
            ________  ________  ________  ____  ________  ________
           _)       \_)       \_)       \_)   \_)       \_)       \
  __ ____ /___/     /   /_____/\  /     /     /   /     /   /     /
 /_//___// \___    /   /     /CT\/     /     /   /     /   /     /
      ::/___/     /___      /:::/     /_____/___      /___/     /___ __
       :T:::\____/::::\____/::::\____/::::::::::\____/::::\____//__//_/
       :|::::::::::  ::::::::  ::::::::        ::::::::  :::::::T::::
       :|:                                                     :|:
        |             Codetapper of Action Presents             |
        |                                                       |
        |                                                       |
        |                     Addams Family                     |
        |                                                       |
        |     .                                           .     |
        | ..::                                             ::.. |
        | :.:        Another fine Action Production!        :.: |
        l______/\  ___________________________________  /\______|
                 \/                                   \/


CREEPY, KOOKY, OOKY, SPOOKY!
----------------------------
Morticia has been kidnapped!

Uncle Fester has lost his memory and has fallen under the spell of Abigail
Craven, a conniving character who is anxious to lay her greedy hands on the
Addams' hidden fortune.

Having recruited a misled Fester, and assisted by her cohorts, Tully and
The Judge, she manages to capture and imprison the other members Or lhe
Addams Family within the huge Addams' Mansion!

Only Gomez can save the day by freeing his son Pugsley, his daughter
Wednesday, and Granny; and by restoring Fester's memory.  Accomplishing
these tasks is daunting enough - but then Gomez must seek out Morticia in
the underground vaults of the Addams' mansion and confront the evil Judge
in a kooky and spooky climax!


LOADING INSTRUCTIONS
--------------------

ATARI ST
--------
THIS GAME REQUIRES A DOUBLE SIDED DISK DRIVE

Switch on the power to the computer, then insert game disk into the drive.
The program will then load automatically.  Follow the on- screen
instructions.

CBM AMIGA
---------
Insert game disk into the drive and turn on the computer.  The program will
then automatically load and run.


CONTROLS
--------
This is a one player game controlled by joystick only.

Press Fire to start game.  Push the joystick up or down to move the cursor
and press Fire to select the password.

The password is entered by moving the joystick in the appropriate
direction.

Fire:  Confirms menu options.
Space: Pause, unpause game.
F1-F3: To select language option (PAL only).
F1:    English
F2:    French
F3:    German


JOYSTICK CONTROL
----------------
Left:  Moves Gomez Left
Right: Moves Gomez Right
Up:    Makes Gomez enter a door/opening, or climb up a rope/vine.
Down:  Makes Gomez duck, or climb down a rope/vine. Also enables Gomez to 
       access an entry below him (pipes etc).
Fire:  Makes Gomez jump. The longer the button is pressed, the higher he 
       will jump. Also can be used with left or right to control/change the
       direction of the jump. When underwater, repeated pressing of the 
       fire button will help Gomez swim, similarly, when Gomez has the
       Fezi-Copter, this action helps him fly.


STATUS PANEL
------------
You begin the game with just two heart units, which means that Gomez can
sustain two hits before losing a life.  These units can be replenished
along the way, but there are opportunities to collect an extra THREE energy
units by defeating some of the large guardians (bringing your heart quota
up to a potential FIVE, allowing you to now sustain five hits!).  The top
letft of the screen displays your energy information; the number of hearts
shows how many enery units you have left in total - the solid ones show you
how many hits you have left before losing a life.


MONEY
-----
Along the way, Gomez can collect money, shown as $. For every $25
you will have a heart replenished (if necessary). On collecting $100
you will get a 1-UP. The $ collected are displayed on the bottom
left of the screen.


LIVES
-----
Gomez has an infinite number of lives, due to the continue Option (see
CONTINUE).  However, he only has so many 'lives' per attempt, before he is
put back to the start.  These lives are displayed next to the $ on the
bottom left of the screen.

Additional 1-UPs can be collecled along the way, and earned (see MONEY).
You begin the game with 5 lives.


SCORE
-----
Points are scored each time you collect an object, or stomp a nasty.  If
you manage to stomp a number of nasties consecutively (that is, bounce from
one to the next), the points scored for each one will double.  You will be
awarded a 1-UP for each 50,000 points.  The score is displayed at the top
of the screen.


PLAYING THE GAME
----------------
Gomez must rully explore the Addams Mansion and rescue Pugsley, Wednesday,
Granny, Uncle Fester, and finally, Morticia.  The Mansion is enormous, and
his journey will take him inside, outside, above and below.  Walking,
flying and swimming.  Gomez must keep his wits about him at all times as
danger lurks within every scenario.  If anything, the Mansion is even
weirder than the Family, and nothing is quite as it seems, but careful
exploration of walls and other features may prove very rewarding.

The only information Gomez has is a cryptic note handed to him by thing:

                The Big Bird, The Sinister
                Centipedes and The Shape-
                Shifting Snowman are
                Guardians of the heart. The
                Wacky Scientist babysits
                Pugsley, While the Grinning
                Goblin Nurses Wednesday.
                Granny cooks for the Funky
                Fire-Dragon and Uncle
                Fester walks Hypnotised by
                The Wicked Witch.
                Liberate Them All to Give 
                Lurch the Tune That Opens
                The Way to the Ultimate 
                Treasure.

More information will be given by Thing along the way, as he is your only
ally.

You begin at the front door to the Addams Mansion.  At this point you can
explore around outside, or enter the front door by pushing joystick up.
Note that this action is used each time you wish to enter a doorway or
opening.

On entering The Mansion, Gomez has a choice of doors to enter, each
accessing a different (and very large) area of the house.  These can be
played in any order, but some are better (and easier) to complete than
others.

Within each area are a number of strange creatures who will do their utmost
to hinder Gomez.  The only way to eliminate these guys is to jump onto them
- but watch out!  If any or them has a pointed or spiked head, you must
avoid hitting them!

Each door from the hall of stairs will lead, ultimately, to one of the Big
Bad Guys, and therefore a major reward - either a captured member of the
Addams family or an extra heart.

Also, there are items scattered around the mansion that can assist Gomez in
his task (see PICK-UPS).  Many of these are in plain view along the way,
but nothing is as straightforward as it seems.  The Addams family and
everything associated with them is WEIRD - especially their home!  Secret
doors exist everywhere.  Of course, the doorways are usually invisible to
the human (and INhuman) eye, so exploration of walls and floors is highly
recommended.  Look out especially for inconsistencies in appearance.  It is
all very deceptive, but highly rewarding if discovered!

Each time you rescue a member of your family they will make their way
immediately to the music room.  Here, Lurch sits at his organ and plays a
tune.  Each member of the family gives Lurch a portion of music to play.
This tune will build up gradually as Pugsley, Granny, Wednesday and Fester
have been rescued.  Once they are ALL congregated in the music room, Lurch
will have the entire tune to play which will open up the secret passage
leading to the underground chambers, and eventually, Morticia!


SWITCHES
--------
At strategic places within the Mansion are Switch-Blocks, sometimes marked
ON or OFF, and sometimes just shown as a patterned block.  Jump up to hit
and switch these blocks.  The result can be discovered further down your
path (or maybe back the way you came!).  These usually make platforms
appear or provide access to otherwise inaccessible places.

YOU must figure out whether they should be switched off - experiment!


END OF LEVEL BAD GUY
--------------------
At the end of each major area of the mansion, you will confront a LARGE Bad
Guy!  To defeat it, you must stomp on its head a number of times, while
avoiding it and any projectiles it may launch.  An ENERGY METER will appear
on the right side of the screen to display how many hits you need to defeat
the Bad Guy.  Accomplish this, and the reward makes it all worthwhile!


CONTINUE
--------
When you lose all of your lives, you are allowed to CONTINUE the game, if
desired.  When this option is selected, you will restart from the Hall of
Stairs in the Mansion.  However, you will retain however many HEART units
you had when you last played, and whichever members of your family you had
rescued.


PASSWORD
--------
When you score a major achievement, such as gaining an extra HEART, or
rescuing a member of the family, you will be given a password - MAKE A
CAREFUL NOTE OF THIS!  Next time you play the game, you can input your
password to enable you to start with the same number of hearts, and Family
rescued, as you had last time you played.  You will, however, restart the
game in the Hall of Stairs.


THING
-----
By some of the doors, you will see a box labelled A.  These are Thing's
boxes, and if you jump up under them, Thing will spring out and reveal a
clue for the section you are playing.

These can be REALLY useful!


PICK-UPS
--------
There are many items scattered throughout the Mansion (and beyond) which
will aid Gomez in his quest:

Small Hearts: Replenish one of your Heart energy-units, if applicable.
	      These will NOT add to your overall heart quota.

Dollar $:     See MONEY.

1-UP: 	      Increases your lives by 1.

Shield:       Makes Gomex indestructible for a limited time. The
              shield effect is portrayed as a 'star trail'. A noise 
              will sound just before your shield expires.

Shoes:        Makes Gomez move faster and jump further. You can lose the
              shoes when hit by a baddy but you won't lose any energy.

Fez:          If Gomez jumps into this floating hat, it becomes a
              'Fezi-copter' and allows him to fly about for a limited 
              time by repeated pressing of the JUMP button. The 
              'Fezi-copter' will be operative until you enter through 
              a door. At that time, it will flash to signify the 
              remaining few seconds it is operative.

Points:       As well as gaining points by collecting items and stomping
              enemies, there are 'invisible' points scattered throughout 
	      the Mansion. You cannot see these, but if you touch them, 
	      an indication will appear on screen (in units of 1000).


PLAYING TIPS
------------
* Trees are a good place to begin, then find somewhere cold. The Big Bad 
  Guys at the end of these sections may be dangerous, but they are not 
  heartless.

* Going back through the same door does not always lead you back to the 
  same place.

* There is always a 'safe spot' when confronted by a Big Bad Guy. Find this
  and you should defeat him easily.

* Use the creatures as 'springboards' to jump on in order to reach an 
  otherwise inaccessible spot.

* Map your progress - remember, the Mansion is HUGE, and you don't want to
  forget where you're going (or have been!).

* Platforms may materialize in mid-air as you walk across - be brave!
