A spin-off of the "giant bug" sci-fi films of the 50's and
60's, It Came From the Desert takes place in the desert town of
Lizard Breath, California, a Community populated with the
typical mixture of town folks mired in the backwater of cultural
development. As the story evolves, you will become acquainted
with characters like the sheriff, the garage mechanic, the hard
boiled newspaper reporter, and an eerie gypsy fortune teller.
All these people have one thing in common - they can panic with
the best of them when the creatures show up.
You, Dr. Greg Bradley, are a relative newcomer in town, a
geologist who has come to study the mineral content of meteorite
fragments in the surrounding desert. However, more than rock
collections await in the desert as your wildest nightmares
become scientific realities - giant ants who must be discovered
and destroyed.
The story begins at your small ranch house. You are being
assisted in your studies by a local college student named Biff.
You have also enlisted the help of a local prospector in
gathering of meteorite samples.
Recently back from a much needed vacation, you are anxious to
survey the remains of a large meteor that crashed into a remote
section of the nearby mountains the week before. The town folks
are abuzz with speculation about the event.
OBJECT OF THE GAME
Your goal is to stop the ants before they destroy the town.
You accomplish your mission by visiting locations, talking with
people, obtaining information, collecting physical evidence, and
surviving direct confrontations with the creatures while trying
to develop a strategy for the town's survival. Ultimately, you
must destroy the queen ant and the nest to bring rest to...
LIZARD BREATH
Life in Lizard Breath is like that of any dusty little desert
town of the fifties. The townsfolk rise early, labor hard until
the sun sets, and retire to bed early in the evening. Most
places of business are closed after dark, so you must conduct
your business during normal working hours. You are most likely
to encounter townspeople at their workplaces, although it is not
unusual to run into folks running around town conduction other
matters of business. As in real life, you can interact with
people by direct conversation or by telephone. You are also free
to travel anywhere in town you wish.
Your life will be affected by the actions of others as the
story builds. Choose your allies carefully; it's not easy
knowing who to trust.
You are susceptible to all mortal weaknesses, such as injury
and the need to sleep. Get plenty of rest each day, and always
be on the alert for danger.
TIME
The story begins on June 1, 1951. With only 15 days remaining
before disaster strikes, you must utilize every second available
to prove the existence of the creatures to the townspeople,
locate their nest and destroy the queen.
Since the story takes place in a time-based environment, the
clock starts ticking as soon as you begin the game.
Approximately one minute of game time passes for each second of
real time. To keep from losing precious time, plan each day's
schedule carefully, making long trips only when necessary. Avoid
travelling aimlessly from one end of town to another.
CHARACTER INTERACTION
The story uses a text-based character interface which allows
you to think, act and react to a situations as if you are the
leading man in a motion picture. The other characters in the
story also act and react to their surroundings, and each
character has his or her own human dilemmas to resolve as the
plot thickens.
As you character reacts to the situations taking place, his
thoughts are displayed in a thought box. If a decision needs to
be made, your available choices appear on a menu box. To make a
decision, use the joystick to highlight the desired selection
and press the button.
Sometimes one of your choices will flash on screen. A
flashing choice is a temporary situation that can be acted
quickly. Examples of temporary situations include: phone calls,
people knocking on your door, etc. Conversations takes place
each time you encounter one of the game's characters. Your
thoughts are displayed in the thought box. The other character's
dialogue is displayed in a black conversation box at the bottom
of the screen. Click the button as you finish reading the text
displayed to move through conversations.
TRAVEL
Select GO TO MAP from the menu to see a large overhead map of
Lizard Breath. All locations you can travel to are located on
this map. You can scroll the map horizontally and vertically
with the joystick to locate the place you wish to go. As you
scan the map you see icon windows depicting each locale and the
amount of time it takes to travel there from your current
position. Once the desired location is highlighted, simply press
the button to travel there. The clock automatically skips
forward to reflect your travel time.
PHONE CALLS
If you are in a location where a telephone is available, you
can make phone calls by selecting MAKE A CALL from the menu.
After you select this choice, a directory of phone numbers
appears. Move the arrow using your joystick to the desired
number and press the button to select it. The operator appears
and tells you if she can connect your call. (Note: The operator
is also an excellent source of gossip!) If a person can be
reached at that number, his or her face replaces that of the
operator in the upper left window.
SLEEP
Everybody needs sleep - even you! In fact, you must sleep a
minimum of 7 hours for each 24 hour period in the game to have
full control of your senses. To get some sleep, return to your
home. Select the SLEEP option from the menu. To choose the
number of hours you wish to sleep, move the joystick left or
right until the desired number appears and press the button. You
may sleep up to 24 hours at a time; however, choosing to sleep
that much is unadvisable unless you intentionally want to
advance time.
In the event you fail to get your required amount of sleep,
the chances of misfortune (falling asleep at the wheel, etc.)
greatly increase.
INJURY
Lizard Breath has become increasingly edgy ever since the
meteor hit just outside of town. Tempers flare more easily than
usual, and paranoia runs at a fever pitch. With all this tension
in the air there is a great chance you will encounter peril
along the way. Luckily, there's a good hospital in town. If you
should lose consciousness due to injury, one of Lizard Breath's
Good Samaritans will drop you off at the local hospital.
Unfortunately, while you're lying on your back you're not
getting any closer to saving the town from monster-sized
damnation. Which leads us to...
HOSPITAL ESCAPE!
Your stay in this hospital depends on the extent of your
injuries. However, time is of the essence, and even minor wounds
can put you out of commission for at least a day. Nevertheless,
there is a way out. If you are stealthy and fleet of foot, you
may be able to escape the hospital unnoticed (or at least
unscathed).
Your room is on the second floor of the hospital. To get out
of bed, press the button. Use the joystick to move your
character throughout the labyrinthine corridors of the hospital.
Don't let anyone capture you - if you are grabbed by the
hospital personnel or have your exit from a room blocked, you
are strapped to your hospital bed and forced to accept treatment
(jello for lunch, jello for dinner) for the duration of your
stay. Avoid on-duty candystripers, doctors, and security
personnel by walking out of their view. Duck into rooms when you
see hospital staff approaching. If you've in a jam, hide under
desks or operating tables by walking up to the hiding place. If
you enter a room with an unoccupied bed, walk up to the bed and
press the button. When the coast is clear, press the button to
get out of bed and continue your escape.
You may get to the ground floor by using either the elevator
or the stairs. To open the elevator, approach the doors and wait
for the elevator bell to ring. The elevator automatically drops
you off on the first floor.
To use the stairs, simply walk down them (there is no
wait...just a little extra strain on the calf muscles).
The action gets more intense on the first floor, as more
hospital personnel learn of your escape plans and attempt to
stop you. Look for the main entrance - it's your only way out of
this medical madhouse.
If you choose not to escape, but want to get out of the
hospital, choose ACCEPT TREATMENT from the menu and the game
will advance to the appropriate day.
ESCAPE HINTS
Wheelchairs allow you to move through the hospital corridors
at a much faster rate than by foot. Locate a wheelchair by
searching the hospital corridors during escape. There's bound to
be one somewhere. To sit down in the wheelchair, simply touch
it. Press the fire button to resume standing. Remember, you
cannot go down the stairs while in the wheelchair, your health
insurance policy doesn't cover suicide attempts.
Beware of security personnel blocking exits to the hospital.
You must use quickness and a little finesse to edge your way
past these surly security studs.
CREATURE STOPPING Part 1: Collecting Evidence
To succeed in gaining support from the townspeople, the
mayor, and the national guard, you must collect evidence in
order to establish the nature of the creatures and their
whereabouts. This information can be broken down into Background
Information/Sightings and Direct Evidence. With enough
information, you may be able to track down a creature part and
get first-hand information.
BACKGROUND INFORMATION/SIGHTINGS
Initially, the evidence you collect comes by second-hand
accounts of strange occurrences or unusual sightings. This
information can be classified in three ways:
1. Sightings. Gather information from townspeople's stories
of contact with the creatures.
2. Information on people with whom you come into contact.
Learn the reputations of those you meet. Discover who is
trustworthy and who isn't.
3. Information concerning natural events, weather conditions,
etc.
DIRECT EVIDENCE
To convince the mayor into calling out the national guard,
you must collect all four samples of direct evidence, Samples
include:
1. A creature's track(s); example Plaster Cast
2. A recording of creature sounds
3. Creature fluids
4. A creature part
If you are at a site where direct evidence is present, you
will be prompted to decide whether you wish to collect the
evidence. If you respond YES you automatically acquire that
piece of evidence. After acquiring direct evidence, take it to
the University Lab for analysis. Analysis procedures usually
take one day, after which time the results can be received.
Analysis results can be used to convince the mayor of the
necessity to bring in troops.
FALSE EVIDENCE
Some events you hear about are real - others are imagined or
fabricated. It is your job to sift through the evidence and
decide which leads to follow. Some sightings could be staged
events by those with ulterior motives. Other happenings may be
coincidental or dead ends with logical explanations.
CONCLUSIVE EVIDENCE
If the evidence you collect is conclusive, you will convice
the mayor to call a general alert. Based on your expertise in
creature tracking (and his fear for his life), the mayor will
appoint you in charge of a local task force designed to clear
the community of the huger-crazed creatures.
Using the police station as your headquarters, you must plan
how to use your human resources (army, police, construction
workers and townspeople) to fend off the attacking insects. The
actual locations where you will send forces is depicted on a
situation map you keep in the police station.
THE SITUATION MAP
Go to the police station and select SITUATION MAP from the
menu (available only during general alert). An overhead map
appears which shows each location in town. Ant icons appear at
each location where the creatures are attacking. A red "X" marks
appears at each locations where the ants have destroyed. A menu
bar at the bottom of the screen displays your human resources.
Move across the map using the joystick until you see the window
for the desired location. Press the button down and move the
joystick left or right across the bottom menu to select which
category of forces you wish to utilize. Once on the desired
icon, move the joystick up or down to transfer troops to and
from the location. Icons representing army troops, policemen,
construction workers and ordinary townsfolk appear at the
location on the map, and the number of units sent is displayed
in the location window. In order to commit tanks to a location
you must assign at least two units of troops to the site. To
exit the situation map and return to the police station,
highlight the EXIT icon, release the button and press it once.
If you choose to let your forces fight the ants without being
present, the computer will determine who wins the battle based
on how may ants were there and how many and what kind of forces
you sent to the site. The computer tallies your gains and losses
at the end of each day and displays the results the next day.
CREATURE STOPPING Part 2: Confrontation!
Sooner or later you must meet the creatures face-to-face. In
case of surprise attack, you always carry a loaded hand gun.
However, with adequate preparation and support of the community,
you may acquire additional weaponry and military support to
assist you in the enemy's destruction.
FACE-TO-FACE CONFRONTATION
If you encounter a lone creature face-to-face, prove your
prowess at sharpshooting. You are equipped with a specially
designed .45-caliber magnum exterminator.
USING YOUR SIDEARM - Move the joystick horizontally or
vertically to aim your trusty peacemaker, and press the button
to fire.
Hints:
1. Watch where the bullets strikes and adjust your aim
accordingly.
2. Attack the creature where it is most vulnerable. Remember
- all monsters have an Achilles heel!
3. Learn to become a good marksman. Your ammo supply goes
down with each creature encounter.
If you engage in battle and are successful at killing the
first creature, the scene cuts from point-of-view to an aerial
map view of that location. The map view presents the features of
the location, including mountains, building and vegetation.
Various weapons may be available based on the current state of
community alert. Press and hold down the joystick button to view
your available resources for the battle. A resource menu appears
at the bottom of the screen.
THE OVERHEAD BATTLE RESOURCE MENU
A number of icons are represented on the resource menu,
including hand grenades, dynamite, tanks, and jets. Listed next
to each icon is the number of units of that resource available.
For example: If the box to the right of hand grenades show 10,
you have 10 usable hand grenades.
To select an item, move the joystick left or right until the
desired selections is highlighted.
HAND GRENADES/DYNAMITE - To throw a hand grenade or stick of
dynamite, face the creature by moving the joystick and press the
button. Time your throws right and you can destroy more than one
creature at a time.
TANKS - (available only during general alert) To enter a
tank, move your character next to the desired tank and touch it.
Ounce you have entered the tank, drive by pushing the joystick
in the desired direction. Press the button to fire. Your shots
will go in the direction your turret is facing. Rotate the
turret by pressing the button down and push the joystick forward
or back. Tanks have unlimited firepower, and are functional
until they are either destroyed or the tank get overrun. Tanks
not under your control will autofire at the creatures. Be
careful not to run into a tank's field of fire. Shell shock is a
sure way to win a trip to the hospital.
EXIT TANK ^ | Turret Fire Turret Left <-----Button----->
Right DOWN | V Exit Tank
JETS - (available only during general alert) When the jet
icon is selected, a crosshair cursor will appear at the left
side of the screen. Use the joystick to move the cursor around
the edge of the screen to position the jets' flight pattern.
Jets will fly a straight pattern from the point you place the
cursor to the opposite side of the screen. However, if you place
the cursor in an upper or lower corner, the jets will fly a
diagonal pattern from that corner to the corner opposite side of
the screen. When the jets appear onscreen, press the button to
drop bombs. You have unlimited firepower as long as the jets
remain on screen. Since you have a limited number of strafing
runs allowed to you jet squadron (as listed in the window next
to the jet icon), you will want to use this resource only
extreme circumstances. Be careful when calling an airstrike that
you are not in the jets line of fire - it's hard to fight a war
from your hospital bed.
FLIGHT GAME (The Airborne Exterminator)
It may be necessary to get a bird's eye view of the
surrounding countryside in order to locate the creatures and
their center of activity. To track the creatures by plane,
select TAKE A FLIGHT when offered at Hilbers Airfield. An
overhead aerial map view appears. Move your character (the
little guy with arms) into the plane.
TAKE OFF - Push forward on the stick until the plane start to
move. Use the joystick to maneuver your aircraft, being careful
to stay on the runway. Accelerate down the runway by pushing
forward on the joystick and your aircraft will lift off when
sufficient speed has been reached.
FLYING - Once you are airborne, move the joystick forward to
increase altitude and accelerate. Pull back on the joystick to
lower altitude and decrease speed.
FUEL GAGE - A bar gauge on screen displays your fuel
consumption. Although you fly faster at higher altitudes, you
consumer fuel at a faster rate as well. Monitor you aircraft's
fuel usage and fly back to the airport when fuel runs low. If
you stay airborn too long and cannot make it back to the airport
on remaining fuel, you must try to crash land the plane
elsewhere.
LANDING - Before landing, decrease the altitude of your
aircraft by pulling back on the joystick. Look for a smooth
landing surface (preferably the airport runway) and ease the
plane down gently by slowly pulling back on the joystick until
the aircraft touches down. Once the plane has come to a complete
stop, push the button to climb out. Failure to safely land the
plane (crash! bang!) can get you an all-expense paid trip
(courtesy of your insurance company) to the local hospital or a
long walk back to town.
CHEMICAL SPRAY - There is a strong possibility of sighting
the deadly creatures from the air. Fortunately, your plane has a
limited supply of a lethal chemical spray which may be used as a
weapon against certain giant creatures (namely, the ones in this
game!). Press the button while flying over the targeted creature
to release a short burst of poisonous gas. Be frugal with your
use of the spray, however, for the chemical tanks are easily
depleted.
CREATURE STOPPING Part 3: Elimination!
To stop the creatures from overtaking the city, you must
locate and destroy the queen ant, who is responsible for the
reproducing these crawling creatures of doom. Using information
you have gathered on the whereabouts of the creatures nest, find
its hidden entrance and prepare to engage in a
battle-to-the-death with the ferocious beasts below.
INTO THE MONSTERS LAIR (The Nest Game)
Once you have located the nest opening, you may proceed down
into its murky depths. Equipped with a single load of timed
explosives, a rope, and a flame thrower, you must defend
yourself against giant guardian ants as you explore the
netherdepths of the nest. Proceed carefully, as the nest is a
labyrinth of twists and turns. If you lose your way, you will
become ant food, and nobody will hear your screams as they echo
through the deep and deadly tunnels far below the earth's
surface.
The queen ant rests in the deepest level of the underground
nest. Once you have sighted the queen in her chamber, the timed
explosives are automatically set and the countdown begins. Time
is of the essence, and you must quickly escape the nest once the
timer on the bomb starts ticking. If you fail to find the exit
from the queen ant's level before the bomb explodes, you get to
see fireworks as your body becomes a cascade of colorful flying
parts (Yuck!). Unfortunately, they do not reassemble body parts
at the hospital, so if the nest blows up while you're inside
you're history. Game Over.
THE LAST DAY
If you haven't killed the queen ant before June 15, you must
defend Main Street from an all-out ant attack. If you choose not
to defend the town, the ants will destroy it and the game is
over. If you succeed in destroying the first wave of ants it
buys you more time to try and reach the nest and exterminate the
queen. You must hurry, for eventually another wave of ants will
attack Main Street. If you have not killed the queen by midnight
on June 15, the game is over.
TROUBLE IN TOWN
The creatures are just part of the chaos in this crazy desert
town. More trouble than you can shake a stick at awaits at every
turn, and each new day promises added danger.
FIREFIGHTING (or "How Not to Get a Permanent, Deep, Dark
Tan")
Sometimes the desert heat gets out of control. In case of
fire, do not call 911 - Lizard Breath doesn't have a fire
department. To cool things down, use your all-purpose fire
extinguisher - excellent for quenching overcooked pot roasts,
cooling overworked feet and drowning small apartment fires. Move
the joystick to position the nozzle horizontally and vertically
over the flames. Press the fire button to send a stream of water
shooting at the rising flames. Attack the largest fires first,
working your way down to smaller fires as time permits. If the
fire gets out of control, you pass out (from smoke inhalation)
and must recuperate at the local hospital.
HINTS:
Extinguish one fire at a time. Rather than trying to spray
the entire room, concentrate on isolated areas, completely
quenching the fire in one area before moving on to the next.
If you spray an area and see no reduction in the flames,
adjust your spray by moving the joystick and try again. If you
are on target, you should see positive results with each spray
of the fire extinguisher.
KNIFE FIGHT (The Way of the Old West - and small forgotten
desert towns)
Some of the characters you encounter are easily angered, and
may resort to violence with little or no provocation. In case of
such incidents, you should know how to put your multi-purpose
pocket knife to use.
Stab ^ |
Duck Fire Duck Left <--- Button ---> Right UP
| V Block
Stab ^ |
Fire Fake <--- Button ---> Swipe DOWN
| V Block
THE GAME OF CHICKEN (Hellraising on the Highway)
If you get caught in the right place at the wrong time, you
may be provoked into a game of "Chicken" by the Hellcats, a trio
of psychopathic roughnecks who rule the local roads. A modern
descendant of the joust (made famous in medieval tournaments),
"Chicken" pits two cars in a classic confrontation of speed and
courage. At a given signal, the cars (strategically placed on
opposite ends of a stretch of highway) accelerate towards each
other at top speed until one car "chickens out" (thus the name
Chicken) and leaves the road.
DRIVERS - Push the joystick forward to accelerate. Move the
joystick left or right to steer. Once you start forward, there's
no slowing down or turning back.
CHICKENS - You may press the button and steer right or left
to maneuver your truck off the road if you sense the Hellcats
aren't turning off. You'll save yourself a fortune in body
repair (both yours and the truck's), but your vehicle will still
be undriveable due to the ditches and rocks off-road (it's not a
dune buggy!). It's a long walk to town, but it's better than
being dragged to town in a body bag.
BRAVE IDIOTS - If neither you nor your opponent leaves the
road, you're in for one heck of a headache. The gut wrenching
sound of metal on metal will fill the desert canyon as bodies of
steel collide. Needless to say, meeting your opponents in this
fashion ensures you a long stay in the hospital.
HINT
There is a way to scare the Hellcats off of the road. If you
successfully do so, you will be able to continue to your
original destination.