ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍ»ÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º Fun 'N Games ºÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ Chagunitzu ÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͺ Fun 'N Games º ÈÍÍÍÍÍÍÍÍÍÍÍÍÍͼÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÈÍÍÍÍÍÍÍÍÍÍÍÍÍͼ Chagunitzu (cha-goo-NIT-zoo): 1. A compound word from the ancient language of the Aztec Indians. Derived from CHAGUN, meaning "kings" and ITZU, meaning "temple". Thus, the meaning of Chagunitzu is "The temple of kings" 2. An Aztec pyramid in southern Mexico INSTRUCTIONS In CHAGUNITZU, you control the adventurous Alabama Smith (his friends call him Al) as he explores and plunders the Aztec pyramid, Chagunitzu. In the pyramid, he will meet many dangerous obstacles, including giant spiders, deadly skeletons, and crossbow traps. Even the walls can be deceiving; they can be invisible, false, or moveable. The path is treacherous and long, and every room is a new puzzle, but with a brave heart, perseverance, strategy, and a lot of luck, Al will make it to the very center of Chagunitzu, where the Crypt of Chagun lies. And then Al must escape again! The Main Menu When the title menu appears, CHAGUNITZU will attempt to load in the "Pros of the Pyramid" high score list. If the file "CHAG.SCO" does not exist on the disk, the program will create a new file. To reset the high score list, erase the file from the disk, and next time you play CHAGUNITZU, a new high score file will be created. The menu will display the following operations: PLAY A GAME, CHANGE CONTROL KEYS, and EXIT TO DOS. Use the cursor control keys to move the cursor bar up or down. Press ENTER to select the highlighted option. Your changes to the control keys are saved to disk when you press ESC, so you won't have to change them again next time you play. When you first load CHAGUNITZU, the default keys are the cursor control keys. At any time during the game, these control keys may be used: Key: Function: F1 Calls up the in-game help screen. F3 Toggle sound on or off. F6 Lose one life. (used as a last resort to escape from traps) F10 Adjust the game speed. ESC Exit from the game to the title menu. Ctrl P Pause the game. Press any key to un-pause. Ctrl R Restart the game from the first room. Ctrl S Save the current game status to disk. Ctrl L Load a saved game from disk. The Screen Display After starting a game, you will see in the upper left hand corner the number of the room Al is presently in. There are 25 different rooms in Chagunitzu. Below the room number the current score is displayed and the number of lives Alabama has remaining. An extra life is awarded for every 350 points earned, but Al may never have more than three extra lives. The last item displayed is the high score. To the right of all this is displayed a bird's eye view of the room. Objects In The Pyramid Walls - These are always present. Al cannot go through them, and neither can his enemies. Invisible Walls - These are not visible, but Al cannot go through them, and neither can his enemies. False Walls - These appear to be walls, but Al can walk through them. They disappear after he does so. Moving Walls - These are activated by hidden pressure plates in the floor. Sometimes the pressure plates are affected when boulders are moved off of them, and sometimes they are affected when Al steps on them. Boulders - These giant rocks may be moved by Al if they are not resting against an object. Spiders and Skeletons cannot move boulders. Dirt - This looks like a huge pile of sand. Al can dig through it but his enemies can't. Giant Spiders - These deadly creatures are very common in the temple. They climb along the walls and are thus very predictable. A spider which is completely restricted from movement will suffocate and explode, its entrails becoming diamonds. Skeletons - These horrors are the animated remains of past explorers. They move randomly and are unpredictable. They do not breathe and so cannot be suffocated. Crossbows - These are stationary, but can fire bolts at Al when he steps into range. Diamonds - These are worth 1 point when Al picks them up. There is no limit to how many he can gather. Emeralds - These are worth 2 points when Al picks them up. There is no limit to how many he can gather. Crowns - These are worth 50 points when Al picks them up. They are found only in the crypts of deceased kings. Traps - These can take any form. Remember that the Aztecs knew magic. Doors - These look like flashing boxes. The door is the way out of a room (Al is brave and won't go back the way he came unless he has to.) They are only made visible when a certain number of treasures are picked up in that room. Game Play At the beginning of a new room you will see somewhere on the screen a flashing door. This is where Alabama Smith will appear in a few seconds. After he enters the room, maneuver him (using the selected control keys) around the room to pick up treasures, set off traps, squish spiders, or anything else that suits your fancy. After a certain number of gems have been gathered, the screen will flash briefly and a door will appear in the room somewhere. The door might be in the wall like a normal door or in the floor like a trapdoor. After entering the door, Al will be awarded a random amount of points and moved to the next room. The quota of collected diamonds is different for every room. Sometimes Alabama must collect them all, at other times he needs very few. Al will never need more gems than are available. Pros of the Pyramid If you achieve a high score playing CHAGUNITZU, you may have the honor of being included in the Pros of the Pyramid list. This is a chart of the top three players. When you achieve a score worthy of the list, at the end of the game you will be asked to type in your name. The name must NOT be longer than 5 letters long. After entering your name, the revised list will be saved to disk and you will be returned to the main menu. Hints Watch the path of the spiders. They are extremely predictable and easily avoided (or killed!) Move quickly. Hesitation is the downfall of all great adventurers. Most of the time tapping the control key repeatedly will achieve better results than holding the key down. Collect as many gems as you can, but don't get piggy. A high score will bring more extra men, but death causes low blood pressure. Be aware of everything on the screen. Sometimes events must happen in a certain order to allow for Al's escape. Never place a write-protect tab on your CHAGUNITZU disk. The program will not run properly otherwise. Killing spiders is an art form, and sometimes it's a disgusting fact of life. In certain rooms you must squash spiders in order to escape! Sometimes it may look like you've collected every diamond possible, and yet no door has appeared. This usually means that you didn't squash a spider just right. Save your game every time you enter a new room. If you suffer from a power outage, an overbearing boss or parent, you can leave CHAGUNITZU and return later to the same point where you left off. Have fun. No programmer likes being on somebody's hit list. Clearing The Rooms DO NOT READ THIS SECTION UNLESS YOU ARE ABSOLUTELY STUMPED BY THE GAME! These hints will help you get past particularly tough situations, but it could also ruin the fun if you look at what's in store for you. Room 1 - Push the left boulder down, move to the right, and push the boulder on the right up one space. Then move upward, around the boulder. The walls will move, allowing you to collect all the diamonds. Room 2 - Be careful how you move the boulders, or you could find yourself trapped. You must squash both spiders to move on. To escape, you must kill the top spider by pushing a boulder under him. Pushing a boulder over the spider will leave you trapped, without enough diamonds to escape. Room 3 - Speed is essential here. Clear the "islands" by following the spiders around, collecting diamonds on the fly. Leave the dirt in the centers of the islands so the spiders will circle them instead of you. Room 4 - Leave the spider alive in the lower left so that the other two will move more slowly. Arrange one boulder so that it is between the two on the bottom, and two spaces up. Then release the spider in the upper-right chamber. (Be sure to hurry out of his way.) When the loose spider goes between the two boulders, squash him with the boulder you moved and then collect the diamonds. Next, release the spider in the upper left chamber, then arrange the two boulders in the two upper corners of the chamber. Then move the boulder that isn't between two walls next to the opening in the upper left-hand chamber. When the spider goes inside, plug the hole, then squash him between the two boulders. Now squash the remaining spider. Move the boulder between the two walls downward, and the wall will move downward, allowing you to scarf up the remaining diamonds. Room 5 - Squash the spider next to Al when he is in the "down" position. Then move across the screen, collecting any diamonds you can without moving boulders. Squash the spider to the left when he is in the upwardmost position. Then push the boulder at the bottom of the screen as far as possible to the left, releasing the spider. Get out of the spiders way by hiding where the spider you just squashed was. Then re-enter that spider's chamber while he travels around the screen. Collect the three diamonds, then move down and wait until you can squash the loose spider. After doing that, arrange boulders so you can squash the remaining spider, then do so. The door is in the lower left side of the room. Room 6 - This is the first room to contain an invisible wall. First gather all diamonds possible without moving any boulders or dirt. Then squash the left spider between the two available boulders, breaking a hole through the wall of boulders. Collect all the diamonds along the bottom, then push one of the boulders from the top all the way down, through the hole, and against the wall. Push the other top boulder so that it is two spaces above the other. You have now built a spider trap. Release the middle spider and squash him in your trap. Then squash the remaining spider when he is in the left half of his "U," that way you pick up enough diamonds to escape. Room 7 - This is an invisible maze. You need all four diamonds to escape. The door is against the left wall. Room 8 - This room has a spiral of boulders containing several spiders. The spiders will squash themselves. Then you can trap the rest by moving boulders appropriately. Be sure to use the stationary spider to break a hole through the wall of boulders, allowing you to get at the diamonds below. Room 9 - This room contains a large number of traps. Move quickly, evading the roving spider, and push the boulder so that you can move through the wall. The wall will close behind you, closing out the spider. Next collect the three diamonds. This will release the spiders trapped in the bin near the bottom of the screen. Watch out for that diamond on the left...it harbors a nasty surprise. Room 10 - It's you against a lone spider on this set, and a quick one he is. To trap him, push the boulder above Al up two spaces, collecting diamonds on the way. Then move to the right, waiting by the sand until the spider passes by. Then move down and wait for the spider to enter the winding passage, then move up and over to the boulder on the left two space above the boulder you pushed up earlier. When the spider enters the area where Al started this room from, push the boulder down, and the wall will snap shut. Collect diamonds at your leisure. Room 11 - This room requires skill and timing to get past all the spiders. Every gem is needed to escape. Room 12 - Here is your first encounter with skeletons. Don't panic! Bide your time and wait for the right moment to collect the emeralds. Be careful, because you're going to need them all. Room 13 - Let the skeleton kill off the two spiders for you, then collect all the gems. Trap the skeleton against a wall using some of the boulders, release the remaining skeleton, and your escape should be easy. Room 14 - This is your first room containing crossbow emplacements. Remember that only one bolt will be in the air at a time, so move down through the guarded corridor after the crossbow to the far right shoots. When going through the upper right passage, duck into the alcove to avoid the bolts flying through the air. Collect all the emeralds, and then you have to contend with the two spiders to get the remaining gems. Run to the left, grab that diamond, then down, grab that diamond, then to the right, down, to the left, and out the door. Room 15 - You'll be facing several crossbows in this room. Jump in the way of a crossbow, let it shoot, then move out of the way, and collect gems after the bolt flies by. Use this technique to grab all of the gems. Room 16 - This is by far the most difficult room in the temple. You will have to rely on skill, speed, and luck to make it to the center. You will have to rely on more of the same to escape again. It seems this room is a dead end, so Al will have to go out the same way he came in. Room 17 - This is room 15, which Al cleared earlier. He can now see the true exit from this room, so move quickly past the crossbows to the door. Room 18 - You made it! This is the Crypt of Chagun. Many tombs are here, and each one contains a crown and the king who owned it. Unfortunately, the kings are feeling rather lively now, and you'll have to contend with them if you want to grab any crowns. Of course, Al could skip through without collecting any, but what did he come here for, anyway? Room 19 - You're on your own in this room. Room 20 - This is another invisible maze. Unfortunately, it has a few crossbow emplacements guarding it. Good Luck! Room 21 - The skeleton here is a real spoiler, but there's nothing you can do about him. After collecting the gems in the bottom chamber and escaping the moving walls, you'll have to avoid the shots from the crossbow. Be careful how you move the boulders or you could trap yourself. In this room, it is wise to save your game after you have escaped the skeleton. Room 22 - Finding the false walls in this room is the only challenge. To find them. Move Al along a wall, then against the wall. Repeating this procedure, you will eventually find all the false walls, and be able to collect the emeralds. Room 23 - There are several false walls in this room. Al will have to break the laws of physics in order to escape. Try pushing against the left wall to enter a passage on the right, and try pushing against the right wall to enter a passage on the left. Room 24 - Release the spider, then squash him in the left alcove. Collect all the diamonds, then move to the bottom of the screen. One of the walls is false, on the north side of the corridor, and it is here where you can take refuge from the crossbow crossfire. Room 25 - Speaking of crossbow crossfire, you'll have to move quickly to escape from this room. The exit is on the right wall, but you'll have to collect all the gems to open it. At last, Al will see the light of day again! Epilogue Now...Al stands before the entrance to Chagunitzu, deep in the jungle. Birds screech a cacophony which echos from the distant mountains. The doorway to the temple is like a deep pit...dark, foreboding. Wind rustles the leaves of the surrounding Mexican jungle, beckoning Al to take refuge in their humid depths. Then, fearlessly, he strides into the pyramid. Your toughest adventure ever awaits you... Are you ready? CHAGUNITZU requires a Graphics Adapter DISK FILES THIS PROGRAM USES: CHAG.EXE CHAG.ROO CHAG.DAT CHAG.SCO CHAG.EGA CHAG.CGA CHAG.TIT