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- ║ Fun 'N Games ║═════════════════ Chagunitzu ═════════════════║ Fun 'N Games ║
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-
- Chagunitzu (cha-goo-NIT-zoo): 1. A compound word from the ancient language
- of the Aztec Indians. Derived from CHAGUN, meaning "kings" and ITZU, meaning
- "temple". Thus, the meaning of Chagunitzu is "The temple of kings" 2. An
- Aztec pyramid in southern Mexico
-
-
- INSTRUCTIONS
-
- In CHAGUNITZU, you control the adventurous Alabama Smith (his friends
- call him Al) as he explores and plunders the Aztec pyramid, Chagunitzu. In
- the pyramid, he will meet many dangerous obstacles, including giant spiders,
- deadly skeletons, and crossbow traps. Even the walls can be deceiving; they
- can be invisible, false, or moveable. The path is treacherous and long, and
- every room is a new puzzle, but with a brave heart, perseverance, strategy,
- and a lot of luck, Al will make it to the very center of Chagunitzu, where
- the Crypt of Chagun lies. And then Al must escape again!
-
-
- The Main Menu
-
- When the title menu appears, CHAGUNITZU will attempt to load in the "Pros
- of the Pyramid" high score list. If the file "CHAG.SCO" does not exist on the
- disk, the program will create a new file. To reset the high score list, erase
- the file from the disk, and next time you play CHAGUNITZU, a new high score
- file will be created.
-
- The menu will display the following operations: PLAY A GAME, CHANGE CONTROL
- KEYS, and EXIT TO DOS. Use the cursor control keys to move the cursor bar up
- or down. Press ENTER to select the highlighted option.
-
- Your changes to the control keys are saved to disk when you press ESC, so
- you won't have to change them again next time you play. When you first load
- CHAGUNITZU, the default keys are the cursor control keys.
-
- At any time during the game, these control keys may be used:
-
- Key: Function:
-
- F1 Calls up the in-game help screen.
- F3 Toggle sound on or off.
- F6 Lose one life. (used as a last resort to escape from traps)
- F10 Adjust the game speed.
- ESC Exit from the game to the title menu.
- Ctrl P Pause the game. Press any key to un-pause.
- Ctrl R Restart the game from the first room.
- Ctrl S Save the current game status to disk.
- Ctrl L Load a saved game from disk.
-
-
- The Screen Display
-
- After starting a game, you will see in the upper left hand corner the
- number of the room Al is presently in. There are 25 different rooms in
- Chagunitzu. Below the room number the current score is displayed and the
- number of lives Alabama has remaining. An extra life is awarded for every
- 350 points earned, but Al may never have more than three extra lives. The
- last item displayed is the high score.
-
- To the right of all this is displayed a bird's eye view of the room.
-
-
- Objects In The Pyramid
-
- Walls - These are always present. Al cannot go through them, and
- neither can his enemies.
-
- Invisible Walls - These are not visible, but Al cannot go through them, and
- neither can his enemies.
-
- False Walls - These appear to be walls, but Al can walk through them.
- They disappear after he does so.
-
- Moving Walls - These are activated by hidden pressure plates in the floor.
- Sometimes the pressure plates are affected when boulders are
- moved off of them, and sometimes they are affected when Al
- steps on them.
-
- Boulders - These giant rocks may be moved by Al if they are not
- resting against an object. Spiders and Skeletons cannot
- move boulders.
-
- Dirt - This looks like a huge pile of sand. Al can dig through it
- but his enemies can't.
-
- Giant Spiders - These deadly creatures are very common in the temple. They
- climb along the walls and are thus very predictable. A
- spider which is completely restricted from movement will
- suffocate and explode, its entrails becoming diamonds.
-
- Skeletons - These horrors are the animated remains of past explorers.
- They move randomly and are unpredictable. They do not
- breathe and so cannot be suffocated.
-
- Crossbows - These are stationary, but can fire bolts at Al when he steps
- into range.
-
- Diamonds - These are worth 1 point when Al picks them up. There is no
- limit to how many he can gather.
-
- Emeralds - These are worth 2 points when Al picks them up. There is no
- limit to how many he can gather.
-
- Crowns - These are worth 50 points when Al picks them up. They are
- found only in the crypts of deceased kings.
-
- Traps - These can take any form. Remember that the Aztecs knew
- magic.
-
- Doors - These look like flashing boxes. The door is the way out of
- a room (Al is brave and won't go back the way he came unless
- he has to.) They are only made visible when a certain
- number of treasures are picked up in that room.
-
-
- Game Play
-
- At the beginning of a new room you will see somewhere on the screen a
- flashing door. This is where Alabama Smith will appear in a few seconds.
- After he enters the room, maneuver him (using the selected control keys)
- around the room to pick up treasures, set off traps, squish spiders, or
- anything else that suits your fancy.
-
- After a certain number of gems have been gathered, the screen will flash
- briefly and a door will appear in the room somewhere. The door might be in
- the wall like a normal door or in the floor like a trapdoor. After entering
- the door, Al will be awarded a random amount of points and moved to the next
- room. The quota of collected diamonds is different for every room. Sometimes
- Alabama must collect them all, at other times he needs very few. Al will
- never need more gems than are available.
-
-
- Pros of the Pyramid
-
- If you achieve a high score playing CHAGUNITZU, you may have the honor of
- being included in the Pros of the Pyramid list. This is a chart of the top
- three players.
-
- When you achieve a score worthy of the list, at the end of the game you
- will be asked to type in your name. The name must NOT be longer than 5
- letters long. After entering your name, the revised list will be saved to disk
- and you will be returned to the main menu.
-
-
- Hints
-
- Watch the path of the spiders. They are extremely predictable and easily
- avoided (or killed!)
-
- Move quickly. Hesitation is the downfall of all great adventurers. Most
- of the time tapping the control key repeatedly will achieve better results
- than holding the key down.
-
- Collect as many gems as you can, but don't get piggy. A high score will
- bring more extra men, but death causes low blood pressure.
-
- Be aware of everything on the screen. Sometimes events must happen in a
- certain order to allow for Al's escape.
-
- Never place a write-protect tab on your CHAGUNITZU disk. The program will
- not run properly otherwise.
-
- Killing spiders is an art form, and sometimes it's a disgusting fact of
- life. In certain rooms you must squash spiders in order to escape! Sometimes
- it may look like you've collected every diamond possible, and yet no door has
- appeared. This usually means that you didn't squash a spider just right.
-
- Save your game every time you enter a new room. If you suffer from a
- power outage, an overbearing boss or parent, you can leave CHAGUNITZU and
- return later to the same point where you left off.
-
- Have fun. No programmer likes being on somebody's hit list.
-
-
- Clearing The Rooms
-
- DO NOT READ THIS SECTION UNLESS YOU ARE ABSOLUTELY STUMPED BY THE GAME!
-
- These hints will help you get past particularly tough situations, but it
- could also ruin the fun if you look at what's in store for you.
-
- Room 1 - Push the left boulder down, move to the right, and push the boulder
- on the right up one space. Then move upward, around the boulder.
- The walls will move, allowing you to collect all the diamonds.
-
- Room 2 - Be careful how you move the boulders, or you could find yourself
- trapped. You must squash both spiders to move on. To escape, you
- must kill the top spider by pushing a boulder under him. Pushing a
- boulder over the spider will leave you trapped, without enough
- diamonds to escape.
-
- Room 3 - Speed is essential here. Clear the "islands" by following the
- spiders around, collecting diamonds on the fly. Leave the dirt in
- the centers of the islands so the spiders will circle them instead of
- you.
-
- Room 4 - Leave the spider alive in the lower left so that the other two will
- move more slowly. Arrange one boulder so that it is between the two
- on the bottom, and two spaces up. Then release the spider in the
- upper-right chamber. (Be sure to hurry out of his way.) When the
- loose spider goes between the two boulders, squash him with the
- boulder you moved and then collect the diamonds. Next, release the
- spider in the upper left chamber, then arrange the two boulders in
- the two upper corners of the chamber. Then move the boulder that
- isn't between two walls next to the opening in the upper left-hand
- chamber. When the spider goes inside, plug the hole, then squash him
- between the two boulders. Now squash the remaining spider. Move the
- boulder between the two walls downward, and the wall will move
- downward, allowing you to scarf up the remaining diamonds.
-
- Room 5 - Squash the spider next to Al when he is in the "down" position. Then
- move across the screen, collecting any diamonds you can without
- moving boulders. Squash the spider to the left when he is in the
- upwardmost position. Then push the boulder at the bottom of the
- screen as far as possible to the left, releasing the spider. Get out
- of the spiders way by hiding where the spider you just squashed was.
- Then re-enter that spider's chamber while he travels around the
- screen. Collect the three diamonds, then move down and wait until
- you can squash the loose spider. After doing that, arrange boulders
- so you can squash the remaining spider, then do so. The door is in
- the lower left side of the room.
-
- Room 6 - This is the first room to contain an invisible wall. First gather
- all diamonds possible without moving any boulders or dirt. Then
- squash the left spider between the two available boulders, breaking a
- hole through the wall of boulders. Collect all the diamonds along
- the bottom, then push one of the boulders from the top all the way
- down, through the hole, and against the wall. Push the other top
- boulder so that it is two spaces above the other. You have now built
- a spider trap. Release the middle spider and squash him in your
- trap. Then squash the remaining spider when he is in the left half
- of his "U," that way you pick up enough diamonds to escape.
-
- Room 7 - This is an invisible maze. You need all four diamonds to escape.
- The door is against the left wall.
-
- Room 8 - This room has a spiral of boulders containing several spiders. The
- spiders will squash themselves. Then you can trap the rest by moving
- boulders appropriately. Be sure to use the stationary spider to
- break a hole through the wall of boulders, allowing you to get at the
- diamonds below.
-
- Room 9 - This room contains a large number of traps. Move quickly, evading
- the roving spider, and push the boulder so that you can move through
- the wall. The wall will close behind you, closing out the spider.
- Next collect the three diamonds. This will release the spiders
- trapped in the bin near the bottom of the screen. Watch out for that
- diamond on the left...it harbors a nasty surprise.
-
- Room 10 - It's you against a lone spider on this set, and a quick one he is.
- To trap him, push the boulder above Al up two spaces, collecting
- diamonds on the way. Then move to the right, waiting by the sand
- until the spider passes by. Then move down and wait for the spider
- to enter the winding passage, then move up and over to the boulder
- on the left two space above the boulder you pushed up earlier. When
- the spider enters the area where Al started this room from, push the
- boulder down, and the wall will snap shut. Collect diamonds at your
- leisure.
-
- Room 11 - This room requires skill and timing to get past all the spiders.
- Every gem is needed to escape.
-
- Room 12 - Here is your first encounter with skeletons. Don't panic! Bide
- your time and wait for the right moment to collect the emeralds. Be
- careful, because you're going to need them all.
-
- Room 13 - Let the skeleton kill off the two spiders for you, then collect all
- the gems. Trap the skeleton against a wall using some of the
- boulders, release the remaining skeleton, and your escape should be
- easy.
-
- Room 14 - This is your first room containing crossbow emplacements. Remember
- that only one bolt will be in the air at a time, so move down
- through the guarded corridor after the crossbow to the far right
- shoots. When going through the upper right passage, duck into the
- alcove to avoid the bolts flying through the air. Collect all the
- emeralds, and then you have to contend with the two spiders to get
- the remaining gems. Run to the left, grab that diamond, then down,
- grab that diamond, then to the right, down, to the left, and out the
- door.
-
- Room 15 - You'll be facing several crossbows in this room. Jump in the way of
- a crossbow, let it shoot, then move out of the way, and collect gems
- after the bolt flies by. Use this technique to grab all of the
- gems.
-
- Room 16 - This is by far the most difficult room in the temple. You will have
- to rely on skill, speed, and luck to make it to the center. You
- will have to rely on more of the same to escape again. It seems
- this room is a dead end, so Al will have to go out the same way he
- came in.
-
- Room 17 - This is room 15, which Al cleared earlier. He can now see the true
- exit from this room, so move quickly past the crossbows to the door.
-
- Room 18 - You made it! This is the Crypt of Chagun. Many tombs are here, and
- each one contains a crown and the king who owned it. Unfortunately,
- the kings are feeling rather lively now, and you'll have to contend
- with them if you want to grab any crowns. Of course, Al could skip
- through without collecting any, but what did he come here for,
- anyway?
-
- Room 19 - You're on your own in this room.
-
- Room 20 - This is another invisible maze. Unfortunately, it has a few
- crossbow emplacements guarding it. Good Luck!
-
- Room 21 - The skeleton here is a real spoiler, but there's nothing you can do
- about him. After collecting the gems in the bottom chamber and
- escaping the moving walls, you'll have to avoid the shots from the
- crossbow. Be careful how you move the boulders or you could trap
- yourself. In this room, it is wise to save your game after you have
- escaped the skeleton.
-
- Room 22 - Finding the false walls in this room is the only challenge. To find
- them. Move Al along a wall, then against the wall. Repeating this
- procedure, you will eventually find all the false walls, and be able
- to collect the emeralds.
-
- Room 23 - There are several false walls in this room. Al will have to break
- the laws of physics in order to escape. Try pushing against the
- left wall to enter a passage on the right, and try pushing against
- the right wall to enter a passage on the left.
-
- Room 24 - Release the spider, then squash him in the left alcove. Collect all
- the diamonds, then move to the bottom of the screen. One of the
- walls is false, on the north side of the corridor, and it is here
- where you can take refuge from the crossbow crossfire.
-
- Room 25 - Speaking of crossbow crossfire, you'll have to move quickly to
- escape from this room. The exit is on the right wall, but you'll
- have to collect all the gems to open it. At last, Al will see the
- light of day again!
-
-
- Epilogue
-
- Now...Al stands before the entrance to Chagunitzu, deep in the jungle.
- Birds screech a cacophony which echos from the distant mountains. The doorway
- to the temple is like a deep pit...dark, foreboding. Wind rustles the leaves
- of the surrounding Mexican jungle, beckoning Al to take refuge in their humid
- depths. Then, fearlessly, he strides into the pyramid.
-
-
- Your toughest adventure ever awaits you...
-
- Are you ready?
-
-
- CHAGUNITZU requires a Graphics Adapter
-
-
- DISK FILES THIS PROGRAM USES:
- CHAG.EXE
- CHAG.ROO
- CHAG.DAT
- CHAG.SCO
- CHAG.EGA
- CHAG.CGA
- CHAG.TIT
-