![]() INT is greater than the last digit of the serial number, and not fighting a Wizard. If fighting a different enemy, use if pressure is less than 95 kPa. If fighting a Dragon or an Eagle, use if pressure is greater than 105 kPa. There is at most 1 battery on the bomb, and fighting an enemy other than a Golem or a Wizard. ![]() Gravity is less than 9.3 m/s² or pressure is greater than 110 kPa, and not fighting an Eagle. Intelligence (INT) of player, used in combatįorce of gravity, in meters per second squared If two weapons have the same stat advantage, either can be used.ĭexterity (DEX) of player, used in combat.The highest stat advantage (or lowest disadvantage). To defeat the enemy most efficiently, use the weapon which has.Or INT), plus any bonus, to the enemy’s same stat. For each weapon, compare the player’s relevant stat (STR, DEX,.Use the weapon table and the enemy statistic table to determine.Used before a weapon is used to fight the enemy. Items can be used in any order, but all applicable items must be.Use the item table below to determine whether or not to use each.To use an item or weapon, press “USE” when it is displayed in.Use the left and right arrows to scroll through statistics and.You must decide which of the items to use to prepare for the.In your inventory is three weapons, plus five miscellaneous.The three screens show the enemy you areĬharacter and the world, and a list of the.Have come to know and love, but none of the story. All of the inventory management puzzles you This appears to be a strange interface for an old textĪdventure game. Note: Multiple buttons can be pressed and they can be in any order. Each letter in the “letter” column that has one of the letters in the “above/below” column directly above or below it on the keypad must be pressed.Each letter in the “letter” column that has one of the letters in the “left/right” column directly left or right of it on the keypad must be pressed.Check the table to determine which buttons to press.Every button will have a different letter on it.UP, down, left, right, UP, down, left, right.! Beware of letters not in these marked locations, they carry.“S” becomes South, “E” becomes East, and “W” becomes West. To the direction to the goal wall: “N” becomes North, On the floor in each of these locations is a letter, which maps.Each maze contains three star icons marked on the map.If the column number is greater than 7, subtract 8.Add 1 for every lit indicator with a letter in “HELP IM LOST”.Start with the last numeric digit in the serial number.If the row number is greater than 7, subtract 8.Add 1 for every unlit indicator with a letter in “MAZE GAMER”.Start with the first numeric digit in the serial number.Using the methods below, calculate a row (0-7), aĬolumn (0-7), and a direction the goal wall willīe the first wall from these coordinates in the given direction.To defuse the module, locate the goal wall, and move through it from either side.One of the walls is the goal, the rest will cause strikes if moved into.The defuser to the space on the opposite side, provided there is The maze map is cyclic moving off one of the edges will take. ![]() Space, and if there is a symbol in the space ahead. Walls, which also shows the symbol on the floor of the current ![]() Locate the defuser using a 3D view of the maze.Orientation in one of the ten mazes below. The defuser starts in a random position and.You are in a maze of twisty passages, all alike.Įxits are to the north, south, east, and west. Manual pages of certain modules requiring this information may not always refer to these appendices.įurther appendices provide elaboration on other less common widgets, as well as on general concepts that may be useful in disarming certain modules. See Appendix A, B, and C for identification instructions. Many modules will require information about Indicators, Batteries, Ports. This type of information can typically be found on the top, bottom, or sides of the bomb casing. Some disarming instructions will require specific information about the bomb, such as the serial number or other widgets. Some bombs might allow for more than three strikes, however it may be possible that the strike indicator can only display up to two strikes and not show any additional strikes. If no strike indicator is present above the countdown timer, the bomb will explode upon the first strike, leaving no room for error. The timer will begin to count down faster after a strike has been recorded. Bombs with a strike indicator will typically explode upon the third strike. When the Defuser makes a mistake, the bomb will record a strike which will be displayed on the indicator above the countdown timer.
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