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- Gold Rush
-
- THE GOLD RUSH IS ON!
-
- The first true gold rush began with the discovery of gold in California in
- 1848. Everywhere men abandoned their families, businesses, and some said,
- common sense, in order to head out to a remote, little-known land where the
- promise of riches beckoned even the humblest and most inexperienced of
- pioneers.
-
- At least a quarter of a million men reached this "land of plenty" during
- the five years (1848-1853) that comprised the gold rush proper, producing
- an extraordinary amount of gold, valued in excess of $200 million.
- Although most were Americans, the gold seekers came from virtually every
- corner of the civilized world, including China.
-
- No "rush" of such proportions, wealth, or pandemonium, no hysteria so
- unrestrained or so world-encompassing in its influence had ever been
- witnessed before. Improved means of communications, especially through
- widely circulated newspapers, and the beginnings of modern transportation,
- such as clipper ships and ocean-going steamers, both contributed heavily to
- the magnitude and speed of the movement.
-
- Although many "forty-niners" organized themselves into formally constituted
- "companies" before they left home, virtually all of these groups disbursed
- immediately upon reaching California. These circumstances left the
- individual to work out his own destiny among foreigners in a strange land
- utterly unprepared to cope with the throngs of newcomers.
-
- 2
-
- Although merchants and shipowners throughout the world quickly adjusted
- operations to serve this booming new market, food and supplies of most
- kinds were scarce, expensive and subject to unsteady price fluctuations.
-
- Housing was primitive and high-priced in the towns and did not exist at the
- mines, so each individual was resigned to building his own home or pitching
- a tent. Society was constantly in flux, with crowds of restless gold
- seekers stampeding off when each new mining town was rumored to be "rich",
- leaving many ghost towns in their wake.
-
- The news of the "discovery" took some time to reach the East. It came at
- first in rumors, via ship around Cape Horn and up the Atlantic. Busy with
- their own aspirations, Easterners did not give much credibility to these
- whisperings in the early months of 1848. They had no time for the
- exaggerated tales that were constantly coming from the unknown parts to the
- west. As a consequence, the first rush to the diggings were mostly
- comprised of local folks.
-
- The East was finally awakened to the rush when a letter from California
- Governor Richard Barnes Mason to the War Department announced: "There is
- more gold in the country drained by the Sacramento and San Joaquin rivers
- than would pay the cost of the late war with Mexico a hundred times over."
-
- 3
-
- Thus the rumor became fact. Beyond any reasonable doubt, the gold was
- there for the taking. In the mad rush of enthusiasm no one considered the
- hazards of the undertaking; no one seemed to realize that to only a small
- percentage of prospectors would come the big payoffs.
-
- Fortunes were definitely made. Some men are said to have dug tens of
- thousands of dollars in a single week. This was particularly true at
- first, when gold was found practically on the surface of the ground. In
- 1840, $10 million in gold was mined; in 1852 the yield peaked at $81
- million.
-
- It was only natural that those hearing such fairy tale success stories
- should believe them to be the rule rather than the exception. However, the
- greatest "diggings" were rapidly cleaned out. Thereafter, many of the
- prospectors received merely living wages from a day's work. Standing
- waist-deep in icy river waters, their exposed skin baked by the scorching
- summer sun, these dreamers would labor washing heavy buckets of pay dirt in
- hope of someday striking the mother lode.
-
- Indeed, the treks westward took a heavy toll on those with little
- perseverance, and only the brawniest breed of men survived the hardships of
- the wilderness and the cruel elements. Requiring superior physical
- strength, these perilous journeys cruelly punished those of lesser
- fortitude, and many paid for their dream with their lives.
-
- It took a mighty tough character to survive the ravages of the west.
- Unfortunately, Jerrod Wilson wasn't one of them. A typical East Coast
- "city slicker", Jerrod could only dream of following in the footsteps of
- the great American legends who paved the way for the country's rapid growth
- and progress.
-
- 4
-
- Despite his aspirations, the only history Jerrod seemed to be making was
- the news he wrote for the local paper. Not that Jerrod's job was so bad -
- his hard work and determination had earned him quite a few promotions since
- his days as a paperboy. However, it would probably take another 20 years
- of even harder labor before he would reach the top of the company ladder.
- Jerrod was patient, but he wasn't so sure he could hold out that long.
-
- Maybe it was his long lost brother's disappearance some years ago, or maybe
- just the call of the wild, but Jerrod had an itch for adventure, a desire
- to follow in the rich tradition of his ancestors, Jerrod not only wanted to
- discover the whereabouts of his brother, but he also longed to learn about
- the mysteries that lie beyond the borders of Brooklyn Heights, the only
- home he had ever known.
-
- Was it just the sunset, or perhaps the glisten of gold on the horizon that
- beckoned Jerrod westward?
-
- What does Jerrod's future hold? Will he continue with the nine to five
- routine (yawn) of a secure yet somehow unsatisfying career? Or will he
- break free of his chains and head out west to where the action is?
-
- 5
-
- His fate lies in your hands. Become Jerrod Wilson, and face the challenge
- of the California Gold Rush as you race against time and the perils of
- travel on a realistic simulation of life on the wild west frontier.
- Immeasurable riches lie just 2500 miles away! Good luck!
-
- AN OVERVIEW
-
- A Sierra 3-D Animated Adventure Game, simply stated, is an interactive
- movie where you become the main character. In this game, the main
- character is Jerrod Wilson, a young gentleman preparing to seek his fortune
- in the California gold country.
-
- 6
-
- Each 3-D Animated Game has a main goal, and yours in Gold Rush! is to find
- passage to California, discover gold and become filthy rich. Move
- stealthfully and wisely, for prices will skyrocket when news of the
- California Gold Rush hits town.
-
- TIPS ON PLAYING GOLD RUSH!
-
- 1. PACK IT UP AND HEAD 'EM OUT!
- Basic instructions on how to interact with this game are included
- in this manual and the reference card enclosed. For those who are
- not sure of what to do, there is a WALK THRU included at the end of
- this manual.
-
- 2. COVER YOUR TRACKS
- Due to the dangerous nature of this adventure game, you will want
- to save your game often. Follow the instructions on your 3-D
- Animated Adventure Game reference card to SAVE GAME after you have
- made important progress in the game. SAVE GAME whenever you
- encounter a potentially dangerous situation.
-
- If you do encounter perils, or fail to complete all the required
- tasks to get past a given obstacle, you can follow the instructions
- on your reference card to RESTORE GAME to the place you were at
- when you last saved your game. Intelligent use of this function
- has spared many a traveler from being lost forever at sea.
-
- 7
-
- 3. KEEP A SHARP EYE OUT.
- Look at and examine everything you can. Speak to those around you.
- Pay close attention to detail. There are many clues, both visual
- and verbal, that will help you succeed in your quest.
-
- ON YOUR VOYAGE
-
- In the course of your trek, various messages will appear describing the
- life and times of early American travelers. After you have read the
- messages, you may choose to bypass them upon playing the game again. To
- display or suppress messages, press the F8 key when the message is
- displayed at the bottom of the screen. Also, you can automatically advance
- to the next portion of your voyage without waiting when a CTRL-N message
- appears at the bottom of the screen.
-
- 4. BRING ALONG 'YER FRIENDS.
- The wild, wild west was not an easy place to survive alone. You
- may find it helpful to play Gold Rush! with a friend. Each
- adventurer has unique ways to interpret clues, and besides, working
- in teams makes the journey a lot more productive and fun.
-
- 8
-
- 5. CAN'T GET ANYWHERE?
- If you've explored every inch of the soil and still find progress
- impossible, don't give up. Even to notch forty-niners were known
- to have their hopes dashed by hard luck and hard times. Life is
- tough in these parts.
-
- For this reason, hint books are available for all of Sierra's 3-D
- Animated Adventure Games. You can order the hint book for this
- game by using the order form in the package. Hints can also be
- received by calling the Sierra Support Line at (209)683-6858 or
- by having your computer call the Sierra Bulletin Board Service at
- (209) 683-4463.
-
- 9
-
- WARNING
-
- The following documentation is for beginning adventure game players only.
- The contents include answers to some game puzzles and hints that
- experienced adventurers may not wish to see. Continue reading only if you
- are having difficulty getting started with your adventure game.
-
- 10
-
- BEFORE YOU HIT THE ROAD...AN INTRODUCTORY WALK-THRU TO GOLD RUSH
-
- Gold Rush! begins with an introductory sequence, giving you a quick
- overview of the story. If you choose to bypass this initial sequence,
- press the SPACEBAR or the ENTER key.
-
- 11
-
- Your journey begins in Brooklyn Heights, New York in the year of 1848.
- There are many places and things you will want to examine in this game.
- Press the ENTER key after you have typed in a command. Press the ENTER key
- after you have finished reading a text message. Type:
-
- >LOOK AROUND
- >LOOK AT THE BRIDGE
- >LOOK AT THE RIVER
- >LOOK AT THE LAMP
- >LOOK AT THE TREES
-
- Walk down the bridge to the street on your right.
- >LOOK AT THE STREET
- >LOOK AT THE HOUSE
-
- Walk to the south. The screen will change to a new location.
- >LOOK AROUND
-
- Walk up to the front gate of the house.
- >LOOK AT THE HOUSE
-
- Press the TAB key to display your inventory (TAB serves as a short cut for
- typing the word INVENTORY.) You are carrying a house key and $15
- >USE THE KEY
-
- 12
-
- The gate will open and your character will walk into the yard. Walk up to
- the front door. Press the F3 key then press ENTER. (The F3 key repeats
- your most recent command). In this case, the font door opens. Walk into
- the house until the font door closes.
-
- You are now inside your house. There are many things you may look at in
- this house.
-
- >LOOK AROUND
- >LOOK IN THE CLOSET Walk over to the table
- >READ THE FAMILY ALBUM Walk over to the desk.
- >LOOK AT THE DESK
- >OPEN THE DRAWERS Walk through the door by the desk.
- >LOOK AT THE ROOM Walk into the kitchen
- >LOOK AT THE KITCHEN
- >LOOK AT THE CABINET
-
- There are other things you may examine inside the house, but for now
- proceed to go outside. Walk off the screen to the west. You are now at
- the edge of a park.
-
- >LOOK AROUND
- Walk up to a sign on the grass
- >READ THE SIGN
-
- 13
-
- The sign says, "KEEP OFF THE GRASS." (You may have noticed that a point was
- subtracted from your score when you stepped upon the grass. If you
- continue to disregard the signs you may have a confrontation with the law.)
-
- Walk into the gazebo.
- >LOOK AT THE GAZEBO
- >LOOK AT THE FLOWERS
- >TAKE FLOWERS
- >LOOK AT THE FLOWERS
-
- When you look at an item in your inventory, you get a message and a picture
- of the desired item.
-
- There are other important things to examine in the park, but for now walk
- off the screen to the west. You are now on a new screen.
- >LOOK AROUND
- >LOOK AT THE LAMPS
- Walk into the Post Office. The screen will change.
- >LOOK AROUND
- >LOOK AT THE COUNTER Walk up to the counter
- >RING THE BELL
- A gentleman will approach you and speak.
- >GET MY MAIL
-
- 14
-
- Depending on the time of day, you may or may not receive some mail. If you
- do not receive any mail on the first try, you may want to check back at the
- post office periodically.
-
- Well, now you are on your own. There are still many things to do before
- your journey begins. Remember to talk to the people you meet, examine all
- objects thoroughly, and take everything you will need for a safe,
- successful trip out west.
-
- P.S. Take special precaution to save your game after making significant
- progress. You never know when disaster may strike.
-
- GOOD LUCK ON YOUR JOURNEY...
- MAY YOU STRIKE IT RICH!
-
- 15
-
- DESCRIPTION OF ROUTES for Persons Emigrating to CALIFORNIA
-
- ROUTE VIA CHAGRES AND PANAMA
-
- For the information of those going to California, either as adventurers or
- settlers, it is important that they have access to all information
- obtainable, for want of which, the necessary precautions are neglected,
- which may result in much suffering and disappointment.
-
- On the account of the great saving of time and distance, this route is
- shown by many and to such it is important to know something of the
- difficulties connected with it. No isolated individual ought to think of
- engaging in the enterprise for there will be many circumstances where a
- friend will be found of essential benefit. It would be well if parties of
- 10 or more should unite who would be devoted to, and who could place in
- each other that confidence which the love of gold could not destroy.
-
- Probably, those who pay their passage and are found in Chagres will not
- find all the accommodations on shipboard to meet their expectations, both
- from the crowded state of the ship and the fare, and it would be well for
- all to take an extra supply of stores. The town called Chagres is only a
- small village of one-story houses or rather huts situated at the mouth of
- the river of that nation which empties into the Atlantic Ocean, and has a
- small but secure harbor. The place has a very unsightly appearance, being
- situated in the midst of a swamp, and the continual rains prevailing there
- would render the streets almost impassable, if it were not for logs of wood
- laid along the centre, for the accommodation of pedestrians.
-
- The journey to Panama is made by taking small canoes (or a steamboat which
- now goes there) to the town of Cruces or Gorgona, a distance of about 33
- miles, and from there to Panama, about 24 miles per land.
-
- One who knows, "Avoid the sun, keep within doors during the day, refrain
- from eating fruits even when ripe, with the exception of oranges, which may
- be eaten moderately. Do not touch the oysters, wear flannel next to the
- skin by day and night, avoid spiritous liquors, and it is needless to say
- be off the first opportunity. The distance from Panama to San Francisco is
- about 3400 miles long.
-
- ROUTE BY CAPE HORN
-
- This route is the most acceptable as far as cost and facilities is
- concerned, but loss of time balances the difference to the price of passage
- which varies from $700 to $900, according to accommodations.
-
- The distance from New York to San Francisco via Cape Horn is about 18,000
- miles, and will occupy nearly five months in making the passage. Not
- withstanding this appears to be a very long voyage, yet it is (in the
- present amount of travel across the Isthmus, and the probably want of
- vessels from Panama to San Francisco) the surest route.
-
- ANOTHER ROUTE
-
- This route which is said to be "the cheapest, quickest and safest" is to
- take passage in a vessel for Vera Cruz; thence overland to Manzatlan via
- Guadalajara. Tipie and San Blas; thence either by vessel or by mule or
- horse travel, by land up the coast. To prevent danger of being attacked by
- robbers through Mexico, persons should go in parties of 40 to 50 or more.
- The cost of this route varies from $150 to $300, and may be accomplished in
- 60 days.
-
- 3-D Animated Adventure Game
- Reference Card
- For Amiga
-
- Sierra's 3-D animated adventures represent a totally new approach to
- computer gaming - a third generation in computer adventure. They feature
- detailed three dimensional background scenes with life-like animated
- characters. The improved parser lets you talk to the computer in whole
- sentences.
-
- Sierra's new series of adventures are interactive, changing as you explore
- and solve the puzzle. New facets are revealed as you delve into the game.
- In fact, because of random events, you can play the game many times over
- and never play the same game twice.
-
- BEFORE GETTING STARTED
-
- Before starting to play you should make back-up copies of your original
- disks.
-
- LOADING INSTRUCTIONS
-
- 1. Power up the system and load the Amiga Kickstart disk and the Amiga
- Workbench disk.
-
- 2. Use the preference tool from the Workbench disk to set date and
- time information. This procedure is recommended but not required.
-
- 3. Insert the original program disk or a backup copy you have made,
- into the drive and double click the left mouse button on the
- disk's icon to open the disk.
-
- 4. Double click the left mouse button on the "Sierra" icon. If you
- are loading from a back-up copy you will be prompted to briefly
- insert the original disk when loading.
-
- 5. To bypass the opening sequence, press any key.
-
- BACKING UP YOUR PROGRAM MASTERS
-
- From the Workbench, follow the procedure below to copy the original master
- disk to a back-up disk.
-
- One Drive Systems:
-
- 1. Insert the original disk in the drive.
-
- 2. Place the mouse cursor (arrow) on the master program icon.
-
- 3. Highlight the icon by clicking the left mouse button.
-
- 4. Place the mouse cursor on the menu bar. Hold down the right mouse
- button and pull down the Workbench menu.
-
- 5. Place the mouse cursor on Duplicate and release the right mouse button.
-
- 6. Follow the disk swap prompts to copy the program disk.
-
- 7. Do not rename your back-up copy.
-
- Two Drive Systems:
-
- 1. Insert the original disk and back-up in the drives.
-
- 2. Place the mouse cursor on the original program disk icon and hold down
- the left mouse button..
-
- 3. Drag the mouse cursor to the icon of the drive you're copying to and
- release the button.
-
- 4. Follow the disk prompts to complete the copy procedure.
-
- 5. Do not rename your back-up copy.
-
- FORMATTING A DISK (to be used as a saved game disk)
-
- 1. From the Workbench, insert a blank disk into any drive.
-
- 2. Place the mouse cursor on the black disk icon and click the left mouse
- button, highlighting the icon.
-
- 3. Place the mouse cursor on the menu bar at the top of the screen. Hold
- down the right mouse button and pull down the Disk menu.
-
- 4. Place the mouse cursor on "Initialize" and release the right mouse
- button. The blank disk is now being formatted. When formatting is
- complete, you will be returned to the Workbench.
-
- 5. Place the mouse cursor on the "Empty" icon and click the left mouse
- button. Place the mouse cursor on the Workbench menu, hold down the
- right mouse button, and select "Rename." Follow the prompts to rename
- the "saved game" disk. If you don't rename the "saved game" disk, its
- default name will be "Empty".
-
- 6. When a formatted disk is used for saving games, the 3-D Animated
- Adventure automatically creates a saved game directory for saving 12
- games. Creating additional directories on the disk (for saved games),
- will allow you to save more games on the formatted disk (12 per
- directory). Consult your system's DOS manual for creating directories
- on a formatted disk.
-
- COMMANDS FOR THE HERO
-
- A joystick, mouse or keyboard moves the main character north, south, east,
- west or diagonally. To halt your character's steps with the keyboard, press
- the last direction key again, or the 5 on the number pad. If you are using
- a mouse, start movement by single clicking the left mouse button. The
- character will move to the point where the left mouse button was last
- clicked and stop there, unless there is an obstruction in his path.
-
- During the game you can use any form of control at any time. Just click the
- mouse, press a direction key, or move the joystick. If the joystick was not
- plugged in before loading the game, press CTRL-J and insert the joystick
- into port #2. The joystick will now be active.
-
- _|_ \ | /
- _____/===\_____ ____ ___ ____
- |\_____________/| \ North / ||_7_||_8_||_9_||
- | | __ __ | | ____________ |/___\/___\/___\|
- | | | | | | | | ( ) -- ||_4_||_5_||_6_|| --
- | | |__| |__| | | button --|-O | |/___\/___\/___\|
- | | | | | __ | ||_1_||_2_||_3_||
- | | | | West | (__) | East |/___\/___\/___\|
- | | | | | |
- | | | | (____________) / | \
- | |___________| |
- |/_____________\| / South \ DIRECTION KEYS
-
- MOUSE JOYSTICK
-
-
- Talk to your computer in commands of one or two words, or even simple
- sentences. Unless otherwise instructed, follow all commands with the RETURN
- key.
-
- You may meet others who have
- messages for you. Command them
- to speak. Type: TALK TO THE GNOME
-
- You may later need objects you see
- along the way. Type: GET THE KEY
-
- Pay attention to details. To see an
- object closely, type: LOOK AT THE PANEL
-
- Use the objects you find along the
- way. Type: GIVE THE BASKET TO THE GIRL
-
- To fully savor a scene you enjoy watching or negotiate a narrow path, you
- can slow down the animation. Speed up the animation to make the main
- character walk faster. To change the speed type "slow" or "fast" and press
- RETURN. To return to the original speed, type "normal" and press RETURN.
-
- Function and control keys shortcut these common commands:
-
- F1 or HELP Shows list of control keys (including some specific to
- your game which may not be mentioned here).
-
- F2 Toggle sound on/off
-
- F3 Echo (repeat) previous command
-
- F5 Save game
-
- F7 Restore game
-
- F9 Restart game
-
- CTRL-C or
- CTRL-X Cancel line
-
- CTRL-J Select joystick mode
-
- ALT-Z Quit game
-
- TAB Inventory
-
- ESC Pause/resume game
-
-
- SAVING AND RESTORING THE GAME
-
- To allow for errors in judgment, and also for some pretty creative
- exploration, we make it possible for you to save and restore the game.
- Before you try something that looks dangerous, or just because you've been
- playing awhile and you don't want to lose what progress you've made through
- some chance encounter, save your game.
-
- At any time during the game, type "save game" and press return or press F-5
- to save your game. Follow the directions below to complete saving your
- game.
-
- SINGLE DISK DRIVE USERS
-
- You have a choice of saving your game on your game disk (original or
- back-up), or to a formatted "saved game" disk. When you receive the prompt
- asking on which directory to save your game, press RETURN and follow the
- prompts if you are saving on your game disk. If you use a "saved game"
- disk, remove the game disk from the drive, insert the "saved game" disk,
- and type the name of the "saved game" disk followed by ":" and the name of
- the directory and press RETURN. Follow the prompts, using the up/down arrow
- keys to select a saved game space. Re-insert the game disk to resume
- playing.
-
- TWO DISK DRIVE USERS
-
- When you receive the prompt asking on which directory to save your game,
- backspace through the suggested default name and type the name of your
- "saved game" disk with it in one of the drives, and press return. This will
- allow your game to be saved onto your second disk drive. If you are using
- more than one directory for saved games, when prompted, type the name of
- the directory where you want the game to be saved. Follow the prompts using
- the up/down arrow keys to select a saved game space, to complete saving the
- game.
-
- IN GENERAL
-
- Although your game position is stored on disk as a normal Amiga DOS file,
- you are not required to follow Amiga DOS naming conventions in identifying
- your saved games. If the character is standing before a tree when you save
- a game, call your saved game "STANDING BEFORE A TREE" or whatever has
- meaning to you. You may save up to 12 different games per saved games
- directory.
-
- If you "run out" of saved game spaces in your saved game directory, (and
- you don't want to create more saved game directories), you may reuse one of
- the 12 spaces. To change the name of a saved game, just enter CTRL-C or
- CTRL-X to clear the line, and type a new name.
-
- RESTORING A GAME
-
- Type "restore game" and press RETURN or press F-7 to restore a previously
- saved game. You will be asked where you saved the game. To accept the
- default directory, press RETURN. Otherwise, clear the line, type the name
- of the "saved game" disk followed by ":" and the directory on which you
- saved the game, and press RETURN. Now choose the game you wish to restore
- by moving the pointer and selecting it by pressing RETURN.
-
- ============================================================================
- DOCS PROVIDED BY -+*+-THE SOUTHERN STAR-+*+- for M.A.A.D.
- ============================================================================
-