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CHIMERA ©199x unknown |
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I N S T R U C T I O N S |
THE PLOT
Chimera is a large ghost-ship, as scientist named it because it can cause strange
objects to appear as part of the defense shut down procedure. However, these objects, when
brought together would form a 'safe' warhead which overrides the normal nuclear-based
warhead. You, who are the astronaut sent to disarm the ghost-ship, must find and arm yourself
with totally 4 warheads which are hidden in the ghost-ship, then disembark from Chimera in order
to survive the earth from explosion.
THE GAME
You play the astronaut who have to solve puzzles set in a hostile environment - the
inside of the ghost-ship Chimera. The screen is displayed in an isometric 3D projection, viewed
at an angle of 45 degrees. The ghost-ship contains over 60 screens and you have to overcome
many hazards that block your way.
At the bottom of the screen displays your score, the remaining food and water levels
and on the right, the item that you are carrying. You have to complete your task-to arm 4 safe
warheads and place each one in an armament room - within the food and water limit before the
defense mechanism destroys the ship and scatters radioactive debris on the surface of the
earth. A scrolling status line will keep you informed whenever you get an item or form a
warhead.
To form a safe warhead, it takes a combination of two objects, whereby the
combination objects are different for each warhead. Your task is to find and get the appropriate
items and combine them to form safe warheads, then take each warhead into an armament
room and place it in the centre. Here are the combination of the four warheads which you need
to discover and locate in four different rooms:
A spanner with a bolt
You get the spanner at the start without encounting any danger but you need the
spanner to disable all electric fences which would block your way to the armament room. Then
find the bolt which is located in a narrow corridor near the bottom,past an electric fence. The bolt
has a slotted head like a screw which is hard to see.
When the first warhead is formed, take it to the armament, which is a dark room, and
press button A to place it in the correct position.
A key with a padlock
A key is hidden in a room which is blocked by a toaster, which can be disabled by
the bread. Get the bread and do not eat it if it comes in your way by pressing button 'A' once
because the bread is needed to disarm a toaster (you will eat the bread by pressing button 'A'
twice if you have no object on hand and your food level will consequently be raised). Then find
the padlock, which is also well hidden to form the second warhead and take it to a similar
armament room.
An upside down pyramid with a pyramid
Get an upside-down pyramid, which can disable the egg-timers, and combine with a
pyramid which is well-hidden. Most objects are hidden in narrow corridors so be observant as
you travel inside Chimera. Once you form the third warhead, take it to the armament room.
Find and get a torch. Take it to a dark room and use it in order to form the 4th and
final warhead. Then take it to a armament room.
The trick is: obstacles appear in the path. For example, electric fence must be
disabled with a spanner before you can proceed. But if the spanner has been combined with
the bolt to form a warhead, you will have no spanner to clear your path. food and water,
disguised to look like loaves of bread and mugs of fluid also appear on your way. You must get
them to keep you going with the necessary supplies. There are also heat sources in which you
should keep away from because they will reduce your water reserves.
Some items are useful and others would cause death. You must tamper each
hostile objects with the correct tool or instant death will be resulted. Here are a few hints which
may be useful as you carry out your task :
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Use bread & water wisely. |
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Move quickly. If you need to think, press pause. |
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Objects are well-hidden, try to move into awkward places and press the button. Though death
may be resulted, it will be worth trying. |
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When you are carrying an object, your food supply runs out faster and even faster when you
are carrying an missile. |
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The closer you are to a source of radiation, the more water you lose. |
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After the third warhead is formed, the former radiation sources would become food and water
sources. |
You, the astronaut with an important mission, need strategy and planning in carrying
out your task. And most important of all, patience, as this is a puzzle game for those with a lot of
patience.
PLAYING THE GAME
After the SuperVision logo, the title screen appears. Use The SELECT/ARROW
key to select one of the three control methods with which the astronaut move Directional A,
Directional B & Rotational. Press START to begin. An isometric projection of the playing area
displays.
At the bottom of the screen appears :
· the score
· your current food & water level
· a visual representation of any objects that you are holding
· an event line which scrolls messages
You control the movement of the astronaut by using the direction keys :
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Directional A |
Directional B |
Rotational |
DOWN |
move button left |
move bottom right |
has no effect |
UP |
move top right |
move top left |
move in direction astronaut is facing |
LEFT |
move top left |
move bottom left |
rotate astronaut left by 90° |
RIGHT |
move bottom right |
move top right |
rotate astronaut right by 90° |
Use button 'A' to get of combine any useful objects as you travel inside the
endangered ghost-ship. The following rules should act as a guide-line :
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If the object encountered is food or water, it could be taken and your food & water levels are
consequently raised/ |
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Before you form a safe warhead : |
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if the object you encountered is an animated object and the object you hold is capable of
disarming it, for e.g. a spanner could be used to disarm an electric fence but could not be
used on a radiator or hourglass, you are allowed to proceed your journey, otherwise you will
be destroyed. |
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if the object you encountered is not an animated object, a combination should be attempted.
A correct combination would form a warhead. A wrong combination would result in instant
death. |
Once a warhead is formed, it should be taken into a room, if encountered, would be
indicated in the scrolling event line. Usually the color of the screen indicates what room to take
to. The armament room is a darker room. Once you are in the room, pressing button 'A' would
automatically place the warhead in the correct position. Do not place yourself behind the room,
otherwise you will be locked. Be careful where you are before you press the button.
A safe warhead cannot be used to disarm or combine with any objects. Hence,
exercise tact because a warhead could not clear any hazards that block you way to the
armament room. If your are not carrying any object, only an non-animated object could be
taken by pressing button 'A', otherwise death results.
THE END
If you succeed in arming all four safe warheads and placing them in the appropriate
rooms, disembark from CHIMERA. The exit is a rather dark screen near the start. The darkness
level is midway between an arming screen and the dark room. Hence, you have completed the
mission and become the victor of the game. You are, of course, applauded.
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E N D I N G |
Chimera was not programmed to feature an ending sequence. The upside-down pyramid
and pyramid objects do not actually appear anywhere aboard the ghost-ship, rendering
the game unplayable following the arming of the second warhead. Only by cheating can
all four warheads be armed successfully, after which the game advises the player to
head to the exit room. Unfortunately, there is no way to trigger an ending in either
the exit room or any of the other rooms.
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