***** RULES OF THE GAME ***** THE OBJECT OF F.GODMOM The object of F.Godmom is to finish all fifty levels to free your fellow fairy godmothers. To finish a level, you must collect seven pennies and the key. After you collect seven pennies, the exit door will appear (unless the space where the exit door is to appear is occupied by another object.) Once you reach the exit door with the key, the level is complete, and you move on to the next level. When you complete all fifty levels, the fairies will celebrate in your honor with music and dancing. THE WAND Your only weapon is a wand of transformation. This wand allows you to transform objects for five seconds. First you must scan the pattern of an object (like taking its picture) by pressing the key (or any key on the bottom row of the keyboard.) The pattern you have scanned will then appear in your WAND PATTERN box at the bottom of the screen to show you what pattern your wand contains. You can then project that pattern onto other objects by pressing the key or the . Transformed objects will stay that way for five seconds. At the end of five seconds, the objects will go back to normal. For example: If you want to change a brick wall to a ladder, you should first face the ladder and press the key. A picture of a ladder will then appear in your WAND PATTERN box. Face the brick wall and press the space bar. In a flash the brick wall should transform to a ladder. At the end of five seconds, the ladder will change back to brick. Note: 1) The wand does not work on objects made of iron. You can neither scan nor project the pattern of an iron wall or an iron ladder. 2) You can fire the wand to the left and right only. THE CRABS As you make your way through the levels, you must be careful not to be nabbed by the crabs. The crabs are stupid and cannot run faster than you, but if they touch you, they caught you. Note: The crabs are deathly afraid of heights and will not willingly follow you off of a ledge. In fact, the crabs have such a fear of heights that they will not step out over a gap in the floor, even if there is a ladder to climb onto. This fact is important to the completion of several of the levels. HELP SCREENS There are several on-line help screens available to help you through F.Godmom. Press or to get the general help screens. Press to see the list of controls only. If you need help finishing Level #1, you can press to receive explicit instructions. Finally, if the boss comes around to check on you, you can press the key (known as the "Boss Key") to hide the fact that you are playing a game. GAME CONTROLS +--------------------+-----------------------------------------+ | TO | PRESS | +--------------------+-----------------------------------------+ | MOVE | an arrow key or joystick | | PROJECT pattern | , or joy button #1 | | SCAN pattern | , bottom row key or joy button #2 | | get main menu | | | get HELP | or | | get control list | | | finish Level #1 | | | restart level | | | PAUSE game |

| | UNPAUSE game | any key except

| | SAVE game | | | RESTORE saved game | | | show BOSS screen | | | WARP to level #51 | | | toggle crab speed | | | toggle sound | | | toggle joystick | | | EXIT game | or | +--------------------+-----------------------------------------+ GAME CONTROL NOTES Here are a few important things to know about the game controls: 1) If you press

while in the pause mode, the game will unpause and then immediately repause. This allows you to run the game frame-by-frame (to examine how the crabs move or whatever.) Hit a key other than

to stop pausing. 2) When you save a game with the key, the game will always be saved to the file "SAVEGAME.DAT". 3) If you try to restore a game with , and the file "SAVEGAME.DAT" does not exist, the program ignore you. 4) You must have the magic warp key to use the warp command. You are supposed to figure out how to get the magic warp key on your own. However, there are other ways to find out how to get it. (see FREE STUFF) Copyright (C)1991,1992 John Blackwell. All rights reserved. 8 F.GODMOM 4.0 USER'S MANUAL IF YOU ARE STUCK There are several ways to get help if you are stuck: 1) If you do not know how to complete level #1, see the section on the next page, "How To Complete Level #1." 2) If you are stuck at another level, it may be because you have forgotten one of the rules of the game. Select RULES from the menu to review the rules during the game. 3) To get a hint for a particular level, select HINT FOR CURRENT LEVEL from the menu. You should save this feature for when you are REALLY stuck, though. (We wouldn't want you to get hint addicted, would we?) 4) You may want to use the magic warp door to bypass a troublesome level until you can come back to it. (see WARPING TO OTHER LEVELS) 5) If all else fails, you may wish to write me at: F.GODMOM HELP 48 WALBROOK AVENUE DAYTON, OH 45405 Please include a self-addressed, stamped envelope if you have not yet registered your copy. HOW TO COMPLETE LEVEL #1 Completing level #1 is fairly easy. Just follow these instructions: 1) Scan the pattern of the ladder to your left by pressing the key (or any key on bottom row of the keyboard). If you do this correctly, your WAND PATTERN box (displayed at the bottom of the screen) will contain a picture of a ladder. 2) Use the arrow keys to make the fairy walk forward until she stops against the brick wall. 3) Project the pattern of the ladder onto the brick wall by pressing the or the space bar. 4) Walk past the ladder to the right. (You must do this quickly, because the brick wall will remain a ladder for only five seconds.) 5) Repeat steps #4 and #5 until you are past the brick walls. 6) Collect all seven pennies and the key. The exit door will appear once you have collected the seven pennies. 7) Exit through the exit door.