It
was definitely a cultgame, one of the best commodore 64 games ever.
Frankie, the small sprite, walks around from house to house, from
apartment to apartment. Strange items emerge from drawers, stuffed ducks
fly out of a wall and secret doors open to unknown dimensions of bizarre
arcade games. There is no fucking clue what it is all for, but walking
around is fun, because of the music, wich is always in the air, just as in
Twin Peaks. According to the urban legend on the internet, no one ever won
the game, the company created it as an orbital joke. However, the
atmosphere and concept of the game resulted in a lots of good critics. I
spent a lot of time in front of the TV screen, without the chance of
victory, because of the constant freezing of the minigames. Now, equipped
with the
latest c64 emulator, I felt ready for a new challenge to finish the
game. That's the real life: fulfill our old and secret desires...
In
fact, it is possible to win the game. I know, because I did it (check my
picture on the right). The well known
walkthrough by Neo-Rio is fairly detailed, all you need is
determination and precaution. I mean lots of determination and lots of
precaution. It is impossible to win without constantly saving and
restoring state, wich is very unfair from the developers as the game does
not have any save function at all (I have used my ccs64 emulator to do
this). Nowdays an adventure game is very well designed, but in case of
Frankie, a simple mistake from the player makes the game impossible to win,
without a single warning, so the player can continue his hopeless journey
in Mundanesville. To avoid this, let me add some useful tips to the
original walkthrough:
The
thirsty cat must be used on a bowl full
of milk. If you use the cat on a wrong place, the cat disappears with a
good chance, so you miss the score, and loose your chance to win the game.
(This is the case with the other items too: misuse equals defeat without a
warning.)
There
are eight manholes in the corridors of power, and not four: two of each
colour! You must deal with all of them, to score 8 * 1500 points. If you
leave the corridors, the silenced manholes will reactivate, but shooting
them again gives no additional points. So, you better to shot all manholes,
before leaving the corridors of power.
Shooting
the fireballs coming from the sides gives no points, and a hit does not
disables them. Don't bother with them. The
key of the ZTT puzzle is stated clearly in the
manual: there is a button, wich adds to the picture, without removing
other pieces. This will be the last button to push, you only need to
figure out the previous sequence. The ZTT puzzle can be activated with two
buttons. Regardless which one you choose, if you complete the puzzle, you
score.
Dont
forget to push the triplet button in the ZTT
room, it gives you 100 needed points. There
are three indicator lights in the upper left corner of the Terminal room.
They represents the three program slots, you must fill with programs from the good
floppy disks. Orange lamp indicates a loaded program. Three well loaded
floppy, three orange light, proper use of the security pass, and
the room is complete.
In
the Terminal room, it is not necessary to enter the opening Cybernetic
breakout games, you can enter them more confortable from other places. In fact, there is a
window which is impossible to get into because of the short period of time. Most
of the games has a door (shortcuts to the corridors), if you complete them.
The door is a sure sign of completition. However, there are games, where
these doors are not availble. A properly managed checklist is a good
idea to track your progress... The
original walkthrough is precise: there are no more secrets of Merceyside.
There are no functions of the mousehole, the thing in the garden, the
phones, and other objects not mentioned in the walkthrough. The cat has
really no use after feeding with milk.
Courtesy of Ville Nurmi from
C64hq here is a compete list of the
necessery tasks (and scores) to become a full person. It is clear, that
you really need every single points, to earn the total and necessary 87000.
picked up pleasure pill (400)
ate pleasure pill (2000)
picked up faith pill (400)
ate faith pill (2000)
picked up war pill (400)
ate war pill (2000)
picked up video (400)
picked up herring (400)
used video (2000)
picked up love pill (400)
ate love pill (2000)
used herring
picked up floppy disk (400)
picked up bag of money (400)
picked up milk bottle (400)
picked up flak jacket (400)
put milk in cup (2000)
picked up floppy disk
picked up security pass (400)
picked up floppy disk (400)
used bag of money
picked up floppy disk
picked up thirsty cat (400)
picked up video
switched on lights (200)
used video
used flak jacket in War! (2000)
shot war symbol in War! (800)
shot faith symbol in War! (800)
shot pleasure symbol in War! (800)
used erroneous floppy disk in Terminal Room
used erroneous floppy disk in Terminal Room
used working floppy disk in Terminal Room (2000)
used erroneous floppy disk in Terminal Room
used security pass in Terminal Room (2000)
completed Cybernetic Breakout, Faith (1500)
completed Cupid's Arrows (2500)
completed Sea of Holes (2500)
shot fireball in Corridors of Power (1500)
shot fireball in Corridors of Power (1500)
shot fireball in Corridors of Power (1500)
shot fireball in Corridors of Power (1500)
shot fireball in Corridors of Power (1500)
shot fireball in Corridors of Power (1500)
shot fireball in Corridors of Power (1500)
shot fireball in Corridors of Power (1500)
picked up floppy disk
picked up pair of socks (400)
used pair of socks
picked up floppy disk
picked up pistol (400)
used pistol
picked up floppy disk
touched map of Merseyside (200)
let cat drink milk (2000)
touched catflap (200)
completed Flower Power (2500)
used working floppy disk in Terminal Room (2000)
used erroneous floppy disk in Terminal Room
used working floppy disk in Terminal Room (2500)
unreported points for completing Terminal Room (2000)
completed Cybernetic Breakout, Love (1500)
duck flew to Shooting Gallery (100)
picked up flak jacket
picked up key (400)
touched painting of Cupid's Arrows (200)
picked up a pleasure pill
unlocked door (2000)
found dead body (800)
got a clue
got a clue
got a clue
got a clue
got a clue
got a killer clue (800)
got a clue
got a clue
got a clue
got a killer clue (800)
got a clue
got a clue
got a clue
got a clue
got a killer clue (800)
got a killer clue (800)
got a clue
got a clue
got a clue
got a clue
got a killer clue (800)
got a killer clue (800)
got a killer clue (800)
completed murder mystery (3000)
used flak jacket in ZTT Room
shot wall in ZTT Room (2500)
completed puzzle in ZTT Room (3000)
completed Raid Over Merseyside (2500)
completed Talking Heads (2500)
shot love symbol in War! (800)
completed Shooting Gallery (2500)
completed Cybernetic Breakout, War (1500)
completed Cybernetic Breakout, Pleasure (1500)
touched three buttons in ZTT Room (100)
Yeah, I want all my dreams come true, like this... Welcome to the Pleasuredome!