled their first
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major spiritual manifestation, Gozer. Crossing the proton streams produced by
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their particle accelerators, they managed to reverse the dimensional gateway
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created by Gozer, and send him back through the portal. In the process, they
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destroyed much of the surrounding area, which just so happened to make the
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mayor a TAD upset. Over the years, they went out of business, due to various
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reasons, one being the fact that the supernatural occurances had been halted
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dramatically, thus giving them no ghosts to bust. Upon declaring bankruptcy,
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they went their separate ways.
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Peter Venkman become the host of a talk show called "The World of the Psychic",
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which basically only made fun of people who believed in such things. Ray Stantz
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and Winston Zeddemore opened up an occult bookstore, and entertained at
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children's parties. Egon Spengler took up scientific studies at a laboratory.
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In the meanwhile, The New York Art Museum received a painting of an ancient
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tyrant, Vigo the Carpathian. The painting had an arua of evil around it, and
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with good reason, for it was the resting place of Vigo's spirit, waiting to get
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out. The spirit needed a spark of energy to emerge into the real world, and it
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just so happened that the spark needed was in the city's sewer, taking the form
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of rivers of slime. This slime, being psycho-reactant, was created from all the
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bad thoughts, actions, and attitudes of the bitter citizens of the Big Apple.
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The slime soon rose to the city's surface streets, and it was soon discovered
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by the people. As each day passed, the painting of Vigo drew power from the
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slime.
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Meanwhile, Spengler, Stantz, and Venkman had been reunited in order that they
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attend court and face their prosecution. Louis Tully, an acquaintence of the
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Ghostbusters was their lawyer (strike one). The exibits on display included
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some of the Ghostbuster's equipment, such as ghost traps and their particle
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accelerators. Also on display was a jar of the slime found in the streets. The
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judge of the court was none to pleased, and sentenced the Ghostbusters to a
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prison sentence and a fine of $10,000. While screaming and shouting, the judge
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failed to realize that the slime was acting up. At the height of his anger, the
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slime burst to life, and the spirits of two brothers he had previously
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sentenced to death came forth, attacking those in the courtroom. Diving under
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a table, he told the Ghostbusters he would drop all charges if they caught the
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two phantasms. Having no other choice, the Ghostbusters agreed, and they were
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no sooner in their gear and ready to go. Needless to say, they made a wreck of
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the whole place, but they DID catch the two ghosts.
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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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Ok, that's the basic background to the game. When you begin, you will find
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yourself in the courtroom battling the two brothers. You are at the bottom of
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the screen, with the ghost trap positioned in the center of the screen. To
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capture the ghost, use your controlling device (keyboard, joystick, or mouse)
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and manuever the bullseye on top of one of the ghosts. When he is in your
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sights, hit the fire button to fire. He will undoubtedly move, so you will have
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to move your beam as well. You will notice at the top right-hand part of the
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screen, there will be two energy bars. These represent the energy of the ghosts
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you are attempting to capture. Your object is to drain the bar completely. At
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that point, the ghost trap will automatically kick in and suck in a ghost. Also
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note in the top left-hand corner, there is a thermometer. If the meter reaches
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the top, your pack will temporarily shut down due to overheating. When it cools
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down, you will be able to fire again. I recommend you NOT fire the accelerator
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at open space, as it wastes energy dramatically.
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After catching one of the ghosts, you will have to get the other. Do the same
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thing to capture this one. Make sure to watch the thermometer, and the slime
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that the brothers and the slimer throw at you during combat. Don't worry about
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killing the D.A. in the back. It doesn't really matter. The judge cannot be
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killed, so you need not worry about him either.
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If you catch the two ghosts successfully, you will experience the first quote
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digitized from the movie with great accuracy: "Two in the box! Ready to go! We
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be fast, they be slow!". The judge will then release you, and the Ghostbusters
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will be back in business! If you fail to capture the two ghosts, you will still
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be allowed to go back into business, but you will owe a debt of $10,000.
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You will next find yourself in the firehouse. You have several options here,
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those being:
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o Go to get more slime.
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o Answer the phone.
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o Test slime.
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o Visit Parkview.
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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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GETTING MORE SLIME
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------------------
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This should be the VERY FIRST move you make in the firehouse. This option will
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allow one of the Ghostbusters to be lowered into the city's sewer system in
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order to get a psycho-reactant slime sample. Lower yourself down to the river,
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and press the fire button to scoop up slime samples. You will need to fill up
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the vial with you before you can go back up. Be careful. You must avoid the
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hand that pops out of the river, and also avoid getting slimed by any wandering
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ghosts or spirits. If the hand grabs you, quickly shake back and forth to break
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loose. You will only be able to do this three times. Also, if you get slimed
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more than three times by wandering ghosts, you will fall into the river.
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ANSWER PHONE
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------------
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You will get a chance to answer the phone six times. Each time, you will be
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answering a job call to bust some ghosts. Upon selecting this option, a window
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will appear with a picture of the Ghostbuster's secretary, Janine Melnitz. She
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will answer the phone by either saying "Ghostbusters...Whaddaya want?", "We got
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one!!!!", or "Who you gonna call?". Again, each of these are digitized from the
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movies.
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TEST SLIME
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----------
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Since this is psycho-reactant slime, you will be testing its reaction to some
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types of music. To select which music to play, move the arrow so that it points
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to a small button on the recorder. After clicking on that, select the LARGE
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button to start playing the music. The slime will have a ceratin reaction.
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Either it will explode, or start to dance. If it dances, then that means you
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now have a sample of positive energy slime. If it explodes, you will have to
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get some more.
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VISIT PARKVIEW
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--------------
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If any of the Ghostbusters fall into the river of slime, they will end up in
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Parkview, the local mental ward. If this is the case, and you wish to break
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them out, select this option. You will then find yourself climbing on the wall
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of the institution on a rope. Push to either the left or the right and press
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the fire button. You will crash through one of the windows and enter the room.
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There may be any number of things in the room. If one of the Ghostbusters is
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not there, escape AS SOON AS POSSIBLE. Staying too long will make the guards
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drop a net over you and take you away. To esacpe the room, wait for the rope to
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swing by the window and then push forward and press the button. If you do this
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correctly, you will be back outside on the rope. If for some reason you wish to
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leave the place entirely, move DOWN until you reach the ground, where you will
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drive away in the Ecto-1.
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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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After going through all this stuff for some time, Egon will make a Slime Blower
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to shoot the positive energy slime. You will now have an option to "Take Statue
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for a Walk", meaning you will animate the Statue of Liberty in order to go into
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battle with Vigo the Carpathian. DO NOT select this option until you have THREE
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vials of positive slime (the vials will be shown to the bottom right of the
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list with all the Ghostbusters' names. Just keep getting more slime and testing
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it. When you test ALL of the sound tracks, you will end up with three vials.
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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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MOVING THE STATUE OF LIBERTY
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----------------------------
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Simply move your controller to the northeast and northwest. Observe the move-
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ment of the statue's feet, and how they interact with your controller. In time,
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you will get the hang of it and be able to move quickly. To stop the statue at
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an intersection in order to turn, manuever both of its feet so that they are
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both resting on the ground.
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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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A TIP: Like I said before, the FIRST MOVE in the firehouse you should make is
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getting some slime. After doing so, DO NOT test it. Rather, answer the phone.
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Egon will offer to stay behind and run tests. When you come back from the call,
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he will have finished his tests, and inform you that he found a bad sound
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track. He will, however, have kept the slime from exploding. That way, you will
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not have to go back for more slime! Answer the phone again to repeat this
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process. Keep in mind that WHENEVER you answer a call and there is a slime
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sample still intact, Egon will stay behind to test it.
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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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Well, that should be enough information to get you started! I'll leave you to
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battle Vigo yourself <grin>. If you have any problems, or any other tips for
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this game, contact me at the number below. Also, I am getting into the habit of
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writing documentation files for other games, so if you happen to find a game
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with little or no docs whatsoever, give me a call, and I'll write one up if I
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can. Have fun!!!!
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___________________________________________________________________________
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|| ||
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|| Beyond the Boundaries ||
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|| P.O. Box 4494 ||
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|| Chatsworth, CA. 91311 ||
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|| ||
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|| DATA LINE: 818-341-6941 ||
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|| 300/1200/2400 bps Support ||
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|| Open 24 Hours a Day!!!!! ||
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|| ||
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||___________________________________________________________________________||
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X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
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Another file downloaded from: The NIRVANAnet(tm) Seven
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& the Temple of the Screaming Electron Taipan Enigma 510/935-5845
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Burn This Flag Zardoz 408/363-9766
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realitycheck Poindexter Fortran 510/527-1662
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Lies Unlimited Mick Freen 801/278-2699
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The New Dork Sublime Biffnix 415/864-DORK
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The Shrine Rif Raf 206/794-6674
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Planet Mirth Simon Jester 510/786-6560
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"Raw Data for Raw Nerves"
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