MANUAL.TXT

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Treasure Trap - Manual

INTRODUCTION
Treasure Trap plunges you into the hostile undersea environment of the deep
sea treasure diver.  You've located the wreck of the gold-laden Esmeralda,
and donned the brass diving helmet and canvas suit that keep you alive at 50
fathoms.  Making your way through a broken bulkhead door, you enter the
sunken wreck and immediately spot the glint of gold.  You also notice the
variety of creatures that protect the long-lost treasure.

Treasure Trap tests your reflexes as you dodge poisonous stingrays,
voracious crabs and other dangerous citizens of the deep.  Fast reflexes
however, are only one part of the game.  As you explore the more than 100
rooms, you'll discover a delightful collection of puzzling situations that
require strategic planning and quick decision-making.  Only the talented
player who can handle both aspects will secceed.

Commercial divers often note that they are the only "brass collar" workers
in the world.  Now you can join them.

YOUR GOAL
While staying alive is your primary concern, you've been hired to salvage
the gold from the watery grave of the Esmeralda.  It's easy to pick up the
gold, all you have to do is touch it.  The game will keep track of all the
gold you've collected, and even tell you how long it took you to gather it.
Sounds easy, but it isn't.

If you can find and collect the gold from every room, escape a final
surprise and reach the surface, you become one of the world's richest
individuals.  You'll be able to afford the swimming pool you always wanted,
buy the house of your dreams or captain the yacht of your most outrageous
fantasy.

YOUR STRATEGY
Attitude can mean the difference between a successful hunt and a dismal
failure.  The successful player will realize that it can be best to forget
the conventional approach and attempt the unusual.  If a particulary
difficult puzzle stumps you after repeated attempts, leave the room and come
back later.  A little experience can go a long way.

You can assume that every creature you meet wants to make you the main
course in their next meal.  That does not mean however, that some of the
swimming creatures cannot be helpful.  In fact, in many cases they are vital
links to the treasure.

THE PLAY SCREEN
Gold Counter--This digital readout shows the number of gold bars you have
found and salvaged.  You have the option of saving the game when you collect
multiples of 50 pieces of gold.  It's a good idea to save the game whenever
you can; it prevents having to start over at the beginning after losing you
five lives.  You must play a game from beginning to end (not a restarted
game) to be registered on the high score table.

Friendly Fish--Friendly fish you collect are stored in this glass bubble
until you cal them into action.  You are awarded a friendly fish for each 80
pieces of gold.  When released, this fish easts every harmful object in your
room.  Press the <S> key to release a fish.

Fish Counter--This digital readout shows the number of friendly fish you
possess.

Gold Spout--When you pick up gold bars, molten gold pours out.

Gold Indicator--A flahing "G" means uncollected gold is still in the
displayed room.

Lives Counter--This digital readout shows the number of lives you have left.
You start each game with six lives.  Once the counter reaches zero, you
start a new game.  You can restore games that are saved to disk by pressing
the <L> key at any time.  You will receive an extra life when you collect
200 pieces of gold.

Life Force--This animated figure moves until you run out of air.

Air Supply--Keep a close eye on this bar guage, it shows how much air you
have left.  When the color slides to the bottom of the guage, you lose a
life.  You can pick up bottles of compressed air to replenish your air
supply.

MOVEMENT
You can move in four directions in Treasure Trap; Northwest, Northeast,
Southwest and Southeast.  In addition, you can jump straight up and in any
one of the four directions.

JOYSTICK
To move, simply push the joystick in the corresponding direction.  To jump
straight up in the air, press the jump button.  To jump in a specific
direction, puch the jump button while moving or jump and then press the
joystick in the appropriate direction.

KEYBOARD
The following diagram illustrates the keys assigned by the programmers to
the five basic movements.  They can be changed.  To move, press and hold the
corresponding key.  To stop, let up the key.  To jump in a specific
direction, press the jump key, then press the appropriate movement key.

DEFINING THE KEYBOARD
While Treasure Trap comes with predefined keyboard assignments for all of
the movement and controls in the game, you can redefine those keys to your
personal preference.  The following procedure is used to change the default
keyboard assignments.
         1.  When the Tresure Trap title screen is displayed, press <R> to
             access the keyboard reassignment panel.
         2.  The screen is divided int three columns:  Control, Current Key
             and New Key.  The first control displayed, labeled North, is
             shown in the left "Control" column.  The key that is currently
             used to control that movement, Right Arrow, is displayed in the
             middle column.
         3.  If you want to change the control of the movement, press the
             key you would like to replace it with.  That key will be shown
             in the "New Key" column.  If you want to keep the current key
             active, press <ESC>.
         4.  A new control key is displayed.  Repeat step 3 until you have
             completed the entire list of control keys.  Once the entire
             list of keys is displayed, follow the onscreen prompts,
             pressing <R> if you want to change any of your selections, or
             any other key to accept the key assignments listed.

DOORS/KEYS
You enter new rooms in the Esmeralda by walking through bulkhead doors.  In
most cases, you enter a door automatically by moving the diver into the
doorway.  In some instances however, you will discover locked doors that
cannot be entered without a key.  Locked doors are identified by a "key"
symbol above the doorway.

Before you can enter a locked door, you must possess the key that matches
the symbol above the doorway.  You will find keys scattered throughout the
rooms in Treasure Trap.  If you possess the key that matches the symbol
above a locked doorway, you can enter that door by moving the diver into the
doorway.

You can possess only three keys at one time.  They are stored on the key
rack on the lower left side of the screen.  Since you can possess only
three, you must decide which keys to keep and which to discard.

To pick up a key, use the <JUMP> key to land on top of the key and press the
<PICKUP/DISCARD> key.  Press the key at any time to discard a key that's in
your key rack.

THE GAME MAP
When the "M" is flashing in the upper left corner of the screen (at the
beginning of each room), you can access the game map by pressing <M>.  A
grid is displayed, with every room you have entered revealed.  The border
around the room you are in is flashing.  You cannot see into the rooms you
have not yet entered.

Each room is numbered to help you keep track of your progress and make notes
concerning the location of keys you have noticed or air bottles you might
need later.  You can scroll across the map using the arrow keys or joystick.

To exit the game map screen, press the joystick fire button.

SAVE/RESTORE GAME
You can save the current game to disk whenever you have collected a multiple
of 50 pieces of gold.  The Divers Merit list is displayed automatically if
you have reached your goal in one of the 12 fastest times.  Enter your name
and press Enter/Fire to add your name to the list.  The save game munu is
then shown.  Follow the on-screen prompts to save your game to disk.  Note:
You must have a blank disk ready to save high scores and games.

You can restore a game that has been saved to disk from the opening screen
of the game or by pressing <L> at any time.  Follow the on-screen prompts to
save.

MOVEABLE OBJECTS
The rooms of the Esmeralda are littered with the barrels, crates, blocks,
tables and chairs that were sent to the bottom with the rest of the ship.
These objects and many more can be moved around to help you reach high
places of divert the paths of swimming creatures in a particularly tough
situation.

You move objects by puching against them as you walk around the rooms.
Since you can't pull or grab any of these objects, you have to keep them
away from corners and walls where they can easily become stuck.  Objects
revert to their original position when you reenter a room.

The tides and currents of the Pacific will move some of the objects around
without you help.  Floating objects can help you get to places that would
normally be out of reach.

YOUR AIR SUPPLY
Nothing is more precious to a diver than air.  The diver in Treasure Trap
carries only two bottles of compressed air--Hardly enough to complete a
day's work at 50 fathoms.  Luckily, the dive master foresaw the problem, and
on the first dive of the day scattered reserve bottles throughout the rooms
on the Esmeralda.

The air gauge on the right side of the screen is the most improtant display
on you screen.  It's the only one that actually controls your life.  Let the
air run out, and you'll quickly become food for the crabs and fish.

You can replenish your air supply by picking up air tanks you find in the
ship.  If you touch one of these bottles, ...
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