Total Recall - Manual
Quaid, after a terrifying visit to 'Rekall' and an unsuccessful memory
implant discovers that his life is a lie. His past is fiction and his true
identity is shrouded in mystery. A mystery whose solution lies on the Red
Planet of Mars.
At night he dreams of that distant world - he dreams of a beautiful woman -
he dreams of his own death.
Now a hunted man, searching for the clues that will enable him to reach Mars
and unravel the web of lies that all that remains of his past.
A normally peaceful man in a world gone mad, must resort to violent means to
stay alive and regain his life, his past, his future and more importantly,
his very soul. In doing so he can free the world from tyranny.
This is a one player game controlled by joystick only.
FIRE and DOWN will activate the armed combat.
FIRE and UP will return to unarmed combat.
P - Pause game (press fire to resume)
ESCAPE - Quit game
F8 - Music off
F7 - Music on
CAR CHASE SECTION
Push the joystick in the appropriate direction to steer the car.
Press fire button to fire gun.
In the car chase section there will be various icons which may be collected
S - Score Bonus
A - Auto Fire
Skull & Crossbones - Mystery Icon
Red Pyramid - Invisibility
Heart - Extra Energy
Quaid must get from his hotel to a phone box on the far side of the city
where he will receive further instructions. Along his way he must collect
five vital objects to help him in his quest: a briefcase, passport, ticket to
Mars, disguise and a surgical instrument for removal of implanted homing
Richter, the Chief of Police, and his cronies are waiting to stop him. Quaid
must find a gun and a cache of bullets to battle his way through or use his
unarmed combat skills.
Having recieved his instructions Quaid commandeers a 'Johnny Cab' and
must make his way to the derelict warehouse area where he can utilise the
briefcase-video and learn further information regarding his past. Richter
and his mobile police are in deadly pursuit.
A startling revelation lies within the video briefcase. It appears that the
full answers to his questions lies on Mars. Now he must escape from the
warehouse to the Spaceport to begin his journey.
Upon arrival on Mars. Quaid is beset by Richter once again. He must now
fight his way through 'Venusville' where he will contact Melina, possibly the
mysterious woman from his dreams.
Melina and Quaid meet Benny, a taxi driver who helps them escape from the
pursuing forces. They must negotiate a dangerouse route through the caverns
of Mars until they discover the way to the Rebel hideout.
Their taxi discarded, Melina and Quaid must proceed on foot back through
'Venusville' down to the caverns to meet Kuato the rebel leader.
Along the route are switches that must be activated to open the doors into
the alien reactor that is the heart of Quaid's dilemma. Lifts allow access
to the higher levels but they are icon-controlled. The correctly shaped icon
for each lift, or series of lifts must be found and dropped into the
corresponding slot by the lift - without this the lifts are inert. Other
icons will be found along the way. Each icon will be shown as an alien
symbol. There are four of these to be collected.
Finding Kuato, Quaid will be given the key to the entrance to the reactor.
Once you have used the key you will have access to the alien computer. This
will display a panel containing the four alien symbols collected on your
route through the complex. A cursor will allow you to manipulate the Symbols
one at a time. Positioning these in the correct order will open the final
doors to the alien reactor. Between Quaid and his final confrontation are
the last vestiges of Richter's armed forces.
Fight your way through then battle Richter himself on the lift up to the core
room. Emerge victorious and within, you will find the villain behind your
strife, Cohaaggen. Here in the core room, he has planted a bomb which will
destroy the reactor and Mars' only chance of salvation.
STATUS AND SCORING
Points are awarded as follows:-
AMMO - 10 Bullets 200 points
GUN - 10 Bullets 400 points
? Icon - 500 points
HEART (restores 50% health - 400 points
UNARMED BADDIES - 1000 points
PATROLS - 3000 points
GUARDS - 5000 points
WALLGUNS - 2000 points
Extra energy will be awarded at 50,000 points and every 100,000 points
If energy is full ammo will be awarded.
You only have one life, once your energy is depleted the game will be over.
HINTS AND TIPS
* Preserve your bullets for armed enemies, use punches for unarmed enemies.
* Collect the scanner which will show you the nearest object.
* Learn the positions of enemy cars and avoid them.
Typed by SIDEWINDER of LSD.