Tiger Electronics Atlantis The Lost Empire The Shepherd's Journal Instructions Manual

Ages 6 & up

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Ages 6 & Up
INSTRUCTIONS
INSTRUCTIONS

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Summary of Contents for Tiger Electronics Atlantis The Lost Empire The Shepherd's Journal

  • Page 1 Ages 6 & Up INSTRUCTIONS INSTRUCTIONS...
  • Page 2: Table Of Contents

    Contents YOUR SHEPHERD’S JOURNAL KEYPAD GOING TO MAIN MENU 1. CHARACTERS 2. VEHICLES/WEAPONS 3. ATLANTEAN LANGUAGE 4. PERSONAL LOG 5. COMMUNICATIONS 6. SCHEDULE LIST 7. PASSWORD 8. TIME 9. CALCULATOR 10. FAVORITE LISTING 11. ATLANTIS ADVENTURE DIRECTION CONTROLS INSERTING OR REPLACING BATTERIES CAUTION DEFECT OR DAMAGE 90-DAY LIMITED WARRANTY...
  • Page 3: Your Shepherd's Journal Keypad

    YOUR SHEPHERD’S JOURNAL KEYPAD Turn ON your Shepherd's Journal. You have discovered this ancient book which reveals a hidden civilization. With it you must learn to read and decipher the ancient language of Atlantean. NAME After the opening screens, type in your name. Use the keypad to do this.
  • Page 4 Use the " " arrow to move to the second digit, which will be a number from "0" to "9". For example "4". Then use the " " and " " buttons to toggle to the correct number or type in the number on your keypad. Year: Use the "...
  • Page 5: Going To Main Menu

    ALARM You'll hear the alarm sounds! On screen, you would set the alarm the same way you set the time. When done press ENTER. Next you will see the words, "WOULD YOU LIKE TO SET THE ALARM FUNCTION? Y/N Type in "Y" for yes or "N" for no. If yes, then use " " & " " to set alarm to be ON or OFF.
  • Page 6: Vehicles/Weapons

    Use the " " and " " arrows to highlight the character you want to study, for example, HANTAN. Sometimes a character name will not fit on the entire screen. When you highlight the name press the " " button to scroll through the whole name. Press ENTER.
  • Page 7 Atlantean Units of Measure: Kelim (KEH-lihm) = measurement of length 1 Kelim is approximately 2.3 ft. (Atlantean yard of meter) Wokanos (WOH-Kuh-nohs) = measurement of speed 1 Wokanos is approximately .65 mph Nayut (NAH-yut) = measurement of weight 1 Nayut is approximately 943 lbs. (Atlantean ton) Keep using the "...
  • Page 8: Atlantean Language

    Go back to the main menu: Press QUIT a third time and go back to the main menu and play with another function of your Shepherd's Journal! Please note not all the letters in the VEHICLES/WEAPONS alphabet are associated with Atlantis. For example if you highlight the letter "E" and press ENTER you will see the following text appear, "No Data Found".
  • Page 9: Personal Log

    Now use your keyboard to type in whatever message you want! When finished press ENTER and you will see that message translated into Atlantean. Press ENTER again, on screen you will see the following text scroll across the screen, "WOULD YOU LIKE TO CHANGE ALL THE TEXT FROM ENGLISH TO ATLANTEAN? (Y/N) Press Y for YES.
  • Page 10 HOWEVER YOU ARE LIMITED BY THE AMOUNT OF TEXT YOU ENTER IN THE PERSONAL LOG. WHEN YOU REACH YOUR TEXT LIMIT, A WARNING SCREEN WILL APPEAR TELLING YOU TO DELETE SOME TEXT. YOU MUST DO SO IN ORDER TO SAVE THE CURRENT MESSAGE YOU ARE ENTERING.
  • Page 11: Communications

    Press "Y" for yes to start editing (revising) your message. Use the directional arrows to move the cursor to the part of the message you want to change. Then by pressing the DELETE button, you will delete whatever letter is by the cursor. As you delete letters, you can retype whatever revised message you wish to write.
  • Page 12 WOULD YOU LIKE TO ADD NAMES & PHONE NUMBERS? Y/N Press Y for yes. Name: Type in the name (up to 17 letters) and press ENTER. Phone Number: Now type in the phone number. Press ENTER. On screen, see the message WOULD YOU LIKE TO ADD NAMES & PHONE NUMBERS? Y/N again.
  • Page 13: Schedule List

    retype the new letters or numbers. When you're done revising, press ENTER. E-mail Address: Let's say instead of adding more names and phone numbers, you want to go to the E-mail address folder. Simply scroll right with the " " arrow from NAMES & PHONE NUMBERS to E-MAIL ADDRESS and press ENTER.
  • Page 14 When you are done typing in your schedule, press ENTER. On screen you will see, WOULD YOU LIKE TO SAVE YOUR REMINDER TO YOURSELF? Y/N Press "Y" for yes and you will see, WOULD YOU LIKE TO SET THE ALARM FOR YOUR REMINDER? Y/N Type in "Y"...
  • Page 15 You will see the ALARM SETTING screen again, enter an alarm setting just as before for this new schedule. When you're finished with the added schedule, press ENTER. THE SCHEDULE LIST CAN ONLY HOLD 15 REMINDERS AT ONE TIME. ALSO YOU ARE LIMITED BY THE AMOUNT OF TEXT YOU ENTER FOR THE REMINDERS.
  • Page 16: Password

    SAVE THIS MESSAGE? Y/N Press Y for yes to save this edited schedule. Option 2: If you press "N" for no, On screen you will see, DELETE RECORD? Y/N Press Y for YES and delete the entire schedule. PASSWORD This is where you enter your own private password and lock out intruders from entering your files! Neat! Highlight the PASSWORD from the main menu and press ENTER.
  • Page 17 Now if anyone tries to enter the CHARACTERS, they must enter the password. Without the password, they can't get in. Select any other functions of your Shepherd's Journal you want to lock up. When you are finishing "locking up", press QUIT. On screen you will see, THE FOLLOWING FUNCTIONS ARE NOW LOCKED and then a list of the functions you have "password protected".
  • Page 18: Time

    TIME The TIME is all the basic information you entered when you first programmed your Shepherd's Journal. Highlight this function from the Main Menu and press ENTER. By either repeatedly pressing the " " button or by repeatedly pressing the ENTER button you can toggle through all your basic information: NAME, DAY, TIME, ALARM and SOUND EFFECTS.
  • Page 19: Favorite Listing

    FAVORITE LISTING In FAVORITE LISTING, you can list your 5 favorite characters – and have all their biographic information available at an instant! Press ENTER to enter the FAVORITE LISTING. On screen, you will see the word EDIT highlighted by an arrow. Press ENTER.
  • Page 20: Atlantis Adventure

    WOULD YOU LIKE TO SAVE YOUR FAVORITE LISTING? Y/N Press "Y" for yes and your favorite characters will be saved. You will then be automatically returned to the Main Menu. Now go back into the FAVORITE LISTING, and press "" " arrow to highlight the word VIEW and press ENTER to see them all.
  • Page 21: Direction Controls

    When you start the game you will only have three lives and five continues to win the game. You will also have a life bar made up of six sections located in the upper left corner of the screen. Each time you get hit, you will lose a one section off your life bar.
  • Page 22 Several sections of the underwater caves have various pillars you must avoid by moving your sub around them. This is done by pressing right and left to make your sub move in and out of the background. If you see a large pillar, you must press right to make your sub smaller and move further into the background to avoid getting hit.
  • Page 23 As you run through the sub, you must duck and jump over equipment and obstacles that stand in your way. Objects will also fall from the ceiling. You must also climb up and down ladders. At certain locations, you will go through hatch doors, which you must close behind by pressing the Atlantean Button b b b b b .
  • Page 24 Towards the end of the level the Digger will pick up speed and side downhill. When this happens, you must quickly move the Digger left and right to avoid hitting large rocks. When you get to the bottom of the hill, the Digger will try to breakthrough a large wall.
  • Page 25: Inserting Or Replacing Batteries

    When the enemy planes turn around, move behind them and press the Atlantean Button b b b b b to catch up to them. When you get close to them the game will switch to first person view. Here you must move your crosshair onto the enemy plane and press Action Button A to shoot them down.
  • Page 26 Memory contents are lost when the back-up batteries are removed or need to be replaced. Be sure to always leave the back-up batteries in place to protect memory contents when you are changing the main batteries. However, when you remove the main batteries at any time, memory retention will depend entirely on the condition of the back-up batteries in place.
  • Page 27: Caution

    To Replace the Back-Up Battery: 1. Be sure always to leave main battery in place to protect memory contents before you replace back-up battery. 2. Loosen the screw that holds the back-up battery cover in place. Remove the cover, then remove the old battery with a thin pointed, non-metallic object. 3.
  • Page 28: Defect Or Damage

    DEFECT OR DAMAGE If a part of your game is damaged or something has been left out, DO NOT RETURN THE GAME TO THE STORE. The store doesn’t have replacement parts. Instead, write to us at: Tiger Repair Department. 1000 N. Butterfield Road, Unit 1023, Vernon Hills, IL 60061, U.S.A. In your note, mention the name of your game, your game’s model number, and tell us briefly what the problem is.
  • Page 29 Some states do not allow limitations as to how long an implied warranty lasts and/or exclusions or limitations of incidental or consequential damages, so the above limitations and/or exclusions of liability may not apply to you. This warranty gives you specific rights, and you may also have other rights which vary from state to state.
  • Page 30 A division of Hasbro, Inc. Where Technology Comes to Play! ®, TM, & © 2001 Tiger Electronics. All rights reserved. 980 Woodlands Parkway, Vernon Hills, IL 60061, USA www.tigertoys.com ®, TM, & © 2001 Tiger Electronics, a division of Hasbro, Inc. All Rights Reserved.

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