Gold Rush! manual
Gold Rush THE GOLD RUSH IS ON! The first true gold rush began with the discovery of gold in California in 1848. Everywhere men abandoned their families, businesses, and some said, common sense, in order to head out to a remote, little-known land where the promise of riches beckoned even the humblest and most inexperienced of pioneers. At least a quarter of a million men reached this "land of plenty" during the five years (1848-1853) that comprised the gold rush proper, producing an extraordinary amount of gold, valued in excess of $200 million. Although most were Americans, the gold seekers came from virtually every corner of the civilized world, including China. No "rush" of such proportions, wealth, or pandemonium, no hysteria so unrestrained or so world-encompassing in its influence had ever been witnessed before. Improved means of communications, especially through widely circulated newspapers, and the beginnings of modern transportation, such as clipper ships and ocean-going steamers, both contributed heavily to the magnitude and speed of the movement. Although many "forty-niners" organized themselves into formally constituted "companies" before they left home, virtually all of these groups disbursed immediately upon reaching California. These circumstances left the individual to work out his own destiny among foreigners in a strange land utterly unprepared to cope with the throngs of newcomers. 2 Although merchants and shipowners throughout the world quickly adjusted operations to serve this booming new market, food and supplies of most kinds were scarce, expensive and subject to unsteady price fluctuations. Housing was primitive and high-priced in the towns and did not exist at the mines, so each individual was resigned to building his own home or pitching a tent. Society was constantly in flux, with crowds of restless gold seekers stampeding off when each new mining town was rumored to be "rich", leaving many ghost towns in their wake. The news of the "discovery" took some time to reach the East. It came at first in rumors, via ship around Cape Horn and up the Atlantic. Busy with their own aspirations, Easterners did not give much credibility to these whisperings in the early months of 1848. They had no time for the exaggerated tales that were constantly coming from the unknown parts to the west. As a consequence, the first rush to the diggings were mostly comprised of local folks. The East was finally awakened to the rush when a letter from California Governor Richard Barnes Mason to the War Department announced: "There is more gold in the country drained by the Sacramento and San Joaquin rivers than would pay the cost of the late war with Mexico a hundred times over." 3 Thus the rumor became fact. Beyond any reasonable doubt, the gold was there for the taking. In the mad rush of enthusiasm no one considered the hazards of the undertaking; no one seemed to realize that to only a small percentage of prospectors would come the big payoffs. Fortunes were definitely made. Some men are said to have dug tens of thousands of dollars in a single week. This was particularly true at first, when gold was found practically on the surface of the ground. In 1840, $10 million in gold was mined; in 1852 the yield peaked at $81 million. It was only natural that those hearing such fairy tale success stories should believe them to be the rule rather than the exception. However, the greatest "diggings" were rapidly cleaned out. Thereafter, many of the prospectors received merely living wages from a day's work. Standing waist-deep in icy river waters, their exposed skin baked by the scorching summer sun, these dreamers would labor washing heavy buckets of pay dirt in hope of someday striking the mother lode. Indeed, the treks westward took a heavy toll on those with little perseverance, and only the brawniest breed of men survived the hardships of the wilderness and the cruel elements. Requiring superior physical strength, these perilous journeys cruelly punished those of lesser fortitude, and many paid for their dream with their lives. It took a mighty tough character to survive the ravages of the west. Unfortunately, Jerrod Wilson wasn't one of them. A typical East Coast "city slicker", Jerrod could only dream of following in the footsteps of the great American legends who paved the way for the country's rapid growth and progress. 4 Despite his aspirations, the only history Jerrod seemed to be making was the news he wrote for the local paper. Not that Jerrod's job was so bad - his hard work and determination had earned him quite a few promotions since his days as a paperboy. However, it would probably take another 20 years of even harder labor before he would reach the top of the company ladder. Jerrod was patient, but he wasn't so sure he could hold out that long. Maybe it was his long lost brother's disappearance some years ago, or maybe just the call of the wild, but Jerrod had an itch for adventure, a desire to follow in the rich tradition of his ancestors, Jerrod not only wanted to discover the whereabouts of his brother, but he also longed to learn about the mysteries that lie beyond the borders of Brooklyn Heights, the only home he had ever known. Was it just the sunset, or perhaps the glisten of gold on the horizon that beckoned Jerrod westward? What does Jerrod's future hold? Will he continue with the nine to five routine (yawn) of a secure yet somehow unsatisfying career? Or will he break free of his chains and head out west to where the action is? 5 His fate lies in your hands. Become Jerrod Wilson, and face the challenge of the California Gold Rush as you race against time and the perils of travel on a realistic simulation of life on the wild west frontier. Immeasurable riches lie just 2500 miles away! Good luck! AN OVERVIEW A Sierra 3-D Animated Adventure Game, simply stated, is an interactive movie where you become the main character. In this game, the main character is Jerrod Wilson, a young gentleman preparing to seek his fortune in the California gold country. 6 Each 3-D Animated Game has a main goal, and yours in Gold Rush! is to find passage to California, discover gold and become filthy rich. Move stealthfully and wisely, for prices will skyrocket when news of the California Gold Rush hits town. TIPS ON PLAYING GOLD RUSH! 1. PACK IT UP AND HEAD 'EM OUT! Basic instructions on how to interact with this game are included in this manual and the reference card enclosed. For those who are not sure of what to do, there is a WALK THRU included at the end of this manual. 2. COVER YOUR TRACKS Due to the dangerous nature of this adventure game, you will want to save your game often. Follow the instructions on your 3-D Animated Adventure Game reference card to SAVE GAME after you have made important progress in the game. SAVE GAME whenever you encounter a potentially dangerous situation. If you do encounter perils, or fail to complete all the required tasks to get past a given obstacle, you can follow the instructions on your reference card to RESTORE GAME to the place you were at when you last saved your game. Intelligent use of this function has spared many a traveler from being lost forever at sea. 7 3. KEEP A SHARP EYE OUT. Look at and examine everything you can. Speak to those around you. Pay close attention to detail. There are many clues, both visual and verbal, that will help you succeed in your quest. ON YOUR VOYAGE In the course of your trek, various messages will appear describing the life and times of early American travelers. After you have read the messages, you may choose to bypass them upon playing the game again. To display or suppress messages, press the F8 key when the message is displayed at the bottom of the screen. Also, you can automatically advance to the next portion of your voyage without waiting when a CTRL-N message appears at the bottom of the screen. 4. BRING ALONG 'YER FRIENDS. The wild, wild west was not an easy place to survive alone. You may find it helpful to play Gold Rush! with a friend. Each adventurer has unique ways to interpret clues, and besides, working in teams makes the journey a lot more productive and fun. 8 5. CAN'T GET ANYWHERE? If you've explored every inch of the soil and still find progress impossible, don't give up. Even to notch forty-niners were known to have their hopes dashed by hard luck and hard times. Life is tough in these parts. For this reason, hint books are available for all of Sierra's 3-D Animated Adventure Games. You can order the hint book for this game by using the order form in the package. Hints can also be received by calling the Sierra Support Line at (209)683-6858 or by having your computer call the Sierra Bulletin Board Service at (209) 683-4463. 9 WARNING The following documentation is for beginning adventure game players only. The contents include answers to some game puzzles and hints that experienced adventurers may not wish to see. Continue reading only if you are having difficulty getting started with your adventure game. 10 BEFORE YOU HIT THE ROAD...AN INTRODUCTORY WALK-THRU TO GOLD RUSH Gold Rush! begins with an introductory sequence, giving you a quick overview of the story. If you choose to bypass this initial sequence, press the SPACEBAR or the ENTER key. 11 Your journey begins in Brooklyn Heights, New York in the year of 1848. There are many places and things you will want to examine in this game. Press the ENTER key after you have typed in a command. Press the ENTER key after you have finished reading a text message. Type: >LOOK AROUND >LOOK AT THE BRIDGE >LOOK AT THE RIVER >LOOK AT THE LAMP >LOOK AT THE TREES Walk down the bridge to the street on your right. >LOOK AT THE STREET >LOOK AT THE HOUSE Walk to the south. The screen will change to a new location. >LOOK AROUND Walk up to the front gate of the house. >LOOK AT THE HOUSE Press the TAB key to display your inventory (TAB serves as a short cut for typing the word INVENTORY.) You are carrying a house key and $15 >USE THE KEY 12 The gate will open and your character will walk into the yard. Walk up to the front door. Press the F3 key then press ENTER. (The F3 key repeats your most recent command). In this case, the font door opens. Walk into the house until the font door closes. You are now inside your house. There are many things you may look at in this house. >LOOK AROUND >LOOK IN THE CLOSET Walk over to the table >READ THE FAMILY ALBUM Walk over to the desk. >LOOK AT THE DESK >OPEN THE DRAWERS Walk through the door by the desk. >LOOK AT THE ROOM Walk into the kitchen >LOOK AT THE KITCHEN >LOOK AT THE CABINET There are other things you may examine inside the house, but for now proceed to go outside. Walk off the screen to the west. You are now at the edge of a park. >LOOK AROUND Walk up to a sign on the grass >READ THE SIGN 13 The sign says, "KEEP OFF THE GRASS." (You may have noticed that a point was subtracted from your score when you stepped upon the grass. If you continue to disregard the signs you may have a confrontation with the law.) Walk into the gazebo. >LOOK AT THE GAZEBO >LOOK AT THE FLOWERS >TAKE FLOWERS >LOOK AT THE FLOWERS When you look at an item in your inventory, you get a message and a picture of the desired item. There are other important things to examine in the park, but for now walk off the screen to the west. You are now on a new screen. >LOOK AROUND >LOOK AT THE LAMPS Walk into the Post Office. The screen will change. >LOOK AROUND >LOOK AT THE COUNTER Walk up to the counter >RING THE BELL A gentleman will approach you and speak. >GET MY MAIL 14 Depending on the time of day, you may or may not receive some mail. If you do not receive any mail on the first try, you may want to check back at the post office periodically. Well, now you are on your own. There are still many things to do before your journey begins. Remember to talk to the people you meet, examine all objects thoroughly, and take everything you will need for a safe, successful trip out west. P.S. Take special precaution to save your game after making significant progress. You never know when disaster may strike. GOOD LUCK ON YOUR JOURNEY... MAY YOU STRIKE IT RICH! 15 DESCRIPTION OF ROUTES for Persons Emigrating to CALIFORNIA ROUTE VIA CHAGRES AND PANAMA For the information of those going to California, either as adventurers or settlers, it is important that they have access to all information obtainable, for want of which, the necessary precautions are neglected, which may result in much suffering and disappointment. On the account of the great saving of time and distance, this route is shown by many and to such it is important to know something of the difficulties connected with it. No isolated individual ought to think of engaging in the enterprise for there will be many circumstances where a friend will be found of essential benefit. It would be well if parties of 10 or more should unite who would be devoted to, and who could place in each other that confidence which the love of gold could not destroy. Probably, those who pay their passage and are found in Chagres will not find all the accommodations on shipboard to meet their expectations, both from the crowded state of the ship and the fare, and it would be well for all to take an extra supply of stores. The town called Chagres is only a small village of one-story houses or rather huts situated at the mouth of the river of that nation which empties into the Atlantic Ocean, and has a small but secure harbor. The place has a very unsightly appearance, being situated in the midst of a swamp, and the continual rains prevailing there would render the streets almost impassable, if it were not for logs of wood laid along the centre, for the accommodation of pedestrians. The journey to Panama is made by taking small canoes (or a steamboat which now goes there) to the town of Cruces or Gorgona, a distance of about 33 miles, and from there to Panama, about 24 miles per land. One who knows, "Avoid the sun, keep within doors during the day, refrain from eating fruits even when ripe, with the exception of oranges, which may be eaten moderately. Do not touch the oysters, wear flannel next to the skin by day and night, avoid spiritous liquors, and it is needless to say be off the first opportunity. The distance from Panama to San Francisco is about 3400 miles long. ROUTE BY CAPE HORN This route is the most acceptable as far as cost and facilities is concerned, but loss of time balances the difference to the price of passage which varies from $700 to $900, according to accommodations. The distance from New York to San Francisco via Cape Horn is about 18,000 miles, and will occupy nearly five months in making the passage. Not withstanding this appears to be a very long voyage, yet it is (in the present amount of travel across the Isthmus, and the probably want of vessels from Panama to San Francisco) the surest route. ANOTHER ROUTE This route which is said to be "the cheapest, quickest and safest" is to take passage in a vessel for Vera Cruz; thence overland to Manzatlan via Guadalajara. Tipie and San Blas; thence either by vessel or by mule or horse travel, by land up the coast. To prevent danger of being attacked by robbers through Mexico, persons should go in parties of 40 to 50 or more. The cost of this route varies from $150 to $300, and may be accomplished in 60 days. 3-D Animated Adventure Game Reference Card For Amiga Sierra's 3-D animated adventures represent a totally new approach to computer gaming - a third generation in computer adventure. They feature detailed three dimensional background scenes with life-like animated characters. The improved parser lets you talk to the computer in whole sentences. Sierra's new series of adventures are interactive, changing as you explore and solve the puzzle. New facets are revealed as you delve into the game. In fact, because of random events, you can play the game many times over and never play the same game twice. BEFORE GETTING STARTED Before starting to play you should make back-up copies of your original disks. LOADING INSTRUCTIONS 1. Power up the system and load the Amiga Kickstart disk and the Amiga Workbench disk. 2. Use the preference tool from the Workbench disk to set date and time information. This procedure is recommended but not required. 3. Insert the original program disk or a backup copy you have made, into the drive and double click the left mouse button on the disk's icon to open the disk. 4. Double click the left mouse button on the "Sierra" icon. If you are loading from a back-up copy you will be prompted to briefly insert the original disk when loading. 5. To bypass the opening sequence, press any key. BACKING UP YOUR PROGRAM MASTERS From the Workbench, follow the procedure below to copy the original master disk to a back-up disk. One Drive Systems: 1. Insert the original disk in the drive. 2. Place the mouse cursor (arrow) on the master program icon. 3. Highlight the icon by clicking the left mouse button. 4. Place the mouse cursor on the menu bar. Hold down the right mouse button and pull down the Workbench menu. 5. Place the mouse cursor on Duplicate and release the right mouse button. 6. Follow the disk swap prompts to copy the program disk. 7. Do not rename your back-up copy. Two Drive Systems: 1. Insert the original disk and back-up in the drives. 2. Place the mouse cursor on the original program disk icon and hold down the left mouse button.. 3. Drag the mouse cursor to the icon of the drive you're copying to and release the button. 4. Follow the disk prompts to complete the copy procedure. 5. Do not rename your back-up copy. FORMATTING A DISK (to be used as a saved game disk) 1. From the Workbench, insert a blank disk into any drive. 2. Place the mouse cursor on the black disk icon and click the left mouse button, highlighting the icon. 3. Place the mouse cursor on the menu bar at the top of the screen. Hold down the right mouse button and pull down the Disk menu. 4. Place the mouse cursor on "Initialize" and release the right mouse button. The blank disk is now being formatted. When formatting is complete, you will be returned to the Workbench. 5. Place the mouse cursor on the "Empty" icon and click the left mouse button. Place the mouse cursor on the Workbench menu, hold down the right mouse button, and select "Rename." Follow the prompts to rename the "saved game" disk. If you don't rename the "saved game" disk, its default name will be "Empty". 6. When a formatted disk is used for saving games, the 3-D Animated Adventure automatically creates a saved game directory for saving 12 games. Creating additional directories on the disk (for saved games), will allow you to save more games on the formatted disk (12 per directory). Consult your system's DOS manual for creating directories on a formatted disk. COMMANDS FOR THE HERO A joystick, mouse or keyboard moves the main character north, south, east, west or diagonally. To halt your character's steps with the keyboard, press the last direction key again, or the 5 on the number pad. If you are using a mouse, start movement by single clicking the left mouse button. The character will move to the point where the left mouse button was last clicked and stop there, unless there is an obstruction in his path. During the game you can use any form of control at any time. Just click the mouse, press a direction key, or move the joystick. If the joystick was not plugged in before loading the game, press CTRL-J and insert the joystick into port #2. The joystick will now be active. _|_ \ | / _____/===\_____ ____ ___ ____ |\_____________/| \ North / ||_7_||_8_||_9_|| | | __ __ | | ____________ |/___\/___\/___\| | | | | | | | | ( ) -- ||_4_||_5_||_6_|| -- | | |__| |__| | | button --|-O | |/___\/___\/___\| | | | | | __ | ||_1_||_2_||_3_|| | | | | West | (__) | East |/___\/___\/___\| | | | | | | | | | | (____________) / | \ | |___________| | |/_____________\| / South \ DIRECTION KEYS MOUSE JOYSTICK Talk to your computer in commands of one or two words, or even simple sentences. Unless otherwise instructed, follow all commands with the RETURN key. You may meet others who have messages for you. Command them to speak. Type: TALK TO THE GNOME You may later need objects you see along the way. Type: GET THE KEY Pay attention to details. To see an object closely, type: LOOK AT THE PANEL Use the objects you find along the way. Type: GIVE THE BASKET TO THE GIRL To fully savor a scene you enjoy watching or negotiate a narrow path, you can slow down the animation. Speed up the animation to make the main character walk faster. To change the speed type "slow" or "fast" and press RETURN. To return to the original speed, type "normal" and press RETURN. Function and control keys shortcut these common commands: F1 or HELP Shows list of control keys (including some specific to your game which may not be mentioned here). F2 Toggle sound on/off F3 Echo (repeat) previous command F5 Save game F7 Restore game F9 Restart game CTRL-C or CTRL-X Cancel line CTRL-J Select joystick mode ALT-Z Quit game TAB Inventory ESC Pause/resume game SAVING AND RESTORING THE GAME To allow for errors in judgment, and also for some pretty creative exploration, we make it possible for you to save and restore the game. Before you try something that looks dangerous, or just because you've been playing awhile and you don't want to lose what progress you've made through some chance encounter, save your game. At any time during the game, type "save game" and press return or press F-5 to save your game. Follow the directions below to complete saving your game. SINGLE DISK DRIVE USERS You have a choice of saving your game on your game disk (original or back-up), or to a formatted "saved game" disk. When you receive the prompt asking on which directory to save your game, press RETURN and follow the prompts if you are saving on your game disk. If you use a "saved game" disk, remove the game disk from the drive, insert the "saved game" disk, and type the name of the "saved game" disk followed by ":" and the name of the directory and press RETURN. Follow the prompts, using the up/down arrow keys to select a saved game space. Re-insert the game disk to resume playing. TWO DISK DRIVE USERS When you receive the prompt asking on which directory to save your game, backspace through the suggested default name and type the name of your "saved game" disk with it in one of the drives, and press return. This will allow your game to be saved onto your second disk drive. If you are using more than one directory for saved games, when prompted, type the name of the directory where you want the game to be saved. Follow the prompts using the up/down arrow keys to select a saved game space, to complete saving the game. IN GENERAL Although your game position is stored on disk as a normal Amiga DOS file, you are not required to follow Amiga DOS naming conventions in identifying your saved games. If the character is standing before a tree when you save a game, call your saved game "STANDING BEFORE A TREE" or whatever has meaning to you. You may save up to 12 different games per saved games directory. If you "run out" of saved game spaces in your saved game directory, (and you don't want to create more saved game directories), you may reuse one of the 12 spaces. To change the name of a saved game, just enter CTRL-C or CTRL-X to clear the line, and type a new name. RESTORING A GAME Type "restore game" and press RETURN or press F-7 to restore a previously saved game. You will be asked where you saved the game. To accept the default directory, press RETURN. Otherwise, clear the line, type the name of the "saved game" disk followed by ":" and the directory on which you saved the game, and press RETURN. Now choose the game you wish to restore by moving the pointer and selecting it by pressing RETURN.
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