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MindWalker.TXT
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1986-08-05
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Wynd/MindWalker Mini Docs Part 1
---------------------------------
June 4, 1986
Note: I use the term "Play-screen" to refer to the screen
wherein your character resides - where you do battle - ie.
NOT the map screen.
Ok, when you start the game (at ANY of the "presets" in the
startup screen) you are one of four characters:
a Wizard,
a Spriggan,
a Nymph,
a Human.
Each of these characters is associated with a color. These
colors can be determined by looking at their names on the
map screen (you get the map by clicking left-mouse on the
"scroll" in the top right of the "play-screen"). This
color/characters relationship plays an important role !
When you start up the game take a look at the map. You'll
see that there is a flashing rectangle and a flashing square.
The rectangle represents the current "play-screen" and the
square is where you are headed. Now, notice that there are
various colors on the map and these colors correspond to the
colors of the characters.
Here's the idea:
You steer your character to a "crystal" (when you start the
game you are already "at" a crystal). Now you must head
towards the flashing square that you saw on the map. As you
go you will leave a trail of black squares AS LONG AS YOU
ARE WALKING ON SQUARES THAT ARE THE SAME COLOR AS YOUR
CHARACTER'S COLOR. (these colors are NOT necessarily seen on
the squares (tiles ?) of the play-screen but they ARE seen
properly on the map.) If you reach a point where you cannot
go any farther because the color changes, you must find a
"PYRAMID". Pyramids allow you to change your character into
another. Once you're "changed" to the RIGHT character you can
go back to where you left the path and carry on towards the
flashing square. Obviously some advance planning with the
map can save you a lot a aggravation here.
OTHER HINTS & TIPS
------------------
Be very careful not to touch any other CRYSTALS as you go.
If you do, then you've essentially started over and your
previous path is erased.
You can find where ANY of the important things are by going
to the map and holding down Left-Mouse while pointing at the
desired item. If you do this on a character you will "light
up" all the squares that character affects. If you look at
"path" you can see just where you've been (MOST useful). You
can also find CRYSTALS, TUBES (more on this in a minute) and
PYRAMIDS.
PYRAMIDS are generally at a distance from where you want
them to be (Murphy's law?).
The TUBES will become numerous around your goal (the
flashing square. This flashing square will be a flashing
WHITE square in its play-screen). YOU CANNOT lay a path on
squares with TUBES. Plan your path carefully in advance
using the map. It's hard enough fighting off all your
attackers without spending time rushing around trying to
find your path again.
The "devils-heads" cannot be killed. You can only run from
them.
When you make it to your goal the play-field will go black
(and look at your map now as well.) NOW, you can walk up to
(into ?) a TUBE and you will be in the Second Phase of level
ONE.
The entrance to phase two is via a screen with two hands.
these hands must capture a green block that's thrown at you
from down a long tunnel. This is really pretty easy. Only
thing to get used to is that the joystick directions work
backwards. Just get a green block's center to hit the general
area of "between" the hands and you've got it.
That's enough for now. I'll do another on the second phase.
(A hint though... phase two is handled mostly through sound.)
Remember, the object at this point is to lay down an
CONTINUOUS path from the crystal to the flashing square.
============================[part 2 follows]===============================
Wynd/MindWalker Mini Docs Part 2
---------------------------------
June 12, 1986
This is part two of the Mind/WyndWalker mini-docs. In the
first part I dealt with the first phase of the game which is
the one you are in when the game begins. This is about the
second phase which is entered by sucessfully completing
phase one and by "capturing a green brick in your hands"
during the transition. (If you made it this far then you
know what I'm talking about. If not then believe me, I
couldn't really explain it...)
It is only fair to state that I have only the most
rudimentary understanding of the second phase (the "mind"?).
So any extra things that you learn should be put back out
there so we can all have more fun with this amazing game.
When you first enter Phase 2 you find that you are now in
the form (?) of some "invader" in the "body" of something.
The impression is gained first from the beeping/chirping
"anti-bodies" that are forever charging you and, secondly,
from the "heartbeat" that is heard. THIS HEARTBEAT IS THE
REAL GUIDE THROUGH THIS SECTION OF THE GAME.
Think of yourself as being in a maze. You can only see part
of the maze (your screen) at any one time. SOMEwhere in
this maze is your goal: a diamond shaped, multi-colored
object (surrounded by a large number of "anti-bodies".
You should have little difficulty recognizing it). YOU FIND
THIS THING BY THE HEARTBEAT which will beat FASTER/SLOWER as
you get CLOSER/FARTHER from the goal. Once you find this
'diamond' and have "touched" it, the sound is now used to
find your way BACK to the top of the tube that brought you
here. Make sure you keep your bearings as time counts here.
You should try and perform this "mission" as fast as possible.
(but DON'T TOUCH THE CELLS !) (by "cells" I mean the
"walls" of the maze.)
You will notice that there are two vertical "graph bars" at
the right of the screen. Just what these truly represent is
a mystery. However, I can make the following observations
about them. Killing anti-bodies lowers the left bar and
appears to further your ability to survive in this "hostile"
environment. The right bar seems (!) to be connected to the
time factor but just how I'm not sure at all. What the
middle flashing horizontal part is about is a big zip to me.
When trying to get back down the tube you will find it's
entrance is surrounded by "cells". The only (apparent) way
through these things is to have sufficient energy/strength
(right bar ?) to dash through these cells IMMEDIATELY after
the screen does one of those little "flashes" of white.
(Trust me. I've done it so I know it can be done.) Even
then you may have trouble getting back down the tube. Be
sure NOT to touch any of the cells AT ALL. Doing so takes
away a LOT of your time/energy. (It often kills you
outright.)
If you can get back down the tube you advance to the next
level. (Try wriggling around over the top of the tube).
Hints:
Hurry! Time works against you here. Consider yourself as a
foreign invader to a body. That body is working all the
time to wear you down.
Kill anti-bodies as best you can. Each one killed seems to
help you out in time/strength.
Try not to get hit by or stay under the vertical "sprite"
that occasionally moves across the screen. Lots of "sparks"
fly on this one. You lose time/strength from this.
Do your best to keep your bearings in mind. It makes it a
LOT easier to get back to the tube/exit quickly. Remember,
you need as much strength as possible to withstand the
rigors of getting through the cells to the tube.
----------------------------------------------------------
Help:
If you figure out what the dotted line line runs through
from your character (phase 2) is all about, please let me
know. This is the line that keeps changing the direction it
points with no (apparent) motive for this.
-----------------------------------------------------------
Level Two:
So far, playing at level two seems to be just a faster, more
complex version of level one. You'll notice that there are
little "bites" taken out of the spheres. Also, beware of
the "play-fields" that have one or more "towers". These
towers MUST be "touched" before they will lower the "fence"
around the border of the play-field and allow you to move
on. This can be MOST disconcerting when there are two
death-heads setting you in their sights! AND, even if you
manage to touch the tower(s) and escape, the next time you
venture into that screen the towers are "reset" and you have
to do it again. Takes away that first round ability to jump
back and forth between screens to escape things.