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Marsport.txt
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1998-02-02
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THE SPECTRUM GAME DATABASE
MARSPORT
PUBLISHER
Gargoyle
AUTHOR
Gargoyle
YEAR
1985
CATEGORIES
Arcade adventure
CONTROLS
KEYS : Left } Alternate keys on
Right } the bottom row
Enter door - ENTER
Camera left/right - Alternate keys on second row
Pick up/drop - Alternate keys on third row
Select object - 2, 3, 7, 8, 9
Autorun on/off - 4
Pause/unpause - 5
Return to options - 6
INSTRUCTIONS
The year is 2494. For seventy years, the Earth has been under
seige by the insectoid Sept. Since the siege began, the Sept have
been kept at bay by a huge Force Sphere which surrounds the Earth
and the Moon. However, the Sept are on the verge of discovering
how to breach the Sphere unless it can be strengthened according
to the formulae contained in the original plans. Unfortunately,
these plans are concealed somewhere in the Martian city of
Marsport, now Sept-occupied and booby-trapped by the city's
M-Central computer. One man, Commander John Marsh, has been sent
to retrieve the plans in the belief that a determined man can
sometimes achieve more than an army...
Marsport effectively has 3 distinct objectives:
1. Locate the M-Central computer; Marsport is a 3-dimensional
city, where levels are connected by express tube, which will take
you up or down, but probably not both. In addition, many sections
of the city cannot be reached until specific problems have been
solved.
2. Gain access to the original Sphere plans, held in M-Central's
inner sanctum. This will require re-exploration of Marsport, for
having achieved objective 1, you will find that many parts of the
city, previously unreachable, will now be open to you.
3. Leave the city of Marsport with the plans intact, which may
prove the hardest task of all...
You will come across many beings, objects and city elements which
may help or (more likely) hinder you. These are some of them:
1. Sept - You will encounter two types, the hopping
Warriors which patrol certain areas, and the
stationary Warlords blocking certain passages.
You can fight them or run away from them but
you can't ignore them!
2. Robots - Controlled by M-Central. Some are harmless
information gatherers but some are warden
units, now hostile to all intruders - human or
Sept...
3.Supply units - The prime source of objects; they are
continuously replenished.
4. Lockers - Can be used for storing objects.
5. Refuse units - Can be used to dispose of unwanted objects.
6. Charge units - Can recharge energy devices (like a laser
gun).
7. Factor units - Will combine two or more objects to
manufacture a new object. Note that components
are logically linked, so random attempts at
manufacture will not work, and any irrelevant
objects present in the unit will prevent
manufacture!
8. Key stations - Will require the insertion of a key object to
release a nearby wall unit or door. However,
not all locked doors and units can be opened
in this manner, and some may require a more
active or remote solution...
9. Vidtex units - Provide (possibly) useful information which
is displayed on the large video screen in the
status area.
CHEATS
[from Crash, June 1986]
MARSPORT - The solution
-----------------------
1) Get the Gun permit from sector g level E.
2) Put the Gun permit in the key locker in sector d level D
3) Get the Gun from the locker.
4) Collect the Baking Tin, Water and the Flour from sectors a,
d and c of level D. Put them in a Factor unit to make a Cake.
5) Put the Cake in the Bakery Key slot in sector f level D.
6) Get the Dough from the Bakery.
7) Take the Up tube from sector f level D to Level A.
8) Get the first key to m-central from the Director room.
9) In able to go south from sector c level E you must put the
dust bomb in the refuse chute.
10) Get the Gauze from sector h level J and the Charcoal from
sector g level D.
11) Combine these two items in a Factor unit to make a Gas mask.
12) Go West from sector c level 1. Leave the Gas mask in the
locker once the dust bomb has exploded.
13) Get the Cornet and the Ice pack from the Ice cream room in
sector a level I.
14) Put the Cornet in the Keyslot of the Music room in sector a
level F.
15) Get the Earth map from the Map room in sector g level 1.
16) Put the Earth map in the Key slot to the Soil depot on sector
e level G.
17) Put the Ice pack in the key slot of the Hot room on sector
c level G.
18) Get the Geranium from the Hot room.
19) Put the Geranium in the Key slot to the Plant room on sector
h level J.
20) Collect the Sun chart from the Map room in sector g level I,
the Glass from sector h and the frame from sector e. Combine them
in a Factor unit to make the Eyeshields.
21) Take the Up tube from sector a level G to Level A.
22) Now that you have the Eyeshields it is safe to enter the
Astronomy in sector b level A.
23) After the Nova bomb has detonated put the Eyeshields in the
locker.
24) Take the Down tube from sector i Level A to Level R.
25) Put the Dough from the Bakery into the keyslot by the Bankers
on sector e level b.
26) Once inside the Bank take the second key to m-central.
27) Get the Dais from the Oratory on sector i level 0 and the
Lute from the previously opened Music room.
28) Combine the Lute and the Dais to make the Lead suit.
29) Go East from sector a level B and after the Radiation bomb
has gone off put the Lead suit in the locker.
30) Take the down tube from sector c level B to level J.
31) Get the Boots and the Earmuffs from Safety room on sector c
level J.
32) Put the Boots in the Key slot to the Chemists which is
situated on sector i level D.
33) Get the Machine from sector e level B.
34) Go West from sector a level G through the Danger room.
35) To deactivate the bomb and open the locked door just put the
bomb into the Keyslot.
36) Go North from sector b level G but only if you have the
Earmuffs.
37) After the Sonic bomb has exploded put the Earmuffs in the
locker.
38) Take the Up tube from sector f level G to Level C.
39) Get the Steps from sector b level C.
40) Combine Empty tank, from sector a level A, and the Oxygen
from the Chemists to make an Air tank.
41) Go East from sector a level C.
42) After the Air runs out put the Tank in the locker.
43) Take the Down tube from sector g level C to level F.
44) Enter the Games room in sector g Level F
45) Combine the Steps and the Calculator to make the Snakes and
Ladders games.
46) Put the Game in the Key slot.
47) Take the Down tube from sector c level F to level H.
48) Take all three keys to m-central (the first is in the
Director room, the second is in the Bankers' room and the third
is in sector g level F).
49) Put key one in the key slot inside the control the room on
sector a level H.
50) Put key two in the left hand key position outside m-central
on sector h level H.
51) Put key three in the right hand key slot and enter m-central.
Stage 1 is now complete and all restricted doors are now open.
Stage 2
-------
1) Go to the sanctum to get the clue I'm the sentry; 5 pairs for
entry city through, 5 screens each two.
2) Get the Mars map and put it in the key slot of the Bar
(Marsbar, see).
3) Get the tea from the Bar.
4) Go to sector d level G and get the insect.
5) Get the syringe from the Chemist (open it with a pair of
boots) on sector c level D.
6) Get the point from the Oratory sector i, level B.
7) Combine the above four items to make the antidote.
8) With the antidote go east from sector e level c and enter the
danger room. When until the countdown has finished and then put
the antidote in the locker for future use.
9) Get the clue from the vidtex unit on sector h level C. 'One
monkey says why the other two can't'.
10) Make another eyeshield and get another pair of earmuffs.
11) Combine the earmuffs and the eyeshield to make the Y token.
l2) Get the valium from the chemist and go north from sector b
level B.
13) Enter the danger room and wait until the nerve bomb has done
off. Put the valium in the locker for future use.
14) Get the topee from sector f level B
15) Get the kettle from sector f level F.
16) Put the kettle in the key slot of the boiler room on sector
i, level J.
17) Get the helmet from the boiler room
18) Combine the helmet and the topee to make the power booster.
19) Combine the power booster and your gun to make a hypergun.
You can now kill the Sept Warlords.
20) Get the clue from the Vidtex unit on sector f level B. One
is holy with skill after church.
21) Get the strainer from the bar on sector c level F.
Z2) Get the sunchart from the map room.
23) Combine the sunchart and the strainer to make the N token
24) Go west from sector d level E and kill the Warlord.
25) Now go and get the clue from the Vidtex unit on sector f
level E. 'One says nothing, the other says it all'.
26) Get the mute from the music room.
27) Get the manifesto from the oratory.
28) Combine the mute and the manifesto to make the E token.
29) Go to sector i level D and get the clue from the Vidtex unit.
'One draws near and throws away'.
30) Get the charcoal from sector g level D.
31) Get the projector from the oratory.
32) Combine the charcoal and the projector to make the r token.
33) Go west from sector q level I and kill the Warlord.
34) Get the clue from the Vidtex unit on sector d level 1. 'One
is easy and full of aplomb'.
35) Make another cake and another lead suit.
36) Combine the cake and the lead suit to make the R token.
37) Combine the E, N, T, R, Y tokens to make the key.
38) Put the key in the key slot in the sanctum sector e level H.
39) Go west out of the sanctum.
Stage 3
-------
Do not collect the plans straight away because you will not have
enough time to escape if you do, but instead follow these tips.
1) Get the clue from the Vidtex on sector d level j. '7 from 10
makes you a bighead'.
2) Collect the E codex from sector i level J
3) Get codex D from sector d level I.
4) Get the G codex from sector i level H.
5) Get codex B from sector g level G.
6) Get the T codex from sector e level F.
7) Get the U codex from sertor f level E.
8) Get the W codex from sector e level D.
9) Get the I codex from sector h level C.
10) Get the H codex from sector g level M
11) Get the N codex from sector I level A.
12) Now get the codices from levels B,I,G,H,E,A,D and put them
in a factor unit.
13) You will now get a message HD6 GUNW.
14) Go to the map reference HD6.
15) Face west (make sure your gun is fully charged) and fire your
gun at the wall.
16) The screen will flash.
17) Now go to the main few and you will see an Up tube.
18) Get the plans.
19) Go Up the tube and escape from Marsport through the
Spacefield door. That's it!
SEQUELS/PREQUELS
Marsport is the sequel to Dun Darach and Tir Na Nog.
INLAY CARD TEXT
SCORES RECEIVED
10/10 in SU when re-released on budget.
"Another excellent contribution to the arcade adventure
genre". 95% (CRASH #22, November 1985)
URL
ftp.dcc.uchile.cl/pub/OS/sinclair/snapshots/m/marsport.zip
GENERAL FACTS
NOTES