THE SPECTRUM GAMES DATABASE



EUREKA!



PUBLISHER

Domark



AUTHOR

Andromeda Software - press BREAK in one of the Adventures for a

list of the programmers. The storylines were written by Ian

Livingstone, author of several Fighting Fantasy gamebooks.



YEAR

1984 (released on 31 October)



DESCRIPTION

A set of five nice adventure games with rudimentary sound and

graphics, each prefaced by an appalling 'arcade' section.



CONTROLS

The usual adventure commands, though in general abbreviations are

not accepted. The exceptions are those listed in the instructions

together with M for MAKE, A for ATTACK and G for GO.



Note that LOOK has the nonstandard function of giving a list of

items in your location, and R stands for REPEAT rather than

REDESCRIBE. Q or ? fulfil this role. There is no command to list

the exits from a location.



INLAY CARD TEXT

[Back of accompanying A5 booklet]

Eureka!



Truly you have found it! The most exciting and innovative

combination of an advanced microcomputer epic and perplexing

riddles ever devised!



The objective of Eureka! is to find the secret code and United

Kingdom telephone number hidden in this unique combination of

computer Adventures, riddles and illustrations. Clues in the

Adventures lead to the riddles; hints in the riddles lead back

to the Adventures; both help to find the meaning of the

illustrations. Gradually you piece the puzzle together. When it

suddenly falls into place - you know the answer - the question

is "Are you the first to dial the secret telephone number and

quote the secret code"?

 

[Text of 20-page booklet]

Eureka!

By Ian Livingstone



250 K of pure mystery



FOREWORD

[photo] Ian Livingstone



It was an interesting problem. Design a five part time race

Adventure game linked by Arcade action, add a booklet with

cryptic clues and dramatic art, offer a œ25,000 prize and journey

to Hungary to program in secrecy. But now it's done and the race

is on. When Archimedes uttered his famous cry in the 3rd century

BC, little did he know that many years later, thousands of people

would desire the same triumph of discovery. However, when

somebody once again yells "I've found it!" the reward will be

somewhat greater than an overflowing bath. I wish you all the

best of luck in your hunt for the Talisman.



Ian Livingstone



THE STORY OF Eureka!



The Temporal Talisman is an ancient artifact found on the Moon

by the Apollo XVII mission, but whose existence was a closely

guarded secret. The Talisman, a cube of crystal 15" on each side

resisted all attempts at analysis until it was subjected to the

intense beams of the SHIVA Fusion Project lasers. The Talisman

shattered under the beams and each of its corners vanished.



Three of the missing pieces were found several days later - one

in Australia, one in Greenland and the last in Outer Mongolia.

In each case the pieces were traced by the peculiar radio

frequencies they emit - but the other five are still missing.

Coincidentally, a series of strong moonquakes have racked the

Moon.



Noted physicist, Dr. Abdul Majid, believes that these quakes

resulted from the damage to the Talisman and that in time the

Moon will disintegrate, sending thousands of massive meteorites

crashing into the Earth! This disaster can only be averted by

piecing the Talisman back together. Only a few months remain

before this happens and the World is destroyed.



Dr. Majid has convinced NASA of this, and that he knows where the

missing pieces are. Each piece was catapulted into Time and has

been traced:



   * One in Prehistoric Europe

   * One in Roman Italy

   * One in Arthurian Britain

   * One in Wartime Germany

   * One in the Modern Caribbean



With the help of an experimental device, The Chonetran, NASA will

send you back in time to retrieve the first piece. When this is

done, the mixing of the force fields should catapult the piece

to the present whilst you pass through The Void in search of the

next piece.



Should you fail to find any piece of the Talisman you may be

trapped in that epoch forever!



To complicate matters further, signals from the Talisman detected

in the Modern Caribbean have ceased. The British Prime Minister

has received a ransom note from Dr. Hugo Von Berg demanding that

unless he becomes Emperor of the Earth he will not release the

last piece of the Talisman. You must stop him, retrieve the last

corner of the Talisman and ring the secret telephone Hotline to

the British Prime Minister to say that you have saved the World!



GETTING STARTED



HOW TO PLAY THE ARCADES



A short Arcade game precedes each Adventure and must be

attempted. The object of the Arcade game is to collect all the

flashing objects and return them to base. You pick up objects and

drop them by pressing the 'fire' button on your joystick (for

keyboard controls see page 18 [HELPFUL HINTS FOR HARASSED

HEROES]).



Each time this is done, a flashing exit point appears on the

screen. If you wish to leave the Arcade game and go into the

Adventure do not press the 'fire' button until you manoeuvre

yourself into the flashing exit point. Then press Play on tape

again to continue loading without turning off your computer. If

you wish to continue the game, then pressing the 'fire' button

gives you further objects to pick up. The number of objects to

be picked up is shown on the screen.



The Arcade game helps to increase your VIGOUR in the Adventure

if you score over 25,000 points. Every 500 points beyond this

gives you one extra VIGOUR point up to a maximum of 100. 

Therefore 50,000 points scored on the Arcade will yield a VIGOUR

level of 100. If you leave the Arcade game before this you will

have an automatic VIGOUR level of 50 in the Adventure.



Avoid hitting your enemies head-on but catch them from behind,

and your energy will increase.



THE ADVENTURES



There are five Adventures in all. The first four can be attempted

independently, the fifth only by giving the correct answers to

a series of questions about the previous four.



The games, with corresponding chapters in this booklet are:



One- Prehistoric Man, in which you must cross jungles, swamps,

deserts and mountains; fight monsters, trade with Neanderthals

and, eventually, find and steal the Talisman.



Two- The Romans, in which you might become a galley slave; take

part in a Roman orgy; escape from a leper colony and time

permitting, grab the Talisman.



Three - Arthurian Britain, in which you will find yourself trying

to outwit magicians; avoid jousting, and helping King Arthur and

yourself in the quest for the Holy Grail and Talisman.



Four- Colditz, in which you must find the Talisman and escape

from this notorious Prisoner Of War camp in Eastern Germany.



Five- The Modern Caribbean, in which you will finally meet your

arch rival, the evil Count Hugo Von Berg, who is holding the

world to ransom. Can you take the Talisman, ring the secret

telephone number and save mankind?



HOW TO PLAY THE ADVENTURES



Your VIGOUR level at any point in the Adventure will determine

whether or not it is advisable to fight an opponent. COMBAT

occurs frequently in every Adventure. Sometimes you are attacked

and must fight or run. At others you may initiate the combat, if

you feel confident, by typing HIT or its synonym. You can keep

track of your own VIGOUR level but can only guess at your

opponents - be careful!!



Weapons or some form of protection will improve your chances of

survival during each Adventure so use I or INVENTORY to find out

what you are carrying at any time. You may also want to know more

about a location before deciding what to do, so type L or LOOK.



In any case, try H or HELP if you get really stuck - it may or

may not prove helpful!



Above all else - remember the GOLDEN RULES OF ADVENTURING;



* ALWAYS MAKE A MAP

* ALWAYS KNOW WHERE YOU ARE

* ALWAYS REMEMBER WHERE YOU HAVE BEEN

* VISIT EVERY LOCATION

* IGNORE NOTHING



THE RIDDLES AND ILLUSTRATIONS



This booklet contains five chapters corresponding to each

Adventure and a sixth which tells you how to find the hidden

Eureka! code and telephone number.



Each chapter has a riddle and an illustration. The clue in the

illustration can only be deciphered with the aid of the riddle

and Adventure. The clue in the riddle can only be solved with the

aid of the illustration and Adventure. The riddle and

illustration will help you to complete the Adventure.



Each of the first five chapters will yield clues which are needed

in order to complete chapter six and find the solution to

Eureka!. A few hints may help:



* Study every chapter of the booklet before starting the

Adventure since each riddle, illustration and Adventure is

interlinked.

* Ignore absolutely nothing in the riddles or illustrations - but

watch out for red herrings.

* You need not be an expert to solve Eureka!

Just remember:-

 * Understand what you read.

 * Look at what you see.

 * Remember what you've done.



If you think you have the answer - dial the number and give us

the secret code - Good Luck!



[There are colourful illustrations accompanying each of the six

chapters.]

 

 CHAPTER ONE

 [Around the border are the numbers 18, 15, 25, 7, 2, 9, 23 and 

 1.]

 

 PREHISTORIC MAN



 Tie the needful Knots that bind,

 Present man with ancient kind,

 And rescue from a dreadful death,

 Evil lizards in rock cleft.



 Seek that which in bygone days,

 Is the terror of the ways,

 Through steaming swamp or arid plain,

 Fear its roaring - fear its name.



 Fight with every fibre tense,

 Though the truth may make no sense,

 When even patterns seem unsure,

 Despite they hold the head secure,

 And smooth the cluttered lines on

 furrowed brow.



 CHAPTER TWO



 ROMAN ITALY



 "From two old chariots and nag,

 Take eight sandals in a bag,

 Add two live chickens then arrange,

 To take your winnings for a change."



 Thus, the old witch speaks to you,

 As she stirs her dreadful brew,

 Amidst the ancient slums of Rome,

 In the hovel she calls home.



 Another calls in cracked voice harsh,

 "Beware the Ides - the Ides of March"

 Three times you hear his doom laid cries,

 As Rome you see through jaundiced eyes.



 Which searching - seek to find what all,

 Might expect in splendid, statued hall,

 To represent, at least in symbol set,

 A reunited searcher and his pet.



 CHAPTER THREE

 [Around the border is the verse: Why do you think so little can 

 be said / About the bloody colour which has led / To dominate 

 in numbered fold / The chalice and its precious contents cold]



 ARTHURIAN BRITAIN



 Let nothing in this magic misty maze,

 Of mighty heroes clad in honours blaze,

 Occasion you to blindly fail to see,

 Kindness in disguise - can never be!



 Take what is used to make a clip or clop,

 However odd the tree that might thus drop,

 English versions at this time or place,

 Sound effects to help you win the race?



 You may observe - indeed I'm sure you will,

 Mountains, in a distant landscape - still,

 Beneath a blue and somehow empty sky,

 Ordained it seems to crumble soon and die.



 Like that old man who stands in pointed hat,

 Intensely watching - willing that,

 Silence, when it comes, will favour white,

 Negating thus the doom of coming night.



 One lonely ancient wizard priest,

 The magic sword's protector at the feast,

 The holder of the keys where first and last,

 Can sometimes be reversed in ancient tales -

 whilst simple minds are trapped in glories past.



 CHAPTER FOUR



 WARTIME GERMANY



 In this fearful, jackboot dominated land,

 Of wartime Europe, terrorised by iron hand,

 Escape from fortress Colditz - in the night,

 Disguised as best you can - in frantic flight.



 Avoid, if you would live, that battle zone,

 Where manic orders clog the waves

 of radio and telephone,

 Yet pass with ease through faded canvas top,

 Before, in fear and trepidation, you must stop.



 Beside the portrait of a very horrid man,

 Concealing, you might think, a Talisman,

 But really matching, in one small and early part,

 The bunker's echoed call - at which you start!



 CHAPTER FIVE



 THE MODERN CARIBBEAN



 You seek him here, you seek him there,

 The mad Von Berg seems everywhere,

 Until, at last, you find the place,

 Where you will meet him - face to face!



 To tear from out his evil grasp,

 The Talisman which will at last,

 Reform The Crystal - save The World,

 From the doom of Time unfurled.



 Now, deep within this palm clad place,

 With weapon aimed Von Berg awaits,

 Full knowing he can score the point,

 In front or back, in head or joint.



 Whilst you must search, in terror trapped,

 For coins in Orientals wrapped,

 And even precious jewels, like pearls,

 Whose radiant settings have saved worlds.



 Until, unplanned, you meet the Metachron,

 Knowing that in time Von Berg's last bomb,

 Will end your quest for Talisman and code,

 Should you forget the silver steed you rode.



 CHAPTER SIX



 Eureka!



 Combine the five that you have found,

 In such a way that all around,

 Will, upon the sighting, cry,

 "This is the one - the one to try".



 Follow then your chosen course,

 To the riddle's exact source,

 There - find within it's [sic] proper base, 

 Eureka's code - it's hidden place.



 And, what you need to find the key,

 To break the code and numbers free,

 There's three of each, ignoring one,

 That are unique, when all is done.



 Which, complimented from the end,

 Will fill the blanks that thus attend,

 The laying out, as is the norm

 Of what is found in picture form.



 To give the numbers which you seek,

 To claim at last, if first you speak,

 That code which we so wish to hear,

 That code which we have buried here!



HELPFUL HINTS FOR HARASSED HEROES



THE ARCADES



These may be played with joystick or keyboard. In case you want

to use the keyboard version here are the appropriate commands:-

 

SPECTRUM 48K[Commodore 64 keys also given]

0 Pick-up, Fire, deposit objects or exit

6 Left

7 Right

8 Down

9 Up



When you wish to leave the Arcade, do not press Fire before

reaching the exit, otherwise you will start again!



Since much of the Eureka! Adventures must be played in "real

time", we have provided a comprehensive range of single key

functions to reduce keyboard time. These are:-



SPECTRUM 48K[Commodore 64 controls also given]

T Takes specified items at a location, eg T FLINT or T ALL.

R Repeats previous command eg HIT MAN used in combat.

Q or ? Repeats description of location or situation.

% Gives your % completed so far

@ Music on/off

L Lists all items available at this location (LOOK)

H Help -

I Inventory - lists your possessions



Directions may be given by using the first letter of the word eg

E = East, W = West, U = Up, D = Down, O = Out etc. Note - you

must use IN or Enter rather than an abbreviation.



D O M A R K



The Directors of Domark gratefully acknowledge the help of the

following in creating the Eureka! phenomenon:



CONCEPT MARKETING STORYLINES

Dominic Wheatley Mark Strachan Ian Livingstone

Mark Strachan Dominic Wheatley

Stephen Byrne David Bishop

Ian Livingstone



RIDDLES PROGRAMMING TEAM LEADERS

Stephen Byrne Commodore 64 Spectrum 48K

Ian Livingstone Andras Csaszar Donat Kiss



Due to the immense size and complexity of this game it is

impossible to guarantee that it will ever be completely error

free.



A great deal of time has been spent testing this program to

ensure it will behave as described within these instructions.



Do tell us if you have any comments on Eureka!



The worldwide copyright for this booklet and complete program

belong to Domark Limited, 228 Munster Road, London SW6, England.



[end of booklet]





CHEATS

Asking for HELP in the storeroom in Wartime Germany moves you

directly to the town location ('Somewhere in Germany').



The answers to the questions at the start of the fifth adventure

are:  MEEP MEEP, NERO, MORDRED, ANVIL CHORUS. However, you can

avoid them by pressing BREAK, which brings up the programmers'

credits and then starts the game.

 

SEQUELS/PREQUELS

None.



SCORES RECEIVED

Your Spectrum (issue 10, Dec 84/Jan 85, p.66): "...well worth the

investment."



URLs



GENERAL FACTS

Domark offered a 25,000 pound prize to the first person to solve

the adventures and ring the telephone number revealed. The

competition was open between the game's release on 31 October

1984 and 31 December 1985.



The game was advertised with an offer of 7 pounds off the price

of a Trojan lightpen system for the Spectrum for those who

ordered before the game's release.



NOTES

You cannot enter commands while graphics are being drawn or

sounds are being played. It is, however, unwise to speed up your

emulator because some parts of the adventures (when the cursor

changes to ! ) give you only a short time to enter a command.



The arcade game is quite boring - you will probably want to get

through it once and save a snapshot of the start of each

adventure.



The names of the sections according to the loading screens are:

THE PREHISTORIC AGE

ROMAN TIMES

ARTHURIAN BRITAIN

ESCAPE FROM COLDITZ WORLD WAR II

THE PRESENT-DAY CARIBBEAN

