INDEX

Indiana Jones® and the Fate of Atlantis™ -

The Graphic Adventure

Quick Start Reference ...... 3

Instruction Manual...... 5

Maniac Mansion®2:

Quick Start Reference ...... 19

Instruction Manual ...... 23

Sam & Max Hit the Road™

Quick Start Reference ...... 29

Instruction Manual ...... 33 NEED ANY HELP? If you experience any difficulty loading or playing any of these superb adventures, simply give the U.S. Gold helpline a call on: 0121 326 6418 Lines are open from 9.00am to 5.00 pm Monday to Friday. Our Product Support Staff are waiting to take your call. No hints will be given out on this line. If you want to access our automated hint line, available 24 hour a day, 7 day a week, call: 0839-654123* ·calls ore charged at 39p per minute cheap rote, 49p per minute at all other times. if you ore under 18, get permission from the person who pays the phone bill before coiling. Service operated by U. S. Gold Ltd. Information correct at time of going to press: November 1994. Indiana Jones®and the Fate of Atlantis~

IBM® REFERENCE CARD Setting Preferences When loaded, the program will check to see if NOTE: To provide the most enjoyable playing you have a mouse driver or joystick installed, or experience possible, we designed this game to one of the supported sound boards, and will set take full advantage of the current state of the art: up the game appropriately. If you wish to over­ 256-colour graphics, many popular sound cards, ride these default settings, you may do so by and a mouse. The game can, however, be played adding the following letters (separated by with the minimal configuration of internal speak­ spaces) after typing atlantis when you start the er and keyboard. game: Getting Started First make backup copies of all disks and put a AdLib Music Synthesizer sounds the originals in a safe place. The disks are not s SoundBlaster sounds copy-protected, so to copy them, just follow the r Roland sounds instructions that came with your computer. Internal speaker Indiana Jones and the Fate of Atlantis will m MCGAgraphicsmode need at least 9.4 megabytes of hard disk storage v VGA graphics mode {plus approximately 50K per saved game). The mo Use mouse control game requires 540K of available RAM in order to Use joystick control run smoothly. k Use keyboard control (For clarity, the instructions given below For example, to start the game in MCGA assume that you are using the A drive. If you are graphics mode with AdLlb sounds, type: using drive B, substitute b: for a: and B> for A>. atlantisma The hard drive installation utility will also work from drive B.) Keyboard/Cursor Controls You can use a mouse for cursor control if you We have provided an installation utility that have installed a compatible mouse driver. Use will copy the program to your hard disk from the the left mouse button to select objects on the floppies included in this package. To run it, start screen for use in the sentence line, as well as to your computer, then insert Disk 1 in drive A, type select a line of dialogue in a conversation. Press a: and press ENTER the right mouse button to use a highlighted verb When you see the A> prompt, type the word with the object to which the cursor is pointing. install and press ENIER Answer the prompts When scrolling through your inventory, you can and follow the on-screen instructions.1bis will right-click on the up or down arrow to shortcut to install the game in a directory called atlantis on the top or bottom row of the icon·window. If you your hard disk. have both a ri}.ouse and a joystick installed, you may select one as your controller by holding To play the game from your hard disk, use down the CIR.Lkey and pressing m for mouse these commands: or j for joystick. You may also re-calibrate your Switch to the correct drive (for example, type joystick if the cursor is drifting across the screen c: and press ENIER). by centring the joystick and pressing CIRL j. For keyboard cursor control, use either the Type cd\atlantis and press ENIER (to arrow keys or the keypad. The ENIER (or 5) change to the correct direct directory). key corresponds to the left mouse button; the Type atlantis and press ENIER (to start the TAB key corresponds to the right mouse button. game).

3 Using the Keyboard in Fist fights If you'd ratheruse the keyboard to control Indy during a fist fight, press the - f-key to tum off the "fighting cursor" (pressing the-f-key again will re-enable the mouse or joystick) . Keyboard fighting is controlled by the following keys: H Indy is on the left Hlndy is on the right 7 8 9 7 8 9 Step back Block high Punch high Punch high Block high Step back 4 5 6 4 5 6 Step back Block middle Punch middle Punch middle Block middle Step back 1 2 3 1 2 3 Step back Block low Punch low Punch low Block low Step back To use the keyboard for fighting, you will need lo make sure the Num Lock key is off.

Keyboard Controls Save/Load Instructions All of the verbs used in the game can also be selected Press F1 when you want to save or load a game. Once by using keyboard commands. Each key corresponds to the save/load screen is displayed, you can move the cur­ one verb. Pressing the sor and click on SAVE, LOAD or PIAY. appropriate key once is equivalent to moving the cursor To SAVE: over the verb and pres ing the controller button. The keys Click on the SAVE option. The current list of saved are mapped as follows: games will be displayed in slots along the left side of the G P U screen. Click on the up and down arrows to scroll through Give Pickup Use the list; right-click on the up or down arrow to shortcul lo 0 L s the first or last save game sloL Select a slot by pointing the Open Look at Push cursor to it and clicking. Now you will be able to type a (Shove) new name for that slot or use the backspace key to change c T y the existing name. Press ENTER or click on OK to save Close Talk to Pull the game. Click on CANCEL if you have changed your (Yank) mind and do not wish to save it Note: In order for the keyboard controls to function To WAD: properly, the CAPS LOCK key must be off. Click on the LOAD option. The current list of saved games will be displayed in slots along the left side of the screen. Click on the up and down arrows to scroll Function and Command Keys through the list; right-click on the up or down arrow to Save or Load a Game Fl shortcut to the first or last save game slot Click on CANCEL ifyou have changed your mind and do not Bypass a Cut-Scene ESC or press both mouse/ wish to load a saved game, or select a slot by pointing or Exit Some joystick buttons al once. the cursor to it and clicking. Special Interfaces Warning: When you load a previously saved game it Restart a Game F8 will interrupt the game you are currently playing. Pause the Game SPACE BAR Sound Control: internal speaker sound board off softer on louder Message line Speed: Faster + Slower Mouse On CIRL m Joystick On CIRLj (Be sure to centre joystick first) Indiana Jones is a registered lrademark of Lucasfilm Ud. Indiana Exit Game ALTx, CIRL c, or ALT q Jones and the Fate of Atlantis"' & © 1992, 1993 l..ucasArts Entertainment Company. Used Under Authorization. All Rights Version Number CIRLv Reserved.

4 LucasArts Entertainment Company ~ Presents Indiana Jones and the Fate ofAtlantis About Indiana Jones figure out some of the puzzles. If you get stuck, you might need to solve another puz­ and the Fate ofAtlantis zle first or find and use an object. But hang in N Indiana Jones and the Fate ofAtlantis, you there and use your imagination ... you and I play the role of Indiana Jones, famed Indy will eventually discover the true Fate of archaeologist-adventurer, as he attempts to Atlantis! discover and explore long-fabled Atlantis. Nazi agents, eager to unleash the powers of Getting Started Atlantis against an unsuspecting world, are To START THE GAME please use the refer­ hot on Indy's heels ... or have they already ence card included with the game. It con­ passed him? tains all the instructions specific to your Here's where you come in: you direct the computer. actions of Indy (and, occasionally, his one­ Once you've started the program, a screen time colleague turned psychic, Sophia Hap­ will appear displaying three concentric lock­ good) in his search for Atlantis. Periodically, ing stones, arranged on a spindle. You will be Indy will be called upon to drive a car, ride a asked to align the locking stones to match the camel, pilot a balloon, operate a submarine, illustrations found in the margins A. and repair and use Atlantean machinery. of this manual. To do so, turn to ¥ When the time comes, check the appropriate the page indicated on-screen and Sun section below to learn how to operate each of check the referenced illustrations. (J. them. Click on the edges of each locking Moon If this is your first computer adventure stone until its alignment is correct. tr game, be prepared for an entertaining chal­ Once you have aligned all three I\ lenge. Be patient, even if it takes a while to stones, click on the central spindle. Volcano Th.is manual assumes that you are using a joystick or mouse. See your reference card for keyboard equivalents.

5 Playing the Game As THE STORY OPENS, Indy is searching Barnett College for a mysterious statue. At this stage, as Indy proceeds from room to room, you can examine an object more close­ ly - and in some cases, make use of it - simply by clicking on the item. Try dicking on the gargoyle in the foreground. After you've found the statue, Indy will return to his office, where the next part of the story will unfold in a "cut-scene." Cut-scenes are short, animated sequences - like scenes orichalcurn, n. (or 0 i0 kal'kum) [L orichal­ from a movie -which can provide clues and cum, mountain bronze: Gk. oros, a information. They're also used to show spe­ mountain, and chalkos, copper]: 1. a gold­ cial animated sequences, as when an unsus­ en-hued metal thought to be a primitive pecting jungle rodent helps Indy get rid of a form of brass, possibly in use among the snake. When you are viewing a cut-scene, early Greeks. 2 . a mythical substance of your cursor disappears and - for the unknown character. 3. a material first moment-you do not control events. described by Plato that "glittered like You begin directing Indy's actions as he fire." arrives in New York City. The display is divided into the following sections: THE AcrroN SCREEN is the largest part one or two nouns (objects). Some examples of the display. This is where the animated ofsentences you might construct on the Sen­ action takes place. Dialogue spoken by the tence Line are "Use whip with statue" or characters also appears here. "Use arrowhead with rag". Connecting THE SENTENCE LINE is directly below words like "on" or "with" will automatically the Action Screen. You use this line to con­ be inserted by the program. struct sentences that tell Indy what to do. A AVAIIABLE VERBS are listed in the lower sentence consists of a verb (action word) and left side of the display. To select a verb, posi-

6 I THE ACTION SCREEN 3 AVAIIABLE VERBS 2 THE SENTENCE LINE 4 THE INVENTORY lcONS

7 tion the rursor over the word and press the the right of the Verbs. At the beginning of left mouse/joystick button or the ENTER the game Indy's inventory is limited to what­ key. The game has a "quick-verb" feature ever he has retained from the first cut-scene. that highlights an appropriate verb when the When he picks up or is given an object to use cursor touches an interesting or useful during game play, an icon for that object is object on the screen. For example, when added to the Inventory. There is no limit to Indy is near a door that can be opened, posi­ the number of objects Indy can carry. When tioning the pointer over the door will high­ there are more than ten objects in the Inven­ light the verb Open. Pressing the right tory, arrows appear to the left of the icons. mouse/joystick button or the TAB key (to Click on them to scroll the icon window up emulate the right button) will use the quick­ or down. verb with the object, which in this case opens THE INDY QUOTIENT DISPIAY will help the door. Don't worry: this feature won't give you keep track of your progress through the away solutions to any puzzles. Keep in mind game. Press the Inventory /IQ Point key- i that even though a verb is highlighted, it may - to view your point totals. (See "Indy Quo­ not be the only way to use an object. Try the tient (IQ) Points" below for a full explanation other verbs as well! ofIQ Points.) NouNs (objects) can be selected in two To move Indy around, position the rursor ways. You may select a noun by placing the where you want him to go, and click. Notice cursor over an object in the Action Screen. that Walk is the default verb in the Sentence Many objects in the environment, and all Line - this is because moving around is usable objects in the game, have names. Ifan what Indy will be doing most often. object has a name, it will appear on the Sen­ tence Line when you position the rursor over lhings to Try in New York it. If no name appears for an object on the LOOK AT THE NEWSPAPER at the stand next screen, you can be sure that it has no door to the theater. Place the rursor over the significance other than as part of the back­ newspaper. You will notice that the verb Look ground. You may also select nouns by click­ at is highlighted. Press the right mouse/joy­ ing on them in the Inventory. stick button or TAB key and Indy will walk to THE INVENTORY ICONS are located to the newspaper and tell you what he sees. To

I

8 Explore the alley a bit further... maybe there's another way to get into the theater. Once you're in the theater, try to distract the stagehand. With him out of the way, you should have plenty of opportunity to try to attract Sophia's attention! The Paths AT A CERTAIN POINT in the game, you will find yourself back in Indy's office, with a decision to be made: should you persuade Sophia to continue with Indy on your search (the Team path)? Do you want to proceed on pick up the newspaper, select the verb Pick your own, using your intellect to overcome up by placing the cursor over the verb and the obstacles in your way (the Wits path)? Or pressing the left mouse/joystick button or would you rather spice up your quest with a the ENTER key. Notice that the words "Pick little more action (the Fists path)? up" appear on the Sentence Line. Position There are three ways to proceed from this the cursor over the newspaper and press the point. The choice you make will influence left mouse/joystick button or the ENTER the course of the story. While the Team, Wits key. This completes the sentence "Pick up and Fists paths cross one another at times, newspaper" on the Sentence Line. If Indy is many of the puzzles and their solutions - as not already standing by the newspaper, he well as the places you can visit - will be dif­ will walk over to it and pick it up. The news­ ferent. The paths re-converge when you paper's icon will be added to your inventory. reach Atlantis. Open the theater's back door. See if you We suggest you reserve a Save Game slot can talk your way past the doorman without for this decision (see Game Controls below, getting into a fistfight (see the section enti­ to learn how to save your game). That way, tled "Talking to Characters" for more infor­ once you've successfully completed the path mation - and the section entitled "Fight­ of your choice, you can return to the point of ing" ... just in case). decision to sample a different path.

9 Special Interfaces Occasionally, you may find yourself unable to resist a particularly amusing state­ OCCASIONALLY, YOU WILL FIND the stan­ ment. Keep in mind that, just as in real life, dard interface replaced by specialized con­ some of Indy's wisecracks can lead to trou­ trols: ble. Fortunately, in Indiana Jones and the Fate Talking to Characters of Atlantis, you can save a game before sur­ THERE ARE PLENTY OF CHARACTERS in the rendering to temptation ... game with whom you can converse. Nearly everyone Indy meets will have something to Fighting say, whether friendly or unfriendly ... helpful, REMEMBER, PICKING A FIGHT is danger­ or unhelpful! Often, you can talk with some­ ous. Losing can lead to the game's abrupt one and then return later for new informa­ end. If you choose the Action Path, you will tion. find it necessary to fight your way out of sev­ In a conversation, you select what Indy eral situations. says from the list appearing at the bottom of NOTE: In most cases, you can "sucker the screen. Just dick on the phrase you want punch" your opponent and win the fight (see him to say. Of course, your choice will affect your reference card for the appropriate key how other people respond. And, as conversa­ on your computer). Keep in mind that you tions continue, you may be presented with a don't get IQ Points for using this option. new array ofdialogue choices. Notice the displays for Health and Punch

10 past his opponent's defenses. Each enemy has his own individual strengths and weak­ nesses. To punch your opponent, position the cursor on him (either High, Middle or Low) and press either mouse button (you can switch to keyboard control for fistfights, if you wish - see your reference card fo r details) . Indy also has some defensive moves. His opponents often set their fists a moment Power, both for Indy and, below that, for his before they try to punch. If you watch for this opponent. If either combatant is hit, his and have Indy block at the same level - by Health decreases. When Health drops to a positioning the cursor on Indy (either High, dangerous level, the display will change to a Middle, or Low) and clicking - you can suc­ warning yellow. When the drop in Health cessfully block the punch. Also, Indy can becomes critical, the display will become red. step back to increase the distance between When a combatant's Health is entirely used himself and his opponent . This can be used up, he will be knocked unconscious. If Indy to buy a little time for Indy to recover some of rests between fights, he will "heal" and his his Punch Power. If you don't like the way Health Power will return to normal. the fight is going, you can make your escape The Punch Power display shows how by repeatedly backing Indy away from his powerful Indy's swing will be. Each time opponent. Indy tries to hit, his Punch Power takes a few The Lost Dialogue of Plato moments to build back up to its maximum. KEY PAGES IN Plato's Lost Dialogue have If Indy swings again too quickly, he will not been marked by paper clips. To turn to a hit with maximum power. Of course, it may marked page, simply click on the appropri­ be more important to keep his enemy off bal­ ate paper clip. To close the book and return ance than to hit for maximum effect. Indy to the game, click anywhere else on the can punch High, Middle, or Low, to try to get screen (or press the ESC key).

11 Camel loon's altitude: to ascend, drop ballast; to UsE THE MOUSE to direct your camel descend, open the vents. To land at a point of through the desert. Try to keep rock outcrop­ interest, maneuver the balloon over the site pings between yourself and trouble - if and keep venting hydrogen until you're back you're caught, you're apt to wind up back in on the ground. the city. Automobile Balloon SHOULD MONSIEUR TROTIIER fall into the WHEN YOU'RE FLYING the balloon, you'll hands of Nazi agents, it will be up to you to have to contend with prevailing winds, rescue him. The Nazis drive fast, but their which shift direction whenever you change sense of direction is weak. Use the mouse to altitude (the weather vane in the lower right maneuver through the streets of Monte comer of the screen indicates your current Carlo as you attempt to intercept the Nazis' heading). Up- and downdrafts can also affect car. the course ofyour flight. Use the cursor to identify points of inter­ Surveyor's Instrument (Transit) UsE THE IARGER left and right knobs for est at which you might want to land. Use the coarse control; fine-tune the alignment on-screen verbs or the right and left using the smaller middle knobs. mouse/joystick buttons to control the bal- Submarine THERE ARE FOUR CONTROLS on the sub­ marine; on the Team Path, you'll have to find each one and learn how to use it. From left to right, they control: Depth Click at the top to ascend; at the bottom to descend. To level off, center the lever. Steering Click to the left or right of the wheel to turn the submarine 180° left or right (the sub will move nearer and farther away as you tum).

12 Direction After zeroing the sub's engine Save/Load Game function key any time after speed, click here to reverse the engines. the game has begun. Speed Click near the top to increase NOTE: during close-ups the Save/Load engine speed; near the bottom to decrease Game function may not operate. speed. The lowest setting will stop the sub­ To bypass a cut-scene, press both marine dead in the water. mouse/joystick buttons at once, or press the Atlantean Machinery ESC key. See your computer reference card EVEN THE WONDROUS MACHINERY of for details. After you've played Indiana Jones Atlantis is vulnerable to the ravages of time. and the Fate of Atlantis several times, you Here's your chance to restore some of it to may want to use this function to skip over good working order: the parts that you've col­ scenes you have seen before. lected will be arrayed at the bottom of the To restart the game from the beginning, screen. The remainder of the screen shows press the key indicated on your reference the interior of a sentry statue. To pick up a card (F8 on most computers). part, click once on it with the left mouse but­ To pause the game, press the SPACE ton: it will now follow the cursor around the BAR. Press it again to resume play. screen. Position the part over one of the To adjust the speed of the Message Line to pegs, then click the left mouse button again suit your reading speed, press the keys indi­ to install it on the peg. When you have a part cated on your reference card (+and - on selected, clicking the right mouse button will most computers). When you've finished de-select it. reading a line of dialogue, you can press the Done key (the period - . - on most corn- . Game Controls puters) to clear the line and proceed. To SAVE YOUR PROGRESS in a game, Use the keys indicated on your reference enabling you to tum the computer off and card to adjust the sound volume (open and start again later in the same place, simply close braces - [ and ] - on most comput­ press the Save/Load Game function key (F1 ers). If you are using the internal speaker, on most computers - see your Reference these controls will tum the sound off and on. Card for more information). If your sound card has a volume control, To load a game you have saved, use the make sure it is set higher than level i:ero

13 before using the keyboard controls to fine­ three paths, is 1000. You score IQ points tune the volume level. when you solve puzzles, get past obstacles, or find important objects. Your IQ points are Indy Quotient (IQ) Points saved when you finish a game, save a game, PRESS THE Inventory/IQ Point key-i­ or load a game. When you start a new game to switch from the inventory icons to the IQ you will have no IQ points until you load or Points display (pressing the key again, or save a game. clicking in the display area, will return you to the inventory). The Path designation will be Our Game Design "None" until you have passed the point in Philosophy WE BELIEVE THAT YOU buy games to be entertained, not to be whacked over the head every time you make a mistake. So we don't bring the game to a screeching halt when you poke your nose into a place you haven't visited before. Keep in mind, though, that Indiana Jones is an adventurous character who often finds himself in dangerous situa­ tions. We try to make it clear, however, when you're about to get yourself into a tight spot. Save the game when you think you may be entering a dangerous area, but don't the game in which you make the Path deci­ assume that every wrong step will result in sion (described in "The Paths" above) . The death. Usually you'll get another chance. number labelled Current measures how well you are doing in the current game. The num­ A Few Helpful Hints ber labelled Total measures how well you ~ Pick up everything you can. Odds are, have done in all the games you have played to at some point all those strange things will that point. The maximum Total score, ifyou serve some purpose. solve every variation of every puzzle on all If you get stuck and can't figure out

14 how to proceed, try looking through all the items you've found and thinking about how each one might be used (perhaps with yet another item in your inventory). Think about the places you've gone, and the people you've met. Chances are there will be a connection that'll put you back on track. io- When you're with Sophia, she might have some good ideas on how to proceed. There is more than one way to solve

Bibliography BELIEVE ITOR NOT, Plato really did invent the story of the lost continent of Atlantis. Ifyou're interested in learning more about the lore of Atlantis, you might start with the following: DE CAMP, L. SPRAGUE. Lost Continents. Canada: Dover Publications, 1954. DONNELLY, IGNATIUS. Atlantis: The Antediluvian World. New York: Gramercy, 1985. M ucK, Orro. The Secret ofAtlantis. New York: Times Books, 1978. GRUNWALD, HENRY ANATOLE, ed. in chief. Mystic Places, New York: Time Life Books Publishing, 1987. PELLEGRINO, CHARLES. Unearthing Atlantis: an Archaeological Odyssey. New York: Random House, 1991. PLATO. Timaeus and Critias. In The Dialogues ofPlato, trans. Benjamin Jowett. New York: Random House, 1937. VITALIANO, DOROTHY B. Legends ofthe Earth: Their Geologic Origins. Bloomington: Indiana University Press, 197}

15 NOTICE : LucasArts Games (a division of LucasArts AND PERFORMANCE OF THE SOFTWARE, Entertainment Company) reserves the right to make DISKETTES AND DOCUMENTATION IS ASSUMED BY improvements in the product described in this manual at YOU. IN NO EVENT WILL LUCASARTS GAMES BE any time and without notice. LIABLE TO YOU OR ANYONE ELSE FOR ANY CON SE· The enclosed software product and this manual are QUENTIAL, SPECIAL. OR INDIRECT DAMAGES copyrighted and all rights are reserved by LucasArts Enter· RESULTING FROM POSSESSION, USE, OR MALFUNC. tainment Company. No part of this manual or any of the TION OF THIS PRODUCT, INCLUDING WITHOUT accompanying materials may be copied, reproduced, or LIMITATION, DAMAGE TO PROPERTY AND, TO THE translated in any form or medium without the prior written EXTENT PERMITTED BY LAW , DAMAGES FOR PER­ consent of LucasArts Entertainment Company. SONAL INJURY, EVEN IF LUCASARTS GAMES HAS LucasArts Games warrants to the original consumer BEEN ADVISED OF THE POSSIBILITY OF ANY SUCH purchaser that the diskettes furnished in this product will DAMAGES OR LOSS. SOME STATES DO NOT ALLOW be free from defects in materials and workmanship (as LIMITATIONS ON THE DURATION OF IMPLIED WAR· RANTIES AND/ OR THE EXCLUSION OR LIMITATION evidenced by your receipt). lf any diskettes supplied as OF INCIDENTAL OR CONSEQUENTIAL DAMAGES, part of this product prove to be defective, and provided AND THUS THE PRECEDING LIMITATION AND/OR that the consumer purchaser returns the media to U .S. EXCLUSIONS AND LIMITATIONS MAY NOT APPLY Gold Ltd. in accordance with the instructions in the TO YOU . THIS WARRANTY GIVES YOU SPECIFIC following paragraph, U.S. Gold Ltd. will replace any LEGAL RIGHTS , AND YOU MAY HAVE OTHER defective diskettes free of charge. RIGHTS DEPENDING ON THE LAWS IN YOUR STATE. To obtain a replacement diskette, please return the YOU AGREE THAT THE LIABILITY OF LUCASARTS diskette only, postage prepaid, to U.S. Gold Ltd., at the GAMES ARISING OUT OF ANY KIND OF LEGAL address below, accompanied by a statement of the defect, CLAIM (WHETHER IN CONTRACT, TORT, OR OTHER­ and your name and return address. WISE) WILL NOT EXCEED THE AMOUNT YOU ORIG!· NALLY PAID FOR THE USE OF THIS PRODUCT. THE SOF1WARE, DISKETTES, AND DOCUMENTA· TION ARE PROVIDED "AS IS ." THERE IS NO WAR· U.S. Gold Ltd., Units 2/3 Holford Way, H olford, RANTY OF MERCHANTABILITY, NO WARRANTY OF Birmingham B6 7AX . FITNESS FOR A PARTICULAR USE, AND NO OTHER Indiana Jones is a registered trademark of Lucasfilm WARRANTY OF ANY KIND, EITHER EXPRESSED OR Ltd. LucasArts Games is a trademark of LucasArts Enter· IMPLIED REGARDING THE SOF1WARE, DISKETTES, tainment Company. iMUSE, patents pending, Indiana OR DOCUMENTATION, EXCEPT AS EXPRESSLY PRO· Jones and the Fate of Atlantis and SCUMM ™ & © 1992 VIDED IN THE PRECEDING PARAGRAPH. ACCORD· LucasArts Entertainment Company. Used under autho­ INGLY, THE ENTIRE RISK AS TO THE USE, RESULTS rization. All rights reserved.

16 Development Team Indiana Jones Theme Music Composed Story and Design by Hal Earwood by John Williams & Original Music and Arrangements by Produced by Shelley Day , Peter McConnell, and Project Led by Hal Earwood Michael Z. Land Programmed by Michael Stemmle, Music Re-Orchestration by Robin Goldstein Ron Baldwin, Tony Hsieh, , and J. Anthony White and Bret Barrett Lead Tester: Wayne Cline Additional Programming by Quality Assurance by Howard Harrison, Kalani Streicher Tabitha Tosti, Patrick Sirk, Kristina Lead Artist: William L. Eaken Sontag, David Maxwell, David Wessman, Background Art by James Alexander Dollar, Bret Mogilefsky, and James Hanley Mike Ebert, and Avril Harrison Additional Testing by Jo Ashburn, Lead Animator: Collette Michaud Leyton Chew, Justin Graham, Animation by Avril Harrison, Anson Jew, Chip Hinnenberg, Kirk Lesser, and Jim McLeod Ron Lussier, Eli Mark, Dave Popovich, Additional Art and Animation by Mark J. Jon Van, and Ezra Ferrari, Sean Turner, Martin "Bucky" Music Produced by Peter McConnell Cameron, and Brent E. Anderson Sound Effects by J. Anthony White, Robert Marsanyi, and Clint Bajakian SCUMM"' Story System by , Arie Wilmunder, Brad P. Taylor, and Vince Lee iMUSE'" Electronic Music System by Michael Z. Land and Peter McConnell

17 Packaging Direct Sales Manager: Jo Ellen Reiss Product Marketing Manager: Robin Parker Direct Sales Representatives: Rita Bullinger­ Manual and Hint Book by Judith Lucero Allen, Wendy P. Judson, Kerre Mauel, Package Design by Soo Hoo Design and Gabriel McDonald Manual Design by Mark Shepard Product Support Supervisor: Khris Brown Package Illustration by William L. Eaken Product Support by Erin Collier, Necklace Model by Milton Williams Mara Kaehn, and Livia Mackin Computer Systems Supervisor: The Staff ofLucasArts Games: James Wood General Manager: Doug Glen Computer Support by Thomas J. Caudle Director of Development: Kelly Flock and Randy Spencer Associate Director of Development: Administrative Support by Annemarie Lucy Bradshaw Barrett, Meredith Cahill, Jo Donaldson, Director of Business Operations: Lex Eurich, Deborah Fine, Michele Jack Sorensen Harrell, Brenna Krupa Holden, Marcia Manager of Planning and Analysis: Keasler, Erin Kelly, Liz Nagy, Debbie Steve Dauterman Ratto, Andrea Siegel. and Dawn Yamada Public Relations Manager: Sue Seserman Marketing Assistant: Marianne Dumitru Special thanks to George Lucas International Coordinator: Lisa Star and Steven Spielberg

18 Maniac Ma:n.sio:n"" 4: -Oay of tke. 're.zitacle~ quick Start Eeferez1ce

G.£-rrINa S-r.AE."r£'D Note: We recommend that you first make backup copies of all disks and put the originals in a safe place. The disks are not copy-protected, so to copy them just follow the instructions that came with your computer. To install Day of the Tentacle to your hard disk from the floppies included in the package, boot your computer, then insert Disk 1 in drive A, type a: and press ENTER. (This utility will also work from drive B). When you see the A:\>prompt, type the word install and press ENTER. Follow the on-screen instructions to install Day of the Tentacle on your hard drive. To play the game from your hard disk use these commands: Switch to the correct drive (for example, type c: and press ENTER). Type cd\dott and press ENTER (to change to the correct directory). Type dott and press ENTER (to start the game). S.£-r-rwa ?E.£~£E.£Nc.£s When loaded, the program will check to see if you have a mouse driver or joystick installed, or a AdLib;' or SoundBlasrer~ sound board, and will set up the game appropriarely. Ifyou are using a Roland~ or General MIDI sound board and have the Roland/General MIDI music upgrade, you must tell the computer by typing dott r or dott g. Ifyou wish to override these default settings, you may do so by adding the following letters (separated by spaces) after typing dott when you start the game: a AdLib I SoundBlaster music r Roland music g General MIDI music m Use mouse control j Use joystick control k Use keyboard control t Text mode (this will turn off all digitised sound & speech) s220n/8 Set SoundBlaster address/int/k bufsize For example, to start the game with AdLib sounds and using a joystick, type: dott a j KtiBO.AE.D/c. tlE.SO& GoN-r&oLs You can use a mouse for cursor control if you have installed a compatible mouse driver. Use the left mouse button to select objects on the screen for use in the senrence line, as well as to select a line of dialogue in a conversation. Press the right mouse button to use a highlighted verb with the object to which the cursor is pointing. Ifyou have both a mouse and a joystick installed, you may select one as your controller by holding down the CTRL key and pressing m for mouse or j for joystick. You may also re-ealibrate your joystick if the cursor is drifting across the screen by centring the joystick and pressing CTR.Lj. For keyboard cursor control, use either the armw keys or the keypad. The ENTER (or 5) key corresponds to the left mouse butt.on; the TAB key corresponds to the right mouse button. All of the verbs used in the game can also be selected by using keyboard commands. Each key corresponds to one verb. Pressing the appropriate key once is equivalent to moving the cursor over the verb and pressing the controller button. The keys are mapped as follows:

19 Day of the Tentacle (the old one) G p u Q w E R T Give Pick up Use Push Open Walle New Turn to kid on 0 L s A s D F G Open Look at Push Pull Close Pick up Unlock Turn (Shove) off c T y z x c v B Close Tall!: to Pull Give Read Whatis Use Fix (Yank) Other keyboard commands: Day of the Tentacle: 1 - Switch to Hoagie ru:Nc.-r10N AND 2 - Switch to Bernard C..OM.M.AlJD °KdS 3 - Switch to Laverne Save or Load a Game Fl or F5 Note: When talking with a character, keys 1-6 will select the Bypass a Cut-Scene ESC different dialogue choices, 1 being the top choice and or press both mouse/joystick 6 being the bottom choice. buttons at once. Restart the Game F8 Maniac Mansion (the old one): Pause the Game SPACE BAR U Scroll inventory list up, Sound Control (music only): I Select upper left inventory item, [ softer 0 Select upper right inventory item, ] louder J Scroll inventory list down, Message Line Speed: K Select lower left inventory item, Faster + L Select lower right inventory item. Slower - Fl, F2, & F3 - Switch kids Clear dialogue line . (period) Mouse On CTRL m Joystick On CTRLj (Be sure to centre joystick first.) Day of the Tentacle requires about 570k of free memory to run Toggle text on/off CTRL t (with 2 megs of EMS RAM it'll work with as low as 530k, but more is always better). If your computer does not have sufficient memory Exit Game (without saving) to run Day of the Tentacle, the game will alert you after starting. ALTxorCTRLc You can still play the game, but your hard drive will be accessed Version Number CTRL v more frequently. This activity could cause certain parts of the game to slow down noticeably. If this happens, quit the game (save game first!) and try to free up more memory by removing any terminate-and-stay-resident programs you have installed. See the Troubleshooting section for additional details. SA.Ve/LOAD ws-r,E:tJG'I'IONS Press Fl or F5 when you want to save or load a game.. Once the save/load screen is displayed, you can move the cursor and click on SAVE , LOAD, PLAY (to return to the game as it was before you pressed Fl) or QUIT (to quit the game). To SAVE: Click on the SA VE option. The current list of saved games will be displayed in slots along the left side of the screen. Click on the up and down arrows to scroll through the list; right-click on the up or down arrow to shortcut to the first or last save game slot. Select a slot by pointing the cursor to it and clicking. Now you will be able to type a new name for that slot or use the backspace key to change the existing name and save over a previously saved game. Press ENTER or click on OK to save the game. Click on CANCEL if you have changed your mind and do not wish to save it. To LOAD: Click on the LOAD option. The current list of saved games will be displayed in slots along the

20 left side of the screen. Click on the up and down arrows to scroll through the list; right-click on the up or down arrow to short.cut to the first or last save game slot. Select a slot by pointing the cursor to it and clicking. Click the cursor on OK to load the game, or CANCEL if you have ·changed your mind and do not wish to load it. Warning: Loading a previously saved game will cause you to lose the game you are CUITently playing. Ifyou think you will want to return to the game as it was before you pressed Fl, be sure to SAVE the game before LOADing a different one. ':r.&OUBL£Si!OO'r!Na This section will provide you with some solutions to gamers' most common technical problems. If you are having difficulty getting Day of the Tentacle up and running, please refer to this section and the game's README file before contacting technical support. Chances are they will help you out. Memory Concerns This game requires at least 570k free base RAM in order to run. It will recognise up to 2 megs EMS RAM but does not require it. With EMS properly configured, Day of the Tentacle can run with as little as 530k free base RAM. If you are using DOS 5.0, you may utilise its ability to load certain RAM resident programs "high" to free up base memory. Refer to the original Microsoft documentation for further information. You may also make a boot disk with DOS 5.0 that will set up the optimal configuration for running this game. To make a boot disk, please follow the instructions below, using the underscore ("_") to denote a space: 1. Insert a brand new unformatted high density floppy disk into the A: drive. 2. At the C: prompt, type: format_a:_/s 3. At the C: prompt, type: copy_command.com_a: 4. At the C: prompt, type: a: 5. At the A: prompt, type: copy_con_config.sys files=20 buffers=20 6. Press the "control" and "z" key at the same time. 7. At the A: prompt, type: copy_con_autoexec.bat prompt=$p$g path=c:\;c:\dos 8. Press the "Control" and "z" key at the same time. You should add to the boot disk relevant files for your particular sound card and mouse to ensure you will receive full support from these peripherals. Day of the Tentacle's configuration program is not compatible with ANSLSYS, so ensure that this program is NOT loaded as part of your CONFIG.SYS. Please note that the instructions above are meant for un-compressed hard drives. Boot your machine with this disk in the A: drive and it will come up with the maximum amount of memory possible. DOS 6.0 includes a memory management utility called MemMaker. It will assist you in freeing up as much free RAM as possible. Please refer to your original Microsoft documentation for further information and instructions. Compression Programs This game was designed to run optimally on an un-compressed hard drive. If you do choose to compress your hard drive, the game's performance could be affected in various ways. These effects may vary depending upon which compression program you choose to run. Sound Cards If you are experiencing problems with your sound card, try running the diagnostic software that came with your card. Most sound card problems are due to configuration errors. If you are using a sound card that is not listed on the system sticker on the outside of the box, or are running a sound card in emulation mode, your sound may not perform optimally. Sound card performance will also be affected if you do not have enough free memory. Please be certain that you meet the minimum requirement for free RAM. Mouse Setup If you are having difficulty with your mouse, please be certain that its device driver has been installed and loaded properly. Windows and other software packages often have built-in mouse drivers that will not function outside of their own environment. Most mouse drivers can be loaded by typing "mouse" or a similar command at the C: prompt. Please consult the original documentation that came with your mouse to find more information about enabling commands. Erratic behaviour in a mouse may also be due to a hardware conflict or incompatible mouse driver. Please check with your mouse's manufacturer to be certain you are using the most recent mouse driver version.

21 'I' .£C..lfNIC...AL .A_SSIS'rA}J"C...£ Please be certain you have read and checked each section of the troubleshooting guide before calling Technical Support. Although we are more than happy to assist you, we often find that many problems can be solved by simply checking the above section and the game's READ ME file. Please also be aware that due to the millions of software and hardware configurations possible, you may still have to refer to your computer dealer, hardware manufacturer, or software publisher to properly configure their product to run with our game. When you call, please be either sitting in front of your computer or have a complete and detailed list of your machine's current software and hardware configuration so that we may more readily assist you. Our technicians may be reached at 0121 326 6814 and are on duty from 9:00am to 5:00pm Monday through Friday.

Day of the Teotacle ™and C> 1993 LucasArts Enlertainment Company. Ueed Under Authorization. All Rights Reserved. Maniac Mansion is a registered trademark of Lucasfilm Ltd. The LucasArts logo is a registered trademark of LucasArts Enlertainmeot Company. LucasArts is a trademark of LucasArts Entertainment Company. Ueed Under Authorization. IBM is a registered trademark oflnternational Business Machinea. LucasArts Enlertainment Company, P.O. Box 10307, San Rafael, CA 94912, U.SA Manufactured and distributed under license by U. S. Gold Ltd., Units 213 Holford Way, Holford Birmingham B6 71\X.. Tel: 0121 625 3366.

22 .About M.a.%1.ia.C M.a.%1...Sio%1.® 4: "Day of the 're%1.ta.cle·- he trouble began when Purple Tentacle drank that pesky toxic waste. Once evil but harmlessly slow-witted, he became an evil super-genius, bent on WORLD DOMINATION! 'I'His creator, :fidgety mad scientist Doctor Fred Edison, realised the threat to all humanity and captured Purple Tentacle, along with his good-natured brother Green Tentacle, and plans to have them put to sleep. Bernard, the computer geek with a heart of gold, must free his old friend Green Tentacle! But at what cost? This time, he may be in over his head. His room mates Hoagie, a heavy metal roadie, and Laverne, a slightly twitchy medical student, are along to help, unaware of what lays in store. Time travel, tax evasion, talking horses, beauty pageants, skunk-tossing, and even a little clown-fu-an adventure spanning four-hundred years- all crammed into one fateful night. They were relaxing at home when the hamster knocked on the door ... Stopping this menace is up to you! You direct the actions of all three kids, cavorting though time in a frantic quest to return to yesterday and stop this Tyrannical Tentacle before he can even get started on his promise to make the world bow down to ... The Day of the Tentacle! If this is your first computer , be prepared for an entertaining challenge. Be patient, even if it takes a while to figure out some of the puzzles. If you get stuck, you might need to solve another puzzle first or find and use a new object. Stick with it and use your imagination ... you and the Gang will eventually prevail! Copy 'Protection For those of you playing from a Compact Disc, ignore this section. It never happened. It doesn't exist. These aren't the droids you're looking for. Move along. After exploring the mansion a bit, Dr. Fred will ask you to complete the plans for his Super Battery by entering the correct proportions of its ingredients. Find the right patent number in this manual (they're in numerical order for you rocket scientists) and match the beaker levels and crouton positions. Click on the level lines on the beakers for the proper amounts of oil and vinegar, and click on the ends of the toothpicks to either place or remove a crouton. Don't lose your manual! Without it, you won't be able to play the game. Ifyou lose the manual, you may purchase another from U. S. GOLD Ltd. Call 021 625 3366 for more information. Of course, if you have lost your manual, you have also lost this phone number. For your convenience, it also appears in the README file.

?laying the aa.711e To start the game on your computer, please use the computer reference card included with the game. It contains all the instructions specific to your computer.

As the story opens, Bernard and his friends are hanging out at the house when a little hamster shows up with a note. These non-interactive sequences are known as "cut-scenes" - short, animated sequences, like scenes from a movie - which can provide clues and information about the characters. Cut-scenes are also used to show special animated sequences, such as when Bernard gives Oozo the Clown a bop on the nose. When you are viewing a cut-scene, you do not direct the action.

23 You begin directing Bernard's actions as soon as he sends Hoagie and Laverne off to search the rest of mansion. The screen is divided into the following sections: The Animation Window is the largest part of the screen and is where the animated action takes place. Dialogue spoken by the characters, as well as game-related messages, also appear here. Available verbs are listed in the lower left-hand comer of the screen. To select a verb, position the cursor over the word and press the left mouse/joystick button or the ENTER key. You can also use a verb's "hot key" to select it (check your Ref Card for these keys). The interface you use to play the game has an "auto-highlight" feature that highlights an appropriate verb when the cursor touches an interesting or useful object on the screen. For example, when Bernard is near a door that can be opened, positioning the pointer over the door will highlight the verb Open. Pressing the right mouse/joystick button or the TAB key will use the highlighted verb with the object, which in this case opens the door (don't worry: this feature won't give away solutions to any puzzles). Keep in mind that 1 even though a verb is highlighted, that one verb may not be the only way to use an object. Try the other verbs as well! \ The Sentence Line is directly below the Animation Window. You use this line to construct sentences that tell the kids what to do. A sentence consists of a verb (action word) and one or two nouns (objects). Some examples of sentences you might construct on the Sentence Line are "Use text book with pay phone" or "Use flier with Chuck the Plant". Connecting words like "on" or "with" will automatically be inserted by the program. Once you've selected a verb, objects can be selected in two ways. You may select an object by p lacing the cursor over it in the Animation Window and clicking. Many objects in the environment, and all usable objects in the game, have names. If an object has a name, it will appear on the Sentence Line when you position the cursor over it. If no name appears for an object on the screen, you can be sure that it has no significance other than as part of the background. You may also select nouns by clicking on them in the Inventory (see next paragraph). When an object is selected that can be used with another object (from either the Animation Window or the Inventory), the cursor will become that object. To use the object with another, simply place the object over the target object and click your left mouse button. For example, if you want to use the textbook with lever, click on the verb USE, then click on the textbook in your inventory. The cursor is now a textbook. Place the textbook over the lever and click. As an extra shortcut for your convenience, clicking with the left mouse but­ ton on any object in your inventory will automatically default to the verb USE. Isn't that thoughtful? The Inventory icons are located to the right of the Verbs. At the beginning of the game the kids' inventory is pretty slim pickings. When they pick up or are given an object to use during game play, an icon for that object is added to the Inventory. There is no limit to the number of objects they can carry. When there are more than six objects in the Inventory, arrows appear to the left of the icons. Click on them to scroll the icon window up or down. To move the kids around, simply point the cursor where you want them to go, and click. Notice that Walk to is the default verb in the Sentence Line - this is because moving around is what the kids will be doing most often. U.si:ng the Kid..s You'll begin the game controlling only Bernard, but as the game progresses you will gain control of the other two kids; first Hoagie, then Laverne. You'll know when this happens because their faces will flash on the far right side of the screen, next to the Inventory zone. Once their picture has appeared, you can switch from kid to kid by simply clicking on the face of the kid you want to control. To transfer an object from one kid to another, you must "flush" it through time using the Chro-0- John. There are two ways to do this. First, you can walk all the way to the Chron-0-John and place the object inside. Next click on the kid you want to receive the object. Walk that kid all the way to his or her Chron-0-John and pick up the item inside. A lot of work, you say? No problem. The fastest way to transfer items is to simply click on the item you want to give, and click on the picture of the kid you want to give it to. Presto, Chango! Pretty slick, huh?

24 'I'.h.ing.s to 'I'ry i:n t.h.e. M.a:n.sio:n While Hoagie and Laverne are searching the rest of the mansion, let's take a look around. Hmm... that pink blob on the floor looks int.eresting. Place the cursor over it. Notice that the verb Look at is highlight.ed. Press the right mouseljoystick button or TAB key and Bernard will walk to the blob and t.ell you what he sees. A genius of Bernard's calibre knows that all things may come in handy: try to pick up the gum with a dime stuck in it. Select the verb Pick up with the cursor by pressing the left mouseljoystick button or the ENTER key. Notice that the words "Pick up" appear on the Sent.ence Line. Position the cursor over the gum and press the left mouseljoystick button or the ENTER key . This complet.es the sent.ence "Pick up gum with a dime stuck in it" on the Sent.ence Line. If Bernard is not already standing by the gum, he will walk over to it and try to pick it up. lfit can be picked up, an icon will be added to your inventory. To commence your exploration of the Mansion, walk to the right edge of the screen. While there are a number of areas which you will wish to investigat.e, let's start with Dr. Fred's office: walk to the door found to the right of the Animation Window. Look around by moving the cursor around and noting the objects that highlight. Pick up everything you can. Try all the verbs with it.ems you can't pick up at first. Try looking behind the portrait. Here's one of many obstacles that will be strewn in the kids' paths.. . 'I'alki:ng to C..h.aracte.r.s There are plenty of charact.ers in the game with whom you can converse. Nearly everyone the kids meet will have something to say, whether friendly or unfriendly.. .helpful , or unhelpful! Often, you can talk with someone at one point in the game, and then return to him or her lat.er to get new information. What you learn and discover in another area may open more conversational topics with someone to whom you've previously spoken. To talk with charact.ers, position the point.er on them and press the right mouseljoystick button or the TAB key to use the Talk to verb automatically, or select Talk to from the verb zone and click on the charact.er you want to speak to. During a conversation, you select what the kids say from among the possible phrases at the bottom of the screen. Just click on the phrase you want them to say. Of course, what the kids say will affect how other people respond. And, as conversations continue, you could be present.ed with a new array of dialogue choices. Don't worry - we11 never punish you for selecting the "wrong" or funny dialogue response. After all, you're playing this game to have fun, aren't you? Well, aren't you?!?! 'F'u:nctio:n Key .s To save your progress in a game, enabling you to turn the comput.er off and start again lat.er in the same place, use the save feature. Simply press the SaveJLoad Game function key (Fl or F5 on most comput.ers - see your reference card for more information). To load a game you have saved, use the SaveJLoad Game function key any time after Day ofthe Tentacle has been loaded. To bypass a cut-scene, press the ESC key, or press both mouseljoystick buttons at once. See your comput.er reference card for details. After you've played Day of the Tentacle several times (and who wouldn't), you may want to use this function to skip over scenes you have seen before. To restart the game from the beginning, press the key indicat.ed on your reference card (F8 on most comput.ers). To pause the game, press the SPACE BAR. Press it again to resume play. To adjust the speed of the Message Line to suit your reading speed, press the keys indicated on your reference card (+ and - on most comput.ers). When you've finished reading a line of dialogue, you can press the Done key (the period - . - on most comput.ers) to clear the line and proceed. Use the keys indicat.ed on your reference card to adjust the music volume (hard brackets-[and] - on most comput.ers). If your sound card has a volume control, make sure it is set higher than level zero before using the keyboard controls to fine-tune the volume level. Sound effects and voice have no keyboard volume control. You'll need to use your sound card volume control.

25 To quit the game, press the key combination indicated on your reference card (Alt-X on most computers). If you plan to return to the game you're presently playing, remember to save the game before quitting. Our

26 To load the game you last saved, click on the LOAD THIS GAME button. The save game is stored separately from the Day of the Tentacle save games so they won't be affected. To switch kids, click on New kid, then the name of the kid you wish to control. To escape out of cut scenes press F4.

Credits: Created and Designed by Dave Grossman and Programmed by Gwen Musengwa, Judith Lucero, Jonathan Ackley, Ron Baldwin, Dave Grossman, and Tim Schafer Lead Artist, Stylist I Background Artist: Peter Chan Lead Animator and Character Designer: Animators: Larry Ahern, Lela Dowling, Kyle Balda, Sean Turner, and Jesse Clark Art Technicians: Jesse Clark and Ron Lussier Music and Sound by Clint Bajakian, Peter McConnell, and Michael Z. Land Digital Effects Editing by Ron Baldwin Lead Tester: Jo "Captain Tripps" Ashburn Testing by Leyton Chew, Chip Hinnenberg, Brett Tosti, Mark A Nadeau, Dan Connors, Wayne Cline, Mark Cartwright, Matt Forbush, Dana Fong, and Doyle Gilstrap, Jr. SCUMM Story System by Ron Gilbert, Arie Wilmunder, Brad P. Taylor, and Vince Lee iMUSE™ Music System by Michael Z. Land and Peter McConnell Voices Produced and Directed by Tamlynn Barra Voice Technology by Arie Wilmunder Story By Dave Grossman, Tim Schafer, Ron Gilbert, and Gary Winnick Based on Characters Created by Ron Gilbert and Gary Winnick Product Marketing by Robin Parker and Mary Bihr Public Relations by Sue Seserman Distribution Manager: Meredith Cahill Product Support Manager: Khris Brown Package Design by Terry Soo Hoo Concept and illustration by Peter Chan Manual Written by Wayne Cline Manual Design by Mark Shepard Print Production by Carolyn Knutson Special thanks to George Lucas

This manual assumes that you are using a joystick or mouse. See your reference card for keyboard equivalents.

27 ~ ~ 10765761 13988284 ~ ~ 24315792 27318976

~31714260 ~36403693 ~ ~ 41526781 49389025 ~ ~ 50174762 52314938 ~ ~ 62814670 66763141 ~ ~ 71718229 78206146 ~ ~ 80046215 86539614

28 Sam & Max Hit the Road™ Quick Start Reference Getting Started arrow keys or the keypad. The ENTER (or 5) Note: We recommend that you first make key corresponds to the left mouse button; the backup copies of all disks and put the TAB key corresponds to the right mouse originals in a safe place. The disks are not button. copy-protected, so to copy them, just follow All of the verbs used in the game can also be the instructions that came with your selected by using keyboard commands. Each computer. key corresponds to one verb. Pressing the To install Sam & Max Hit the Road to your appropriate key once is equivalent to moving hard disk from the floppies included in the the cursor over the verb and pressing the package, boot your computer, then insert controller button. The keys are mapped as Disk 1 in drive A, type a: and press ENTER. follows: (This utility will also work from drive B). When you see the "A:" prompt, type the word NORMAL INTERFACE KEYS: install and press ENTER. w - cursor changes to walk-to. Follow the on-screen instructions to install u cursor changes to use. Sam & Max Hit the Road on your hard drive. 1 cursor changes to look-at. Before exiting the install program, you may 0 if there's an object on the cursor want to configure your sound card by cycle, the cursor will change to it. selecting the "Configure Sound Board" e if there's an object on your cursor, option. Sam will look (eyeball, if you will) at To play the game from your hard disk use it. (This saves the trouble of having these commands: to put objects back in the inventory Switch to the correct drive (for example, type to look at them). c: and press ENTER). i toggle inventory off and on. Type cd samnmax and press ENTER (to d - cycle cursor forward through the change to thee correct directory). inventory. Type samnmax and press ENTER (to start a - cycle cursor backward through the the game). inventory. s jump the cursor to end of inventory. Keyboard/Cursor Controls z jump cursor to start of inventory. You can use a mouse for cursor control if you have installed a compatible mouse driver. GENERAL USEFUL KEYS: The right mouse button toggles through the b - flip game in and out of film noir verbs (or actions modes). These are WALK (black & white) mode. TO, LOOK AT, PICK UP, TALK TO and v - flip game in and out of dummy verb USE. The left mouse button activates the mode, where verb cursors have verb (or action mode) currently visible on the names under them. cursor. You may also have an inventory item q - quits mini-games (Wak-A-Rat,™ on your cursor that you may use with an on­ Hiway Surfin',™ CarBomb, ™etc). screen item by clicking on the left muse t cursor changes to talk-to. button. If you have both a mouse and a p cursor changes to pick-up. joystick installed, you may select one as your controller by holding down the CTRL key and pressing m for mouse or j for joystick. For keyboard cursor control, use either the

29 Memory Alert Sam & Max requires at least 570k (580k Function and recommended) of free conventional memory to run (with 2 megs of EMS RAM strongly Command Keys recommended). If your computer does not Save or Load a Game Fl or F5 have sufficient memory to run Sam & Max, Bypass a Cut-Scene ESC the game will alert you after starting. You or press both mouse/joystick can still play the game, but your hard drive buttons at once. will be accessed more frequently. This Restart the Game F8 activity could cause certain parts of the game Pause the Game SPACE BAR to slow down noticeably. If this happens, Music Volume: quit the game (save game first!) and try to Softer free up more memory by removing any Louder terminate-and stay-resident programs you Digital Sound Volume: have installed. See the Troubleshooting Increase section for additional details. Decrease Save/Load Instructions Text Line Speed: Press Fl or F5 when you want to save or Faster + load a game. Once the save/load screen is Slower displayed, you can move the cursor and click Clear Dialogue Line . (period) on SAVE, LOAD, PLAY (to return to the Mouse On CTRLm game as it was before you pressed Fl) or Joystick On CTRLj QUIT (to quit the game). (Be sure to centre joystick first). To SAVE: Click on the SAVE option. The Toggle Text On/Off CTRLt current list of saved games will be displayed Exit Game (without saving) in slots along the left side of the screen. ALT x or CTRL c Click on the up and down arrows to scroll Version Number CTRLv through the list; right-click on the up or down arrow to shortcut to the first or last Warning: Loading a previously saved game save game slot. Select a slot by pointing the will cause you to lose the game you are cursor to it and clicking. Now you will be currently playing. If you think you will want able to type a new name for that slot or use to return to the game as it was before you the backspace key to change the existing pressed Fl, be sure to SAVE the game before name and save over a previously saved LOADing a different one. game. Press ENTER or click on OK to save Troubleshooting the game. Click on CANCEL if you have This section will provide you with some changed your mind and do not wish to save solutions to gamers' most common technical it. problems. If you are having difficulty getting To LOAD: Click on the LOAD option. The Sam & Max up and running, please refer to current list of saved games will be displayed this section and the game's README file in slots along the left side of the screen. before contacting technical support. Chances Click on the up and down arrows to scroll are they will help you out. through the list; right-click on the up or Memory Concerns: This game requires at down arrow to shortcut to the first or last least 570k (580k recommended) free base save game slot.Select a slot by pointing the RAM in order to run. It will recognise up to cursor to it and clicking. Click the cursor on 2 megs. EMS RAM, but does not require it. OK to load the game, or CANCEL if you have If you are using DOS 5.0, you may utilise its changed your mind and do not wish to load ability to load certain RAM resident it. programs "high" to free up base memory.

30 Refer to the original Microsoft Compression Programs This game was documentation for further information. You designed to run optimally on an un­ may also make a boot disk with DOS 5.0 that compressed hard drive. If you choose to will set up the optimal configuration for compress your hard drive, the game's running this game. To make a boot disk, performance could be effected in various please follow the instructions below, using ways. Thee effects may vary depending upon the underscore (" _") to denote a space: which compression program you choose to 1. Insert a brand new unformatted high run. density floppy disk into the A: drive. Sound Cards If you are experiencing 2. At the C: prompt, type: problems with your sound card, try running format _a:_}s "enter" the diagnostic software that came with your 3. At the C: prompt, type: card. Most sound card problems are due to copy _command.com_a: "enter" configuration errors. If you are using a (DOS 3.1-3.3 only) sound card that is not listed on the system 4. At the C: prompt, type: a: "enter" sticker on the outside of the box, or are 5. At the A: prompt, type: running a sound card in emulation mode, copy_con_config.sys "enter" your sound may not perform optimally. files=20 "enter" Sound card performance will also be effected buffers=20 "enter" if you do not have enough free memory. 6. Press the "control" and "z" key Please be certain that you meet the at the same time. "enter" minimum requirement for free RAM. 7. At the A: prompt, type: Mouse Setup If you are having difficulty copy_con_autoexec.bat "enter" with your mouse, please be certain that its prompt=$p$g "enter" device driver has been installed and loaded path=c:\;c:\dos "enter" properly. Windows and other software 8. Press the "Control" and "z" key packages often have built-in mouse drivers at the same time. "enter" that will not function outside of their own For the optimum memory configuration environment. Most mouse drivers can be (DOS 5.0 or later), the following should be in loaded by typing "mouse" or a similar your Sam & Max boot disk CONFIG.SYS file: command at the C: prompt. Please consult DEVICE=C: \DOS\HIMEM.SYS the original documentation that came with DEVICE=C:\DOS\EMM386.EXE RAM 2048 your mouse to find more information about DOS=HIGH, UMB enabling commands. FILES=20 Erratic behaviour in a mouse may also be BUFFERS=20 due to a hardware conflict or incompatible You should add to the boot disk relevant files mouse driver. Please check with your for your particular sound card and mouse to mouse's manufacturer to be certain you are ensure you will receive full support from using the most recent driver version. these peripherals. Please not that the instructions above are meant or un­ compressed hard drives. Boot your machine with this disk in the A: drive and it will come up with the maximum amount of memory Sam & Max Hit the Road TM and© 1993 Lucas.Arts possible. Entertainment Company. All Rights Reserved. Used Under Authorisation. Sam and Max is a trademark of DOS 6,0 includes a memory management . The Lucas.Arts logo is a registered utility called MemMaker. It will assist you trademark of Lucas.Arts Entertainment Company. freeing up as much free RAM as possible. iMUSE and LucasArts are trademarks of LucasArts Please refer to your original Microsoft Entertainment Company. iMUSE patent pending. All other trademarks are hereby acknowledged as the documentation for further information and proprietary property of their respective owners. Licensed instructions. to U.S. Gold Ltd., Units 'lJ3/ Holford Way, Holford, Birmingham B6 7AX 31 32

MAl

Crimestompers' Colorinq Book About Sam & Max and use a new object. or highway surf for a while. Stick With it and use your Hit the RoadT~ imagination ... you and the Freelance elcome, Crimestompers! Before we Police will eventually bag your W hit the road with Sam & Max!,._ in perpetrator! pursuit of hyperthyroid thugs and sin­ Copy P r o t ectio n ister Sasquatch-nappers, you need a few facts on the case from the files of the When the game first starts, Sam & Freelance Police: ' Max are frantically searching through It started simply enough with a call their wardrobes to find appropriate outfits. After you press a key, you will from the Commissioner. Soon Sam & Max were screaming down the high­ be directed to dress one of them. Find way (they have to scream since their the appropriate page in the manual, siren broke) to the Kushman Bros. Car­ then click on the arrows to find the nival, where they learned that Bruno appropriate items of clothing for the the Bigfoot and Trixie the Giraffe­ appropriate character. As you click on Necked Girl had disappeared. They soon each item, it will be magically trans­ discovered this was part of a larger pat­ ferred to Sam's or Max's body. When tern of bigfoot disappearances, and all you have finished dressing your char­ the clues would take them on a mean­ acter. press the big red button. If you dering romp across tacky U.S. tourist get it wrong, you will have one chance traps. to try again. Solving this case is up to you! You direct the actions of Sam & Max. tearing down the road With mayhem on their minds and Corn Duds· on their breath, on a peril-fraught mission to make the world safe for Sasquatches and sentient mammals everywhere! If this is your first computer adven­ ture game, be prepared for an enter­ taining challenge. Be patient, even if it takes a while to figure out some of the puzzles. If you get stuck. you might want to solve another puzzle first, find

How to Play Sam & Max Hit the Road Playing the Game Look at To start the game on your computer, please use the computer reference card included with the game. It contains all the instructions specific to your com­ Cannot look at puter. As the story opens. Sam & Max are hanging out at their office when the Pick up phone rings. These non-interactive sequences are known as "cut-scenes" - short. animated sequences, like scenes Cannot pick up from a movie - which can provide clues and information about the characters. Cut-scenes are also used to show special Talk to animated sequences. such as when Sam & Max deliver the goods in Bosco's Market. When you are viewing a cut­ Cannot talk to scene. you do not direct the action. You begin directing Sam's actions as soon as the phone call is over. Max sort of does his own thing and follows Use along. If you have played an adventure game before. you may be saying, 'Where's my inventory? Where's my Cannot use interface?" Don't worry. We wouldn't leave you without an interface or inventory. Start clicking the right Walk (default) mouse button to cycle through the vari­ ous verb icons: Stand still Verb Icon Function

Go in/out of Use Max inventory box

2 Crimesto m p ers' Colorinq Book These verb icons are also located in him or her later to get new informa­ the inventory box (except the "walk" tion. What you learn and discover in verb). another area may open more conversa­ If you run any of the verb icons over tional topics with someone to whom a "hot spot" on the screen, the icon will you've previously spoken. You may even animate. For example: move the closed have more than one question to ask cer­ eye icon over the TV set in the office. tain characters. To talk with characters, The eyeball will open. Now click your right click through the cursor options left mouse button and see what until you see the mouth. or TALK TO happens. Try the "use" icon with the TV. option. Move it to the character you To pick up an item, click the right wish to talk to. and, when the mouth mouse button until the pick-up icon opens, left click on the character. comes up, and then click the left mouse During a conversation, you select button on the object you wish to pick what Sam may say by choosing icons. up. The cursor will then become the Dialogue object and you may then place it in Icon Function your inventory box. You can also use an object in your inventory either with Question another inventory object or with an object on the screen. The Max verb icon has a special Declaration function, as it enables Sam to enlist Max's help at certain points in the game. With the "Max" cursor, click on Non-sequitur any object (inanimate or animate) that you think needs Max's help. Talking to Characters Stop There are plenty of characters in the game with whom you can converse. You may also see other icons on the Nearly everyone Sam & Max meet will dialogue icon line. These represent have something to say, whether friend­ subjects for conversations. For instance, ly or unfriendly ... helpful, or unhelpful! if Sam is talking to someone and you Often, you can talk with someone at one click on the Bruno the Sasquatch icon. point in the game, and then return to Sam will ask about Bruno.

Ho-w to Play Sam & Max Hit t h e Road 3 Don't worry - we'll never punish you you've finished reading a line of dia­ for selecting the "wrong" or funny dia­ logue, you can press the Done key (the logue function. After all, you're playing period "." on most computers) to clear this game to have fun, aren't you? Well, the line and proceed (this does not work aren't you?!?! if the characters are speaking in digi­ Function Keys tized voice). Use the keys indicated on your refer­ To save your progress in a game, ence card to adjust the music volume enabling you to turn the computer off Chard brackets - [and l - on most com­ and start again later in the same place, puters) and the digital sound volume use the save feature. Simply press the (semicolon - ; and apostrophe - ' on Save/Load Game function key m or FS most computers). If your sound card on most computers - see your reference has a volume control, make sure it is set card for more information). higher than level zero before using the To load a game you have saved. use keyboard controls to fine-tune the vol­ the Save/Load Game function key any ume level. time after Sam & Max Hit the Road has To quit the game, press the key com­ started. bination indicated on your reference To bypass a cut-scene, press the ESC card CAlt-X on most computers). If you key, or press both mouse/ joystick but­ plan to return to the game you're tons at once. See your computer refer­ presently playing, remember to save ence card for details. After you've the game before quitting. played Sam & Max Hit the Road several times (and who wouldn't). you may Screen Savers want to use this function to skip over Don't panic if you get up to answer scenes you have seen before. the phone and when you come back it To restart the game from the begin­ looks as if your screen is melting or has ning, press the key indicated on your been invaded by tiny Sams & Maxes. We reference card CF8 on most computers). , have included as a •special free fea - To pause the game, press the SPACE ture• a number of entertaining screen BAR. Press it again to resume play. savers to protect your monitor. Merely To adjust the speed of the Message click your mouse, and everything Line to suit your reading speed, press should return to normal. If not, then you the keys indicated on your reference can panic. card(+ and - on most computers). When

4 Criznestompers' Coloring Book NORMAL INTERFACE KEYS: w - cursor changes to Walk-to GENERALI.Y USEFUL KEYS: t - cursor changes to talk-to b - flip game in and out of film noir u - cursor changes to use (black & White) mode p - cursor changes to pick-up l - cursor changes to look-at v - flip game in and out of dummy verb mode, where verb cursors have names o - if there's an object on the cursor under them. cycle. the cursor will change to it q - qUits mini-games CWak-A - Rat.~ e - if there's an object on your cursor. Hiway Surfin'.~ CarBomb .~ etc.) sam Will look (eyeball. if you wtlD at it. -/= - decrease/increase text speed (this saves the trouble of haVing to put C/J - decrease/ increase music volume objects back in the inventory to look at them) ;/ · - decrease/increase sfx volume i - toggle inventory off and on able)"esc" - bypass cut scenes (where applic­ d - cycle cursor forward through the inventory . (period) - skips text speech fl or fs - save/load game a - cycle cursor backward through the inventory fa - restart game ctrl-c or alt-x - qUit (without SaVing) s - jump cursor to end of inventory ctrl-v - displays the version number z - jump cursor to start of inventory spacebar - pause game

' because you .ve pie . ked up a sharp Our Game Design I : object. . ou'd prefer to solve the. Philosophy ames to be : We think Y loring and dis- We believe that you b::c~ed over the : game's mysteriesdb~ e;~ thousand . d not to be w S entertame · · eyoumake a mistake. o : covermg. not by h~ you like to spend head every tun ame to a screech- :' deaths.. Wee involve also t d m the story. not typ- we don't brmg the g ke your nose into halt when you po : your tun s until you stumb1 e . ing 't visited before. ' ing in synonym . word for a certam a place you haven 1 computer adven- :' upon the computers : object. Unlike conven~ofn. ad yourself acciden- I you wont m . I tures. . ff a path. or dymg I tally stepping 0 I

I s How~ to Play===~~===----~ Sam & Max Hit the Road GIVE THIS

- MOVE COUNTERClOCl

>

Crirnestompers' Colorinq Book

A Few Helpful Hints Pick up everything you can. Odds are. at some point all those strange things will serve some purpose. If you get stuck and can't figure out how to proceed. try looking through all the items you've found and thinking about how each one might be used (perhaps with yet another item in your ' inventory). Think about the places you've gone, and the people you've met. Chances are, there will be a connection that will put you back on track. You never know when you will want to If you want to speed up game play, track down a miscreant in a Winneba­ you can order a hint book from U.S. go. Once you have made sure that the Gold Ltd ., 021 326 6418. binoculars are in good operating condi­ tion. look through them. You will see a needle like the one under the screen picture below. When the needle is at dead center, the binoculars will stop. You can speed up or slow down the binoculars by using the right or left mouse buttons. Click on the right or left side of the needle to switch direction. Happy peeping! But Wait! That's Not All... Perceptive Crimestompers Dis­ cover Hidden Games!!! ecause Sam & Max believe Using Binoculars Bcrimestomping should be fun. as an Any good detective should know how extra added additional bonus at no to use binoculars, especially the electric extra added additional charge, we have kind you find in tourist hangouts. included a decorative assortment of

6 Crimestompers' Coloring Book

------entertaining mini-games. Here are some instructions and hints for these added diversions. Press "Q" to quit any ARE YOU mini-game. WAK- A-RAT"M At the carnival GETTING ALL THIS Experienced rat-whackers know to VOWN, MAX? click on the hole as the rat is on the way up, not down. 20 rats whacked win you a keenpriZe! HIWAY SURFIN'TM Southwest corner of map Use the right mouse button to change lanes. the left mouse button to jump. Jump as many highway signs as possible.Scor­ ing is S points for jumping over a sign. If Max jumps off the top of a sign he gets 20 points. If he jumps off several signs in a row, 20 points are added with each new sign, C40 for the second, 60 for the third. etc.) Crashing into them loses time for Max. GATORGOLF™ Southeast corner of map trying to attract gators for a specific There are two ways to play this purpose. Here you must provide your game. One is to use golf balls to hit the own gator lure, and use the golf flag to various targets on the miniature golf select a spot in front of the gators course and see what happens. Click where you want them to swim. Other­ with "use" icon on the ball bucket and wise, game play is exactly the same. your cursor should become crosshairs. CAR BOMB TM Snuckey's spin rack Your cursor becomes a golf flag anytime This game is played just like that stu­ it's in an area Sam can hit with a golf pid strategy board game you used to ball. Move the flag where you want the play with your kid brother. First click ball to land. then left click. Now click on a car and drag it over to the left­ on the "swing" button. hand grid on the bottom. Cars can be With the other variation, you are

How to Play Sam & Max Hit the Road 7 Snuckey' s spin rack Here are lovable but naked Sam & Max. waiting for YOU to provide them THEY'RE LIKE with their new wardrobes. Click on SIPPING A SLUSH££ either the left or right arrows, then TOO FAST F01< HOl!RS click on the wardrobe item(s) you want Sam or Max to wear. Click on the arrow again to see how they look. If you want to change clothes, click again on the item of wardrobe you wish to discard, then pick out your new clothes. MAX'S WAX PAINT BY NUMBERS BOOK™ Snuckey's spin rack Click once to see Max's crayon box. Move the crayon's tip over the color you want to use, then click to select that color. Now move your crayon to the rotated 90 • by clicking the right mouse area you want to color, and click there. button. Place the rest of your cars in the If you want to move the box to reveal same manner. You also have trampo­ other parts of the picture. click on the lines to place. These are single squares center of the box to turn it into an icon, that are "parked" in the same area as then move the icon to a new part of the your cars, and, when placed. will picture. Click on the crayon lid to quit. bounce your opponent's bombs back to Continue the coloring process until you their home territory. Now pick your have created a masterpiece, then frame bombs--€ither the conventional bombs to your monitor, take it to a gallery and the left which take out one square. or one sell it for BIG BUCKS! (Sam & Max make of the two nukes on the right, that take no guarantee as to the marketability of out nine squares. Place your bombs on the such a dubious item. In fact. they think top grid where you think Max.'s cars are. it's a dumb idea.) SAM & MAX DRESS-UP BOOKTM

8 Crimestompers' Coloring Book Game Designed by Sean Clark. Mike Stemmie. Steve Purcell. and Collette Michaud Voices Produced and Directed by Tamirnn Barra Based on Characters Created by Steve Purcell Voice Technology by Arie WiJmunder Produced and Directed by Sean Clark and Programmed by Sean Clark. Mike Stemmie. Mike Stemmie LlVia Mackin,andJonathan Ackley Product Marketing Manager: Lead Background Artist; Peter Chan Barbara Gleason Background Art: Peter Chan, Paul Mica. Public Relations by Sue Seserman and Steve Purcell. and Lela Dowling Camela Boswell Animators: Lela Dowling, Jesse Clark, Product Support Manager: Khrts Brown Collette Michaud, Steve Purcell, and Larry Product Support by Mara l

. DNA scan and urine sample on a CD, our fingerprints. . . this game away .... We haveso donY .t even contemplate givmg

How to Play Sam & Max Hit the Road 9 10 Crimestompers' Coloring Book 0 - 0 TIME OU1' FOR. A SAM &- MAX 'TRAVELOGUE -

THEN, ll WARM, INVITING STllCK OF HOTCllKES. WllSH IT llLL DOWN WITHA TALL GLllSS OF JUICE' (joor) noun 1. THE LIQUID PART OF VEGETABLES OR FRUITS . 2 . THE FLUID PART OF AN ANIMAL BODY; THE BODILY "HUMORS"; THE NAMES OF DIGES­ TIVE SECRETIONS.

How to Play Sant & Max Hit the Road 11 IMPORTANT - READ CAREFULLY BEFORE USING THIS PRODUCT LICENCE AND LIMITED WARRANTY

BY USING THE SOFTWARE INCLUDED WITH THIS LICENCE AND LIMITED WARRANTY YOU WILL INDICATE YOUR ACCEPTANCE OF THE TERMS OF TIIlS LICENCE AND LIMITED WARRANTY BETWEEN YOU, AND U.S. GOLD. THE SOFTWARE AND ACCOMPANYING ITEMS ARE PROVIDED TO YOU ONLY UPON THE CONDITION THAT YOU ACCEPT AND AGREE TO ABIDE BY THE TERMS SET OUT BELOW. IF YOU DO NOT AGREE TO THE TERMS AND DO NOT WANT YOUR ACT OF USING THE SOFTWARE TO INDICATE YOUR ACCEPTANCE OF THE TERMS, PROMPTLY RETURN THE SOFTWARE TOGETHER WITH ALL ACCOMPANYING ITEMS ("PROGRAM PACKAGE") TO YOUR DEALER FOR A REFUND. A. TECHNICAL SUPPORT: If you have any problems with the software program(s) ("Program"), contact U.S. GOLD, Units 2/3 Holford Way, Holford, Birmingham B6 7AX Tel: 0121 625 3366. If you require technical assistance, call the Helpline on: 0121 326 6418. All telephone charges incurred by you in connection with this facility" ill be met by you, U.S. GOLD shall pay postage costs in returning to you any Program which is returned to U. S. l~OLD by you under this agreement but shall not be responsible for postage costs incurred by you in returning the Program to U. S. GOLD. B. LIMITED USE LICENSE: The Program is owned by LucasArts Entertainr.v nt Company( the Manufacturer), and is protected under copyright laws and international treaties. All rights not expre, ly granted are reserved. YOU MAY: • Either (a) make one copy of the Program solely for backup or archival purposes p1· vided that you reproduce all information (including copyright notices) which appeared on the original disk(s), 'r ( ~l) transfer the Program to a single hard disk, provided that you keep the original disk(s) solely for backup or a t '' val purposes. • Transfer the complete Program Package on a permanent basis, provided that you -t ' n no copies and the recipient agrees in writing to the terms of this Agreement. YOU MAY NOT: • Use the Program on more than one computer, computer terminal or workstation · ~· t' same time. • Make copies of the materials accompanying the Program, or make copies of the J · \lg• .m except as provided above. • Use the Program in a network or other multi-user arrangement or on an electr< ·1,c I'.· letin board system or other remote access arrangement. •Rent, lease, licence or otherwise transfer the Program without the express wn· ·e ' rvosent of the Manufacturer, except that you may transfer the complete Program Package on a permanent b, " as provided above. • Reverse engineer, decompile, disassemble, or create derivative works of the Pn .n. • Use the extra set of disks (if the Program Pack contains both 3.5" and 5.25" disl 1 on another computer or loan, rent, lease, or otherwise transfer them to another user except as part of the pei 11iu oent transfer of the entire Program Package. C. LIMITED WARRANTY: U.S. GOLD warrants, to the original buyer 0"1y, that the media upon which the Program is recorded shall be free from defects in materials and workm% ahip under normal use and service for a period of 3 months from the date of purchaRe. EXCLUSIVE REMEDY: Subject to the following pr ' oiuu., lJ. S. GOLD's entire liability and your exclusive remedy under this limited warranty shall be, at U.S . .;()LD's option, either (a) the repair or replacement of the Program that does not meet U.S. GOLD's Limited Warranty and which is returned to the dealer or to U.S. GOLD, if sold to you directly by U.S. GOLD, with a copy of your receipt; or (b) a refund of the price, if any, which you paid for the Program and any accompanying items (as defined) as substantiated with proof of purchase. TO MAKE A WARRANTY CLAIM, PLEASE RETURN THE PROGRAM PACKAGE TOGETHER WITH YOUR PROOF OF PURCHASE TO YOUR DEALER. This Limited Warranty is void if the failure of the media upon which the Program is recorded has resulted from; damage caused by your or any third party's act, default, or misuse of the Program or by failure to follow any instructions supplied with the Program; by failure to r,om ply with the instructions supplied with the computer hardware with which the Program is operated; if the Program has been stored, handled or applied in such a way that damage is likely to occur; or if the Program is altered, modified or repaired by persons not expressly nominated or approved in writing by U. S. GOLD. NO OTHER WARRANTIES. WITH RESPECT TO THE PROGRAM, PROGRAM MEDIA AND THE ACCOMPANYING WRITTEN MATERIALS, U.S. GOLD GIVES NO OTHER WARRANTY OR GUARANTEE, OTHER THAN THE ABOVE WARRANTY. U.S. GOLD MAKES NO REPRESENTATIONS, WARRANTIES OR CONDITIONS INCLUDING BUT NOT LIMITED TO THE MERCHANTABILITY, QUALITY OR FITNESS FOR PURPOSE OF THE PROGRAM OR ANY ACCOMPANYING ITEMS. 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