Postman Pat 3: To the Rescue/Walkthrough

You will first have to connect your Sinclair ZX Spectrum, Commodore 64, Amstrad CPC or Commodore Amiga (and cassette recorder, in the case of the 8-bit versions) to your television then switch all three (or both, in the case of the Amiga version) of them on; you shall now have to place the cassette (or disk in the case of the Amiga version) of Alternative Software's 1992 action game Postman Pat 3: To the Rescue in the recorder (or the console itself, in the case of the Amiga version), type LOAD "", without leaving a space between the two quotation marks, and press Enter to load the program into the console (or wait for it to load automatically, in the case of the Amiga version). In the 8-bit versions, you will now have to press either 1 or 2 to select "easy" or "hard" mode, but in the Amiga version, you will have to press either Space or the joystick button - and in "easy" mode, all the hazards occur in the same places, but in "hard" mode they are randomly-generated. As a result, this page will only be of any use if you choose to play in "easy" mode.

Day 1
Once PAT 1 has appeared on the screen, it will start moving forward; once you have picked up a parcel and thrown it at House No. 3, a cyclist will zoom into view, from the right side of the screen. Once you have bypassed it, a red car will zoom into view from the left side of the screen - and once you have bypassed it, and thrown a second parcel at House No. 6, you will have to drive around a hole in the road. Once you have done so, a police car will come driving up into view from behind you; once it's bypassed you, and you have thrown two more parcels at Houses No. 7 and 9, two more cyclists will come cycling down into view from in front of you. Once you've bypassed both of these, and you have thrown a fifth parcel at House No. 12, a green truck shall come driving down into view from in front of you, and swerve to the right - and once you bypass this, a blue car shall zoom into view from the left side of the screen. Once you've bypassed it, you will have to drive around a bed of nails; once you have done so, a fire engine will come driving down into view from in front of you, and swerve to the left. Once you've bypassed it, another fire engine will come driving down into view from in front of you - and once you have bypassed it and thrown a sixth parcel at House No. 15 a fourth cyclist shall come cycling down into view from in front of you while swerving to the right and left. Once you've bypassed him a second red car will zoom into view from the right side of the screen; once you have bypassed it, another police car shall zoom into view from the left side of the screen. Once you have bypassed it, and picked up another parcel, a third police car will drive up into view from behind you - and once you have thrown two more parcels, at Houses No. 23 and 24, you shall have to drive around a second hole in the road. You will then have to throw a ninth parcel at House No. 28, and drive around a third hole in the road, as two more cyclists come cycling down into view from in front of you; once you have bypassed both of them, a second green truck shall come driving down into view from in front of you. Once you have bypassed it a third green van will zoom into view from the right side of the screen - and once you have bypassed it, a blue car will zoom into view from the left side of the screen. Once you have bypassed it, and thrown two more parcels at Houses No. 32 and 35, a seventh cyclist will come cycling down into view from in front of you while swerving to the right and left; once you've bypassed him, and thrown an eleventh parcel at House No. 37, two more police cars and a third fire engine will come driving up into view from behind you. Once they've bypassed you, pull into the Pencaster Post Office and receive 10 points for every second you have remaining - and the text "DAY 1 COMPLETE. HAVE A CUP OF TEA." will now appear on the screen.

Day 2
On the second day, you shall have to throw parcels at Houses No. 2, 4, 5, 7, 11 and 12, then pull into the Pencaster Garage to refuel (as you will not be able to make it to the Post Office if you do not), then throw parcels at Houses No. 14, 15, 16, 18, 21, 26, 28, 30, 31, 35, 37 and 38 and pull into the Post Office; that text "DAY 2 COMPLETE. HAVE A CUP OF TEA." will then appear on the screen. The three remaining days are also very similar to this one.

Day 3
On the third day, you will have to throw parcels at Houses No. 3, 4, 6, 7, 8, 9 and 12, then pull into the Garage to refuel (as you will again not be able to make it to the Post Office if you do not), then throw parcels at Houses No. 13, 15, 16, 18, 20, 21, 26, 28, 31, 34 and 35 and pull into the Post Office; the text "DAY 3 COMPLETE. HAVE A CUP OF TEA." shall then appear on the screen. It is also worth noting there are only two more days of the week left.

Day 4
On the fourth day, you will have to throw parcels at Houses No. 3, 4, 5, 6, 7, 8, 10, and 12, then pull into the Garage to refuel (as you will once again not be able to make it all the way to the Post Office if you do not), then throw parcels at Houses No. 13, 16, 17, 18, 21, 23, 24, 28, 30, 31, 32, 33, 36 and 37 and pull into the Post Office; that text "DAY 4 COMPLETE. HAVE A CUP OF TEA." will then appear on the screen. There is only one more day left now.

Day 5
On the fifth day, you shall have to throw parcels at Houses No. 2, 3, 4, 6, 7, 8, 9, 11 and 12, then pull into the Garage to refuel (as you will yet again not be able to make it all the way to the Post Office if you don't), then throw parcels at Houses No. 13, 14, 15, 16, 17, 21, 24, 30, 31, 33, 34, 36, and 37 and pull into the Post Office; the text "DAY 5 COMPLETE. HAVE A CUP OF TEA." shall then appear on the screen, followed by a picture of Pat handing the Key to Pencaster to Delivery Man Dan (who had never actually appeared in the show, and was created specifically for the story of this game) with Jess.