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Aquaventura

1992 Psygnosis

Manual
Here at Psygnosis we are dedicated to bringing you the best in computer entertainment. Every game we publish represents months of hard work dedicated to raising the standard of the games you play. Please respect our endeavours and remember that copying software reduces the investment available for producing new and original games; It is also a criminal offence. This software product, including all screen images, concepts, audio effects, musical material and program code is marketed by Psygnosis Ltd who own all rights therein including copyrights. Such marketing of this product gives only the lawful possessor at any time the right to use this program limited to being read from its medium as marketed into the memory of, and expected by, the computer system to which this product is specifically adapted. Any other use or continuation of use including copying, duplicating, selling, hiring, renting, lending or otherwise distributing, transmitting or transferring this product in contravention of these conditions is in breach of Psygnosis Ltd's rights unless specifically authorised in writing by Psygnosis Ltd. The product Aquaventura, its program code, manual and all associated product materials are the copyright of Psygnosis Ltd who reserve all rights therein. These documents, program code and other items may not in whole or part be copied, reproduced, hired, rented, lent or transmitted in any way nor translated or reduced to any electronic medium or machine-readable form without prior consent in writing from Psygnosis Ltd. Psygnosis and associated logos are registered trademarks of Psygnosis Ltd. Aquaventura cover illustration is Copyright 1992 Psygnosis Ltd/Roger Dean Amiga , AmigaDOS , and Kickstart are trademarks of Commodore-Amiga Inc. Psygnosis Ltd, South Harrington Building Sefton Street, Liverpool L3 4BQ Tel: (051) 709 5755 Copyright 1992 by Psygnosis Ltd. All Rights Reserved Page 2 LOADING INSTRUCTIONS IMPORTANT: Always switch your machine off for at least 30 seconds before loading the game. Failure to do so may result in virus contamination of the Aquaventura master disk. See the Virus Warning and the Warranty Notice in this manual for further' information. AMIGA Switch your computer on. Insert a Kickstart disk if so prompted. When the display prompts for a Workbench disk insert Disk 1 of Aquaventura in your computer's internal drive. Insert Disk 2 when prompted. Aquaventura is played with a joystick plugged into the second joystick port. LOADING TIPS Should the title screen not appear within 45 seconds of turning on your machine there may be a problem with your computer system. Check your computer connections and that the above instructions have been correctly carried out. If you are sure your computer is functioning properly (i.e. other software loads successfully) and are still unable to load Aquaventura then you may have a faulty disk, in which case you may obtain a free replacement from Psygnosis Ltd. All Psygnosis products are fully guaranteed - see page 21 for details. VIRUS WARNING ! This product is guaranteed by Psygnosis to be virus free. Psygnosis Ltd accept no responsibility for damage caused to this product through virus infection. Please see page 21 of this manual for details. To avoid virus infection always ensure that your machine is switched off for at least 30 seconds before loading this game. Please see page 21 for more information regarding viruses and your warranty. It has become almost traditional in computer game manual

scenarios to begin with a nuclear holocaust. However; we at Psygnosis are always looking for innovative ways to embellish our games... Mmm... Um... Err... Oh, to hell with it!

There were few survivors of the holocaust. Most were living and working in comestible research labs deep underwater at the time of the wipe-out. These labs were self contained and self sufficient; they had their own power source, the food they grew remained safe from radioactive contamination (and could be cultivated for years to come) and the distillery was still intact. Hence, the survivors were able to remain totally distant from the effects of the holocaust until it was safe - if it ever would be - to return to the surface. All outside communication systems appeared dead, and so the survivors regularly sent out patrols of their one-man sub-aquatic vessels to seek out other colonies in a similar situation to theirs. They found eight. Communications were set up, AquaTunnels were built to link the colonies (travelling unprotected in contaminated water was detrimental to both craft and pilot) and the people began trading with each other and working together to enhance their fleet of craft so that they may search further afield. These AquaCraft, although well armed, were used mainly for reconnaissance and training missions. The Spurcians came to earth with one aim: to pillage, plunder and despoil (also they couldn't count). And with a fleet of craft as potent as theirs, this dying planet was a world they could easily conquer. The humans didn't know what had hit them and, although many AquaCraft were dispatched to counter the attack, the battle was short. But the losses to Man were great. Those left alive converged at Colony 1 and fled to the stars in Genesite, an old Irrigation Cruiser that just happened to be passing. The Spurcians prepared to dispatch a unit of attack craft to follow and destroy it...

On board Genesite: A meeting was called by Lekan, the only surviving member of the governing council. Everybody congregated in one of the larger food stores and waited for Lekan to speak. "My friends, I'm afraid we are in more of a dilemma than first it would appear." "How could it be worse? We're out in the middle of nowhere, with no home to go to, aliens are destroying our past and our future's looking grim to say the least! How much further up the creek could we be?" Lekan merely looked at Ridder, willing to let his outburst pass. "If I may continue?" "In our haste to flee earth we did not have time to bring the power source regenerator required by Genesite to maintain her life support systems. In approximately fourteen hours we will die from lack of oxygen." The silence of the clans was absolute - apart from a faintly whispered but heavily sarcastic, "Brilliant.", from somewhere at the back of the crowd. "The only hope for us, the remainder of mankind, is for our best

pilot, Josh Aldrin, to take the one surviving AquaCraft back down to earth to retrieve the regenerator.". All eyes turned to Josh. Without hesitation he accepted the mission. Hands on hips, he said, "Better to die for something one believes in than to sit and wait for death to come calling." Josh immediately realised this was a naff thing to say but it looked as though he'd got away with it. "...There is another problem." The gathering looked at Lekan wilh resignation... "Brilliant" was heard again. "I'm not sure at which of the colonies the generator currently lies. It was being used by all eight of them in an attempt to replicate it and thus enhance power supplies at each complex. It could be anywhere." "No sweat.", said Josh. "It'll just take me a little longer to find, that's all." "Hoorah for Josh Aldrin!" chorused the gathering. Josh couldn't wait to blurt out another corny line if that was the reaction he was going to get. Yes, Aldrin was getting a real buzz out of this. Lekan continued, "We have analysed the Spurcian forces and I must say it looks encouraging. Their surface defences consist of electrically charged small attack craft. These are dispatched from generators positioned around the landscape. You will have to knock out these generators to cut off the supply of enemy craft then rid the area of the remaining craft. Doing so will clear their solar panels for your attack." Page 9 "Is that it?" asked Josh. "I haven't even started yet, Josh. In fact now comes the tricky bit: The solar panels guard Pyramids built by the Spurcians to prevent our access to the AquaTunnels. These must be destroyed to enable you to use the tunnels. However, obliterating the Pyramid will evoke the tunnel Guardian. The Guardian must be annihilated before you may gain entry to the tunnel." "And what shall I do after breakfast?" quipped Josh. He was ignored "Once the Guardian has been destroyed you may enter the AquaTunnel system. As you traverse the tunnel you're likely to be attacked by small fighter craft, however, these should not prove a problem to a man of your piloting skills, Josh. This tunnel is your link to the next colony. At the exit to every tunnel is an automated enemy weapon depot. Here, you will be provided with an extra weapon - either Plasma/Laser or Chaser - and have your energy level and missiles fully replenished." "Why?", asked Josh "Don't worry about that now. Just be grateful for small mercies. Now, where was I? Oh, yes. There are eight colonies to search, Josh. Don't let us down. If you fail, we are all doomed." Josh said nothing. "As AquaCraft aren't built for prolonged space flight, we shall take you to a drop-off point closer to earth. We're likely to face retaliation from the enemy, so please leave the ship as fast as you can, we don't want to hang around too long. And don't fry any more hangar maintenance men if you can help it." Amid encouraging cheers and cries of "Brilliant", Josh took off in his AquaCraft, determined to save his race... except for the one guy he fried on the way out... As he left, the Spurcians attacked Genesite and quickly destroyed

her. Seeing the ship explode in his rear view mirror, Josh Aldrin realised he now had no choice but to head for earth to avenge the human race. There was no longer any point in finding the regenerator, he was just going to scourge the eight colonies and kick donkey! Or die in the attempt. "Brilliant." Cue music...

AQUAVENTURA - The Game ~~~~~~~~~~~~~~~~~~~~~~~ Your objective on each level is to destroy the solar panels that protect the Spurcian Pyramid, then attack the Pyramid and defeat its Guardian to gain access to the AquaTunnel and the next confrontation. On each level you encounter the enemy generators that create Spurcian attack forces. The generators launch alien craft and then sink into the water for protection. However, they quickly reappear to launch further craft. Generators only have one life - once disposed of they remain disposed of. Thus, by destroying them, you reduce the alien threat on each level. While fending off alien craft you also should attack their solar panels. Having destroyed these, you must then destroy the Pyramid to evoke its Guardian. However, the Pyramid is defended by four forcefield generators which charge it with sufficient electrical power to counter any attack you may make on it. These generators may only be destroyed once their own protection systems, the solar panels, have been annihilated. Defeat the Guardian to gain access to the AquaTunnel and the next base. The tunnel is patrolled by enemy forces which must be destroyed if you are to get through. At the far end of the access tunnel lies the enemy weapons depot. Here you are awarded an additional weapon, and also have your craft's energy replenished and missiles restocked, ready for the next level. In Game Features ~~~~~~~~~~~~~~~~ Your Ship --------Even though your ship is an Aquacraft, its ability to travel underwater is limited due to water contamination as a result of the holocaust - althou~h it can submerge for a few seconds at a time, it may only safely cruise through water using Aquatunnels . Your Weapons ------------Plasma: You begin your quest already armed with this weapon. The most difficult to aim and the least potent of your arsenal. Missiles: You begin your quest armed with three of these. Lock on to your target (press Right Shift key) and fire. They have limited range. Laser: Given to you (alternately with Chaser) when you visit weapons depot. Easy to target and quite potent. Chaser: Given to you in weapons depot (alternately with Laser) and provides an aiming system in the shape of a square with which to target your plasma weapon. Radar Blips -----------Yellow = Pyramid, Green = Solar Panels, Red = Missiles, Purple = Alien Generator & Craft, Black = Your Flak, White = Your Ship, Light Blue = Energy Drainer Solar Panels -----------Destroy the required nllmber of solar panels in each colony. But watch out for their SAMs. Pyramids -------Pyramids are protected by four shield power generators which must be destroyed before it will open.

Guardians ---------Emerge from opened Pyramids. They get tougher as you progress through the colonies. AquaTunnel ---------Avoid the sides of the tunnel and dispatch alien craft as you go. your shield strength is indicated bottom right of the screen. Enemy Weapon Depot -----------------Your craft automatically enters and is given full energy and missile replenishment plus an extra weapon (Laser or Chaser). CONTROLS Aquaventura features two control methods, either may be selected from the options screen. CONTROL METHOD 1 ----------------Joystick controls: Dive ^ | | | Bank left ------------------------ bank right | | | Climb Fire = Fire current weapon. F1-F10 = Velocity Control : (F1 is lowest velocity) CONTROL METHOD 2 ---------------Joystick with fire button pressed.

Increase Speed ^ | | | Bank Left --------------------------- Bank Right | | | | Decrease Speed. KEYBOARD CONTROLS ----------------Aquaventura also requires the use of various keys to control all of the possible craft manoeuvres. They are: SPACE BAR RIGHT SHIFT ENTER A R CTRL+ESC S P = = = = = = = = Auxilliary Weapon. Target Missile. Fire Missile Cancel Target Lock Radar Short/Radart Long Range Toggle. Quit. Gun sight on/off Pause

WARRANTY LIMITATIONS --------------------The disk(s) included with this product are guaranteed to be in correct working order and free from all manifestations of the 'Virus'. It is the purchasers responsibility to prevent infection of this product with a 'Virus' which, although a very rare occurrence, will always cause the product to cease working. Psygnosis Ltd will replace, free of charge, any disks which have manufacturing or duplication defects. These disk should be returned directly to Psygnosis Ltd for immediate replacement.

Psygnosis Ltd will in no way assume responsibility or liability for 'Virus' damage which can always be avoided by the user switching off the computer for at least 30 seconds before loading this product. In the unlikely event that your disks are destroyed by a 'Virus' then please retum the disk(s) directly to Psygnosis Ltd and enclose 2.50 to cover replacement costs. When returning damaged product please return DISKS ONLY to Psygnosis Ltd. The Psygnosis Ltd warranty is in addition to, and does not affect, your statutory rights. --Typed by RAZOR BLADE For more Amiga documents, visit www.lemonamiga.com

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