                       T A N G L E W O O D

Taken from an ST SEWER SOFTWARE docs disk. Edited by Parasite.


You've never played an adventure like TANGLEWOOD!  -- TANGLEWOOD
is ALL graphics (over 700K of them), is totally mouse-controlled,
and has NO text entry.  No hunting through the dictionary, or
knowing the right answer (if only you could get the program to
understand!).

You control 5 mining mobiles, each with its own separate programs
and data, searching the vast surface of planet Tanglewood for
priceless D-crystals, and perhaps even an Ice Emerald.  Venture
into the six uncharted regions which require special computer
data, and where skilled operators are rare.  Go underground into
the mines and risk the possibile corruption of your mobiles'
programs.  Brave the unpredictable landslips of the earthquake
zone.  And to make things tougher still, keep dodging the hostile
mobiles which a rival company is using to try to stop you.  They
have stolen the documents which give you alone the right to mine
the planet, and hidden them deep in the multi-floored complex
which is their headquarters, protected by vigilant computers.

You're involved in a desperate race against time.  In 10 days the
inter-galactic court meets to decide your fate -- and without
those documents you've no hope.  Somehow you must win the trust
and support of the native Tanglians, a race whose culture is
almost impossible for earthmen to understand.  Only they are
likely to provide you with the means to succeed -- if you can
pass their weird initiation tests.

TANGLEWOOD is played in real time.  There are some things that
have to be done at night, when the topside temperature falls to
tolerable levels -- and only at night will the mysterious
D-crystals function.  There are over 3,000 locations which you
can visit, out of a total of nearly 12,000, and unlike those
infuriating games when you discover after 3 weeks that you should
have done something different at the beginning, it's nearly
always possible to finish TANGLEWOOD unless you do something
delibrately stupid, like stamping on the disks.

                     THE BACKGROUND OF TANGLEWOOD

A CHALLENGE

It all began one bright spring day when you found a tattered blue
envelope waiting on the mat outside your door.  It was from Uncle
Arthur, a friendly but faintly black-sheepish sort of uncle,
known for unusual (and unsuccessful) business ventures, usually
connected with distant planets.  Uncle Arthur was now in trouble. 
He knew of your brillance with computers, so had turned to you
for help as his only hope.

He was the sole owner (or so he claimed) of the mining right to
T'ngl-y-wd, a small, undistinguished planet in a remote galaxy. 
He had purchased these rights from a large company who had
unloaded a lot of useless property in an attempt to improve their
cash flow.  Little had come of it, and the planet was about to be
added to the long list of Arthur's might-have-beens when a series
of extraordinary events occured.

To make a (very) long story short, one of Arthur's mining mobiles
had been used to rescue a local inhabitant from the clutches of a
rogue T'ngl-dog.  This usually benign animal had been badly
disoriented by a particularly violent earthquake, and had gone
astray.  The rescued inhabitant turned out to be the great sage
of T'ngl-y-wd, and in gratitude, the local people showed Arthur
(via the mining mobile), certain secret properties of some
pretty, but otherwise unremarkable stones, which had previously
been ignored.

The properties of these stones - now christened Dog Crystals -
might prove to be of great value, and might even have military
potential.  Their close relative, the very rare Ice Emerald could
have important industrial use.

Sadly, Arthur talked too much over a beer one night, and the news
leaked out.  The Big Boys began to muscle in.

The company who (Arthur says) sold him the mining rights, now
maintain that they never did so.  They have re-established their
operational base on the planet, with a hastily assembled new
security system.  They are deploying short-range Disrupter
Mobiles to damage Arthur's own vehicles.  Furthermore (Arthur
claims), they have stolen the documents which gave him sole
mining rights, and are bringing a case in the Inter-Galactic
Court to have him thrown out.  Right may be on Arthur's side, but
what's right when faced by big money?

His only chance is to find those documents before the court case
- which gives him ten days.  To make matters worse, his latest
Mobile Operator, who was making some progress, has vanished under
suspicious circumstances, and there is no time to get another. 
He appeals to you, with your knowledge of computers, to help him,
and promises you a large share of the profits if you succeed. 
Well, you've got nothing special to do over the next few days -
so why not give it a try?  You may suspect that Arthur's side of
the story may not be the only one, but he might just be telling
the whole truth for once (and after all, family is family!).  One
thing's for sure, you expect to find some pretty rickety
equipment, knowing Arthur's preference for second-hand hardware
whenever he can get it (good thing he didn't have any say in the
selection of Pyour @excellent, top quality computer equipment!). 
Even so, you could hardly have expected the antique load of junk
you find when you get started.  Computers out of the 20th century
- and who on earth wrote the software?  The only help you've got
are the notes Arthur's last operator, P.A.T., made before he
vanished (just in case anything "happened" to him).

                   NOTES ON T'NGL-Y-WD (BY P.A.T.)

THE HISTORY

Discovered in the early 21st century by a Hungarian Gypsy with
vaguely Celtic ancestors, it is called PTanglewood@, since nobody
(apart from the locals, and Pete Lyon) can pronounce its name.

THE CULTURE

The local inhabitants are called T'nglians.  They are basically
friendly and seem to be on our side, though difficult to contact. 
There are rumors that they are telepathic.  Ritual is very
important to them, even when it seems to have absolutely no
purpose.  They are basically non-technological, but have
strangely adopted and adapted a few of our ways (in addition to a
few strange traditions of their own!).

SPACE FLIGHTS

There is a daily shuttle flight to the three moons - Neera,
Fahtha and Furthers.  We can not figure out why - they're only
barren chunks of rock!  It is suspected the journey is some sort
of ritual observance.

TRADING

There are four Trading Centers, but they each have their own
system.  T'nglians only seem to offer what they think you need
(and they are not always right).  Each center used only one form
of currency, but only to accomodate us (T'nglians themselves
don't use currency) - but they don't seem to understand the
system properly:  they won't give change!  All trade requires
proper ritual protocol first.

TELEPHONES

We have no idea what they use these for.  They possibly may be an
integral part of some elaborate initiation ritual, or may even be
just a practical joke.  They must be answered, however, the
T'nglian etiquette requires a reply to any form of
"communication", even when it does not seem to make sense.

COMMUNICATIONS

There are currently two known forms of information exchange.  One
is straight forward and direct, and our mobiles can translate it
with no problem.  Other forms require correct ritual response
(such as when trading).  One of the mobiles has a collection of
the known necessary data for this second form, but the disk was
left in one of the bases, and we don't know which one!

T'NGLIAN BASES

Due to recent developments, we can't get to either of the two
allied bases.  One's the earthquake zone, and we can't get the
road repaired since a landslide buried the equipment.  The other
requires understanding of a particularly obscure T'nglian ritual. 
We suspect the local church is somehow involved.

INITIATION RITUALS

T'nglians won't completely trust us until we've passed various
tests.  Trouble is, they won't let us know what the tests are! 
Surprisingly, their trust seems to be based on our skill at
following the rituals rather than on our integrity!

DOG CRYSTALS

We haven't found any of these yet, but the great T'nglian sage
told us the following:  The crystals are inert during the day due
to the great heat of the T'nglian sun.  At night they may be
tuned into certain electronic frequencies that will then feed off
the tiny quantities of radiation such as our mining mobiles give
off.  They are breathtakingly beautiful.  Also (and this is what
interests The Military), once they are tuned in they will protect
their hosts against certain forms of nuclear energy, and are able
to absorb and store great quantities of toxins without harm to
themselves.  The T'nglians claimed to have used them in their
political negotiation ceremonies for years.  (You can believe all
of this if you want - though it may be just a local, old wives'
tale, or superstitiously used as another part of their weird
ceremonies).

ICE-EMERALDS

These are apparently very rare (so rare you may never find one). 
They are closely related to Dog Crystals, but absorb heat.  They
could therefore be very valuable in industrial applications which
need small efficient cooling systems.  They are also made inert
by exposure to the T'nglian sun, though probably because they
very quickly absorb as much heat as they need.

                           OPERATOR'S MANUAL
                         THE OPERATING SYSTEM

RITTER-PAVLOVSKY TRANSFER (EARLY VERSION):

It's ancient!  Modern systems use a development of
Ritter-Pavlovsky Transfer, but Arthur couldn't affort that.  We
use a hybrid of pre-digested data plus an early form of R-P
transfer for unmapped areas.  This means that what you see is not
what is actually there (so don't believe it just because you see
it!).  The map of the planet's surface is continually re-created
from mobiles' pre-recorded data.  For unmapped areas (like the
forest), we have to switch to R-P transfer, and it's as primitive
as the original pioneering system.

As it is usually impossible or incomprehensible to provide an
exact image of alien landscapes, the mobile matches what it
actually sees against its data banks, and provides us with the
nearest equivalent in Terrain terms.  Since data banks are
limited, views which are actually different may be transmitted to
us looking the same.  There is also a time-lapse while the
computer carries on the conversions, so that the mobile cannot
transmit continuously.  By the time the picture gets to us, the
mobile has moved on - it may have gone around full circle, or
found a dead end and returned, changed direction, etc.  There is
no guarantee that if you go back the way you came, you will get
back to where you started, although you often do.  In the early
days, this used to drive operators crazy until they learned to
use the mapping techniques well known from certain sorts of
computer game (imagine, they used computers to play games in the
old days!).  It's tough, but not impossible.

                               CONTROLS

THE CONSOLE

Everything on the console works by mouse control - you don't need
to type anything in.  If you want to use something, or open it
up, click on it with the left mouse button.  If you want to know
more about it, use the right mouse button.  There are 7 switches
on the console, and five numbered buttons.  These are easy to use
(with the left mouse button).  There are 5 smaller screens apart
from the main one.  On the top is a picture of the mobile (if it
hasn't been zapped), then there are three frames that show what
it's carrying.  The bottom screen is used by the mobile to show
anything it finds (these objects don't show on the map - see
notes on the OPERATING SYSTEM).

To pick something up, drag it to the carrying screens; reverse
the procedure to drop something.  It won't drop anything where
there's already something (it confuses the computer), or in
certain other places where it might not be retrievable.  Be
careful - the hostile mobiles sometimes collect the things they
find (and steal from us when they zap our mobiles) and hide them
in their Control Center.

MOBILE MOVEMENT

You may move the mobiles by joystick or mouse.  The F10 key lets
you activate and deactivate the joystick.  When the joystick is
activated, the mobile will be controlled by the joystick around
the planet.  However, the mouse is still used to select the
necessary controls on the console.

With the joystick deactivated, the mouse is used for both mobile
movement and selecting the necessary controls on the console.

DIALS

The dial on the top left is the HHeat Gauge@.  This changes
between red and white during the day, and between light blue and
deep purple during the night.  Bands move across the gauge to
give a visual impression of the time.  The PDay Elapsed Number@
is also shown.

The yellow dial below the mobile picture is the HEnergy Gauge@.

The dial to right of text indicates when an object is found.

STEERING

When you call a mobile (with the numbered buttons) it will appear
in the center of the screen - or if it's in a building or a base,
the building or base will appear center screen.  To set the
mobiles in motion, move onto the main screen (the bulb comes on),
and click either button.  The mobile will then follow the
mouse/joystick movements if it is able.  If it was hidden in a
building, you'll have to direct it out before it will appear.  If
it can't move, it won't tell  you - it just won't move.  If it
gives you a reason for not being able to move into a certain
area, then one of the other mobiles probably has the ability to
go there.  All the mobiles have limited energy, and will stop
when they run out.  They recharge automatically while one of the
others is being used - but it's not good to get caught out in the
open and energy can be difficult to judge (seeH Computer
Reports@).

HNote:@  Steering with the mouse can be tricky until you're used
to it.  When you start, imagine the mouse is in the center of a
small four-pointed star, and use the points as your directions. 
The biggest move rules, so if you've shifted the mouse a long way
right, that direction will rule until you move back again, or
move even further in another direction.  Very small moves are
enough to change direction, and if you anticipate a turn
slightly, it helps.

To stop, click again with either button.  Since all commands are
effective with the buttons up, hold down the button a little
longer than usual to be sure.

In some sections (i.e. during R-P transfer), you will get an
arrow on the screen.  The PNorth@ (rust colored and pointing
upward) pointing arrow will cause a change of LOCATION in
whatever direction you are facing (and due to the problems of R-P
transfer, that may not be the direction you thought you were
facing).  The green arrows (PWest, East @andP South@) will cause
a change of DIRECTION only (turning on the spot), not a change of
location.

COMPUTER REPORTS

While you're moving, the computers are fully occupied keeping
track of your position.  You can only get updates on things like
energy, time of day, heat and so on, when you leave the main
screen (and then, of course, the hostiles start tracking you).

THE MOBILES

Most of these are fit for the scrap yard.  They've not been
properly maintained, and most of them have bugs in their data
(for example, all climbing data seems to have been corrupted).

HMobile 1:@  This is a pretty ancient mining model, but it works
fairly well.  It was reinforced with extra plating for defense
against Disrupters, but it didn't work and all we've got now is a
very heavy mobile.  It also lost its mining data somewhere, so
you can't even get the thing into the mines at present.  However,
it has been adapted to use simple tools.

HMobile 2:@  A bit more modern than Mobile 1, but not necessarily
any better.  It's still got its mining data, but the climbing
data has gone awry.  It's been fitted with a fancy jet-propulsion
program to help it jump short distances, but it won't work!  Also
its shock-absorbers keep seizing up - they've got an oil leak or
something equally ludicrous.

HMobile 3:@  This one is similar to Mobile 2.  It has some data
which is supposed to work in conjunction with a gravity reducer
to reduce its weight.  Ideally, it could then go into the swamp. 
But guess what?  The gravity reducer's been lost.  Arthur reckons
it went into one of the lakes during the big earthquake. 

HMobile 4:@  This is supposed to have an adaptation to let it go
on water as well as land.  It's also supposed to have the
tool-using extension like Mobile 1.  I wish I knew more, but we
can't even contact this one, since the opposition stole its
receiver aerial.  The mobile's in its base but useless.  If the
aerial can be recovered, it goes in the bottom left section the
base.

HMobile 5:  @This is the most modern of the lot - but it's got to
stay near water during the day because the cooling system can't
cope with land temperatures.  Some idiot also had the bright idea
of programming it not to go into any buildings (to protect it or
something).  Still, it is invulnerable to disrupters, and it has
a new repair program to fix any of the others if they get zapped,
though the program's only on Beta-test.  This one might just turn
out to be the most useful of the lot.

All mobiles will tell you where they are, and whatever they know
about what they're carrying.  Just click the right switches. 
They also report any other communications directly, including
messages from the Opposition's computer.

                            THE OPPOSITION

There's not much information available but here is what we know:

Their mobiles have limited intelligence and range.  If you keep
moving, they're not very good at tracking you down, but if you
stop - watch out!  Also they constantly run out of gas, and new
ones have to be sent out.  They haven't gone into buildings that
we know of.

Their Control Center is protected by a computer system which I
managed to hack into very briefly before I was noticed.  It seems
to work in two ways.  The external system will zap any
unrecognized mobile unless it is protected.  The internal system
allocates a security level to any mobile which gets in - and
that's where the bug is, if there is one.  If you get past the
external system, the internal one assumes you must be authorized,
even if it doesn't recognize you.  The only trouble is that so
far we haven't been able to get in!  Also, use of the internal
computer itself is probably part of the security system, so if
you get in to use it at all, you probably must be a recognized
user.

In the end, the best plan might be to somehow cause a power
failure in the system, but the problem is how (unless the Dog
Crystals really do work like the old sage said).

                              SUMMARY

HMovement and commands:  Mouse-controlled

1.  To summon a  mobile, click on one of the numbered mobile     
          buttons (left hand side)
2.  Move  mouse pointer  onto  the  main screen  (bulb in lower 
right      corner will come on)
3.  Click mouse to start mobile movement
4.  Mobile follows mouse
5.  Click mouse to stop mobile movement

Movement and commands:  Joystick-controlled

1.  To summon a mobile, click on one of the numbered mobile
buttons         (left hand side)
2.  Then maneuver the mobile with the joystick

OBJECTS

To pick up an object, drag it from the PFound@ screen to any one
of the three PCarrying@ screens.  To drop an object, reverse the
process of picking it up.  You cannot drop objects:

a)  Where there is already another object
b)  Off the main map
c)  Certain locations wich might later change

To use or open an object (i.e. a box), use the left button to
click it on.  To get information about an object or a program in
the HMobiles @suite of programs, use the right button to click on
it.

HNote:@  to simplify things a bit, whenever you have used an
object correctly it is simply removed from the game.  This gives
you less to worry about.

HSWITCHES

(Don't read this section if you'd rather find out by experiment.)

There are 4 switches at the foot of the main screen.  From left
to right:

1.  Quit game (confirmation required).
2.  Save or restore game (up to 5 files).  To restart use either
and        select RESTART from window.
3.  Sound on/off.
4.  Pause.

Only Switch 1 will work before a mobile had been selected.  So to
restore a saved game, load the program, select a mobile, then use
Switch 2.

There are 3 more switches underneath mobile picture.  From left
to right:

1.  Suite of programs.
2.  Brief location description, and sometimes more. 
3.  Time warp (moves from day to night and vice-versa).

DIALS:

1.  Top left - Heat/time gauge.
2.  Under mobile picture - Energy.
3.  To right of text - indicates object found.

The console is only updated when you stop moving and exit the
main screen.

                              CONCLUSION

Tanglewood is a game designed to challenge and develop your
problem solving abilities rather than your reflexes.  It may seem
foreign and incomprehensible at first, but that is how it should
be!  The conclusion to Uncle Arthur's saga depends on your skill
in unraveling the mysterias of Tanglewood.  Take time to learn
the layout of the planet and the charisterictics of your mobiles
-  your perseverance will soon be rewarded with remarkable
discoveries of many kinds.  You may even come to consider
Tanglewood a habitat worthy of permanent relocation...but we
doubt it!