----------------------------------------------------------------------------------------------- ZELDA'S® ADVENTURE PHILIPS COMPACT DISC INTERACTIVE ----------------------------------------------------------------------------------------------- Your Quest It is the Age of Darkness. The evil Gannon has captured the young hero Link. Only Princess Zelda can rescue him. Her journey will be difficult, filled with many challenges and mysteries. Armed only with the advice of the wise court astronomer Gaspra, and the guidance of shurmak, Zelda must set out on her journey deep into the uncharted southeastern region of Hyrule, known as Tolemac. Before she begins, Gaspra warns her that the only way to save Link is to collect the seven celestial signs that Gannon has stolen and that she must overcome one final obstacle: Gannon himself. Once she succeeds, she gains the knowledge and strength to rescue Link and brings the magical land of Hyrule into the Age of Lightness. ___________ | | Playing the Game | | Before you start, you must name your game slot. On the | | Main Menu, click EMPTY to select an open slot, then click | | CREATE. Enter a name for your game, then click DONE to | | return to the Main Menu. Click PLAY to begin the game. ¯¯¯¯¯¯¯¯¯¯¯ «2» ----------------------------------------------------------------------------------------------- Other options on the Menu are: DELETE deletes a name slot containing a saved game (hold down for three seconds). HOW TO PLAY offers instructions about how to play the game. EXIT shows the credits and exits the disc. When you select EXIT from the Inventory screen (see page 7), you go to a menu with the fol- lowing options: SAVE & QUIT, QUIT WITHOUT SAVE or RETURN TO GAME. You can save up to three games. Here is a quick reference to game controls: BUTTON ONE To attack an enemy or select/use an item. BUTTON TWO To bring up the Inventory or return to the game. Moving Zelda - Zelda is able to access only a small region of Tolemac, until she finds what she needs to cross the river in the north. Move Zelda around with your CD-i controller. When she touches the edge of the screen (right, left, top or bottom), she goes to another location in Tolemac. Use the controller to move Zelda in the direction you want her to walk. After you have found the wand, you acn attack by clicking Button One. Acquiring hearts - Zelda begins the game with three life hearts which display in the upper right corner of the screen. After she completes each shrine, she receives on more heart. Also, a legend tells of four red crystal hearts hidden somewhere in the land of Tolemac. Each time Zelda finds and grabs one, her Life Meter increases by one heart. During the game, Zelda's hearts lose strength when she is hit by a creature or a weapon. Some attacks may take only part of a life heart, while others take more. When Zelda's hearts are completely empty, she must start again from the Vision Henge, or from the beginning of a shrine if she is in a shrine when her life hearts become empty. «3» ----------------------------------------------------------------------------------------------- Taking Inventory - During the game, Zelda picks up and receives many items. To select an item to use, click Button Two to bring up the inventory screen showing the Treasures and Weapons she has acquired. The Inventory shows both Treasures and Weapons. Use the arrows to scroll through the items, select the one you want to use and return to the game. Treasures - Here are some items that enable you to help Zelda in her quest: ______ | | CANDLES Use candles to lighten dark rooms. Each candle may be used only once. | | ¯¯¯¯¯¯ ______ | | COMPASS When the shrines were first constructed, Gannon gave each shrine keeper | | a compass to the shrine he or she was to guard. These compasses have the power of ¯¯¯¯¯¯ teleportation, which is handy when you want to get to a shrine quickly. ______ | | HARP The magical harp is known also to have the power of teleportation. It is | | rumored that, in shrines, it can be used to go back to the beginning of a shrine. ¯¯¯¯¯¯ ______ | | KEYS Use keys to open locked doors. To enter an open door, just walk up to it and go into | | the next room. Some doors lead nowhere; they are there to deceive you. When you have ¯¯¯¯¯¯ a key, you pass through and one key is subtracted from your inventory. Once a door is unlocked, it remains open for the rest of the game. ______ | | LIFE POTION (blue container) This potion restores Zelda to full life. | | ¯¯¯¯¯¯ ______ | | MAGIC SHIELD This shield has magical abilities to protect Zelda from enemy weapon | | attacks. Because it uses magic, Zelda must concentrate to make it work. ¯¯¯¯¯¯ «4» ----------------------------------------------------------------------------------------------- ______ | | RAFTS Ride a raft across water. If a raft is available, it appears in the location where it can | | be used, or it can be selected from the inventory screen. Walk onto the raft and it starts to ¯¯¯¯¯¯ move. You can walk around on the raft, but you can't get off until it stops at its destination. ______ | | REPELLENT (bottle marked X) This scares away Swamp Zolas. | | ¯¯¯¯¯¯ ______ | | RUPEES (currency of Tolemac) Collect rupees by defeating | | monsters. When you have at least one rupee, it appears in your inventory. If you wish ¯¯¯¯¯¯ to buy an item, stand close to it so the price flashes. Select the rupee from your inven- tory screen. If you have enough rupees to purchase the item, click Button One and it appears in your inventory. The cost in rupees will be subtracted from your total. Also, some creatures may demand that you give them money to pass through a gate or take a boat ride. ______ | | VIAL OF WIND Creates wind to move the rafts when there is no breeze. | | ¯¯¯¯¯¯ OTHER ITEMS You may need to give other items to certain characters or place them strate- gically in order to advance the game. Select the item you need from Zelda's inventory and click Button One. If the item has no effect on the current screen, you will hear a low beep. Weapons - Zelda uses a magic wand to defeat her enemies. When she buys or receives a weapon, she is actually getting a spell for her wand. These "weapons" have dif- ferent effects: some just shoot outwards, some shoot in more than one direction and some may not move at all, but act as a protective barrier for Zelda. As magical instruments, weapons need energy. It is common knowledge in Tolemac that rupees contain magical energy, hence their value as currency. A certain number of rupees is required to use each weapon; weak weapons require very few rupees, while more powerful weapons require more. «5» ----------------------------------------------------------------------------------------------- Here are the weapons that Zelda may receive or purchase: ______ | | BOOMERANG This is a good weapon when you need to hit something from a distance | | ¯¯¯¯¯¯ ______ | | BOW & ARROW This spell shoots arrows at opponents or objects. Known for its | | speed and precision, it is a good weapon to use for hitting creatures and moving tar- ¯¯¯¯¯¯ gets that are out of reach. ______ | | BROADSWORD This spell shoots flying swords at enemies. It is farily strong and can | | be used against certain knights who fight with broadswords. ¯¯¯¯¯¯ ______ | | CALM This spell has the power to calm the elements. | | ¯¯¯¯¯¯ ______ | | DAGGER This is a moderately weak spell, but it moves quickly through the air. The | | dagger was once used exclusively by the "Great Magic Users" who now call the ¯¯¯¯¯¯ power of sound waves as a means of destruction. ______ | | FEATHER Aviana, the keeper of the Shrine of Air, lost one of her feathers while flying | | across Tolemac. Her feather can be used as a weapon, but Aviana fears that her own ¯¯¯¯¯¯ power could be turned against her. ______ | | FIRESTORM This spell uses the power of fire to attack enemies coming from many | | directions at once. ¯¯¯¯¯¯ ______ | | GOLD NECKLACE Once owned by a knight, the necklace is used to call upon the | | powers of accuracy and fire. The necklace was stolen one day by a child who thought ¯¯¯¯¯¯ it could be sold for food and water. ______ | | HAMMER This weapon is capable of smashing enemies with flying hammers. | | ¯¯¯¯¯¯ «6» ----------------------------------------------------------------------------------------------- ______ | | JADE AMULET This is one of the most powerful weapons. | | ¯¯¯¯¯¯ ______ | | JADE RING This rather weak weapon is known to work against those who protect the | | greedy. ¯¯¯¯¯¯ ______ | | JOUST This weapon, similar to the broadsword, throws lances at enemies. | | ¯¯¯¯¯¯ ______ | | NOISE This spell, similar to the weapon used by the "Great Magic Users", calls upon the | | power of sound. While rather weak, it is effective against creatures that are sensitive to sound. ¯¯¯¯¯¯ ______ | | PYROS This spell, once owned by a great keeper of reptiles, creates a wall of fire to | | protect you from attack. ¯¯¯¯¯¯ ______ | | RINGS OF FIRE Using flame power, this spell is good for multiple hits of fire against the | | enemy. ¯¯¯¯¯¯ ______ | | ROAR STICK This weapon works well against the larger creatures. | | ¯¯¯¯¯¯ ______ | | SHORT AXE This axe was owned by a woodsman. It was carried by the woodsman's | | canine friend who got lost in the woods one day. ¯¯¯¯¯¯ ______ | | TURQUOISE RING A powerful, all-purpose weapon. | | ¯¯¯¯¯¯ ______ | | WAND This is Zelda's main weapon. Use it like a sword to defeat enemies and to | | activate all other weapons. Its power is directly tied to Zelda's strength, which ¯¯¯¯¯¯ increases throughout the game. «7» ----------------------------------------------------------------------------------------------- Maps - From the Inventory screen, you can access two kinds of maps. OVERWORLD MAP The overworld map is accessible when Zelda is outside a shrine. It shows the locations in Tolemac that Zelda has already explored. The white square pinpoints her current location. UNDERWORLD MAP If you have the Underworld Map, you can see where Zelda can go, as well as where she has already been. If you have the Compass, the treasure room appears as a blue square on the Map. Visiting the Shrines - The seven shrines in Tolemac must be com- pleted in a certain order. Gaspra gives you hints as to where to look for the next shrine. Some entrances are easy to locate, but others are hidden or they are located so far away that Zelda requires assistance to reach them. All of the shrines are guarded by monsters and shrine keepers. The keepers are especially tough to defeat and the magic shield is defenseless against their weapons. Try to learn the weakness of each shrine keeper and to find the special maps and compasses to guide you. Each keeper must be defeated before you can obtain the celestial sign in the treasure room. Shrine Obstacles - There are several different obstacles that shrine keepers use to trap and stop you from getting into their treasure room. Here are some examples: SPIKES Spikes rise from the ground to block you from passing through exists--they also hurt when you walk on them! Sometimes spikes can be removed by defeating all creatures on that screen or by other means. BLOCKS Usually made of stone or ice, some of these large objects can be moved by pusing against them. However, by moving some blocks you can trigger other events: spikes or other objects may appear and passages may be obstructed in some directions. «8» ----------------------------------------------------------------------------------------------- Crystal Switches - These crystal-ball-type objects in the shrines have various functions and usually trigger some event, sometimes on a nearby screen. They may help you overcome some of the obstacles. For example, a switch in one screen may remove spikes in another location. To activate a switch, you hit it with your wand or a projectile weapon. Zelda's Adventure is long and challenging. Tolemac is a large region and the shrines make it seem even larger and more difficult. Zelda enoucounters many obsta- cles that impede her progress, but as she learns to use her weapons and wand skillfully, she succeeds. She learns to understand when characters are giving her good advice or when they're trying to trick her. Ultimately, Zelda will be victorious and good will conquer evil. Good Luck! For more information, or help with this or any other Philips Media title, please tel: 0171 911 3081/91 or 0181 665 6350 for help with your CD-i player. «9» ----------------------------------------------------------------------------------------------- Produced by VIRIDIS Producer Lee Barnes Director Anna Roth Production executive Steve Radosh Interactive Story Creation and Script Lee Barnes, Dave Cobb, Anna Roth John Shannon, Christopher Thompson Game and Technical Design Lee Barnes, Christopher Thompson Art Direction Michael Hagler Lead Software Engineering and Sprite Technology Randy Casey Software Engineering Michael L. Stein, Eric Milota, Gavin James World and Shrine Graphics Pei Ling Lee, Mark Rosenbluh, Sandy Mar Character Graphics and Animation Scott Kravitz, Deborah Campbell Video Production Jim Belcher Models and Prosthetics Jason Bakutis Zelda Theme and Interactive Music Score Mark Andrade Audio Design Jim Belcher Wardrobe Patti Safian, Amanda Farrant Photography Viridis Production Management Janet Hahn Production Coordination Diane Burns, Susan Wassermann Casting Roxanne Rogers Production Assistants Myles Davies, Richard Davis, Raz Havardi, James Bancroft Special Thank You Annie Ward, Center Theatre Group, Patty Dufficy, Gretchen Keene, The Beings and Folk of Toleman Zelda Makeup Carlann Matz Zelda Diane Burns, Annie Ward Gaspra Mark Andrade ----------------------------------------------------------------------------------------------- Catalogue No. 810 0147 Licensed by Nintendo. © 1995 Nintendo. © 1995 Philips, Nintendo. Zelda is a registered trademark of Nintendo licensed to Philips. ----------------------------------------------------------------------------------------------- "Zelda's Adventure" Instruction Booklet French and German text ommitted Typed by David Butler (davogones@hotmail.com) on 4/4/2002 for The Legends of Zelda (http://loz.zeldalegends.net) Manual scan downloaded from The Black Moon Project (http://www.classicgaming.com/blackmoon/)