********* Welcome to Project 64! The goal of Project 64 is to preserve Commodore 64 related documents in electronic text format that might otherwise cease to exist with the rapid advancement of computer technology and declining interest in 8- bit computers on the part of the general population. If you would like to help by converting C64 related hardcopy documents to electronic texts please contact the manager of Project 64, Cris Berneburg, at 74171.2136@compuserve.com. Extensive efforts were made to preserve the contents of the original document. However, certain portions, such as diagrams, program listings, and indexes may have been either altered or sacrificed due to the limitations of plain vanilla text. Diagrams may have been eliminated where ASCII-art was not feasible. Program listings may be missing display codes where substitutions were not possible. Tables of contents and indexes may have been changed from page number references to section number references. Please accept our apologies for these limitations, alterations, and possible omissions. Document names are limited to the 8.3 file convention of DOS. The first characters of the file name are an abbreviation of the original document name. The version number of the etext follows next. After that a letter may appear to indicate the particular source of the document. Finally, the document is given a .TXT extension. The author(s) of the original document and members of Project 64 make no representations about the accuracy or suitability of this material for any purpose. This etext is provided "as-is". Please refer to the warantee of the original document, if any, that may included in this etext. No other warantees, express or implied, are made to you as to the etext or any medium it may be on. Neither the author(s) nor the members of Project 64 will assume liability for damages either from the direct or indirect use of this etext or from the distribution of or modification to this etext. Therefore if you read this document or use the information herein you do so at your own risk. ********* The Project 64 etext of the Quedex cover and manual. Converted to etext by Eero Uusitalo , aka MetalHead. QUEDEX10.TXT, March 1997, etext #178. ********* [ Back cover ] QUEDEX Only cool nerves, precision, sharp reflexes and mastery of the joystick will see you through this mind-taxing array of planes. Time is against you, and so are the problems to solve. But then -yours is The Quest For Ultimate Dexterity. 'Hot graphics-impressive variety-a huge challenge' ACE October 87 Zzap Sizzler C.U. Screenstar C+VG HIT! ********* [ Inside cover ] ONLY THE COOL AND CLEVER SURVIVE........... QUEDEX-The Quest For Ultimate Dexterity-requires you to manouvre your metallic ball around ten different game areas or 'planes'. You will require perseverance, your favourite joystick and a great deal of dexterity. Each plane has a starting point and a 'GOAL'. Manouvre your ball from one to the other and you have completed the plane-sounds easy, eh!! The aim of the game is to complete all ten planes within a given time limit, but you may play the planes in any order and at any time. Your problems start when you discover that each plane requires a completely different style of gameplay, and that the difficulty increases when you least expect it. Your biggest enemy in the planes is time. Every plane has a time allowance, and any unused time gets carried over to the next plane. After a while you will notice that the difficulty levels, time and style of gameplay all combine to give the whole game more than just a hint of strategy. Loading Instructions Cassette Insert the tape into the tape player, making sure that it is rewound. While holding down the SHIFT key, press the RUN/STOP key. When the screen prompts you, press PLAY on the player. QUEDEX will now load automatically. NOTE:If you are having problems loading, please remove any peripherals(such as disk drive, printer, cartridges etc) you have attached and repeat the above procedure. Disk Insert the disk into the disk drive, type LOAD"*",8,1 and press the RETURN key. QUEDEX will now load automatically. FROM THE TITLE SCREEN: SPACE Continue to next section of title sequence F7 Access to the plane programmer FIRE Start game PLANE PROGRAMMER Use the joystick to move the cursor left and right. Use the numeric keys to program planes. The fire burron exits you back to the title screen when the plane is completed. Joystick control Port 2 Run/Stop Pause game Run/Stop again Continue game Run/Stop then T Exit to title screen Numbers 1 to 0 (10) To enter that plane of the game OBJECTS Pick up: (Key) Open doors Amulet(Amulet) + Speed Extra time (+) ? Surprise features (positive or negative effect) OTHER FEATURES (Skull&crossbones) Avoid skulls Teleport (Pentagram) ^ Lift up \/ Lift down ------ |GOAL| Touch this to complete the current plane ------ PLANE 1 This consists of 5 subplanes, each of them concentrating on particular skills required to complete QUEDEX. If you leave the plane before completing it, when returning at a later stage in the game you will continue at the beginning of the subplane you left, not at the beginning of the whole plane. (For example, if you complete subplanes 1 and 2 and then exit to another plane and return later you will continue on subplane 3, not 1.) Subplane 1 Follow the lane one square at a time, or you will be placed back to the start square. Fall off the end into the darkness to complete this subplane. Subplane 2 Follow the direction of the arrows and pick up the flashing white squares; enter the hole of darkness to complete this subplane. Subplane 3 Avoid the electric sea and try to find the flashing squares that are scattered around. Again, enter the hole of darkness to complete this subplane. Subplane 4 Be quick and pick up squares; enter the hole of darkness to complete the subplane. Subplane 5 Slalom around the pillars in the direction of the arrows in order to pick up the flashing squares that will activate the GOAL. PLANE 2 Pick up the keys which will open the doors. Use the teleports but avoid the skulls to find the GOAL. Watch out for the invisible keys which only become visible when you move close to them. PLANE 3 You will need to find FOUR hidden amulets in this plane before the GOAL will even appear. Use the teleports and avoid the electric seas. PLANE 4 On Plane 4 you can only move left and right. Race down the racetrack as fast as possible. Avoid blocks, and use lifts up and down to your advantage as you only have a limited number of jumps available. PLANE 5 Plain yellow squares will turn into patterned floor tiles and patterned floor tiles will turn into plain yellow squares when touched. Try to fill in the whole area with patterned floor tiles. Use the flashing squares to toggle the complete vertical line on and off. Black squares are safe. Use Fire and joystick direction to jump over one square. PLANE 6 Extra features which are visible add extra jumps; other invisible features affect you or the play area, either positively or negatively. Progress through the level by determining these effects and using them to your advantage-and to make GOAL appear. PLANE 7 Once you've entered this plane, you have to complete it before going on to other planes. Pick up as many extra time units as possible to help you in your quest. PLANE 8 Pick up four keys in order to open on of the two doors which lead you to the GOAL. You'll need to be very quick-as you'll notice, the floor has a tendency to disappear from beneath your feet! PLANE 9 Pick up extra speed so that you can destroy all the cubes (extra speed will not last forever, though). Avoid the flashing floor when it is flashing. PLANE 10 Jump from platform to platform. There are three different heights which are recognized from the different shades of grey. You can only jump one unit of height up or down without a penalty. Try to get to the GOAL as quickly as possible. This has been number three in an ongoing series to frustrate and enrage brought to you courtesy of THALAMUS and Stavros Fasoulas:programming, graphics and game design Paul Cooper:blending together of the above bits Matt Gray:music and sound FX BWB:SPECIAL THANKS FOR THEIR HELP Paul Docherty Instructions written in conjunction with Andy Wilton-ACE-Future Publishing Graham Hunter:loading sequence Oli Frey:cover artwork and layout Franco Frey:continuing financial guidance PRODUCED BY PAUL COOPER QUEDEX is the third release from Thalamus, the first being SANXION, a ZZAP! Sizzler, and the second DELTA, both by Stavros Fasoulas, for the Commodore 64 on cassette and disk, neither of which have catalogue numbers. Audiovisual concept, label and program are copyright of: Thalamus Limited 2 Minerva House Calleva Park Aldermaston Berkshire RG7 4QW In the unlikely event of a faulty product, please return it to the original place of purchase. Unauthorized copying, hiring, lending, eating, public performance and broadcasting of this game are unquestionably prohibited. (C) 1987 Thalamus. If you have written any computer software that you think is up to our standards please contact Paul Cooper for a confidential informal discussion. ********* End of the Project 64 etext of the Quedex cover and manual. *********