THE SPECTRUM GAMES DATABASE THE TRAPDOOR PUBLISHER Piranha AUTHOR Don Priestley (He has allowed this snapshot to be publicly available) YEAR 1986 DESCRIPTION A puzzle like adventure based on the childrens TV Series. CONTROLS: Kempston Joystick Redefinable Keyboard INSTRUCTIONS Playing the game. Somewhere in the dark and nasty regions where nobody goes, stands an old and spooky castle - home of the Bad Tempered Thing. In the dark lower regions of the castle, Berk grudgingly slaves away carrying out the orders of the Thing. To win his ultimate reward - a safe full of loot - Berk has to complete up to five bizarre tasks (Four in Learner mode) quickly and accurately before the Thing's anger boils over. Each task is complete when Berk sends his offering Upstairs on the dumb waiter and the Thing accepts it. Learner Berk. Before the game starts you can choose to be a Learner Berk or a Super Berk. When you first play it is a good idea to try the humble Learner mode. It's easier, even if you don't socre so highly or earn Berk's pay! The Trap Door. Under the trap door lurk 'orrible monstrosities all eager to escape as soon as the trap is opened. Most have a useful role in completing Berk's tasks. The problem is knowing which monster is needed for which task. If the wrong one gets out, it can be a real time-waster and a danger to life and limb! Get rid of wrong 'uns (somehow!) as quickly as possible. Spooks. If the trapdoor is left open, spooks fly out. Like almost everything in Berk's world, they're hungry and the only way Berk can get rid of them is by feeding them. They'll eat anything - worms, eggs, eye-juice, eyes, even Boni the skull! If Berk hasn't got food to hand, the spooks will send him reeling. In Learner Berk mode, the spooks have been given a holiday and won't trouble you. Boni and Drutt. Boni's pretty bright as skulls go. Each time Berk picks him up, he utters a few words, sometimes useful advice on how to complete a task. Drutt the Spider spends his time hopping about getting in Berk's way and eating worms. It's hard to get rid of him! The Tasks. They can all be done! Wait for the Thing to announce what it wants then get cracking. All the props for the tasks can be found in the lower regions. But you'll need some ingenuity to figure out how to use the various objects (and their contents). Each task needs for completion a particular Trap Door Monster. The Anger-Meter at the bottom of the screen warns you that time is running out. When the Thing gets really mad, it yells at Berk that time's up. If Berk hasn't finished, the task in hand is cancelled and a new one is set. Containers. Berk can shove some objects and a shoved object can shove other objects. Berk can put things into containers, carry them around and tip out the contents. Some are vital to particular tasks! Score. Your score reduces as time ticks by and increases with bonuses for the successes you achieve. Super Berk. Your real objective is to become a Super Berk! If Berk completes all the tasks he'll be awarded his wages. Thing sends them down in a tough-looking safe. To get his loot and become a true Super Berk, the safe has to be opened. There's an exact procedure that guarantees success. Finding it is the final challenge. Stategy. Once you've figured out how to carry out the tasks you can start using stategy to maximise your score. For example, if you complete a task early, you can make preparations for any of the other tasks. Objects already in the best locations can save time later and win you extra points. URL NOTES Large sprites, with not much colour clash make this a very nice game to look at. Gameplay is there to support this visual delight also. TRAPDOOR - SOLUTION - TYPED BY VAXALON - 1994 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ CAN OF WORMS ~~~~~~~~~~~~ Collect the can from the kitchen and take it to the room with the trapdoor. Open the trapdoor to release the worms. Try to collect them before drutt eats them! Drop the worms into the can - at least two are needed. If you don't have quite enough, just get berk to open the trapdoor again to release some more. Before you put the can in the dumb-waiter try to prepare the boiled slimies and Crushed Eyeballs if you have enough time, as this will aid you later in the game. CRUSHED EYEBALLS ~~~~~~~~~~~~~~~~ Take the yellow pot from the kitchen and empty it. There should be a box of seeds inside. Take the box to the room left of the kitchen and empty it. This will give you three small eyeballs. Put one small eyeball into each pot and a plant will start to grow. While these strange plants grow, push the vat in the kitchen to the farthest wall. By this time the plants should have grown to give you three large eyeballs. Carry each one back to the kitchen and drop them into the vat. Release the tall jumping monster with the stripy legs from the trapdoor and position the vat so that the monster will jump into it and crush the eyes. MAKE SURE the bottle is under the tap!!! Take the bottle and its contents of crushed eyeballs and send it up in the dumb waiter. Open the trapdoor and the monster will eventually jump back in. BOILED SLIMIES ~~~~~~~~~~~~~~ Take the beaker that had the eye seeds in it, and go down to the cellar. Catch the four slimies. Put them in the cauldron. Go to the kitchen and push the cauldron to top the room. Empty the slimies into the cauldron from the balcony. Push the cauldron so that its in front of the dumb waiter. Let the green fire breathing robot out of the trap door. Stand in front of the cauldron and wait until the creature stops by you. Step out of the way before it fires, or you'll get roasted. The cauldron will steam, indicating the slimies are boiled. Push them into the dumbwaiter before they get cold. To get rid of the creature, raise the weight and lure it under it. Then it'll drop and crush it. FRIED EGGS ~~~~~~~~~~ Let the bird out of the trapdoor. Tip the bullet out of the basket. Put the bullet on the trapdoor. When the bird flys over the bullet open the trapdoor so that the bullet hits the bird, and close it again immediately so you don't lose the bullet. If you do loose it then use Boney instead. The birds eyes will bulge, she'll hover then fly into the next room. Grab the pan and follow her. She'll then lay an egg which you must catch in the pan. Continue shooting the bird and catching the eggs until she hovers over the trapdoor waiting to get out. Now put the pan on the stove (you'll drop it when it's hot). When it stops flashing put it in the dumb waiter and send it up quick. TIDYING UP ~~~~~~~~~~ To tidy up, throw everything down the trapdoor. This includes the pot plants used to grow the eyeball plants, the vat, drutt the spider, and all the worms. OPENING THE SAFE ~~~~~~~~~~~~~~~~ Raise the crusher so that its three quarters of the way up the screen, then push the safe under it. If you raise it too high, the safe will be crushed. If its too low, then it wont open. GHOSTS ~~~~~~ When a ghost comes out of the trapdoor, grab a worm and rush over to the ghost. Wait underneath him until he touches you and KAPOW! No more ghost.