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Robomaze II: The Penthouse
volume 3 in the Robomaze II trilogy
Volume 1 -- Robomaze II: The Lobby and volume 2 -- Robomaze II: The
Lobby available separately from your favorite store. Complete
the adventure!
Acknowledgements
Robomaze II was designed and programmed by Keith Laverty.
Additional programming by David C. Snyder.
Graphics by Jason Pellerin.
Music composed by Melody Smith and Jason Pellerin.
Levels designed by Daniel Nuttall and Jason Pellerin.
Manual written by David C. Snyder.
About MVP Software
MVP Software was founded in 1985. Initially marketing software via
direct mail-order channels only, in 1989 it began offering titles
through shareware outlets. The company specializes in entertainment
packages, programmer's utilities, and other products designed for the
home user. MVP Software is a member of the Association of Shareware
Professionals and of the Western MichiganBetter Business Bureau.
IBM is a registered trademark of
International Business Machines, Inc.
Tandy is a registered trademark of Tandy Corp.
Copyright 1991 MVP Software
All rights reserved
Getting Started
---------------
Installation
------------
Place the distribution disk in either drive A or drive B of your
computer. Make sure the logged drive (the drive corresponding to the
prompt on the screen) is the same as the drive in which you have
placed the disk. If it is not, type the drive letter in which you
have inserted the disk, followed by a colon, and press <ENTER>.
Now you are ready to install Robomaze II: The Penthouse (volume 3).
If you are installing the software on a floppy drive, you must use a
drive other than the one in which the distribution disk is inserted.
If you have a one-drive system, insert the distribution disk in the
drive, and designate drive B as the drive on which to install the
software. Simply follow the directions on the screen to complete the
installation.
Important: During installation an additional program data file is
created. This file is essential for Robomaze II to operate
correctly. If the software detects that this file does not exist on
the logged drive and current directory, it will abort. For this
reason, you must install Robomaze II before you attempt to play the
game for the first time. If you are installing Robomaze II on a hard
disk the software will prompt you to select a directory name. Choose
the default by pressing <ENTER>.
Note: Robomaze II comes in three different volumes. Although
each game can be played separately, it is best to finish volume 1
before playing volume 2, and volume 2 before playing volume 3.
Keyboard Commands
-----------------
Robomaze II accepts keyboard and joystick input. However, some
commands must be entered from the keyboard, while others can be
executed using a joystick.
To accomplish your objective in the game you will be commanding the
prototype Stalker robot. The Stalker is capable of moving left and
right, as well as jumping. The gun that he carries can be fired at
enemy robots. The keyboard commands that control the Stalker's
movements and other actions, and other game commands, are listed
below.
You can change the speed of the game at any time. When you do, an S
followed by a number will appear for an instant at the bottom right
of the screen. This tells you what speed you just selected. There
are nine speed settings, 1 being the fastest and 9 the slowest.
Choosing the Save Game option allows you to continue the game at
another time. However, you will not necessarily continue from the
floor that the Stalker currently occupies, but from the last continue
point. Continue points are spaced five floors apart. In addition,
the Stalker will have only five hearts (explained below) when the
game resumes, no matter how many he had when you saved the game. One
saved game may be stored at a time. Saving a new one will overwrite
the old file.
Left arrow Move Left
Right arrow Move Right
Down arrow Stop Moving
Up arrow Jump
(Space Bar) Fire Weapon
J Joystick Control
K Keyboard Control
S Sound on/off (Y/N)
Q End Game (return to opening screen)
ESC Terminate Game (return to DOS)
F1 Help (quick reference)
F2 Display Game Status
F3 Load an Old Game
F4 Save Game
- Slow Down Game
+ Speed Up Game
Joystick Control
----------------
Robomaze II accepts joystick input. Press J to activate joystick
mode. The Stalker robot can be moved by moving the joystick in the
corresponding direction. Press the first button to fire the
Stalker's weapon, the second button to make him jump. All other
commands must be entered from the keyboard.
Playing the Game
----------------
Object of the Game
------------------
You have escaped from the Maze of Death in the basement of the
massive Tower, one of two structures controlled by the evil dictator,
your sworn enemy. Now you must continue your journey by fighting
your way through the one hundred floors of the Tower. Your mission
is to take the Tower by defeating the enemy robots now controlling
it. Fortunately, you have at your disposal the fabulous Stalker
robot, as well as various weapons and other surprises left by the Mad
Scientist. Volume 1 of Robomaze II contains the first 40 floors of
the Tower. The other floors appear in volumes 2 and 3.
Conflict Background
-------------------
You are a freedom fighter -- a member of the Resistance -- fighting
against your country's tyrannical dictator. Your tiny country is
dominated by two massive structures, the Tower and the Dome.
Although the dictator's robots control both structures, the
Resistance is now poised to begin its assault and free your country
from its evil ruler and his henchman the Mad Scientist.
For months the Resistance has been tunneling from its secret
headquarters towards the Tower. The tunnel is now complete, and you
have been chosen to lead the assault. In Robomaze (the original),
your first adventure, you fought through the Maze of Death using the
Mk. 39 Fighter robot. (The original Robomaze game was never released
to the public. It is now available from MVP Software free with
purchase of the commercial version of Robomaze III: The Final
Journey. See the last page of this manual for details.)
The Mk. 39 is unsuited to your current needs, however, so you have
acquired the prototype Stalker robot from the Mad Scientist's
basement storage area. Among the Stalker's many advantages is the
capability to pick up and use various weapons that you discover in
the Tower. It also has the ability to absorb great punishment and
can deploy various attacks that you may purchase. Additional power
comes from hearts and vials scattered around the Tower. You must
discover and acquire these items.
Many enemy robots will attempt to prevent you from taking the Tower,
which is divided into five levels of 20 floors each. A unique _Boss_
robot occupies the last floor on each level. These special robots
are especially difficult to defeat. In addition, the Mad Scientist
has hidden booby traps and other surprises for you.
In volume 1 (The Lobby) you attempt to take the first 40 floors of
the Tower. To complete your mission, you must also take the
remaining 60 floors found in volumes 2 and 3. It is rumored that the
Mad Scientist himself occupies the last of the 100 floors of the
Tower. If this is correct, you will encounter him on the last floor
in volume 3. No member of the Resistance has ever seen the Mad
Scientist. We hope you will be the first.
The Resistance is counting on you to take and secure the Tower. The
future of the movement depends on your success.
Tower Terrain
-------------
The Tower has been designed as a defensive stronghold, with many
pitfalls and traps for enemies of the evil dictator. The
intelligence arm of the Resistance has learned that it is made up of
five levels, with each level containing twenty floors. Some floors
have false floors or walls, so that if you fall or push through
these, you will plunge to your death on the sidewalk below. Some
floors also contain invisible keys and invisible land mines. Other
special features are as follows.
Doors and Chests. Your success will require you to acquire keys to
open doors and chests that you discover along the
way. Both white and red doors will disappear
before you if you are carrying the proper key.
Chests disappear upon being unlocked as well, but
they leave behind a valuable treasure. Once a key
opens a door or a chest, however, it is useless.
Land Mines and Spikes. These are dangerous objects and must be
avoided. Land mines come in various colors
and may be hidden on objects of the same
color. They can be deactivated either by
shooting them or by using a Repel attack.
Falling on a spike is always fatal unless you
are using a Repel attack.
Plants and Water Coolers. These objects are normally for decorative
purposes only and are not dangerous.
However, sometimes they can be used to
your advantage. When you or an enemy
robot runs into them, they disintegrate.
Moving Platforms. Platforms are a critical means of transportation
in the Tower. Some move horizontally while others
move vertically. But be careful when you are
around them, because if you aren't using a Phase
attack the platforms are capable of grinding you
into dust.
Teleporters. Another means of transportation, these paired devices
instantly deliver you to the other teleporter on the
floor.
Enemy Teleporters. These devices are used by the Mad Scientist to
drop his reserve robots into the floor you
occupy.
Treasures
---------
Before the Mad Scientist replaced the Tower's human employees with
robots, these employees had stored treasures in the building.
Gathering these treasures will help you succeed in your mission.
Money Bags. These contain anywhere from $50 to $250. Money can be
used to buy special attacks.
Dollar Signs ($). These give you $1,000.
Hearts. At the bottom of your screen is a bar read-out showing the
health of the Stalker. Picking up hearts adds to your
health quotient. If you are already at full health, you
receive a bonus of $1,000. Maximum health is marked by an x
on the read-out. In the early stages of your mission your
health quotient will be limited.
Health Vials. These bring you to full health and extend your health
meter. If you are already at full health, you receive
$10,000.
Keys. Picking up white or red keys adds to your respective totals.
They can be used to open doors or treasure chests.
Ammo Boxes. These fill your ammo, which is indicated on the second
bar read-out on the bottom of the screen. If the weapon
you have is a semi-automatic rifle, which has unlimited
ammo but limited firepower, then it becomes a machine
gun.
Shotgun. Picking up a shotgun changes your weapon into a shotgun and
fills your ammo charge.
Rocket Launcher. This changes your weapon into a Rocket Launcher and
fills the ammo.
Laser Blaster. This changes your weapon into a Laser Blaster and
fills the ammo.
Stalker Weapons
---------------
Initially the Stalker comes equipped with a semi-automatic rifle. As
you progress through the various floors you may acquire different
weapons. The chart below describes these weapons.
Weapon Ammo Power Range
--------------------------------------------------------------------
Semi-automatic Rifle unlimited medium good
Machine Gun limited heavy excellent
Shotgun limited heavy (at short range) poor
Rocket Launcher limited extra heavy fair
Laser Blaster limited excessive excellent
Although a shotgun blast does heavy damage at short range, at medium
range it does light damage, and the pellets do not travel very far.
The Rocket Launcher does very heavy damage, and upon impact it
scatters fragments that do additional light damage.
Special Attacks
---------------
Resistance intelligence gathering has discovered that the Mad
Scientist has placed magic powers called Special Attacks in the
Tower. Originally designed for forces loyal to the evil dictator,
these attacks can be purchased if you have enough money. While you
may not purchase more than one attack at a time, they will help you
overcome obstacles and defeat enemy robots. Once purchased, however,
they last for only a short time. To purchase an attack press the
number key associated with it.
1 Shield ($250) Repels half of enemy damage directed towards you so
that your life force is diminished more slowly.
2 Super Jump ($350) Allows you to jump 50% higher than usual.
3 Down Attack ($750) Causes heavy damage to any robot that you jump
on.
4 Freeze ($2,000) Causes all robots and enemy shots to freeze in
place, as well as enemy teleporters temporarily
to shut down. But even when frozen enemy robots
and shots can still cause damage.
5 Mayhem ($1,500) Causes all shots fired to be yours. This means
that you cannot be shot and enemy robots will
shoot each other.
6 Power Up ($500) Makes your shots twice as powerful as normal.
7 Phase ($3,000) Allows you to move through robots and shots
without being hit.
8 Repel ($4,000) Causes enemy shots to bounce off you and become
your shots. It also allows you to walk on land
mines without tripping them and cross over spikes
without being impaled.
9 Defoliant ($5,000) This unique attack causes all plants destroyed
while this attack is operating to turn into
hearts. In addition, all water coolers
destroyed will turn into dollar signs.
0 Zap ($10,000) Causes horrendous damage to all robots on the
screen and disables enemy teleporters for a
protracted amount of time.
Enemy Robots
------------
Although Resistance intelligence is sketchy here, we do know that
fifteen different enemy robots control the floors of the Tower. Some
of these are poorly armed with only a knife, while others are armed
with weapons that exceed even the Stalker's in firepower. Some
enemies are poorly armored, while others are heavily armored. Nearly
all of the enemy robots will cause damage if they run into the
Stalker.
Level-Ending Enemy Robots
-------------------------
The Tower contains five levels, each with twenty floors. We have
determined that on the last floor in each level there is a
particularly fearsome enemy robot. These are in addition to the
other robots you will encounter. It is rumored that the Mad
Scientist himself occupies the final floor of the Tower, but we have
not been able to confirm this. No one has ever actually seen the Mad
Scientist. We hope that you will be the first.
Tips From the Mad Scientist
---------------------------
Recently, during a daring raid by brave members of the Resistance, a
secret document written by the Mad Scientist was discovered.
Originally drafted for the evil dictator as a description of the
strengths and weaknesses of the Tower's defenses and robot
inhabitants, this document has given us some additional intelligence
that may help you in your mission. Here are some tips constructed
from our analysis of the document.
In the initial stages of your mission, the robots you encounter will
be armed only with a knife. Since you will encounter little
opposition on these first several floors, be sure to investigate and
pick up everything you see.
When you have to make a tricky jump on a floor with a false bottom,
look to make the jump when a moving platform is beneath you. If you
miss the jump, you will fall onto the platform instead of on the
sidewalk below.
Exiting a floor from the top is the only way to get to the next
floor. Any other type of exit will result in a fatal fall.
Press the F2 key to display game status. This will tell you which
level and floor you currently occupy, as well as your score. When
you first enter a floor, press F2 to pause the game. That will give
you time to survey the floor and decide on a strategy. Save the game
to disk whenever you reach a continue point, so that if you meet with
an untimely demise, you can pick up right where you left off.
At the end of a game, you will be given a short time to resume the
game from the last continue point.
We have discovered that you will encounter one robot known as a Tank.
This fearsome creature is a heavily armored, treaded robot who
carries both a machine gun and a Rocket Launcher.
Another robot of whom to be especially wary is the Kal Mk. VII. All
we know about this enemy is that it carries a Laser Blaster weapon.
No one has ever seen this robot and lived to tell the story.
Normally the continue points are spaced five floors apart. The last
continue point is on floor 91. Floor 96 does not contain a continue
point. When you reach a continue point, it is best to save the game
immediately.
When you encounter a stationary robot, try to jump on top of him, and
then choose the _down attack_ special attack. You will defeat him
more quickly by jumping up and down on top of him this way than by
shooting him.
You will encounter a pesky flying robot in several rooms. This robot
carries no weapon and so cannot harm you when he bumps into you.
However, he will push you around and into places where you don't want
to go. He is heavily armored and is difficult to shoot. Sometimes
you must jump on top of him to ride up to the next floor.
Finally, things will not always be as they seem. It is rumored that
the Mad Scientist retains some of his magical powers. When magic is
in the air, anything can happen. For example, on some floors of The
Penthouse some keys and other objects are invisible. So be careful.
Power Mode
----------
If you wish to progress faster through the various floors, you may
use the unique Power Mode. Invoking this mode will give you double
hearts, double money and double firepower. To use the power mode,
when you begin a game and enter a floor, enter the following
keystrokes.
<#H [for double hearts]
<#M [for double money]
<#D [for double firepower (damage)]
Note that the H, M and D must be entered as capital letters, and each
sequence must be entered individually.
Limited Warranty
----------------
This software package is sold on an AS IS basis. MVP Software
makes no warranties with respect to this software program, with the
exception that the original disk is warrantied to be free from
material defects. If the disk is defective, return it for
replacement.
The foregoing warranty is in lieu of all other warranties, expressed
or implied, including, but not limited to, the implied warranties of
fitness for a particular purpose and merchantability. Accordingly,
the entire risk as to the use, results and performance of the
software, diskettes and documentation is assumed by you. In no event
will MVP Software be liable for consequential damages even if MVP
Software has been advised of such damages.
The user shall not make available or provide any copies of materials
or portions thereof associated with Robomaze II, its associated
program files, data files, and documentation files, to any person
without prior written consent from MVP Software.
If any of the provisions, or portions thereof, of this disclaimer are
invalid under any applicable statute or rule of law, they are to that
extent deemed to be omitted. All other provisions, however, remain
in effect.
Special Offer
If you need some additional help in finishing Robomaze II, a
detailed printed hint book is available direct from MVP Software.
This hint book takes you step by step through each component of the
game, although of course you still must play it yourself. But the
hint book tells you what to do next to get through all those tough
rooms.
Normally the hint book sells for $6.95. But as a Sofsource customer
you are entitled to a special offer. For a limited time only you
may purchase the the map and hint book for just $4.95, a 29%
savings!
To receive your hint book, simply fill in this page and mail it to
the address below. We'll rush you the hint book by first class
mail.
Please RUSH me the hint book for Robomaze II. I understand that for
a limited time I may purchase both for just $4.95, a savings of 29%.
I am enclosing a check or money order for the total amount due,
shown below.
Name _________________________________________________
Address_______________________________________________
City _______________________ State ____ Zip ________
hint book $4.95
shipping and handling 1.00
tax (if you are a
Michigan resident) .24
TOTAL (please fill in) $_____
Please send your order to: MVP Software
RM2 Special Offer
1035 Dallas SE
Grand Rapids, MI 49507-1407