RETURN TO EDEN Return to Eden is Level 9 Computing's sixth adventure and has taken the usual enormously long time to produce. It's the second Silicon Dream adventure and starts where Snowball left off (though you don't need to have played Snowball first). You play Kim Kimberley and have just saved the interstar transport. Snowball 9, from disaster. Unfortunately the control room vidcams show a different story. Kim seems to enter, hurl a bomb and the room is engulfed in flames. The evidence is damning. Forced to flee, you just reach a stratoglider life-boat before the waldroids close in. And one hour later you become the first human to land on planet Eden. Snowball 9 is in orbit, crewed by people who believe you to be a murderer. The only civilisation on Eden is a robot city far to the east. And the planet is reportedly populated by furiously-hostile beings of every kind: only ceaseless vigilance and hi-tech weaponry prevent them over-running the city. Now you know enough to start. Good luck! INSTRUCTIONS Read the enclosed card for details of how to start the game and how to save the state of play. The program asks "What now?" whenever it expects you to enter a command. Simply type an English phrase to tell it what to do and press the RETURN (or ENTER) key. The program will act on your request, then ask for the next command and so on. The game knows an extensive vocabulary of English and futuristic words. It scans your command, picking out the words which it recognises and 'guessing' the meaning from these. Only two or three words are used from each phrase so it pays to keep things simple. Words can usually be abbreviated (e.g. NORTH to N and NORTHEAST to NE) and, to help you get started, some possible instructions are summarised below: INVENTORY SCORE LOOK AT COMPASS OPEN DOOR EXAMINE ANTS QUIT WEAR FIG-LEAF DROP COLD LEAF TAKE WATCH PULL LEVER LOOK AROUND EAT BERRY AGAIN (or A) repeats the previous command. IT means the previous object. E.g: LIGHT LAMP and then EXAMINE IT BACKGROUND Snowball 9 started its journey to the stars from the EEC's Ceres base, one of the fifty giant colony starships launched in the 2190s. It carries the first colonists from Eden, only habitable planet in the Eridani A starsystem. ("Eden" is a shortform of EEri-DAN-i with sell-appeal). Cocooned in a sphere of protective ice, the ship sped through the void, carrying its hibernating passengers to their new world. The journey took a century. Meanwhile, robot probes had already colonised the Eden starsystem in their own way. Space cities trawled asteroids for minerals to reproduce themselves, moons were pierced with accelerators, thousands of daughter probes were fired towards nearby stars and, the lowest priority task, a city was built on Eden. At first, city building went well, but gradually problems accumulated, for Eden was already occupied. Not by sentient beings, but by a myriad plants and a host of cunning creatures. Eventually these adapted to fight back.. Normally the robots would have holocausted the surrounding area and solved their problems once and for all. But they were preparing for fragile human colonists, vulnerable to poison and radiation. So a wall was built and the war stabilised. Any machine venturing into the jungle was crushed and no living thing was allowed to reach the city or the Earth-plant farms beside it. Losses were enormous on both sides, but the robots were satisfied. Inside the wall, they work to perfect the city for the arrival of its new owners. SCORING There are no "treasures" in Return to Eden. Instead, you score points for doing things which are steps on the way to solving the game. You lose points for getting killed. EDEN Eridani A is a binary starsystem of a red giant and smaller sol-type star (though even this is significantly bigger than Earth's sun). Eden orbits this latter, yellow star. It is a most unusual planet: Earth-like and habitable without Terraforming. Its surface is mostly water and climatic extremes are rare. Eden's variety of plant-life is legendary and was the source of a host of documentaries back home until the plants became too hostile to scan. Ecologists speculate that it was seeded by long-vanished aliens. Unfortunately, you know less about Eden than almost any schoolchild back on Earth. The only documentation in the stratoglider is an outdated travel guide containing artists' impressions of the scenery (on the cover of this manual). SNOWBALL Snowball 9 is carrying the first 2 million sleeping colonists for Eden and was rescued from flying into the sun in the previous Silicon Dream adventure. The Snowball is now back on course, though several months ahead a schedule, and has just entered orbit around Eden. However, the Snowball had been sabotaged and could not be completely repaired. Every signalling device was smashed and there were more important things to do than to jury-rig a radio. the crew have no contact with events outside. Once in orbit a trial was held. The mempak record from the control room was fire-damaged but most interesting. It seemed to show Kim trying to destroy the ship. Kim was found quilty: unjustly, as it happens, but no one knew what really happened. The sentence was death. Dragged to the life-boat hanger to suffer vacuum-exposure, Kim had one last chance. Amazingly it worked: Kim broke free, reached a Stratoglider and managed to launch it. The game starts as this life-boat lands on Eden. As Kim, you have escaped a swift fate but your problems are far from over. The crew of the Snowball feel they have a score to settle. CITY The robot city, Enoch, is on an equatorial shore in Eden where four rivers meet. From the outside, all that can be seen is a 3 klom climate-conditioning dome, surrounded by a green moat of farmland and an outer defensive wall. Gun-ships drone round the dome like wasps, swooping low over the surrounding jungle. Inside, you'd think that you were on Earth. A single yellow sun shines through fluffy white clouds in the sky. Green parkland surrounds huge appartment-pyramids and the ground hums with a comforting mechanical buzz. Enoch provides all the comforts of home: only the people are missing. But all is not well. The city fathers have been fighting the jungle for decades and the city is beginning to pay the price. Its foundations are broken by a million root-cracks and vermin infest the lower-levels. The dome is repeatedly-patched and spores have attacked the buildings within. The city still looks new, but impressions are misleading. And, what may be worse, is that the robot army has been fighting too long. Their responses are too ingrained. They have problems in recognising the enemy. Events at the start of this game will reinforce their paranoia. SPACE BASE The city of Enoch is linked to the space factories via a colossal space station in syncro-orbit above it. Physical connection is by sky-hook (ie space-elevator) and comlink is by laser. These integrate the city into the overall Eridani A presence. The space station is, like the orbiting factories, constructed from an iron asteroid a few kloms wide. This mass provides the inertial stability required for space-elevator operation: raising or lowering hundreds of tonnes of material between orbit and the planet's surface. Communication is not the only function of the space station, however. It is also responsible for planetary defence... So, when the Snowball 9 enters orbit off schedule and without identifying itself, then ignores all radio messages, and then threatens the city, the space base has a problem. Further attempts are being made to contact the "alien" craft but when these fail a decision must be made: the robots can not risk a hostile presence in orbit. SPACE CITIES Robots have been making all the important decisions since the late 2100s (if not before) and they run the colonisation program. Humans view the whole matter as an adventure on which to base interminable soap-operas. The space robots are doing really well. They are rapidly infesting every chunk of rock in the Eridani A system and their manufacturing potential is enormous. It's easy when you have access to all Earth's knowledge. Their priority is further expansion through the galaxy. The first probes are nearly 100 light-years away by now, and several promising planets have been found. The controlling computers are only waiting for the first generation of colonists to be born on Eden before shipping them out. It would all be a lot easier if people could live all their lives in space, of course and the space cities are working on this. They plan to use Eden's sister-planets as space craft. Acceleration would be meagre, but would be constant and such a starship could travel for ever... Absorbed in their projects, the space cities have little interest in Eden for the time being. You'll get no help from them. IMPLEMENTATION Return to Eden is written using Level 9's ever-increasing library of compression techniques to give you more adventure in the same memory. Thus the game needs much less space than it ordinarily would and we can cram in much more detail than others do. CREDITS Game Design: Pete Austin Implementation: Mike Austin with Chris Queen Pictures (some versions only) : Tim Noyce Adventure System: Mike, Nick & Pete Austin Booklet: Pete Austin & Yannis Kassumis Typesetting etc: A & M Litho Inspiration: A Spell for Chamelion/Anthony/ Del Ray Deathworld 1/Harrison/Sphere Hothouse/ Aldiss/Sphere I, Robot/Asimov/Panther Broot Force (in The Steam Driven Boy)/Sladek/Panther LEVEL 9 ADVENTURES Our current range of adventuresis: 1) Colossal Adventure "Middle Earth" Trilogy 2) Adventure Quest 3) Dungeon Adventure 4) Snowball "Silicon Dream" Trilogy 5) Return to Eden 6) The Worm in Paradise (soon) 7) LOrds of Time "Lords of Time" Saga *) Erik the Viking (jointly with Mosaic Publishing) Details of all Level 9 Adventures are available from: Level 9 Computing, 229 Hughenden Road, High Wycombe, Bucks, England Return to Eden from Level 9 Computing Return to Eden is set in the 24th Century, on one of the weirdest planets around. It has well over 200 locations, with lots of fun and puzzles. And the Amstrad, CBM64 and Spectrum versions have graphics: about 240 pictures each! Level 9 Computing specialise in adventures. Big adventures, with detailed scenery and interesting storylines. This means more enjoyment for you and we'll send a free clue sheet, with hundreds of answers, if you get stuck. If you think that you're losing out on adventure because we've added pictures, by the way: don't! There is as much text and as many puzzles in this game as in previous Level 9 adventures. We've just had to use even better compression techniques and every bit of memory in your micro. You play Kim Kimberley, secret agent. Escaping from false imprisonment aboard a colony starship, you are stranded in the alien jungle of Eden. Your only hope is to reach the robot city of Enoch, said to be fighting a valiant war against killer plants in this spectacular SF adventure. Investigate the air bush, find your roots and watch out for the parrot! The alien corn is tricky, "Pepsy" Koala is mischievous and the least said about the city robots the better. Return to Eden will amuse, bemuse and entertain - and you're doing well if you finish it in less than a month. Good Adventuring! Return to Eden Review """"""""""""""""""""" "The appearance of a new program from Level 9 is a flag-day for all aspiring adventurers and, in my household, a signal for the cat to hide unter the bed for the duration against the inevitable moment when I go rampaging through the flat, a wild look in my eyes, muttering ferociously about bricklaying birds, nudist beaches and the like. Since Return to Eden, the sequel to Snowball is out, the cat may be in hiding until Christmas... One major different between this and former Level 9 efforts is that the Spectrum and CBM64 (and Amstrad) versions have graphics of a very high quality that can be witched off if required. The scope of the vocabularly appears unscathed by this addition. Even experienced adventurers will probably get fried a few times by the avenging engines of the Snowball, before discovering how to take shelter. But, once that hurdle is passed, the real adventure begins and it's a lulu." - Popular Computing Weekly Other Games """"""""""" Return to Eden is the long-awaited second game in Level 9's Silicon Dream trilogy. The whole set is: 4 Snowball 5 Return to Eden 6 The Worm in Paradise Notes for Spectrum owners """"""""""""""""""""""""" Your version of Return to Eden has two additional commands: WORDS ..... Just display words PICTURES .. Turn on pictures Return to Eden displays a lot of text and sometimes it can't all fit on the screen at once. The game prints the first part and waits for you to read it and press a SHIFT key before printing the rest. Return to Eden Clues """""""""""""""""""" O. Listed below are most of the objects, creatures, robots and particularly interesting places in Return to Eden. Look down the alphabetical lists to locate what you want to know about and then turn to the entries indicated by the bracketed numbers to find out about it. Of course, when you do turn to the answer, you may find that it just gives a short clue and another number to look up. Try to only read the clues that you are directed to: otherwise you may learn too much. A few red herrings have been mixed in with the real answers to reduce the risk of this. A great deal of care has gone into the preparation of these clues to make them accurate. If an answer should differ from the game in any respect, though, the game is always right! Objects, Creatures and Robots 1 Army Ants: location 262, details 310 2 Autoscythe: location 401, details 442 3 Ballons: location 320, details 282 4 Band of Rubber: location 418, details 301 5 Barrier (Ticket): location 328, details 471 6 Bean: location 242, details 297 7 Bed: location 295, details 321 8 Bee: location 252, details 275 8b Berry: location 340, details 446 9 Bevomat: location 176, details 299 10 Big Robot: location 324, details 486 11 Bird of Paradise: location 270, details 312 12 Bird (Ouija): location 263, details 300 13 Blue Berry: location 340, details 446 14 Bodyguard: location 341, details 414 15 Branch (Fragile): location 340, details 446 16 Brick: location 271, details 257 17 Bug: location 322, details 443 18 Bulb: location 172, details 243 19 Busker: location 402, details 470 20 Buttons: location 158, details 444 21 Bables: location 453, details 336 22 Calculator: location 244, details 385 23 Catapult: location 301, details 404 24 City: location 451, details 500 25 City Fathers: location 144, details 245 26 Check-in: location 499, details 445 27 Cherry: location 325, details 472 28 Cherubim: location 309, details 403 29 Cleaning Robot: location 304, details 296 30 Cling Vine: location 418, details 254 31 Cloak: location 386, details 395 32 Cold Leaf: location 267, details 303 33 Compass: location 244, details 261 34 Cord (Emergency): location 202, details 504 35 Credit Card: location 302, details 473 36 Cutters: location 191, details 452 37 Derelict Robots: location 167, details 326 38 Doctor Death: location 298, details 382 39 Dumpy Droid: location 304, details 296 40 Egg: location 271, details 257 41 Emergency Cord: location 202, details 504 42 Enoch: location 464, details 464 43 Fathers (City): location 144, details 245 44 Fence: location 285, details 310 45 Fig Leaf: location 396, details 407 46 Fire: location 167, details 420 47 Fish Fungus: location 170, details 291 48 Fountains: location 334, details 274 49 Foxgloves: location 266, details 304 50 Fragile Branch: location 340, details 446 51 Fruit: location 242, details 416 52 Geiger Counter: location 244, details 406 53 Geranium: location 242, details 387 54 Gloves: location 266, details 303 55 Godfather: location 341, details 405 56 Grating: location 483, details 452 57 Graunch: location 246, details 413 58 Grid: location 193, details 484 59 Grill: location 193, details 484 60 Gunship: location 270, details 339 62 Helicopter Gunship: location 270, details 339 63 Helmet: location 337, details 264 64 House Plant: location 257, details 287 65 Human Bean: location 332, details 247 66 Identity Document: location 272, details 338 67 Jug: location 447, details 414 68 Junkie: location 453, details 467 69 Koala: location 299, details 422 70 Leaf (Cold Leaf): location 267, details 303 71 Leaf (Fig Leaf): location 396, details 407 72 Leak: location 248, details 448 73 Leotard: location 337, details 264 74 Lever: location 342, details 503 75 leviathan: location 187, details 408 76 Maize: location 266, details 290 77 Minefield: location 415, details 409 78 Mushmat: location 295, details 417 79 Nest: location 273, details 321 80 Note: location 400, details 410 81 Nudibots: location 181, details 249 82 Ouija Bird: location 263, details 300 83 Parrot's Nest: location 273, details 321 84 Pea: location 252, details 300 85 Pepsy Koala: location 299, details 422 86 Pill: location 266, details 411 87 Pillars: location 453, details 336 88 Plate: location 417, details 484 89 Platforms: location 391, details 391 90 Plug: location 483, details 449 91 Quicksand: location 250, details 308 92 Radcom: location 412, details 482 93 Radsuit: location 244, details 516 94 Rat: location 270, details 312 95 Riverboat: location 306, details 306 96 Roots: location 269, details 377 97 Rubber Band: location 418, details 301 98 Screen: location 427, details 441 99 Srewfinger: location 155, details 494 100 Seaweed: location 142, details 468 101 See Bee: location 252, details 275 102 Seed: location 242, details 251 103 Shoot: location 378, details 488 104 Shovel/Spade: location 371, details 498 105 Skyhook: location 454, details 465 106 Snowball 9: location 428, details 505 107 Sorelips Mutamatic: location 276, details 305 108 Space Base: location 348, details 508 109 Squirrel: location 270, details 312 110 Stalk: location 325, details 310 111 Stem: location 419, details 424 112 Stone Fruit: location 242, details 416 113 Sweet Pea: location 252, details 300 114 Telescope: location 311, details 278 115 Tent: location 244, details 385 116 Ticket: location 305, details 509 117 Ticket Barrier: location 328, details 417 118 Tower: location 376, details 466 119 Tradclads: location 277, details 426 121 Tramps: location 167, details 326 122 Travel Pass: location 203, details 509 123 Tubers: location 396, details 424 124 Twigs: location 267, details 310 125 Vine: location 394, details 254 126 Visor: location 279, details 441 127 Wall: location 469, details 455 128 Washing Powder: location 276, details 305 129 Watch: location 244, details 445 130 Weeder: location 425, details 450 131 Well: location 316, details 372 132 Wishbone: location 281, details 301 Places 140 Ashy Plain: location 313, details 353 141 Bank: location 368, details 440 142 Beach: location 433, details 468 143 Black Mountains: location 289, details 379 144 Board Room: location 255, details 333 145 Broken Lands: location 349, details 366 146 Casino: location 517, details 284 147 Caves: location 314, details 367 148 Charity: location 388, details 381 149 City Hall: location 501, details 462 150 Clear Land: location 310, details 512 151 Cliff: location 456, details 228 152 Control Room of the Snowball: location 283, details 345 153 Corridors of Power: location 350, details 365 154 Dentist: location 384, details 477 155 DIY Shop: location 431, details 489 156 Dome: location 459, details 459 157 Dream Park: location 319, details 351 158 Elevator: location 502, details 397 159 Estate Agent: location 370, details 434 160 Farmland: location 457, details 514 161 Fence: location 285, details 310 162 Fire in Hall: location 478, details 256 163 Forest Edge: location 495, details 461 164 Fountains of Paradise: location 334, details 274 165 Habihome: location 429, details 476 166 Habiviron: location 358, details 484 167 Hall with Fire: location 439, details 493 168 Hospital: location 392, details 382 169 Hothouse: location 352, details 375 170 Houseplant: location 257, details 287 171 Human Bean: location 332, details 247 172 Island above Waterfall: location 430, details 432 173 Island of the Mighty: location 517, details 288 174 Kitchen: location 292, details 299 175 Leafpile: location 318, details 310 176 Little Kitchen: location 292, details 299 177 Lost Property: location 354, details 380 178 Maize: location 266, details 290 179 Meadow: location 315, details 355 180 Molehill: location 343, details 258 181 Nudist Beach: location 293, details 363 182 Old Curiosity Shop: location 364, details 357 183 Parkland: location 475, details 491 184 Platforms in the Forest: location 458, details 503 185 Platforms for Trains: location 346, details 507 186 Quicksand: location 250, details 308 187 River (above Waterfall)438, details 463 188 River (below Waterfall): location 518, details 460 190 Rivers: location 437, details 356 191 Room of Roots: location 480, details 373 192 Seat of Power: location 240, details 487 193 Shower: location 436, details 484 194 Snowball 9: location 428, details 506 195 Space Base/Space Station: location 348, details 508 196 Space Bus: location 499, details 490 197 Starbike: location 481, details 435 198 Statue: location 359, details 393 199 Stratoglider: location 347, details 362 200 Theme Park: location 475, details 491 201 Ticket Barrier: location 328, details 471 202 Train: location 259, details 507 203 Travel Agent: location 360, details 389 204 Vermillion Sands: location 293, details 363 205 Well: location 316, details 372 206 Woodland: location 438, details 496 207 Woodpile: location 361, details 374 Other Clues 220 Reporting Exits 261 221 Getting Started 510 222 How to Carry More 297 223 Illness 327 224 How to Win 506 225 Scoring 335 226 Resurrection 247 227 Robot behavior 390 228 The Cliff: descending 317, ascending 282 Answers 240 In the Board Room. 241 Eat the "Apple. See 297. 242 In the Forest above the Cliff. 243 Water it. See 253. 244 Inside a cupboard. In from where you start. 245 Computers who run the City. 246 East of the Tunnel where the River enters the City. 247 If killed in the Forest, you're resurrected inside a "Human Bean". 248 In the Committee Room of City Hall. 249 Unclad Robots. They throw you out if you're wearing anything. 250 In a Water Meadow, beside the River below the Waterfall. 251 A suck-seed which provides a supply of air. See 260. 252 On the Green Sward in the Forest, above the Cliff. 253 Squeeze the water-Log. 254 Throw over the low branch above the Woodpile. 255 North of the Corridors of Power. 256 Leave it alone. 257 Plant the Brick on the Green Sward, using the Shovel. 258 The only place where you can dig without a Spade. See 265. 259 Arrives at the Platform as regular intervals. 260 Needed for underwater swimming. 261 Carry the Compass if you want details of exits. See 244 for where it is. 262 Living in the Leafpile. 263 Appears when you take the Sweet Pea. Guess why 271. 264 Objects 063 and 073 comprises a spacesuit. Wear them. 265 This reveals a passage down. 266 North of the River, above the Waterfall. See 280 to get there. 267 In the trees. Up, north, northeast and south twice from the Woodpile. 268 Up the Garden Path. 269 Dig in the Tangled Roots in the Forest below the Cliff. 270 Anywhere in the Forest. 271 Drop the Sweet Pea, the Bird lands to eat it and ... 272 In the Cop Shop. 273 Hidden in the Maize, once the Parrot has robbed you. See 286. 274 Listen to 048 to find the address of 141. 275 Drops a telescope and then raclaims it later. 276 In the Well. 277 You start the game wearing them. 278 Look through the Telescope to see details of the City's defences. The See Bee won't let you leave until you drop the Telescope again. 279 Lying on the Seat of Power. 280 You need objects 047, 111 and 123. See also 291. 281 Growing on an ash tree, south of the River above the Waterfall. 282 Pull a balloon and hang on to be carried up the Cliff. 283 Having reached the Snowball, go up twice, west, south and west again. 284 Unlike some casinos, this one is rigged. See 294. 285 At the Edge of the Forest, blocking the way east. 286 From the north bank of the river, where the Pill grows, go north, east, west and south (news). 287 A fast-growing hollow, woody vegetable. Lasts as long as most timber-framed houses. 288 The Emerald Isle. Only here as the setting for a casino, see 284. 289 Overlooking the Broken Land. 290 The way through is 286. 291 Offer the Fish Fungus to the Leviathan. 292 Inside the Little House on the Prairie, south of the Broken Lands. 293 Dig a tunnel from the Many-Coloured Sands, north of the Yellow Brick Road in the Park. But see 081. 294 Whether you say red or black, you win the first 6 bets. Then stop. 295 In the Space Station Habiviron. 296 Clears away litter dropped in the City. Leaves it in 177. 297 Eat the Bean to carry more. 298 In the Hospital. 299 Insert the Credit Card into the Machine in the Little Kitchen. 300 Throw the Sweet Pea to the Ouija Bird. Then it lands and lays a 016. 301 Attach 097 to 132 to make a Catapult. 302 In the Tunnel where the River enters the City Dome. 303 Wear the Foxgloves to protect your hands from the Cold Leaf. See 308 for what to do with this. 304 Shuffling around in the City. 305 Tear the Washing Powder packet apart to get the ticket. 306 Carries you between the Shores of Death and the Island of the Mighty. 307 Hidden in object 114. 308 Drop the Cold Leaf on the Quicksand to freeze it. 309 Guarding the City Door. 310 Play the Stalk with the Twigs to control the Ants. Then see 329. 311 Dropped by the Bee. 312 A cute forest animal. It's harmless, really, but if you don't believe this then see 323. 313 Take the Spade, West. dig and up. Then see 331. 314 Dig at 180. 315 Out from the Stratoglider where you start. 316 South twice from the Statue. 317 You need the para-Shoot. See 103. 318 In the Forest, due south from the bottom of the Waterfall. 319 Due south of the Many-Coloured Sand where you enter the Theme Park from the Ducts of the Undercity. 320 Beside the River below the Waterfall. 321 Nothing special. 322 In the trees, up and north from the Woodpile. 323 It is only hostile to the city robots (with good reason). Thus it will only attack you if ... See 330. 324 Blocking the corridor south of the river tunnel under the city wall. 325 At the top of the Forest, east of the Fragile Branch. 326 They prevent you passing. To get rid of them, see 336. 327 You need to eat the Pill. Soon. See 266 for where it is. 328 At the entrances to railway stations. One's south of the Dream Park. 329 Lead them east through the fence and they trample it. See 150 for how to survive in the Clear Land beyond. 330 Wearing the Radsuit makes you look like a robot. 331 Wait until it's safer. Head east through the ashes. 332 One grows in the forest if you get killed. 333 Where you become Mayor. Sit in the Seat of Power. 334 East of the Dream Park. 335 You score 50 points for each of 20 steps on the way to winning. See 474. 336 The Cables power the robots. Pushing the Pillars damages the cables and panics all the nearby robots. They can't get in the way any more. 337 In a Cupboard in the Space Station. 338 You need this in order to visit the listening Bank etc. 339 They are patrolling the Jungle from the city. If you hear one, 399. 340 In the treetops. Use the Platforms in the Forest to get there. See 503. 341 South of the Hall with Fire. 342 On the north Platform in the Forest. 343 East of the Meadow. 344 Don't move. 345 Your final destination. 346 In each station, past the Ticket Barrier. 347 You start inside it. 348 In orbit over Enoch. Reached via the Space Bus. 349 North of the Statue. 350 In City Hall, north of reception. 351 Sponsored by the Estate Agent. See also 397. 352 Due north of the Fountains of Paradise. 353 All that's left of the Meadow after the Starship's attack is a radioactive desert. Walk east. 354 Sponsors of the Nudist Beach. Visit there to find the address. See also 397. 355 Delightful. To leave, head for the 180. 356 Four rivers meet at the city of Enoch: Pison from te west, Gihon from the north, Hidekel from the east and the Euphrates which flows south to the sea. Much of the game takes place beside the Pison. 357 Sponsored by the unisex dental stylists. See also 397. 358 Inside the Space Base. The space robots imprison you here. 359 South and west along the road from the Many Coloured Sand where you enter the Theme Park. 360 Sponsors of the Statue. A note of their address is hidden inside it. See 400 to get the address and 397 for more information. 361 East and then head south from the bottom of the Waterfall. 362 Unpowered space-to-planet transport with capacity for 100 people. 363 Sponsored by Lost Property. See also 397. 364 South, west twice and in from the Many Coloured Sand where you enter the Theme Park. 365 A maze. Head north, west, north and east to get through. 366 Sponsored by the Do it Yourself store. See also 397. 367 Apparantly dug by giant moles. To survive the blast, stay in the comfortable cave south of the domed cave (d, d, d, e, s, from the Meadow). 368 Sponsors of the Fountains of Paradise. See also 397. 369 North of the Shores of Death. Wait here for the Riverboat. 370 Sponsors of the Dream Park. See also 397. 371 In the Caves. 372 Sponsored by a Charity. See also 397. 373 Root-less people are strangled. You need 096. 374 You need the Vine to 254. 375 Sponsored by the Cop Shop. See also 397. 376 Overlooking the Clear Land and the Farmland. 377 Needed for survival in 191. 378 On the Island above the Waterfall. There is a bulb here. See 243. 379 Sponsored by the Hospital. See also 397. 380 Where the Dumpy Droid takes things. 381 Don't visit here, they are only after your creds. 382 Dangerous. Stay away. 383 Blue, with sharp teeth. 384 Sponsors of the Old Curiosity Shop. See also 397. 385 Useless. 386 East of the Quicksand. 387 Tasty! 388 Sponsors of the Well. 389 Sells you a Travel Pass in return for all your money. Visit here last. 390 Outside the City they treat you as an enemy. Inside, they treat you much as an equal (though everyone knows robots are better than people, really). 391 In the forest, see 184. In the railway station, see 185. 392 Sponsors of the Black Mountains. See also 397. 393 Sponsored by the Travel Agent. A note is hidden inside, see 400 to get is and 397 for more information. 394 Growing amid the Twisty Roots in the forest. South and head east from the base of the Waterfall. 395 Wear it so the robots in the Tower can't see you on the Clear Land. 396 Near the river in the Woodland above the Waterfall. 397 Many places in the Theme Park are sponsored by shops. Search or Listen to discover an advert which gives the address. The numbers indicate the 3 buttons which you must press in the Elevator for the shop concerned (e.g for "23": PRESS 0, PRESS 2 and PRESS 3). 0 0 0 takes you to the station. 398 It will go away if you ignore it. 399 Don't move. 400 Drop the Koala beside the Statue. 401 Driving backwards and forwards along the Beach. 402 In a duct, east of the Hall with the Fire. 403 Waves a flaming sword to guard the City gate. 404 Shoot the catapult from the Clear Land to propel the Cherry bomb into the Minefield, detonating all the mines and making it safe. 405 Owns the stolen Credit Card. See 414 to get it back. 406 Needed to detect Radiation when you emerge from the Caves after the attack. It allows you to emerge as in 331. 407 A weightless article of clothing. 408 Blocks the river unless you give it the 047. 409 Very dangerous. Don't walk here until you've carried out 404. 410 Read it to find the address of the Travel Agent. 411 Eat it to cure Radiation Sickness. 412 In the storage bay on the lowest level of the Space Bus. 413 Graunch asks 9 riddles in a random-ish order. You need to get most of them right in order to win enough money to complete the games. See 423 for the answers, which are in code. Replace each letter by the one before it, e.g SJHIU means RIGHT. 414 Throw the Jug of Water over the Bodyguard. 415 East of the Fence and the Clear Land. 416 Very heavy. Pull you under if you try swimming. See also 515. 417 Kick the Mushmat and it produces a Plate. 418 In the Woodland, below the Cliff. 419 In the Woodland, above the Cliff. 420 Of no use at all. Keep Away. 421 Incredibly sexy. 422 A delightful pet. Drop it beside the 198 before it becomes too much of a pest. 423 The legs belong to NBO, the rich man wants OPUIJOH, the cold-blooded things are USFFT, the blind god is MPWF, you all know SVNPVS or OFXT, the healer is UJNF, the unfelt thing is MJGF, the pet is GJSF and the genii is a DPNQVUFS. 424 You need objects 047, 111 and 123 to go boating on the River above the Waterfall. 425 Driving round and round the Farmland. 426 Saggy coveralls which would have been the height of fashion is 2050. 427 Above the Seat of Power. 428 In orbit, reached by the Starbike, see 197, from the Space Station. 429 Press virtually any numbers in the elevator. Visit the Estate Agent to buy your own. 430 Sail north from the Riverbank above the Waterfall, see 424, and then steer east, downstream. 431 Sponsors of the Broken Lands. See also 397. 432 A bulb is here. See 243. 433 South of the Minefield. 434 Sells you a Habihome if you've an identity card and enough creds. 435 Pull the Starter and the bike transports you to the Snowball 9. 436 At the east of the Habiviron. 437 The River Pison flows east from the Ashes, over the Waterfall, and under the City Wall. This is roughly the route you should take. For the other rivers, see 356. 438 East on the Ashes, south of the River. It continues below the Cliff. 439 Almost due south of Graunch, past Big Robot. 440 Visit here with a Credit Card and an Identity Card to get a loan. 441 Wear the Visor, look at a number and blink. 442 Wait at the west end of the beach. Bord it, and wait until it reaches the bank of the Euphrates. Then leave. 443 Hums to confuse the sensors in the Clear Land. 444 Press them to go places. See also 397. 445 A waste of time. 446 The Fragile Branch will bear no weight unless glued by the Berry. Even then you can't carry more than one ordinary object across it. 447 On the Roof, east and repeatedly up from the corridor just past Big Robot. 448 Vital in a Democracy, but inimportant in this game. 449 Pull it to deactivate Big Robot. 450 Wait where you leave the Autoscythe until the Weeder arrives. Wait one more turn. Board the Weeder and wait until it reaches the other river bank. Then leave. 451 In a wide valley, east of the plain where the Stratoglider landed, a klom or so beyond the Cliff. To get there from the Woodland below the Cliff, see 310, 468 and 450. Then go north and swim east into the City. See 102 and 112. 452 Cutting 056 witch 036 is one way of reaching a Railway Station. 453 West of the Hall with the Fire. 454 Lowered all the way from the Snowball 9 in orbit. Appears over the Meadow. 455 Impassible. Head south to the Beach at the southern end, instead. 456 Running north-south, dividing the Woodland. 457 Bounded by a wall to the west, the City Dome and River Euphrates to the east, the beach to the south and the River Pison to the north. 458 There are two of these on the western edge of the trees below the Cliff. Initially, from the Woodpile, go up, north, west, west; or up, north, north, west and west - depending which platform you want. 459 Covers the City, providing a controlled climate inside. See 024. 460 The only way into the City is to swim underwater. You need to cross the Farmland (using the Autoscythe and Weeder) to get there. 461 Woodland overlooking the Clear Land at the east edge of the Woodland. See 310 to get past the Fence. 462 Where you get elected Mayor. 463 You need to cross to the other bank, see 424 and then 430 to reach the Island above the Waterfall. See 408 for details of the Leviathan. 464 The name of the City. See 024. 465 Usual means of loading/unloading starships in orbit. 466 Guarding the Farmland etc. Wear the Cloak and avoid disturbing the wheat for a longer life. 467 Addicted to direct-stim. Useless. 468 The Seaweed is attacking the Farmland: rearing out onto the beach. It is very dangerous to walk east onto the Beach. See 002. 469 East of the Clear Land - blocking the direct route east to the Farm. 470 Give the Credit Card to the Busker and he opens a way to the Theme Park. 471 You need the Ticket or Travel Pass to go through. See 509. 472 Whatever you do, don't drop it! See also 404. 473 Your money. Absolutely vital to completing the game. See 413 and 146 to increase your creds. It's essential to get the Card back if you lose it - for example, the shops don't permit you to visit them without any money. 474 Dig into the Mole Hill, sleep in the comfortable cave, grow the House Plant and feed the Leviathan. Then see 479. 475 In the City, accessed from the first railway station or by getting past the Busker. 476 A modern environment for living. Everyone who is anyone owns one. 477 The most fearsome place in the known Galaxy. 478 South of Graunch, past Big Robot. 479 Eat the Pill, grow the para-SHOOT, mend the Branch and freeze the Quicksand. Then see 485. 480 South and West of Big Robot. 481 In the docking bay of the Space Station. From the Cupboard, go out, south, east and continue south. Warning, see 264. 482 A radio communicator. Vital for establishing contact between the Space Station and the Snowball 9. See also 506. 483 In the ventilation duct, east and then west from the hall just south of Big Robot. 484 Drop the Plate over the drainage Grid in the Shower. Then see 494. 485 Destroy the Fence, and the Mines, bypass Big Robot and recover the Credit Card from the Godfather. Then see 492. 486 Give him the credit card. Then find the Plug. See 449. 487 Control centre of the City. See also 441. 488 A para-SHOOT. You need it in order to descend the cliff. 489 Visit here to get the Screwfinger. 490 Takes you to the orbiting Space Station. 491 City recsport zone. Fun, frolics and foliage. Many places are funded by local shops: see 397. 494 Get the Ticket, buy the Koala, own your own Habihome and become Mayor. The see 497. 495 East of the Woodland below the Cliff. 496 Where the first part of the game takes place. The idea is to collect useful plants which you will need to get through the City defences. 497 Reach the Space Station, escape from the Habiviron, travel to the Snowball and win by getting the Radcom to the Control Room. 498 Needed for digging. See 257, 269, 293 and 513. 499 In the Space Port, reachable from Railway Station 4. 500 Where the colonists will live. Currently it's inhabited by Robots. 501 North from railway Platform 3. Unfortunately the train doesn't stop here. See 504. 502 North from railway Platform 2. 503 There are 2 Platforms, supported by vines over a pulley. If you pull the Lever, the lighter Platform goes up and the heavier one down. You weigh the same as five ordinary objects, so if you were to put six things on the south Platform and then stand on the north Platform carrying nothing, you'd go up when you pulled the Lever. Note that objects 045 and 112 weigh different amounts. 504 Pulling the Emergency Cord stops the train for a while. See 511. 505 Interstellar Colony Ship featured in "Snowball" by Level 9 Computing. 506 You win by taking the Radcom to the Snowball's control room. This involves buying a House, visiting City Hall and becoming Mayor, using the Space Bus to reach the Space Base in orbit, escaping from the Habiviron and using the Star Bike to reach the Snowball. 507 Wait on the Platform for the Train. It visits the stations in order: Park, Shops, City Hall, Spaceport and back to the Park. 508 Defends Eden from orbit. To escape from the Habiviron, see 484. Having done this, head rapidly for the Cupboard (west twice, north, open door and in) where you can hide from the robots. Then find the Star Bike. 509 You need the Ticket or the Travel Pass to go through the Ticket Barrier. The Ticket is a single, valid for one trip only, but the Travel Pass lets you have as many journeys as you like. 510 From the Stratoglider Control room, go in. Wear the Radsuit and take the Compass and Geiger Counter. Out, out and east to the Molehill: see 258, then 367 and 513. 511 Then you can return to the Platform, climb down onto the track and walk east or west to the next station. 512 Wear the Cloak to hide from the robot guards in the Tower, and carry the Bug to confuse the sensors. Then head for the west end of the Beach. See also 077. 513 Digging in the cave west of where you find the Shovel, opens up a tunnel to the surface. 514 A very dangerous place. Don't move in the wheat. See 450. 515 Together, the Stone and Seed allow you to swim into the City. 516 Wear this for protection against the radiation caused when the starship attacks. 517 Travel on the Riverboat. 518 East of the Waterfall. See also 451 to reach the City. 519 Clues are copyright (C) 1984 Level 9 Computing. TYPED, not SCANNED