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FUTURE WARS WALKTHRU by Marci Rogers General: This game is so linear and so playable that everyone (and his dog) has not only finished it, but has written a walkthru (the dog is still working on one). Therefore, I'll keep this brief to avoid duplicating thousands--now that's a grim thought. There are really only two things to bear in mind. Timing is tricky in many sequences, and the storyline is lethal. In fact, if you're not careful, you will spend more time dead than alive, so SAVE EARLY, SAVE OFTEN!! Now, on with the show: Follow the instructions in the back of your manual for the opening sequence. You don't have a manual? Then get your clues somewhere else, Blackbeard! After your boss is all wet, enter the office and close (operate) the door behind you. Use the key on the cupboards until you find the one it fits, then read the number on the typewriter. Open the desk drawer and take the sheaf of paper, then examine the wall map. Use the red flag you found in the hole, and a secret passage will open. SAVE, then go down it. The roof will fall in (literally), so examine the control panel on the right and operate More[n,Y,=] each number separately using the combination you got froe typewriter. Whew, that drywall's close! However, you are still alive and can enter the lab, where you need to put the sheaf of paper in the slot on the machine. Now operate first the green and then the red button. Ignore the alarm, but don't dawdle, or you're dead! Grab the documents as soon as they print and head for the pillar of light. It's actually a teleporter, and you are sent back to.... Medieval Times: Right here, right now, SAVE, before you take even one step. You must stay on the green/brown squares only. Walk carefully west until you're within one square of the mosquitoes. Easy, don't rush. Zap them with the insecticide and the rest of the going west is easier. Search the ground carefully just before you leave the screen. Examine the gleam and take the pendant. Keep walking into the lake area. Don't waste your time with the mound (it's a red herring), and don't walk further west or you'll be mugged to death by monks; no, not hugged, mugged. Instead, go to the tree nearest the water and examine the branch and the trunk base. Take the rope and tie it to the branch, then climb up and nap until a local villager decides to go skinny dipping. Climb down and take his pants and tunic. Use them on yourself. There, you look positively serfish, so much so that the monks will have vanished. Now, that's what I call intuitive! You can show the pendant to the guard, but he'll only tell you to come More[n,Y,=] back later. Better not to bother, and simply walk up leo the screen with the mini-forest. Shake (operate) the tree and a coin will fall from the robe. You can't get the robe itself yet, so take the coin and go back to the inn. Give the coin to the innkeeper and listen to the conversations after he brings your food. As soon as you hear that the Lord's daughter is missing, go to the castle and show the pendant to the guard. You'll be taken to the Lord for an automatic sequence, during which you will, of course, agree to rescue the kidnapped lady. When you leave the castle, you'll find that the guard has conveniently dozed off (he doesn't work for your old boss) and you can grab his spear. Use it to get the monk's robe, which you can then use on yourself. Don't you just love costume parties. Now go south from the castle screen to the monastery. Goodness, what big teeth that wolf has! Fortunately, despite your hood, you're not little Red, and a careful examination of the beast will reveal his electric personality. The first thought that will pop into your head here is the correct one, but doing it is the problem. Return to the lake and SAVE! Now fill the plastic bag with water, move as fast as you can back to the wolf, and use the FULL bag on the it. This requires careful timing and will probably take several tries. Heavens, it's just shocking how you treat animals! After the More[n,Y,=] wolf's gone, cross to the monastery and SAVE. Inside you find the monks of the renowned Order of the Clockwise Motion. Better worship as they do, or you'll be their first sacrifice. Start by circling left to open the door on the left room. Enter and approach the monk near the cup, who will send you to Father Superior. Exit and CIRCLE right to the far right door, where you meet "Father Superior". Rasputin had nothing on this fake, but go when he sends you to get him some wine. The monk in the first room is now gone, so pick up the cup. Circle around to the door in the back wall, which is the wine cellar. Open it, and go down the stairs where you should examine the barrels until you find a full one. Operate it to fill the cup and return to "Father". He'll chew you out for getting the wrong thing, but he'll drink it anyway and pass out. Search him, get the remote control, and use it on the chest below the library shelves. Take the magnetic card that's inside, exit, and circle back to the wine cellar. Climb the ladder, examine the barrels, and then use the remote control on the empty one. Voila! Another secret passage. Enter it. You're in another lab, and look at that beautiful girl! Unfortunately, her make-up is absolutely plastic. Examine her area carefully and take the gas capsule on the floor, then examine the console. Use the magnetic card, and she'll be free not only to look More[n,Y,=] at you, but to take you out of there and into another autic sequence. Don't relax too much. Humanity is faced with a grim future and you're about to be part of it. Next stop.... 4135 A.D.: You've just dropped into a future wasteland, and it looks as if Lo'Ann stood you up. You're on your own in the rubble, so examine it closely, especially in the lower right until you find the empty blowtorch. Pick that up and proceed right to where you'll find more rubble, hiding a box of fuses and a manhole in the center. Open the manhole and go down. Welcome to the sewers, where you will not find the ghost of Jean Valjean, or even the Phantom of the Opera, but you will encounter a gas tap about three screens down. Use the blowtorch with it and keep walking. This isn't a maze; just follow the paths and you'll do fine. Quite soon you run into a mutant octopus threatening a mother and child. SAVE before you get close and then make it your latest flame. Mom will be so grateful that she'll open up an exit, which beats the heck out of candy and flowers at this point. Take it. Naturally, your exit will seal up the minute you use it and leave you before a sealed door. Never fear; your spear is here. Use it on the camera lens to enter the subway station. Examine the newspaper machine and the coin collector. Use the coin you find there in the coin slot. Gee, it works just like a real vending machine, so you More[n,Y,=] will have to repeat the process. Don't worry if you misur train while all this is going on. There are at least two, and they all go to the same place. Take the newspaper and board the car to the air terminal. This is a depressing place for someone as broke as you are. The attendant wants money and the security guard isn't about to move. Might as well go down to the loo, where the commodes are equally greedy and the fuses are exposed. Shame on them, but at least you get the chance to examine them and replace the ones that are burned out. When you return to the lobby, you find that the guard has found something to distract him. The attendant is still demanding, but you can get past her if you notice how vain she is. In fact, she powders her nose every other minute. Just stand close to the guard and wait until she looks in the mirror. Now use the escalator and board the plane for a comfortable ride--that is, if you don't mind kidnappings. The Crughons will take over your plane only a few minutes after you leave. This is automatic, so just wait until you wake up in the cell. Luckily, the Crughons are related to the aliens in Zak McKracken through generations of inbreeding, and they left you with everything in your inventory. Use the key on the grate, then SAVE. Toss the gas capsule into the opening and QUICKLY cover it with the newspaper. Wait until your cell door opens, and then go out. Your captors are More[n,Y,=] all dead, and, better yet, you're being rescued by humanMaybe not so good, since they arrest you as a spy, and order your execution, without even giving you a chance to save. In true adventure style, you're gasping your last when Lo'Ann shows up with the reprieve. Looks like she didn't stand you up after all, and you get to recover during another automatic sequence which details the Crughons' dastardly plan. Lo'Ann gets a bit carried away with all this and resolves to stop them single-handedly. You're not about to let her do it, since you're the hero, and, besides, she's the first decent date you've had in months. So you volunteer to accompany her, and it's off to.... Dinosaur Days: This time the transfer goes well, at least as well as you could expect, and you only have to navigate an easy outcropping to reach Lo'Ann. Take the weapon she gives you, and then SAVE THE GAME. You are about to go left into one of the obligatory arcade sequences which plague recent games. We are all suffering from the current belief among programmers and distributors that the only people playing computer adventures are teenage boys. Obviously, they never read polls or surveys, and the majority of adventurers are left grinding their teeth while yet another Amiga program attempts to present a great computer as a Nintendo. This trend is frustrating, infuriating, and even insulting, but we're stuck--so SAVE. The field below you More[n,Y,=] will be covered with Crughons who will start blasting moarily, and they will regenerate infinitely until you blast their commander off his floating platform. After that, you will simply have to clear out the current bunch. I use simply as a comparative term, since most folks who have worked their way through this part are now muttering to themselves about murders in Paris. (Individually, I didn't have that much trouble, but I was a real joystick jockey as a teen, and I was using a Golden Image mouse. This little device is basically a graphic artist's tool, and thus is very fast and VERY accurate. I'm not saying that it made the difference--no "sponsor's plugs", but I was through in three tries. The next lowest number I've heard is twenty- two, with more than thirty being average!) So prepare; you have been warned. After this ordeal is finally over, the last Crughon will, with his last breath, shoot Lo'Ann. You can't prevent this, although you can add a parting shot of revenge if you desire. Naturally, you need to help Lo'Ann immediately, so examine her. She's still alive, so search her again, and again. Come on, you know you've wanted to do this. The first search will equip you with an invisibility pill, and the second will turn up Lo'Ann's pendant, which you can use to send her back to the future (kind of a catchy title) for proper treatment. You need to go down to the Crughon ship. More[n,Y,=] When you do, you'll find a dead Crughon by the ramp. Se him, which won't be as much fun, but will give you a magnetic card. Now enter the ship and go to the cockpit. Use your card in the card reader and then open the cryocase in front. Take the garment and put it over the video camera. Move yourself to the case, SAVE in preparation for the next stage, then lie down. An automatic sequence will take you to.... Crughon Headquarters: Timing is absolutely vital in these next scenes and you will likely take several tries to succeed. As soon as the case opens, go to the back wall by the card reader. Ready the invisibility pill, but wait until the door is almost completely open on the Crughon guards before using it. Don't move until the second guard clears you, then go down the ramp. Don't head for the door. It's a dummy to trick you. Instead, go carefully forward past the guard and tuck in behind the crates on the left. There is just barely time to make it, and you can't bump a Crughon, but it CAN be done. Have patience. Once you're safely hidden, examine the crates until you find the one you can open. Hide in it, and you'll be taken to the cargo room. As soon as you emerge from the crate, Lo'Ann's pendant will chat you up and tell you the only way to defeat the Crughons. This involves hacking into the master computer, but, worse than that, it also More[n,Y,=] involves another of those nasty little arcade sequences.is one isn't as hard, but it's TIMED, so SAVE before you go out the door into.... Chutes & Ladders: Actually, it ought to be "shoot the ladders", because that's all there are, and this is NOT a fun game for children, or adults. I'll try to talk you through it as follows: When you are told to go "Right 1", you should actually leave the screen in that direction. However, a simple "right" means to remain in the same frame. The same will hold true for directions to the left, as the up and down directions are not confusing. So, here goes: Right 1, down, right 1, down, right and down, left 1, down, right 1, down, right and down. Left 1, down, down, left 1, down, down, down, down, right 1, up, up, right 1, up, up, up, then right and down, down, down, down, down. Left 1, down, right 1, down, left 2, down, right 1, and head into the computer room. Go as quickly as you can to the console in the upper left and use your card in the console. The pendant will take over from there, and you will have saved humanity. That's nice, but it doesn't do much for you. In order to preserve your piece of humanity, you must make it to the hangar before time runs out. If your time down was close to three minutes (my very best time after many runs was 2:35), save the game. More[n,Y,=] The hangar is not all the way back up. Aren't you glad have this walkthru and don't have to find that out the same way as the idiot who wrote it? To the hangar, it's back out and left 1, up, right 2, up, left 1, up, right 1, up, up, up, up, up. Left and down, down, down, left 1, down, down, left 1, up, up, up, up, right 1, up, left 1, up, and right into the door marked with the arrows. And now.... WINDOW WASHERS IN SPACE!! Congratulations. You get the girl, a better job, and hero status, while Future Wars gets yet another walkthru. Au revoir. Gfiles: X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X Another file downloaded from: The NIRVANAnet(tm) Seven & the Temple of the Screaming Electron Taipan Enigma 510/935-5845 Burn This Flag Zardoz 408/363-9766 realitycheck Poindexter Fortran 510/527-1662 Lies Unlimited Mick Freen 801/278-2699 The New Dork Sublime Biffnix 415/864-DORK The Shrine Rif Raf 206/794-6674 Planet Mirth Simon Jester 510/786-6560 "Raw Data for Raw Nerves" X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X