QUICKSILVA

The most powerful games in the Universe! 





Loading the program  Spectrum 

------------------------------

You will find the procedure for loading a program in the Spectrum basic 

manual, chapter 20. The procedure for loading Schizofrenia is given below: 



Type LOAD""

Press ENTER 



Copyright

---------

The content of this program, including all instructions, drawings, plans, 

BASIC and machine code routines and all copyright and other intellectual 

property rights therein belong to Quicksilva Ltd. 



All rights conferred by the Law of Copyright and other intellectual 

property rights and by virtue of international copyright conventions, are 

specifically reserved to Quicksilva Ltd. and all copying and reproduction 

of this product, by whatever means, either electronic or other media, is 

expressly forbidden. The prior written consent of the Company is necessary

in all cases and the Company will vigorously and aggressively seek to 

maintain and protect these rights, in all circumstances and whatever the 

reason for the infringement of these rights. 



This program is part of the QS range of software, a catalogue of which can 

be obtained from the address below. 



QS is always seeking to expand its range and if you have written any 

software yourself that you think might be suitable for inclusion in our 

future catalogue please do not hesitate to contact us. We pay commercial 

rates for all programs published.

 

Ouicksilva Ltd.

Liberty House, 222 Regent St., London W1R 7DB





SCHIZOFRENIA



Schizofrenia (or how to be in two minds about paranoia...) 

----------------------------------------------------------

Alphonse T. Nurd works in the laboratory of Bogdan Schtunk MSc (mad 

scientist) as a cleaner. However, he has ambitions to one day become as 

wonderful a scientist as Mr. Schtunk and, at night when he has the lab to 

himself, supposedly to do the cleaning, he tries to teach himself as much 

as he can about the work of his employer. What he doesn't know is that 

Schtunk, not content with splitting the atom, has found a way to split 

people... the Atomic Particle Separator.



The inevitable happens: whilst cleaning the lab one night and foolishly 

playing at being a scientist Alphonse sets everything in motion and splits 

himself. His newly created alter-ego has the opposite personality to 

Alphonse I and sets out to destroy the lab and make as much mess as 

possible. Alphonse I knows enough to realise that he must manage to 

recombine or disaster may strike. He must also get all the cleaning done, 

or else he'll be sacked  both of him! Of course, Alphonse II has other 

ideas: he likes his new-found freedom and doesn't intend to lose it. It's 

up to you to help Alphonse I recombine with Alphonse II and clean up the 

lab as well, working through five areas in the lab before reaching the 

Recombination Chamber.



AREA ONE is the easy one: all you have to do is open the door and go 

through to area two... mind you, you must switch off the timer and set the

score control first. Then there are the four bolts to draw and the lever on

the right to operate to open the door, all the while hindered by Alphonse 

II who wants to work the lever on the left... 



AREA TWO You must tidy all the yellow boxes away to the top right-hand 

platform before moving on. The lifts will all work as long as Alphonse I 

can reach the controls.

 

AREA THREE is in a terrible state: the lifts are dirty and all over the 

place. Alphonse must get them all down to the bottom floor and will gain 

extra points if they are cleaned as well. Some small points that might 

help: the cleaner can't leave the top floor but can be moved along just by

leaning over it and pulling: the lifts operate in sets of three. If you 

get stuck you can always press Q which will restart the section and you 

will zero the score. 



AREA FOUR is the last section you go through before reaching the 

Recombiner. To find your way around this one you must first switch on the 

lights. Before you can do that, however, you must activate the generator by

using the master switches on the top floor. The switch to Alphonse ll's 

room is, typically, wired upside down and the light must be switched on 

before he will come out. He can be trapped in a room by turning the light 

off after he has entered. One last tip  there is an exit combination which

is the same as the generator code: this should be set to allow you to make

a quick getaway! 



AREA FIVE gives Alphonses I and II the chance to recombine. This one gets 

tricky but you know that by now. Firstly, switch on the switches top right. 

Switch on the generator, top left. Then move to the second floor and turn 

off the X/Y controls. Switch on to Automatic and you can now open the door 

of the Recombination Chamber. Four-fifths power will probably do the trick

but remember to set the UDLR so that the markers coincide over the chamber.

Get Alphonse II in front of the chamber, press fire and close the doors. 



Easy, isn't it? We cannot guarantee you complete peace of mind when 

Alphonse is back to relative normality but you will deserve a cup of tea...

or two.





CONTROLS



Joystick: Interface II or Kempston. Usual joystick movements apply.



Keyboard 



Q E R T			= up 

A S D F G 		= down 

U O 			= left 

I P 			= right 

Caps Shift or Space 	= pause 

Any other button 

on bottom row 		= Fire

H			= Quit (pages 2 and 3 only) 

Combinations of these give diagonal movement. 



Action 



Lean and pull bolt/push box  Fire and down

Pull lever left 	     Fire and left

Pull lever right 	    - Fire and right

Press switch 		    - Fire and up

Up stairs left 		     left and fire

Up stairs right 	    - right and fire

Down stairs to left          left and down

Down stairs to right        - right and down

Start lift                   Fire

