*********

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 <eero.uusitalo@sci.fi>, 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.

*********
