-------------PUFFY'S SAGA - AMIGA - DOCS-------------------- by Anne Bonny (with the assistance of The Hellion) Loading Instructions: Works on Amiga 500, 1000, 2000. If you only have 512K turn off you computer and disconnect any peripherals like mouse, printer, second disk drive. For two players plug 2nd joystick into port 1. Amiga 1000 owners will need to boot system with Kickstart 1.2 or 1.3 first. Press joystick button to go through each screen. On character selection screen press joystick to activate a box (it will turn from red to green), move joystick up to select Puffy or down for Puffyn and click joystick again. When your chacter dies press fire button immediately to get to first level without showing the Game Over or High Score pages. If you die and see the screen showing the dragon information, move joystick right or left to see other screens about other monsters. Keyboard Controls: Esc exits game P pauses game; press spacebar to continue Left shift/right shift - abandon current game and start over Magic Gom Controls: Once you have a magic gom (blue orb)you can do a variety of important actions. The magic gom is probably the most important object for you to obtain. When you have gotten the most goms you can pick up you will be unable to pick up any more. At that point use the F9 function key to give yourself 100 extra life points and pick up the next gom. Function key F1 for a player in port 1 and F6 for a player in port 2 plus a gom -- Lets you change sex from Puffy to Puffyn or vice versa (see later comments). Function F2/F7 - gives you the fire power for several seconds - extremely important for destroying red ghosts. Function F3/F8 - gives you extra speed for several seconds - important for getting through Stun tiles. Funtion F4/F9 - 100 extra life points. Function F5/F10 - Lets the player observe a large section of a level for a few seconds (map). Once you press this key a countdown of 5 will appear on the screen. Moves your joystick immediately toward the part of the screen you want to observe. While in this mode your character will be protected by the Insensible and Invisible modes. Loading and saving a game (apparently will not work correctly on current pirate cracks). At the end of a level when you see the screen that says Level X and Press Fire to Continue - press DEL and game will be saved to disk. You can only save one game per disk. To load, when you first boot and see "Level 1 press fire to continue" press HELP to load previously saved game. To enter your name next to score moves joystick until you see the letter you want and press fire. (I don't believe you can save scores permanently on pirate crack). ICON SUMMARY Magic Item Time Effect Extra speed limited lets you move quicker Fire Power limited exhale fire/scare enemies Super Shots (6-8) unlimited kill groups of enemies Repellency limited scare/repel enemies Invisibility unlimited makes you invisible Transportability unlimited on 1 jump over objects; pick up level certain items Insensibility unlimited on level protects you from all enemies ENEMIES WHAT TO DO EFFECTIVE MAGIC ITEMS Red Ghosts shoot several shots Fire, Repellency, Invisibility use Fire Acid Puddle Dies only when it Fire, Repellency, Invisibility touches you; avoid Flying Dragons avoid flames none Dragons avoid flames none Dinosaurs avoid flames none Snakes avoid heads none Eyes shoot to immobilize Fire, Repellency, Invisibility Grr shoot several shots Repellency, Invisibility Hurricanes Dies only when it Invisibility touches you; imprison it by luring it to closed area You can run into other icons; it is up to you to avoid them or investigate them - be careful. OBJECT OF THE GAME As Puffy or Puffyn your goal is to advance from one level to the next. To finish a level you must collect all the PAD GOMS (brown power dots) scattered around a level. How many levels are there - we'll let you find that out for yourself (20 levels are rumored - I've made it to 7 so far). THE CHARACTERS You can choose from Puffy or PUffyn. Puffy (male) is more robust and his shots are more powerful. When he touches most monsters or flames he will be hurt less (use joystick to see various monster screens at end of game for more detail on Puffy/Puffyn differences). Puffyn (female) keeps the objects she picks up longer (such as the Fire Power), and seems to be a slight bit faster. The differences are important depending on the level;certain levels are easier to get through with Puffy while others are easier with Puffyn. You can switch between the two during a level with the Magic Gom. Note Puffy is hit for only 500 health points while Puffyn is hit for 700 by each hurricanes,so if you know you cannot escape a hurricane you may be better off to use 1 Magic Gom and switch to Puffy. On the other hand, while facing many Ghosts and using the Fire Power or Goms to get Fire Power you are better off with Puffyn, since her Fire Power globes last longer (such as on Levels 2 and 3). STAYING ALIVE Energy (life points) diminish when you are attacked by an enemy and by time. There are objects around to help you repel or kill enemies.And you can pick up joints of lamb (drumbsticks) or dead Ghosts to eat. You can find these in chests which are opened by keys. Your character has an unlimited number of "normal" shots which are effective against some enemies. To survive you'll need to pick up and use the bonus items you find and you may also want to avoid certain areas. ENEMIES THE GHOSTS can best be killed with Fire Power, you can also kill them with normal shots, but you will have to shoot several times. The Red Ghosts are immobilized for about a second with the first shot, the rest will kill them. Each time you kill a Ghost you get two life points when you eat them. Each time it touches you Puffy loses 30 life points and Puffy loses 40. Avoid ghots with Fire, Repellency, or Invisibility. Tip - Ghosts will run away from the Fire Option, try herding them into a corner to destroy them. Keep a magic gom around to provide Fire when you need it (important entering Level 2 and on Level 3). ACID PUDDLES (blue globs) - They can't be destoryed, normal fire won't affect them and Fire Power only immobilizes them for a few seconds. If an Acid Puddle touches you it takes 70 energy points from PUffy and 90 from Puffyn, even if it has been immobilized. Sometimes you can outrun them. They are hampered by certain obstacles like Ghost corpses and Stun tiles. You can use Fire, Repellency, or Invisibility to help avoid them. DRAGONS - they only fire if they see you; only their flames are dangerous, their bodies are harmless. The flames can cross walls and burn you. They always stay in the same place, so don't provoke them, just seek another passageway or try to outrun them. Hint - you can run under them or touch their bodies - just avoid flames. Note Flying Dragons go in the same direction. Position yourself under them and they won't detect you and advance in the same direction they are going. Hint - in some rooms you will see spinning dragons who won't notice you if you pass under them (Level 5) - in some instances their flying pattern may be altered after they notice you providing danger or an opportunity to pass (Level 5). SNAKES - Green snakes are found in groups. No weapon can harm them or immobilize them. Only the head of the snake is dangerous, you can step on their tails without any problem. A snake will bite you even if you possess Invisibility and Repellency. Hint - snakes move in waves, just pick the right moment to pass. EYES = Once an eye spots you he wont leave you alone. They cannot be killed, but you can immobilize them for 1 or 2 seconds by shooting them. Eyes won't attack if you possess Fire, Invisibility or Repellency. Eye touch costs Puffy 10 life points and PUffyn 15. Tip - fire on a moving eye, move one square, shoot it again before it wakes up and move again etc. until it can no longer see you. THE GRRS - These are truly fearsome enemies because they move around while they're invisible. When they get close enough to you they will start firing. There are 2 kinds of Grrs - male and female. When the male spots Puffy (male) he travels without hesitation towards Puffy and shoots flames. The female Grr is a bit calmer, she shoots here, there, and everywhere without aiming at anything in particular. BEWARE - DONT FIRE AT THE REPELLENCY BONUS - IT WILL TRANSFORM INTO A GRR. Tip - Lure Grrs into a coridor one square wide and they will be confused and stay in the corridor where you can fire at them. They are vulnerable when you possess the Super Shot option - fire when you spot the white wisp of smoke indicating their arrival. Repellencdy and Invisibility will scatter the Grr. THE HURRICANES are extremely dangerous fire tornados. Avoid at all costs. They take 500 life points off Puffy and 700 off Puffyn. They will die once they've touched you. Watch out - one Hurricane could be hiding behind another. Sometimes several will be together (Level 5). Once a Hurricane detects you the chase is on, they won't stop until they've touched you or util they've been imprisoned again. Tip - to imprison a Hurricane lure it into a place it won't be able to get out of (there usually will be such a place but if not construction one by digging a tunnel in a series of chests). Also use Invisibility to disperse them. BEWARE - SHOOTING A FIRE POWER ICON WILL TURN IT INTO A HURRICANE. BONUS ITEMS: EXTRA SPEED - lasts for a limited time. FIRE POWER - lets you exhale fire for a few seconds which frightens some enemies. If you accidentally shoot a fire power you create a Hurricane. Fire Power has a short time limit. SUPER SHOT - is more powerful than regular shots and can destroy an entire formation of Red Ghotsts, chests, etc. Each Super shot gives Puffy 6 shots and Puffyn 8 shots. You can carry several Super shot bonuses at the same time and there is no time limit for using six super shots. REPELLENCY lets you frighten all enemies except Flying Dragons and Hurricans. Firing at a Repellency turns it into a GRR. When you pick up Invisibility the Repellency no longer works except agains the Grr. It lasts for a limited time after you pick it up. INVISIBILITY makes you invisible to almost all enemies. Although you are invisible you are not portected from damage; if an enemy touches you you are still affected. When you take a shot you become visible. Option lasts through the entire level. TRANSPORTABILITY - lets you pass through certain walls. If you pass through a wall that is 2 squares wide the second square will be destroyed. Also lets you open chests, doors, secret walls without a key. Once you possess Transportability it is more difficult to take another. You will jump over certain objects as well as walls. There is a trick to picking up certain items while you are carrying Transportability - we'll leave you to discover it. This bonus is lost once you pick up the Insensibility option. Transportability has no time limit; you keep it for a whole level. INSENSIBILITY: This is the most powerful of all bonuses, makes you untouchable to all enemies. There is no time limit on Insensibility, lasts for an entire level. MAGIC GOM: These blue dots are very useful. See previous list of Function Keys to hit to provide Fire, 100 extra life, Speed Bonus, change sex, or map function. BEWARE IF YOU FIRE AT A MAGIC GOM WITH NORMAL FIRING OR SUPER SHOT YOU WILL CHANGE SEX. PAD GOMS (brown power dots). You must collect to finish a level. Sometimes a Pad Gom will, appear under a chest or a destructible wall, you still have to pick it up in order to finish the level. DRUMSTICKS: Eat to get life points. BEWARE if you fire at a roast lamb drumstick it will be replaced by a Red Ghost. KEYS: Let you open doors (blue guard rails) or chests. You can carry a maximum of 12 keys. Economize them, certain levels need them all for you to finsih. If you have 12 keys and you try to pick up more, the key you try to pick up will be destroyed. Don't pick up keys if you already have 12, you will be losing keys you may need later (Important on level 3 - don't pick up more than 12 keys at a time, use them to open chests and then pick up 12 more). CHESTS: Use a key to open. Sometimes 2 and even 3 keys will be used up to open chests. I've found that generally if you see three chests and have 3 keys you can open all, but if you are carrying 4 keys one of the chests may use up 2 keys. The Transportability bonus also opens certain chests. DOORS: Can be opened with keys or Transportability. If you wait long enough (or often TOO long),all the doors of a level will open up simultaneously. This can be dangerous if the doors are keeping some enemies imprisioned. TRAP DOORS/SECRET DOORS. Trap doors open certain doors, secret passageways and invisible walls. Often a mark on the floor or on a wall will reveal the presence of a secret door. Some areas contain hidden food/goodies. Note flat greenery area immediately after exiting Level 2 has hidden food. Firing at blank walls may be helpful. Watch out for some walls which have enemies behind them (Level 2 -oddly colored hedge -if you fire at it it will dissolve letting in hordes of bad guys). STUN (SLOW DOWN) TILES. They will immobilize you for a few seconds and then disappear after you've passed through them. Take the Extra Speed option to avoid being slowed down. Ghosts are not hampered by Stun tiles.' TIPS - Don't despair if a level seems difficult; there's always a solution to finish it without losing a lot of life points. You don't have to kill certain enemies to escape them - some caqn be tricked, they can be led into a corner and they will stay there or they can be outrun, shot while in a corridor, or herded and flamed (the ghosts). Observe certain passageways carefully before entering them. Note Grrs some- times hide in Drumsticks. Don't be tempted by bait that is too enticing. You can get too much of a good thing. Some areas may be traps. Certain passageways may at first appear impossible to enter, look carefully to see if there is an item nearby which might enable you to pass without any problems or see if there is a hidden passageway. Don't forget which weapons you are carrying. A super shot will destroy everytghing in your path -= that is not always a good thing, if you hit a drumstick you will get a ghost,if you hit a Fire Orb you will get a hurricane! Some options can be dangerous if you pick them up at the wrong time. If 2 or 3 grrs are imprisoned by a small wall near you and you pick up the Invisibility bonus the Grrs will escape their prison; once the bonus is used up they will come straight towards you. Beware of trap doors that look too enticing - they often open up walls imprisoning Grrs, hurricanes or a huge group of ghosts. HINTS FOR LEVELS 1-6 Level 1 - I go past the snakes (figure out their timing and avoid the heads so you don't lose points) and get the large pile of food and 3 blue Goms. I don't go by the hurricane to exit (it takes 1000 life points), instead I forgo the 3 keys and either exit via the middle corridor (going as fast as possible to avoid the Grrs) or heading back past the snakes and through the area near the 2 Dragons (catching the drumsticks) and use the power shot to open the hidden passage and bypass the ghosts and acids. Running like hell often it helpful. NOTE: I feel there are certain areas in the game you are best off avoiding. You don't need to enter every area or open every chest. Some areas are so heavywith Grrs and hurricanes it is not worth it to enter them. HINT: Apparently only a maximum of 9999 health points can be accumulated. Level 2 - Always get the hidden store of food/goodies found under the large clump of hedges immediately in front of you as you enter this level. I go straight ahead and destroy 2 groups of Ghosts using blue Magic Goms (using the F7 Fire Power). I avoid shooting at the hedge on the right at the end of the corridor and getting into that mess of Ghosts/Grrs/Hurricanes. I don't bother with the rest of the areas on this level which are dangerous and provide little in the way of food/chests. Note as you exit the area (the 6 brown Pad Goms near the eye) there are hidden items in the bordering hedge. If I have enough Magic Orbs I do as F7 Fire and shoot the hedge, take the 3 items and depart (avoiding the Eye). Level 3 - I try to avoid the ghosts and go immediately to the chest area. I come equipped with at least 2 Magic Orbs if possible. In the Stun area ahead of the blue door there are 2 Grrs, I try to shoot them there while I have Invisibility. Once inside the door I try to kill and flame the ghosts with the F7 Fire Option. Once my Magic Orbs run out I grab keys and open chests and get more Orbs. Don't take more than 12 keys at once - you will lose any extras you grab. Try to outrun Acids, or trick them to following you to back areas. Grab all food and open chests, using all keys (or save a few for the next level). Level 4 - Note important hidden doors which conceal items. Avoid dragons by careful moves. The main dragon area has 1 concealed area marked with a slight mark on the floor. Watch out if you are holding the super shot -it will be too powerful in some areas. If you fire down into some food areas you will hit Drumsticks and create ghosts. I don't bother getting the 4 Drumsticks just before the main Grr corridor, don't hit that release, instead hit the 2nd release so the grrs won't catch you in that long corridor. Once you have reached the other side, grab the 4 food, 2 super shots,and keys immediately to avoid Grr's breath. I use Puffyn to this point and switch to Puffy to lower hit points from the hurricane which comes out of one corridor when you open it. Watch out if you have the super shot -if you shoot down the corridor with food and 1 grr the Fire Power turns into a hurricane. Carefully use up your extra supershots and fire once at the door, move back and kill Grr. Then go down and pick up Fire. Don't use it to destroy the door or you will destroy the food. Use it up on a blank wall and then go back for the food. The final room (after the 3 dragons flying in 2 formations) is a trap. Don't bother with it once you have Transportability, there are 4 hurricanes plus Grrs and you won't even be able to pick up all the items. Just carefully walk along the side (don't break the blue door release) and use transportability to jump over to the last brown Pad Gom and exit. Level 5 - There are several ways to exit from this area. If you release a hurricane try outrunning it and hopefully it will get caught up in another area of walls. Some (or most) of the hurricanes actually are 2 or more hurricanes and very dangerous. You will need several thousand health points if you want to run past them. I take up the power stick immediately upon entering (the other direction with the blue release will release a double hurricane) and use it to enter the secret passageway near the spinning dragons. The spinning dragons won't fire, go through them. Use up your Power Shots before exiting secret area or you will accidently shoot a Fire Power Orb and create a Hurricane. I use Fire Power Orb (and F7/Magic Orb created Fire Power) to destroy Ghosts and get to keys. I also use F8/Speed to go by the Snakes and get to another area of Drumsticks guarded by Ghosts. Herd them into the back and flame them and get what is left of the food. Then I open chests, but keep 12 keys! Carefully go down long corridor with keys (by chests)and you will note a secret door on wall to left near 2 drumsticks. Use Normal Shot and open doors to get drumsticks safely without being fired on by Grrs. Pick up and use up Fire Power you find here (note if you use Fire Power to open those secret doors you will flame and destroy 2 Drumsticks). Carefully go to end of corridor and use 12 keys to open 12 blue doors. Run as fast as you can and open blue release which opens secret corridor on left. Don't attempt to grab Repellent Rings and other goodies in this room. Apparently you can't, secret/invisible doors suddenly appear and block you. There may be some way around this, but those Grrs are nasty and may destroy you while you are exploring this room. I just run down the corridor. You can try to snatch Drumsticks from Dinosaurs, but they may flame you. With Fire Power found in front of area with Dragons you can flame open a secret door and reveal hidden food and/or brown Pad Goms. If you flame both sides Dragons will change their pattern of flight and you will be able to get half of the food safely. You may not want to even chance this area though, because you may accidentally get flamed if you are not careful. Watch dragon movements closely (they will gradually shift and become easier to chart) if you go for this food. Exit this level with the brown Pad Goms at the corner of the corridor. This level has at least 3 different ways to go to get to those same final Pad Goms, and there may be better ways than the one described. Beware of hurricanes. This is a level where you probably should not expend all your health points exploring all rooms. You will need health points for the next level. Level 6 - I immediately grab keys and 1 power stick and fire my way out of room through purple wall. I rush through next room (usually not even attempting to get food/chests in next room), and head carefully through snake corridor. At the end you can turn and face any following Ghosts with your F7/Fire Power from your Magic Goms. Be careful because while you will need the Fire Power to best destroy the Ghosts, there are loose Grrs around who require normal or power shots to be killed. Firing at the middle wall of the electrical areas will reveal a secret corridor filled with goodies, enabling you to get past the electrical area without being zapped. You will have to release the blue releases around the Grrs to open a secret wall to get you out of this level. The walls around the Grrs can be fired at and generally conceal a brown Pad Gom or food/Magic Gom. I carefully shoot 1 wall of 1 Grr and then kill the Grr before he can come out (if possible). Be careful because if you aim the wrong way you may accidentally destroy another of the small walls and release a 2nd Grr. Grab food and avoid getting too close to lurking grrs. The next area has food but also lots of Ghosts and Grrs. If you have enough health points and Magic Goms left you can try to herd and kill off most Ghosts and shoot and kill loose Grrs and get food. If not,try to make a run for the final brown Pad Goms behind 2 blue doors (make sure you have a couple of keys from the previous room), off sort of to the top right. There may be more to this level, but I was lucky to get through it at all. Level 7 - You better have a couple of thousand health points at the end of Level 6 to make it through. I don't know more since I died here last time I played. All in all, Puffy's Saga is extremely enjoyable. It is a game of strategy as well as luck and shooting/moving skill. Some areas should be missed or explored in certain ways. Some rooms should be visited before other rooms. Some items should be ignored or used up. Secret doors and passageways as well as hidden food/goodies are important for staying alive. Anne Bonny