NOTE: Always turn the console POWER switch OFF when inserting or removing
an ATARI Game Program cartridge. This will protect the electronic components
and prolong the life of your ATARI 2600 Video Computer System game.
(C) 1982 ATARI, INC. ALL RIGHTS RESERVED
Welcome to FireWorld. You may have already travelled through EarthWorld
and succeeded in solving the EarthWorld puzzle. FireWorld is the second
in a series of four worlds that you must pass through on your quest for
the Sword of Ultimate Sorcery.
You enter FireWorld as a mighty warrior. Your skill and courage will
be tested with dangerous trials and obstacles. The object of the game is
to solve the puzzle.
The FireWorld puzzle is based on the Tree of Life, with ten rooms linked
together by ten rooms with doorways. FireWorld has ten treasure chest rooms,
some containing different magical objects. These objects will help you
on your journey through FireWorld. Carrying particular objects will help
you find clues. Before you can explore these rooms, you'll be called on
to demonstrate certain skills, just as Torr and Tarra are tested in the
FireWorld comic book. As a warrior, your skills are important to conquering
FireWorld. To help you on your quest, you will be armed with the FireWorld
comic book which contains additional clues. Some clues will come from a
combination of both the comic book and the Game Program cartridge. These
clues will refer back to the enclosed comic book and hint at the solution
to the FireWorld puzzle.
You have just leaped into the blazing flames of FireWorld - see if
you can survive and triumph!
2. GAME PLAY
As a warrior, you'll need courage and skill, but you'll also need to
be a detective and an explorer to find the hidden clues and solve the FireWorld
Remember, this game is a puzzle. These instructions will not tell you
how to solve the puzzle, but together with the comic book, will help you
find the necessary clues to solve the puzzle. You will have to use trial
and error methods to obtain the information needed to solve the FireWorld
In Fireworld, you will encounter ten different rooms. There are 16
objects randomly located throughout these rooms, but you can only take
six objects at a time. As you leave the right objects(s) in the correct
room(s), you will reveal clues that will help you solve the puzzle. FIGURE
1 shows what each object looks like. These are some of the magical objects
which help Torr and Tarra in their quest for the Sword of Ultimate Sorcery.
Figure 1- Inventory of Magical Objects
Talisman of Passage
Cloak of Invisibilty
Shoes of Stealth
The most important object you will seek is the chalice. Without it,
you will be barred from entering a secret room. This secret room is at
the center of the tree of life. The magical chalice contains water to cool
and protect Torr and Tarra from the intense heat of FireWorld. When you
find it, magic doors will open for you.
If you leave the right object(s) in the appropriate room(s), you will receive
a clue display. In the center of the display is your clue, for it is your
key to solving the puzzle.
Each clue will refer back to the comic book. For example, then numeral
05 could mean: Look on page 5 for a clue to the FireWorld puzzle. By trial
and error, you will learn how to interpret each clue.
Before you can enter the ten treasure chest rooms in FireWorld, you
will be expected to perform a skill and action sequence. For example, you
might be required to catch razor-sharp knives, dodge flaming fire-birds,
or even kill venomous snakes. Torr and Tarra must also survive some dangerous
After completing the skill and action sequences, you, like Torr and
Tarra, shall gain wisdom, mercy, power, understanding, and perhaps valuable
prizes as well.
3: Deadly Snakes)
A real test of courage. You must pass through a deadly
pit of venomous snakes.
NOTE: Some skill & action sequences might appear to be repeated,
but will lead you to different treasure chest rooms.
4: Flaming Firebirds)
Dodge the flaming firebirds, for if you touch them, they
However, if tamed, these birds could lead you to a treasure
chest of magical objects.
5: Flying Fire Goblins)
You must catch and place these fire goblins in a box.
6: Flaming Hot Knives)
Protect yourself from hot knives that fall from the ceiling
by guiding the knives into a stationary pit.
7: Fire-Breathing Dragons)
Use your arrows to shoot down flying fire-breathing dragons,
but watch out for their hot flames.
8: Jawing Salamanders)
What appear to be innocent snakes could turn out to be
huge jawing salamanders.
You must dodge the salamanders to stay alive.
You must complete each skill before you can enter a room in which to
leave or retrieve your objects. When you encounter a skill and action sequence,
experiment with the Joystick and the red controller button. Some sequences
require the use of the Joystick; some the red controller button.
3. USING THE CONTROLLER
Use your Joystick Controller with the Atari Game Program cartridge.
Be sure to plug the controller cable firmly into the LEFT CONTROLLER jack
at the back of your ATARI 2600 Video Computer System game. Hold the controller
with the red button to your upper left, toward the television screen. (See
your Owner's Manual for further details.)
To start the game, press the red controller button. Use the Joystick
to move your warrior up, down, right, or left through the maze of rooms.
To pick up an object, position the cursor directly over the object
and press the red controller button. The object will then appear at the
bottom of the screen and will continue to move with you until you decide
to leave it in a room. To leave an object in a room, move to the bottom
of the screen, position the cursor directly over the object, and press
the red controller button. The object will stay in the room until you pick
it up again.
To move from room to room, position your warrior in a doorway, and
walk through the exit and down the hallway into another room.
NOTE: Some doors are locked, which means they are invisible. However,
certain objects will allow you to unlock these doors.
If you press the red button while in a room with doorways, you will move
into a skill and action sequence. After you have completed the skill, the
program automatically moves you into another room with doorways or into
a treasure chest room with objects. If you find yourself in a treasure
chest room, you may pick up or drop off any object. Remember, you can only
carry six objects at a time. To leave a treasure chest room, move the cursor
to the small open door in the lower left corner of the room, and press
the red controller button.
4. CONSOLE CONTROLS
GAME SELECT SWITCH
GAME SELECT is not used in FireWorld.
GAME RESET SWITCH
Press GAME RESET during the game play to return to the first display
and start the game over.
The RIGHT and LEFT DIFFICULTY switches are not used in FireWorld.
TV TYPE SWITCH
Set this switch to COLOR if you're playing on a color television set.
Set it to B-W to play the game in black and white.
5. HELPFUL HINTS
1. Use paper and pencil while playing FireWorld. Write down clues,
and keep a log of different moves for reference during game play.
2. Just because you use an object to obtain one clue, doesn't mean
the same object can't help you again.
ATARI, INC., Consumer Division, P.O. Box 427, Sunnyvale, CA 94086
A Warner Communications Company
C019741-57 REV. 2 2657 (C) 1982 ATARI, INC. ALL RIGHTS RESERVED
Printed in U.S.A.
HTML code for this document was created on June 27th,
1997 by Lafe Travis
to return to the Swordquest FireWorld Page
to return to the Game Solutions Page
Click Here to go to the Lafe
Travis Home Page