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1993-04-20
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Robomaze III: The Final Journey
a graphic arcade/adventure game
by MVP Software
Acknowledgments
Robomaze III: The Final Journey was designed and programmed by Keith
Laverty.
Additional programming by David C. Snyder.
Graphics by Jason Pellerin and Keith Laverty.
Music composed by Melody Smith and Jason Pellerin.
Levels designed by Keith Laverty and Jason Pellerin.
Manual designed 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, and in 1991 released its first graphics
arcade/adventure retail-only game. MVP Software is a member of the
Association of Shareware Professionals. Company offices are located
at 1035 Dallas SE, Grand Rapids, MI 49507; (616) 245-8376.
IBM is a registered trademark of International Business Machines
Tandy is a registered trademark of Tandy Corp.
Copyright 1991 MVP Software
All rights reserved
Object of the Game
------------------
In your first adventure you 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. And in your last adventure
(Robomaze II, also available from Sofsource) you fought your way
through the one hundred floors of the Tower. In that spectacular
battle you destroyed the fiendish robots of the Mad Scientist (the
evil henchman of the evil dictator), and in the climatic
confrontation, overcame the Mad Scientist himself. Fortunately, in
Robomaze III you still have at your disposal the fabulous Stalker
robot. Unfortunately, all your weapons and special abilities were
lost when you left the Tower.
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. Thanks to
your efforts the Resistance is now in control of the Tower and the Mad
Scientist has been eliminated.
Once you secured the Tower, you knew that the evil dictator, hiding in
his stronghold in the Dome, was next. Finally you could free your
beloved country from his tyranny once and for all! So your escape
helicopter took off from the Tower in search of the Dome and the evil
dictator. With radio help from the Resistance, and after dodging
several interceptor aircraft sent by the evil dictator's forces, you
located the Dome. Just as you were about to descend to the landing
pad an enemy Megapod appeared, and with one torpedo sent you
crashing through the top of the Dome.
The Stalker robot is well-armored, so you survived the crash, shaken
and with no weapons, but unhurt. You vow to destroy the evil dictator
and thus end his reign of terror.
Good luck! The resistance is counting on your success.
Keyboard Commands
-----------------
Robomaze III 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 (west),
right (east), up (north), and down (south). The keyboard commands that
control the Stalker's movements and other actions, and other game
commands, are listed below. Turn NUM LOCK and CAPS LOCK off before
beginning.
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 throughout the Dome. Nine different
saved games may reside on the disk at the same time. Games are saved
in files numbered one through nine.
Left Arrow Move West
Right Arrow Move East
Down Arrow Move South
Up Arrow Move North
(Space Bar) Fire Weapon
Enter Select Weapon
Tab Select Equipment
J Joystick Control
K Keyboard Control
S Sound on/off (Y/N)
Q End Game (return to opening screen)
ESC Terminate Game (return to "Just for Fun" menu)
F1 Help (quick reference)
F2 Display Game Status
F3 Load an Old Game
F4 Save Game
Joystick Control
----------------
Robomaze III accepts joystick input. Press J to activate joystick
mode. The Stalker robot can be moved by moving the joystick in the
corresponding direction. Joystick commands are entered as follows.
Button A Fire
Button B Select Weapon
Button A+B Select Equipment
The Dome
--------
The Dome is an incredibly large structure. It occupies many square
miles and is inhabited by various creatures. Some are friendly but
most are not. The Dome was constructed over a lake to provide water
for the towns built by the inhabitants. Pipes carry water to the
towns and other structures.
You may enter most structures. The entrances to some are hidden. To
discover the entrances to these you must listen to friends of the
resistance. You will find them hiding in caves and other places. They
may also tell you how to find weapons and equipment guarded by the
inhabitants of the Dome.
There are many underground caves, passageways and secret places in the
Dome. Discovering and exploring these is crucial for a successful
completion of your mission.
Some areas of the Dome are sectioned off by doors. To open these doors
you must have a key of the corresponding color. You must have a pass
card to open security doors. White doors and secret passageways open
without keys. Opening chests also requires keys of the corresponding
color.
Treasures
---------
Scattered around the Dome are items you will need to succeed in your
mission. These include the following:
Money Bags -- These contain anywhere from $50 to $250. Money can be
used to buy ammo from the various Bob's Stores in the Dome.
Dollar Signs ($) -- These give you $1,000.
Hearts -- Picking up hearts adds to your health quotient.
Half Hearts -- adds to your health quotient
Full Hearts -- brings your health to its current maximum.
Health Vials -- These bring you to full health and extend your
health meter.
Life -- adds a life to your current game.
Keys -- Picking up green or red keys adds to your respective totals.
They can be used to open doors or treasure chests.
Pass Card -- opens security doors.
Freeze Clock -- stops all enemies for a short period.
Zap -- kills all enemies with poor armor that are on the current
screen.
Weapons
-------
Following the letter W on the upper left of the screen is a weapons
list. When you begin the game this list is empty because you have not
yet acquired any weapons. When you discover a weapon it will appear on
the list.
Sword -- fires quickly and does light damage.
Axe -- fires slowly but does more damage than the sword.
Bow -- fires very slowly but has greatest range. However, at great
distances arrows do very little damage.
Water Gun -- This toy gun fires slowly and has an extremely short
range. The projectile is water, so damage depends upon the target.
While most enemies are not harmed by the water gun, the Resistance has
learned that at least one enemy you will face can be destroyed only
with this weapon.
Pistol -- fires quickly and does moderate damage. Half-screen
range.
Rifle -- fires quickly and does heavier damage than the pistol. Near
full-screen range.
Machine Gun -- fires a continuous stream of bullets which travel three-
quarter screen and do fairly heavy damage.
Bomb -- When a bomb is dropped it takes a few seconds to explode. A
bomb scatters fragments which do light damage. The Resistance has
learned that one enemy you will face is especially susceptible to bomb
damage.
Fire -- travels a short distance and does light damage.
Lightning -- travels in three directions for about a three-quarter
screen. Lightning bolts do heavy damage and continue on through
targets.
Except for the sword and axe, all other weapons have limited ammo. The
number of shots available for each weapon appears on the screen under
the weapon. Most weapons can be upgraded to a more powerful form.
Equipment
---------
During your heroic raid on the Tower you discovered and used many
special attacks that gave you extra powers. Unfortunately, no such
powers exist in the Dome. However, the inhabitants are hiding various
pieces of equipment that you will find useful. These are as
follows:
Boat -- allows you to travel on top of the water.
Jet-Pack -- allows you to fly.
Aqualung -- permits underwater breathing.
Body Armor -- allows you to absorb twice as much damage.
Poison Antidote -- must be taken any time you are poisoned, or you will
die.
Flashlight -- allows you to see when in dark underground areas, except
for magically darkened areas.
Metal Detector -- displays all landmines on a screen. If you don't
have the metal detector then you must search for the land mines with a
hand weapon.
Gas Mask -- allows you to survive the swamp.
There are some restrictions on using equipment. The boat can enter or
exit water only on a flat section of beach. The aqualung can only be
used, obviously, under water, while the jet-pack can only be used in
the air.
Enemies
-------
Although Resistance intelligence is sketchy here, we do know that you
will encounter forty different types of enemies while on your mission
in the Dome. Some of these are poorly armed with only a sword, 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 enemies will cause damage if they run
into the Stalker. In addition, some enemies are affected by only
one of your weapons, while others can be destroyed by nearly any
weapon. It will be up to you to discover how to overcome each of
the enemies.
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, at any point
in the game 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.
Tips and Hints
--------------
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 Dome's defenses and 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.
You will encounter enemies at almost every turn. It is usually better
to avoid them rather than shooting them. You conserve ammo this way,
and most enemies may cause you damage even if you succeed in destroying
them. An exception to this is when you need money, destroying Orcs
often leaves money bags behind.
If one weapon doesn't work against an enemy, try another weapon. Some
enemies are susceptible to only one kind of weapon.
Become familiar with the continue points. These can be used to your
advantage when saving games.
Use equipment when stuck. Remember to wear the body armor whenever
possible as it will allow you to take considerably more punishment.
Keep track of your ammo. More is available at the various Bob's Stores
found throughout the Dome.
Finally, the Resistance was able to procure a map of the entire
territory under the Dome. This map shows all major cities
and settlements, plus cave entrances. Use this map to track your
movements under the Dome.
One general hint. Many of the caves and secret levels of the game
contain secret doors and rooms. Always explore along the walls of
rooms to discover these doors. It is also helpful to draw yourself a
map of the secret levels, as it may take you a while to explore some of
the larger areas.
(1) When you begin the game, the first thing to do is get the sword in
the cave on the first screen. While in that cave, also activate
the power mode. You will find that the power mode gives you
greater firepower, allows you to live longer, and gives you more
money. Money will be very important for buying ammo later.
(2) Notice that the wise man in this first cave tells you what to do
next. You will encounter many wise men in the game. They all
give valuable hints. After picking up the sword, the next step
is to get the bow and arrow from the Amazon cave in the
southwest corner of the Dome. When you pick up the bow and
arrow, you will get shot by a poisonous plant. When poisoned,
you cannot recover unless you get the antidote in the church in
the dead forest. For now, don't worry about that. You will get
the antidote soon enough.
(3) After picking up the bow and arrow, head up to the huts on the
western edge of the lake. In the leader's hut (the one with
flowers around it), you will get a vial after you defeat the
leader.
(4) Now it's time to head for the east woods. There you will find
the axe hidden among the woodsmen's headquarters. Don't leave
the east woods until you find the axe.
(5) After picking up the axe, you will need to get the flashlight.
The flashlight is necessary for seeing underground.
Unfortunately, the flashlight is held by a vampire rabbit living
in the north cave in the Hill Country. You will need to go
through several dark areas of the cave to find the rabbit. Go
south, and then east. Finally, go north into the rabbit's den.
Because he's a vampire rabbit, only wooden weapons will harm
him. So use the bow and arrow to destroy him. He will drop the
flashlight for you.
Now explore the rest of the north Hill Country cave. Go north
out of the cave to pick up a vial. Then go back into the
rabbit's den and exit south. As you return the way you came,
walk along the east wall. A secret door will open. This will
lead you to a red key. Now thoroughly explore the rest of the
cave. When you come to your first fork in the trail, go south
to pick up free arrows for your bow. Then go north. Once you
discover one other vial, it's time to go back to where you came
in and leave the cave by the stairway.
There are two more caves in the Hill Country. The northernmost
of these caves gives you a hint about the key you picked up in
the vampire rabbit den, so you need not explore that cave. The
southern cave in the Hill Country also gives you a hint about
the vampire rabbit, but it contains a vial too. Visit this cave
to pick up the vial.
These hints give you enough information to get you going in the game.
Below is a map of the territory under the Dome.
--------------------------------------------------------------------|
The | The Great | The Amazon |
Graveyard | Mountain | Forest |
-------------| Range |__________________|
Church |-----------------------------------| |
|------------------|
The Dead The Swamp of Doom _________________|
Forest _| ______________|
_| __| |
________________________| __| |
Witch's __| | Military Base |
House | |_ -------------|____
| |--------| | Hill |
The West Woods | | Island | ____| Country |
| |--------| ___| |
|__ ___ | |
| | |_ Lake | The East |
| | |______________| Woods |
----- |
----- |-------------------|
------------| | | | |
|--| | | | The |
The Giant's | | | The Desert | Capitol |
Mountain | | | | City |
| | | | |
| | | | |
----------------------------------------------------------------------
Special Offer
If you need some additional help in finishing Robomaze III: The Final
Journey, a detailed printed color map and 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 the secret underground areas.
The color map is hand-drawn and quite accurate, with more detail than
is possible in the map above. It shows where all caves are under the
Dome, for example.
Normally the map and hint book sell for $8.95. But as a MVP
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
45% savings!
To receive your color map and hint book, simply fill in this page and
mail it to the address below. We'll rush you the map and hint book
by first class mail.
Please RUSH me the hint book and color map for Robomaze III: The Final
Journey. I understand that for a limited time I may purchase both for
just $4.95, a savings of 45%. I am enclosing a check or money order
for the total amount due, shown below.
Name _________________________________________________
Address_______________________________________________
City _______________________ State ____ Zip ________
Color map and 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
RM3 Special Offer
1035 Dallas SE
Grand Rapids, MI 49507-1407