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-
- MINDSHADOW
- Part 1
-
- Well, here we are again, all set for another adventure, but without any
- elfin swords or magic lamps. You awake on a deserted island suffering
- from amnesia. Your mission, if you accept, is to save yourself and to
- regain your memory. There are a few tricky puzzles to solve and saving
- the game at various spots is recommended. Also, as in other adventure
- games, it is a good idea to map your surroundings. The graphics are
- adequate and the parser, although not as good as Infocom's, does work.
- Remember to examine and search everything you find in your journey.
-
- There are two unique commands built into this game. The most critical
- function is the "THINK" command. When a clue is found, type in the word
- THINK (followed by the clue that you found) and hope for the best. If
- you haven't thought enough you'll never solve the game. The other
- command is the "HELP CONDOR" function. The game has a help list built
- into the program that you can call on if you need a push in the right
- direction. The only problem is that it can be called up only three times
- during the game. After that you are on your own.
-
- Let's get started. You awake on a deserted beach with a spectacular
- view of the ocean. In fact, look at the ocean but don't go in the
- water. Go N, then enter the hut and take some straw. Examine the trash
- can and take the candle. Well, you don't really need it. Exit the hut
- then go E.
- Take a piece of steel from the dory, then go E again and take a vine.
- Go W, W, S, and drop all but the vine. Go E, and you should be at the
- edge of a cliff. Tie the vine to a rock then go Down. Enter the cave and
- examine and search all, then take a rock from the ground. Dig in ground.
- Take the map, then E, Up, W. Look at the map, then N.
- At this point, you might want to save the game. Go N, N, E, N, E, E, S,
- S, E. Search the trunk and take the bottle, but don't drink it. Go W, W,
- N, W, W, S, W, S, S, S. Drop the map, then take the piece of steel and
- the shell. Listen to the shell. Type, "BANG ROCK WITH STEEL OVER STRAW
- TO MAKE FIRE". Drop the rock and the piece of steel, then wait. When the
- boat comes, offer the captain the bottle.
-
- MINDSHADOW
- Part 2
-
- You should now be on the pirate ship and the captain will have left you
- alone to go exploring. Go N, W, and talk to the doctor. Go S, then fight
- with the man. Go S again and take the meat cleaver. You can also eat the
- fish if you like sashimi. Go N, N, E, S, S, S, W, then cut the chain
- with the meat cleaver. Go E, N, N, E, E.
-
- You should now be in England. Go E, E, E, S, and search the sleeping
- man. Take the hat and the money, then go N, W, W, S. Give the man 5
- pounds and take the pole. Go N, W, and get the debris with the pole.
- Drop the pole, then take the newspaper. Read it. Remember to remember.
- Go E, N, and talk to the man. Give the man 5 pounds and remember the
- password (it may vary with different disks). Go S, E, N, E. This is
- another good spot to save the game.
- Talk to the woman, then give her the hat. Go E. Examine the drink, then
- follow the man. Go S, W, then take the hat and look inside the hat.
- Rather then leave a tip, you can kiss the woman. Go W, N, E, then type,
- "CHANDRALT" or whatever the password is in your game. Give the man 200
- pounds for your ticket then go W, S, S, W, N, N, and enter the airplane.
- Remember to remember.
- You should now be in beautiful downtown Luxembourg. Go N, W, then BOOTH
- 11. Talk to the man. If that doesn't work, search the man. Take the note
- and the ID card, then read both of them. Go E, E, N, N, W, Up, N. This
- is another spot to save the game.
-
- MINDSHADOW
- Part 3
-
- Go W, then DUCK. Examine the room and take all. Read the parchment. Go
- E, S, Down, E, S, and now we are going on a little nature hike. Go E, E,
- E, S, and dig in the ground with the shell. Drop the shell, then take
- the leaflet and read it. It sure does look like a bank account number.
- Go N, W, W, W, W, and talk to the woman. Type in the bank number then
- open the box. Take the gun, then drop the box. Go E, N, W, Up, N, N, N,
- N.
- This is it. Save the game again, then E. Shoot the man with the gun,
- then take the message and read it. Now, if you have remembered all the
- names and found all the clues, you should regain your memory and solve
- the game by using the THINK COMMAND.
-
- Type "THINK ARCMAN". "THINK BOB". "THINK MASTERS". "THINK JARED".
- "THINK TYCOON". "THINK LUXEMBOURG". "THINK WILLIAM". At this point, a
- new screen should appear with the entire story of your trials and
- tribulations.
-
-
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