Manual
Manual
G A M E S
Getting Started
NOTE : It is recommended that you first make backup copies of all disks an d
put the originals in a safe place.
cd zak
copy a :* .*
(repeat for each diskette to copy all the Zak McKracken files into
the new directory)
1
Use these commands to start the game from your hard disk :
cd zak
(to change to the correct directory )
zak
To use a two-drive IBM system, press Shift-D any time after the first scree n
appears . If you are using 5 1/4" diskettes, keep Disk 2 in drive B and swa p
Disks 1 and 3 in drive A when prompted . If you are using 3 1/2" diskettes ,
keep Disk 1 in drive A and Disk 2 in drive B .
If you have a 1.2M or larger diskette drive, you may copy the files from all the
Zak diskettes onto a single high-density diskette .
Atari ST : Insert Zak McKracken Disk 1 in drive A . Open the drive A drawe r
icon and double-click on the Zak program icon (ZAK .PRG) you find inside . Whe n
prompted, put in Disk 2 or Disk 3 .
To use a two-drive Atari ST system, place Disk 2 in drive B . When prompted to
insert Disk 3, you may put it in either drive . You may reduce disk swaps b y
keeping Disk 2 inserted at all times and swapping Disks 1 and 3 whe n
prompted .
If you have double-sided drives (720K), you may combine the three Zak disks
as follows : format two 720K diskettes . Copy the contents of Disk 1 to you r
first formatted diskette . Next copy the contents of Disks 2 and 3 to you r
second formatted diskette . To play the game if you have a single-drive system ,
insert your new Disk 2/3 when either Disk 2 or 3 is requested . If you have a
two-drive system, keep both new disks inserted .
To install Zak McKracken on a hard disk, create a folder called "Zak". Without
opening the Zak folder, insert Disk 1 into the drive and copy its contents b y
dragging its icon into the new hard disk folder. Then open the hard disk Zak
folder. You will see the Zak program and a folder called "Rooms". Insert Disk 2
2
into the drive and drag its icon into the Rooms folder on the hard disk . Finally,
insert Disk 3 into the drive and drag its icon into the Rooms folder on the hard
disk .
Numbers 1, 3, 7, and 9 take the cursor directly to the corners of the display ;
use the even-numbered keys for finer navigation .
You can use a mouse if you have installed a compatible mouse driver . The lef
t
mouse button corresponds to "enter ." Use the right mouse button (or righ t
joystick button if you have a two-button joystick) to override cut-scenes . To
select joystick or mouse, type :
Shift-J Toggle joystick on/off
Shift-M Toggle mouse on/of f
Push
W
Open
R
Put o n
Switch
5
You can also select inventory items from the keyboard . On the screen, you ca n
see four items at a time in the inventory list . Use the following keys :
Scroll list up
Scroll list down
Things to Tr y
Open Zak's dresser drawer. Select "Open" from the Verbs and then click o n
the dresser in Zak's bedroom, creating the sentence, "Open dresser." Clic k
again on the dresser to execute the sentence . Zak will walk over to the dresse r
and open it .
To pick up the plastic card under Zak's desk, try the sentence, "Use phon e
bill with plastic card . "
First, place your cursor over the "Use" verb and click once . "Use" no w
appears on the sentence line .
Second, move the cursor over the phone bill in the drawer and click once ,
creating the sentence "Use phone bill with . "
Third, select the plastic card by moving your cursor over the object in th e
Animation Window. By double-clicking on the plastic card you ca n
complete the sentence and execute it at the same time . Notice that Za k
was smart enough to pick up the phone bill first .
Read Zak's phone bill by moving the cursor over "phone bill" in the Inventor y
list below the Verbs and click once, creating the sentence, "Walk to phone bill . "
This time, instead of clicking on the noun a second time, click on the "Read "
verb, changing the sentence to "Read phone bill ." Click once more on the
"Read" verb and Zak will read the bill . Notice that the final click can be o n
either the noun or the verb .
Walk Zak to his living room by first opening his bedroom door ("Open door" )
and then walking through it ("Walk to door") . The screen will iris to black whil e
the next room is loaded from disk .
To find out what is in a room, select the "What is" verb and move the curso r
around the room . When the name of something appears on the Sentence Line ,
you'll know that it is an "active" object and you might want to use it in th e
game . If you click on that object, the "Walk to" verb will appear instead . You
can then click on the object a second time to make your character walk to it, o r
you may click on any other Verb that you want to use with that object .
To save your progress in a game, so that you can turn the computer off an d
start again in the same place, use the "save" feature . "Save" will not work
during cut-scenes . You can "save" up to ten games on a floppy disk or you r
hard disk, depending on how much free disk space there is . Previously save d
games will have an asterisk next to them, for example : Game B* . Simply pres s
the Save/Load Game function key (F5) and follow the on-screen instructions .
IBM or Atari ST : If you are using diskettes, you may save on any formatte d
diskette, including the game disks if there is room . You will be prompte d
to insert a save-game diskette in the drive that Zak was started from . I f
you installed Zak on a hard disk, the saved games will be stored in th e
Zak directory.
Amiga : If you are using diskettes, you may only save games on your Zak
McKracken Disk 1 . If you installed Zak on a hard disk, the saved game s
will be stored in the Zak drawer.
To load a game you have saved, use the Save/Load Game function key (F5 )
anytime after Zak McKracken has been loaded . You can do this during th e
opening sequence, but not during other cut-scenes . Follow the directions on th e
save-load menu .
To bypass a cut-scene, use the right mouse button or the Esc key. After you've
played Zak McKracken several times, you may want to use this function to ski p
over scenes you have seen before, including the title sequence . (While traveling
on jet airliners during the game, this same key can be used to reach you r
destination immediately. )
To restart the game from the beginning, press the F8 key.
To pause the game, press the space bar. Press it again to resume play. Th e
game will automatically pause if you make no input for five minutes, and you
will need to press the space bar to continue playing .
The cursor will change when the disk is being accessed or the game i s
paused ; a picture of a snail replaces the cursor during these times .
To adjust the speed of the Message Line to suit your reading speed, press the
< key to make the messages stay up longer or the > key to make them stay u p
for a shorter period of time .
To turn the IBM or Atari ST sound off and on, press the F6 key. Note that
Amiga sound can be adjusted with the volume control on the monitor or stereo .
To end the game, press Ctrl-C .
7
AMIGA
ATARI ST
Zak
F1
F1
F1
Annie
F2
F2
F2
Melissa
F3
F3
F3
Leslie
F4
F4
F4
F5
F5
F5
Switching Characters:
Bypass a Cut-Scene
F6
Sounds Off/On
F6
Restart a Game
F8
F8
F8
Space Bar
Space Bar
Space Bar
Faster
>
>
>
Slower
<
Pause Game
Message Line Speed :
Two-Drive Mode
Shift- D
Shift- S
End a Game
Ctrl-C
<
Ctrl-C
Ctrl-C
IMPORTANT!
Don't Lose Your Exit Visa Code Boo k
Without it, you won't be able to take international flightsand you won't b e
able to complete the game .
To use the code book, watch for the Exit Visa Code reference on the scree n
when you're buying a ticket to leave the United States . You'll see, for example :
Notice : Lucasfilm reserves the right to make improvements in the product describe d
in this manual at any time and without notice .
The enclosed software product and this manual are copyrighted and all rights ar e
reserved by Lucasfilm Ltd . No part of this manual or any of the accompanying
materials may be copied, reproduced, or translated in any form or medium without th e
prior written consent of Lucasfilm Ltd .
Lucasfilm Ltd . warrants to the original consumer purchaser that the diskette s
furnished in this product will be free from defects in materials and workmanship under
normal use for a period of ninety (90) days from the date of purchase (as evidenced
by your receipt) . If any diskettes supplied as part of this product prove to be defective ,
and provided that the consumer purchaser returns the media to Lucasfilm i n
accordance with the instructions in the following paragraph, Lucasfilm will replace an y
defective diskette : (a) free of charge to the consumer purchaser, if the diskette proves
to be defective within the ninety (90) day period following the date of purchase, an d
(b) if the diskette proves to be defective after the expiration of the ninety (90) da y
warranty period, Lucasfilm will replace the defective media for a fee of $7 .50 pe r
diskette .
To obtain a replacement diskette, please return the product, postage prepaid, t o
Lucasfilm, at the address below, accompanied by proof of date of purchase, a
statement of the defect, and your name and return address . To replace defective
media after expiration of the warranty period, send the product, postage prepaid, to
Lucasfilm at the below address, enclosing proof of purchase, a statement of th e
defect, your name and return address, and a check for $7 .50 . Lucasfilm will mail a
replacement to you .
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