EUREKA!
(c)1984 Domark Ltd.
AUTHORS: Storylines: Ian Livingstone (other credits in text)
         Programming: The Caesar Studio and Andromeda Software
-------------------------------------------------------------
(This game was published for both the C64 and the Spectrum)

DESCRIPTION
A set of five nice adventure games (with rudimentary sound and
graphics in the Spectrum version), each prefaced by an 
appalling 'arcade' section.

[Note from etexter: The arcades are omitted from the three first 
parts of the C64 cracked  versions of the game, and you start 
these parts with 100% vigour]

CONTROLS
The usual adventure commands, though in general abbreviations 
are not accepted. The exceptions are those listed in the 
booklet below (the Help section).

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. There is also no LOAD/SAVE command,
which is a major hindrance in going through the adventure.


INLAY CARD TEXT
[Back of accompanying booklet]

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 the 20-page booklet]
Eureka! 
By Ian Livingstone

250 K of pure mystery 
[Note from Etexter: on Tapes! The emulator versions are on two 
D64 images - There is a French version on a single disk image 
and without arcades, all parts starting at 50% vigour.]

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 25,000 british pound 
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 Chronetron, 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 [Last two parts only for the emulation 
                         versions]
                         
A short Arcade game precedes each Adventure and must be
attempted if you want a starting vigour greater than 50%. The 
object of the Arcade games 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 (Port 1).

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 manoeuver
yourself into the flashing exit point. Then press Play on tape
again to continue loading without turning off your computer. 

[Emulator Versions: The emulated C64 gets a soft reset at the 
end of the arcade. Select the adventure disk and load the 
adventure part (4 or 5) without stopping the emulation. If 
you don't play the arcades your starting vigour for the last 
two parts will be 50%.]

If you wish to continue the game (to get greater vigour), 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.

[Note from etexter: Arcades have been eliminated in emulation 
version for the 3 first parts and VIGOUR starts at 100% for 
them.]

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
archrival, 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: PREHISTORIC MAN

 [Around the border of the illustration are the numbers 
  18, 15, 25, 7, 2, 9, 23 and 1.]
 
 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

 [Illustration]

 "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: ARTHURIAN BRITAIN

 [Around the border of the illustration 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?]

 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

 [Illustration]

 In this fearful, jackboot dominated land,
 Of wartime Europe, terrorized 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

 [Illustration]

 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!

 [Illustration]

 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 its 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 in Port 1.

When you wish to leave the Arcade, do not press Fire before
reaching the exit, otherwise you will start again!

THE ADVENTURES

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:-

T Takes specified items at a location, eg T FLINT or T ALL.
R Repeats previous command eg HIT MAN used in combat.
Q Repeats description of location or situation.
C Gives your % completed so far
L (LOOK) Lists all items available at this location 
H Help 
I (or INV) Inventory - lists your possessions
M MAKE
A ATTACK
G GO
V Vigour

Directions may be given by using the first letter of the word ie
E = East, W = West, U = Up, D = Down, O = Out. 
Note - you must use IN or ENTER rather than an abbreviation.

[Note by Etexter: There are no LOAD/SAVE commands! If you fail 
you have to retart the part from the beginning!]

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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
                (The Caesar Studio)
               and Andromeda Software

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]

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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. 

See separate text for hints, partial and full walkthroughs.

SEQUELS/PREQUELS
None.

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

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 advertized 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 games are quite boring - For the last two adventures 
you will probably want to get through them once and save a 
snapshot of the start of each of these adventures if you want to
start with a vigour greater than 50%.

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

***************************************************
Etext Credit: From the Spectrum Database document on the Web. 
C64 commands and emulator versions info by Anonymous July 2000.


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