Friday the 13th
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THIS GAME IS LICENSED BY NINTENDO FOR PLAY ON THE
Nintendo
ENTERTAINMENT
SYSTEM
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and that it has met our standards for excellence in workmanship, reliability
and entertainment value. Always Look for this seal when buying games and
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NINTENDO AND NINTENDO ENTERTAINMENT SYSTEM ARE TRADEMARKS OF NINTENDO OF
AMERICA INC.
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Treat Your Enteractive Game Carefully
This LJN Game Pak is a precision-crafted device with complex electronic
circuitry. Avoid subjecting it to undue shock or extremes of temperature.
Never attempt to open or dismantle the Game Pak.
Do not touch the terminal leads or allow them to come into contact with
water or the game circuitry will be damaged.
Always make sure your NES Control Deck is SWITCHED OFF when inserting the
Game Pak or removing it from the NES Control Deck.
Never insert your fingers or any metal objects into the terminal portion of
the expansion connector. This can result in malfunction or damage.
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INTRODUCTION
It's a pretty typical summer at Crystal Lake. There's a group of happy
children staying in the Camp. You and your six Camp Counselor friends are
watching over the kids while enjoying the lake and the wilderness. The days
are bright and sunny. The nights are cool and clear. And Jason is on a
rampage.
It's up to you to stop him, but it's not going to be easy. You must first
fight your way through forests filled with man-eating wolves, caves covered
with blood sucking bats and hordes of mindless zombies everywhere you turn.
You must also help any friend who is in danger, or else you can just kiss
them goodbye. And hiding in a cabin or staying adrift in a canoe won't keep
you safe - Jason will find you anywhere. The only way to survive this summer
is to challenge Jason face to face, and destroy him.
TABLE OF CONTENTS
GAME GUIDE ..........................4
HOW TO PLAY .........................5
SIDE VIEW SCREEN ....................6
INTERIOR SCREEN .....................8
THE CAMP COUNSELORS ................10
DEADLY ENEMIES AND HAZARDS .........11
WEAPONS AND POWER ITEMS ............12
STRATEGY ...........................13
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(1) GAME GUIDE
The object of the game is simple, you must stay alive long enough to find a
way to defeat Jason once and for all. To do this requires nerves of steel as
you explore Crystal Lake Campground, encountering its many hidden dangers,
and searching for the weapons and other items you will need to accomplish
your fearful task.
"Friday the 13th" is made up of three kinds of screens. The map screen
shows the location of the Counselors during the game. The side view screen is
used when exploring outside and the interior screen is used when exploring
inside a room.
You switch back and forth between the 6 different Counselors as you explore
and battle your way around the cabins and trails of Crystal Lake. You have to
find and equip the Counselors with weapons and other power items you find
along the way. Once you gather enough, you can turn the tables on Jason and
begin to hunt him.
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(2) HOW TO PLAY
GAME START
After pressing START button on title screen, you must press it again to clear
the copyright screen. The map screen is displayed showing the layout of
Crystal Lake and the 6 Camp Counselors you will play the game with. Each of
the Counselors starts the game in one of the small cabins shown on the map.
Use the CROSSKEY to Choose one of them and press the START button. A short
message appears and then the screen changes to a side view screen with your
character standing in front of the cabin he was just in.
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(3) SIDE VIEW SCREEN
HOW TO USE THE CONTROLLER
CONTROL PAD *(instruction manual calls this the "CROSSKEY"):
UP ARROW BUTTON- Enter buildings or paths
DOWN ARROW BUTTON- Duck down
LEFT ARROW BUTTON- Go left
RIGHT ARROW BUTTON- Go right
"B" BUTTON- Use weapons
"A" BUTTON- Jump
SELECT BUTTON- No function in this screen
START BUTTON- View map screen
In this mode, you will be able to walk and explore the entire Crystal Lake
area including the two wooded areas, the cave, and even the row across
Crystal Lake itself. While you are playing, a warning buzzer may start to
sound and the Counselor or Children counter will begin to blink, alerting you
that Jason is attacking one of the other characters. Press START to get the
map screen. The cabin Jason and the character who is under attack are in,
will be blinking a different color than the rest. Then decide; should you go
to the cabin in person or switch to a closer Counselor.
THE WOODS
There are two wooded areas around the lake where you can pick up vitamins and
other useful items, but move fast if you want to avoid the zombies and wolves
who inhabit this area. You had better have a good memory when navigating this
sinister forest, or run the risk of forever losing your way amidst its many
twisting, winding trails.
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THE CAVE
Somewhere in this system of eerie caves Jason stores his weapons in a secret
hideaway, but be careful, they have not been left unattended. Jason's
belongings are guarded by the ghostly, severed head of his mother...who loves
nothing better than to entertain uninvited guests.
CRYSTAL LAKE
There are three cabins located out on the shore of Crystal Lake that can only
be reached by rowboat. In this out-of-the-way spot you have hidden the
smaller children, hoping to keep them out of Jason's clutches. Should he find
them, be prepared to drop whatever you're doing and race the closest teen to
their immediate rescue. If Jason manages to defeat all the children, the game
ends.
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(4) INTERIOR SCREEN
In this mode, you will be able to explore the hidden rooms and cabins located
on the trails, woods, and shore of Crystal Lake. You may also have to battle
for your life, should you be unlucky enough to encounter Jason or some other
blood curdling menace.
HOW TO USE THE CONTROLLER
Exploring:
CONTROL PAD *(instruction manual calls this the "CROSSKEY"):
UP ARROW BUTTON- Move forward
DOWN ARROW BUTTON- Look behind
LEFT ARROW BUTTON- Look left
RIGHT ARROW BUTTON- Look right
"B" BUTTON- Drop messages
"A" BUTTON- Activate option/scroll messages
SELECT BUTTON- Select option
START BUTTON- View map screen
Battling Creatures:
CONTROL PAD *(instruction manual calls this the "CROSSKEY"):
UP ARROW BUTTON- No function
DOWN ARROW BUTTON- No function
LEFT ARROW BUTTON- Move left
RIGHT ARROW BUTTON- Move right
DOWN ARROW BUTTON & LEFT ARROW BUTTON (diagonally)- Dodge left
DOWN ARROW BUTTON & RIGHT ARROW BUTTON (diagonally)- Dodge right
"B" BUTTON- Use weapons and drop messages
"A" BUTTON- No function in this screen
SELECT BUTTON- No function in this screen
START BUTTON- No function in this screen
CABINS
There are two types of cabins to explore on your quest, each has its own
function.
SMALL CABINS
The other Camp Counselors are hiding in some of these, and they will move to
other small cabins at random times throughout the game. If you enter a small
cabin, you can switch control to one of the other Counselors by pressing
START to get to the map screen, then use the CONTROL PAD to select the new
Counselor, then press START again. You can also enter a small cabin that
already
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contains one of the Counselors, press SELECT, and use the CONTROL PAD to
select the following options:
CHANGE: allows you to change control to the other Counselor in the cabin
with you.
PASS: allows you to pass your weapon to the other Counselor.
CURE: allows you to restore the other Counselor's energy level, but only if
you have picked up a container of vitamins beforehand.
TAKE: allows you to pick up objects or clues (these aren't found in the
small cabins).
When you have selected one of the options, press the "A" BUTTON to activate
it.
LARGE CABINS
The Large Cabins are where you'll find important clues and weapons. They also
contain fireplaces where you must start a fire with a lighter. Later in the
game you must find the torch, the one weapon Jason truly fears, but you won't
be able to find it unless you light the fireplaces first. If you find a clue
or weapon while exploring a Large Cabin, press SELECT and you'll get the same
list of functions as you do in a Small Cabin. The only one you will be able
to use will be TAKE. In the case of a message, once you have read it, press
"B" BUTTON to put it down and continue on your way.
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HIDDEN ROOMS
It will take hard work and maybe just a bit of luck for you to locate these
secret places and get inside them. Don't give up though, there are many
useful things to be found by the bold adventurer.
(5) THE GAME COUNSELORS
George, Mark, Paul, Laura, Debbie and Crissy.
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(6) DEADLY ENEMIES AND HAZARDS
While moving through the many areas in and around Crystal Lake, you will
encounter the following scary things:
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ZOMBIES
The mindless undead who are past victims of one of Jason's murderous
rampages. Touch them and you will lose some life energy. Watch out, because
Zombies can appear on land or from underwater!!!
BATS
Beware of these blood-sucking horrors, they will drain away your life energy
before you even know that they're in the same cave as you. These creatures
are almost invisible in the inky darkness of the caverns, unless you have a
flashlight.
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WOLVES
Venture into the forest and you'd better be ready to fight off these
four-legged killing machines. They leap out of nowhere and carry off your
life energy in their ravening jaws. And you'd better watch out for their
ghostly cousins in the caves, they are every bit as dangerous.
JASON'S MOTHER
Poor Jason just can't bear to part with his mother even if she has been dead
for years. He keeps her ghostly head in the same room where he stores his
weapons, a frightening watchdog against anyone fool enough to seek out his
secret hideaway.
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CROWS
Watch out for these high-flying balls of feathered death!!! They will swoop
out of the sky and carry away your life energy in their clutching talons
before you even know what hit you.
JASON
Last, but certainly not least is the main threat to safe camping, the Maven
of Mayhem, the Sultan of Slash, the ghoul that everyone loves to hate,
JASON!!! He'll attack out of nowhere, and disappear just as quickly.
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(7) WEAPONS AND POWER ITEMS
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STONES
Counselors start out armed only with stones. They are the weakest weapon.
KNIFE
More powerful than stones. They have a greater effect when used against an
enemy.
TORCH
One of the more powerful weapons. You need the fireplaces lit in order to
keep it burning.
MACHETE
You can cut down most of the enemies with just one stroke of this powerful
weapon.
AXE
One of Jason's favorite weapons and even more deadly than the machete.
LIGHTER
Allows you to light the fireplaces in the big cabins.
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VITAMINS
Lets you heal any injured Counselors so they can continue with the battle.
FLASHLIGHT
Lets you see better in the cave.
MESSAGES
Gives you clues on where items can be found.
KEY
Allows you to open whatever locked doors you might find.
PITCHFORK
The one weapon that can really harm Jason. Use it to finish him off once and
for all.
SWEATER
This used to belong to Jason's mother. Wear it and he will not harm you.
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(8) STRATEGY
Different Counselors are better at some things than others, some are slow,
stronger, etc.. You should try to keep the slower moving Counselors in the
cabins around the lake, so they can be on hand to rescue the children if
Jason strikes.
The woods are a good place to pick up extra vitamins for curing yourself or
the Counselors. You should pick up as many of them as you can in the
beginning of the game before it becomes night and the wolves come out to
prowl.
Try to destroy as many zombies as you can while you explore. This will
allow you to earn more powerful weapons as the game progresses and you will
be able to fight off Jason more effectively.
The large cabins are good places to find messages and certain power items.
You should explore them thoroughly as you go around to light the fireplaces.
Use the faster Counselors as scouts to go out and find weapons, then make
sure you distribute them among the other Counselors with the PASS option.
This will improve the Counselors' odds for survival.
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COMPLIANCE WITH FCC REGULATIONS
This equipment generates and uses radio frequency energy and if not installed
and used properly, that is, in strict accordance with the manufacturer's
instructions, may cause interference to radio and television reception. It
has been type tested and found to comply with the limits for a Class B
computing device in accordance with the specifications in Subpart J of Part
15 of FCC Rules, which are designed to provide reasonable protection against
such interference in a residential installation. However, there is no
guarantee that interference will not occur in a particular installation. If
this equipment does cause interference to radio or television reception,
which can be determined by turning the equipment off and on, the user is
encouraged to try to correct the interference by one or more of the following
measures:
-- Reorient the receiving antenna
-- Relocate the NES with respect to the receiver
-- Move the NES away from the receiver
-- Plug the NES into a different outlet so that computer and receiver are
on different circuits.
If necessary, the user should consult the dealer or an experienced radio/
television technician for additional suggestions. The user may find the
following booklet prepared by the Federal Communications Commission helpful:
How to Identify and Resolve Radio-TV Interference Problems. This booklet is
available from the U.S. Government Printing Office, Washington, DC 20402,
Stock NO. 004-000-00345-4.
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LIMITED WARRANTY
LJN TOYS, LTD. warrants to the original purchaser of this Enteractive
software product that the medium on which this computer program is recorded
is free from defects in materials and workmanship for a period of ninety (90)
days from the date of purchase. This Enteractive software program is sold
"as is," without express or implied warranty of any kind, and LJN is not
liable for any losses or damages of any kind resulting from use of this
program. LJN agrees for a period of ninety (90) days to either repair or
replace, at its option, free of charge, any Enteractive software product,
postage paid, with proof of date of purchase, at its Factory Service Center.
This warranty is not applicable to normal wear and tear. This warranty shall
not be applicable and shall be void if the defect in the Enteractive software
product has arisen through abuse, unreasonable use, mistreatment or neglect.
THIS WARRANTY IS IN LIEU OF ALL OTHER WARRANTIES AND NO OTHER REPRESENTATIONS
OR CLAIMS OF ANY NATURE SHALL BE BINDING ON OR OBLIGATE LJN. ANY IMPLIED
WARRANTIES APPLICABLE TO THIS SOFTWARE PRODUCT, INCLUDING WARRANTIES OR
MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE, ARE LIMITED TO THE
NINETY (90) DAY PERIOD DESCRIBED ABOVE. IN NO EVENT WILL LJN BE LIABLE FOR
ANY SPECIAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGES RESULTING FROM POSSESSION,
USE OR MALFUNCTION OF THIS ENTERACTIVE SOFTWARE PRODUCT.
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 no apply to you.
This warranty gives you specific rights, and you may also have other rights
which vary from state to state.
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LJN Toys, Ltd.
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NY, NY 10010
TM & Copyright © 1988 Paramount Pictures Corporation. All Rights Reserved.
For home use only. Underlying Source Code © 1988 LJN Toys, Ltd.
Nintendo and Nintendo Entertainment System® are trademarks of Nintendo of
America Inc.
Game Pak "NES-GP"