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Philip Watts & Ian Bateman

Cover Art




"Nothing is outstanding but, equally, nothing is disapppointing."
A&B Computing

"It's fun while you're alive."
Electron User

"Warehouse is not going to do the reputation of the MSC, YTS or JTS any good at all. You don't even get any money, just a place in the Hall of Fame - when you're dead."
The Micro User


"400 screens of arcade adventure and mindless zapping! Search the rooms of the warehouse, full of Aliens and booby traps - like blowing fans, sucking vacuums, crushers, spikes, locked doors and laser. Zap Aliens as they emerge from their Portals; use objects that you find to open doors or disable booby traps. Your job - soft out the backlog of orders and eliminate a notorious intergalactic villain!

"'EXCELLENT VALUE' A & B Computing."

The Story

Big Alf, the Interstellar Trader, has moved his stock into an abandoned warehouse on the planet Tymorg. But because of delays caused by the move, there are now six irate customers waiting for the goods they ordered. You, the hapless Fred, are his stores' keeper, and you have been sent out there to sort things out. All you know is that each customer ordered two items, and the items were things that they needed for their particular jobs.

Unknown to you and Alf, the warehouse used to be the headquarters of Zorg, the most wanted man in the universe! Zorg protected the warehouse by leaving behind a horde of nasty aliens. These emerge from Portals whenever anyone approaches. The place is also littered with booby traps such as fans, that blow you in a certain direction; vacuums, that suck you in; locked doors; crushers that fly out of the wall and deadly lasers and spikes.

Your job is to fulfil each customer's order in turn. Searching the 400 rooms of the warehouse, you must find each item, take it back to the Office and place it onto the conveyor belt. When you have delivered both items, the Customer will, as a gesture of thanks, give you an Object which may prove useful to you! Your secondary task to eliminate Zorg!

There are various types of Objects lying around the place. Apart from the goods for the customers, there's extra ammunition for your laser; scrolls containing messages; keys; Objects left behind by Zorg for disabling booby traps; teleport pads; etc.

You can carry only three Objects at a time, indicated by the display near the top of the screen (displaying ? nothing three times at start of play). At the left of this display is a Pointer by which you can point to whichever Object you want to Swap (or Use). In order to pick up an Object, you must stand near it and press the S key. This will pick up the new Object and drop whichever one the Pointer was next to.

In order to use an Object, such as a key to open a door, point to it with the Pointer and press RETURN. Scrolls can be examined in the same way - press SPACE to continue afterwards.

Mapping the warehouse will be essential - the 400 rooms are arranged in a 20 x 20 matrix. The first thing to do is find The Office as this will be your base of operations. Blast or avoid all aliens, and blast the Portals to stop more aliens emerging. If you manage to get as far as completing the final order, finish by exiting out of the room at the top right.


Shooting Alien: 1 point, Shooting Portal: 100 points, Completing Order: 1,000 points, Shooting Zorg: 2,500 points, Finishing Game: 5,000 points.

Game Controls

Z - Left, X - Right, : - Up, / - Down, SPACE - Fire
CURSOR DOWN - Move Object Pointer, S - Swap
RETURN - Use/Examine, T - Sound Toggle, ESCAPE - Abort Life


Cover Art Language(s): English
Compatibility: BBC Model B, BBC Model B+, BBC Master 128, Acorn Electron
Release: Professionally released On Cassette
Original Release Date: 1st Jan 1988
Links: Everygamegoing,

Cover Art

Front Inlay Images

Media Scan Images


Warehouse (Cassette)
Warehouse (5.25" Disc)