QUICKSILVA The most powerful games in the Universe! Loading the program — Spectrum ------------------------------ You will find the procedure for loading a program in the Spectrum basic manual, chapter 20. The procedure for loading Schizofrenia is given below: Type LOAD"" Press ENTER Copyright --------- The content of this program, including all instructions, drawings, plans, BASIC and machine code routines and all copyright and other intellectual property rights therein belong to Quicksilva Ltd. All rights conferred by the Law of Copyright and other intellectual property rights and by virtue of international copyright conventions, are specifically reserved to Quicksilva Ltd. and all copying and reproduction of this product, by whatever means, either electronic or other media, is expressly forbidden. The prior written consent of the Company is necessary in all cases and the Company will vigorously and aggressively seek to maintain and protect these rights, in all circumstances and whatever the reason for the infringement of these rights. This program is part of the QS range of software, a catalogue of which can be obtained from the address below. QS is always seeking to expand its range and if you have written any software yourself that you think might be suitable for inclusion in our future catalogue please do not hesitate to contact us. We pay commercial rates for all programs published. Ouicksilva Ltd. Liberty House, 222 Regent St., London W1R 7DB SCHIZOFRENIA Schizofrenia (or how to be in two minds about paranoia...) ---------------------------------------------------------- Alphonse T. Nurd works in the laboratory of Bogdan Schtunk MSc (mad scientist) as a cleaner. However, he has ambitions to one day become as wonderful a scientist as Mr. Schtunk and, at night when he has the lab to himself, supposedly to do the cleaning, he tries to teach himself as much as he can about the work of his employer. What he doesn't know is that Schtunk, not content with splitting the atom, has found a way to split people... the Atomic Particle Separator. The inevitable happens: whilst cleaning the lab one night and foolishly playing at being a scientist Alphonse sets everything in motion and splits himself. His newly created alter-ego has the opposite personality to Alphonse I and sets out to destroy the lab and make as much mess as possible. Alphonse I knows enough to realise that he must manage to recombine or disaster may strike. He must also get all the cleaning done, or else he'll be sacked — both of him! Of course, Alphonse II has other ideas: he likes his new-found freedom and doesn't intend to lose it. It's up to you to help Alphonse I recombine with Alphonse II and clean up the lab as well, working through five areas in the lab before reaching the Recombination Chamber. AREA ONE is the easy one: all you have to do is open the door and go through to area two... mind you, you must switch off the timer and set the score control first. Then there are the four bolts to draw and the lever on the right to operate to open the door, all the while hindered by Alphonse II who wants to work the lever on the left... AREA TWO You must tidy all the yellow boxes away to the top right-hand platform before moving on. The lifts will all work as long as Alphonse I can reach the controls. AREA THREE is in a terrible state: the lifts are dirty and all over the place. Alphonse must get them all down to the bottom floor and will gain extra points if they are cleaned as well. Some small points that might help: the cleaner can't leave the top floor but can be moved along just by leaning over it and pulling: the lifts operate in sets of three. If you get stuck you can always press Q which will restart the section and you will zero the score. AREA FOUR is the last section you go through before reaching the Recombiner. To find your way around this one you must first switch on the lights. Before you can do that, however, you must activate the generator by using the master switches on the top floor. The switch to Alphonse ll's room is, typically, wired upside down and the light must be switched on before he will come out. He can be trapped in a room by turning the light off after he has entered. One last tip — there is an exit combination which is the same as the generator code: this should be set to allow you to make a quick getaway! AREA FIVE gives Alphonses I and II the chance to recombine. This one gets tricky but you know that by now. Firstly, switch on the switches top right. Switch on the generator, top left. Then move to the second floor and turn off the X/Y controls. Switch on to Automatic and you can now open the door of the Recombination Chamber. Four-fifths power will probably do the trick but remember to set the UDLR so that the markers coincide over the chamber. Get Alphonse II in front of the chamber, press fire and close the doors. Easy, isn't it? We cannot guarantee you complete peace of mind when Alphonse is back to relative normality but you will deserve a cup of tea... or two. CONTROLS Joystick:— Interface II or Kempston. Usual joystick movements apply. Keyboard Q E R T = up A S D F G = down U O = left I P = right Caps Shift or Space = pause Any other button on bottom row = Fire H = Quit (pages 2 and 3 only) Combinations of these give diagonal movement. Action Lean and pull bolt/push box — Fire and down Pull lever left — Fire and left Pull lever right - Fire and right Press switch - Fire and up Up stairs left — left and fire Up stairs right - right and fire Down stairs to left — left and down Down stairs to right - right and down Start lift — Fire