by The Word Factory for Virgin Games
THE ERRAND BOYSSURVIVAL GUIDE
by Rolling Ronny
This booklet belongs to:
Credit where it's due:
ST: Carsten Neubauer
Amiga: Rene Straub and Orlando
PC: Volker Zinke and Martin Kreuts
C64: Mario Knezović
Product Manager: David Bishop
Development Manager: Ian Matthias
Game Testing: Neall Rayner, Terry Haynes, John Martin
Production: Melanie Arms, Daphne Depression
Box Illustration: Keith Sparrow
Artwork/Design: Khartomb Design Partnership
Manual written and conceived by The Word Factory
Roller Skates supplied by RonnCo
Ronny's hair courtesy of a bramble bush and a
bottle of tabasco sauce
Dear Wannabe Errand-Boy,
The booklet you hold in your hands is the path to erranding success in
Fieldington. But, you may ask, why do I need a guide at all? Isn't being an
errand-boy (or girl) the easiest job in the world? No, indeed: many a mislaid
paving stone has led to a nasty bit of chafing, many a stray banana skin has
brought on a fall (and a slight bruise the day after), and many a mutant
wandering blob has stopped a vital delivery in its tracks. It's a jungle out
there, and don't let anyone kid you differently.
Before you even think about picking up a parcel, you need to get to grips with
a few golden rules. The first of these is Care Of Your Skates: always treat
them with love, attention and respect. This means aligning the boot straps
before every trip, checking the stitching daily, and applying dubbin at least
once a week. Most important of all however, never, ever forget that all your
moving parts need lubrication. I've found Vaseline the most useful lubricant,
but alternatives include butter, hair-grease and naturally-occurring mucous.
Secondly, your appearance: bright red hair is essential (blond or black
coiffure just won't do, so visit your local joke shop and pick up a carrot
-coloured clown's wig - it's just as useful). It's a question of safety: cars
will still run you over if you give them half a chance, but at least they'll
give you a blast of the hooter first. And don't forget, if you have a huge red
nose, flaunt it - you'll get more delivery jobs.
Finally, play the errand-boy simulation included with this guide, which
recreates an episode that happened to me just after I left the circus. It came
about because a vicious gang of thieves stole the Fieldington Crown Jewels.
Luckily, they were rumbled before they could leave the country; stupidly, they
hid the jewels inside small gaudily-coloured boxes all over Fieldington. It was
Scotland Yard's job to retrieve them before the news hit the streets, and they
figured an undercover agent would be best suited to the task. This is where I
Don't give up if you can't get it right first time - all the hazards that
you'll ever face as a real errand-boy are in this game. Once you've completed
it, take to the streets with pride and remember the errand-boys motto: get your
Yours, RONNYGETTING STARTED
First, check that you have each of the following three things:
1) One of the computers listed below
2) The relevant disk or cassette
3) A hand or other suitable limb
The rest is easy.
LOADING INSTRUCTIONSC64/C128 TAPE:
Make sure the tape is rewound to the beginning, then place the cassette in the
cassette player with the label side upwards. Press the SHIFT and RUN/STOP keys
simultaneously, then press play on the tape recorder. The program will load
automatically. For C128 loading, type GO 64 [RETURN], then follow the C64
If you re using a C128, select 64 mode as above. Turn on the disk drive and
insert the disk into the drive with the label side upwards. Type LOAD "*",8,1
(RETURN), and the program will load automatically. Leave the disk in the drive
at all times.
Insert Disk One into the drive and switch on the machine. Press fire to skip
the introduction screens, then follow the on-screen instructions.
PC LOADING INSTRUCTIONS
See enclosed KeyCard and/or disk label for instructions.
Once the game has loaded, you're presented with the menu screen. Make your
choices by moving the joystick up and down the screen until your selection is
highlighted. Press fire to select.
Takes you into a brand new game, with no points and only 10 pence in your
If your health runs out during the game, you can start again from the beginning
of the level on which you keeled over; however, your score and cash are reset
to minimum. You are allowed a maximum of two continues, after which Scotland
Yard sends out its entire police force to search for the jewellery. This means
a lot of public embarrassment and (probably) the end of your career.
If you like to gloat over your erranding exploits.
HOW TO PLAY
So that you don't have to keep consulting this guide, this section summarises
the bare bones of errandry.
PLAYING THE GAME
To earn your erranding stripes, all you have to do is help Rolling Ronny
collect all the stolen jewels on each of the nine levels. (As you'd expect,
these levels get much tougher the further you progress). Fortunately, the gems
are quite easy to spot, since - for reasons best known to themselves - the
thieves concealed them inside flashing coloured boxes.
It's also vital that you collect enough cash during a level to pay for your bus
fare to the next stage. If you don't, you might as well kiss goodbye to the
glamour and glitz of the delivery business and hang up your skates for good.
Your ultimate destination is Scotland Yard, where a substantial reward awaits a
THE GAME SCREEN
The actual game screen is divided into a playing area and an information panel,
A - ROLLING RONNY
Graduate of the Fieldington Clowns College (1982), City and Guilds in
Pie=throwing and Falling Over. Errand Boy of the Year 1985-90; and the hero and
star of this game.
B - PLATFORMS
Many flat surfaces, from windowsills to stair rails, serve as platforms for the
skating artiste. If you can't leap up the screen immediately to collect that
elusive jewel, there could be a route further on. More rarely, handy gadgets
are used to negotiate terrain or collect the more elusive items. And if you're
too scared to jump up ladders, you can always climb them.
C - ENEMIES
There are so many of these that they deserve a section on their own - and,
wouldn't you know it, that's just what there is later in this guide. Basically,
it boils down to this: there are some that you can kill (for which you're
rewarded in cash), and many that you can't.
D - PITFALLS
Be careful only to skate on flat, solid surfaces If you fall down a hole, or
run into water, road works or rough ground, you kick the bucket.
E - ENERGY
Your basic defence against enemies is a supply of stunted salami, produced by
the Fieldington Butchers Guild. This collection of smelly, meaty missiles will
give many enemies something to think about, and will even kill some outright.
The recipe was written by the Master Butcher's grandmother, who had a penchant
for putting lead weights in all her food - unfortunately, this means that
throwing salamis gobbles energy, so don t go flinging them around just for the
sake of it.
F - HEALTH
Exhaustion is the enemy of the errand-boy. Lose all of your health points and
you have to go home and eat a packet of glucose tablets. What's worse, some
accidents are more damaging than others: a small amount of health is lost when
Ronny collides with a marauding enemy, but all of it disappears when our hero
encounters a pitfall.
G - POINTS
The second most important part of an errand-boy's life is his success rate (the
most important is a job done well). You're awarded points for everything that
you destroy or collect; you're also rewarded for any spare cash you might have
in your pocket, and for completing a level within a time limit.
H - TIME REMAINING
Every level has a specific time limit (so don't hang around watching the clouds
drift by), but luckily this can be supplemented with extra time bonuses. It
pays to keep an eye on the clock, since you lose a life if you run out of time.
Don't always accept errands just because you're offered them - it might lead to
I - MONEY
Cash helps to pay for the bus fare and gains you extra points. You start off
with only 10 pence, but there are three main sources of extra income. First,
there's plenty of money just lying around. If that's not enough, you can always
wipe out a few enemies and pick up the spare change they leave behind. The last
way is not so obvious: much of the money is hidden from view, and you can only
find it by, for example, leaping around in the right place... Even people who
complete the game probably won't have collected all the coins that there are to
be found - so try again!
J - JEWELLERY BOXES REMAINING
This is self-explanatory; just make sure that when you see that bus stop sign
for the end of the level, you haven't forgotten one of the gem boxes further
back. DON'T FORGET: you need to collect ALL the jewellery boxes to finish the
K - POCKETS
Ronny has four pockets, in which he stores any gadgets he might find or parcels
he has to deliver. Gadgets and weapons are activated by the function keys F1 to
F4; parcels and letters are delivered automatically. Unfortunately, because his
mum shrank his clothes in the wash, Ronny can only carry four items at once.
For a description of the collectables, take a look at the Survival Kit below.
THE CONTROLSJOYSTICKUP : JUMP/CLIMB LADDER
DOWN : CROUCH/DESCEND LADDER
LEFT : SKATE LEFT
RIGHT : SKATE RIGHT
FIRE : THROW SALAMI
THE ERRAND-BOY'SSURVIVAL KIT
An explosion at the HQ of the Fieldington Magic Circle meant that a wide
variety of fabulous gadgets and weapons were flung to the far corners of the
city. Below is a compendium of all the handy items you can find along the
These are all essential to your survival in the game - if you see it, pick it
It's all too easy to get preoccupied with dodging enemies and
leaping giant leaps, and forget the task you're being paid for Some
jewels appear in very awkward places, but they can all be
The more cash the better!
Adds a few units of health to your supply - vital on later levels.
Three minutes of extra time are yours for the taking.
Refills your energy level to maximum.
This could be anything from a Stenchaliser to extra points. Pick it
up and see...
Gadgets are almost as common as legs on a millipede's trousers - so don't go
hanging onto them just for the sake of it. The reverse is also true: don't
waste a Superjump just because you like bouncing around the screen.
Some leaps are just too large for unaided skaters to attempt,
whether you re trying to grab that elusive package, or just
avoiding that yawning chasm in the road. Help is at hand: a pair of
skate-mounted super springs allows you to leap twice the normal
distance both vertically and horizontally. Unfortunately, the Magic
Circle hadn't quite solved the spring strength/elastic limit
dichotomy before the explosion, so you only get three giant jumps
before they snap.
This is the kind of sneeze that gives colds a bad name: not an
apologetic nasal exhalation, but a thunderous, explosive shock wave
that annihilates everything on the screen - including enemies that
can't normally be destroyed. It's a mixed blessing, though: there's
only one sneeze per icon, and you don't get any cash reward for
mass murder of this kind. It just wouldn't be fair.
One of the city s proudest achievements is its cheese, crafted by
monasteries and members of the Cheese Guild since medieval times.
Fieldington cows milk is coagulated by donkey rennet and left to
mature for up to a decade: this produces a smell reminiscent of
garlic, old socks, onions, raw sewage and ammonia, which has the
power to stop anything in its tracks for about ten seconds.
Try as you might, there are some objects which you just can't pick
up by leaping around, skating or using your Superjump. In this
case, call on the Magnetofluct. It looks and feels like an ordinary
magnet, but it attracts all the objects on screen that can be
collected, not just iron and steel ones. The catch? You can only
use it once per icon.
You'd probably cut off your right arm if you could get hold of an
object which gave you temporary invincibility, wouldn't you? Well,
put that tenon saw down, because the Megahonk does just that. At
last you can laugh in the face of gorillas and tweak the grommets
of marauding vans - until the effect wears off, that is.
Here are some other signs you should watch out for if you want additional
assistance. Fortunately, these have nothing to do with magicians, explosions or
anything else likely to bring on an errand-boy migraine.
If you have the money, the shop has the goods - unfortunately, such shops are
few and far between. Don't spend too much - save some for the bus fare.
Fieldingtonians are notoriously clumsy and absent-minded, so its not surprising
that dropped parcels litter the streets. If you find one, hold onto it: you're
rewarded for returning it to the owner (He'll probably only go and lose it
again, but that's not your problem).
If you ve followed my advice and purchased a shocking flame-coloured wig,
bystanders will fall over themselves to give you work. This is a quick way to
earn extra cash, and often just involves taking a parcel in the direction you
were going anyway. The best part is the haggling: you can usually squeeze a few
more coins from the senders - but don't push your luck.
END OF LEVEL
The sign that warms the cockles of every skater's heart - the bus stop. Hop
aboard, pay your money and check the wheel lubrication on your skates.
INSPECTOR CUFF'S OFFICE
You only get to see this sign once in the game. What's worse, Cuff won't even
let you in if you haven't satisfied the entry requirements.
THE BAD GUYS
Following the explosion at the Magic Circle HQ, Fieldington has been cursed
with a huge variety of weird and dangerous fauna, errant motorists and
malevolent birds on telegraph wires. The magic that created them is still in
the air, so that you often have to defeat the same foes twice if you retrace
your steps. There are three types of obstacle, and here is a selection from all
A SELECTION OF THOSE THAT YOU CANALWAYS KILL...MARAUDING VEHICLES
One of the most common types of hazard around, possessed transport comes in all
shapes and sizes, from humble cars to steam trains which have gone off the
rails. It's worth having the in-game sound effects on, since they usually give
you a blast of the horn to keep you on your toes. If you miss the warnings and
get run down, you shuffle off this mortal coil pronto.
Watch out these roving red devils: they can appear in vicious squadrons and
have a nasty habit of looping the loop just when you thought it was safe to
creep past them.
DEADLY ANGLE-POISE LAMPS
No office is complete without an angle-poise lamp somewhere; unfortunately,
after the explosion they all went mad and started attacking anything that
moved, including errand-boys on missions of national importance. They are very
clumsy and quite slow-moving, but they spit light bulbs and take more shots to
kill than an elephant has wrinkles.
Most common on level 4, these amorphous creatures make their living by oozing
and slobbering about the place causing a nuisance. They are easily spotted:
large, pulsating orange creatures with no sense of direction. They are also
easily killed - but don't let them touch you, or you can wave goodbye to Mr
Another major strength-sapper, unicycles start getting heavy in Level 6,
although they do make token appearances before then. They seem content to
wobble around changing direction when they feel like it, so that you never
quite know what they'll do or why they'll do it. It's hard timing leaps over
them, but not so hard sending them to the great cycle track in the sky.
Found mainly on Levels 2 and 7, ghosts are cute but aggressive foes. Extremely
slow moving, they often change their minds about where they want to go, and
their large size usually means that they'll take some of your health away with
them. A few well-placed sausages will have them taking the next train to Spook
...THOSE THAT YOU CAN KILL SOMETIMESBOUNCING BALLS
One of the weirdest opponents in the game, these mutant footballs manifest
themselves in two different forms: big and extremely big. They knock you down
and swipe bags of health from you before you can say 'What s that large thing
bouncing towards me?', but they can usually be destroyed with a few well-placed
salamis. Unfortunately, there are exceptions to this rule...
Not the kind of things you want to go around heading, toe-poking or trapping on
your chest, these multicoloured freaks come in all shapes: transparent
floaters, whizzing dumb-bells, clusters of giant molecules. All of them extract
health points like a dentist pulling teeth: give them a wide berth.
TWO-FACED GRINNING HEADS
These amusing little creatures adopt two formations: a vertical pair who slip
quietly in and out of holes in the ground and get in your way, and a horizontal
trio who float around the place at head height, spinning madly and grinning
inanely. The first group you can't kill whatever you do, but there is a way to
wipe out the second bunch... Neither type gives much cause for laughter.
Initially these mini-baddies prove as invincible as the caped crusader himself;
but get further into the game and you'll discover they're not as hard as you
first thought. However, both versions will drain your health quicker than you
can sing nananananananana nananananananana.
...AND THOSE THAT YOU CAN NEVER KILLWATER FOUNTAINS
Where there's a burst pipe there's usually a water fountain. What makes these
obstacles so annoying is that they turn off, lure you into jumping over them,
then turn on again when you re in mid-leap. Cold, wet trousers are a great
consumer of health points.
This embraces a whole family of miniature cars and trucks, which are usually
just below firing level: their slow speed makes them a danger to those of you
who like standing around and twiddling your thumbs.
You're well advised to steer clear of this overgrown ape since he, and the
manhole covers he rolls at you, are invincible. Get caught by one of his
projectiles and you could be looking at a long spell in traction.
The classic health-sapper: small, innocuous, and extremely yellow, banana skins
are often found on the move. Touch one and you'll end up flat on your back
sooner than you can say whoooooooooaaah!
A LEVEL-BY-LEVEL GUIDE
There are nine levels ahead of you: the terrain gets tougher, the leaps
get longer and the baddies just keep on multiplying.
This is a brief guide to all the stages, just to whet your appetite and
maybe give a couple of clues along the way...
LEVEL 1: The Start
As you'd expect, this is the easiest level of them all, a
gentle stroll through the outskirts of Fieldington. With
only a couple of straightforward deliveries, some slow
-moving traffic and plenty of platforms to hop along,
your main worries will be the time-limit and complacency.
However, this is the place to bag those hidden coins and
grab those bonus points. If only all the levels were made
LEVEL 2: The Sewers
This is for people who like their platform action spiced
with awkward leaps, masses of enemies, unhelpful jewel
locations and no shop. It's a much tougher challenge
than the first stage, and one which should prove the
first real test of your erranding prowess. As well as
having to use the right gadgets at the right time,you've
got to contend with burst pipes, a whole new set of
meanies and a sneaky puzzle right at the end.
LEVEL 3: Shakespeare Park
If you enjoy people slipping ice down your back or
leaping out of cupboards at you, Level 3 is for you.It's
packed with nasty surprises: deadly falling leaves and
raindrops,monkeys on skateboards and more footballs than
you d find at the FA training school. You'll also find
that your reflexes and split-second timing are sorely
tested:and there's so much rough ground that you'll wish
you had wings.
LEVEL 4: Municipal Offices
Leaping and ducking is the order of the day here, as
well as avoiding your first dead end. If you try for
maximum points, you'll be scurrying back-wards and
forwards like a rat in a drain.In particular, you'll
need all your skating skills to get past a horrific
collection of platforms and massed obstacles at the
LEVEL 5: Sterne Street
Back in the open air once more, there's plenty to keep
you rolling along: swarms of insects and flocks of
birds waste your time, and there are more holes in the
road than you'd find in Blackburn, Lancashire. Watch
out particularly for a couple of nasty rain showers, a
pair of police cars, and a steam train. If you're
feeling wealthy, there's a handy shop halfway along.
LEVEL 6: Spencer Street
Or rather, beneath Spencer Street: this is another
underground level, with all the usual hazards. It
isn't the hardest stage, but it does, have some
rotten surprises in store - watch out for the
collection of chequered bouncing balls.
LEVEL 7: Fieldington Docks
Think twice before racing into the docks - it's one of the toughest
tests in the game. Beware of banana skins, and the gorillas that dropped
them, and keep your wits about you onboard ship. Just when you thought
the worst was over with, the last part of the level throws a squadron of
planes and a collection of unicycles at you.
LEVEL 8: Seek Park
This is similar to Shakespeare Park, except there
are more enemies and more surprises. Keep your eyes
peeled for the gangs of insects, the huge,
invincible bouncing ball generator, and a shop.
LEVEL 9: Scotland Yard
Life would be too easy if we told you what was
in store here, wouldn t it? Find out for
yourself - you could be in for a surprise at
Function keys F1-F4 - activate weapon/gadget (if held)
M - Music on/off
S - Sound effects on/off
SPACE BAR - Pause (Fire restarts)