_____ .__ .__ .__ / _ \ | | |__| ____ ____ |__| ____ / /_\ \| | | |/ ___\/ __ \ | |/ \ / | \ |_| \ \__\ ___/ | | | \ \____|__ /____/__|\___ >___ > |__|___| / Commodore 64 \/ \/ \/ \/ __ __ .___ .__ .___ / \ / \____ ____ __| _/___________| | _____ ____ __| _/ \ \/\/ / _ \ / \ / __ |/ __ \_ __ \ | \__ \ / \ / __ | \ ( <_> ) | \/ /_/ \ ___/| | \/ |__/ __ \| | \/ /_/ | \__/\ / \____/|___| /\____ |\___ >__| |____(____ /___| /\____ | \/ \/ \/ \/ \/ \/ \/ Alice in Wonderland Full Walkthrough (Spoiler-Free) Version 1.00 by Brynna Giadrosich (bachuress) ©2011 V1.00 April 26, 2011. Put together the Introduction, Manual and Walkthrough to the main game. _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ TABLE OF CONTENTS _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ /----------------------------------------------------------------------------\ | Section Quick Search | /----------------------------------------------------------------------------\ | Introduction.......................................Intrdn | | Manual.............................................Mnal | | ----- Story | | ----- Controls | | ----- The Options Menu | | ----- The Importance of Conversation | | ----- The Importance of Time | | ----- Words of Advice From the Cheshire Cat | | Walkthrough........................................WlkTru | | A) Down the Rabbit Hole...............................001 | | B) Welcome to Wonderland..............................002 | | C) Duchess's House....................................003 | | D) The Gryphon........................................004 | | E) Revisiting the Rabbit Hole.........................005 | | F) Through the Looking Glass..........................006 | | G) The Railroad Station...............................007 | | H) The Bell Room......................................008 | | J) Character Guide....................................009 | | I) Credits............................................010 | \__________________________________________________________________________/ | Intrdn |====================\ Introduction /====================| Intrdn | Alice in Wonderland was released in 1985 by the Windham Classics game company. It is labeled as an Adventure game, but has many puzzle elements to it. For those who do not know, it is based on the novel by Lewis Carroll, and was adapted to gameplay by Laurence Yep. This walkthrough is for the Commodore 64 version of the game, as it was also released on Apple II. I need to thank Project64 for the manual I was able to find for this game, without their community keeping alive older game manuals, this FAQ would be somewhat incomplete. As obtaining a Commodore 64 is somewhat difficult these days, I'm sure that not many people will be using this guide, but there are other ways to play this game. A date with Google will allow you to play this game on the C64. This game uses the Joystick controls of the Commodore, but you can set the game up for keyboard controls if not using an original Commodore 64. Just make sure the controls are set to Joystick, and then the correct Keyset. You will have to set up the controls yourself manually using this method, but in some cases you can use an original C64 joystick with your newer computers, using a special adaptor. This game is, in fact, on a timer, meaning you have a set amount of time to complete the game. However, the time is very generous, and you shouldn't have to worry too much about it. Precautions should be taken with saving every now and then, of course, so you don't lose any progress you have made. Go down to The Importance of Time for more information. About the Classic Book Lewis Carroll was born in 1832, in northwest England. He graduated from Christ Church College of Oxford University where he subsequently lectured. While he wrote several well-received books about mathematical theory such as The Enunciations of Euclid I-VI, he is best known for his children's books. In Alice's Adventures in Wonderland, Carroll was presenting a child's view of adult behavior. This accounts for the absurdity of the interactions between the characters and Alice. Like adults, the whimsical creatures of Wonderland possess some special object or secret knowledge that gives them power over the child, Alice. Alice's Adventures in Wonderland quickly met with success as did the sequel, Through the Looking-Glass and What Alice Found There. Lewis Carroll's fantasies have found admirers through succeeding generations of readers including the philosophers, Bertrand Russell and Ludwig Wittgenstein, as well as the writer, James Joyce. But children were to remain his special friends all of his life. About the Adaptation The challenge of adapting Lewis Carroll's humorous masterpiece was in capturing the whimsy of his unique characters. So much of the humor came from verbal interplay and puns. As it turned out, writing the characters' responses was like writing the scenes of a play. As an experiment, a number of actors were asked to improvise in a variety of ways. For example, the Cheshire Cat was played by a New York taxi driver. The actor's improvisation was then used to give the writer ideas about game play. The final effect was to give a wider and wackier range to the game's characters. Wonderland's theme of the meshing of fantasy and reality fit readily into the format of the game. The team effort by the game writer, designer and programmer results here in a tremendously rich and rewarding game play experience. | Mnal |=========================\ Manual /============================| Mnal | |----------------------------------Story--------------------------------------| To Alice -- You are invited to the country for some exercise and games. You will be amused. The Queen of Hearts R.S.V.P. Welcome. I'm so glad that you decided to accept our invitation. Your visit might last quite a while, so I do hope that you packed an extra pair of socks. Once we have a guest, we do so hate to let them leave. The Queen and I have been preparing all sorts of fun things for you. Well, we think that they're fun. You might not agree; but then you're a guest so you're not supposed to complain. The fox sent his regrets that he couldn't take part in a hunt, but we've arranged a whole round of healthy activities for you -- like running, jumping, crawling, swimming and climbing. By the time we're finished with you, you'll be in great shape! We've planned all sorts of mazes, puzzles, riddles and memory tests to exercise your mind. They're not really hard; but you will have to think a bit. At the very least, you'll learn a few songs. I am pleased to have you here and do so hope you enjoy your stay. The Cheshire Cat |------------------------------Meet Alice-------------------------------------| Alice's Adventures in Wonderland began one sunny afternoon on July 4, 1862. Alice Liddell and her two sisters were taken on a boat trip by a kindly teacher of mathematics who was also a family friend. To pass the time while rowing, the teacher amused the children with a story. Alice asked him to commit the story to paper and this was then presented to her as a Christmas gift. The teacher was the Reverend Charles Lutwidge Dodgson, who wrote under the name of Lewis Carroll. The Alice in this adventure, as well as the real-life Alice, is earnest and creative, bursting with boundless energy. Typical of the Victorian times, Alice can recite a poem at a party or sing a song to entertain adults. Much to the discomfort of her more conservative sister, she sometimes displays an unfortunate curiosity and a taste for mischief. Alice also possesses a wonderfully imaginative streak. She has even been known to forget her manners, talk to strange rabbits, and follow them into even stranger places. In this adventure, you, the game player, become Alice, enjoying the adventures of Wonderland as she did over one hundred years ago. You will interact with comical and slightly eccentric characters to discover the different paths which lead from fantasy to reality and back again. |--------------------------------Controls-------------------------------------| --How You Can Move About-- You will begin your adventure at a picnic in a park. You are free to move in any direction, but be sure to explore the surroundings thoroughly before you venture into the Rabbit Hole. Once you are underground you will experience the excitement of exploring tunnels, rooms, houses, palaces and the other never-before seen places of Wonderland. --With Joystick / Keyboard-- --Walk-- Move the joystick left or right. --Jump-- While standing still: Hold the joystick button down and push the joystick in the direction you wish to jump. While walking or running: Press the joystick button. To jump from a ladder or rope: Press the joystick button and push the joystick sideways. --Run-- Keep the joystick pressed to one side after jumping. --Climb-- Push the joystick forward or backward while you are on a ladder, rope or chain. --Crawl-- Pull the joystick toward you when Alice is in a standing position to stoop down. Push the joystick left or right. --Stand Up-- Push the joystick away from you when Alice is in the crawl position. --Fall-- Walk off the end of a ledge or a tree limb. --Glide-- Gliding downward is possible only if you have a parasol. Alice will glide if you push the joystick button while she is falling. Once the glide begins, push the joystick sideways to glide left or right. Gliding upward is possible with a different object. Select USE on the Option Menu to activate this object. You may control the direction of your ascent by pushing the joystick left or right. --Enter or Exit a Doorway-- Position yourself in front of a door and press the joystick button. You may need to kneel down before attempting to enter very low doors. |-----------------------------The Options Menu--------------------------------| The Option Menu lets you choose all the activities you will need in Wonderland to obtain information or objects, a riddle, or even a song. PAUSE TAKE ASK SING MENU EXAMINE DROP COAX TEASE RENEW INVENTORY USE HELP ARGUE SOUND OFFER EAT CALM SCOLD DAY To Use the Option Menu with a Joystick: 1. Hold the joystick button down while you pull the joystick towards you, and the Menu will appear. 2. Move the cursor around the Menu by pushing the joystick in the direction you want it to go. 3. Stop on the option of your choice; press the joystick button to select that option. 4. To cycle through your inventory, push up on the joystick. Note: Whenever the Option Menu is visible, the game timer will stop. Pause Stop during the game then return to the adventure. Examine Examine unfamiliar objects you happen upon. Be sure Alice is standing close to an object you wish to examine. --Movable Items Items such as food, bottles or cups will usually be found on the ground or sitting on tables or shelves. Examining the item before taking it will provide a detailed description. --Non-Movable Items Items such as posters may be found on the ground, on tables or attached to walls. Examining these items may provide valuable clues. Inventory Displays what you are carrying. Offer Offer anything you are carrying to another character. Cycle through your inventory and select. Take Position yourself very close to the item you would like to take. If you can take the item, it will instantly disappear from the screen. You should now have it in your inventory. Drop Drop an item if you are carrying too much. Use Use various tools you may acquire. A list of these items can be cycled through with your joystick or keyboard. Select the item you wish to use. NOTE: One of the items will act like a horizontal rope. In that case, stand at the edge of a ramp facing into open space. The tool will only work if there is something it might connect to in the direction you are facing. Walk or crawl out onto the rope. Eat Eat any of the edibles you are carying. Cycle through your inventory and select. Ask This takes you into a submenu where you may choose one of three questions. --Who are you? --Where am I? --Why are you doing that? Coax Try to get something by flattering or soothing. Help Offering to aid can be rewarding. Calm Relax a character before asking for help. Sing Cycle through your songs and select one to sing. Tease Some characters need to be teased before they will give you what you want. Argue Reasoning politely with a stubborn character may be necessary to get what you want. Scold Point out a character's faults to bring them to their senses. Menu Return to the main menu. Renew If you get stuck somewhere, RENEW will return you to a familiar location at the expense of losing a day's time. If you get into an impossible situation, you might have to use this option. Sound Turn the sound on or off by pressing the button. Time, Day Many of your activities will be time-related, and it will be important for you to know the hour and sometimes the day. |-------------------The Importance of Conversation----------------------------| How to Communicate in Wonderland Conversation between Alice and the characters inhabiting Wonderland is the basis of interaction in this adventure. Each character may have useful information, an object, a song -- or a combination of all three -- to offer Alice. As she talks to the different characters, Alice needs to decide if she is being helped or tricked. The initial greeting from the character will set the tone for the subsequent conversation. Use your verbs, songs and riddles wisely. Sometimes a character will tire of your persistance, and ask you to come back later. Conversational Verbs You will find seven conversational verbs in the Option Menu. Each of these represents a way for you to relate to the characters you meet. Riddles If you ask a character a question, he or she may respond by offering you a riddle. For example, the caterpillar may state: It sits above the crown, though queens never wear it. It is a _ _ _ _ _ _. Type your answer in the blanks using the keyboard. Then press the Return Key. If you answer the riddle correctly, the character offers a clue that helps you in the adventure. Songs You acquire a song when a character sings it to you. Singing a song may have a pleasant effect on a character. |-------------------------The Importance of Time------------------------------| Its Use in Wonderland The adventure continues for 65 game-days. Days used are indicated in the lower right corner of the Option Menu. Twelve Wonderland hours equals one game day. You may keep track of Wonderland hours by the various clocks scattered throughout Wonderland. You will also want to keep track of time because the characters may not like the conversation and ask you to come back at a specific time to continue. Some characters appear only at certain times. Finally, certain doorways work only at certain times. |----------------Words of Advice From the Cheshire Cat------------------------| 1. Pick your verbs wisely. What works with one character may not work with another. With weaker characters you might have to be kinder than with the stronger characters. Take notes to remember what they say. 2. Be curious. Examine objects for clues and explore every nook and cranny. Wonderland has a lot of surprises. 3. Wonderland has unusual tools. Try examining, eating or using any new tool you find. Try them out in different places until you master them. 4. Make a simple map and label the doors and pathways which you are unable to reach. Later in the game, you will get tools which will allow you to explore those places. 5. You will discover that the ability to change size is important. Sometimes you can only move ahead by being small. Other times, being a giant is the answer. A tiny Alice can enter tiny doors and crawl through narrow passages. A giant size Alice can jump farther and reach tools on high shelves. 6. Use as many verbs and questions as possible with each character you meet. Characters will often have more than one clue for you. Be on the lookout for clues that tell you what a character likes to be offered. 7. Become familiar with each song you learn, so when you meet a character you'll know the appropriate song to use. 8. Use the RENEW option if you find yourself in an impossible situation. | WlkTru |===================\ Walkthrough /======================| WlkTru | Alice is not an especially difficult game, but there are some tricky parts to it. This walkthrough should help you over the rough spots. When playing the game, it helps to talk as much to people as possible, although there is usually one way of talking to them (coax, argue, etc) that will produce the best results. It's also fun to read the various signs along the way; some are just funny, but many contain useful clues. Don't be afraid to explore all the doorways, but always save the game first. Some will not lead you anywhere important, but may contain clues needed to finishing the game. Always pick up objects that are takeable; they will be useful somewhere along the line. Be careful of enemies in this game, you cannot die, but items can be stolen from you, which can then lead to you being unable to proceed. There are very few enemies, but the ones that are will be shown in the guide. If you don't want to use the full walkthrough, there is a Character Guide at the end which you can use when you come across characters. This way, you can figure out where to go on your own, but not have to worry about messing up with doing the wrong thing to a character, thus potentially missing out on a needed item. Eventually, characters do return, but it takes up time that you might need elsewhere. | 001 |====================\Down the Rabbit Hole/======================| 001 | Obtain the tin of comfits from Alice's sister, as well as the parasol from the Reverend Dodgson. You can COAX the sister to give you the candy, and ARGUE with the good reverend for the umbrella. The White Rabbit can be TEASED to give you the answer to the Caterpiller's riddle. Then it's down the rabbit hole! Just keep going until you reach the singing mouse. You can actually skip the mouse without any problems, as his song isn't used anywhere in the game. But, if you want everything, he wants the marmalade from the pantry. When you reach the Cheshire Cat sitting on the rock, you'll notice a door off to the right. You can't reach it now, but you will be coming back this way later, so just keep on going down. Eventually you will get to the bottom, and reach a room with cakes. The cakes make you taller and the elixirs make you smaller. First, jump to the cakes and get all of them. Then, go back down over to the next room and jump up four blocks. Eat a cake, glide over to the ladder with your parasol and climb up. Get all the elixirs, then return down to the cake room. Just left of the entrance is a tiny door. EAT two elixirs, and you can enter it. You are now in the upper room. EAT a cake, jump over to the table and get the cake and elixir, then jump over to the rope. Don't climb the rope, instead, walk off the left edge and open the parasol. You'll float down to the table with the key. Take the key, jump off, and return to the ladder room. Go up the stairs to the small door, eat an elixir, and pass through. You're now above the Pool of Tears. Eat another cake, then jump in and swim...and swim...and swim. You can pass by the second rabbit hole. There is a seashell in there, and it isn't all that important, but you can get it if you like. Keep swimming, and you will reach the beach. | 002 |====================\Welcome to Wonderland/=====================| 002 | The Dodo has an important item, which you can obtain by giving him the tin of comfits. Once you have the stick, keep moving to the right. The second Alice is not important, but talking to her will give you some extra information. Continue up the hill, where the White Rabbit will show up again. TEASE him, and he will drop his fan and vanish. Get that and keep going to the house. Once inside, go to the door on the right and enter it, then go up the stairs. Enter the next doorway. This will get you to a new room, where there is a fireplace. Go through there, and just follow it along. Eventually, you'll find the Mad Hatter's missing teacup. Take that, then continue out of the fireplace. You will end up back downstairs again. This is all you need, so go ahead and leave the house, moving along to the right. When you come to the swing, climb up and get all three teapots. After that, continue to the right. The puppy will get in your way, but OFFER him the stick, and he will leave. Pass the tree with the rope, you aren't quite ready for that. Continue on to the Caterpiller. Along the way, pick some mushrooms--the white ones make you grow, and the purple ones make you shrink. There is a second use for the mushrooms, but that comes later. Ask the caterpiller "Why are you doing that?", and he will ask you a riddle. If you listened to the White Rabbit's clue, you will know the answer is TOPHAT. Be sure to use your keyboard to type in the correct answer. Remember the clue the Caterpiller tells you in return. Move along to the right until you reach the Town Hall. ARGUE with the Clerk, and he will drop a Memo for you before he vanishes. Pick that up, then head back to the left, stopping at the Duchess's House. | 003 |====================\The Duchess's House/======================| 003 | Climb up and be sure to grab the muffin along the way. You need to get into the room above, but you don't have what you need yet. Go down to the stove in the kitchen until you come to the clock. Simply walk off the clock with your parasol. Climb down from the housetop and enter the house. Go left and enter the door. Inside is the March Hare. ARGUE with him, and he will leave you a whisker before he disappears. Take it, leave the room, and go upstairs. Take the first door on the right to the Bathing Machine, then enter it. Go down and be sure to avoid the enemy there. You will end up at the Pier. | 004 |=========================\The Gryphon/==========================| 004 | Walk left until you come to the ladder. Climb that, and continue left. Keep going until you come to the platform with the rope. Stand on the edge and jump, opening your parasol to avoid the enemy below. Swim left and continue left until you reach the Museum. Go right and upstairs, continuing on until you reach the Gryphon. SCOLD him, and he'll drop a cricket bat before he disappears. Take it and continue right until you reach the chessboard. Stand to the right of the chessboard and EAT a cake or mushroom. Turn towards the chessboard and jump. Walk up until you reach the middle black square in the third row. Walk up a tiny bit further, drink an elixir, and go back down to the square and enter it. This is the Mad Hatter's place. Offer the teacup and he will give you his hat, which is one of the most important and useful items in the game. Be sure to ARGUE with the Queen of Hearts in the Court Room so she can ask you a riddle. The answer to it is LAP. You can now leave the chessboard and the museum. When you are almost to the shore, use the hat to float above the ferret. Continue back to the Pier and return up to the house. After leaving the Bathing Machine, you might want to try the next door down. This is the door to Blenheim Palace. If you go through it, give all the teapots to the Queen. Leave the house and go left until you come to Lacie the artist. Give her the MEMO, MUFFIN, and MUSHROOM. She will then disappear, and you can continue on to the Treacle Well. Climb down and go right to the Cricket Ground. Enter, and keep going left to the School. Go to the Music Room, COAX the turtle, and he will sing a song for you. Head to the Dance Room and enter the mirror on the left, which will take you back to the house. Go up to the Duchess, stand on the block to the right of her, make yourself tall (Cake or Mushroom), and use the hat. You'll float up and bang into the wall, but if you stand in the right spot, you'll end up standing on the rope afterwards. Eat an elixir to get to normal size, then go up the rope and make your way to the cradle. Examine the cradle. Try and TAKE it, and it will leave a rattle behind. You will not need to take this item, you will have it automatically, just be sure to check your inventory before leaving. | 005 |=================\Revisiting the Rabbit Hole/===================| 005 | You must make your way all the way back to the rabbit hole you first came down. This is annoying, but you must do it. Use the hat to float up to the ledge on the left of the Cheshire Cat. Then, eat a cake and jump over to the Cat. Stand on the right edge of the rock, face right, and use the whisker. Shrink down to normal, walk along the whisker and up to the door. Inside is the Doormouse. TEASE him and he'll sing you a song. Leave and go all the way back to the tree with the rope hanging down. Climb it and make your way up to the bird's nest. Sing "SHUT YOUR BEAKS" to them, wait for 12 o'clock, and you can go through the mirror into the Looking-Glass Land. | 006 |=================\Through the Looking Glass/===================| 006 | Take the door on the left, which leads to another room. Take the center door, try and HELP. Pick up the BROOCH and go through the mirror to Room Two. Climb up the rope to Room One and go out the window. Jump with your parasol, and you will be at the bottom of the Birdbath. To the left is a garden and a buttercup, but go ahead and go right first. Pass the small Birdbath, and keep going until you come to the house with the rope. Go up to Cloud Land, and use the hat to get to the door you see there. HELP the White Knight and he will sing you a song. TEASE him as well. Leave and make your way over to the other end of Cloud Land, where you will come across the Bread and Butter Fly. Take it, and go back down to earth. | 007 |=================\The Railroad Station/===================| 007 | Go to the railroad station, which is next to the house with the rope. You will need an elixir or mushroom to get in. Once inside, return to normal size, take the first door, and walk right to the train. You can talk to the Unicorn if you want, then go left to the Gnat. CALM him and he'll ask you a riddle. The answer to it is DUCK. Use the hat to float up out of the train. When you fall back, you'll be in a different train. Walk right to the exit and leave. Continue left, passing the Waxworks until you reach the Jabberwocky. Use the fan and he'll disappear. Keep going left until you come to the tree. Stand on the left side and use the hat to fly up. TEASE Humpty Dumpty and he will leave behind a cravat (neckband). Climb down and walk left. You need to be careful here, as there is an enemy bouncing around the next screen. As soon as you enter that screen, use the hat to float above him. Do this as quickly as you can. You will float up to the top of the stairs. From there, go left to one of the Tweedledee/Tweedledum brothers. OFFER the rattle, and he will move. Continue left until you get to the White Queen. GIVE her the brooch and keep going until you come to the door. Go in and CALM the machine. It will sing you a song. After that, leave and go back right all the way until you come to a ladder going down. A note here about the Red Queen is in the balloon. If you decide to visit her, the answer to the riddle is CONTENT. Climb down, go left. Ignore the birdcage, it's a trap. SING "MUNCH MUNCH MUNCH" to the sheep and you can then proceed to the next room. OFFER the Bread and Butter Fly to the Sgt. Major, then climb up the ladder and go left. TEASE the baker, who will ask a riddle. The answer is "NIGHTMARE". Continue left and enter the Banquet Room. SING "GOD SAVE QUEEN ALICE" to the Wasp, and you will be in the real Banquet Room with the talking Mutton. SING "NO MORE MUTTON" for it, and he'll leave a paper crown. Be sure to pick it up, you will need it later. Go back the way you came, returning to the Palace. Keep going left, past the Easter Rabbit, until you reach the Barrister (british term for lawyer). COAX him and he will ask you a riddle. The answer is "BUTTERCUPS". Keep going left to the Bell Room. | 008 |========================\The Bell Room/========================| 008 | Stand directly under the rope and use the cravat. It will provide a way for you to climb up. Continue to use the cravat to get up to the Belfry. Always climb on the right side. If the Bellman isn't there yet, just wait around. You can stand there, doing nothing, time will pass in the game regardless. Offer the cricket bat to the Bellman, who will give you a key. Take it, then go back down and out to the ladder again, making your way to the room that has the Banquet Room door. This time, however, go up the stairs to the door above it and enter the Beryle Throne Room. You can talk to the Throne or not. Either way, go through the door on the other side. This leads you to a room with an enemy. DO NOT GO THROUGH THE DOOR ON THE BOTTOM. It is a trap, you must go up by the rope. You can pass the enemy using the hat, it may take a few tries until you find exactly where to stand, as well as the timing. Once you pass it, get up the rope quickly and make your way over to the White Rabbit. Give him the fan and he will get out of your way. Now, keep going. You will come across another enemy, but use the hat once more to get past him. Go through the door at the top and you will be in the Ball Room. Go out the other door, and you will end up in the Rabbit Hole. Use the cravat, climb up it and face right, using the whisker there. Walk along the whisker as far as you can. Turn left, and use the hat. Congrats, you have beaten the game. Enjoy the ending! | 009 |=====================\Character Guide/======================| 009 | Here I will be putting character interaction, such as what does what with each and every person in the game, as well as highlighting important things they have that you need, and the correct response to get that item. I will also go over what happens if you say the wrong thing to them, and what time they will return to that spot in the game. If you want to use this as a walkthrough you can, and then you can figure out where to go on your own without using the full guide above. STILL IN PROGRESS, UPDATE SOON. | 010 |=========================\Credits/==========================| 010 | I want to thank Paw (youtube username: pawdugan) for showing off this game, as well as giving me the drive to play through it. I wanted to put out this guide to help people who may have gotten stuck, as he did. I also do Let's Plays like he does, and you can find my LPs on my Youtube channel at brynnagiadrosich. I also want to thank Project64 for putting together the ebook of the manual for this game. http://project64.c64.org/games/0-l/index.html is where you can find all the manuals they have for different games.