*************************************************************************** * * W E E N S O L U T I O N * * * * * GAME RAPED AND PILLAGED BY BAGGY! * * * * Tue Jan 12 15:46:05 1993 * *************************************************************************** 1) Pick up the tongs by the fireplace and the copperball. 2) Open the cupboard and pick up the knife and the lard.Exit to the left of the screen to go outside. 3) Use the tongs on the guard rail and pick up the wood and the straw. 4) Use the knife with the reed and pick it up. Then go back into the house and go into the backroom. 5) Pick up the key on the table and use it with the skull, drop the key and pick up the ring hidden inside the skull. 6) Pick up the portrait and hang it up on the hook,this reveals a hideaway. 7) Pick up the sleeping potion (digitalis) on the table and pick up the bag of seeds. Use the sleeping potion on the seeds. 8) Use the seeds (drug) on the hideaway to put to rat to sleep.Then,pick up the mould. 9) Before you go back into the kitchen have a look at the book on the table next to the skull. 10) Once you're in the kitchen use the straw and the wood in the fireplace. 11) Use the ring with the copperball to change it into a cauldron. The copper ball can be changed into 3 different and very useful objects using different sacred jewels. Ring + Copperball = Cauldron Tiara + Copperball = Pipe Necklace + Copperball = Sword Dont worry that you haven't got the tiara or the necklace, you'll pick them up later in the game. 12) Use the knife with the reed to make a flute. Use the flute on Ween to summon Urm the Vampire. 13) Give strawberries to Urm and then pick up the gold and the jam. Use the flute again and this time give him the jam. Use Urm on the fireplace to start a fire. 14) Use gold with cauldron and then place the cauldron on the fire.The gold will begin to melt,use the cauldron with the mould to make a golden key. 15) Go back into the backroom and use the golden key with the padlock. 16) Pick up the half-statue and then open the trap(down you go!) 17) Pick up the torch and the tibia bone. 18) Use the torch on the hearth to start a fire. 19) Use lard with cauldron and place it on the fire.The lard will melt into oil. 20) Pick up th -------- ST AND AMIGA ------------ THIS IS A ONE PLAYER GAME CONTROLLED BY JOYSTICK IN PORT 0 JOYSTICK UP JUMP JOYSTICK DOWN DUCK JOYSTICK LEFT RUN LEFT JOYSTICK RUN RIGHT FIRE SHOOT INK FIRE & HOLD SUCK INK BLOB P PAUSE ON/OFF Q QUIT GAME M VIEW STREET MAP PULL DOWN ON THE JOYSTICK WHEN NEAR A VORTEX IN ORDER TO ENTER IT. PC... ----- THIS IS A ONE PLAYER GAME WHICH MAY BE CONTROLLED BY A JOYSTICK AS ABOVE OR BY THE FOLLOWING REDEFINEABLE KEYS; Q JUMP A DUCK O n clues as to the whereabouts of the Golden Chalice that you are seeking. Piracy Playing Instructions The overall aim to the game is to find the missing chalice. To achieve this you must trade to acquire wealth and power over the Force of Evil giving the people confidence to talk about the lost secrets of the land and your quest for the Chalice begins. This story can be seen in the intro which can be selected via the main menu. Controls The game uses a combination of both Mouse and Joystick. Throughout the game you have the option to click on many different icons which is the main control method. The mouse is used to select these icons. The joystick is used in the fighting screens and can also be used to guide your ships to their destinations. Main Menu You will be faced with four options. Start a new game Continue old game Format save disk See intro Use the mouse to click on the required option and then click on the select icon in the bottom right of the box. As Piracy can take a while to play it is advisable to create at least one save game disk at this point as they cannot be formatted while the game is being played. Select the 'Format save disk' option and follow the on screen prompts. All the information on the save disk will be erased. Piracy will use one disk for each save game. To continue an old saved game select 'Continue old game' and you will be asked to insert a previously used save game disk. The game will be continued from where it was saved. If this is your first game then select 'Start new game'. After you have selected an option you may be asked to change disks. This is shown with a picture of a disk with a number on. Place the required game disk in any drive to continue. If the disk has a letter 'S' then place a save game disk in the drive. Main Screen. When you first start a game you will be presented with the main screen. This is split into two parts. The display area which shows your ship and the islands around your ship and the icon panel. The icons are as follows 1. Select additional ships 2. Display Map 3. Start/Stop ship 4. Computer options (Save game, music on/off) 5. Status 6. Enter icon (Shows Sea if no selection can be made) used to enter city/dungeon 7. Scrap ships Both the mouse and joystick can be used to sail the ship. If the mouse is used click on the wheel to the right of the screen. If the joystick is used then the ship will sail in the direction pointed by the joystick. The mouse is also used to select the icons. Before the ship can sail you must pull up the anchor and put up the sails. This is done by selecting the Start/Stop icon. When the 'Display Map' icon is selected the display area will be changed to show the whole world. Your ship can be seen as a flashing dot. If you buy more ships they will also be shown on this map. To return to the original display click on the map icon again. The 'Status' icon will show your current wealth, the current cargo in the ship and an icon for each member of the crew. This includes your three main characters and any additional mariners you have hired. Click anywhere on the icon panel to return. 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Exit the LAY TRACKS menu and click the BUY TRAIN command in the TRAINS menu. You will see a Rolling Stock Market display of all the available train models, a chart detailing the statistics of the chosen train, and a train registry showing what trains are already in oper- ation. Other maps that you develop will show all your purchased trains by their highlighting on the calendar chart, but you cannot adjust Map One's existing trains, and thus the entire chart is open. To buy a train for your new line you must first choose an unused train number from the registry(#1 has a lovely ring) by clicking on it, and then assign the number to a particular train chosen from the train chart. As you click on the various small pictures of the trains, a larger picture of the selected train will appear at the bottom of the window along with its vital statistics (model, capacity, cost, etc.). Your first line should be a freight line. We recommend the dashing GP 40, the bottom unit in the second column, with the crisp Maxis Lines logo. (You may want to start with a cheaper, lower-capacity freight in a real game. ) Once you have chosen a train, make sure the BUY command is highlighted and then click CONFIRM. The train is now yours, registered by its number, which is highlighted and underlined on the registry chart. Click EXIT to close the Rolling Stock Market. Then click the PLACE TRAIN command from TRAINS menu. You'll find that the new train number has already been chosen in the calendar chart, with its train stats displayed. (From this menu you can click other numbers if you want to make changes to future existing trains.) Make sure that #1 is highlighted and then place the train near the bottom edge of your eastern line by positioning the pointer over a spot on the track, which will display the highlighted box. The train will appear on the place clicked. If the place isn't appropriate, a message box will appear to scold you. The new train will have two arrows, one in front of the train and one at the back. The white arrow represents the train's direction. You can click on these arrows to toggle the direction; for now, point its travel up the line towards the original railway. The train starts moving after you click on EXIT. You got yourself a railroad! Hint: When expanding future lines, it might be convenient for you to place Several trains at one time--multiple track placements--using the SATELLITE view scrolling, which lets you move around the map very quickly. GIVE YOUR TRAIN A HOME You'll see your train making its merry path from north to south without relent, on the outside line. Let's give it a place to pull over and stretch its wheels. and also pick up some business in the meantime. All maps will start you with a least one station on a line. One solid approach for a line with only one station is to establish another on the same line some distance(at least 15 or 20 blocks) away preferably near some development--if there is any--so as to provide both materials transport and some passenger income. (Passenger fare increases with distance traveled.) We're dealing with freight right now, but we're going to put a passenger line down as well. There isn't a preset ideal" distance between stations for running passengers. Dependent on development factors, set the stations close early in the game to reduce track laying expenses, and when there is more passenger traffic, remove close stations to get the increased fare received for longer trips. There are many strategic gambits concerning station development; refer to the Trains chapter in your Reference section for details. For simplicity's sake. Let's establish a station at the southeast end of our new line. You can add additional stations to your original line later. The large stations, the ones with tall buildings attached, are more expensive, but their larger passenger processings provoke the simulation into faster city and urban road development. Scroll to the the southern end of your line and click on the BUILD STATION command on the TRAINS menu. Trains will stop running when this menu is opened. You are given a choice of four small and four large stations in various orientations. Click on a small station that will face the tracks from the west and then position the mouse at the southernmost edge of the track. (Station orientation is a factor in city development; see the Crossroads section in Reference.) Stations can only be placed on diagonal segments of track with no curves. You'll see the station outline in highlight, which will occupy at least three blocks. Click when the position is right, and the building will settle nicely into place. When lines are this close, they can share a single station. It's necessary to immediately make an area for materials storage near the station, so that your can pave your kingdom. You need to buy some land adjacent to your station for this storage. It's actually a very sound move to buy up a lot of land around your stations quite early in the game, because this land's value skyrockets in relation to later development. If you truly have an eye for the long-term, buy land in areas where you might concentrate development later; it's sure to bulge your future wallet. You probably shouldn't spend too much too soon, though. because startup rail costs are high. Open the subsidiaries menu. This menu provides the commands to buy and place your land, income properties and commercial developments. Click on REAL ESTATE. A submenu will open with buy and sell I commands. a figure revealing your current holdings and a cost figure that will tally the price of prospective land buys. The prices for the individual blocks of land will be revealed when you move your pointer over them. Land without buildings on it is cheaper; buy accordingly. Click the BUY command; the mouse pointer will become a highlighted block. Click on several blocks of land in a line near your western station. You can buy more later if the traffic's hopping. You can also buy property in the general periphery of the station. Leave any residences and buildings be. You can see that when you purchase the land, its surface is cleared. Cleared land with a black highlight around it is owned by another company. Exit the subsidiaries menus. Scroll (if necessary) up north near the map's original station and open the BUILD STATION menu. Place a station at the northern end of your line, which should be just a few blocks below, parallel to, and a touch east of your original station. You will have to build over some existing buildings. This station's placement allows you to feed" off of some of the existing materials brought in from the outside and to transport them down to your southern stations for city develop- ment. Buy some land near this station for materials storage. Now your train's all dressed up with a place to go, but you need to tell it where and when. Exit the build STATION menu. DON'T FIGHT; SWITCH! Go back to the TRAINS menu and click on Schedule. You will see the calendar chart with your highlighted train number and a route map that displays the operating trains. their tracks and stations in miniature. Clicking on the number of each purchased train will highlight its image at its current position in a small white box on the route map. Info on the selected train is underneath this map. This map can he a particular asset when you have many trains running and their respective numbers are not so fr8` snf`fn``0ao`fogc am`fff`cf`fok laf`l`fgf`c`flaf`fl`gcccc `helc`c````v4eurffff`A g fgf``efffafc gofonffffc f`````mmffs gcf``llff`ofalcr4r`2ea```$ aacc(e၀fcfffff`,lafcg`/uaac`ffa r``fac/vD cca `%  afffc`a  agfag a` w aLJ`a a`ffra`` a` gsoff`a fia cc灀 cpl"i/r``- g/ufcffc(efcfc ogf``f% g7i!r`.'``'hgc!lfff`cff`!tfff`g`3 fff`cfa dc`c.g3c'u4a4h, 3w. !i%e)nwqwpÁwwp ywwpwwp"lwp9opwpwwp0awqwpÁps% sp% build!r d/n)o"l,e2 2o-a2i 0e/n% $e2s/p)d4h2e n/n$r% 2e w2u5l(e s5i)n(e%p y m, a#a%n(e(e!k4 2o/u r f5i%n4 9 E A0l!n  < ?>>8<~?8o~?>>8x8s8 ?>>88x< ,?>>8x?k?>>8<~??t? >8 <<<?ove yoh&o `f`2infg!n`ffc ymacf`(alaff` ul`c/u7e&rithin a f)e% 2g/r3 0l I-s4, you ve to face the Construction Manager, who will inform you of difficulties in a message window. Change the site selection if you can't immediately place the factory. It takes 20 materials to build a factory, but that sacrifice is softened by your realizing that all A-Train factories are non-polluting. Right now, the only things your train is picking up are construction materials and flies, so let's do some developing--environmentally conscious, of course--with your passenger train in mind. Open the APARTMENTS submenu. There are no differences in operating expense or income among the three styles, but their initial purchase increases in expense from left to right. Choose one, and find a good site on the map near a station to house some hard-working families. All of your initial property developments should be close to the station, since it increases their value, surrounding property values, and centralizes initial development. You might want to place your first apartments near your eastern track, if you don't want them to have to see the factory out their front window. Click on a block to place their new homes. You will get advisory messages from the simulation if your placement is unsuit- able or if you don't have enoug