CX2654
COMPLETE GAME
INSTRUCTIONS
9 GAME VARIATIONS
HELPFUL HINTS
Section 8
NOTE: Always turn the console POWER switch OFF when inserting or removing an ATARI Game Program cartridge. This will protect the electronic components and prolong the life of your ATARI 2600 Video Computer System game.
Manual, Program, and Audiovisual (C)1981 ATARI,INC.
TABLE OF CONTENTS
1. THE TALE
OF THE HAUNTED HOUSE
2. GAME OBJECTIVE
3. GAME PLAY
4. USING THE
CONTROLLER
5. CONSOLE CONTROLS
6. SCORING
7. GAME VARIATIONS
8. HELPFUL HINTS
1. THE TALE OF THE HAUNTED HOUSE
Many years ago in the small town of Spirit Bay, there lived a mean old man named Zachary Graves. Old man Graves was not a very well liked person. He rarely left the old mansion and spent most of his life brooding about the decaying, four story house. When he died, the house was condemned and locked up.
The townspeople claim that old man Graves knew the whereabouts of a magic urn that was a family heirloom of the first family of Spirit Bay. It seems that the mansion was the family's first home and that the magic urn, which broke into several pieces during the earthquake of 1890, is still in the old house.
To this day, no one has had the courage to go into the mansion to search for the pieces of the urn. It is common knowledge that the ghost of old man Graves still haunts the mansion. Some of the neighbors claim to have seen lights flickering in the windows. Some say that they have heard eerie sounds, doors slamming, and heavy footsteps. Some even claim to have seen shadows running through the mansion.
The mysterious mansion has 24 rooms connected by long corridors and staircases. Some of the rooms have been locked up for over 50 years. There is supposed to be a master key hidden somewhere in the mansion. Without the key, it might be impossible to travel from room to room. There is also an ancient scepter hidden in the mansion. Old man Graves always carried this scepter. He believed it scared off evil spirits.
Now that you know the story, ATARI is unlocking the entrance to the HAUNTED HOUSE and letting you test your bravery. Do you dare enter the frightening old mansion? If you do, remember to carry matches; the HAUNTED HOUSE is very dark.
When you are
ready to challenge your courage, insert this Game Program cartridge and
turn on your ATARI Video Computer System game to enter the main room on
the first floor of the HAUNTED HOUSE.
2. GAME OBJECTIVE
The object of the game is to find the three pieces of the magic urn and carry them back to the main entrance of the mansion, before losing all 9 of your lives. Your score is based on the number of matches you use during your search, and the number of lives you use.
The pieces of the urn are randomly scattered throughout the 24 rooms in the mansion. There are four floors, and each floor has six rooms. The floors are connected by staircases. The rooms are connected by corridors and doorways. (See GAME PLAY, Section 3 for information about doors and stairways.) Some of the doors are locked, so find the master key which is also hidden in the mansion.
Finding the urn wouldn't be so difficult, except that the mansion is dark. To enable you to see your way around, we have provided an unlimited supply of matches, which you light by pressing the red controller button (see USING THE JOYSTICK CONTROLLER Section 4).
Now that you
know that you must use matches, we want to warn you about the creatures
you'll encounter as you stumble through the mansion. Be prepared to see
a vampire bat, hairy tarantulas and the ghost of old man Graves himself.
Every time one of these creatures touches you, you'll be "scared to death",
and consequently lose a life.
3. GAME PLAY
So far, we've told you some of the things to expect in HAUNTED HOUSE. Here is some information to help you understand the objects and characters on the screen, and the progressive levels of difficulty.
OBJECTS
URN
The urn is broken
into three pieces. A match must be lighted to see all objects including
the urn pieces. To pick up a piece of the urn, you (the eyes) must touch
the piece. When you touch it, the piece appears at the bottom, right side
of the screen as shown in Figure 2. The urn pieces automatically attach
as you find and pick up each piece. They bond together to form the whole
urn as one object. If you pick up another object, the pieces of the urn
(or any other object) that you are carrying will be replaced by the new
object. You will learn quickly that you can only hold one object at a time.
When you have successfully put the three pieces of the urn together, you
must find your way back to the main entrance of the mansion with the urn.
(See FLOORPLAN, Figure 9.)
SCEPTER
The scepter
is a magic stick used to make you invisible to all creatures in the mansion.
To use the scepter you must drop any other object, and pick up (touch)
the scepter. As long as you hold the scepter, you cannot be "scared to
death". Like all other objects, while you are holding the scepter, it appears
at the bottom, right side of the screen as shown in Figure 2.
MASTER KEY
GAMES 3 through
9 include locked doors which separate some of the rooms. To open these
doors you need to find the master key. It is hidden in one of the unlocked
rooms. To use the key, you must pick it up (touch it). When you hold the
key it appears at the bottom of the screen. Remember, while holding the
key, you cannot hold any other object.
DOORWAYS
As you travel
through the mansion, you'll encounter several doorways. Some may be locked
and some may not (See GAME VARIATIONS). To see the doorways in Games 2
through 9, use your matches.
CREATURES
TARANTULAS
Tarantulas look
like giant, hairy spiders. They move slowly around the mansion. If a tarantula
touches you, you lose a life, unless you are carrying the scepter.
VAMPIRE BATS
Vampire bats
fly quickly around the mansion. If touched by a vampire bat, you lose a
life, unless again you're carrying the scepter.
GHOST
There is one
very fast moving ghost in the mansion. It can move through locked doors
and walls to chase you anywhere in the house. If the ghost touches you,
you will get "scared to death" and lose a life. Carrying the scepter in
Games 1 through 7 will protect you from the ghost.
When any creature enters the room, your lighted match is blown out, but the creature's body glows in the dark.
SOUNDS
The game sounds in HAUNTED HOUSE provide important clues to game play.
You will hear
yourself slamming into walls or locked doors. You will hear and see flashes
of lightning. When you hear the wind blow, don't be surprised if it blows
out your match. As you pass through doorways, you'll hear the doors open
and shut. The mansion is so creaky you can hear your own footsteps as you
race about the rooms. When you climb up or down stairways, you will even
hear a spooky tune. As you go upstairs, the tune plays low musical notes
to high notes. As you go downstairs, the tune plays high notes to low notes.
4. USING YOUR CONTROLLER
Use your Joystick Controller with this ATARI Game Program cartridge. Be sure the Joystick Controller cable is firmly plugged into the LEFT CONTROLLER jack at the back of your ATARI Video Computer System game. Hold the Joystick with the red button to your upper left, toward the television screen. See section 3 of your owner's manual for further details.
Move the Joystick up, down, right or left to move yourself (the eyes) around the house. Your eyes will move in the same direction as you move the Joystick. Press the red controller button to light a match. When you light a match, a circular area around you becomes visible. All games have an unlimited supply of matches.
To pick up an object, use the Joystick to guide yourself (the eyes) to touch the object, and it is automatically picked up. To drop an object, use the Joystick to touch another object. The two objects will automatically change places. You can also drop an object by pressing the red controller button if a match is lighted.
Use the Joystick Controller to move up or down stairways. Each stairway travels in one direction only up or down. Stairways leading down start with large steps decreasing in size. Stairways leading up start with small steps increasing in size. (see Figure 9 for FLOORPLAN and stairways.) To change floors, use the Joystick to move yourself to the end of the stairway and then move the Joystick in the opposite direction to enter the room.
Each floor is
numbered and color coded. The number is located at the lower left portion
of the screen as shown in Figure 2. The number changes as you move from
floor to floor. The whole lower portion of the screen changes colors with
each of the four floors in the house. (See Figure 9 for further information.)
5. CONSOLE CONTROLS
GAME SELECT SWITCH
Use the GAME
SELECT switch to select the game number you wish to play. Hold the switch
down until the correct game number appears in the lower left portion of
the screen, as shown in Figure 10. See GAME VARIATIONS to select the game
you wish to play.
GAME RESET SWITCH
When you have
selected the game number, press down the GAME RESET switch to start the
game. After pressing GAME RESET, the game number changes to the number
of the floor you are on in the house. All games start on floor 1 at the
main entrance. When the game is over, the floor number changes back to
the game number.
LEFT DIFFICULTY
SWITCH
If the LEFT
DIFFICULTY switch is in thee B position, periodic flashes of lightning
will help you to see your way around the mansion as the creatures chase
you. If the LEFT DIFFICULTY switch is in the A position, you'll have to
feel your way around, listening to sounds and bumping into walls.
RIGHT DIFFICULTY
SWITCH
HAUNTED HOUSE
is for one player only. The RIGHT DIFFICULTY switch is not used.
TV TYPE SWITCH
Set this switch
to COLOR if you have a color television set. Set it to B-W if you are playing
the game in black and white.
6. SCORING
Your score is based on the number of matches you use and the number of lives you have left at the end of the game. The game ends when you return to the main entrance of the mansion carrying the urn, or when all 9 lives are lost.
Matches used are counted at the lower, left corner of the screen. The. first number to appear here is 00. The number then increases by one each time you light a match (see USING THE JOYSTICK CONTROLLER). The lower the number, the better your score.
Each game starts
with 9 lives, indicated at the bottom, right corner of the screen. Every
time you are "scared to death" (touched by a creature), you lose one life.
The higher the number of lives left at the end of the game, the better.
As your playing skill improves, you'll be able to find the urn faster,
and use fewer matches and fewer lives.
7. GAME VARIATIONS
GAME 1
Game 1 is the
beginning level. It includes lighted walls to help you see the rooms. There
are no doors, so no key is required, but you do need to light matches to
see objects. Three creatures; one bat, one tarantula, and one ghost try
to scare you to death.
GAME 2
In Game 2, the
mansion is all dark, and there are unlocked doors. Three creatures, as
in Game 1, attempt to scare you to death.
GAME 3
Game 3 is like
Game 2 except that some doors are locked, but you'll find the master key
in the first room you enter.
GAME 4
Game 4 is the
same as Game 3 except that the master key is in a different location each
time the game is played.
GAME 5
In Game 5, everything
is the same as Game 4, but there are two additional tarantulas chasing
you.
GAME 6
In Game 6, all
five creatures can chase you from room to room. Only the ghost can pass
through a locked door.
GAME 7
In Game 7, if
you are touched by the bat, any object you are holding will be dropped
and moved to another room in the mansion.
GAME 8
Game 8 is the
same as Game 7, but all of the creatures move faster, and to make things
even tougher, the ghost is not affected by the scepter.
GAME 9
This is the
ultimate HAUNTED HOUSE challenge. Game 9 has the same game play as Game
8, but this time the floorplan is different and you'll find yourself in
a completely different maze of rooms. For an added element of surprise,
all 5 creatures can chase you from room to room, even through locked doors.
8. HELPFUL HINTS
Try to find the scepter first. Hold it while you search for the urn pieces. It might help to write down the location of each of the urn pieces and then go directly to their locations and pick them up.
It is possible
to move through rooms with locked doors without the use of the key. To
do this you must become familiar with the floorplan and use different stairways
as a way to get around locked doors. Remember, there are several stairways
on each floor.
C016943-54 REV.1 MANUAL, PROGRAM, AND AUDIOVISUAL (c)1981 ATARI, INC. Printed in U.S.A.
The preceding information is provided by AtariGuide.com for reference use only. Use of this information is subject to all applicable copyright laws.