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ZakMackracken

ZAK MCKRACKEN AND THE ALIEN MINDBENDERS ========================================= Part 1 -------- STARTING OUT TIPS, AND GOING TO SEATTLE ----------------------------------------- Once again, it's up to you to save the world from a terrible fate -- rampant stupidity! You, in this case, are Zak McKracken, ace reporter for the National Inquisitor, the kind of tabloid you see around 7-11 check-out counters. Eventually, you will gain allies in your quest, but for now I'm afraid that you are on your own! First, a few basic hints. Whenever you enter a new room, click on the command "WHAT IS" and sweep over the objects in the room with your cursor. Anything that does not register cannot be manipulated by you. Now, just because it registers doesn't mean it's important, but nine times out of ten it's there for a reason. Second, I cannot overemphasize the importance of reading the articles in the newspaper that comes with the game. It is chock full of clues, and should be consulted regularly. Remember that there is a twisted logic at work here, and there is often more than one way of solving a problem. And save often, of course! When the game starts, you have just awakened from a strange dream in which you saw a map. It occurs to you that you should make a copy of that map, so that's one of your first priorities. You awake in your bedroom, so check that out first. There's a dresser, a desk, a lamp, a telephone, and an answering machine. OPEN the dresser, then PICK UP the phone bill. READ the phone bill. Then cross to the desk, and open it. PICK UP the kazoo. Next to the desk there's a piece of the wall that looks different from the rest. PICK UP the loose piece of wallpaper. Now, if you look under the desk, you will notice an object resting there. When you try to PICK UP your CashCard, however, you push it further under the desk. No problem. USE the phone bill with the CashCard and it's yours. READ the CashCard. Seems like a lot of money? It won't last. The only other thing in your bedroom of importance is the fishbowl, but you don't need that yet, so let's move into the living room. (If you want to, you can TURN ON your answering machine. It is not necessary to the solution, but otherwise you won't get messages from your mother. The phone works, by the way, but I never found any numbers to call.) WALK to the door and you'll be in the living room. [Content continues with detailed walkthrough...]
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