DOS8skp` Viruscope Bootprotector V1.0Ha"LCNJg @ hpNupNuJ*fJ.fJ&f`.CBN,@BA"<PNJf "N,xNba( <fNu,x-|*NjN,xCBBNg&@A <@Q,KAp"<@$<Nz#CN:#CpNA"|0<3Q I"< 4<6<a|6 - Clear memory - Continue 80 DOX-DISK #30 By M.W.B.!!!eeing the ship explode in his rear view mirror, Josh Aldrin realised he now had no choice but to head for earth to avenge the human race. There was no longer any point in finding the regenerator, he was just going to scourge the eight colonies and kick donkey! Or die in the attempt. "Brilliant." Cue music... AQUAVENTURA - The Game ~~~~~~~~~~~~~~~~~~~~~~~ Your objective on each level is to destroy the solar panels that protect the Spurcian Pyramid, then attack the Pyramid and de3wfeat its Guardian to gain access to the AquaTunnel and the next confrontation. On each level you encounter the enemy generators that create Spurcian attack forces. The generators launch alien craft and then sink into the water for protection. However, they quickly reappear to launch further craft. Generators only have one life - once disposed of they remain disposed of. Thus, by destroying them, you reduce the alien threat on each level. While fending off alien craft you also shouli?d attack their solar panels. Having destroyed these, you must then destroy the Pyramid to evoke its Guardian. However, the Pyramid is defended by four forcefield generators which charge it with sufficient electrical power to counter any attack you may make on it. These generators may only be destroyed once their own protection systems, the solar panels, have been annihilated. Defeat the Guardian to gain access to the AquaTunnel and the next base. The tunnel is patrolled by enemy foR#rces which must be destroyed if you are to get through. At the far end of the access tunnel lies the enemy weapons depot. Here you are awarded an additional weapon, and also have your craft's energy replenished and missiles restocked, ready for the next level. In Game Features ~~~~~~~~~~~~~~~~ Your Ship --------- Even though your ship is an Aquacraft, its ability to travel underwater is limited due to water contamination as a result of the holocaust - althou~h it can submerge foYr a few seconds at a time, it may only safely cruise through water using Aquatunnels . Your Weapons ------------- Plasma: You begin your quest already armed with this weapon. The most difficult to aim and the least potent of your arsenal. Missiles: You begin your quest armed with three of these. Lock on to your target (press Right Shift key) and fire. They have limited range. Laser: Given to you (alternately with Chaser) when you visit weapons depot. Easy to target and quite potent 0. Chaser: Given to you in weapons depot (alternately with Laser) and provides an aiming system in the shape of a square with which to target your plasma weapon. Radar Blips ------------ Yellow = Pyramid, Green = Solar Panels, Red = Missiles, Purple = Alien Generator & Craft, Black = Your Flak, White = Your Ship, Light Blue = Energy Drainer Solar Panels ------------ Destroy the required nllmber of solar panels in each colony. But watch out for their SAMs. Pyramids -------- Pyramids! p are protected by four shield power generators which must be destroyed before it will open. Guardians ---------- Emerge from opened Pyramids. They get tougher as you progress through the colonies. AquaTunnel ---------- Avoid the sides of the tunnel and dispatch alien craft as you go. your shield strength is indicated bottom right of the screen. Enemy Weapon Depot ------------------ Your craft automatically enters and is given full energy and missile replenishment plus an extra wea" cpon (Laser or Chaser). CONTROLS Aquaventura features two control methods, either may be selected from the options screen. CONTROL METHOD 1 ----------------- Joystick controls: Dive ^ | | | Bank left ------------------------ bank right | | | Climb Fire = Fire current weapon. F1-F10 = Velocity Control : (F1 is lowest velocity) CONTROL METHOD 2 ---------------- Joystick with fire button#խǫ pressed. Increase Speed ^ | | | Bank Left --------------------------- Bank Right | | | | Decrease Speed. KEYBOARD CONTROLS ----------------- Aquaventura also requires the use of various keys to control all of the possible craft manoeuvres. They are: SPACE BAR = Auxilliary Weapon. RIGHT SHIFT = Target Missile. ENTER = Fire Missile A = Cancel Target Lock R = Radar Short/Radart Lo p systems appeared dead, and so the survivors regularly sent out patrols of their one-man sub-aquatic vessels to seek out other colonies in a similar situation to theirs. They found eight. Communications were set up, AquaTunnels were built to link the colonies (travelling unprotected in contaminated water was detrimental to both craft and pilot) and the people began trading with each other and working together to enhance their fleet of craft so that they may search further afield. T Ihese AquaCraft, although well armed, were used mainly for reconnaissance and training missions. The Spurcians came to earth with one aim: to pillage, plunder and despoil (also they couldn't count). And with a fleet of craft as potent as theirs, this dying planet was a world they could easily conquer. The humans didn't know what had hit them and, although many AquaCraft were dispatched to counter the attack, the battle was short. But the losses to Man were great. Those left alive Hkaconverged at Colony 1 and fled to the stars in Genesite, an old Irrigation Cruiser that just happened to be passing. The Spurcians prepared to dispatch a unit of attack craft to follow and destroy it... On board Genesite: A meeting was called by Lekan, the only surviving member of the governing council. Everybody congregated in one of the larger food stores and waited for Lekan to speak. "My friends, I'm afraid we are in more of a dilemma than first it would appear." "How cou~cold it be worse? We're out in the middle of nowhere, with no home to go to, aliens are destroying our past and our future's looking grim to say the least! How much further up the creek could we be?" Lekan merely looked at Ridder, willing to let his outburst pass. "If I may continue?" "In our haste to flee earth we did not have time to bring the power source regenerator required by Genesite to maintain her life support systems. In approximately fourteen hours we will die from lack of!# oxygen." The silence of the clans was absolute - apart from a faintly whispered but heavily sarcastic, "Brilliant.", from somewhere at the back of the crowd. "The only hope for us, the remainder of mankind, is for our best pilot, Josh Aldrin, to take the one surviving AquaCraft back down to earth to retrieve the regenerator.". All eyes turned to Josh. Without hesitation he accepted the mission. Hands on hips, he said, "Better to die for something one believes in than to sit and wswait for death to come calling." Josh immediately realised this was a naff thing to say but it looked as though he'd got away with it. "...There is another problem." The gathering looked at Lekan wilh resignation... "Brilliant" was heard again. "I'm not sure at which of the colonies the generator currently lies. It was being used by all eight of them in an attempt to replicate it and thus enhance power supplies at each complex. It could be anywhere." "No sweat.", said Josh. "It 'll just take me a little longer to find, that's all." "Hoorah for Josh Aldrin!" chorused the gathering. Josh couldn't wait to blurt out another corny line if that was the reaction he was going to get. Yes, Aldrin was getting a real buzz out of this. Lekan continued, "We have analysed the Spurcian forces and I must say it looks encouraging. Their surface defences consist of electrically charged small attack craft. These are dispatched from generators positioned around the lands]cape. You will have to knock out these generators to cut off the supply of enemy craft then rid the area of the remaining craft. Doing so will clear their solar panels for your attack." Page 9 "Is that it?" asked Josh. "I haven't even started yet, Josh. In fact now comes the tricky bit: The solar panels guard Pyramids built by the Spurcians to prevent our access to the AquaTunnels. These must be destroyed to enable you to use the tunnels. However, oblj~Diterating the Pyramid will evoke the tunnel Guardian. The Guardian must be annihilated before you may gain entry to the tunnel." "And what shall I do after breakfast?" quipped Josh. He was ignored "Once the Guardian has been destroyed you may enter the AquaTunnel system. As you traverse the tunnel you're likely to be attacked by small fighter craft, however, these should not prove a problem to a man of your piloting skills, Josh. This tunnel is your link to the next colony. At thFvVe exit to every tunnel is an automated enemy weapon depot. Here, you will be provided with an extra weapon - either Plasma/Laser or Chaser - and have your energy level and missiles fully replenished." "Why?", asked Josh "Don't worry about that now. Just be grateful for small mercies. Now, where was I? Oh, yes. There are eight colonies to search, Josh. Don't let us down. If you fail, we are all doomed." Josh said nothing. "As AquaCraft aren't built for prolonged space flight, we shall take you to a drop-off point closer to earth. We're likely to face retaliation from the enemy, so please leave the ship as fast as you can, we don't want to hang around too long. And don't fry any more hangar maintenance men if you can help it." Amid encouraging cheers and cries of "Brilliant", Josh took off in his AquaCraft, determined to save his race... except for the one guy he fried on the way out... As he left, the Spurcians attacked Genesite and quickly destroyed her. Sy | | SCANNED AND EDITED BY : RAZOR BLADE | | SUPPLIED BY : RAPTURE | | | |-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-| | CALL ONE OF OUR BOARDS N-O-W | | WHQ - UNKNOWN PLEASURES --> +44 (0) 823 322 891 --> SYSOP: BARBARIAN | | UKHQ - SO]AP CITY (DS!) --> +44 (0) 946 823 351 --> SYSOP: CHEM | | | | THIS (NON UK!) SPACE IS AVAILABLE .... CONTACT ME IF INTERESTED .... | |_________________________________________________________________________| NOTE: Nice one ATX - Look forward to loads more cracks from you SOoooooon! Here at Psygnosis we are dedicated to bringing you the best in computer entertainment. Every game we publish represetnts months of hard work dedicated to raising the standard of the games you play. Please respect our endeavours and remember that copying software reduces the investment available for producing new and original games; It is also a criminal offence. This software product, including all screen images, concepts, audio effects, musical material and program code is marketed by Psygnosis Ltd who own all rights therein including copyrights. Such marketing of this product gives only the lawful possessor at any time the right to use this program limited to being read from its medium as marketed into the memory of, and expected by, the computer system to which this product is specifically adapted. Any other use or continuation of use including copying, duplicating, selling, hiring, renting, lending or otherwise distributing, transmitting or transferring this product in contravention of these conditions is in breach of Psygnosis Ltd's rights unless specificall FZw:y authorised in writing by Psygnosis Ltd. The product Aquaventura, its program code, manual and all associated product materials are the copyright of Psygnosis Ltd who reserve all rights therein. These documents, program code and other items may not in whole or part be copied, reproduced, hired, rented, lent or transmitted in any way nor translated or reduced to any electronic medium or machine-readable form without prior consent in writing from Psygnosis Ltd. Psygnosis and as 'sociated logos are registered trademarks of Psygnosis Ltd. Aquaventura cover illustration is Copyright 1992 Psygnosis Ltd/Roger Dean Amiga , AmigaDOS , and Kickstart are trademarks of Commodore-Amiga Inc. Psygnosis Ltd, South Harrington Building Sefton Street, Liverpool L3 4BQ Tel: (051) 709 5755 Copyright 1992 by Psygnosis Ltd. All Rights Reserved Page 2  cZ LOADING INSTRUCTIONS IMPORTANT: Always switch your machine off for at least 30 seconds before loading the game. Failure to do so may result in virus contamination of the Aquaventura master disk. See the Virus Warning and the Warranty Notice in this manual for further' information. AMIGA Switch your computer on. Insert a Kickstart disk if so prompted. When the display prompts for a Workbench disk insert Disk 1 of Aquaventura in your computer's internal drive. Inser t Disk 2 when prompted. Aquaventura is played with a joystick plugged into the second joystick port. LOADING TIPS Should the title screen not appear within 45 seconds of turning on your machine there may be a problem with your computer system. Check your computer connections and that the above instructions have been correctly carried out. If you are sure your computer is functioning properly (i.e. other software loads successfully) and are still unable to load Aquaventura the |n you may have a faulty disk, in which case you may obtain a free replacement from Psygnosis Ltd. All Psygnosis products are fully guaranteed - see page 21 for details. VIRUS WARNING ! This product is guaranteed by Psygnosis to be virus free. Psygnosis Ltd accept no responsibility for damage caused to this product through virus infection. Please see page 21 of this manual for details. To avoid virus infection alwa 'iys ensure that your machine is switched off for at least 30 seconds before loading this game. Please see page 21 for more information regarding viruses and your warranty. It has become almost traditional in computer game manual scenarios to begin with a nuclear holocaust. However; we at Psygnosis are always looking for innovative ways to embellish our games... Mmm... Um... Err... Oh, to hell with it! There were few survivors of the holocaust. Most were living and working  \lin comestible research labs deep underwater at the time of the wipe-out. These labs were self contained and self sufficient; they had their own power source, the food they grew remained safe from radioactive contamination (and could be cultivated for years to come) and the distillery was still intact. Hence, the survivors were able to remain totally distant from the effects of the holocaust until it was safe - if it ever would be - to return to the surface. All outside communication"| | |_/ / | |__/| | |__/| | \__/ | | |_/ / | | || |_____| || \\ |____/ |_____| |_____| \____/ |___ \ ||| ||| || 7 1 4 - 7 3 4 - 2 8 9 1 | | || ||| | | YOUR CONNECTION FOR FAST AMIGA,PC,CONSOLE, & HPA SUPPORT ! || || #Ty || ||| 7 1 4 - 7 3 4 - 2 8 9 1 | | || | | | ||| |||__ || ||___ || | |||___ ||___ || || ||____ || || _____| | | _ \ | | | _ \| | | || _ \ | __\| | | || __ | | | | || _ __| | |_| || | | |/ /| |_| || |_| | | |__ | | | || | \| | |_| ||| | | | _ || | | _/ | _ || _ | | __\| | | || | __| | _ || | | | | | || $D| || | | | | || | | | | | | | || || | | \ | | | | | | | | | || |_/|| | | | | || | | | | | | |_/|| || \_/ / | | | | | | ||| || |____|| | || | |||| || ||| |____|| | \___/ || | | ||svx | | | | | | || || || || ========================================================================== Addam's Family Cheats #1: In case ya don't already know....to get 4 free lives each time your %game has ended, walk past the CONTINUE DOOR to the left and there is a room where you can collect them! #2: Go up immediately into the hall of rooms, walk left until you are under the door above you...push up. You are now in a secret room. Collect the shit in that room, THEN walk up directly up that door and push up--there you will find a MASS amount of treasures, 1UPS, and other goodies! Who the fuck needs a trainer? This game is loaded with 1ups everywhere! &? -Shadowvex/AFL ==========================================================================  /\ /\ ____________ __________________/ \ ________/ \__ /\________ \SP \/ / / \_/ / \// / \ \ __ \ / / /\ / \\ / \ /\\ /_/ / _____/\ / //\\ __/ \\ /\ ' \ / \\/ \ _ / __/ ___\__ // \\/ / /\ \\_/ \\ \ / \__/ \/\ /____/ \_/ // \_/ / / \ // / / \ \_/ // / / / // / \_____________/____________________/ \___________/ \____/| //______/ /\ |/ ___________ /\ ___________ /\ |\ ______ // \_____________________ \ \/ \ / \/ \| \\ (Aj \ \ / / / \ _ / \/ / \ \\ \/\\ / / / /\\ / / \ _/ / \ \\ \ \\/\ _____/ ____/ / \\ / \ / __/ \ \\ \ \/\\__ \ __/ / \\___/ /\ \_/ \ /\ \_// / / \\ \ /__/\___ / / / \ /\ \ \ // / / \\ /\_/ / \____/ \________\ / \_____/______\ //_____/\_\_____\\__/__________/  E3 \/ \/ Uploaded at: [%s ] ( * ) C R Y S T A L U S A H E A D Q U A R T E R S ( * ) * 2 1 2 - 8 8 8 - 4 7 7 3 * (Roll-Over) * 2 1 2 - 8 8 8 - 6 2 3 9 * * 2 1 2 - 8 8 8 - 6 7 4 6 * ->3<- NODES / 1.3 GIGS / 68030 40MHz ___________ \ \/ \ / \/ \| \\ I@###################################################{RB}#| |=========================================================================| | | | ----> PRESENTS <---- | | | | AQUA VENTURA FROM PSYGNOSIS - THE DOCS | | +te Uploaded -- Fri 22-May-92 4:54:34 PM <--- ----------------------------------------------------------------------------- _________________________________________________________________________ /#########################################################################\ |#####...####..######..######......####...####..#####..##......##......###| |####.....###..######..########..#####.....###...####..##..######..#######| |###..###..##..######..########..####..###..##....###..##..###)i ###..#######| |###..###..##..######..########..####..###..##..#...#..##..######......###| |###.......##..######..########..####.......##..##.....##..######..#######| |###..###..##..######..########..####..###..##..###....##..######..#######| |###..###..##...#####...#######..####..###..##..####...##..######..#######| |###..###..##......##......##......##..###..##..#####..##......##......###| |#########################################################################| |#################-[m714 1 A_3 9400 88Gun Shell RoF AP Range 10in_45cal 500 1 A_3 14800 9.2in_50cal 378 1 A_2 16200 9.2in_46cal 378 1 A_1 15500 9.2in_40cal 378 1 A_1 12800 7.5in_50cal 200 1 A_1 15571 6in_50cal 99 1 A_c 14310 6in_45cal 99 1 A_c 14000 6in_40cal 99 1 A_d 10000 6in_25cal 99 1 A_e 8830 5.5in_50cal 82 1 A_c 17770 4.7in_45cal 50 1 A_e 15800 4.7in_40cal 45 1 A_f 9900 4in_50cal 31 1 A_f 11600 4in_45cal 31 1 A_f 13840 4in_44cal 31 1 A_f 13840 4in_40cal 31 1 A_f 11580 4in_39cal 31 1 A_f 102.hqC10 4in_27cal 25 1 A_f 77001 12pdr 12 1 A_f 7000 21in_Torpedo 500 1 A_9 12000 18in_ Torpedo 388 1 A_9 5000 89Gun Shell RoF AP Range 38cm_SKL45 1653 1 A_9 25400 35cm_SKL45 1323 1 A_8 25400 30cm_SKL50/13 893 1 A_6 20500 30cm_SKL50/16 893 1 A_6 22400 28cm_SKL50/13 666 1 A_4 19500 28cm_SKL50/16 666 1 A_4 21000 28cm_SKL/45 666 1 A_3 22400 28cm_SKL/40 529 1 A_1 20600 28cm_KL/40 529 1 A_1 16500 28cm_KL/35 529 1 A_b 15800 24cm_SKL/40 309 1 A_1 18500 24cm_KL/35 309 1 A_b 14200 21cm_SKL/745 238 1 A_1 20900 21cm_SKL40 238 1 A 117780 17cm_SKL40 141 1 A_b 15850 15cm_SKL45 100 1 A_d 16350 15cm_KL45 100 1 A_d 15850 15cm_SKL40 88 1 A_e 15200 15cm_SKL35 88 1 A_e 13750 10cm_SKL45 38 1 A_f 13900 10cm_KL45 38 1 A_f 10350 10cm_SKL40 38 1 A_f 13340 10cm_SKL35 38 1 A_f 11800 90 Gun Shell RoF AP Range 8cm_SKL45 22 1 A_f 11700 8cm_KL45 22 1 A_f 10500 8cm_KL30 22 1 A_f 7700 8cm_L30 22 1 A_f 10700 8cm_SKL35 15 1 A_f 9940 8cm_SKL30 15 1 A_f 8000 5cm_SKL55 4 1 A_f 7770 5cm_KL40 40]Z 1 A_f 6760 5cm_SKL40 4 1 A_f 5290 60cm_Torpedo 616 1 A_9 16350 50cm_Torpedo 441 1 A_9 11700 45cm_Torpedo 308 1 A_9 6560 Appendix D: Armor penetration table The armor penetration of any shell is the thickness of armor plating that it will go through at a certain range. Fred T. Jane, the originator of the famous Jan's Fighting Ships research works, devised a simple system based on a set of ratings (from "A7" for the most powerful guns to "f" for the smallest). This system has bee1^Vn modified for the DREADNOUGHTS game (using data from actual battles), and A8 and A9 ratings have been added for the later guns not introduced when Jane's system was published. To find the rating of a gun, refer to Appendix C. The class data file details the specific guns mounted on each ship. 91 Rating Penetration in inches of Krupps armor close range medium range long range very long range A_g 0 0 0 0 A_f 2 1 0 0 A_e 3 2 1 0 A_d 4 3 2 1 A_c 5 4 3 2 A_b 6 5 4 3 A_1 9 7 62 5 A_2 12 10 8 6 A_3 14 12 10 8 A_4 15 13 11 9 A_5 16 14 12 10 A_6 17 15 13 11 A_7 18 16 14 12 A_8 20 18 16 14 A_9 21 19 17 15 The armor plate in the ship class files can be one of the following, the number in brackets gives the thickness in inches equivalent to 10 inches of Krupps cemented steel: Krupps: almost all ships in the First World War will have had this form of plating, which was a German developed technique for hardening steel Harvey (13) (the following are only used wi3oPth Nickel (15) the IRONCLADS scenarios) Compound (17) Steel (17) Solid iron (23 Laminated iron (29) None (no protection - any shell will penetrate) 92 The four ranges represent the maximum range of the gun divided into four. For example, a gun with a maximum range of 18,000 yards: close range <= 4,500 yards medium <= 9,000 yards long <= 13,500 yards very long <= 18,000 yards 93 ** [RYGAR] **  /\ /\ ____________ __4\________________/ \ ________/ \__ /\________ \SP \/ / / \_/ / \// / \ \ __ \ / / /\ / \\ / \ /\\ /_/ / _____/\ / //\\ __/ \\ /\ \ / \\/ \ _ / __/ ___\__ // \\/ / /\ \\_/ \\ \ / \__/ \/\ /____/ \_/ // \_/ / / \ // / / \ \_/ // / / /5ox // / \_____________/____________________/ \___________/ \____/| //______/ /\ |/ ___________ /\ ___________ /\ |\ ______ // \_____________________ \ \/ \ / \/ \| \\ \ \ / / / \ _ / \/ / \ \\ \/\\ / / / /\\ / / \ _/ / \ \\ \ \\/\ _____/ ____/ / \\ / \ / __/ 6hG \ \\ \ \/\\__ \ __/ / \\___/ /\ \_/ \ /\ \_// / / \\ \ /__/\___ / / / \ /\ \ \ // / / \\ /\_/ / \____/ \________\ / \_____/______\ //_____/\_\_____\\__/__________/ \/ \/ Uploaded at: [%s ] ( * ) C R Y S T A L U S A H E A D Q U A R T E R S ( * ) * 2 1 2 - 8 8 83<- NODES / 1.3 GIGS / 68030 40MHz d into four. For example, a gun with a maximum range of 18,000 yards: close range <= 4,500 yards medium <= 9,000 yards long <= 13,500 yards very long <= 18,000 yards 93 ** [RYGAR] **  /\ /\ ____________ __8ted Cruiser 4 x R11pdr 23:Bezstrashni 202ft Destroyer 1 x R11pdr 24:Vnimatelni 185ft Destroyer 1 x R11pdr 25:Boiki 210ft Destroyer 1 x R11pdr 26:Masshsa 412ft Battleship 4 x J_12in_45cal 27:Asahi 425ft Battleship 4 x J12_in_40cal 28:Shikishima 438ft Battleship 4 x J12_in_40cal 29:Fuji 412ft Battleship 4 x J12_in_40cal 30:Fuso 220ft Protected Cruiser 4 x J_9.4in 31:Kongo 220ft Protected Cruiser 4 x J_6.7in 32:Chin Yen 308ft Protected Cruiser 4 x J12in_35cal 33:Chiyoda 310ft Protected C9K&bruiser 10 x J_4.7in 34:Asama 442ft Armored Cruiser 4 x J_8in_40cal 35:Yakumo 434ft Armored Cruiser 4 x J_8in 40cal 36:Adzuma 452ft Armored Cruiser 4 x J_8in 40cal 37:Idzumo 434ft Armored Cruiser 4 x J_8in 40cal 38:Kasuga 366ft Armored Cruiser 3 x J_8in 45cal 39:Nisshin 366ft Armored Cruiser 4 x J_8in 45cal 40:Naniwa 300ft Protected Cruiser 2 x J-10.3in 41:Matsushima 301ft Protected Cruiser 1 x J_12.6in _Canet 42:Itsukushima 301ft Protected Cruiser 1 x J_12.6in_ Canet 43:Akitsushimai : 301ft Protected Cruiser 4 x J_6in_ 40cal 44:Yoshimo 360ft Protected Cruiser 4 x J_6in_ 40cal 45:Idzumi 270ft Protected Cruiser 2 x J_6in_ 40cal 46:Suma 306ft Protected Cruiser 2 x J_6in_40cal 47:Chitose 396ft Protected Cruiser 2 x J_8in_40cal 84Class name Type Main armament 48:Tsushima 334ft Protected Cruiser 6 x J_6in_40cal 49:Otowa 341ft Protected Cruiser 2 x J_6in_50cal 50:Tsukushi 210ft Protected Cruiser 2 x J_10in 51:Katsuragi 206ft Protected Cruiser 2 x J_6.7in 52:Takao 232ft P;8Brotected Cruiser 4 x J_5.9in 53:Yaeyama 318ft Protected Cruiser 3 x J_4.7in 54:Tatsuta 240ft Gunboat 2 x J_4.7in 55:Chihaya 273ft Protected Cruiser 2 x J_4.7in 56:Maya 154ft Gunboat 2 x J_5.9in 57:Uji 189ft Gunboat 4 x J_12pdr 58:Ikazuchi 220ft Destroyer 1 x J_12pdr 59:Muralrumo 208ft Destroyer 1 x J_12pdr 60:Akauuki 220ft Destroyer 2 x J_12pdr 61:Shirakumo 216ft Destroyer 2 x J_12pdr 62:Harusame 227ft Destroyer 2 x J_12pdr 63:Hayabusa 147ft Destroyer 1 x J_6pdr 64:Ting-Yuen 308ft Baݔ[x 4.7in_MkIX 13:E class 318ft Destroyer 4 x 4.7in_MkIX 14:G class 312ft Destroyer 4 x 4.7in_MWX 15:H class leader 326ft Destroyer 5 x 4.7in_MHX 16:Tribal 355ft Destroyer 8 x 4.7in_MkXII 17:J-class 339ft Destroyer 6 x 4.7in_MkXII 18:M class 345ft Destroyer 6 x 4.7in_MkXI 19:O class 328ft Destroyer 4 x 4in_MkV 20:S class 339ft Destroyer 4 x 4.7in_MWX 21:Bismarck 792ft Battleship 8 x 388mm_SKC/34 22:Scharnhorst 741 ft Battlecruiser 9 x 280mm_SKC/34 23:Deutschland 596ft Cruiser 6 x 280mm?$V_SKC/28 24:Hipper I 638ft Cruiser 8 x 203mm_SKC/34 25:Hipper II 654ft Cruiser 8 x 203mm_SKC/34 26:1934-A type 381 ft Destroyer 5 x 127mm_SKC/34 86 Class name Type Main armament 27:1936 type 393ft Destroyer 5 x 127mm_SKC/34 28:1936A type 399ft Destroyer 4 x 150mm_SKC/36 29:1936A Mobtype 399ft Destroyer 5 x 150mm_SKC/36 30:Sendai 500ft Cruiser 7 x J_140mm/50 31:Nachi 661ft Cruiser 10 x J_200mm/50 32:Fubuki 367ft Destroyer 6 x J_127mm/50 33:Shiratsuyu 339ft Destroyer 5 x J_127mm/50 34@}QA:Kaegero 364ft Destroyer 6 x J_127mm/50 35:Asashio 364-ft Destroyer 6 x J_127mm/50 36:Sumatra 509t Cruiser 10 x N_149mm/50 37:De Ruyter 552ft Cruiser 7 x N_149mm/50 38:Van Ghent 307ft Destroyer 4 x N_120mm/50 39:Van Galen 307ft Destroyer 4 x N_120mm/50 40:Northampton 582ft Cruiser 9 x US_8in/55 41:Clemson 310ft Destroyer 4 x US_4in/50 Appendix C: Naval guns and torpedoes Technical specifications of the naval guns and torpedoes is listed, in a readable form, in the following files:AY߸ Dreadnoughts: GUN1914 Ironclads: GUN1900 Bismarck: GUN1939 On some computers this file will be followed by the extension .DAT The technical information is as follows: 87Gun = the name of the gun, including the bore, calibre and, occasionally, maximum elevation where there are variants Shell = explosive weight in lbs AP = armor piercing category (see Appendix D) Rof = rate of fire (1 implies 1 round per minute or less) (2 or more gives loading time in minutes) Range = maximum,*q range in yards. The file GUN1914 is listed here for easy reference, the other two files can be inspected on the scenario disks. Gun Shell RoF AP Range 15in 42cal BC 1920 1 A_9 24350 15in 42cal BS 1918 1 A_9 26650 14in 45cal 1586 1 A_8 24400 14in 44cal 1400 1 A_8 19540 13.5in 45cal 1400 1 A_7 23740 13.5in 30cal 1250 1 A_7 12620 12in 50cal 850 1 A_6 21200 12in 45cal/13 850 1 A_5 18850 12in 45cal/16 850 1 A_5 206701 12in 40cal 850 1 A_4 15600 12in 35cal 850 1 A_3 13900 12in 25cal C1cal 24:Duke Of Edinburgh 505ft Armored_Cruiser 6 x 9.2in_50cal 25:Warrior 505ft Armored_Cruiser 6 x 9.2in_50cal 26:Minotaur 519ft Armored_Cruiser 4 x 9.2in_50cal 27:Boadicea 405ft Light Cruiser 6 x 4in_50cal 28:Blonde 405ft Light Cruiser 10 x 4in_50cal 29:Bristol 453ft Light Cruiser 2 x 6in_50cal 30:Weymouth 453ft Light Cruiser 8 x 6in_50cal 31:Acrive 406ft Light Cruiser 10 x 4in_ 50cal 32:Chatham 458ft Light Cruiser 8 x 6in_45cal 33:Birmingham 457ft Light Cruiser 9 x 6in_45cal 34:AD3Orethusa 436ft Light Cruiser 2 x 6in_45cal 35:Caroline 446ft Light Cruiser 2 x 6in_45cal 36:Calliope 446ft Light Cruiser 2 x 6in_45cal 37:Birkenhead 446ft Light Cruiser 10 x 5.5in _50cal 38:Cambrian 446ft Light Cruiser 2 x 6in_45cal 39:Centaur 446ft Light Cruiser 5 x 6in_45cal 40:Caledon 450ft Light Cruiser 5 x 6in_45cal 41:Ceres 450ft Light Cruiser 5 x 6in_45cal 42:Danae 471ft Light Cruiser 6 x 6in_45cal 43:Otranto 600ft Merchant Ship 8 x 4.7in_40cal 44:Tribal 250ft Destroyer 2 x 4inE8 9_27cal 45:Cricket 175ft Destroyer 2 x 12pdr 46:Swift 353ft Destroyer 4 x 4in 39cal 47:Palmer 215ft Destroyer 3 x 12pdr 48:Repeat River 220ft Destroyer 1 x 12pdr 49:Beagle 263ft Destroyer 1 x 4in_40cal 50:Acorn 246ft Destroyer 2 x 4in_39cal 80Class name Type Main armament 51:Acheron 246ft Destroyer 2 x 4in_39cal 52:Acasta 267ft Destroyer 3 x 4in_39cal 53:Laforey 268ft Destroyer 3 x 4in_40cal 54:New L Class 268ft Destroyer 3 x 4in_40cal 55:M Class 273ft Destroyer 3 x 4in_40cal 56:LighFl= tfoot 324ft Destroyer 4 x 4in_40cal 57:Faulknor 330ft Destroyer 6 x 4in_40cal 58:Medea 273ft Destroyer 3 x 4in_40cal 59:Talisman 309ft Destroyer 5 x 4in_40cal 60:Repeat M 273ft Destroyer 3 x 4in_40cal 61:Parker 324ft Destroyer 4 x 4in_40cal 62:R Class 276ft Destroyer 3 x 4_in_40cal 63:V Leaders 312ft Destroyer 4 x 4in_45cal 64:Shakespear 329ft Destroyer 5 x 4.7in_45cal 65:Scott 332ft Destroyers 5 x 4.7in_45cal 66:V Class 312ft Destroyer 4 x 4in_45cal 67:W Class 312ft Destroyer 4 x 4iGo{n_45cal 68:S Class 276ft Destroyer 3 x 4in_40cal 69:Modified W 312ft Destroyer 4 x 4.7in_45cal 70:Nassau 451ft Battleship 12 x 28cm_SKL45 71:Helgoland 548ft Battleship 12 x 30cm_SKL50/13 72:Kaiser 565ft Battleship 10 x 30cm_SKL50/13 73:Konig 575ft Battleship 10 x 30cm_SKL50/13 74:Bayern 589ft Battleship 8 x 38cm_SKL45 75:Blucher 530ft Armored Cruiser 12 x 21cm_SKL45 76:Von derTann 563ft Battlecruiser 8 x 28cm_SKL45 77:Moltke 611ft Battlecruiser 10 x 28cm_SKL50/13 78:Seydlitz 657ft BaH(ttlecruiser 10 x 28cm_SKL50/16 79:Derfflinger 690ft Battlecruiser 8 x 30cm_SKL50/13 80:Lutzow 690ft Battlecruiser 8 x 30cm_SKL50/13 81Class name Type Main armament 81:Hindenburg 698ft Battlecruiser 8 x 30cm_SKL50/16 82:Mackensen 731ft Battlecruiser 8 x 35cm_SKL45 83:Braunschweig 419ft Battleship 4 x 28cm_KL40 84:Deutchland 418ft Battleship 4 x 28cm_KL40 85:Schamhorst 474ft Armored Cruiser 8 x 21cm_SKL40 86:Konigsberg 383ft Light Cruiser 10 x 10cm_SKL45 87:Dresden 386ft Light Cruiser Ik10 x 10cm_SKL45 88:Kolberg 426ft Light Cruiser 12 x 10cm_SKL45 89:Magdeburg 446ft Light-Cruiser 7 x 15cm_SKL45 90:Karlsruhe 456ft Light-Cruiser 12 x 10cm_SKL45 91:Graudenz 465ft Light-Cruiser 7 x 15cm_SKL45 92:Pillau 440ft Light-Cruiser 8 x 15cm_SKL45 93:Brummer 442ft Light-Cruiser 4 x 15cm_SKL45 94:Wiesbaden 476ft Light-Cruiser 8 x 15cm_SKL45 95:Konigsberg II 478ft Light-Cruiser 8 x 15cm_SKL45 96:Coln 491ft Light-Cruiser 8 x 15cm_SKL45 97:Gazelle 345ft Light-Cruiser 10 x 10cm_SKL35 Jr쭤98:Bremen 364ft Light-Cruiser 10 x 10cm_SKL35 99:G132 215ft Destroyer 4 x 5cm_SKL55 100:G138 231ft Destroyer 1 x 8cm_SKL35 101:V150 237ft Destroyer 2 x 8cm_SKL35 102:V162 242ft Destroyer 2 x 8cm_KL30 103:S165 242ft Destroyer 2 x 8cm_KL30 104:V1 233ft Destroyer 2 x 8cm_KL30 105:V25 257ft Destroyer 3 x 8cm_KL45 106:V43 261ft Destroyer 3 x 8cm_KL45 107:V67 269ft Destroyer 3 x 8cm_KL45 108:G85 272ft Destroyer 3 x 8cm_KL45 109:G92 272ft Destroyer 3 x 10cm_KL45 110:G96 277ft Destroyer 3 x KMܙ10cm_KL45 82Class name Type Main armament 111:B97 321ft Destroyer 4 x 8cm_KL45 112:G101 312ft Destroyer 4 x 8cm_KL45 113:V105 2O5ft Destroyer 2 x 8cm_L30 114:V125 269ft Destroyer 3 x 10cm_KL45 115:A1 136ft Destroyer 1 x 5cm_KL40 116:A26 164ft Destroyer 2 x 8cm_KL30 117:A56 200ft Destroyer 2 x 8cm_KL30 ii) Summary of the ship classes used in the IRONCLADS scenarios: Class name Type Main armament 1:Borodino 397ft Battleship 4 x R12in_40cal 2:Tsarevitch 389ft Battleship 4 x R12in_40cLaal 3:Retvisan 386ft Battleship 4 x R12in_40cal 4:Peresviet 434ft Battleship 4 x R10in_45cal 5:Petropavlovsk 369ft Battleship 4 x R12in_40cal 6:Ushakov 286ft Battleship 4 x R10in_45cal 7:Sissoi Veliki 351ft Battleship 4 x R12in_40cal 8:Navarin 357ft Battleship 4 x R12in_35cal 9:Alexander II 333ft Battleship 2 x R12in_30cal 10:Monomakh 296ft Protected Cruiser 5 x R6in_45cal 11:Dmitri Donskoi 296ft Protected Cruiser 6 x R6in_45cal 12:Nakhimov 333ft Armored Cruiser 8 x R8in_35cal 13:Ruri7-Ik 435ft Armored Cruiser 4 x R8in_35cal 14:Rossia 480ft Armored Cruiser 4 x R8in_45cal 15:Gromoboi 481 ft Armored Cruiser 4 x R8in_45cal 16:Svietlana 331ft Protected Cruiser 6 x R6in_45cal 17:Pallada 415ft Protected Cruiser 8 x R6in_45cal 83Class name Type Main armament 18:Askold 437ft Protected Cruiser 12 x R_6in _45cal 19:Bogatyr 439ft Protected Cruiser 12 x R_6in_45cal 20:Novik 60ft Protected Cruiser 6 x R_4.7in 21:Iztunrud 364ft Protected Cruiser 6 x R_4.7in 22:Almaz 365ft ProtectNh1t harbor during the American Civil War. Format: Launching the attack i) ATTACK () To specify the tactics for future emergencies: i) TURN TOWARDS TORPEDO ATTACKS ii) TURN AWAY FROM TORPEDO ATTACKS 74To give an immediate order: iii) TURN AWAY FROM THE TORPEDOES iv) TURN TOWARDS THE TORPEDOES Examples: SIGNAL THE METEOR TO ATTACK SIGNAL THE MENTOR TO ATTACK THE DERFFLINGER ..orders the ship, and any under in command, to launch an all out attack SIGNAL THE SOUTHAMOؠPTON TO TURN AWAY FROM TORPEDO ATTACKS ..changes Southampton's future tactics SIGNAL THE AURORA TO TURN TOWARDS THE TORPEDOES ..orders the Aurora to react immediately Caution: Any ships can be ordered to attack: it is interpreted to mean steam at maximum knots to within torpedo range, and loose off torpedoes until there are none left. Given the short range of torpedoes, and the extreme nature of the move, it is best given only to destroyers, or possibly light cruisers. Larger shP%ips are better controlled carefully with the Open / Maintain / Close range orders. Only squadron flagships of destroyer flotillas will initiate a torpedo attack on their own initiative (although other ships will certainly fire torpedoes if a target comes within range). 75The default action when being attacked by torpedoes is to turn away from them (partly to prevent the torpedoes with a small target, and partly to try to out-run their maximum range). There is no need to order any shiQH[p to turn away unless it has previously been ordered to turn towards them. The Torpedo Officer will advise the Admiral when a potential target is within range, and may request permission to launch a couple of torpedoes at it. In this simulation torpedoes will only be fired if the target is within 10,000 yards, and also within the maximum range of the torpedo. Appendices Appendix A: Recommended reading There are many good books on the Dreadnought era, and a mass on the Second WorRld War, but very few on the earlier wars covered by the IRONCLADS scenario disk: Historical accounts (First World War): The Dreadnoughts, David Howarth, Time Life Books The Great War at Sea 1914-1918, Richard Hough, Oxford Press Narrative of the Battle of Jutland(*), HMSO. Naval Operations Vol 1 : To the Battle of the Falklands(*), Corbett Longmans (Published as an official account in 1920). 76The Fighting at Jutland(*), Maclure Macdonald & Co. (Published in 1920). Atlas of MariSA9time History, Natkiel & Preston, Gallery Books. Naval Battles of the First World War, G. Bennett. The Great War, Liddell Hart. With the Battle Cruisers(*), Filson Young. Reference books (First World War) : All the World's Fighting ships 1906-1922, Conway Maritime Press. Jane's Fighting Ships of World War 1. Battleships and Battle Cruisers 1905 - 1970(*), Siegfried Breyer, Macdonald Press. Historical accounts (Earlier wars): The Battle of Tsushima(*), Captain Semenoff, John MTgFurray Ltd (1908). The Fleet that had to die, Richard Hough. Russia against Japan 1904-05, J.N.Westwood, Macmillan. 77 Reference books (Earlier wars): All the World's Fighting ships 1860-1905, Conway Maritime Press. Jane's Fighting Ships: volumes 1898-1905 Historical accounts (Second World War): "Sea Battles in Close up: World War 2, Martin Stephen, Ian Allan Frazer of North Cape, R. Humble, Routledge and Kegan Paul. The Battle of the River Plate, G. Bennett, Ian Allan The SiU'nking of the Scharnhorst, Otto Fritze Busch, Futura. Pursuit: The Sinking of the Bismarck Ludovic Kennedy, Collins. Battleship Bismarck Baron von Mullenheim-Rechberg, Bodley Head. The Battle of North Cape, M,Ogden, Kimber. Reference books (Second World War): All the World's Fighting ships 1922-1946, Conway Maritime Press Janes Fighting Ships of World War 2. Naval Weapons of World War Two, J. Campbell, Conway Maritime Press (*) These books may only be available second-hand. 78VR3Acknowledgement: Much of the original research for DREADNOUGHTS was carried out at the National Maritime Museum, Greenwich, where there are many documents which are not otherwise available in any published form. Appendix B: Warships classes i) Summary of ship classes used in the DREADNOUGHTS scenarios: Class name Type Main armament 1:Dreadnought 527ft Battleship 10x12in_45cal/13 2:Bellerophon 526ft Battleship 10x12in_45cal/13 3:St Vincent 536ft Battleship 10x12in_50cal 4:InvinciW~ble 567ft Battlecruiser 8 x 12in_45cal/13 5:Neptune 546ft Battleship 10 x 12in_ 50cal 6:Colossus 546ft Battleship 10 x 12in_ 50cal 7:Indefatigable 590ft Battlecruiser 8 x 12in_ 45ca1/13 8:Orion 581ft Battleship 10 x 13.5in_45cal 9:Lion 700ft Battlecruiser 8 x 13.5in_45cal 10:King_George_V 597ft Battleship 10 x 13.5in_45cal 11:Queen Mary 703ft Battlecruiser 8 x 13.5in_45cal 12:Iron Duke 622ft Battleship 10 x 13.5in_45cal 13:Tiger 704ft Battlecruiser 8 x 13.5in_45cal 14:Queen ElizabethBv 645ft Battleship 8 x 15in_42cal BS 15:Revenge 624ft Battleship 8 x 15in_42cal BS 16:Erin 559ft Battleship 10 x 13.5in_45cal 17:Agincourt 700ft Battleship 14 x 12in_45cal/16 18:Canada 661ft Battleship 10 x 14_in_45cal 19:Canopus 421ft Battleship 4 x 12_in35cal 20:Grounded Canopus 421ft Battleship 4 x 12_in35cal 79Class name Type Main armament 21:Drake 533ft Armored Cruiser 2 x 9.2in_46cal 22:Monmouth 463ft Armored_Cruiser 4 x 6in_25cal 23:Devonshire 473ft Armored_Cruiser 4 x 7.5in_50YsGER SIGNAL THE TIGER TO STATION YOUR SHIP 2 MILES OFF THE STARBOARD QUARTER OF THE FLAGSHIP D. Command structure To transfer a ship from one squadron to another it is best to do it through the squadron leader, in order to avoid confusion between your subordinates, so use the Transfer command in preference to the Join command. Format: i) TRANSFER TO ii) JOIN 68Examples: SIGNAL THE AURORA TO TRANSFER THE ACHERON TO THE SOUTHAMPTON ZHwISIGNAL THE SOUTHAMPTON TO TRANSFER THE BIRMINGHAM TO THE FLAGSHIP If the admiral wishes to order the ship specifically: BIRMINGHAM JOIN THE FLAGSHIP This should only be done if contact has been lost with the Southampton (Birmingham's squadron leader). E. Setting a course, patrolling and anchoring Format: i) SET A COURSE FOR ii) PATROL FROM TO TO TO (optional) (optional) iii) ANCHOR can be one of: HOME (short for home port) any port, bay, island or other feature marked on the chart supplied. 69If the SET A COURSE order is given the ship will head for the given destination, and anchor if that destination is not a ship, or simply stop within the vicinity if it is. It will make no further moves unless ordered to do so (or forced by enemy action). The PATROL order can rake between two and four points on the map,\B which cannot be ship names, and will repeatedly patrol from one point to the next, and then back to the beginning to start again. The Patrol will be left off if the ship(s) find any enemy forces, which they will engage if they can.Ships can ANCHOR anywhere in this simulation. Examples SIGNAL THE TIGER SET A COURSE FOR THE INDOMITABLE SET A COURSE FOR HOME PATROL FROM HOME TO 53 25 NORTH 3 15 WEST TO 5 36 NORTH 4 50 WEST PATROL FROM SOUTHAMPTON_WATER TO 50 0 NORTH 2 0 WEST TO W]sIEYMOUTH BAY F. Setting a speed Format: i) FULL SPEED ii) CRUISING SPEED 70iii) HALF SPEED iv) DEAD SLOW v) STOP ENGINES These orders indicate the admiral's wishes to the engine room of his flagship. In a big ship it can take a few minutes to speed up or slow down. These orders are as if given verbally, if the admiral is at the helm (and using the mechanical engine-room telegraph) then the equivalent speeds are full ahead, 3/4 ahead, half ahead, dead slow and stop. It is not ^9possible, in this simulation, to put a ship into reverse. In most cases it will not be necessary to set a speed, and the admiral's permission will simply be asked when a change is considered desirable. G. Mayday calls, Assistance, Abandoning ship and Lifeboats "Of what is store for us there was now not a vestige of doubt. We fired our last torpedo at the (German) High Seas Fleet. The Nestor, enwrapped in a cloud of smoke and spray, the center of a whirlwind of shrieking shells,be_ @gan slowly to settle by the stern. I gave my last order as her commander 'Abandon Ship"' - Captain, HMS Nestor, Jutland. 71Format: i) ABANDON SHIP ii) MAYDAY iii) ASSIST THE iv) RESCUE THE LIFEBOATS Example: ABANDON SHIP SIGNAL THE PRINCESS ROYAL MAYDAY SIGNAL THE AURORA MAYDAY SIGNAL THE TIGER TO ASSIST THE NOTTINGHAM SIGNAL THE ACHERON TO RESCUE THE LIFEBOATS Should things get desperate (the Admiral's officers will probably inform him when they are), then the Aban`u) ii) MAINTAIN RANGE (WITH THE ) iii) OPEN RANGE (WITH THE ) iv) DISENGAGE v) FIRE AT THE vi) PURSUE THE vii) RUN Examples: CLOSE RANGE CLOSE RANGE WITH THE KAISER SIGNAL THE TIGER TO OPEN RANGE SIGNAL THE SOUTHAMPTON TO MAINTAIN THE RANGE WITH THE EMDEN 73SIGNAL THE AURORA TO PURSUE THE STRALSUND SIGNAL THE PRINCESS ROYAL TO RUN The admiral's officers will certainly gM8ive advice on the appropriate commanding an engagement, especially if it differs from the order given. The PURSUE order is more complex than the others. It implies both close the range if within sight of the enemy ship, or use the latest sighting reports to try to catch up with it. The RUN order simply tells a ship to run for its home port. I. Torpedo attacks and defensive measures "Damn the torpedoes - full speed ahead" - credited to Admiral Farragut in his attack on New OrleansdmrQUIT abandons the game immediately SAVE saves off the game data at the end of the current six minute round, but does not terminate the game POINTS gives the player a tally of damage points inflicted by both fleets 60 x (or Esc) stops the requests for orders HELM take the wheel of the flagship and steer the ship yourself BRIDGE hand back the wheel to the Quartermaster and get on with the job of being Admiral COMPASS if the compass is shown, giving this command will remove it fromeA` future views until this command is given again (when it will instantly reappear) CLOCK. If the clock is shown, giving this command will remove it from future views until this command is given again (when it will instantly reappear) The Telescope Use the mouse pointer as a telescope to focus in on distant ships. This also reveals the most prominent ship's name and range. Note that the telescope only works on ships, and not on recognizing any coastline features. Also you cannot lof{ok at your own ship through the telescope. 61Taking the Helm If the admiral takes control of the helm (by typing HELM), then both the ships wheel and engine-room telegraph need to be operated. To operate the wheel use the left and right cursor keys if the current course is to be changed. To call the engine room with the desired speed use the up and down cursor keys to operate the telegraph. The water speed indicator on the left indicates the current speed in knots. When the requig3Ared course and speed have been selected, press to move on. Note that the ship may well not be able to make a major turn (say of 90 or 135 degrees) in one six minute time period. To go back to the bridge, just enter BRIDGE. 62Giving and signalling orders Commands to subordinates are classified as follows: A.Reports B.Formations C.Ship stations D.Command structure E.Setting a course F.Setting a speed G.Mayday, Assistance, Abandon ship and Lifeboats H.Engaging and Dih\O9sengaging the enemy I.Torpedo attacks and defensive measures Notes: i) in the following formats words shown in capitals are entered as they appear here, and those in angled brackets are replaced by an appropriate name. ii) A name such as Friedrich der Grosse has to be entered with underscores between the words (typing a hyphen will be automatically replaced with an underscore). That is, the ship should be entered as Friedrich der Grosse. iii) The case of the letters is insignifiiX-bcant, Friedrich der Grosse can be entered as FRIEDRICH DER GROSSE. 63A. Reports "The unknown is the governing condition of War" - Marshal Foch There are three main types of report: for a ships position, its sightings, and its"condition. Format: i) REPORT ii) SEND ME YOUR REPORT Examples: To get a report on your own ship: POSITION REPORT SIGHTING REPORT DAMAGE REPORT To get a report from another ship SIGNAL THE TIGER SEND ME YOUR SIGHTING REPORTjPm SIGNAL THE NOTTINGHAM SEND ME YOUR DAMAGE REPORT SIGNAL THE AURORA SEND ME YOUR POSITION REPORT 64 If you ask another ship for a report, it will always precede it with its own position. Also, the sighting report will inform the admiral of any current engagement that the ship is involved in. Note also that the words REPORT, THE and ME can be omitted, so the following would be legal: SIGNAL TIGER SEND YOUR POSITION Ships will also send sighting reports on their own initiative, iktZf it is likely that the flagship cannot see an enemy vessel. B. Formations In almost all of the scenarios the ships will start off in their historical squadrons in a specified sailing order. To change the style and make-up of squadrons and formations use the following orders: Format: i) CHANGE TO FORMATION ii) FOLLOW iii) RETURN TO STATION can be one of LINE ASTERN, LINE ABREAST TO PORT or LINE ABREAST TO STARBOARD 65 can be any ship's namel<, or THE FLAGSHIP Line Astern: <- <-<-<- Flagship Line Abreast to Port: Line Abreast to Starboard Flagship <- <- <- <- <- <- Flagship Examples: SIGNAL THE SOUTHAMPTON TO CHANGE TO LINE ABREAST TO PORT FORMATION SIGNAL THE TIGER TO FOLLOW THE FLAGSHIP SIGNAL THE PRINCESS ROYAL TO FOLLOW THE TIGER If a ship is sent off on a test which the Admiral later wishes to cancel, the RETURN TO STATION order can be issued. SIGNAL THE TIGER TO RETURN TO STATION: mGja66C. Ship Stations Format: i) STATION YOUR SHIP MILES OF THE ii) STATION YOUR SHIP MILES OF THE is any reasonable number of miles is any of the main eight compass directions is one of AHEAD, (OFF THE) PORT BOW, PORT BEAM, PORT QUARTER, ASTERN, (OFF THE) STARBOARD BOW, STARBOARD BEAM, STARBOARD QUARTER Starboard BOW BEAM QUARTER AHEAD <=== ASTERN BOW BEAM QUARTER Port If a ship or squadron is stationed by aXgo compass direction, it will endeavor to keep the correct distance away from the flagship, whichever direction the flagship is heading. 67If the ship is stationed by course it has to take note of the flagship's course, and alter its own position accordingly. Examples: SIGNAL THE SOUTHAMPTON TO STATION YOUR SHIP 5 MILES EAST OF THE FLAGSHIP SIGNAL THE AURORA TO STATION YOUR SHIP 3 MILES OFF THE PORT BOW OF THE FLAGSHIP SIGNAL THE AURORA TO STATION YOUR SHIP 4 MILES ASTERN OF THE TIof River PLATE -13th December 1939 xiii) The Battle of DENMARK Straight -24th May 1941 xiv) Attack by TRIBAL class destroyers -26th May 1941 xv) The sinking of the BISMARCK -27th May 1941 xvi) The Battle of the JAVA SEA -27th February 1942 xvii) The Battle of NORTH CAPE -26th December 1943 The ships involved in any battle are listed beside the appropriate chart. Each name is followed by the class of the ship in square brackets, for example: Princess Royal [BC Lion] implies Princess p̠BeRoyal is a Lion class battlecruiser. The abbreviated class types are: Dn Dreadnought Battleship BS Battleship (pre or post-Dreadnought) BC Battlecruiser AC Armored cruiser Cr Cruiser LC Light cruiser AM Armored merchant ship PC Protected (or just old) cruiser Dy Destroyer Gb Gunboat (or small vessel such as a Minesweeper) 55Refer to Appendix B for brief details of each class of ship (class type and main armament), and to the class data file for a complete specification. Refer to Aq+ppendix C for details of the naval guns. Notes on hypothetical scenarios, Seatrial and Channel Patrol: i) Both use the chart of the Channel. ii) Seatrial This is a fictional scenario, having none of the complications or imbalance of historical events, and can be used to learn the ropes of command of a"squadron of ships. The British Admiral (a fictional Admiral Sheldrake) in command of four lightcruisers is ordered out into the Channel to intercept a German force (commanded by thr!͵e fictional Admiral Tapken), again consisting of four lightcruisers. iii) Channel Patrol This is a hypothetical scenario simulating a mass torpedo-boat destroyer attack on pre-Dreadnought battleships. Notes on Jutland: i) The battle fleets at Jutland were huge, 150 British against 100 or so German ships. In order to make the battle more manageable for both the human player (and the program), one large warship in the simulation represents two in the actual battle, and the flotills_Mas are reduced to one ship representing four destroyers. 56Section 2: Operations Getting started Run the DREADNOUGHTS program, referring to the README file on the program disk for any tips, amendments to this manual, or machine specific information. The first question asked is whether you wish to play the SEATRIAL scenario. The SEATRIAL scenario is a fairly simple cruiser action fought in the Channel, designed to help new players become familiar with the command system. Answer "Yt%" if this is your first game, otherwise you may choose this scenario, or answer "N" and type in the name of one of the others when prompted. The other questions you will be asked determine which admirals are human players and which controlled by the computer. Usually a human player will take on the computer, but it is perfectly acceptable to have two human players, or even a demonstration with two computer players. Users of computers that do not come with a mouse as standard will au;lso be asked whether a mouse is being used or not. The mouse is used to operate a telescope. The admiral is initially presented with a view of their flagship, heading on its current course. Also, a current sighting report will be given if there are any ships in view. 57Files and Hard disk installation "A new name for the Dreadnought `The Hard Boiled Egg'. Why! Because she can't be beat" -Jacky Fisher The Dreadnoughts program can be run from a hard disk simply copy all the files frvfom the disk(s) supplied into one appropriately named directory. The files are listed in the README file. The Compass The ships compass, shown top left, shows the direction of the current view, It also gives the wind direction and force. Unless the wind gets very strong, it can for the most part be ignored. High winds can effect the accuracy of guns(see the Gunnery section). Beaufort Wind Scale: 0 Flat calm 1 Light Air 2 Light Breeze 4 Moderate Breeze 6 Strong Breeze 8 Gale 9 wUz Strong Gale 10 Storm The Ships clock The ships clock will appear top right; it shows local time. 58Orders Orders are typed in English, when a prompt appears, and vary in their purpose from looking in various directions, controlling the operation of the game, to ordering subordinates. Looking around LOOK This will give the view from the flagship in any one of the main eight compass directions. Example: LOOK WEST (or LOOK W) LOOK NORTHEAST (or LOOK NE) LOOK FROM This will give the view from any ship in the admiral's fleet, or from the feature named. Examples: LOOK NORTH FROM THE TIGER LOOK SW FROM PORTSMOUTH LOOK AT This gives the view from the flagship towards the named ship, as long as it is in sight (but see note i). The named ship can be an enemy. 59Example: LOOK AT THE TIGER LOOK AT THE DERFFLINGER LOOK AT FROM Gives the view from any ship in the admiral's fleet,co# or any feature, towards any other ship. Examples: LOOK AT THE LION FROM THE TIGER LOOK AT THE BLUCHER FROM THE METEOR LOOK AT THE CHATHAM FROM PORTSMOUTH Note i) There are occasional discrepancies when a ship is on the line between being on one bearing (such as North) and another (such as Northeast), This means that if only part, or none, of the ship appears on the screen with one view, try looking at the adjacent view to see if it appears more complete. Operational commands z-2eering Officer, HMS Warrior, Jutland 50"In the engine room a shell licked up the oil and sprayed it around in flames of blue and green, scarring is victims and blazing where it fell. In the terrific air pressure of explosions in confined spaces the bodies of men were whirled around like dead leaves in a winter blast" - survivor HMS Blucher RUDDER: The achilles heel of battleships. A hit on the rudder will clearly affect the ships ability to turn, though it can turn on its engines a{=lone. Sometimes a rudder is repairable. "The only thing that could stop a Dreadnought quickly was a torpedo hit on a vulnerable point - rudders, propellers or possibly an engine room" - author David Howarth on Jutland DAMAGE CONTROL PERSONNEL: The damage control parties, set up to control and repair the damage, can themselves become casualties. MAGAZINE EXPLOSION: An explosion in a magazine (the storage compartment for the shells) is the ultimate calamity. It is unrecoverable and |wthe ship is lost within minutes if not immediately. "Is this wreck one of ours?" - Admiral Jellicoe at Jutland to a nearby Destroyer "Yes - the Invincible" - Destroyer's reply, after witnessing the British battlecruiser's magazine explode. Damage Control Damage Control parties are set up on each ship by the Executive Officer during and after any battle, and will attempt to control and repair the damage done. Generally, if the damage is light it can be repaired quite quickly, but }h\if there are fires and floods to fight it can take some time to get round to less 51immediate problems such as communication masts and engine damage. If a ship is not in action then repairs can be carried out more quickly (as gun crews can join the damage control parties). Winning and Losing "A victory is judged not merely by material losses and damage, but by its results" - Admiral Jellicoe "The quickest way of ending a war is to lose it" - George Orwell" "A dead enemy always s~j9Umells good" - Alus Vitellius As Admiral Jellicoe rightly points out, a true assessment of a victory or defeat depends not on a simple assessment of damage and casualties, but on how the battle affected future events. This, though, is the stuff for historians, as such assessments are both difficult and controversial: both sides claimed victory (with considerable justification) after the Battle of Jutland, for example. However, such argument are beyond the scope of this computer progTram. The player is invited to make their own assessments of the strategic significance of their victories or defeat when playing DREADNOUGHTS. A points system is implemented to give a material assessment, and is based on the tonnage of shipping sunk, the damage done to ships remaining afloat, and other factors such as the number of survivors and prisoners rescued. There are few episodes in naval history where the maxim of Alus Vitellius applies. Sailors often saw the enemy as the eRYnemy ships, not their crews, and would genuinely attempt to rescue the survivors of sinking ships, and then treat them well. This is very different from the treatment of prisoners on a land, which has so often been one of a land war's greatest horrors. 52 Captured senior naval officers would be given the best accommodation available, and, almost traditionally, joined the senior officers of the winning side for dinner. Using the material damage point system there are five possible co18nclusions: A draw A marginal victory A significant victory A decisive victory A complete victory Game time and scale This simulation operates in cycles of six minutes. Every six minutes the admiral may enter up to six orders. Measurements and ranges are always given accurate to 1000 yards. A battle starts at the time stated on the maps. And finishes either at the historical end time (usually at night when contact between the fleets would probably be lost), or about one hour aftejbKr all of one fleet's ships have been sunk, wrecked or fled from the scene. This extra time is allowed for to enable the victor to rescue any survivors from the wreckage, carry out any repairs, and perhaps have the satisfaction of heading for home. 53The Scenarios The data for each scenario is held in two files, a data file and a chart file. The data file (such as SEATRIAL.DAT) can be inspected, using a word processor, to examine any details. The chart file (say, SEATRIAL.CHT) is a c0oded representation of any land within the battle area, and is not in any form that can be inspected. If no chart file exists, then the entire battle area is a open sea. Altering either the data or chart files could result in the DREADNOUGHTS program crashing in a heap. "The scenario names are shown in capitals. First World War scenarios: i) SEATRIAL (hypothetical) ii) The Battle of CORONEL -1st November 1914 iii) The CANOPUS at Coronel - 2nd November 1914 iv) The Battle of The FndALKLANDS - 8th December 1914 v) CHANNEL Patrol(hypothetical) vi) The Battle of DOGger BANK -24th January 1915 vii) The Battle of JUTLAND -31st May 1916 On the IRONCLADS scenario disk... Sino-Japanese War of 1894: viii) The Battle of YALU -17th September 1894 54Russian-Japanese War of 1904/05: ix) The Battle of The YELLOW Sea -10th August 1904 x) The Battle of ULSAN -14th August 1904 xi) The Battle of TSUSHIMA -27th May 1905 On the BISMARCK scenario disk.. xii) The Battle of theT$rc out of the other side. All these variations are taken into account, 46 RANGING SHOTS The more shots a ship has fired at a target the more likely it is to hit it, and the first few salvos are most likely to fall short or go over. "The British guns were ranging. Those deadly waterspouts crept nearer and nearer. Men on deck watched them with a strange fascination" - German survivor, SMS Blucher, Dogger Bank DIRECTORS Directors are optical sighting systems that help coordinate allR03 the main guns. Newer battleships and battlecruisers are assumed to be firing with main directors, which increase the chances of a hit, German ships had a similar sighting system, which they called a Periscope: "All the guns are kept dead on the enemy, without anyone working the guns needing to see the target at all...as long as the periscope is on the target, and as long as the proper range from the enemy has been established, every gun is aiming dead at that part of the hostile ship at which the periscope is pointing" * Gunnery Officer, SMS Derfflinger In this simulation all centrally controlled sighting systems are referred to as "directors". Secondary armament, and guns mounted on light cruisers and Destroyers, are not controlled by central directors. In the Second World War, Cruisers were fitted with them. SHIP UNDER FIRE "All around us huge columns of water, higher than the funnels, were being thrown up as the enemy shells plunged into the sea....some` of these gigantic 47splashes curled over and deluged us with water" - Lieutenant Chalmers, HMS Lion, Jutland The effectiveness of fire depends partly on the state of mind of the gunners and their ability to see clearly. The accuracy of a ship under fire is noticeably reduced. SHELL WEIGHT The heavier the shell the better the ballistics, so a marginally improved chance of a hit. "I felt one or two very heavy shakes but didn't think much of it at the time,"and it never occurred toY=` me that we were being hit. I saw two of our salvos hit the leading German battleship. Sheets of yellow flame went right over her masthead....told everybody in the turret that we were doing all right and to keep her going; machines working like a clockwork mouse" - Executive officer, HMS Warspite, Jutland NUMBER OF GUNS FIRING The more barrels that can be brought to bear on the target, the better. It can be critical not to allow the enemy to fire full broadsides against a fleet tha$ft can only reply with is forward or aft guns, a famous manoeuvre known as "crossing the T": "The entire arc from North to East was a sea of fire. The flash from the muzzles of the guns was distinctly seen....more than one hundred heavy guns joined in the fight on the enemy's side" - Admiral Scheer, German Fleet Commander, on having his `T' crossed at Jutland. 48TARGET LENGTH AND SPEED The smaller and faster a target the more difficult it is to hit. "There was handling of ships in xthat ten minutes such as never been dreamed of by seamen before" - observer, Jutland TARGET OR FIRING SHIP TURNING The more turns made by either the target or the ship firing, the less likely a hit. SEA CONDITION Secondary armaments accuracy is limited above a wind force 6 (Strong Breeze), and main armaments limited at a force 7 or more. NIGHT TIME The bad light severely affect visibility and accuracy. "We had absolutely no idea of where the enemy was and only a vague idea of (the position of our own ships" - Destroyer captain, during night action, Jutland. "A lottery" - Admiral Jellicoe on night action. Damage and Damage Control A ship is a complicated instrument and shells bursting within them can cause a multitude of problems. Two general problems are those of fires and 49flooding. If they are not controlled these will both engulf and sink any ship. Hits on particular sections of the ship have the following effect: BRIDGE: This limits the Quartermas]ter's ability to see clearly and react to sudden dangers. The Quartermaster is in charge of steering the ship. COMMUNICATIONS MAST: If the communications mast is damaged, communications will be limited to flags and lamps until it is repaired. DIRECTORS: If the ship is fitted with a main director, and it is damaged, gunnery have to use local (and less accurate) range finding systems. The main director is too delicate an instrument to be repaired at sea. TORPEDO TUBES: If any torped"o tubes are damaged they cannot be used. Again they will not be repaired at sea. MAIN AND SECONDARY TURRETS: Main and secondary guns can be damaged, though in some cases are repairable at sea (for example, the mechanisms become jammed with shrapnell). A direct hit though will knock them out for good. Main turrets are named from "A" through to "J", depending on the number of them, starting at the bow. Similarly secondary guns are named "A", "C", "E", "G" and "I" down the port side oyf a ship, and "B", "D", "F", "H" and "J" down the starboard side. ENGINE ROOM: A hit in the engine room will affect both the ships speed and ability to turn. Some engine damage can be repaired. "The engines still went on running, which seemed to show that the cylinders had not been hit. But in the dim uncertain light I perceived what appeared to be Niagara, though whether the sheet of water was rising up from below or pouring down from above I couldn't be sure at the time." - Enginny 4 inch guns) and torpedoes as offensive weapons. Gunboats Gunboats are very small vessels, typically used on rivers or coastal patrols. Occasionally they got caught up in a major battle, and so have been included for completeness. They will have almost no effect on the outcome, being too lightly armed to have much impact. For this simulation vessels such as minesweepers, minelayers, armed yachts and the like are classified as gunboats. 42Fleet organization Fleets are made much qeasier to control by their organization into squadrons. A squadron can by anything from two to 20 ships, though is typically around four large ships, such as battleships and cruisers, or six or more destroyers. A fleet is commanded by the Admiral in his flagship, and the other squadrons are usually commanded by Rear-Admirals in their squadron flagships. The fleet flagship may well have a squadron of its own. A typical fleet organization might be: LION (Flagship) Battlecruiser SOU 7THAMPTON AURORA (Squadron (Squadron Flagship) Flagship) Light Cruiser Destroyer BIRMINGHAM PRINCESS_ROYAL ACHERON Light_Cruiser Battlecruiser Destroyer NOTTINGHAM TIGER ATTACK Light Cruiser Battlecruiser Destroyer +1 other +10 others 43The flagship can order squadrons around as if they were single ships. The subordinate ships to a flagship will simply follow their leader, unless specifically ordered to do otherwise. Communications "The Germans originally changed their general cx6 ipher once a month but soon changed it to every 24 hours, which they no doubt believed would defeat attempt to find the key. Twice we had the good fortune to obtain the new book. The first time from a sunken submarine; the second time from a Zeppelin. The Zeppelins, being under naval command, used the Navy signal book and cyphers" - Commander James (Room 40 - A secret Admiralty intelligence department) Radio was certainly in use in the early 20th century, and all ships are assumed tIxo carry one. If this gets damaged the Signal Officer is reduced to using either flags (during the daytime) and lamps (in bad light and at night). When signalling an order to another ship it must be preceded by: SIGNAL THE ........ for example: SIGNAL THE TIGER SEND ME YOUR SIGHTING REPORT There is no need to specify radio communications, as it will always be used in preference to the other two methods. The tactics of radio-silence are not simulated in this version of DREAԅDNOUGHTS. 44Radar Radar was not invented until the Second World War, and is not simulated in this program. Latitude and Longitude "My position 41 degrees 10 minutes South 76 degrees 20 minutes West, Course North" - HMS Canopus signalling to the flagship HMS Good Hope, indicating that she was 250 miles away before the fateful battle of Coronel Ships will often report their position as a latitude (distance North or South of the equator) and longitude (distance East or West of the Gœcreenwich Meridian). This is not a particularly easy reference and involves some practice to get right. Latitude and Longitude are measured in degrees and minutes. Each degree being 60 minutes. Lines of latitude, fortunately, are evenly spaced, with one minute of latitude being exactly one nautical mile. Longitude lines are not evenly spaced, being widest at the equator and narrowing to nothing at the poles. However, as this over complicates navigation for this simulation, lines of l.)ongitude are also assumed to be evenly spaced, and one minute of longitude also measures exactly one nautical mile. A nautical mile is just over 2000 yards, but is taken here to be exactly 2000 yards, so one minute of latitude or longitude is also exactly 2000 yards. Both degrees of latitude and longitude are exactly 60 minutes apart or 120,000 yards. Another difficulty with latitude and longitude (often shortened to lat-long) is that the lowest coordinate is only in the bottom left hand position on a chart 45(assuming North is always to the top or the chart, which is the Admiralty standard) if the area is North of the Equator and to the East of Greenwich. An area of sea West of Greenwich (say in the Atlantic) will have its lowest coordinate in the bottom right hand position. Needles to say in the Southern Hemisphere the lowest lat-long coordinates are at the top of the chart. Because it takes some practice to efficiently place a ship on a chart using its latz-long position, the chart enclosed with this game have lat-long coordinates marked every 5 or 10 minutes along each margin. Gunnery There is a whole range of factors which affect the accuracy and damage caused by naval guns. The most important being the weight of explosives in the shell, its armor piercing capability, rate-of-fire, and the maximum range. This simulation also takes the following into account: FIRING ARCS Guns can clearly only fire at targets that they are capable3a of pointing at. The firing arcs of any gun are coded into the graphic descriptions of the ships in the class data files. Forward and Aft mounted guns have a fairly clean sweep from one broadside round to the other. Most secondary armaments are limited to firing out the port or starboard side of a ship. Some interesting turrets on First World War battleships have a wide firing arc out of the port or starboard side, but can be rotated to fire across the deck so giving a small firing a!RQeveral to be built to the same specification. The first ship built usually gives its name to the class as a whole. Sometimes the class was limited to one ship, for example HMS Tiger was the only Tiger class battle cruiser,and SMS Blucher the only Blucher class armored cruiser. Normally though several ships are built to the same design before improvements are made and a new design, resulting in a new class, is built. The charts supplied with the games list the names of all the ships ~present at the simulations, and in square brackets [...] the class of the ship is given. Battleships A battleship has only one main active role, to overcome and destroy any enemy ships with its immense artillery. Battleships were heavily protected with armor plating, mounted 11 to 16 inch guns in large turrets, and, at the time of the First World War, represented the ultimate weapon. Properly built a battleship could withstand an immense pounding. A battleship would normally serveţ in a squadron of ships of similar or identical class, and that squadron would form part of a main battle fleet. Battlecruisers "Rein in dem Feind! Ran!" (Straight into the enemy! Charge!) - Admiral Sheer's desperate order to his battlecruisers at Jultand The battlecruisers were an exciting and macho class of ships, but the concept was distinctly flawed, The strength of a battlecruiser lay in its high speed and 39hitting power. The guns mounted on battlecruisers matched those of bf-attleships, but their armor plating was sacrificed in order to get the speed. The role of battlecruisers was supposed to be as a powerful scouting force, capable of drawing the enemy's battle fleet into action. Their speed also helped them intercept enemy raids. However the great flaw of reduced armor plating meant that they were incapable of withstanding the punishment that the big guns could deliver. The maxim of "speed is life" does not apply in an engagement between capital sh\&ips, it is staying power that counts. The list of British battlecruisers destroyed by only a few big shells is frightful- the Invincible, Queen Mary and Indefatigable all blew up at Jutland, and of course the famous fight between the Hood and Bismarck lasted only four or five salvos. Battlecruisers were eventually discarded in favor of the concept of the fast battleship. Armored and Protected Cruisers Armored Cruisers, at the time of Jutland, were a left-over from a previous era.ld They belong to the pre-Dreadnought classes of ships, but were strangely kept on as third-rate battleships. They did not possess the speed of light or battle cruisers, and their role at battles like Jutland was not much more than cannon fodder. Losses among Armored Cruiser were great when in contact with more modern warships, and had almost no protection against torpedo hits. In theaters far from home, Armored Cruisers were more justifiably used as small battleships in making up tra)de protection fleets. 40Protected Cruiser is an older term, referring to any medium sized ship where some effort has been made with armor plating. They are only present in the IRONCLADS scenarios. Light Cruisers Light cruisers were the light cavalry of the navy. Their main role was as the eyes of the fleet, gathering information and sending sighting reports to the flagships. It was common for a force of light cruisers to be stationed several miles ahead of a fleet, to act as scout.1} This was clearly a dangerous role as it sometimes meant being too close to an enemy battle fleet for comfort. In this role light cruisers took over from the frigates of Nelson's time. Other roles of light cruisers include escorting larger ships, and in operating as commerce raiders and protection vessels (particularly in the oceans far from home). Cruisers In the Second World War, and since, the term "light" has been dropped and the role (and strength) of cruisers updated to incl'ude engagements with larger enemy vessels. Destroyers It was a wild scene of groups of long low forms vomiting heavy trails of smoke and dashing hither and thither at thirty knots or more through the smother and splashes, and all in a rain of shell from the secondary armament" - Corbett, on the destroyer melee's at Jutland 41Destroyers were one of the great successes of the First World War. Originally called Torpedo Boats, then Torpedo Boat Destroyers, and finally just Destroyers, ؊{they were lethal little craft that were to be produced in huge number both in the First and Second World Wars. The uses of destroyers increased as their worth became proven, particularly in later years as submarine chasers, convoy escorts, close support for amphibious operations, anti-aircraft gun platforms, and so on. In the early days they served in small numbers as escorts for larger ships, and in much larger number (flotilias) for mass torpedo attacks. These mass attacks were ra߬|zrely very successful, but fear of them greatly affected the movements of much larger ships. A battleship was well protected if it had a destroyer escort,as it could escape from a heavier force using the threat or reality of a destroyer torpedo attack to force its enemy to turn away. The best protection against such a mass attack was found to be a mass destroyer counter-attack. A destroyer relies on is speed and small size for protection, and on its two or three small guns (typicallt{gYter survived, only to be sunk two days later in an attempt to escape through the Sunda Straight. The remaining allied cruisers, the Houston and Perth, were also sunk while trying to prevent another landing at Bantam Bay in the Sunda Straight. The remnants of the ABDA force headed for Australia and Celyon. Almost the entire ABDA force had been lost for very little gain. Churchill called the battle of Java Sea, the fifth scenario on the Bismarck disk, "forlorn hope". The defeat of theuE Japanese in the Pacific was to involve a very different kind of naval action, a battle of submarines, carrier fleets, and intelligence. In the war against Germany, Russia was repeatedly asking the British and Americans for help, which was provided through the Arctic convoy system to the port of Murmansk. The German navy, based in the superb protection of the Norwegian fjords, repeatedly disrupted these convoys with submarines and surface ships. The mere presence of the battleshipsvL3 Tirpitz and Scharnhorst in Norway caused severe problems for the allies. Battleship covering forces were necessary for convoys if there was just the possibility that one of these giants was to put to sea. The Tirpitz was repeatedly bombed by the RAF, and was successfully damaged in an attack using midget submarines, but the Scharnhorst was a lucky and successful ship, and had largely escaped serious damage throughout the war. On the 26th December 1943, Scharnhorst's luck was to runwY2 out. It left its secure base, Alten Fjord, to try to attack a convoy bound for Murmansk. The 36close escort of the convoy included the three cruisers Belfast, Sheffield and Norfolk. The battleship covering force, many miles more distant (as it had to cover several convoys) was made up of the battleship Duke of York cruiser Jamaica, and four escorting destroyers. The British were commanded by Admiral Frazer in the Duke of York. The Scharnhorst, commanded by Admiral Bey, was escortedxgV; by five large destroyer. However these destroyers were stationed 10 miles ahead of the battleship, too far in the very bad weather and light conditions of an Arctic winter. The Scharnhorst first ran into the three cruisers, and a short engagement followed. Admiral Bumett, in the Belfast, broke off contact to protect the convoy, as he was sure that the Scharnhorst would continue with is attack. Admiral Frazer, now steaming towards the action, became very anxious when contact with thyPe German ship was lost. Nevertheless Schamhorst, now without is destroyers, did reappear and fight a further engagement with Burnett's cruisers before calling the attack off. Burnett shadowed the Scharnhorst, and was reinforced by four destroyers,the 36th Destroyer division, from another convoy escort. Frazer, in the Duke of York headed to cut off Scharnhorst's retreat to Alten Fjord. Finally, at 4 47pm, Duke of York made radar contact with the Schamhorst, and closed in for the killzx>. In the very poor light the heavy guns of the two ships engaged mostly by radar, and even though Scharnhorst was hit several times it looked as though it would escape. However a last salvo from Duke of York penetrated a boiler room in the Scharnhorst, and destroyed it. The battleship's speed dropped to around 8 knots, but only for a while. Admiral Frazer had sent his destroyers in pursuit of the Scharnhorst, and there was considerable elation on board when the radar showed the dest{%Oroyers to be gaining. In the desperate torpedo attacks that followed, with Scharnhorst flinging her helm to one side and the other to avoid the attackers, the Duke of York and the cruisers closed on the now frantic prey. 37The destroyers scored several torpedo hits, and succeeded in bringing the Scharnhorst speed down again from 22 knots to around 8 knots. At 7 pm the British battleship opened fire, hitting with the first salvo. The cruisers joined in to add to Admiral Bey's trouble|O5. Bey seems to have accepted the Schamhorst's fate at around 7 pm, with only one main turret left-firing, when he signalled German high command: "We shall fight to the last shell: Scharnhorst ever onwards. The Duke of York ceased fire at 7 29 pm,"the Scharnhorst a battered hulk and ordered the cruiser Jamaica to finish it off with torpedoes. This was easier said than done. The German ship was still firing her secondary armament, even after the Abandon Ship order was given, around 7 3}ѯ0 pm. The Belfast joined in with its torpedoes, but it was not until the four destroyers of the 36th Division joined in that Scharnhorst finally sank. In the end Schamhorst was hit by at least eleven 21 inch torpedoes before she went under, at 7 45 pm. Only 36 survivors were picked up from the icy waters of the Arctic Sea. The loss of the Scharnhorst ended the capital ship actions between the British and German navies, and is the last scenario for the Dreadnoughts program. The role~u of warships "The main thing - perhaps the only thing - for the Commander-in-Chief, was to issue a general idea of attack so that everyone could act with confidence and determination in destroying the enemy's force" - Admiral Dewar. A wartime navy is made up of many different types of ship, each with identified roles. Here is an introduction to the classification of warships, 38Ship classes Once a design for a warship has been accepted by the Admiralty, it is normal practice for si N using torpedo attacks from ancient Swordfish biplanes. However a clever turn by Lutjens evaded the shadowing forces and contact was lost with Bismarck and Prinz Eugen. The Prinz Eugen then separated from Bismarck to make its own way back to Brest, the Bismarck taking a more direct route. After several harrowing days the Bismarck was located by an RAF Catalina, and the Swordfish attacks continued. After a serious mistake when the Swordfish attacked the cruiser Sheffield, two more stj_-@rikes scored two or three torpedo his on Bismarck. Although the midship his increased Bismarck's flooding, it was the one hit on the stern, jamming the rudder, that was to prove critical. Bismarck started to turn erratically, and despite desperate attempts to free its rudder, the great battleship started heading back towards her pursuers. That night, on the 26th May, Captain Vian's destroyer flotilla, lead by the Cossack, launched a further torpedo attack. Because of appalling weathker the results, and even course, of this battle are unknown. However this attack by four Tribal class destroyers, and the Polish destroyer Piorun, is recaptured in the Tribal scenario. 33One thing this attack did achieve is that it kept Bismarck's gunners up through the night. It was an exhausted crew that sighted two more British battleships, the flagship King George V and the Rodney, and two heavy cruisers, the Norfolk and Dorsetshire, the next morning. The commander of the Britisl[r{h fleet, Admiral Tovey, had taken on board the lessons of the sinking of the Hood, and split his force up to make life for the German gunners as difficult as possible. HMS Rodney, distinctive for its three triple barrelled 16 inch guns, was the first to open fire, at 8 47 am, followed quickly by the King George V (with ten 14 inch guns), and then the Bismarck itself. A hit from the cruiser Norfolk first wounded the Bismarck knocking out its fire control director. A 16 inch hit from RmIW odney knocked both Bismarck's forward guns. As the Germans shifted their fire control to the after position, a 14 inch salvo from King George V knocked out this fire control station too. The weight of firepower against the Bismarck was telling rapidly. By 9 31 am all Bismarck's main turrets were out of action, and it had scored no hits. The British mercilessly pounded the Bismarck for the next 45 minutes, until at 10 45 am Tovey broke off the action. At the same time engineers on bonard the Bismarck were ordered to prepare the ship for sinking. At 10 36 the Dorsetshire was ordered to torpedo the burning hulk two of the four torpedoes fired hit, and the Bismarck sank at 10 40. Although many hundreds of German survivors escaped into the water, only 119 were picked up by the Dorsetshire before it was forced to escape following a U boat scare. A few more survivors were indeed picked up by a U boat and a German weather vessel. A much relieved Royal Navy, now desperato.3ely short of fuel, turned and headed for home. The third of the three Bismarck scenarios recaptures this last fight. After Japan's undeclared start to the Pacific War, with is attack on Pearl Harbor, there followed a catalogue of disasters for the Allied powers. 34Britain was, temporarily, under the illusion that the presence of its capital ships in Singapore would deter any Japanese aggression in that area. Some in the Admiralty also believed that aircraft alone could not sink a pM7capital ship at sea. These mistakes resulted in the sinking of the battleship Prince of Wales and battle cruiser Repulse, in their attempt to interfere with the Japanese invasion of Malaya and Siam. The ships sailed from Singapore on the 8th December 1941, changed plan and headed back for Singapore on 9th December, were located by Japanese submarines on 10th December, and were relentlessly bombed and torpedoed until they both sank. As the Japanese attacked throughout the Far East, q̒2a joint force called ABDA (American - British - Dutch - Australian) was set up to try to organize naval resistance. On the 24th January 1942 this force tried to prevent the invasion of Bomeo at Balikpapan, but failed. On the 27th February 1942 the ABDA force tried to intercept Japanese invasion transport ships heading for the island of Java, but instead ran into its covering force of cruisers and destroyers. The battle of the Java Sea marked the end of the ABDA fleet. The commanderrCR! of the ABDA fleet was Admiral Doorman, in the Dutch cruiser De Ruyter, and the force included the British heavy cruiser HMS Exeter and the US heavy cruiser Houston. There was also the Australian cruiser Perth and Dutch light cruiser Sumatra, along with 9 destroyers. The Japanese covering force, commanded by Admiral Takagi, consisted of two heavy cruisers, the Nachi and Haguro, two light cruisers, the Naka and Jintsu, and 14 destroyers. On sighting the Japanese force Admiral Doormans tried to break off the engagement, as his intended target was the transports. However hits on HMS Exeter slowed the allied escape, and soon the force became heavily engaged. 35The Japanese started using their new Long Lance torpedoes to great effect. With a range of over 30,000 yards these torpedoes hit and sunk first the destroyer Kortenaer then the flagship De Ruyter. Soon afterwards the Java went the same way. HMS Electra, a destroyer, was sunk trying to help the Exeter. The Exe^W!unners quickly established the range on the Exeter, and started hitting, causing an alarming amount of damage. However, the Grab Spee was hit both by the Exeter and the small cruisers, and Langsdorff was worried about allowing the Ajax and Achilles the opportunity of closing to torpedo range. He therefore switched his main armament to fire at them, thus giving the Exeter a respite. Dynamic ship handling on the Ajax and Achilles spared them any hits, although several near misses showe_red them with splinters. The Exeter re-engaged the Grab Spee, but again the German gunners found their target and punished the British cruiser with several hits. Again the Ajax and Achilles threatened with torpedoes, and again the Exeter was saved, now with only one turret left firing. For a third time Grab Spee turned on the Exeter, and Harwood,in the Ajax, steamed towards the German ship to close the range. Langsdorff again switched target, but this time hit the Ajax hard, knockin`Gg out the two after 30turrets with one hit. Grab Spee was also hit, losing its spotter plane. The Exeter was now out of the action, and the Ajax and Achilles were low on ammunition. Harwood decided to call off the action, and under the cover of smoke, broke free. Grab Spee headed for the sanctuary of neutral Montevideo in Uruguay, blazing away with all its guns. Thus ended the battle of the River Plate, but not the saga of the Grab Spee. Tied down by the complicated politics of a waݎClarship in a neutral port, and with knowledge of an increasing British presence to blockade him in, Langsdorff and the German Admiralty were in a quandary on how to proceed. An initial plan to break out for Argentina was thwarted by clever British diplomacy, and the Grab Spee was scuttled on 17th December. Langsdorff felt compelled to shoot himself. Harwood had already been promoted to Rear-Admiral following the battle on the 13th. The battle of the River Plate was a brilliantly handbled cruiser action, and is the first battle on the BISMARCK scenario disk. The next three battles involve the Bismarck in its famous breakout into the Atlantic. The Royal Navy committed five battleships, three battlecruisers, two aircraft carriers, 14 cruisers, 33 destroyers and eight submarines to, in Churchill's famous order "sink the Bismarck". The Bismarck was a powerful battleship, claimed to be within the limits of the Treaty of Versailles, but in fact was well outside it. Wcf2ith eight 15 inch guns, and a considerable turn of speed at 29 knots, it was both fast and deadly. The original plan was for it to break out into the Atlantic with the cruiser Prinz Eugen, and meet up with the battleships Scharnhorst and Gneisenau, currently in Brest. This would create an impressive and swift fleet of raiders to disrupt the Atlantic convoys. Unfortunately for the Germans, the 31Scharnhorst, undergoing a refit, was not ready for sea, and the Gneisenau suffered bomb ddH"amage in port. The revised plan was simply to get the Bismarck and Prinz Eugen out on a raid in May 1941. Initially events went well for Admiral Lutjens on the Bismarck. The ships sailed in bad weather and made it to the Denmark Straight before being spotted by the British cruisers, Norfolk and Suffolk. These two cruisers shadowed the Bismarck until the battlecruiser Hood and the new battleship Prince of Wales could engage it. At first light on 24th May the German ships saw the BrieÁtish fleet, commanded by Admiral Holland on the Hood, but initially mistook them for cruisers. Prinz Eugen engaged the Hood for a short time, scoring at least one hit. This hit started a fire on Hood that enabled the Bismarck's spotters to find the range quickly. The British dispositions were poor. The Hood led the more heavily protected Prince of Wales, in a tight formation, in a diagonal course towards the Bismarck that enabled the Germans to fire full broadsides, but did not closefK'Jx the range as quickly as they could have done. In the event the Hood was hit by a salvo from Bismarck that caused a serious explosion that broke the Hood in two. Conventional wisdom is that Hood's magazine exploded, although eyewitnesses reported that the explosion took place well away from any magazine, and may have been Hood's torpedoes exploding. In any event, there were only three survivors, and the world's largest battlecruiser was sunk, possibly after only four salvos from BisgEmarck. Contrary to some reports that Prinz Eugen was kept out of the fight, it played an active part, and the fire from both ships was then concentrated on the Prince of Wales. HMS Prince of Wales was not a happy ship, it was plagued by jamming turrets, and was reduced to firing from its one twin barrelled "B" turret. It took seven hours from the two Germans before turning and escaping through its smoke screen. Bismarck took a damaging hit from the Prince of Wales, which flooded somehI of the forward compartments. 32The loss of the Hood was treated as a national calamity by the British, although careful analysis would show it was simply not well protected enough to have been put into such a fight. The Germans have long lamented Admiral Lutjens decision not to pursue the Prince of Wales. This battle, the battle of the Denmark Straights, is the first in the Bismarck trio. Following this disaster the British concentrated on their attempts to slow the Bismarck down SRa A key factor in the fight seems to be the quality of the Japanese ammunition, its shells exploding violently and causing far more damage than the Russian return fire seemed to be. Admiral Rozhdestvensky was injured on the Suvarov, and eventually a destroyer appeared out of the confusion to take him off. A number of other officers escaped onto the destroyer, which, without any small boat, had to come alongside the flagship and enabled the officer to cross to it while it was liftedTȬ by a wave. This was a once-in-a-lifetime desperate move by the destroyer captain, which was successful. 27When a destroyer was sent back to the Suvarov to pick up the rest of the survivors the once formidable battleship could not be found. It was apparently sunk by repeated torpedo attacks from Japanese destroyer. One Japanese observer watched the Suvarov's final demise, his remaining guns firing desperately right to the end "as is befitting of a flagship". The rest of the fleet maUɾ de an effort to continue on course for Vladivostock but only one armed yacht (the Almaz) and two destroyers ever reached it. The Russian battleships Borodino and Alexander III were both sun and almost ever other ship was sunk or badly damaged in the fighting that continued well into the night. The next day many of the Russian ships surrendered, being virtually unable to make steam and in a clearly hopeless situation. No Japanese ships were lost during this battle, the Battle of TsuVʐ3shima, and it clearly bares comparison with Trafaigar in the decisiveness of the result. Admiral Togo became a national hero, Japan had established itself as a world power beyond question, and the humiliation of Russia helped fuel the discontent that led to the Bolshevick revolution of 1917. Naval History of the Second World War - 1939 to 1945 The Second World War involved the World's five biggest navies, those of Britain, USA, Japan, Germany and Italy, in a fight to the death. As W˘|the War stretched to all the comers of the Globe, these navies were engaged in the fighting to a degree unknown in previous wars. It is, for example, impossible to separate the involvement of the US Army and Navy in the Pacific War with Japan, as so much of the fighting required combined operations. 28The DREADNOUGHTS simulator do not pretend to encompass the full scope of naval conflict in this war, but concentrates on the battles that were good old-fashioned engagements between surXeFface warships. Easily the most famous of the is the pursuit and sinking of the German battleship Bismarck although others such as the battle of the River Plate were important and are well known. At the outbreak of war in September 1939 Germany's navy was clearly the weakest of its three main forces. The Treaty of Versailles, which somewhat humiliated Germany after the First World War, severely restricted the ships it could build. Hitler seems to have been anxious to have kept (at leY#-8ast publicly) within the treaty limits, in order not to provoke Britain. The limits imposed on German shipbuilding resulted in some clever designs, none more success than the "pocket battleships" such as the Grab Spee. The Grab Spee was one of a class of ships built with the displacement of a cruiser but with the armament of a small battleship. This made it an excellent commerce raider, as its speed enabled it to escape from more powerful ships, but its firepower (six 11 inch guns) cZbɞould easily out match any cruiser the British could put against it. Just before the war started the Grab Spee sailed for the South Atlantic, escaping unnoticed through the Faeroes-Iceland gap. The early weeks of the war were dominated by politics and caution, and the Grab Spee was not allowed to attack French or US ships, but could attack and sink British merchantmen. This she did with considerable success, sowing a huge amount of confusion in the Royal Navy as to the raider's where['wWabouts, and how many ships were involved. The pursuing force in the South Atlantic was commanded by Commodore Harwood in HMS Ajax along with her sister ship HMS Achilles (both armed with 6 inch guns), and the more powerful HMS Exeter and HMS Cumberland (both with 8 inch guns). None of these ships on their own were any match for Grab Spee, and even all four together were in great danger from 1 1 inch guns. 29After a cruise of several months and with nine British ships sunk, Captain La\ |ngsdorff, commanding the Grab Spee, decided to head for the River Plate Estuary to attack British shipping there. In an inspired piece of guesswork Commodore Harwood decided to concentrate his force at this estury as the most likely next target. Unfortunately for Harwood the Cumberland had to be sent to the Falklands to refuel. Harwood's cruisers had already worked out tactics on how to fight a superior ship before they met Grab Spee on December 13th. The tactics were to split their]y force, the Exeter attacking independently with its 8 inch guns, and the smaller Ajax and Achilles racing in to attack when the Grab Spee's shells started falling too close to the Exeter. This should force the Grab Spee to switch targets, so losing the range on the Exeter, which would then re-engage and force the Grab Spee to switch targets again. When Langsdorff sighted the three cruisers he decided to close the range, to enable his secondary armament to deal with the two smaller gHГ$ock regardless, Ukhotomski ordered the fleet to follow and went straight back to Port Arthur. No ships were sunk in the battle (named the Battle of the Yellow Sea, or the Battle of Round Island) but the fighting was fierce between the battleships for a while. The three leading Japanese battleships all took direct hits, the flagship Mikasa having most of its main guns knocked out. Needless to say Admiral Ukhotomski was relieved of his command on return. Some of the cruisers and destrIyoyers did attempt to slip away in the night and reach Vladivostock but all were captured before they made it. This battle is recreated in the Yellow Sea scenario. When the Russian Admiral in Vladivostock, Admiral Iessen, heard that the Port Arthur fleet was attempting a breakout, he rushed to sea with his small 24force of three armored cruisers. A brave attempt to meet up and help the larger fleet. As soon as Ukhotomski's turn back was reported to Vladivostock a fast destroyer was Juw_sent out to stop Admiral Iessen. Unfortunately this destroyer did not reach the Rossia, Iessen's flagship, in time and the Russian squadron ran into a more powerful Japanese force, commanded by Admiral Kamimura, guarding the Straights of Tsushima. In a battle that became known as the Battle of Ulsan, the slow Russian armored cruiser Rurik was caught, pounded, and sunk. Iessen made several circular sweeps to draw the fire off the Rurit but it ended in vain, and the Russians fled bacKJok to Vladivostock. Admiral Kamimura did not maintain his pursuit long enough to catch Iessen's two remaining cruisers. This small battle is captured in the Ulsan scenario. Meanwhile the Russian Baltic fleet, commanded by Admiral Rozhdestvensky in the battleship Suvarov, had been ordered to start its epic voyage, halfway around the world, to raise the naval blockade of Port Arthur. Unfortunately for the Russians, the Japanese captured a famous hill overlooking Port Arthur, named 20Lip 3 metre hill, long before the Baltic fleet was due to arrive. This hill enabled the Japanese to direct the fire of powerful 11 inch howitzers into the bay at Port Arthur, and systematically sink the Russian ships in it. Soon after this Port Arthur surrendered. The Baltic fleet completed the journey around the world in six months. Sailing via the Cape of Good Hope, there was no shortage of mishaps and adventures on the way. 25The nervousness of the Russians is shown in one incidentMU/ in the North Sea when they completely unrealistically took British fishing vessels to be Japanese torpedo boats and opened fire on them. Fishermen were killed and a war with Britain was only narrowly avoided. One startling feature of the Baltic fleet was its age. The four new Borodino class battleships were respectable enough, but many of the ships were hopelessly old, some resembling sailing men-of-war with funnels. It is no secret that the Russian fleet was hoping to slip througNؘCh the Straights of Tsushima and reach its new destination of Vladivostock (there was hardly any point heading for Port Arthur) without a major fight. After six months at sea this is understandable. As the fleet closed on the narrow straight, it was obvious from listening to Japanese transmissions that the Russian fleet had not been spotted. Hopes were high and nerves were on edge. However, as the fleet moved on the monitored radio transmissions changed, they became rapid and excitabOle. It was clear that the Russians had been seen. At first the Russians just saw several Japanese cruiser appear out of the mist, then after a brief exchange of fire, disappear again. As the fleet, sailing in a tight formation, got nearer to Tsushima Island, these brief encounters with the Japanese cruisers became more frequent. It was the slow build up to a major action. About midday on 27th May 1905 the Russians first sighted a line of big ships heading South on a nearly oppositPviously eyeing nearby Korea. Formosa (now Taiwan) and the huge land mass of China. Deliberate Japanese provocations soon led to war with China. Both Japanese and Chinese troop movements to the land around the Yalu river were carried out by sea, and the escorting squadrons of warships clashed in the Yellow Sea on 17th September 1894. Neither side expected the clash to result in one of the biggest naval engagements for decades, but that is just what happened. The Chinese, led by two 1?2 inch gunned battleships, came out from the Yalu river in near to line abreast formation. The whole squadron was somewhat slow, maintaining a speed of only six knots. 21The Japanese, with no battleships but several more modern cruisers, adopted the traditional line astern formation, and were capable of twice the speed of the Chinese. In addition they split into two squadrons, enabling more rapid manoeuvres. The fleets first sighted each other between the islands of Talu and Haiyang@%V around midday. The battle that followed is sometimes referred to as the battle of Haiyang. As the fleets engaged the Chinese line abreast formation first became a wedge, then became a mess, as the Japanese moved swiftly passed them. The Japanese squadrons circled round the hapless Chinese, with the range at times decreasing to under 1,000 yards. Both sides had peculiar disadvantages. The biggest Japanese guns, the French designed 12.6 inch Canets, could only fire once every five AG minutes, and proved all but useless. However the Chinese ammunition was so poor that some reports suggest many shells were not filled with explosives, but contained sand or were just empty. The most effective results were gained by the Japanese cruisers, in particular the Yoshino, armed with German 21cm (8.2 inch) guns. After five hours of fighting the result of the battle were conclusive. The Chinese ships Chao Yung, Chih Yuen, and King-Yuen were sunk in the battle, and the KwangB׶>-Chia struck a reef and later exploded while trying to flee. The Yang_Wei was rammed and sunk accidentally by the Chi Yuen. The Ping_Yuen also sank in shallow water after escaping from the fight. No Japanese ships were lost, although all but one reported casualties and damage. Newspapers reported that the flagship Matsushima, and the Akagi and Hiei showed the worst effects of the fighting. 22All Japan went on to capture the rest of the Chinese fleet in is harbours at Port Arthur anCId Wei-hai-Wei. However its colonization of the land soon ended under great pressure from Germany and Russia. This humiliation of Japan did not stop its attempts at expansion, as the Russo-Japanese war of 1904-05, and more recently the Second World War, show clearly enough. The battle of Yalu, or Haiyang, is the first scenario on the IRONCLADS disk and the oldest battle recreated by this program. Naval History of The Russo-Taoanese War -1904 to 1905 As the Russians and Japanese cD3Hontested the mainland and islands of the Far East, considerable interest in the balance of power there was shown by the other world powers. Britain sided with Japan, worried about Russian expansion into China, and supplied the Japanese with modern warships, including four powerful battleships. Russia turned to France for assistance, and a naval arms race began that both sides felt would inevitably lead to war, Japan was strongly influential in Korea at the time, as the Russians werE?be in Manchuria (now Northern China). The southern most point of Manchuria was the strategically valuable port called Port Arthur. Showing a willingness to take the initiative without bothering with War declarations (as with Pearl Harbor), the Japanese chose a favorable moment and attacked Port Arthur. This attack was nowhere near as successful as Pearl Harbor, but it demonstrated the aggression of Japanese 23navel tactics, and the Russian fleet, commanded by Admiral Witgeft, becameF\G crippled by indecision amongst its high command. The Japanese managed to move troops out of Korea to surround Port Arthur on the land side, while the navy blockaded the entrance. The Russians showed considerable courage in the bloody defense of Port Arthur in the land battles, but the fleet of six battleships in the port had to be repeatedly ordered by Moscow to attempt a breakout and sail to Vladivostock. Eventually, on 10th August 1904, Admiral Witgeft did put to sea, and initiaGѾ]%lly made good his escape from the Japanese Admiral Togo. However Togo managed to re-engage the Russian fleet while it was still in the Yellow Sea, and a shell killed Admiral Witgeft while he stood outside on the bridge. After this event senior officers in many navies were ordered to take cover, and ignore the Nelsonian image of flag officers standing bolt upright on deck oblivious to danger. Despite Witgeft's orders to the second-in-command, Admiral Ukhotomski, to make for Vladivost2"was trying to steer round the back of the Grand Fleet and escape back to base. In the event though he gave Jellicoe a second chance, and had to resort to even more desperate measures to escape. Scheer order Hipper's badly mauled battlecruisers to charge the British line. First the Derfflinger, then the others slowly built up speed and, in an episode that has motivated seafarers ever since, launched themselves forward against enormous odds. As this was being done the rest of the Ger3|Klman fleet's big ships turned away for the second time. The German battlecruisers took a predictable battering before they turned away, the Lutzow being so badly damaged that it was abandoned. This was the first serious German lost. Scheer also ordered his destroyers to launch a torpedo attack to cover the retreat. This achieved the desired effect of turning the British Dreadnoughts away, a decision that was possibly unnecessary as the torpedoes were launched at maximum range, and a c4?y#ounter-attack by British destroyers largely drove off the attacking flotillas. This second escape ended the main engagement between the Dreadnoughts, although Beatty's battlecruisers, now at the head of the battle line, did engage some German ships, believed to be the pre-Dreadnought battleships for a short while. Throughout the fighting the mist played a decisive role in shielding each side's ships from the gunnery view. Report after report in the logs of the British fleet show 5 ZKthe frustration at being unable to make out the targets clearly, if at all. Admiral Scheer decided to turn a second time to try to make Horns Reef, and the security of his bases, but this time using the cover of night. He ordered his ships to maintain course, as they quite desperately sought to escape from Jellicoe's battle fleet. 18Seer's escape route took him though the rear of the British fleet, now heading South in its search. The rear was made up of the British destroyer flotil6:la's. In the considerable confusion and uncertainly of battle at night, the British destroyers flung themselves in torpedo attacks at the German ships as they occasionally came into view. There were several collisions between the destroyers, and one even collided with the German Dreadnought Nassau before making good its escape (the German guns could not be lowered to be brought to bear on the tiny destroyer). These attacks cost the flotillas several destroyer and many lives, but we7n3re eventually successful as a torpedo hit on the pre-Dreadnought battleship Pommern sent it up in a huge explosion. The light of early morning brought huge relief to the German fleet. Hundreds of binoculars scanned the horizon in the expectation of seeing the Grand Fleet barring in way home, but it was too far away to intervene, and the ships of the High Seas Fleet made it safely back to port. The Germans were quick to claim victory at Jutland, and certainly the list of British s8{.hips sunk is awesome: Battlecruisers: Queen Mary, Indefatigable and Invincible Armored cruisers: Defence, Warrior and Black Prince Destroyer: Tipperary, Ardent, Fortune, Sparrowhawk Shark Nestor, Nomad and Turbulent. The German losses were significant: Battlecruiser: Lutzow Battleship: Pommern 19Light cruisers: Wiesbaden, Elbing, Rostock and Frauenlob Destroyers: V48, V4, V27, S35 and V29 British casualties were painfully high, over 6,000 men were killed (around 3,000 on9Lۮ the three battlecruisers). German losses were around 2,500 killed. Credit certainly has to be given to the skillful handling of the German fleet, its accurate gunnery and its bravery (especially of the battlecruisers), but the clear resilience of the German ships to punishment saved several from going down. On the British side bravery, particularly of the battlecruisers, light cruisers and destroyers, is beyond question. The tactics were again good, although Jellicoe's rigid comma:&Gnd discipline prevented other admirals acting on their own initiative when perhaps they could have done. The ships however where far from beyond question, the battlecruisers were not well protected, and the armored cruisers should have become museum pieces years before. In the end though the poor visibility, helped by vague British communications, probably saved the German fleet from crippling losses in its escape. Despite British losses, Jutland did not change the strategic balance;_ in the North Sea. The Grand Fleet did not lose a single Dreadnought. Beatty still had an advantage in the numbers of battlecruisers, and British shipyards were building replacements three times faster than their German counterparts. Jutland caused consternation in Britain, and a deep loss of faith by the British public in the Royal Navy (who confidently expected a naval battle to be another Trafalgar). However it was most succinctly summarized by an American journalist who wrote "T<q+Khe German navy has assailed is jailor - but remains in jail". 20After Jutland the German fleet made few sorties, although one of which could have led to another battle. Germany though was exhausted on the land battle fronts, and in capitulation there led to the surrender of the entire fleet to the British (now commanded by Admiral Beatty). "The German flag will be hauled down at sunset, and will not be hoisted again without permission" - Admiral Beatty, after the surrender of the Ge'fd>as hit by a salvo from the old German battlecruiser Von der Tann, and first veered out of line, and then exploded. Admiral Beatty, brave to a fault, did not flinch from his pursuit. However, before 4 30 pm the Queen Mary similarly took a plunging salvo, crashing through the under-protected armor deck and causing an explosion which set off the ship's magazines. The Queen Mary was a wreck in seconds. Beatty showed some of his frustration to his Flag Captain: "Chatfield, there is some(dthing wrong with our bloody ships today". He again did not flinch from his pursuit. The German ships were firing very accurately and although they were being hit, all were steaming well. The other officers in the British battlecruiser fleet looked to HMS Lion, Beatty's flagship, after the loss of the Queen Mary, for any signal that might indicate a change of plan. But the Lion looked resolute in its pursuit, even though near misses from German shells were drenching it in spray. But)0w for the heroic thinking of a gunnery officer on HMS Lion it too would have exploded. A direct hit on in mid ship turret tore the roof off and exploded inside. The fire would have reached the magazine had not the dying officer ordered it to be flooded. Smoke poured from this wound in the Lion, but the flagship remained active for the entire battle. 15Before 5pm the battle rapidly changed. The German High Seas Fleet came into view, an impressive line of Dreadnought stretching back int*vo the horizon. Beatty signalled his force to alter course to the North, and the battlecruisers followed in turn to begin the next stage of the battle "the Run to the North". Fortunately for Beatty the 5th Battle Squadron took up the rear of this line, and these powerful modern Dreadnoughts took the full anger of the firing of the leading German ships. The ships of the 5th Battle Squadron, the Barham, Valiant, Warspite and Malaya, fired continuously at the German fleet. The Germans co+_ncentrated their fire on the last ship, the Malaya, in the hope of slowing her down and picking her off. Despite some very heavy hits, the Malaya kept her station and kept firing relentlessly back. Meanwhile Jellicoe, is his powerful Dreadnought the Iron Duke had increased speed to rendezvous with Beatty and add the weight of the full Grand Fleet to the battle. His short signal to the Admiralty in London raised the tension and expectation there to new height: "Fleet action is immin,xent". Jellicoe was, however, confused and uncertain about how the battle was developing, being none too impressed by the vagueness and contradiction of the reports: "I have never felt so `out of it' - I could not make out the situation a bit. Neither the enemy battle fleet was ahead, abeam or on the quarter. The accuracy of fire of the German battlecruisers had dropped off considerably, as all five had taken a considerable punishment. However the leading German Dreadnoughts had the- ir chance when a hit on Walpite's rudder jarred it, and forced the great warship into turning in a huge sweep, initially straight at the German Fleet. Warspite took a terrific pounding, being hit many times, but unlike the battlecruisers its heavy armor plating withstood the battering and it kept firing as it steamed around in its lonely circle. This may have saved another British ship, the Warrior, from immediate destruction. 16The Warrior had been following its squadron flagship, t.%he Defense, about 10 miles or so ahead of Jellicoe. Both ships were old armored cruisers and had turned to fire into the advancing Germans, disabling the light cruiser Wisbaden. But when the old armored cruisers took the fire from the German Dreadnoughts, they were severely punished. The Defense exploded and sank under a rain of shells, and the Warrior limped off, fortunately saved by the Warspite as the German gunners shifted targets. Despite Jellicoe's uncertainty about the exact/_V German position and course, he ordered his fleet to change from side columns abreast to one long battle line, lead by the powerful Dreadnought King George V. The Germans, eagerly seeking fresh laurels, were taken aback. They could not see the British fleet itself, but just the bright yellow flashes of over 100 heavy guns all along the Northern horizon. The ships in the van of the British line found great difficulty in seeing any targets in the mist, but the ships to the rear fired0=aV many broadsides, hitting the leading German battlecruisers and Dreadnoughts. The fighting lasted for about half an hour, but despite the weight of advantage in the British favor a salvo of shells hit the British battlecruiser Invincible, and it too went into its death throes, first pulling out of line sharply, and then exploding. Admiral Scheer then signalled to his fleet to carry out a manoeuvre it had practiced many times, a "battle turn away", where all ships turn together an1,d head away on an opposite course. This manoeuvre was carried out with considerable skill and ended the firing. Jellicoe signalled to the flagship leading the rear of his line, the Marlborough: "Can you see enemy!". "No" came the reply. Admiral Scheer, who had successfully extricated his fleet, then turned around and again headed straight 17back into the center of the British line. Despite his later insistence that this was designed to re-engage Jellicoe, it is far more likely he t was well outnumbered by the massed ranks of the British Dreadnoughts. Early expectations of a major fight in the North Sea never materialized. Germany was very cautious with their fleet, and had badly misjudged British strategy. One of the most important decisions made by the British, before the start of the war, was not to closely blockade the German ports, as was expected, but to operate a distant blockade. The main fleet was based at Scapa Flow, in the Orkneys, and a smaller oV:lder fleet would block the Channel. This both effectively bottled up the German Fleet into the Baltic and North Sea, and also avoided many of the dangers from mines, submarines, shallows, shore batteries, and, later, bombers, that a close blockade would involve. It was indeed a shrewd move. 12German strategy towards fighting the British was based on the sensible premise of trying to split the more powerful force, and defeat it in detail. This it achieved to some extent by splitting iM@s own fleet into the faster battlecruisers and the slower Dreadnoughts. The battlecruisers speed would enable them to escape from most pursuers. To entice the British to split its naval force, several bombardments, by the battlecruiser fleet, of English coastal towns was ordered. One of these raids in particular, on Scarborough, enraged British public opinion, as several women and children were killed by the shells. In response to this Admiral Beatty's battlecruiser force was split ʓ from the Grand Fleet, and based further south at the Forth. This would enable him to intervene if any further raids were launched. Also, of course, this was partly what the Germans wanted. The codebreakers at the Admiralty were impressively successful at cracking the German naval codes, and in January 1915 they were accurate in their predictions of a German raid, in the vicinity of the Dogger Bank". A message to Winston Churchill read "Those fellows are coming out again.......fo ur German battlecruisers, six light cruisers and 22 destroyers will sail this evening to scout the Dogger Bank. Admiral Beatty's battlecruisers rushed to intercept the raiders. A lieutenant on Beatty's flagship, HMS Lion, remembered the moment of contact: "The enemy appeared on the eastern horizon in the form of four separate wedges.....suddenly from the rear most of these wedges came a stab of white flame...we waited for what seemed a long time, probably about 25 seconds, until a gr!#]eat column of water and spray arose in the sea at a distance of more than a mile on our port bow". The German force was outnumbered five to four in capital ships, and at least no to one in cruisers and destroyers, so Admiral Hipper, the German commander, wisely turned for home. 13In the running fight that followed the old Blucher, the weakest of the German capital ships, was unable to escape. A survivor recorded how tension mounted within the ship as its speed faltered under the he".9avy bombardment: "now the shells came thick and fast with a horrible droning hum". The Blucher was sunk much to the huge delight of the British press and civilian population. Beatty was not impressed though, in private he said to a colleague: "the disappointment of that day is more than I can bear to think of. Everybody thinks it was a great success, when in reality it was a terrible failure". Admiral Beatty had hoped to sink far more than just the Blucher. This battle is recapture#d in the Dogbank scenario. Having successfully split the British fleet, the basic German plan was to chip "away at British naval power with submarines and mines, and hopefully to entice Beatty's battlecruisers to chase the German battlecruisers into a trap laid by the High Seas Fleer. The German High Seas Fleet now had a new commander, Admiral Scheer, who, unlike his predecessor, was willing to put the trap plan into action. Unfortunately for Scheer, the British had cracked the n$|aval codes so comprehensively that Admiral Jellicoe, the commander-in-chief of the Grand Fleet, and Admiral Beatty were fully aware of German intentions, and able to take advantage of them. The British plan was to allow Beatty's battlecruisers to take the bait of the German trap, but then in turn to lead the German fleet into the guns of the entire Grand Fleet. On the 31st May 1916 both Beatty's force and the Grand Fleet sailed from harbor. All the reports of the officers and sai%lors of that day show how they expected nothing more than another fruitless boring sweep of the North Sea, Beatty had a powerful fleet, the 8th Battle squadron of 15 inch gunned battleships had been temporarily placed under his command, to add to his 14five battlecruisers, and considerable number of light cruisers and destroyers. At around 2pm, near the Jutland bank off Denmark one of the scouting light cruisers, HMS Galatea, was sent to investigate a merchant ship. The merchant sh&4ip was indeed harmless, but the Galatea also spotted some German light vessels, and a short engagement followed. These German ships were scout cruisers of Hipper's battlecruiser force, Beatty turned South to try to cut off Hipper's retreat to his bases. The battlecruiser closed and a fierce running fight took place. This is now known as "the Run to the South". The firing started at about 3 4-8pm. Soon after 4pm the first disaster struck the British battlecruisers. HMS Indefatigable w L Britain's Admirals considerably. "Commence hostilities against Germany" - telegram to Royal Navy, 1914 The naval war started well for Germany. One of the most embarrassing incidents to Britain became known as the "escape of the Goeben". The Goeben, a Dreadnought battlecruiser, was given by the Germans to Turkey,in response to the latter's decision to take sides with the axis powers. The Royal Navy failed to intercept the ship, after numerous attempts, even in the confined waters of |[ the Mediterranean. A further embarrassment was the success of a distant German light cruiser,the Emden, which preyed on British merchant shipping in the pacific with considerable success. 9However, it was on the 1st November 1914 that Britain was most seriously stung. Admiral Von Spee had assembled a squadron of five German warships to attack British ships and bases in the Southern oceans. Called the German East Asiatic Squadron, Spee's two key ships were the armored cruisers, Scha WB*rnhorst and Gneisenau. The commanding British admiral in the region, Admiral Christopher Cradock was well aware that he stood little chance on his own against Spee. Cradock made several pleas to the Admiralty for more and better ships. But he only gained the old battleship the Canopus, a ship in which he had so little respect he did not even wait for it. Winston Churchill proudly claimed "The Canopus is a citadel around which "all our cruisers could find absolute security", but C enXradock was unimpressed: "with reference to orders to search for enemy...consider it impractical on account of Canopus's slow speed to find and destroy enemy's squadron...Canopus will be employed on necessary convoying of colliers. Cradock angrily went off in search of the German squadron, and found them off the coast of Chile, late in the afternoon of November 1st 1914, near the port of Coronel. The Battle of Coronel was a complete disaster for Cradock's squadron, which consisted o Jf the flagship Good Hope, the cruisers Monmouth and Glasgow, and an armed merchant ship called Otranto. Admiral Von Spee managed to manoeuvre his ships to take advantage of the failing light, so silhouetting the British squadron in the sunset, and pumped the Good Hope and the Monmouth full of shells. Both sank with no survivors. Only six inconsequential hits were recorded on the German ships. An observer on HMS Glasgow, a light cruiser that escaped from Coronel, recorded that it |was "the most rotten show imaginable" and watched the last moment of the flagship: "There was a terrible explosion between her mainmast and her funnel, after which she lay...a black hull lighted only by a glow". 10The remaining two British ships, the Glasgow and Otranto, escaped South into the darkness. The Battle of Coronel was the first serious British naval defeat for over 100 years. This battle is recaptured in the Coronel scenario, with a second hypothetical scenario simply caQuJlled Canopus which models what might have happened if Cradock had waited for this old battleship. The completeness of Von Spee's victory led to his downfall. Churchill and Fisher, still dominant at the Admiralty, sent two new fast battlecruisers to the South Atlantic, the Invincible and the Inflexible, along with a number of older armored cruisers. The commander was Admiral Sturdee. Von Spee decided to make one last attack on the British coaling base at the Falkland Islands, beforsޗe heading North. A breakdown in German intelligence failed to inform him of the movement of the British capital ships, Herounded Cape Horn and sent the Gneisenau and Nurnberg to shell the base. They both returned in a hurry. Not only had they been shelled by the Canopus, now grounded in the harbor, but they had seen tripod masts (only used by the British on battlecruisers and battleships). At first Spee did not believe it, but when they appeared on the horizon he ordered his squadron% to turn and run. Although the German gunnery was excellent, their accuracy was no match for the British heavyweights. For the likes of the Invincible the Scharnhorst and Gneisenau were only target practice. Then the Germans were caught they turned to fight, allowing the three small cruiser some chance of escaping. But while the battlecruisers punished Spee's armored cruiser, the British cruisers split up and chased the Turnberg, Leipzig and Dresden. Only the Dresden was to escapSne. The Scharnhorst was the first of the German armored cruisers to sink. The captain of the Gneisenau was soon to follow: "he called for three cheers for 11 His Majesty (the Kaiser) and the Gneisenau was then abandoned. I fell into the water as she capsized," recalled one survivor. The remains of the valiant ship looked "like a great patch of brown seaweed" according to one British rescuer. This scenario, named Falkland, is probably the most imbalanced of all, the Invincible on its own could deal with the entire German squadron, but it don't show how the Dreadnought had so elevated naval firepower as to render previous navies obsolete. After this battle the Dresden was relentlessly pursued until it too was caught, battered and forced to surrender. With the German raiders now finished, both sides turned their full attention to the immediate battle front in the North Sea. Despite the great strength of the German battle fleet, called the High Seas Fleet, iT,es the ships, the atmosphere of naval warfare, and the difficulties of command at a period in history dominated by the world's battle fleets. In 1906 the World was stunned by the launch of a new class of battleship, a class so powerful that all the existing battleships were relegated to third rates overnight. The first of these ships, HMS Dreadnought, gave its name to all that followed. Before HMS Dreadnought, battleships contained a whole range of guns,Perhaps with only two or four sof the large calibre, and were not particularly fast nor had impressive armor plating. HMS Dreadnought revolutionized the design by concentrating on one big calibre gun (initially 1 2 inch), a speed of over 20 knots, and heavy armor plating designed to survive engagements with similar ships.The arms race that followed this launch led in part to the First World War,and particularly to the conflict between Great Britain and Germany, a growing and ambitious European power. The scenariosY included with this simulation concentrate on the period 1914-to 1 9 1 6 (the first three years of the First World War), and a number of the battles show how the old classes of ships were no match for Dreadnoughts. 6The biggest battle of them all was the Battle of Jutland, a huge and complicated engagement between 100 German and 150 British ships. Jutland was the last major engagement of battleships in the First World War, and ends the list of scenarios with this game.A scenario disk R covering the earlier Sino-Japanese and Russo-Japanese wars is titled IRONCLAD(*). A second scenario disk covers a selection of naval battle of the Second World War, and is entitled BISMARCK(*).(*) available as scenario disks for the DREADNOUGHTS program, at extra cost. The concept The concept of the game is that you take the role of the commanding admiral at one of history's great naval battles, and order your own ship and the rest of your fleet as the historical admiral would hav C e done. You are not given supernatural powers of vision, control or communication, and have to workout for yourself, from visual sightings and reports, what is going on. All the DREADNOUGHTS scenarios are set-piece battles, the object being the destruction of the enemy's fleet. The following historical narratives coverall the battles that DREADNOUGHTS can recreate, including those on the optional scenario disks. However, these narrative do not go into the same detail as the program i 1Ttself, and the player is invited to find out more about the battles and the ships involved. 7The Background to the simulator Naval History of the First World War 1914 - 1918 "The due use and control of the sea is but one link in the chain of exchange by which wealth accumulates; but it is the central link" - Alfred Mayan, in The Influence of Sea Power. Alfred Mayan was a little known Captain in the American Navy when he wrote his treatise "The Influence of Sea Power", but he so a kQrticulated the importance of it that government were soon quoting his work in justifying their own policies. However controlled the seas controlled the channels of world commerce. At the turn of the century Great Britain controlled much of the sea, and as a result was both very wealthy and hugely influential in world affairs. Many countries, especially Germany, looked on with considerable envy. However, overcoming Britain as a trading power meant overcoming the Royal Navy, a formida \ble task in the early 1900's. The Royal Navy was kept at a size larger than the next two biggest navies put together, it had coaling stations across the globe, and, importantly, it's continuous use meant that it had a huge number of experienced men, from gunners to admirals, to call upon. But there were weaknesses in this vast arsenal of power. One of the most significant was that the Navy had become tradition bound, upholding the reputation of Nelson and his victories that ended w'ith Trafalgar. Along with the hidebound attitudes, and dated views, were the useless organizations that had grown so big that they were politically difficult to dispose of. An example of this was the large Admiralty department responsible for the distribution of 8cutlasses (large swords) to the warships. Given the range of the big guns was over 20,000 yards, wielding a cutlass seems a somewhat profitless exercise. The Royal navy was seriously shaken up, and vigorously modernized by two men in particular: Jacky Fisher and Winston Churchill. Both were enthusiastic supporters of the Dreadnought projects, and both had the great energy to think big and force their ideas and project through. This created the predictable tensions and political in-fighting, but resulted in a very significant modernization of the British fleet. This great push forward must have, in part, led to Germany's challenge for naval supremacy. Germany had none of the naval background of Britailtn, but certainly had the industrial might to build a navy, and, starting from afresh,was not tied down with old ideas or stifling tradition. The key figure in Germany's naval expansion was Admiral Von Tirpitz, Like Fisher, Tirpitz was a powerful and relentless figure who initiated the construction of Germany's battle fleet. The first few classes of German Dreadnought were nothing special, but by the outbreak of war Germany had built many that, on a ship to ship comparison, worried u ! DINING ROOM. NOTICE CLARENCE DRINKING ALONE AT THE BAR. NOTICE THE COLONEL WITHOUT HIS WHEELCHAIR. SEARCH THE WASTEPAPER AT THE BATHROOM. EXAMINE THE BOTTLE WITH TYHE MONOCLE. SEE LILIAN HIDING SOMETHING INTO HER SUITCASE. SEARCH JEEVEES' AND FIFI'S BODY. ECAMINE THE DECANTER OF COGNAC. SEE CLARENCE WRITING ON HIS DESK. SPY ON LILLIAN WHEN SHE IS ALONE. FEED A CRACKER AT POLLY THE PARROT. WATCH RUDY PETTING BEAUREGARD (THE DOG). KNOCK ON CELIE'S FRONTDOOR. DISCOVER THAT JEEVES AND HS FIFI HAVE BEEN MURDERED,UPSTAIRS (THATS ENOUGH TO FINISH THE GAME,I THINK,I HOPE) A C T VII (13.15) FIND THE DEAD BODY OF CLARENCE IN DR.WILBURS ROOM EXAMINE THE BODY AND FIND THE MATCHES LEAVE THE ROOM AT THE RIGHT DOWN THE HALL AND DOWN THE STAIRS DOWN THE SCREEN TO LEAVE THE HOUSE LEFT LEFT LEFT OPEN THE DOOR OF THE LITTLE HOUSE (13.30) LEAVE UP THE SCREEN TO THE CHAPEL ENTER THE CHAPEL (13.45) WALK TO THE LEFT USE CROWBAR ON THE FLOORBOARDS !\LOPEN FLOORBOARDS WITH CROWBAR LOOK HOLE AND GET THE BIBLE PRAY LEAVE THE CHAPEL RIGHT, LOOK AT THE BELL WALK UP THE LADDER OIL THE BELL GO DOWN THE LADDER GET ROPE WITH CANE TAKE THE CRANK OFF THE BELL RIGHT, RIGHT,ENTER THE HOUSE ONE SCREEN DOWN WALK TO THE HARNAS OIL THE VISOR OPEN THE VISOR TAKE THE VALVE HANDLE LEAVE THE HOUSE UP THE SCREEN RIGHT, RIGHT, DOWN NOW YOU ARE AT THE HEDGE GARDEN ENTER THE GARDEN WALK TO THE STATUE AND LOOK AT THE SHAFT PUT VALVE HANDLE ON SHAFT TURN H"YANDLE WALK AROUND THE STATUE AND TURN IT AND SEE THE SECRET PASSAGE LIGHT LANTERN AND ENTER THE SECRET PASSAGE WALK ALL THE SCREEN TO THE LEFT TILL.... YOU SEE AN ENTRANCE,ENTER IT BY THE LIGHT OF YOUR LANTERN YOU SEE A PILE OF DEAD BODYS LOOK AT THE LEFT WALL AND SEE A HOLE PUT CRANK IN HOLE TURN CRANK,AND A SECRET PANEL OPENS! ENTER THE PANEL WALK ALL TO THE LEFT TILL YOU SEE A STAIR GO UP THE STAIRS AND ENTER THE DARK TOMB NOTICE THE FOUR VAULTS ON THE WALL OPEN VAULT DOOR WITH CR#OWBAR LOOK INTO VAULT AND SEE A LEATHER POUCH TAKE THE LEATHER POUCH OPEN THE LEATHER POUCH AND NOTICE THE JEWELS LEAVE THE TOMB THE SAME WAY AS YOU ENTERED IT LEAVE THE GARDEN AT THE FRONT UPPER LEFT, LEFT, LEFT ENTER THE HOUSE WALK DOWN THE SCREEN TO THE STAIRS AND UP UP ONE SCREEN,ENTER THE RIGHT ROOM (14.00) A C T VIII SEE RUDY LOOKING FOR SOMETHING LEAVE THE ROOM AND GO DOWN,DOWN THE STAIRS AND LEAVE THE HOUSE IN FRONT OF THE SCREEN SEE THE DO$HG AND GO TO THE RIGHT,RIGHT AND SEE THE HEDGE GARDEN ENTER THE GARDEN (14.15) MWB PLK47899 2504 CD DENHAAG HOLLAND SEE ANOTHER DEAD BODY OF LILLIAN SEARCH BODY AND SEE THE GUNSHOT FIND A SKELETON KEY IN HER POCKET GET THE GUN FROM THE GROUND AND TAKE THE BULLET PUT BULLET INTO THE GUN LEAVE THE GARDEN GO LEFT AND ENTER THE HOUSE LEFT, LEFT UP THE STAIRS AND UP THE LITTLE STAIRS USE SKELETON KEY ON UPPER ATTIC DOOR OPEN DOOR ENTER AND IMMEDIATELY SHOOT RUDY ANS SEE THE END SE5ǷQUENCE E LEATHER POUCH OPEN THE LEATHER POUCH AND NOTICE THE JEWELS LEAVE THE TOMB THE SAME WAY AS YOU ENTERED IT LEAVE THE GARDEN AT THE FRONT UPPER LEFT, LEFT, LEFT ENTER THE HOUSE WALK DOWN THE SCREEN TO THE STAIRS AND UP UP ONE SCREEN,ENTER THE RIGHT ROOM (14.00) A C T VIII SEE RUDY LOOKING FOR SOMETHING LEAVE THE ROOM AND GO DOWN,DOWN THE STAIRS AND LEAVE THE HOUSE IN FRONT OF THE SCREEN SEE THE DO&2+" War 28 "The role of warships 38 Fleet organization 43 Communications 44 Latitude and Longitude 45 Gunnery 46 Damage and Damage Control 49 Winning and Losing 52 Game time and scale 53 Notes on the scenarios 'Uř 54 Section 2: Operations 57 Getting started 57 Looking around 59 The Telescope 61 Taking the helm 61 4Giving and signalling orders 63 A: Reports 64 B: Formations 65 C: Ship stations 67(CA D: Command structure 68 E: Setting a course 69 F: Setting a speed 70 G: Mayday, Assistance and Rescuing lifeboats 71 H: Engaging and Disengaging the enemy 73 I: Torpedo attacks and defensive measures 74 Appendices: 76 Appendix A: Recommended reading 76 Appendix B: Warship classes 79 /R i) Dreadnoughts scenarios 79 ii) Ironclad scenarios 83 iii) Bismarck scenarios 86 Appendix C: Naval guns and torpedoes 87 Appendix D: Armor penetration 91 Appendix E: Technical support and replacement parts 94 5Introduction Welcome to Dreadnoughts. Dreadnoughts is a simulation program that enables your instant promotion to Admiral of the Fleet. It recreat(*Rareen Options Screen. Now press Up, Down, Right, Left, and then hit START. You will now be able to select from any of the game's 10 levels. ( Powered Up Shots ) Start the game, pause, and press U, D, R, L, in order; then unpause while holding A. This will immediately power up your weapon to near maximum. (At least one magazine has said that it _is_ maximum; the magazine is wrong.) ( Extra Bombs ) Start the game, then PAUSE. Now press Up, Down, Right, Left. Hold down B, a)+ nd then unPAUSE the game and you will have 8 bombs. VALIS III ( Stage Select ) During the Title Screen where it says "Valis III", hold A, B, C and press Up on the directional pad. While holding them, press and hold START for a few seconds then release START. You are now able to select any of the 24 stages by pressing up or down on the directional pad. ( Momentary Invincibility ) If you have a magic item, but not quite enough MPs to do magic (for Yuko, this means 1 or 2 MP*,u-s), invoking Magic will cause your character to "go through the motions" with no payoff. HOWEVER, she is invulnerable while doing this; the flaming knives of Glames will go right through her to no effect. This effect lasts no longer than a second; therefore, it is useless against any slow-moving adversaries or lingering firepower. ( Visual Select ) Up-Left + A + C + Start ( Music select ) A + B + C ( Sound FX ) Down-Right + B + Start VERYTEX ( Extra Lives and shields ) +-jI Hold A,B,C, and START all at once to pause the game. While paused, hold DOWN and then START for every extra life you want. Get a free shield by pausing the same way and holding RIGHT and START. WINGS OF WOR ( Easy Mode ) Go to the Option Screen, and move the cursor onto "game level". Now hold down A, B, C, and press Start. ( Stage Select ) To access a special Stage Select menu, first go to the main options menu. Move the cursor to Control. Now press and hold the A butt,.y(mon for about ten seconds. A Stage Select screen should appear. -- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- / Bob Rusbasan | Dance to the tension \ / rusbasan@sage.cc.purdue.edu | of a world on edge \ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ S Y S O P : /|/|. B I S O N - 1 4 , 4 0 0 H S T - 5 0 0-/# M E G S C O S Y S : B U G M A N _ _ _ _ / \ / \ / \ / \ _ _ \ \ / / \ \ / / __ _ ____ _ _ _____ /\ / \ / \ \ \/ / \ \/ / / _| | \ / __ \ | | | | |_ _| / \/ \ / \ \ / \ / / _ ||\\ - / / \ \ | | | | | | / /\ /\ \ / _ \ / \ / \ \ _ ||// - \ \__/ / | |_| | | | \/ \_/ \/ \_/ \_/ / /\ \ / /\ \ \__| |_/ \____/ .07J|_____| |_| / / \ \ / / \ \ \_/ \_/ \_/ \_/ ( 5 0 3 ) 7 5 2 - M A X X - Supporting AMIGA and C O N S O L E S M E G A D R I V E - G E N E S I S - S N E S - P C E N G I N E ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ _____ _____ _____ ____________ /\ _____ ____________ / ___ \ / ___ \/ ___ \/ _____/ ___ \/\ / / / ___ \/ _____/ ___/ / /__/ // /__/ / //1ub / / / / /__/ / // /__/ /__/ / /__ / /___ / ___/ // /____/ / / / / / ___/ / / \___/ /____/\/__/\/ ____/ / / / // / / /_ / / /____/ / / / /_____/ /_________/ / /____ \/ / // / \__// /\/____/_/ / /\______/ /___________/\/____/ \// / \/ \/ / / [pow] \/ \/ AmiExpress v1.1w (c) 1992 Registered Amiga 3000 - 68040 - 3 GIGs - 3 Dual Nodes 0 Full Support For ALL 16-Bit Console Machines FairLight Amiga WHQ - Independent PC Simply the BEST!! C O N S O L E S M E G A D R I V E - G E N E S I S - S N E S - P C E N G I N E ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ _____ _____ _____ ____________ /\ _____ ____________ / ___ \ / ___ \/ ___ \/ _____/ ___ \/\ / / / ___ \/ _____/ ___/ / /__/ // /__/ / / 3?N ON THE GROUND AND NOTIVE THE FOOTPRINT EXAMINE THE FOOTPRINT WITH THE MONOCLE AND SEE...... AN INSIGNE OF AN EAGLE! GO UP AND SEE THE STABLE. GO DOWN AT THE FAREST RIGHT TO THE CARRIAGE HOUSE ENTER GET THE OILCAN TAKE THE CROWBAR OUT OF THE CAR LEAVE GO RIGHT, UP, UP, RIGHT, RIGHT, UP TO THE LITTLE GARDEN HERE YOU FIND ETHEL MURDERED EXAMINE BODY SHE WAS KILLED BY A HEAVY,BLUNT INSTRUMENT S....H....I....T....!!!!!!!!!!!!!!!!!!! *************************************** MY COMPUTER GwAVE A GURU NOW... AND WE DIDNOT SAVE THE BLOODY TEXT FOR A WHILE NOW WE DON'T WANT TO PLAY ALL BACK SO TRY THE NEXT ACT YOURSELF TILL ACT SEVEN (GOOD LUCK!) OKEY ITS A PITY I KNOW... HERE SOME HINTS TO DO IT QUICK. WATCH FIFI PUT ON MAKE-UP. SEE LILIAN WITH THE COLONEL IN HIS ROOM. GO INTO THE COLONELS ROOM WHEN HE IS NOT AROUND. FIND ETHEL'S DEAD BODY IN THE CARRIAGE HOUSE OR SOMEWHERE AROUND THAT!. SMELL THE FAINT AROMA OF PERFUME IN THE SECRET ROOM. NOTICE RUDY EATING ALONE IN THE5+ld, and have entered the First Zone, press RESET again. When you finally have all the Emeralds DO NOT press RESET, just continue on with First Level. You get to keep the Emeralds and the Continues accumulated so far. ( Control Mode ) At the Title Screen, press U, C, D, C, L, C, R. Or, if that doesn't work, try this: Quickly type 4 C press U,D,L,R repeatedly until you hear a chime. This will give you special techniques during games: While paused, pressing A will reset the g6iUame, pressing B will allow you to play in slow-motion (while B is held down), and pressing C will advance the game one frame at a time. ( Debug Mode ) Enter Control Mode as described above. Anytime after that, after pressing START to begin a game, hold down A (pressing start before A allows you to enter Debug Mode even if you've activated Level Select previously) until you see Sonic on the screen. If you see a bunch of hex numbers on the top of the screen, you're in the m7ode. To start "debugging," press B, then you can select any sprite in that stage and put them on the screen. To select different sprites, press A, and to place it on the screen, press C. Note that sprite selection is different from Zone to Zone. Also, instead of displaying the time elapsed, it displays the number of sprites currently on the screen. Normal Control Mode functions work. This only works on the first production releases of Sonic. SPACE INVADERS '91 ( Stage S 8_Felect) On the title screen, hold down A and C and press Start. The screen will fade, and there will be a short pause before the first level. Quickly press BAC. A level selector will appear. STORMLORD ( Extra Lives ) Pause and press AAAACCBBBCA. ( Level Select ) Pause and press CBBBAAAACCAAAA to move to the next level. ( More Time ) Pause and press BAAACUUUAAA (U is Up). STRIDER ( Unlimited Lives ) Place your Altered Beast cartridge in the Genesis console and turn on the!9`O game. When the Title Screen appears, pull the cartridge out. It should continue to display the Title Screen. Now, without turning off the Genesis console, stick in the Strider cartridge. Hit the reset now, and then hit start twice to begin the game. It should display 9 lives and will continue to display 9 lives, unless you gain a life, then it will display "0", but you will always have an unlimited number even with "0" displayed. [Editor's note: As with any trick involv":-ing yanking a cartridge and inserting another with the power on, perform at your own risk.] ( Permanent Robots ) Grab two robots. Find a container with a robo- panther. Open it but do not touch it. Get hit on purpose so you lose a robot. Activate the robo-panther by touching it. After a white, it will go away and leave you with two robots that will never leave, even if you die from hits. SWORD OF SODAN ( Level Advance ) Get a score that ranks number one on the high scores#;6H table. Then type in your name as HINANP. You can now press START on the _second_ controller to skip levels. TARGET EARTH ( Invincible Mode ) Press START on control pad 2 as soon as the game begins and hold it until you get to the Weapons Select screen. ( Nine Continues ) Begin the game and destroy your warship. Let Rex die on his way to the shuttle. Choose the Option mode, change pad reset from Cancel to Enable. Now (while still in the Option Mode) push C and START simul$<Ytaneously. A girl with nine continues will slide onto the Screen. Exit the Option Mode and save the universe. ( To Change Firing Set-Up ) Simply press A, B and C simultaneously. ( Two-Player Game ) As soon as the first green robot walks from the right side of the screen, press Start on control pad 2. Player 2 should now have control of the next robot to come along! TOEJAM & EARL ( Level 0 ) You start the game on level one, which appears to consist solely of two islands in t%=zKyhe water. However, if you jet ski, fly, or ride an inner tube to the lower left part of level one, you will find another island with a hole in it. Fall down the hole to level zero, where you can be healed (in the hot tub) and receive and extra life (by drinking lemonade). TOMMY LASORDA BASEBALL ( Passwords ) Invisible team: Zb6jpqrnmGnYWQXaHuFFAB Weird setup: VU9lrstpomXcZTiebrHWyW After you enter this code and press start, the game will seem to reset only the color/graph&>Aics are REALLY WEIRD (i.e. screwed over). Anyway, this isn't the neat part of the code. After you get tired of tripping out on the groovy colors, just hit the reset on your Genesis. This will return your picture to normal, but the code is still in effect (and will remain this way until you turn the genesis off). Anyways, start a game against the computer and play away! You will soon discover many oddities in the game play. TRUXTON ( Pause Bombs ) When you use a Destroyer')!< Bomb, pause the game. Leave it paused for about 20 seconds, or else pause and unpause quickly. This will make the bomb do much more damage. ( Extra Lives ) During the game, you'll see an oval object that has three little circles above it. Look at the color of the circles above the object. If the color of you weapon matches the color of the circles, you can shoot the object and get a one- or two-up! TWIN COBRA ( Stage Select ) At the Title Screen, press START to get the g@|e edge EXACTLY as the timer runs out. Your tank will explode, and the timer will reset. Your new tank will be able to fly around and attack from outside the ship. This only lasts until the timer expires. HARDBALL (Special Pitch) If you switch pitchers during the game, substitute the pitcher with a player that is not a pitcher. The new player will have a special pitch called "FAT." It is a rather worthless pitch, but it is something to see. INSPECTOR X ( Unlimited contiAY Uwnues ) When your game is over and the 10 seconds left to continue are being counted down, hold upper right and repeatedly press C fast. If you press fast enough; you will add a continue; the maximum number of continues is 8. MARVEL LAND ( Level Select ) When in normal mode, use the code ARDE on the password screen for a stage select. To play in Digest Mode, use the code GIL AND KI. MIDNIGHT RESISTANCE ( Level Advance ) At the Title Screen, hilite the "Start Game" Option, B^}(press and hold C, and press START. Now, anytime during a stage, PAUSE the game, and press A to advance to the next level. Advancing past the last stage gives you the High Scores Screen. MIGHT AND MAGIC ( Secret Treasure Technique ) In order to do this trick you have to place two hirelings in your party. Once you have two hirelings, go and get attacked by the enemy. After you beat the enemy, dismiss one of your hirelings and search for the treasure chest. When you open thCD,e treasure chest, you will find a nice surprise inside (lots of gold, gems, and powerful weapons). MOONWALKER ( Stage Select ) Hold Up and Left and A on controller 2 when you turn the game on. While holding these, press Start on controller 1, and select a one-player game. After hitting Start, you'll see the words "Round 1", use Right/Left to select a level, then press Start (you can't get to stage 6 this way). M.U.S.H.A ( Full Power Cannons ) Pause, then press B, B, C, B, DB, C, Up, Down, A, then UnPause. This only works once per game. ( 20 Options ) Pause, then press Up, Up, Up, Down, Down, Down, Left, Left, Left, Right, Right, Right, C, C, B, A. This only works once per game. ( 5 Extra Ships ) Pause, then press Right, Down, Right, Down, Left, Up, Left, Up, B, C, A. This only works once per game. ONSLAUGHT ( Extra Territories ) Choose PASSWORD, and enter zeros for all the number positions. When you start the game, the map will be covered Ei~ with territories you own. PHELIOS (9 continues) Right when the game starts Chapter 1: "The Devil in Delos" and all that is on the screen is the title and Apollo, press this sequence really fast: C, A, B, A, C, A, B, A. POPULOUS ( Stage Select ) Select New Game and start to enter the password. But hold down B while you scroll through the letters---and numbers will appear. Now put in a number five times the number of the level you want to play. For instance, put in 150 to plaFy level 30. [Ed. note: My copy of this game does not require that the level desired be multiplied by 5. However, maybe I have a later/earlier version or something.] POWER BALL ( Hidden Teams ) Press BBCBBC during the original team display. Now press down to see the four hidden teams. REVENGE OF SHINOBI ( Unlimited Shurikens ) For unlimited shurikens, set the number of shurikens on the Options Screen to 00 until the zeros turn into an infinity symbol. SAGAIA ( Play ModG e ) Use this chart to enter whichever of the following Modes you wish to play with: Mode Press at the Title Screen Free Play B, B, B, C, A, A, A, B, B, C, C, C (infinite continues) Zone Select C, A, C, B, C, A, B, A, B, C, A, C Play Data Screen A, B, C, A, B, C, A, B, C, A, B, C Harder Level C 12 times ( Sound Test ) When entering a high score, if you enter the initials "ZTT" it will take you to the sound test screen. to exit, you'll have to reset the machine. SHAHZMDOW DANCER ( Practice ) At the Sega sign, (turning on the system or resetting) hold down all A, B, and C an then hit START. Repeat at the Title Screen. This will enable you to practice any Screen and stage (except the bosses) with the third Option. Almost every Screen has a union lizard coin (worth 1 or 2 free lives). ( Extra Lives ) In the Bonus Stage, you can get 1-ups depending on the number of hits you get, as reflected in this table: Number of Hits Special BonusIӖ 00 out of 50 1-Up 48 out of 50 1-Up 49 out of 50 2-Up SONIC THE HEDGEHOG ( Stage Select ) When the Title Screen comes up hold A, then press Up, Down, Left, Right, then you will hear a chime. Then hit START. You can then start from any stage or test the sounds. If this doesn't work, try the following method: At the Title Screen, press Up, Down, Left, Right, hold A, and press Start. For some odd reason, some versions of Sonic require the4; first method, some the second. After doing this once, you only need to hold down START and A to enter the stage select. ( Get All Emeralds ) This cheat allows you to start at the First Level with all the Emeralds, and with lots of Continues. Use the Stage Select cheat (see above) to get to the Special Zone. When you get the Emerald, and have entered into the First Zone, press RESET. Use the Stage Select cheat to get to the Special Zone again. When you get the next EmeraKH/ / / / ___/ / / \___/ /____/\/__/\/ ____/ / / / // / / /_ / / /____/ / / / /_____/ /_________/ / /____ \/ / // / \__// /\/____/_/ / /\______/ /___________/\/____/ \// / \/ \/ / / \/ \/ AmiExpress v1.1w (c) 1992 Registered Amiga 3000 - 68040 - 3 GIGs - 3 Dual Nodes Simply the BEST!! FairLight Amiga WHQ - Independent PC oP R.Bubba Trainer Home for SNES & Genesis & PC-Engine! Full Support For ALL 16-Bit Console Machines [703] 825-6517 - 3 Node Ringdown ng, he'll have nothing left to stand on and will fall to his death. So move quickly! _____ _____ _____ ____________ /\ _____ ____________ / ___ \ / ___ \/ ___ \/ _____/ ___ \/\ / / / ___ \/ _____/ ___/ / /__/ // /__/ / / / / / / /__/ / // /__/ /__/ / /__ / /___ / ___/ // /____/ /  Mzwevels 5, 11, and 21, push Right and B. For levels 9 and 19, just push B. If you pushed these and nothing appears instantly, you did something wrong. ( Stage Select ) At the Title Screen, press A, B, and C at the same time and hit START. You will be able to go up all the way to level 20. ( Continue ) To continue a game after losing your last plane, press Left 3 times, B 3 times, and C 3 times. Then press start. ALTERED BEAST ( Monster Select ) To select any monster on a Nzny round, hold the directional pad to the LOWER Left diagonal and press A, B, C and START at the Title Screen. ARNOLD PALMER GOLF ( Game In A Game ) Putt 100 times on a hole to see a screen from Fantasy Zone when the game is over. ARROW FLASH ( Unlimited Arrow Flashes ) Here's a way to arrow flash your way through an entire stage. Go to the option screen and change the Arrow Flash from Stock to Charge. Exit the option screen and let the demo play all the way through once. Oro Now start the game, and press C to activate the arrow flash. Hold C down, and your arrow flash will last a very long time. Sometimes it will go out at the midpoint of a stage, but just press and hold C to reactivate it. This way, you can zip though the entire game! BATMAN ( Extra Lives ) Play up to the 5th stage until you get to the second platform at the top. Now walk off the left side and fall in a straight line. You'll pick up three 1-ups and lose one life. Max li P7ves is 9. BURNING FORCE ( Extra Lives ) To get ten extra lives for each continue, enter this sequence during the Start-Options screen. Press B, A, B, A, A, C, A, A, then start your game. DYNAMITE DUKE ( Super Option Menu ) Put the cursor over the OPTIONS text and press "C" 10 times. Then press START and you'll get the SUPER OPTIONS menu (which includes a stage select). FANTASIA ( Unlimited Lives ) Put Thunderforce II in and go to the option screen. Choose Level 5 of QQ= the training mission with five men. Pull the Thunderforce cart out of your system without turning off the power. Put in Fantasia and hit reset. Remember, switching carts with the power on can damage your system. Perform at your own risk. FATAL LABYRINTH ( Extra Weapon ) The Punch is a powerful undocumented weapon. Go to the options screen and choose the Weapon icon. Then discard the weapon you are equipped with. If you want to you can pick it up again. GAIARES ( T-BR raster Ultimate Homing Weapon ) Fire the TOZ 6 times before capturing an enemy, then capture something. ( Secret Level ) Fire the TOZ 128 times. ( Stage Select ) Go to the config Screen by holding A, B, C, and START. While in the Config Mode, put the B.G.M. Test on 18, hold A on controller 2, and Exit. Now when you press START at the Title Screen you will go to the stage select Screen. ( Weapon Select ) Enter the Stage Select mode (above). After starting, PAUSE the game anS.d hold Up and press A to select your weapon. ( Weapon Power Up ) Enter the Stage Select mode (above). After starting, PAUSE the game and hold Up and press A twice. UnPAUSE the game, and fire the TOZ for full power. (ed NOTE: I received some e- mail from someone saying the proper button is C. I haven't had a chance to test it either way) GAIN GROUND ( Stage Select ) Go to the Option Screen and press A, C, B, C. GHOULS 'N GHOSTS ( Stage Select ) To go to any level in theT game, press Up, Down, Left, Right at the Title Screen. Keep doing it until you hear the tone. Then experiment with the directional pad and START to choose a level. Press A to go to the second half of a level. ( Invincibility ) Start to play the game for a little while then press RESET 4 times. Wait for the "start" message, then press A, A, A, A, Up, Down, Left, Right. You should hear a chime. Then press and hold B, then START (chime!), press and hold C, then START. GOLDE?]N AXE ( Stage Select ) To start on any of the levels in Golden Axe, go into the Options Screen and select arcade mode. Now push the DIRECTIONAL Down to the LOWER Left (the characters will spin on the skeleton's hand) and press A and START at the same time. A number will appear in the top left hand corner. Press Up and Down to adjust what level to start on, then select your character and start the game. GRANADA ( Flying Tank Trick ) Play til stage 2, then drive the tank off th VoԒ Touching a dangerous creature or plant Falling too far Landing on or hitting a spike Being hit by a projectile Getting caught in a machine Running out of air (when underwater) Being blown up by a bomb If you become stuck one of HOI's lives can be sacrificed, by pressing the 'ESC' key, returning HOI to the last regeneration pod crossed. Fortunately, HOI can gain extra lives by: Collecting all of the hidden objects in a level for 3 extra lives Completing th W\)e secret bonus games (see levels 2 and 3). When HOI loses a life, he begins his next life at the last regen- eration pod he crossed. Generally, the regeneration pod is a large precious stone encased inside a metal frame. But, they may look like a yellow and black striped pad or a portion of a stained glass window. The regeneration pods will cause HOI to turn red briefly when he first walks across them. Be sure to step on these as you go by. The game is over when all lives X are lost. If your score was high enough you will be allowed to enter your name in the High Score list. Then the level selection screen appears allowing you to begin play in any level that you have already played. For example, if the last game was over on the third level you may start the name game in the first, second or third level. Move the pointer with the mouse or joystick into the picture of the level you want to start in and press the fire button. There is a cost in  Ys%.lives for this ability as follows: Level 1 ----- 9 lives Level 2 ----- 7 lives Level 3 ----- 5 lives Level 4 ----- 3 lives LEVEL DESCRIPTIONS Level 1: HOI starts his journey in front of his home, a ginat shoe. Use this level to learn about HOI and his environment, but don't be fooled, even the first level is not very easy. Bonus Life Object: Diamonds Level 2: HOI must pass through a dangerous industrial area filled with deadly machines and hostile constructioZBn workers. Timing and the use of switches are essential here. Bonus Life Object: Sirens Note: The sirens change from gold to silver when you collect them. Hidden Bonus Game: Shoot the dynamite and not the balloons for three minutes to earn an extra life. Hint: If you get stuck at the end of this level, remember that there is a fire button on your joystick. Level 3: HOI wears a jet pack for extra maneuverability and to rest his tired feet. Plus, he can [ffinally turn the tables on his enemies by firing deadly projectiles at them! Bonus Life Object: Coins Hidden Bonus Game: Zap as many aliens as you can. You will receive an extra life every 75 points. Hint: Fire projectiles in dark places to see what is up ahead. If you get locked in a puzzle, press the escape key to sacrifice a life and try the puzzle again. Level 4: This level has several different areas to try your reflexes and test your logic. W\sater Areas - When in the water area the air meter is located in the score area where the Bonus Life was located. When- ever HOI goes underwater, his air meter decreases steadily. He turns purple if his air supply get too low, and then he must get to the surface soon or die! Hint: Get the air tanks to help HOI stay underwater longer. Also there is another way for HOI to get oxygen while underwater. Energy Areas - When in these areas the ]P5air meter is replaced with an energy meter consisting of three short bars. Now when HOI dies, he loses an energy bar (instead of a life). HOI doesn't lose a life until all three bars are gone. Perambulator: Use the joystick to move the buggy forwards or backwards and press the fire button to make the buggy jump. Bonus Games: Giant Clog: Try to catch as many fish as you can. Avoid catching the mines, as they will cause you to sink. M^:issing a fish will weigh the clog down causing it to sink as well. Color Squares: Reconstruct the color patterns to make the connection to reach the next higher region of this level. Stand on the platform below the squares and press the fire button, you'll be shown a range of colors for a short period of time. Move HOI to the platforms above the squares and press the fire button to cycle the colors to the proper pattern._ t Go back to the platform beneath the squares and press the fire button again. The program will verify the pattern and if you've succeeded you'll be presented with another color pattern to memorize. Each time you're successful another platform will be added to the right of the screen, when you have built six platforms HOI can climb up and reach the next region. Or, you can choose to go on and try to remem- bJwzer up to nine colors for an extra life. Level 5: In the last level HOI makes a mad dash down the last stretch as the level crumbles behind him. If HOI pauses too long, he'll have nothing left to stand on and will fall to his death. So move quickly! _____ _____ _____ ____________ /\ _____ ____________ / ___ \ / ___ \/ ___ \/ _____/ ___ \/\ / / / ___ \/ _____/ ___/ / /__/ // /__/ / / / / / / /__/ / // /__/ /__/ / /__ / /___ / ___/ // /____/ / >a:MZ+- I C E S T A T I O N Z E B R A -*X*-- / / -*- N E M E S I S ! -*- / / / / 4 NODES & 2 GIGABYTES ON A 50MHZ AMIGA! (206)927-5211 / /___________________________________________________________________/ _____ _____ _____ ____________ /\ _____ ____________ / ___ \ / ___ \/ ___ \/ _____/ ___ \/\ / / / ___ \/ _____/ ___/ ?bZܣ / /__/ // /__/ / / / / / / /__/ / // /__/ /__/ / /__ / /___ / ___/ // /____/ / / / / / ___/ / / \___/ /____/\/__/\/ ____/ / / / // / / /_ / / /____/ / / / /_____/ /_________/ / /____ \/ / // / \__// /\/____/_/ / /\______/ /___________/\/____/ \// / \/ \/ / / [pow] \/ \/ AmiExpress v1.1w (c) 1992 Registered Amiga 3000 - 68040 - 3 GIGs - 3 Du@jal Nodes Full Support For ALL 16-Bit Console Machines FairLight Amiga WHQ - Independent PC Simply the BEST!! / / 4 NODES & 2 GIGABYTES ON A 50MHZ AMIGA! (206)927-5211 / /___________________________________________________________________/ _____ _____ _____ ____________ /\ _____ ____________ / ___ \ / ___ \/ ___ \/ _____/ ___ \/\ / / / ___ \/ _____/ ___/ dH2gme. Highlight your choice and press the fire button. Insert Disk 2 into df0: at the exchange disk screen. Press the fire button at anytime after the credit screen appears to begin the game. At the game selection screen position the pointer over the picture in the upper left corner and press the fire button. KEYBOARD COMMANDS F1 - Toggles between slow and normal game play* F10 - Quit the game P - Pauses the game ESC - Sacrifice 1 life RETURN - Enters your e:qname into High Score list * Once the slower game has been toggled the player will not be able to enter his/her name into the High Score list. MOVEMENT WALK - Move the joystick to the right or left JUMP - Move the joystick up, up-right, or up-left CLIMB - Move the joystick up or down while standing in front of a ladder. OBJECTS In HOI, objects fall into two categories: Bonus Point Objects - Which add points to your score Extra Life Objects - Indicated at the righf%tDt side of the score area. Collect all seven of these objects in a level to earn extra lives and add points to your score. SWITCHES AND EQUIPMENT Switches occur in some levels of HOI and are used to activate equip- ment or to open or close barriers. Switches are activated by standing in front of them and pressing the fire button. If the effect of the switch happens away from HOI, the scene will center on that area to show the results, and then returngyq to HOI. During his journey, HOI will run across different types of equipment that will aid him in reaching his goal. These items are: CAMERA PODS - HOI collects this small device by walking over them. When thrown or dropped (by pressing the fire button), the camera will fall and bounce downward revealing portions of the level that are not visible from HOI's current position. TIME BOMBS - To pick the bomb up stand next to it and press the fireh b button. The bomb will attach itself to HOI, but don't worry, this is so HOI can carry it to where it is needed. To set the bomb down press the fire button and move away. To detonate the bomb, press and hold the fire button. When you release the fire button the green light on the bomb will turn red and begin flashing. There's only a few moments before the bomb explodes but there is enough time for HOI to reach safei_~Cty. AIR TANKS - HOI picks up air tanks the same way he picks up the time bomb. The air tanks allow HOI to stay underwater longer than by holding his breath. Additionally, HOI can get a burst of underwater spped by pressing the fire button, but at the cost of this limited air supply. ELEVATORS - As we know them, are useful ways to travel between floors in a tall building. While most elevators HOI will encounter will behjJ'ave in anormal manner, others seem to have a mind of their own. TELEPORTERS - Allow movement between different sections of the level. To use the pad move HOI on to it. With some pads you will have to solve a puzzle in order to activate the teleport pad, once you've solved the puzzle the pad begins to pulsate. VIEW SQUARES - The view squares allow HOI to see large portions of the current level. To activate or deactivate the  U1?4 square, move HOI into or out of the square. The trick is determining where these squares are. Some squares you cannot avoid and others..., well that's for you to discover. MONSTERS All creatures (even friendly looking ones) and some plants are dan- gerous to HOI. Their touch is deadly. Hoi cannot destroy these creatures by jumping on them, so DON'T TRY IT!!! LIVES When the game begins, HOI starts with nine lives. A life can be lost by: 3l6The average speed of your armada, the total amount of soldiers, the resistance and the strength of your army are displayed on the screen. These values are calculated according to the performance factors of each ship, and are essential to the next step of the campaign. You now have to finance the campaign. Use the two arrows on the scroll. The Cost is expressed in travel days, depending on the number of soldiers assigned to the campaign. Click on OK to confirm, NO to cancel. Y4mYou will not be able to recover the money spent here. If you still travel after the number of days has expired, your ships will start to wreck. The control panel of the flagship is displayed at the bottom of the screen. Your ship is displayed on the map. CONTROL PANEL _______________________________________________________________________ | | | | | 5 | | | 1 | 2 | 3 | 4 |----------------| 5nW7 | | | | | | 6 | | |____________|_______|_______|_______|________________|_________________| 1. Movements in all directions: The ship stands still on the centre. 2. Landing or looting: Use this option over an enemy city to loot it, or over an airfield to end the campaign. 3. Bombing: A click on the mouse button drops a bomb from the ship. The number of bombs required to destroy an enemy target depends on t6oP he resistance level of your opponent. The Inquisitor holds this kind of information. Do not waste bombs on cities. 4. Calendar: The length of the travel days depends on the average speed of your armada. When the number of days is expired the ships in your armada will wreck one by one. 5. Speed: The speed of the armada depends on the winds. The display will move according to this factor. 6. Loot. After looting an enemy city, you will be rewarded. The loot depend7p-/s on the number of men sent to loot the city. To be destructed, a city must be totally looted. You win the game when all the enemy cities have been looted. The Inquisitor can give you information about the enemy cities. The loot will not be added to your treasure as long as your army has not returned safely home. 7. Condition. The current state of the armada and the different ship types are displayed here. WARNlNG: Your opponent will shoot at you if you fly 8qZnear his KOOLPERS (flak), and he will send troops to attack your kingdom. If two armadas meet, the 3D action combat part of the game is activated. 3D ACTION COMBAT ---------------- The flagship's pilot instruments are displayed in the control panel at the bottom of the screen. No matter what type of ships your armada is made of, you always are equipped with crossbows and a catapult. The strength of the battle depends on the number of men engaged in it, on your own strength and9rC9 on your resistance level. All these information are displayed in The check-list of each ship. CONTROL PANEL: ________________________________________________________________________ | _________ _________ _________ ________ _________ _________ | | | | | | | | | | | | | | | | | 1 | | 2 | | 3 4 | | 5 | | 6 | | 7 | | | |_________| |_________| |_________| |________| |_________| |________:s_| | |________________________________________________________________________| 1. Armada current condition. 2. Control and fire (left crossbow). 3. Catapult shoot. 4. Catapult angle control. 5. Movement in 4 directions. 6. Control and fire (right crossbow). 7. Number of enemy ships left. The battle ends when one of the armadas has been totally destroyed. MOUSE AND JOYSTICK CONTROLS --------------------------- If you use the keyboard, you can move by using the numeric pad. Each ;tHkey allows you to move in the same direction. Press Shift to fire weapons. Normal moves: The ship moves in all directions. Other controls: Press the Fire Button or the Shift key. Control and fire Left Crossbow \ | / \ | / \ | / \ | / \ | / Catapult \ | / Catapult angle cont<uMKrol \|/ Shoot ---------------------- /|\ / | \ / | \ / | \ / | \ Control and fire Right crossbow. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- GREETS TO THE WORLDS BEST DOC TYPERS AND FIXERS (IN NO SPECIFIC ORDER) - PAZZA AND SIDEWINDER/LSD, SCOOTER/SKID ROW,=`]_ MR.SCARFACE/EVERYONE!, BRYNN ROGERS OF -THG- AMD RYGAR (IT'S HISTORY OK MATE ??). -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ____________________________________________________________________ / / / T H I S F I L E W A S L E E C H E D F R O M : / / / / --*X*(w' without a pilot. - Captains and cooks are important, since they affect the crew's morale and behaviour and the overall ship performance (speed and combat effectiveness). - Riflemen and catapult gunners are assigned to the difrerent weapons on board of the flying ship. - Infantry is exclusively used for looting your opponent's cities. - Large crews cost a lot of money during campaigns, and increase the weight of the ship. LAST PHASE: TRIAL FLIGHTS. ---------------------)x˹\----- This stop is sometimes painful. A complete check-list is displayed on the screen, including the ship plans, the crew assignment and the value of various performance factors. Speed is essential to the wargame part of Storm Master (managed by the Commander). You can modify plans, crew assignments, or test the ship in flight with the icons on the right of the screen. The trial flights are performed in the plains. To know their results, you will watch the flight on the screen.*y9b You cannot use a ship without carrying on a preliminary trial flight. Vessels crashed during one of them are also unavailable. The check-list is displayed once again after the trial flight. To confirm the whole operation, click on OK. The plans are automatically saved, and you can later modify the ship at anytime. You still will have to test any modified ship in flight. MASS PRODUCTION --------------- Once you designed an operational flying ship, you can order mass productio+z⓸/n to raise your army. To do this, click on the ship construction scene (top left of the screen), then select the ship.A command sheet with all the information about the mass production of this type of vessel is displayed on the screen. The number of ships you can build (according to the number of available elements and soldiers) is displayed at the bottom of the scroll. To determine the number of ships you want to order, click on the PLUS and MINUS buttons, and confirm with OK. ,{\0The flying vessels are immediately available. SHIP DESTRUCTION ----------------- Click on the top right part of the screen to select this option. It is sometimes very useful. For example, if you have raised an army with poor performance (low speed) and you have enough ship components in stock to raise a much faster one, adding the new army to the old one would give an average performing army as a result. It is much more interesting to destroy your old army first, then raise a -|ʿnew one. You will have less ships, but your armada will be much more efficient. Examine carefully your production, your treasure and your strategic targets before proceeding. To destroy a ship, click on the type of vessel, then on the scroll, and use the PLUS, MINUS or OK buttons. WARNING: All the ship's components are destroyed too, but their crews are still available. SHIPS SUMMARY -------------- A summary of the four different ship types is displayed when you click .} [*Zon the board above the character. This option is very useful when you are about to raise an army for your campaign. IMPORTANT NOTICE: - IKAAR ships are light and fast. They carry a limited number of men, but are very effective during quick raids. - SKRUUZ ships are excellent battleships. Like IKAAR ships, they carry a limited number of troops, and are ineffective for looting enemy cities. - OGLEE ships are equipped with a catapult to protect them from enemy attacks. They/~=v can carry a large number of men. - NOOWE ships are extremely heavy and slow, but you can load a huge army on them. THE COMMANDER ============== Military operations are decided on the map. To select the operation you want to perform, click on one of the five icons. ICON 1: AIRFIELD CONSTRUCTION. ------------------------------ The total cost is displayed under the design. Select the icon and drag the symbol on the map. The airfields are the starting point of your army 0b.during the war. ICON 2: KOOLPER CONSTRUCTION. ----------------------------- Same as airfields. These flak batteries inflict heavy damage to the opponent's ships during attacks. ICON 3: ENLISTMENT. ------------------- There are six classes of soldiers: ship captains, pilots, riflemen, catapult gunners, infantry men and cooks. Click on a class to view the character summary screen. Use the PLUS, MINUS and OK buttons to enlist men. The soldiers enlisted are added to your current tr1U#Uoops, and you can assign them to different crews. Click on EXIT on the command panel to leave ths menu. ICON 4: SHIPS ASSIGNMENT (AIRFIELDS) ------------------------------------ Select the type of ship, then drag the symbol to an airfield on the map. Unassigned ships are unavailable for army use. ICON 5: CAMPAIGN. ----------------- Your goal is to destroy the seven enemy cities. The only way to achieve this is to elaborate military campaigns. A campaign is composed by differen2k쒘t operations. First, you must regroup your armada. Click on the selected airfield on the map. The selected army located on the airfield will be ready to start the campaign. To determine the type and number of flying ships assigned to the campaign, click on the numbers displayed to the right of the ship names (on the command scroll). The number of men left on the airfield is displayed to the left. You also click on this to determine the number of men. Click on OK to confirm. Meased Ecclesiasts. V. The Dance (TOOSE): --------------------- Symbol of the cyclone, the Dance is performed by a turning dervish while the bells are ringing. VI. The Harmony (KWAAX): ------------------------ All the different musics melt into a single mystic harmony. VII. The Sacrifice (GOORZ): --------------------------- A young male Broomf is offered up as sacrifice to the sound of rolling drums. VIII.The Blessing (NIIBA): -------------------------- At the Ecclesiast's ord)per, the crowd, the Baarma Keeper and the Balance-Monk execute cabalistic passes. IX. The WindSong (FUUL): ------------------------ The Chosen Ones (male and female) sing the mysterious ancestral song. X. The Acclamation (OROO): -------------------------- All the members of the ceremony greet Eolli for his endless mercy. THE HIGH CONSTABLE ================== (Trading) This screen allows you to use three different options: STOCK EXCHANGE: --------------- Click on the auch(ution sale scene on the screen. You can then buy and sell any type of product. Select the product on the table. The current prices will be displayed on the scroll. To sell products, click on the characters to the left. To buy products, click on the characters to the right. You must then confirm by clicking on the auctioneer (the character holding a hammer). Look at the bottom of the scroll to know if you are buying or selling products. If the price includes a decimal point, the ţտ value is always rounded to your disadvantage. TAXES: ------ Click on the character sitting at the table, in the right bottom part of the screen. A special abacus, the Cranool, is displayed on the screen. Taxes are determined with this precious tool. Small icons allow you to confirm or cancel taxes for each city. The income is displayed simultaneously. The tax income depends on the comfort level of the city. To cancel or confirm, use the two bottom buttons. Your tax income will! be automatically added to your current treasure. WARNING: Do not misuse taxes. Some cities, especially those with a low comfort level, may rise against you if taxes are too high. COMMERCIAL CONTRACTS: ---------------------- When you click on the two centre characters which are shaking hands, a treaty proposal is displayed on the screen. There are many various treaties. They change often. If you agree with the proposal, click on OK, or cancel with NO. THE JOKER ======"=== (Leisure & Entertainment) Leisure and entertainment are important to the game. Entertaining your population is a decisive factor. After all, like us, they want to have fun and forget all their problems. You can allocate money to each kind of entertainment by clicking on PLUS, MINUS, and OK. THE INOUISITOR ============== (Secret Police) This screen allows you to choose between four options: THE EAGLE (left): ----------------- The eagle is used to deliver politica#A-l and military contracts over long distances. THE DOVECOT ----------- (Background centre): For a cheap price, they will give you various informations. The two first cages are related to Sharkaania while the six other ones correspond to different parts of your kingdom. The coats of arms will give you information about the current situation in your cities. To EXIT, click on the Exit cage. THE MAP OF THE WORLD --------------------- (Centre, on the ground): You can view your op$bponent's map, including all his buildings and type of cultures. It is very useful to prepare military operations. THE EXECUTIONER --------------- (Character on the right side of the screen): He will murder one or more enemy ministers. His rates are fairly high, but for a long period of time you will be insured that no attack can be performed by the ministers he murdered. WARNING: Prices are always higher after each murder. The Executioners are homeless, and not always reli%߀able. THE LEONAARDO ============= (Sciences) You can choose from five options in this screen. THE SCIENTIFIC ACADEMIES ------------------------ (Treasure. bottom left): You can allocate money to the different academies in your citics by clicking on the PLUS and MINUS buttons. You will raise the comfort level of the cities when you allocate money to its academy. FLYING SHIPS DESIGN ------------------- (Drawing-board on the left): To select the type of ship you want&l8N to design, clicking on one of the four ship drawings. The design process is achieved in three steps: PHASE 1: SHIP'S EQUIPMENT ------------------------- Choose the components you want with the icons, then place them on the plan using the small crosses on the screen. You can move and delete elements, or add several ones of the same type. The numbers displayed on the icons indicates the current available component stock. If one element is not available (like the ship structure)'v!S, you cannot build a flying ship. IMPORTANT NOTICE: - Propellers and engines are heavy, but the ship's speed is increased. - Sails and balloons lighten the ships, but they reduce speed. - Shields offer a good protection during battles. PHASE 2: CREW ASSIGNMENT ------------------------- Click on the selected character. You can then add soldiers with the left mouse button, and remove them with the right mouse button. IMPORTANT NOTICE: - Your flying ship will not operate correctly'Tlop left icons) ------------------------------ You can scroll the map up or down by pressing the arrow keys. The two rectangles display the top or the bottom part of the map. The winds discovered by the Ecclesiast are displayed in the circle next to the arrows (see next page). To get information about a place, click anywhere on the map with the right mouse button. MANAGEMENT ICONS (from left to right) ------------------------------------- Each icon represents a certain type of produ|ction. Click anywhere on the map (right button to cancel) to start this production. The cost is displayed at the bottom of each icon. ICON 1: Wheat Culture. ---------------------- This type of culture requires a very fertile land, screened from winds. Wheat grows better in plains. WARNING: As time goes by, the cultivated land gets poorer, and your yield gets down to almost nothing. You have to move to another area, or ask the Ecclesiast to magically refertili|ze the land (see next page). You will need more food as your population grows. Be very careful! A famine can lead you to your fall. ICON 2: Broomfs Breeding. ------------------------- These creatures like the sharp mountain landscapes and the high altitudes. Their wool is used to weave sails, but their best part is the meat giving strength and vitality to workers, while increasing their productivity. ICON 3: Sqiiz Breeding. ----------------------- These giants bees cQKVreate a special honey, raising the intelligence level of the population. Your men will design more performing products. The Sqiiz makes honey from very fragile flowers. You should avoid windy zones. ICON 4: The Mills. ------------------ Mills are activated by the winds. They produce all the elements used to design new flying ships. The type of production depends on the local environment: - Forest : The wood is used to build the vessel structures. - Mountains: The iron mi!nes produce propellers, shields and engines. - Plains : Sails and balloons are designed in factories. These products have different values. The intelligence level of the workers affects the range of production. ICON 5: Budget. --------------- You can allocate any amount of money to any production site to improve its productivity. Beyond a certain amount of money, this option is not very useful. WARNING: Your kingdom is not very large, with a few windy zones and a lot of v(arious landscapes. Carefully dispatch your industrial production sites on the map. THE ECCLESIAST ============== This screen is similar to the master miller screen and displays the map of Eoila. The Ecclesiast is also displayed as a small character. You can give him orders with the icons at the bottom of the map. ECCLESIAST ICONS (from left to right): -------------------------------------- ICON 1: Temple Construction. This action costs a lot of money. Temples arUve used for religious ceremonies. ICON 2: Movement. To move the Ecclesiast, click on this icon, then on the destination point. ICON 3: Wind Prediction. The Ecclesiast has the power to predict the winds. If there is a wind around him, it turns into a tornado. ICON 4: Refertilization. To refertilize land, you must first move the Ecclesiast to the selected area. ICON 5: Mass & Winds Menu WIND MENU: ---------- The winds are obtained after a religious ceremhony. To use a wind, click on one icon, then on the map to point on the area where you want the wind to operate. Its power depends on the selected icon. Wind Icons (from left to right): -------------------------------- ICON 1: Very light local wind. ICON 2: Medium wind. Spreads over a quite large area. ICON 3: Heavy winds through the whole country. ICON 4: Very powerful tornado. ICON 5: Deadly raging cyclone. To be sent on the opponent. Once you have scrolled the map, you^b must reselect the icon then click on the target to destroy. Click on Exit or on the right mouse button to cancel. THE RELIGIOUS CEREMONY: ----------------------- To perform a religious ceremony, the Ecclesiast must be next to a temple. Click on the drawing on the right of the buttons. This is an incantation devoted to the god Eolu. Depending on the spirituality level reached at the end of the ceremony, you will gain a wind you can use as described previously. TLldhis value is graphically measured by a will-o-the-wisp coming out of a well, and moving up or down. At the centre of the screen, you can see the Baarma, the Sacred Book of Eolia. The Baarma indicates in which part of the ceremony you currently are. Depending on each specific part of the ceremony, you must click on certain characters on the screen to confirm or cancel a specific action. Several actions can be performed simultaneously. THE BAARMA CHAPTERS: THE CEREMONY ---------*F------------------------- I. Overture (OTOO): ------------------- The ceremony may only begin with the sound of thunder, causing the will-o-the-wisp to appear. II The Adoration (SAAVI): ------------------------- The Ecclesiast speaks, the faithful grovel before him. III. The Call (EHOOL): ---------------------- The various communities sing prayers, imploring Eolil's coming. IV. The Reading (BLAAB): ------------------------ The reader declaims litanies in memory of all the dec硄-------- Please send the double-sided disk by mail, we will return two single-sided disks. TO QUIT THE GAME: Press Control X. TO PAUSE THE GAME: Press ESC. COMMANDS: ========= You control the game with the mouse. Usually, the left button is used to select and confirm an option. The right button has two functions: it is used to cancel a selected option or to read information about a place (point selected on the map). If you use the KEYBOARD, you move with the numeric pad (numTbers 1 to 9). To move by blocks, press Control + (number). The RETURN and SHIFT keys replaces the left mouse button (select and confirm) and the SPACE BAR acts like the right button (Cancel or Infos). If you use the JOYSTICK, move naturally in the eight possible directions. Select and confirm options with the fire button. To get Infos or Cancel an option, press the Space bar. INTRODUCTION ============ Eolia and Sharkaania are twin islands, located on Urgaa, a strange p _9^lanet where the winds are the masters of natural harmony. Dynasties from both islands have been fighting merciless since the mists of times. The reason of this neverending battle has been forgotten long ago... Once again, the Grand Magister of Eolia has been murdered by Sharkaanians mercenaries. You have been appointed by the Council of Seven, formed by the seven main governors of the country, to carry on his task. The destiny and the treasure of a wasted kingdom lies in the 1e palm of your hands...YOUR GOAL is to loot and destroy the seven enemy cities, causing the fall of Sharkaania. Beware, they are trying lo destroy you too!! GENERAL NOTIONS =============== Eolia and Sharkaania are about 5000 km2 in size, and each island is the home of 50,000 citizens. Both islands are crossed by windy currents, and their strength depends on the current season. They are always different for each new game you play. You start the game with a limited amount 武 of money, expressed in Kaa (the local currency). Use your treasure wisely. Time is essential through the game: each confirmed action lasts a certain amount of time, while your opponent has the same time lo progress. You will have to be faster than him to win the game and destroy him. Spend your treasure carefully. You can loose cities with local anarchies, and your men can die from starvation. Crossing the channel between both islands would be easy, but is impossible. It is WB the home of Goorza, a starving and dangerous sea monster. STARTING SCREEN =============== This screen is displayed right after the game presentation. From this screen you can: - Choose a scenario. - Start a new game and choose the difficulty level. - Load a saved game. A message will appear when you should insert your saved game disk in the drive. - Disable the 3D combat action option. The results of the battles will then be processed by the computer.  ս$ SAVING A GAME ============= To save a game in progress from the Main Screen, click on the Scribe (see illustration next page). The program will ask you to insert a blank formatted disk. You can save as many times as you want. Saving a game costs some money. THE MAIN MENU ============= This screen shows the Council of Seven. You can go through every step of the game by clicking on the appropriate character. ______________________________________________________r$______________ | | | In this area are the seven characters. | | | | Numbered 1-9 from right to left in the list below. | | | |___________________________________________________________________| | A | | D | |____________| C |____________| | B | | E | |____________|____________________>_____________________|____________| 1) The Adviser 2) The Ecclesiast 3) The Master Miller 4) The High Constable 5) The Joker 6) The Leonaardo 7) The. Scribe 8) The Inquisitor 9) The Commander A: Current month. Click on this icon to advance to the next month. Game datas, including your opponent's evolution, will be processed by the computer. B: Current Year. Each year lasts six months: Duun, Yool, Hiig, Kaax, Noor and Taaz. The power of the winds is different for eachD month. C: The messages are displayed on the scroll during the game. D: Your Treasure, expressed in Kaa. E: EXIT BOX. Click on this icon from the Main Screen to quit the game, or to go to the previous menu from the other screens. ANIMATIONS ========== Enemy aggressions are indicated by animations displayed on the Main Screen. There are four kinds of animations: - The murder of one of your ministers. He becomes unavailable for a certain period of time. - The summonihng of a deadly tornado. - The bombing of one or more of your strategic sites. Most of the tlime, the opponent will attack the strategic sites located on your coasts. - The looting of a city. THE ADVISOR =========== (General Statement) For a small fee, the Counsellor will give you all the information you need about your kingdom. THE MASTER MILLER ================= (Production Control) This screen displays the kingdom map and the management icons. 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'uzɃVT46(jK hJhigqό14f氣c71wya7BX0ru a3<- NODES / 1.3 GIGS / 68030 40MHz ___________ \ \/ \ / \/ \| \\ \ \ / / / \ _ / \/ / \ \\ \/\\ / / / /\\ / / \ _/ / \ \\ \ \\/\ _____/ ___ IFFERENT HIDDEN ROOMS SO LOOK AT ALL TILL FOUND LEAVE DOWN DOWN THE STAIRS AND UP ONE SCREEN GO OUTSIDE GO UP (10.15) DOWN, LEFT (10.30) DOWN, RIGHT, RIGHT, RIGHT, RIGHT (10.45) NOW YOU ARE TO SEE THE HEDGE GARDEN. DOWN IN THE MIDDLE!! OF THE SCREEN HERE YOU SEE THE GAZEBO!! MWB PLK47899 2504 CD DENHAAG HOLLAND YOU'LL FIND A DEAD BODY (GLORIA) AGAIN. SEARCH BODY AND SEE THAT SHE WAS MURDERED BY HER OWN FEATHER BOA LEFT, MIDDLE UP, LEFT AND ENTER THE HOUSE HERE YOU ARE AT THE  2.BAR AND SEE A PARROT GIVE THE CRACKERS TO THE PARROT THE PARROT WILL TELL SOMETHING LEAVE TO THE LEFT TO THE HALL UP THE SCREEN TO THE DININGROOM HERE YOU SEE TWO LOVERS LEAVE AGAIN TO THE LEFT BACK TO THE HALL GO LEFT TO LIB. GO LEFT, GO LEFT INTO THE STUDY (11.00) A C T V HERE YOU SEE LILLIAN STUDY THE WEAPONS GO LEFT OUTSIDE LEFT,UP, LEFT, DOWN, LEFT. YOU SUPPOSED TO BE AT THE SOUTHWEST EDGE NOW OF THE BAYOU ISLAND!! HERE YOU FIND A ROLLING PI / \ / \ / | \____| / \ / |___| \/ \| \/ \/___| \/ \/ (*) ATLANTiS HEADQUARTER (*) NODE #1 516-364-6257 - NODE #2 516-364-6259 NODE #3 516-364-6261 - NODE #4 516-364-SOON ...THE SYSOPS ARE... = LOST RELIGION - BRAIN DEAD - TCM & JOKER - ORIGINAL SIN - AKIRA =  7Y] -/- NIRVANA - KICKIN ASS IN 1992! -/- ------------------------------------------------------------ FILE HAS PASSED THROUGH ____ ___ ___ ___ ___ ___ / /__//__/ /\ / /__ / / \ / /__/ /\ / / /__/ / /\ / / / \/ ___/ / /__ \/ / / / \/ / / / -- FIRST SWISS ELITE BBS WITH 2 PUBLIC NODES! -- -- SUPPORTING AMIGA AND MEGADRIVE/GENESIS --  ~t -- +41 1-7011550 OR +41 1-7011568 -- ------------------------------------------------------------ (*) ATLANTiS HEADQUARTER (*) NODE #1 516-364-6257 - NODE #2 516-364-6259 NODE #3 516-364-6261 - NODE #4 516-364-SOON ...THE SYSOPS ARE... = LOST RELIGION - BRAIN DEAD - TCM & JOKER - ORIGINAL SIN - AKIRA =  \d sonstige Bestnde: Abhngig von den noch verbiebenen Bestnden. ( Weiter Informationen zur Mission im Handbuch ) Nummer der Mission: 7 Codename: MOTHER OF WARS ===================== ======================== Ziel: ----- Rettung der Menschheit vor der totalen Vernichtung im grten Weltraum- konflikt der Geschichte. Position und Karte: Die groen Monde von Hydradan befinden sich 12 Milliarden Kilometer stlich von Lizar. Waffen  }Kjund sonstige Bestnde: Abhngig von den noch verbiebenen Bestnden. ( Weiter Informationen zur Mission im Handbuch ) VORLUFIGE MISSION - ABHNGIG VOM ERFOLGREICHEN ABLSCHU VON "MOTHER OF WARS" Nummer der Mission: 8 Codename: THE NEW ORDER ===================== ======================= Ziel: ----- ESKORTIEREN UND SCHUTZ DER ZIVILEN FLOTTE AUF IHREM WEG ZUR ANDERN SEITE DES REXXON-EMPIRES. ( Weite (:QCr Informationen zur Mission im Handbuch )  THIS FILE PASSED THROUGH ..... _______________________________________________________________________ / DUAL STANDARD \ / * * * * * * * * * * * * \ /__ HS AA CD OH RD SD TR MR RS CS ARQ SYN INDEPENDENT __\ \---------------------------------------------------------------------/ \ I! / \ F A S T R A X KNOWN W O R L D-W I D E FOR 0-DAY WAREZ / \___ ___________________________________________________ ___/ \_/ Operating At 9600/19200 400 + Megz Online \_/ CALL: NODE0 1-201-939-4543 / NODE1 1-201-939-7597 / NODE2 PRIVATE G V P 030 / 50Mhz DUAL STANDARDS / V.32 / V.32bis / V.42bis / ASL SYSOPS: VOYAGER / SNOW QUEEN COSYSOPS: SAINT #// ALBATROSS UPLOADED ON: 09-May-92 20:35:07  /\ /\ ____________ __________________/ \ ________/ \__ /\________ \SP \/ / / \_/ / \// / \ \ __ \ / / /\ / \\ / \ /\\ /_/ / _____/\ / //\\ __/ \\ /\)/ \_\___\____/ \/___/_ --==____ \ /\ / \ /\ /\ / / ______/ /___ \ \ \/ \/ /\ \ / \ / \ / / /\ \/ / /\ \ ____/ / \ / / / / \ / \/ / / / / / / / / / ____/ \/ / / / \/ /\ / / / / / / / / / / / /\ \ \ \/ /\ \ / \ /\ \/ / / /_/ / \ / /______\ \ \ /____\_____\/ \/ \______/\ /_________/ \/ \ / \/ C* \ / \/ \/ __ _\/_ __ /\ /\ /\ /\ __________/\______ /\ / \ / \/\ / \ /\ / \/ ______/ \____/_ / \ / / / / \ / / / \ / / / --==/ /___ \ / \/ / / / / / / / / / / /___ / / /\ \/ /\ / / / / / / / / / /\____ \/ / / / / / \ / / / /  / / / / / /[PKL]/ / / / / / / \/ / / /_____/ /_____\ \/ / / / /\ \/ / / \ /_________/__________/\______/_____/ /\ / \______/ / \/ --==____________________/ \/ \ / ______ . ___________ _ ___ ______ __________\/__________ | _)|(_ | /\ _) (_)_ _)(_ | \ (_ _ | | | | _) | __\|__) | /__\ \ (_X_ \(__ |__/___)(__ |___ | |__| \ \ \ ۫@ \ \ ___ __ __ __ ___ __ ____ __ __ ___ ___ ____ | | (__ |__| | | _) | /| / __(__) |__ (__| __ | /| / / |__ |__| ___) | | |_\| /__ |/_| __) (__) ___) __| |/_| __) __) ___) \ Sysop's: Buzz and Black Guardian Co's : Phelony/FCC and SAITO/TRSI -=^=-=^=-=^=-=^=-=^=-=^=-=^=-=^=-=^=-=^=-=^=-=^=-=^=-=^=-=^=-=^=-=^=-=^=-=^=- i{r THIS FILE WAS DOWNLOADED FROM: TITANICS ~WHQ~ +49-(0)40-7249583 <--- AMIGA ONLY !!! USR COURIER HST DUAL STANDARD WITH ASL 9600-38.400 BPS 0-2 DAY WAREZ / 68030 POWER / COO@L RATIO / COOL SYSOPS -=^=-=^=-=^=-=^=-=^=-=^=-=^=-=^=-=^=-=^=-=^=-=^=-=^=-=^=-=^=-=^=-=^=-=^=-=^=- - : - L u C K Y S T R i K E - : - .:::: ::.: :::::: ::::: :::':::::`::: `::::. `::::. :::::' .:::: ': `::::. .::' ::' ::::: `: `::::. `::::. ::' ::::: `::::. ::' ` ::::: ' :.`::::. `:::: .:' ::::: `::::.`' :::BI:: : `:::: `::::' ::::: `::::. ::::: .:: ::::: :.`:::: ::::: ::::: ::::: ::'.::::::: .:' `:::: `:::: .: ::::: ::::: ::: ::::: .::' ::::: `:::: ::': ::::::: ::\x/HQ ::::: :::::::::::: :::::::[B.G] Sysops : BLaCK GHoST & STaRGRoVE Cosys: Der STuERMER/aTLaNTiS /Y\aRViN/SuPpLeX -:- 68030/882/4MB - DUALV5 STD. on 38.400bps - 180 MB SPacE -:- -:- Node1: ++49 (0)40 608 0289 Node2: ++49 (0)40 60LOCAL -:- -:- Supporting: AMiGA - MeGaDRiVE/GeNeSiS - SuPER NES/FaMiCoM -:- ===== ================= ================= -:- The Console Conference will open on 04-20-92 -:- Nearly All Warez -:- -:- WiLL Be AvAiLAbLe. Hope you`ll Like it ! [THE STAFF] -:-  vI /\ /\ ____________ __________________/ \ ________/ \__ /\________ \SP \/ / / \_/ / \// / \ \ __ \ / / /\ / \\ / \ /\\ /_/ / _____/\ / //\\ __/ \\ /\ \ / \\/ \ _ / __/ ___\__ // \\/ / /\ \\_/ \\ \ / \__/ \/\ /____/ \_/ // \_/ / / \ // / / \ \_¨A/ // / / / // / \_____________/____________________/ \___________/ \____/| //______/ /\ |/ ___________ /\ ___________ /\ |\ ______ // \_____________________ \ \/ \ / \/ \| \\ \ \ / / / \ _ / \/ / \ \\ \/\\ / / / /\\ / / \ _/ / \ \\ \ \\/\ _____/ ___ZCz_/ / \\ / \ / __/ \ \\ \ \/\\__ \ __/ / \\___/ /\ \_/ \ /\ \_// / / \\ \ /__/\___ / / / \ /\ \ \ // / / \\ /\_/ / \____/ \________\ / \_____/______\ //_____/\_\_____\\__/__________/ \/ \/ Uploaded at: [%s ] ( * ) C R Y S T A L U S A H E A D Q U A R T E R S ({K0 $<c$333333'y33'''33y'333333332??>??2cc2s??>s??'333?33?33233'33'333333?3???3Of it! LEVEL THREE - THE GENERAL`S ARRIVAL The terrorist force has succeeded in the fist part of their plan. The evil General is now sitting in his aircraft waiting to be led away to safety. Try to make their task as hard as possible and you may even get the chance of taking out the General! Beware of the many fuel cannisters around the runway area, a few shots and they may explode! LEVEL FOUR - THE SNOW-BIKE CHASE You have discovered that the terrorists are using an old church n xearby as a base. As you arrive, however, they scream from the building aboard snow-bikes. You grab a bike and give chase. Try to stop as many of the terrorists escaping as you can otherwise they will be free to perpitrate a similar deed elsewhere. LEVEL FIVE - SHOOTOUT ON JET`S WING The terrorist`s hijacked plane is about to take off! You leap from a helicopter onto the wing of the plane. Kill all of the terrorists on board before the plane has chance to take off to stop the Gene S9ral from escaping. ICONS When you shoot a terrorist, sometimes he will drop an icon to the floor. Some of these icons will help you in your attempt to complete the game and others will hinder you. The icons dropped are as follows: MEDICAL KITS These appear as a white box with a red cross in the centre. When shot these will boost your energy level, repairing any damage you may have recieved from the terrorists. GRENADES When shot you will be given an extra grenade. FLAK JACKET  [ This appears as a small jacket and when shot, it will make you invunerable to the terrorist`s weapons for a few seconds. When you are in possesion of a flak jacket it will appear in the score panel, as the effect starts to run out it will flash before eventually dissapearing. WEAPONS Various weapons will be dropped, they vary in speed of fire and also in the power of effect they have on the terrorists. The weapons to be found in order of least powerful to most powerful are as fo 7llows: Beretta (single fire pistol). Glock (triple fire hand held gun). M16 (slow firing machine gun). AK47 (fast firing machine gun). Uzi 9mm (the ultimate in firepower). However, when you are in possesion of a powerfull weapon make sure you don`t shoot a less powerfull weapon as it will decrease your firepower. FINALLY REMEMBER YOU ARE A POLICE OFFICER AND WILFUL DAMAGE OF PUBLIC PROPERTY OR ANY HARM TO INNOCENT BYSTANDERS WILL RESULT IN A LOSS OF POINTS! THE TARGET RANGE Bef  2:ore entering into the game for real you have the option of going into the target range to improve your shooting skills at the Police target range. Civilian and terrorist targets will appear at windows and in doorways. You have to decide in split seconds whether to shoot or hold fire. At the end of the session you will be given a readout of your performance including: Score Maximum Score Shots Fired Targets Hit Civilians Hit Percentage Hit Before you enter the game you should try tl>o acheive a score of at least 50% in the target range otherwise you will be fried in a real situation! END (fast firing machine gun). Uzi 9mm (the ultimate in firepower). However, when you are in possesion of a powerfull weapon make sure you don`t shoot a less powerfull weapon as it will decrease your firepower. FINALLY REMEMBER YOU ARE A POLICE OFFICER AND WILFUL DAMAGE OF PUBLIC PROPERTY OR ANY HARM TO INNOCENT BYSTANDERS WILL RESULT IN A LOSS OF POINTS! THE TARGET RANGE Bef  LFER BALLS ARE NOW DRAWN ON THE COURSE. SHADOWS MAY BE TOGGLED ON AND OFF WITH THE 'W' KEY. TURNING SHADOWS OFF MAY GIVE YOU A VERY SMALL INCREASE IN SPEED. 4: THE GRID COLOR IS NOW USER SELECTABLE. PRESSING THE 'E' BUTTON WILL LOOP THROUGH A 16 COLOR PALETTE. 5: LINKS WILL NOW WORK CORRECTLY WITH 8 PLAYERS. 6. SAVED GAMES WITH SPACES IN THE NAMES WILL NOW WORK PROPERLY. 7. THE WIND DIRECTION ARROW IS NOW EASIER TO READ. 8. THE PROGRAM N  \pO LONGER CRASHES ON SLOWER MACHINES WHEN A BALL IS HIT OFF OF THE WORLD. 9. PLAYER NAMES NOW WORK CORRECTLY WITH SPACES. 10. BIRD NO LONGER CHIRPS WHEN CRITTERS ARE TURNED OFF. ____________________________________________________________________ / / / T H I S F I L E W A S L E E C H E D F R O M : / / 7>6 / / --*X*- I C E S T A T I O N Z E B R A -*X*-- / / -*- N E M E S I S ! -*- / / / / 4 NODES & 2 GIGABYTES ON A 50MHZ AMIGA! (206)927-5211 / /___________________________________________________________________/ /\ ____ /\ ____ ____________ ______ < FOR THE CITY HALL. EXIT TO THE RIGHT. GO TO THE WARE HOUSE CLICK AWAY SOME MINUTES IN YOUR INVENTORY. THERE IS ANOTHER SCENE TO BE SEEN ABOUT "DENG". CLICK MORE MINUTES AWAY. THER IS TO BE SEEN NOW THAT THE JAKE IS CAPTURED. THE TIME IS NOW 20.14. THE GAME WILL ASK YOU NOW TO SAVE THE GAME!!. IT WOULD BE WISE TO DO SO. NOW THERE IS AN ARCADE GAME TO BE PLAYED. IF YOU CAN NOT END THE SHOOTING GAME.... THERE IS AN OPTION TO SCIP IT!!!!!! NOW YOU HAVE RESCUED THE JAKE. HE WILL TELL YOU ;THE PLACE WHERE KARYN IS CAPT. MWB PLK47899 - 2504 CD - DENHAAG - HOLLAND. SHE IS CAPT AT DH ENTERPRICES CORPORATED HQ. HE ALSO GIVES YOU AN ID CARD FROM SNAKE. PUT IT IN YOUR INVENTORY. GO TO SOME MAP AND CLICK ON DENG HWANG. THERE ARRIVED,GIVE SNAKES ID CARD TOO THE GUARD. YOU ARE ALLOWED TO ENTER NOW. BUT TAKE THE ID CARD BACK. CLICK ON THE WHITE SPOT TO ENTER THE BUILDING. NOW THERE IS KARYN TO SEE IN A MOVIE. TALK TO THE RECEPTIONIST AND BE NICE WITH YOUR ANSWERS TILL SHE LETTC'S YOU IN. INVITE HER FOR SOME DINNER AND A MOVIE OR SOMETHING LIKE THAT. SHE LETTS YOU ENTER THE SECURITY ROOM. LOOK AT THE INSTRUMENT PANEL. CLICK ON THE CONSOLE. NOW YOU SEE A KIND OF SECURITY SYSTEM WITH SOME COLOORED BUTTONS. NOW IT IS TIME TO LOOK AT YOUR FORTUNE COOKIE. READ THE MESSAGE VERY WELL. Y = YELLOW R =RED P =PURPLE W =WHITE B =BLUE PRESS ALL THE BUTTONS DOWN EXCEPT THE THIRD! PRESS THE BUTTONS UNDER THE COLORS AS QUICK AS YOU CAN IN THIS ORDER.. R Y P .. Y W P.. &Y R P W R Y.. P B W !!!! ************************************************* YOU HAVE LOCKED UP THE SECURITY GUARDS. PRESS THE RIGHT UPPER BUTTON OFF TO DEACTIVATE THE ELECTRIC GATE. NOW LEAVE THE ROOM AND GO TO THE RECEPTIONST. SHE CALLS FOR THE GUARDS BUT SHE CANNOT ACTIVATE THE BUTTON. ENTER THE GATE. ENTER THE FIST DOOR AT THE RIGHT. OPEN BOTH LITTLE DOORS. PUSH THE HANDLE TO THE RIGHT. TAKE THE SCREWDRIVER AND STICK IT ON THE ELECTRICITY. THAN TAKE THE ELECTRIC CABLES OUTnͫ6 OF IT. ENTER THE SECOND DOOR AT THE RIGHT. HERE YOU FIND YOUR GIRL KARYN, NOW PUT THE ELECTRIC CBLES ON HER. CLICK ON THE NECKLESS.(HA,HA) CLICK ON THE THREE CABLES AND THE TIME IS STOPPED,KARYN IS FREE!!!! NOW ALL IS GOING BY ITSELF. THE GAME WILL ASK YOU TO SAFE BEFORE THE LAST ARCADE. SO DO IT! THAT ARCADE SEQUENCE IS NOT NECCESSARY TO PLAY. AFTER A FEW TIMES TO BE KILLED IT'LL ASK FOR TO SKIP IT! NOW IS THE END TO BE SEEN!!!!!!!!!!!!!! ALL THE BLOODY GAME TESTING AND PLAYING WASJ{O& DONE BY............ M.W.B. & M.A.K. PLK 47899-2504 CD-DENHAAG-HOLLAND.. ********* YOU HAVE LOCKED UP THE SECURITY GUARDS. PRESS THE RIGHT UPPER BUTTON OFF TO DEACTIVATE THE ELECTRIC GATE. NOW LEAVE THE ROOM AND GO TO THE RECEPTIONST. SHE CALLS FOR THE GUARDS BUT SHE CANNOT ACTIVATE THE BUTTON. ENTER THE GATE. ENTER THE FIST DOOR AT THE RIGHT. OPEN BOTH LITTLE DOORS. PUSH THE HANDLE TO THE RIGHT. TAKE THE SCREWDRIVER AND STICK IT ON THE ELECTRICITY. THAN TAKE THE ELECTRIC CABLES OUT׬>3?33?333333?33?3xy33333'y33xy3y3333'333~33~c33cc~3s3ss3333y'333y33333'??ܻT"?333c3??s3?33yy3?33?'yy3333333333333~?33?33?bcrs?33?33?333333?33?3333'3'3?33 33c33?3s3y3'3y'3yyxy333333'3??32?3c33?3?32s?33?3?333?'33'33'''333333}!33333333333'y33'''33y'333333332??>??2cc2s??>s??'333?33?33233'33'333333?3???3gT333333?3???2y33'?3'3?32y23333333333333c3333s333333y333y3 3d?x$䓒y$IϞrI $rO2y$?pO  DxdrI$ůg~?%|xsß㏟<8Ǐ<|%???~pp`>?=|<8 P>>0>?Pp`=p|qǏ<|Ǐ<|x8<|x|8;8 >?>0?p`33333'33 "2:WILL BE READY NEXT DAY. BUT THE IDCART WILL TELL YOU ABOUT CHEN'S ACCOMPLICES 1 JONNY QWONG ..6753 WILLSHIRE BL. L.A , CA 90048 1 "THE SNAKE" .. ADDRESS UNKNOWN. SELECT 1 1 CHEN LU 2 "THE SNAKE" SELECT 2 THE SNAKE 1 JONNY QWONG 2 CHEN LU TAKE THE IDCART FROM CHEN BACK FROM KARYN AND LEAVE. LOOK FOR A MAP AND CLICK ON JONNY QWONG'S PLACE. YOU CAN'T GET IN THE HOUSE. CLICK SEVERAL TIMES ON THE MANHOLE IN THE MIDDLE OF THE STREET. YOU WILL ENTER THE SEWER NOW. CLICK ON THE LEFT WALL. P xLACE ONE OF THE LITTLE MINI BOMBS AT THE ELECTRICITY CLOSET. CLICK ON THE LOCK AND THE DOOR WILL OPEN. TAKE YOUR WIRE TESTER FROM YOUR INVENTORY. YOU CAN ONLY PLACE THE COLORED NIPPLES WHEN THE NEEDLE IS IN THE GREEN AREA! FIRST TAKE THE BLUE PUT IT ON BLACK WIRE ALL DOWN AT THE RIGHT. 2ND TAKE THE RED NIPPLE AND PUT IT ON THE RED WIRE AT THE TOP OF SCREEN. 3RD TAKE THE YELLOW NIPPLE AND PUT IT ON THE YELLOW LITTLE KNOPS AT THE RIGHT. IT MUST BE THE SECOND FROM BELOW.!!!! BUT WATCH  =THE NEEDLE MOVING IN THE GREEN ZONE!!!!! WHEN ALL IS DONE CORRECTLY GO HOME. LOOK AT YOUR VID PHONE FOR WHO IS CALLING JONNY QWONG A GUY WAS CALLING AT QWONG NAMED...DENG HWANG. NOW GO THE CITY HALL AND GO TO THE RIGHT OF THE FLOWER STAND. CLICK ON THE CORRIDOR IN THE MIDDLE. ENTER THE OPEN DOOR. TALK TO THE OLD MAN.CHANG LI. AFTER A SMALL TALKING HE WILL GIVE YOU FIVE THINGS. 1 STONE OF WISE 2 BULLET PROOF VEST 3 FORTUNE COOKY 4 TOME OF ANCIENT WISDOM 5 ROCK OF LIFE TALK TO THE OLD ~1MAN AGAIN. NOW GIVE HIM THE CHINESE EPISTEL. THE OLD MAN WILL TELL YOU A LOT. AFTER ALL THE TALKING LEAVE HIM ALONE GET ONE SCREEN BACK AND GO TO THE RIGHT TO THE OPEN IRON GATE. ENTER IT. NOW YOU ARE IN FRONT OF A BIG BUILDING. CLICK ON THE DOOR. NOW YOU WILL THROUGH A WINDOW THE LABORATORY. TURN BACK AND CLICK ON THE ELECTRIC PANEL ON THE WAL OUTSIDE THE BUILDING. SELECT BOMB FROM INVENTORY AND PLACE IT ON THE SECOND TRUNK FROM THE RIGHT. SOME FIRE WORKS IS TO BE SEEN. RUN AWAY.Y NOW GO HOME TO SEE THE MESSAGES ON YOUR VID PHONE. THERE IS NOW A MESSAGE (5) FROM DENG HWANG FOR JONNY QWONG READ IT. WALK AROUND TILL THE TIME IS 24.OO HOURS. NOW GO HOME, USE ID CARD ON DOORLOCK. TAKE ID CARD BACK TAKE YOUR CLOTHES OF. TAKE A SHOWER. CLICK THE ">>" TO PASS THE HOURS AT YOUR INVENTORY AND YOU'LL GO TO SLEEP. THIRD DAY TAKE A SHOWER. PUT YOUR CLOTHES BACK ON. WALK TO ELEVATOR. GO TO MAP. CLICK ON CITY HALL. TALK TO SITTING CHINA MAN AT THE FLOWERSTAND. GO TO KAR 1#YN AT RECORDS. TALK TO HER. SHE'LL GIVE YOU THE TAPE ABOUT THE DRUGS AND YOU HAVE TO LOOK AT IT! SHE'LL ASK YOU IF YOU NEED ENYTHING ELSE BUT THERE ISN'T TAKE THE TAPE. LEAVE KARYN. TALK OUTSIDE TO JENNI THAT YOU MUST SEE THE MAYOR. ENTER THE ROOM. TALK TO THE MAYOR. CHOOSE THE ANSWERS -3-2-2- HE WILL ASK FOR THE TAPE, GIVE IT TO HIM. AFTER A WHILE OF TALKING THE MAYOR WILL GIVE YOU A SECURITY PASS. TAKE THE SECURITY PASS. LEAVE NOW. ENTER THE POLICE STATION. TALK TO THE OFFICER. SHO!:z W HIM THE PASS. PICK UP PASS BACK INTO INVENTORY. CLICK ON THE WALL IN FRONT OF YOU. TAKE THE BIG GUN. LEAVE THE STATION. WALK TO MAP. SELECT BLADES PLACE. JUST STAY THERE TILL ABOUT SIX O'CLOCK. YOU CAN PASS THE TIME. CLICK IN YOUR INVENTORY ON " > " TO PASS THE MINUTES. IN ABOUT THAT TIME A SEQUENCE IS TO BE SEEN ABOUT THE KIDNAPPING OF KARYN. PUT THE COMPUTER ON. TAKE THE REMOTE CONTROL. PUT THE ID CARD IN THE COMPUTER. THERE WILL BE A NEW MESSAGE (6) FROM DENG HWANG. PLAY THE MES"ÅSAGE. TAKE THE IDCARD BACK. TURN OFF THE PC. CLICK IN YOUR INVENTORY ON " >> " TO PASS THE HOURS AND GET SOME SLEEP. UNDRESS BY CLICKING ON YOUR CLOTHES IN THE INVENTORY. GO TO BED BY CLICKING ON " >> ". YOU WILL AWAKE AT ABOUT 12.15. GET DRESSED OR EVEN TAKE A SHOWER. FOURTH DAY. GO TO PLEASURE DOME. GIVE BOTH THE GUNS TO THE BOYS AT THE DOOR. GET THE RECEIVE FOR IT. ENTER THE BAR TO SEE THE JAKE. HE WILL TELL YOU ABOUT A MEETING WITH HIM SOMEWHERE ELSE. LEAVE THE BAR. GET THE STU H %FF BACK FROM THE BOYS AT THE DOOR. GO BACK TO YOUR ROOM TO WAIT FOR THE PHONECALL FROM THE JAKE THAT WILL TAKE A LOT OF A TIME SO WAIT THERE FOR THE OTHER DAY. FIFTH DAY. GET UP AND LOOK AT THE VID PHONE FOR THE CALL OF THE JAKE. THE MEETING WITH JAKE IS PLANNED AT THE WARE HOUSE AT 8.30 HOURS TONIGHT. LEAVE YOUR ROOM. THERE IS NOW A MOVIE TO BE SEEN WITH BAHUMAT WITH A MESSAGE FOR THE CITY. CLICK THE TIME TO PASS " >> " TILL THE WANTED TIME IS ABOUT 8.00 HOURS. THAN GO TO THE MAP $j9H?q>c㏘:cc?q?c|?Ϙ;cc%D??<珏Ǟ? ?;;<<|9珏Ǟ?|g> <<|:';;??<;Ǐ?~??~?~<;q㏎~q>?q?c?~:q|χ?q>q>cǏ|LJ: |?? ?@|A8~~&ip6>(|x  ?~x 68|>8|Ǐ>ax8~㏎?Cq>1??~8C58>8?1>1~8&>>8w;q18w;q18 ?1>1?'67>8 ~㏎?_q>1?_6>s>8>|Ǐ>Ox#33 3?'2s???? C3cc ?2s? 3c'>Sss33 3;'2s;???3ry3332s3333332y333'33?3rx9s3 )t y33 ssy3 3&33K3??K&3333?333'33~r?r3 ??333~rC??3rC3c3?33~rc?;;rc3s;?33333&s3332y&s33y 2y2y333'333sysyxxy3φr3s233K333?'33333s *3K3'33333#~????3?? #?>s33?32bC?3sSrc???;3??S?>s'3?33ry2s33?33'33?3? s33'333333 ryrr93ss'&3333''33K333'"rr3s33?3rrC3c3sϏc3Rrrcs3s'3?s3 +X#s'&s3y33''33333'ssy8rs323?33K3'2sK&333'33?3333333??>s2#r3333?3????2Cs3rC33?33?;c?>s&Src3333?3;'????2xs3?'2ry&s333'3?332y33y33?xr8rys3x9y3s3 ,3χ'3'33K3''33'3333333 s33333?3 s33?s32CϏ33s333c s33'c33?3s3'3s? '2y'2xs3''?3'2y2y333333x8xs3yx9 333'?33?3333K333333 s?3??3?33χ3?? s?3?3333 -! :c s;'?;'?33'??s3'2y3?2y33y3y3y3333?3 x9x83y3yx9yss33 sy3??2333?K3333' s3333?'3333??>3??3?33 s33???33332C3??C?Ϗ3 S3?3c;;>c3?;3?33 '???;3333 xsy332s3 3333' "y3??33'3333gxsxs33rx8%?0~0>%?<|~8??8Ǐ<|%~?% o is to take the free kick, by selecting the player who is to take the free kick, by selecting with cross hair and pressing either kick button. Stretch out the kick line as before. After selection you will see a picture of a football appear on the panel Move the joystick in any direction to alter the position of the red star. This represents the area that the taker will strike the ball. Different effects may be achieved as follows: Tz?5OP - Low Kick BOTTOM - Chip Kick Left/Right - Swerve You can use different combinations of these together e.g down/left to chip and swerve. 5) The free kick will now be taken. when the sequence has run through, play will be handed back to your control. NOTE: If you are playing against the computer, then the revelant section will be set up automatically. Penalties - A player who is tripped in his opponents 18 yard box, either by z@Ղthe opposition goalkeeper or another player, will be awarded a penalty kick. This is taken by holding the joystick in the direction you wish to shoot (Left, right or Central) and pressing either kick button/double or single tapping, depending on the height of the kick you choose. Extra keyboard commands Control + Q - Quit match F1 - pause/un-pause F5/F6 - team 1/2 substitution F9 - Scanner position (if displayed) F10 - Action repzAKlay NOTE: During action replay you can load a previous replay or save current replay to a disk in your internal drive. F1 - load replay F2 - save replay Substitutions - each team has four substitutes on the bench, of which two may be brought on to the field, replacing tiring players. To make a substitution press the revelant sub.Key (F5 team 1, F6 taem 2) and overlaid on the flag at the bottom of the screen you will see the numberzBJs 1 2 3 4 with a small football beneath the `1'. these represent the four substitutes on the bench, and you will notice that holding your control device left and right will move the football to the next number. Move the joystick `Up' and the number will start to flash , and the revelant substitute will leave the bench, and start to warm up. At the next break in play this player will then be ready to come onto the field although you can cancel hiz Ck m by moving the joystick `down' when beneath his number, to cease flashing and make the player sit down again. Note that you may only have a maximum of two substitutes warming up at one time, and when two have been brought on to the field, no more substitutions can be made. Press the revelant Sub. Key once again to remove the numbers and return to the game. When the ball next goes out of play the substition will be made, and the players z!.xwill run to their bench alongside the coach, who will be holding up one or two numbered cards. Move the joystick left or right to change the number on the Left card, and up and down for the right (double substitution only). These numbers represent the players who are to come off the field, and their names will also be printed on the panel at the bottom of the screen. When happy with your choice(s) press either kick button and the swap will be made. z Ejl now enter the match selection which is described in detail in section 2 of these instructions. d) F10 - Quit competition - Select this option to clear the current competition and return to main menu, but remember, all results and placings will be lost. Main menu (Cont) c) F3 - Play Arcade - This allows you to play a one-off match between any two teams, without having to go through the cup competition. Select one or two player match, follz F5|owed by player 1 team and formation, followed by player 2 team and formation or computer team. you will not enter the match section,which is described in detail in section 2 of these instructions. d) F4 - Options - Selecting this takes you to a further menu, from which many of the games' features may be altered to suit your tastes. A description of each option is given below: F1 - Weather - Turning this option `ON' will result in random rain zG5 showers during the match, which makes the pitch slippery and ball control more difficult. F2 - Scanner - Turning this `ON' will show a small map of the pitch during play, to make location of the players easier. This is especially useful when controlling one player only. F3 - Match length - Alter this to select the length of time in actual minutes that the match will last. You may choose 4,10,20,30 40,50,60,70,80 or 90 minutes. Default length zHtpis 10. F4 - Set Pieces - Turn these off if you do not wish to go through the sequence of setting up complex strategic free kicks. These will be replaced by the usual one kick set piece. F5 - Choose game controls - Select the device you wish to use to control your players with this option, between one button joystick two button joystick, keyboard or mouse. The column on the left is used to select the control device for player one, whilst the zI"Pp right hand column displays controls for player two. Press the required function key (F1-F6) to select. Also from within this screen you may configure mouse sensitivity by pressing `F8', or define the keys for keyboard control by selecting `F9'. To adjust mouse sensivity, use the keys `F1' and `F2' to slide the bar between the `sleepy' mouse and the `active' mouse around to test the settings represented on the joystick diagram at the top of thzJ˦e screen. To define the control keys, press `F9' and follow the prompts at the bottom of the screen, which will ask you to choose a key for right, left, up, down and two kick buttons. Press `F10' to exit this screen. F6 - More Options - Includes the following choices: F1 - Control all players / john barnes - selecting `Control all- players' means you will always control the player who is nearest to the ball, no matter who he is (GoalkeezK ~per excluded). Selecting `John Barnes' only, means control will stay with that player, although the screen will follow the ball. It is advisable to watch the scanner when locating your player, to move him into position, or bring him in to the screen. NOTE: If this player is sent from the field (red card) or subsituted, then control will revert to full team. Remember, you must select england as your team for this option. F2/F3 - Swap kickzLHuK function (player 1 & player 2) - Use this option to swap the kick button functions i.e button B/Single press becomes KICK and button C/Double press becomes lob. Select again to revert to normal. F4 - Celebrations on/off - When a goal is scored, an exuburent player will run off the pitch, and celebrate by running along side his jubilant fans. If you do not wish to spend time watching this sequence, set this option to `OFF'. F6 - More OptzM8ions - Takes you to the previous `options' menu. F10 - Exit - Takes you back to the main menu. SECTION 2 playing the match Press any kick button to make players run on the pitch. The match will begin when all players are in position. Single button joystick (Amiga St) Use the joystick directions to control the nearest player to the ball. This player is signified by an arrow beneath him, which also indicates the direction in with tzN6Ihe team is kicking. To tackle the ball from an opponent, move your player as near to him as possible, and when in suitable range your player will attempt the tackle. If successful, possession of the ball will be transferred to your man. Keyboard control The control keys are fully definable from the menu in the first section of the game. Use the same method of control as for dual button joystick, using the two keys inplace of buttons `B' az9ҽnd `C'. Throw ins and free kicks - Move the cross hair to the intended target area and press either kick button. Close range free kicks - when a player is fouled in close proximity to his opponents' 18 yard box, and this option is truned on, an advantage strategic free kick may be next up. This is taken as follows: 1) The attacking team must first setup their players in position for the kick. this is done by aiming the cross  Ph| WHO HAS SPOKEN. IN OUR GAME IT WAS - CISTERNA !!! IN OTHER GAMES IT MIGHT BE " REGALIS " OR " DESIGNO ". WALK TO THE OVERLOOK USE HAND ICON ON MAN TALK TO MAN WITH BOW (3750) OFFER THE GUY SOME MONEY, HE'LL TAKE IT (3850) WALK DOWN THE ROAD TO THE MAP SELECT CITY FROM MAP SELECT FAIR FROM MAP CLICK HAND ICON ON WOMAN IN BLUE DRESS TALK TO THE WALKING WOMAN WALK TO THE FORTUNE-TELLER TALK TO HER GIVE 2 COINS (3875) WALK TO BEGGAR ON GREEN CARPET IN FRONT OF SCREEN TALK TO HIM GIVE Q Qf?JUART COIN (3885) WALK TO BEGGAR WITH ONE LEG TALK TO HIM GIVE QUART COIN (3895) FIND THE MAN IN A GREY SUIT USE HAND ICON ON MAN TALK TO HIM AFTER CHOSEN THE RIGHT ANSWERS GIVE SCROLL TO MAN (3945) CHOOSE "AYE" (3970) WALK TO CHEMIST TALK TO HIM ORDER HIM TO BRING LADY MARIAN SOME COLOGNE GIVE HIM 4 COINS (3995) TALK TO THE WOMAN NEXT TO THE CHEMIST LOOK AT YOUR SCORE WALK TO THE SHOOTING AREA PAY 1 COIN SELECT BOW ICON (SAVE & RESTORE OFTEN) AFTER WINNING THE CONTEST (4195) DAY 9RKz WALK INTO THE FOREST RUN FROM THE SHERIFF'S MAN FIND THE DRUIDE TREE LOOK AT TREE CLICK HANDICON ON ROBIN USE THE HANDCODE AND THE PASSWORD AND YOU'LL BE SAVE THE CODES ARE "LUIS" - "MUIN" - "COLL" - "BETH" "TINNE" - "DUIR" - "NION" - "FEARN" - "GORT" - "IDHO" "RUIS" - "SAILLE" - "AILM" - "OCHTACH" - "EADHA" WALK TO RIGHT (4270) WALK TO OVERLOOK CLICK HAND ICON ON MAN TALK TO MAN CLICK HANDICON ON MAN SEARCH CLOTHES (2X) (4370) TAKE BOX WITH JEWELS USE SMALL ROUND WOODEN BOX ON ROS5YBIN (4395) WALK DOWN THE STREET TO MAP SELECT SHERIFFS CASTLE FORM MAP TALK TO GUARD (4405) SELECT JEWELS FROM INVENTORY GIVE JEWELS TO SHERIFF TAKE JEWELS BACK FROM TABLE (4680) MORE TALKING TO SHERIIF AND HIS LADY (4705) IN THE FOREST, LET'S PARTY GUYS !!!! AND WATCH THIS SEQUENCE, IT'S BEAUTIFULL. DAY 10 WALK OUTSIDE CAVE TALK TO LITTLE JOHN SELECT FIRERING FROM INVENTORY WEAR FIRERING BLOW HORN CHOOSE WILLS PLAN (5105) SEQUENCE OF LADY MARIANE BE FREE IN THE FOREST GIVE GREEN STDTONE TO MARIAN (5405) SHE'LL GIVE YOU A PASSWORD "BLOOD" DAY 11 WALK OUTSIDE CAVE TAlK TO BROTHER TUCK WALK TO OVERLOOK BLOW HORN CHOOSE TUCKS PLAN (5905) AFTER FIGHTING (AUTOMATICALLY) (6405) NOW YOU'VE THE TREASURE DAY 12 LEAVE CAVE TALK TO BROTHER TUCK RUN AWAY FROM THE SHERIFF'S MAN LOOK AT DRUIDE TREE CLICK HAND ICON ON ROBIN RUN TO THE BUSHES (6480) SELECT MAN FROM THE MAP NOW YOU'RE ON THE OVERLOOK ONCE AGAIN TALK TO KNIGHT (2X) USE BOW ICON ON KNIGHT (6530) USE HAND IU6|CON ON KNIGHT (6580) SEARCH HIS CLOTHES NOW YOU'VE A LETTER BLOW YOUR HORN BROTHER TUCK ARRIVES TALK TO HIM LEAVE WALK DOWN THE PATH DAY 13 LEAVE CAVE TALK TO WILL WALK DOWN THE PATH SELECT THE CASTLE OF THE BLACK MONKS FROM THE MAP WALK TO THE WATER GO TO YOUR INVENTORY TAKE FIRE RING FROM YOUR FINGER SELECT WATER RING FROM INVENTORY WEAR WATER RING TALK TO THE LIGHTS DRIFTING OVER THE SWAMP CLICK HAND ICON ON BOAT USE THE WALK ICON TO FOLLOW STEP OUT OF THE BOAT AT THE TOWER OF TVvQHE MONASTRY BY CLICKING THE HANDICON ON THE TOWER LOOK AT PLANT ON THE WALL USE THE HANDCODE WHAT YOU USED FOR THE DRUIDE TREE THERE ARE 15 NAMES, SO TRY THEM ALL, TILL THE RIGHTONE. (6605) CLIMB THE IVY BY USING THE HANDICON USE THE HANDICON ON WINDOW (6630) TALK TO THE KNIGHT USE HANDICON ON ROBIN USE THE PASSWORD GIVING BY MARIAN "BLOOD" (6680) ESCAPE THE ROCKS THROWED BY THE MONKS USE HANDICON ON BOAT WATCH THE SEQUENCE NOW YOU'VE FINISHED CONQUEST OF THE LONGBOW { N ON KNIGHT (6580) SEARCH HIS CLOTHES NOW YOU'VE A LETTER BLOW YOUR HORN BROTHER TUCK ARRIVES TALK TO HIM LEAVE WALK DOWN THE PATH DAY 13 LEAVE CAVE TALK TO WILL WALK DOWN THE PATH SELECT THE CASTLE OF THE BLACK MONKS FROM THE MAP WALK TO THE WATER GO TO YOUR INVENTORY TAKE FIRE RING FROM YOUR FINGER SELECT WATER RING FROM INVENTORY WEAR WATER RING TALK TO THE LIGHTS DRIFTING OVER THE SWAMP CLICK HAND ICON ON BOAT USE THE WALK ICON TO FOLLOW STEP OUT OF THE BOAT AT THE TOWER OF Tz X3ce team maybe de-selected by pressing the same key again, or more players added by pressing others. Up to eight players may participate in the tournament at the same time. When happy with your selections, pressing F10 will take you to the next menu which contains the following options: a) F1 - View tables - This shows the order of the two groups, and semi final and final pairings if you are at that stage. b) F2 - Save Game - Insert a save game disc into the disk dz Ynrive, and select this to save game point to disc, enabling you to carry on at a later time. After selecting which drive, press one of the function keys shown on the screen to save a game to that `BOX' if any of the `BOXES' contain games already, a piece of text will be displayed along with it, altough you may save over any game with a new one. c) F3 - Play Next match - This will play out the match displayed on the screen under the heading `Nez D1Cuxt Match'. If no human players are involved the computer will decide the result. If one or two players are involved then you must select the formation you wish to adopt for the match. Choose from the following: F1 - 4 - 4 - 2 F2 - 4 - 3 - 3 F3 - 4 - 2 - 4 F4 - 1 - 3 - 3 - 3 F5 - 3 - 2 - 5 F6 - 5 - 3 - 2 Select your formation depending on the tactics you wish to employ, be it attacking, defensive or balanced. You wilxR YjOND............. FUCK YOU AND DO THE REST YOURSELF! GUILOTINE VAL MOET JE HET TOUWTJE AFWISSELEND WEL OF NIET DOORKNIPPEN. OP DE EERSTE VERDIEPING VINDT JE EEN GOUDEN SCHAAL OP DE TWEEDE EEN ZWAARD. OP DE ZESDE EEN BYL.(ENCHANTED HEM DAN SLAAT DE BYL VLUGGER) VOOR DE SPOKEN GEBRUIK JE ICE DART. GEBRUIK VOOR DE TOVENAAR OP DE ZESDE DIRECT ABSURB MAGIC, EN SCHIET DAN EEN ELECTRIC BALL. IETS VERDER VINDT JE DE ECHTE ELVIRA EN DE MAGISCHE LANS. HET VINDEN VA O`8TRY TO CAPTURE THE ELF SELECT GOLDEN NET FROM INVENTORY THROW NET ON ELF HE'LL TAKE YOU TO THE GREEN MAN IN OLD MAN OAK HIGHBORN ..............= SNOW I'M THE OUTSCTRECHED ..= FEATHER GOLDEN TREASURES ......= BEEHIVE MY FIRST MASTER .......= FUR METAL OR BONE .........= COMB NOT BURN BUT ..........= CHEESE I'M TWO FACED .........= COIN I'M A WINDOW ..........= EYE AFTER THE RIGHT CHOSEN RIDDLES (3650) DAY 8 WHEN YOU READ THE DWARF SCROLL YOU NEED THE FIRST LETTER OF THE NAMES OF THOSE]_E ROAD TO MAP SELECT THE HOUSE ON THE MAP TALK TO WEAVER WIDOW LEAVE THIS PLACE (1XWEST,2XNORTH) CAMP WALK TO SHOOTING AREA (2XNORTH) TALK TO THE MAN PRACTICE BOWSHOOTING USE WALKICON (SOUTH) TALK TO MAN DAY 2 WALK TO WEAVERPLACE (2XSOUTH,1XWEST) TALK TO WOMAN WALK EAST USE BOWICON ON MONK KILL MONK (350) TAKE SLIPPER (450) BLOW HORN DAY 3 VISIT WEAVERWIDOW TALK TO HER BACK TO CAMP WALK TO OVERLOOK WAIT TILL A BEGGAR ARRIVES ON THE TRAIL USE HANDICON ON BEGGAR SELECT MONEY ICON USE M^i?ONEY ICON ON BEGGAR CHOOSE A HALF PENNY (550) WALK DOWN THE ROAD TO MAP SELECT COBBLER TALK TO WOMAN ENTER BUILDING AT YOUR RIGHT TALK TO LOBB GIVE HIM THE SLIPPER (575) LOBB GIVES YOU A SILVER COMB (600) LEAVE LOBB DAY 4 WALK TO WIDOW TALK TO HER WALK TO THE SACRET PLACE (2XSOUTH,1XWEST,1XSOUTH) TALK TO MARIAN SELECT COMB FROM INVENTORY GIVE COMB TO MARIAN (650) SELECT STONE FROM INVENTORY GIVE STONE TO MARIAN (700) PICK UP WEAPONS LEAVE WALK TO THE OVERLOOK M.W.B. - PLK47899 - 250_0Y4 CD DEN HAAG - HOLLAND KILL GUARD (800) SELECT MONEY FROM INVENTORY USE MONEY ICON ON MAN GIVE MONEY TO THE MAN, 4 QUARTERS (850) DAY 5 WALK TO WEAVERWIDOW TALK TO HER WALK TO OVERLOOK USE HANDICON ON MONK TALK TO MONK USE BOWICON ON MONK CHOOSE "AYE KILL MONK (950) WALK DOWN THE PATH TO MAP SELECT CASTLE FROM MAP WALK TO CASTLE BLOW FLUTE (975) TALK TO MONK USE HANDICON ON BOAT GIVE FLUTE TO MONK GIVE SACK WITH ROCKS TO MONK CHOOSE THE RIGHT STONES (1075) WALK TO LOWER RIGHT TOWER`x WALK TO THE KABINET WITH SCROLLS LOOK AT CABINET TAKE TWO SCROLLS FOR LADY MARIAN FIND THE SCROLL WITH NO KNOWN WRITER READ THE SCROLL, IT BEGINS WITH IGNIS FATUUS LEAVE TOWER WALK TO PRIOR IT'S THE BUILDING IN THE MIDDLE TALK TO PRIOR WALK TO TOWER UPPER LEFT RELEASE THE DWARF BY PUSHING THE STICK AT THE RIGHT (1275) TALK TO DWARF LEAVE TOWER GO TO TOWER WITH SCROLLS TALK TO MONK USE HANDICON ON CUP TAKE SCROLL FROM TABLE (1425) LEAVE TOWER GO TO TOWER WITH DWARF GIVE SCROLL TO DWAa־RF (1725) HE'LL TAKE YOU TO THE SECRET PASSAGE WAY (1735) STEP IN BOAT PUSH FACE 1, 5, 3 (1835) TALK TO DWARF (1860) WALK TO THE OVERLOOK USE HANDICON ON MONK (1935) LEAVE TRAIL TO CITY VISIT CHURCH "ST. MARY'S" MEET MONK OUTSIDE CHURCH (1940) FIND LAUDRYROOM FIRST ROOM LEFT TAKE THE TREE ROPES (1995) LEAVE ROOM FIND THE ABBOT, SECOND ROOM LEFT TALK TO ABBOT TAKE EMPTY BARREL (2020) LEAVE CHURCH SELECT PUB FROM MAP WALK TO PUB TALK TO BARTENDER SELECT BARREL FROM INVENTbvORY GIVE EMPTY BARREL TO BARTENDER (2045) TALK TO MAN AT TABLE CLICK HAND ICON ON CHAIR M.W.B. - PLK 47899 - 2504 CD DEN HAAG - HOLLAND GIVE MONEY TO GAMBLE FOR THE GAME TO WIN A STONE (THE GAME IS CALLED THREE IN A ROW) AFTER WINNING THE GAME (2095) THE MAN GIVES YOU A DIAMANT USE HAND ICON ON IRON DOOR OPEN IRON DOOR USE HANDICON ON FOURTH BARREL (2195) WALK LEFT LOOK THROUGH HOLE IN DOOR WALK BACK, LEFT, LEFT USE HANDICON ON CARPET OPEN CARPET CHOOSE "AYE" PUT DIAMONT IN CUP (224ckLv5) KEEP TALKING TO THE ABBOT (2270) HANDICON ON ABBOT SEARCH CLOTHES FROM ABBOT TAKE PURSE (2280) TAKE EMPTY BARREL WALK TO ABBOT'S ROOM PICK UP PILLOW AT THE RIGHT YOU'VE THE BOX (2305) PICK UP PILLOW AGAIN (2315) LEAVE ROOM WALK TO THE ALTAR USE HAND ICON ON DOOR LEAVE CHURCH TO LEFT DOOR (2325) WALK THROUGH MAZE AND FIND THE DOOR NORTH, EAST, NORTH, EAST, NORTH, EAST, SOUTH, EAST, NORTH, EAST, NORTH, WEST OPEN DOOR (2425) LOOK AT BURNING PLACE OPEN DOOR BACK TO CHURCH (MAZE) L dGAEAVE CHURCH SELECT CASTLE FROM MAP GO TO CASTLE TALK TO THE GUARD GIVE 3 ROUND COINS (2475) HE'LL LET YOU SEE THE PRISONERS LEAVE THIS PLACE SELECT PUB FROM MAP ENTER PUB TALK TO THE INNKEEPER GIVE INNKEEPER 12 ROUND COINS (2495) GIVE EMPTY BARREL TO INNKEEPER (2505) USE HANDICON ON DOOR LEAVE THROUGH IRON DOOR OPEN EMPTY BARREL LOOK THROUGH HOLE IN DOOR GUARDS WILL LEAVE USE HAND ICON ON DOOR OPEN DOOR BE VERY QUICK SELECT MONEY FROM INVENTORY PUT 10 HALF COINS ON TABLE (2680) LEAV []`E THROUGH DOOR GUARDS WILL RETURN, THEY TAKE THE MONEY AND LEAVE OPEN DOOR OPEN HEDGE SELECT ROPES FROM INVENTORY (2830) LEAVE CAVE IN BAR SELECT "AYE" IF SHERIFF WANTS A BLESHING (2880) BLESH THE SHERIFF (2890) LEAVE THE PUB (3190) WIDOW GIVE'S YOU A GOLDEN NET (3240) DAY 7 WALK TO WIDOW TALK TO WIDOW WALK TO SACRET PLACE TO MARIAN GIVE SCROLL TO HER (3440) SHE GIVES YOU A HANDCODE B L F S N H D T C Q M G P Z R O U E I K V J X A Y W IN THE FOREST s&fGEjN #`&B}B[38>ͨaM ~:Ϫs8R`I|i2B>C {WE:=tGM OS[M+sR!j͟3{ In`ESY^ǔo(/~K= 1ǖU@"Ǟу4Gy>`I)@3'̆cꊨ9[*Gspy5~Ʃ^ 쀆 i 6 h!-4 qz @)WHOF-Xda G|EH\u<qwhA(j$NRR$rҩ4`"*Ҫ#p(J(gz$)("*p<(j$N$)("*p<(j$NR")(p<(j(N"*tf"&*֪x8f&)(g$)(G," p<(j8N``<$) G<" p0(j8N`$$) "*p0IlNtgtvg`$*"*p0(jN#A$$*"*p4(jNҩ$gGT" p0(j4Nrҩ `Jfrp(j NNNq in drive 00Replace volumeis out of range is invalid- bad extension- not directory or filebitmap checksum error`b$)G|" p(j8N``"ҪJwJl$)"pIDNN$)"pINN$)G" p(j8N`""0tgvg`N- bad block type- unexpected data block&*ցx8f(JgGx" p(j8N` r%ArN"$)fJfJ f Jg$)G" p(j8NrN- second root block- bad directory&勴8fJ8g*(*؁*0H8g$)G@" p(j8NrN - bad header#p,J,g$*,l#B,#j0"),$*R"#A40nBҪ$0"*pD(j$N"*ҩ4$0"*pDx jk=<;:9876GFEDCBAt26EELEMPIRE.MANUALps1PP20 >/\/w'!}/qI}j1.GR*|zGNpqo{\p}"y) E?qG֞!@<h Hݵ/X I^J@YIL)SUVK4A= {@;À'] "*PKKhxț(†0P 2 !l#Ą9 CQ,@ w9 pFFI8EE^RDŀ}  Tyu *v:=BA@C30110rr0X JBJ0| l5@NEKV@ @VJ2"bEDd'I%Q),'~=W* -5{3A+yUuv%vs Disk.infopus5"&&# P XF^@d Z(#XDx8qUG;wSYS:System/DiskCopywy..hgoy8Disk-Validatorqx{uZnmlkji~}|{ 099ira2.solutionpwol&G$ #Bv lt "*Nt0҂`r $)( r0Ҫ$)( "*XW%A%j$*XS%BB"*p(jxNB#jr#A nҪt!rҩ `t "*NJg0r#At #B "*N") $)"*Ҫ!$*"*p(j$N$*"*p(jN#A$*"*p(jNҩ%A`J$< rp(j(N"*@&)$0(G" p(jNJf"p(jNrp(j N"*@Jg"p(jNB#j"*#A nL#Atāv#C#A$) m o$) Gz*aY"6543210/.CBA@?>=<;:9NMLKJIHGFEDYXWO17hn.b eur.footballpx|՝2 HERE THE BLOODY SOLUTION OF .......... 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COURAGE MAAK JE VAN WYN. PAK HET KUSSEN EN DE STEMVORK ONDER HET KUSSEN. VAN HET KUSSEN MAAK JE TRUE-FLIGHT. ZOLDER. ******* GEBRUIK DE STEMVORK ALS DE VAMPIER UIT ZYN KIST KOMT. DE VAMPIER ZAL DAN VERBRANDEN. ZET DE LADDER NEER DAN KAN JE OP HET DAK KOMEN,MAAK NU EEN STORM. EEN STORM MAAK JE VAN EEN BARROMETER. DE BARROMETER VINDT JE IN IN DE HALL BENEDEN NAAAST DE EETKAMER. (MOET JE WEL OP LEVEL 9 ZITTEN) x DT KAMER VAN DE ACTUER. ******************** PAK DE KATTEN VAN DE SCHOORSTEEN,EN MAAAK HIER EEN GELUKS-SPELL VAN. ONDER HET BED VINDT JE EEN VERBORGEN KNOP VOOR EEN GEHEIME KAMER. DE ACTER PAKT ZYN SCRIPT,SLEUTELS EN FOTO'S. VUURKAMER. ********* VAN DE BRANDBLUSSER MAAK JE EEN BRANDWERENDPAK. JE KUNT NU NAAR BINNEN GAAN. GEHEIME KAMER. ************** PAK DE KAARSEN EN DE GOUDEN SCHAAL. LAADT DE VAMPIERS MET RUST. HALL BENEDEN. ************** PAK DE GLAZEN VAARN VOOR DETECT TRAP. GEx i˽BRUIK BARROMETER VOOR SUMMEN STORM OP HET DAK. KAMER MET HARNASSEN. ********************* PAK VAN EEN HARNAS DE GAUNTLET EN HELMET. PAK DE KOLEN EMMER NAAST DE OPEN HAARD EN MAAK HIER MAGIC MUSCLES VAN. KYK VANAF DEZE PLEK NAAR DE DEUR WAAR HET SPOOK VOOR STAAT. LAAT HET SPEELGOED OP DE GROND VALLEN. ALS HET SPOOK NAAR JE TOE KOMT LOOP JE SNEL NAAR DE DEUR WAAR HY VOORSTOND. BIBLIOTHEEK. *********** IN EEN VAN DE BOEKEN ZIT HET RECEPT VOOR STRONG POISON. EETKAMER. ********** HIER >@VUTSRQPO[dcba`_^]\"R19NGBOW.MAKp\-***************************************************** * CONQUEST OF THE LONGBOW * * WRITTEN AND PLAYED BY M.A.K. & M.W.B. * ***************************************************** DAY ONE TAKE HORNE (50) TAKE MONEY (100) LEAVE CAVE TALK TO YOUR MAN LEAVE CAMP BELOW THE RIVER (4X WEST) ARRIVED ON OVERLOOK USE HANDICON ON WOMAN USE BOWICON ON GUARD (200) USE HANDICON ON WOMAN SELECT MONEY ICON FROM INVENTORY GIVE 5 GOLDPIECES TO WOMAN (250) WALK TH? 407ehard2.docpzӈ----------------------------------------------------------------------------- This File Was Downloaded From D . A . N . S . E M . A . C . A . B . R . E >>> S . K . I . D R . O . W 1 . 9 . 9 . 2 <<< 713-324-2139 713-324-2826 713-324-3088 713-PRI-VATE 4 Nodes Running AmiExpress -- GVP 68030 At 50 MHZ Dual Standard With v.32 bis / v.42 bis / ASL -- 420 MegaBytes ---> Date And Timze Uploaded -- Sat 02-May-92 6:08:17 AM <--- ----------------------------------------------------------------------------- C R Y S T A L A L P H A F L I G H T I . N . C ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Present JOHN BARNES European Football /)ocumentation By Mr.SCARFACE Cracked By: (RYSTAL Doxs By: Mr.SCARFACE of (rystal, AFL, I.N.C Game By: Krisalis Software Ltd /MPORTANT z!m--------- No More Games Much work has gone into making the programs in this compilation, but software piracy is slowing destroying the games industry, with many companies going out of business and projects of this depth and detail becoming less viable. If you enjoy entertainment software of this quality then please have the sense of responsibility. Any fool can copy software...It takes a little more intelligence not to. LOADING THE GAME ---------------- z2!Jh Amiga and ST (1 megabyte) Please note that `John Barnes European Football' requires one Megabyte or more memory to run. If your computer only contains 512K, then you will require a half megabyte memory expansion to run the game. Ensure your computer is switched off before loading. Turn on the computer and insert the disc into the disk drive. The game will autoboot, and the title screen will be displayed. If this does not occur, turn off the computer and try againz.. Section 1 the main section Upon loading you will be presented with a screen showing the config- uration of your computer. Wait a few seconds, and after selecting your language the main menu will be displayed. On all menus you will see a representation of a function key, along side each option. Pressing the revvelant key on the keyboard will either toggle an option on or off, change a detail in the game, or take you to a new screen. Alternatively you may move zlDa pointer over the keys and press fire to select. Press `HELP' to bring up the pointer, and once again to cycle through the various control devices (Mouse,joystick or keyboard) depending on which one you wish to use. (default keys are: Amiga - Z X, ], # left amiga key, right amiga key. ST -Z, X, ],`,ALT,CAPSLOCK). Main menu This contains the following options: F1 - Load Game F2 - New Game F3 - Play Arcade F4 - Options a) F1 - Load Game - This allows you to zUload a previously saved game, and continue from the point that you saved out. Saving out a game is described later. b) F2 - New Game - Selecting this option takes you into competition for the european Nations Cup, to compete with the cream of European talent from eight nations to become the champions of Europe. Displayed on the screen are eight dzW, iagrams representing the teams taking part in the 1992 Championships. These are: F1 - England F2 - Scotland F3 - Germany F4 - Sweden F5 - Yugoslavia F6 - Holland F7 - C.I.S. F8 - France Pressing the revelant function key will give human control to that team for the length of the tournament. You will notice that `P1' appears over your first selection. This team will now be controlled by player one. Th "! . 21se.ofthe.dragon.SLV!p>> S . K . I . D R . O . W 1 . 9 . 9 . 2 <<< 713-324-2139 713-324-2826 713-324-3088 713-PRI-VATE 4 Nodes Running AmiExpress -- GVP 68030 At 50 MHZ Dual Standard With v.32 bis / v.42 bis / ASL -- 420 MegaBytes ---> Date And Tim[[e Uploaded -- Thu 07-May-92 7:30:07 AM <--- ----------------------------------------------------------------------------- DIE HARD 2 DIE HARDER DOCS TYPED BY MUNCHIE!! THEY SAY LIGHTNING NEVER STRIKES TWICE... THEY WERE WRONG. A major international airport becomes the arena for terror as an elite special forces unit seizes control and threatens to bring planes plunging to the ground. Their plan is swift, brutal and brilliant...but they didn`t count on the presence of one man...John McClane. You play the part of John McClane in this arcade action game based on the No 1 U.S. and U.K. cinema hit, set over five explosive levels. When the game has loaded you will be presented with three targets as follows: Start game Target range Other options Moving the sight using your mouse to the Start game target and pressing fire will send you to Dulles airport to do battle with the terrorists. Moving the sight over the Target range target will transport you to the) Police target range for some shooting practice. Moving the sight over the other options target will produce another menu screen with the following targets. Control Sound Exit options Moving the sight over the control icon allows you to choose which method of control you wish to use during the game. You have the option of using mouse, joystick (in port two) or light gun. To select the required option just press fire until the correct control method is displayed on screen. The new i @control option is not enabled until you exit the options menu. Moving the sight over Sound target allows you to select what sound is playing during gameplay. You have the choice of music and sound efects, just sound effects, just music or no sound at all. Again, to select the required sound just press fire until the correct option is displayed on screen. Finally, pressing fire over the Exit options target will return you to the main menu. OTHER OPTIONS Also during the game you caڡZn access the following options: F -- Freeze game, press again to restart. C -- Calibrate light gun (Follow on screen instructions). T -- Terminate game and return to title screen. F6-- Select mouse control. F7-- Select joystick control. F8-- Select light gun control. GAMEPLAY LEVEL ONE - THE LUGGAGE CONVEYORS Terrorists have taken over the baggage handling section of the airport terminal . The noise of the machinery and the moving baggage provides them with ideal cover. You musyp^t remove all terrorists from this section otherwise their plan to rescue the evil General is certain to succeed! LEVEL TWO - THE AIRPORT ANNEXE The terrorists next target is the radio communications dish on the roof of the airport annexe. If this is destroyed they will have complete control of the airspace around Washington D.C. and landing the General`s plane will be an easy affair. The mechanical walkway provides excellent cover, unfortunately you happen to be on the wrong side o'V   018ks.docp HI GUYS AND DOLLS !!!!!!!!!!! THIS IS M.W.B. AGAIN. YET WITH ANOTHER GAME PLAYED BY M.W.B. & M.A.K. HERE IS JUST ANOTHER FULL SOLUTION OF.... R I S E OF THE D R A G O N ********************************* YOU ARE PLAYING THE "BLADE WILLIAM HUNTER" FIRST DAY. FIRST OF ALL GET YOUR GUN FROM UNDER THE PILLOW GET THE CLOTHES NEX FROM THE BED. TAKE THE COAT. GO TO THE BATHROOM AT THE LEFT. CLICK ON THE BOX. TAKE THE MEDICAN KIT AND Tk;lHE N.A.P. PROTECTION DEVICE. GET BACK TO YOUR FILTHY ROOM AND CLICK ON YOUR COMPUTER. AT THE FAR LEFT PLACE IS YOUR AMMO GET IT! GET THE REMOTE CONTROL. CLICK ON THE SLOT OF THE COMPUTER TO GET YOUR ID CARD.!!!!! PUT THE IDCARD IN THE COMPUTER. CLICK ON THE REMOTE CONTROL THE OPTION "PLAY". AFTER EACH MESSAGE CLICK ON "NEXT" AND THAN "PLAY". THE FIRST TIME YOU SEE A MARVELOUS DIGITIZED SEQUENCE OF MAYOR VINCENZI. HE WILL SEND YOU A PHOTO OF HIS DAUGHTER "CHANDRA VINCENZI" BY FAX. GETU{ THE PHOTO AT THE UPPER LEFT THING BESIDES YOUR COMPUTER PUT THE PHOTO IN YOUR INVENTORY. THE THIRD MESSAGE 'LL BE OF KARYN.(YOUR GIRLFRIEND). AFTER THAT, CLICK ON YOUR REMOTE CONTROL "DONE". TAKE YOUR ID CARD OUT OF THE COMPUTER. (NEVER FORGET THAT!!!!) PRESS THE BUTTON ON THE PC. PUT YOUR CLOTHES ON BY CLICKING THE RIGHT BUTTON ON THE GUY. GET ON YOUR COAT TOO. PICKUP THE AMMO AND PUT IT ON YOUR GUN. IT IS NOW LOADED. LEAVE THE ROOM NOW BY EXITTING TO THE LEFT. CLICK ON THE LOWER BG>UTTON OF THE LIFT. OUTSIDE YOU SEE A MAN LAYING ON THE GROUND,WELL LET IT BE! LOOK AT THE WALL FOR A MAP. CLICK ON IT AND GO TO THE CITY HALL. AT THE CITY HALL YOU SEE A FLOWERSTAND,DO SOME TALKING WITH THE LADY. BUY THE CHEAP ROSES SHE OFFERS YOU. GIVE YOUR IDCARD TO HER AND THE STUFF WILL BE PAYED OFF. LEAVE THE PLACE TO THE LEFT OF THE SCREEN. NOW YOU SEE A BUILDING. ENTER THE BUILDING. INSIDE TALK TO THE LADY BEHIND THE DESK. SHE IS "JENNI:. SHE ASK YOU TO PLAY A GAME. REFUSE TH^AT. ENTER THE "RECORDS" FOR KARYN. TALK TO THE GIRL IN THE MIDDLE (THE BRUNETTE). GIVE HER THE ROSES. SHE ASKS YOU FOR A DINNER AT L'ETOILE AT 7.30 HOURS! SHE WILL GIVE YOU YOUR FORGOTTEN KEYS. PUT'M IN YOUR INVENTORY. LEAVE NOW. EXIT THE SCREENS BY FOUR TIMES IN FRONT. CLICK ON THE MAP FOR BLADE'S PLACE. PUT YOUR IDCARD IN YOUR DOORLOCK. THE DOOR WILL OPEN , GET THE IDCARD BACK AND ENTER YOUR ROOM. LOOK AT THE CLOSET,TAKE THE KEYS FROM INVENTORY. CLICK THE KEYS ON THE KITCHENCLOSET.@^ IT WILL OPEN NOW. GET THE CHOCLATEBARS,WIRETESTER AND SOME MINIBOMBS. CLOSE THE CLOSET AGAIN. AND TAKE THE KEYS BACK AGAIN INTO YOUR INVENTORY. LEAVE YOUR ROOM NOW AND GO TO THE PLEASURE DOME BY CLICKING ON SOME MAP!. ENTER THE DOME,GIVE YOUR GUN TO THE GIRL. AND GIVE THE CHOCOLATE TO THE BIG GUY,YOU GET A RECEIVE IN RETURN. ENTER AGAIN. ENTER AGAIN NOW TO THE BAR. TALK WITH THE LADY. TALK TO THE MAN WITH THE BEARD. TALK SOME SHIT WITH THE BARTENDER AND ASK FOR "JAKE". HE ASVISES YO2U TO TALK TO THE MAN IN GREEN (NOT THE WOMAN IN RED !) TALK NICE TO HIM AND SHOW HIM THE PHOTO AFTER A WHILE. HE INVITES YOU TO GO TO HIS OFFICE. MEANWHILE THER'LL BE A STORY..... IN JAKE'S OFFICE DO SOME TALKING. HE'S NOT WILLING TO TALK MUCH,SO REMIND HIM OF THE DEATH OF CHANDRA. AFTER A WHILE HE WILL GIVE YOU THE ADDRESS OF.. CHEN LU...544 WALLABY STREET, #798... LEAVE HIS OFFICE NOW,LEAVE THE BAR. ASK THE BIG GUY YOUR GUN BACK BY GIVING HIM THE RECEIVE OF YOUR GUN. LEAVE THE PLbEASURE DOOM AND CLICK ON SOME MAP FOR CHEN.S PLACE. NOW A MOVIE IS TO BE SEEN. YOU SEE CHEN DYING IN HIS APARTMENT. GET HIS ID-CART OUTOF HIS VID-PHONE. MEAN WHILE THERE IS A POLICE DISPATCH SO LEAVE THE ROOM FOR A WHILE. AFTER A WHILE GET IN HIS APPARTMENT BY USING HIS ID-CART ON THE DOORLOCK. DON'T FORGET TO TAKE THE CARD BACK TO YOUR INVENTORY. PUT LEN'S IDCART INTO THE VIDPHONE AND SEE THE FILM. GO TO THE BATHROOM AND TAKE THE DRUG PATCH FROM THE CLOSET. GO TO THE BEDROOM AT THE  LEFT AND CLICK ON THE DRAGON'S EYES. YOU'LL NEED CHEN'S IDNUMMER FOR THE SAFE. ENTER THE CODE 0772 AND PUSH HANDLE. TAKE CHOCOLATE AND THE PERKAMENT. CLOSE THE SAFE NOW. (THE ID CODE IS ..SS :2432-343-0772. HIS PHONE NR.WAS 3984-0772. GUN PERMIT WAS GN 102A0772.) DON'T FORGET HIS IDCARD TO TAKE AGAIN. LEAVE CHEN'S ROOM. AND GO TO THE MAP TO CLICK FOR PLEASURE DOME AGAIN. WHEN YOU ENTERS THE DOME,GIVE YOUR GUN TO THE GUYA AGAIN. NOW YOU'LL GET A RECEIVE EASY. GO TO THE BAR FOR TALKIN /U}G WITH JAKE! DO SOME TALKING. HE WILL TELL ABOUT .. OLD WAREHOUSE UNDER THE NOSE OF CITY HALL. SHOW HIM ALL CHEN'S STUFF FROM YOUR INVENTORY. AND GIVE HIM THE CHOCOLATE. YOU ARE WATCHING THE TIME NOW AND HURRY TO KARYN'S PLACE BY... CLICKING ON THE MAP. LOOK NOW FOR THE ANIMATION. AFTER THAT YOU'LL BE OUTSIDE YOUR OWN ROOM. SECOND DAY. GO TO THE CITY HALL BY CLICKING ON THE MAP. GO TO KARYN AT RECORDS. TALK TO KARYN. GIVE KARYN THE DRUG PATCH AND CHEN'S IDCART TOO. THE DRUG PATCH h!=~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ V.O.B '92 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ACCESS SOFTWARE INC. 4910 W. AMELIA EARHART DR. S.L.C UT 84116 1-800-800-4880 LINKS RELEASE V1.52 CHANGES: 1: THE COURSE IS NO LONGER DRAWN DIRECTLY TO THE SCREEN. THIS ALLOWED FOR MINOR GRAPHICS AND SPEED ENHANCEMENTS. FOR ETHOSE OF YOU WHO LIKED TO WATCH LINKS DRAW, WE'RE SORRY. GRAPHICS IMPROVEMENTS INCLUDE REDUCED COLOR FRINGES AROUND TREES, OBJECTS AND GRID, AS WELL AS AN IMPROVED COLOR PALETTE. 2: WE FIXED SOME LOW MEMORY PROBLEMS ENCOUNTERED WITH 68000 CPU MACHINES. 3: SHADOWS AND OTHER GOLFER BALLS ARE NOW DRAWN ON THE COURSE. SHADOWS MAY BE TOGGLED ON AND OFF WITH THE 'W' KEY. TURNING SHADOWS OFF MAY GIVE YOU A VERY SMALL INCREASE IN SPEED. 4: THE GRID COLOR IS NOW USER SELECTABLE. PRESSING THE 'E' BUTTON WILL LOOP THROUGH A 16 COLOR PALETTE. 5: LINKS WILL NOW PROPERLY WORK WITH 8 PLAYERS. 6. SAVED GAMES WILL NOW WORK PROPERLY WITH SPACES IN THE NAMES. 7. THE WIND DIRECTION ARROW IS NOW EASIER TO READ. 8. THE PROGRAM NO LONGER CRASHES ON SLOWER MACHINES WHEN A BALL IS HIT OFF OF THE WORLD. 9. PLAYER NAMES NOW WORK CORRECTLY WITH SPACES IN THEM. 10. NO MORE SMALL CHIRPS WHILE THE BIRDS ARE TURNED OFF. SHORT DOCS TO LINKS: THANK YOU FOR PURCHASING LINKS FOR THE AMIGA. BE SURE TO TAKE A MOMENT TO FILL OUT AND RETURN YOUR WARRANTY REGISTRATION CARD SO THAT WE CAN KEEP YOU INFORMED OF NEW COURSES, PRODUCT UPDATES AND SPECIAL PROMOTIONS. THIS FILE CONTAINS INFORMATION WHICH DIDN'T MAKE IT INTO THE MANUAL AS OF THE FIRST PRINTING. PLEASE REFER TO THE END OF THIS TEXT FOR VERSION CHANGES/ENHANCEMENTS. ACCELERATOR CARDS: SOME ACCELERATORS MAY NOT WORK WITH THE INSTRUCTION AND DATA CACHES ON. THE GAME WILL ATTEMLPT TO SHUT THESE OFF BUT, IF YOU ARE HAVING TROUBLE WITH THE COURSE DRAWING, YOU MAY WANT TO INSURE THAT THE CACHES ARE DISABLED BEFORE RUNNING LINKS. THE SOFTWARE THAT CAME WITH YOUR ACCELERATOR CARD OR THE ADOS 2.0 "CPU" COMMAND WILL ALLOW YOU TO DO THIS. NOTE: SOME HARD DRIVE INTERFACES DO NOT WORK WELL WITH SOME ACCELERATOR CARDS. THIS MAY CAUSE PROBLEMS WITH HARD DRIVE ACCESS. IF YOUR COMPUTER LOCKS UP DURING HARD DRIVE ACCESS OR GRAPHICS ARE GARBLED OR MIS-COLORED, THIS MAY2#4 BE THE PROBLEM. MANUAL INSTALLATION: AN ADDITION TO THE MANUAL INSTALL PROCEDURE IN THE MANUAL, YOU WILL ALSO NEED TO COPY THE LINKS.INFO FILE FROM DISK 1 INTO THE SAME DISK/DIRECTORY AS THE LINKS DIRECTORY. THIS WILL ALLOW LINKS TO BE ACCESSED THROUGH WORKBENCH. RAM DRIVE: THOSE LUCKY PEOPLE WITH 5 MEG OR MORE OF MEMORY MAY BE ABLE TO COPY THE HARD DRIVE LINKS DIRECTORY TO RAM: AND INCREASE SPEED BY ELIMINATING HARD DRIVE ACCESS TIME. THE COMMAND FOR DOING THIS FROM CLI IS: COB=PY [DRIVE:][PATH/]LINKS TO RAM: ALL TO RUN LINKS JUST CD RAM: AND TYPE LINKS. LOADING LINKS INTO A RAM DRIVE MAY PREVENT SOME OF THE GAME FROM PRE-LOADING INTO MEMORY WHEN RUN. HOWEVER, 5 MEG OF MEMORY SHOULD ALLOW ENOUGH MEMORY FOR THE GAME TO STILL PRE-LOAD EVERYTHING. THE PROBLEM WITH USING A RAM DRIVE IS THAT ANY CHANGES TO SYSTEM, PLAYERS OR SAVED GAMES WILL BE ON THE RAM DRIVE AND LOST AFTER A REBOOT. TO PREVENT THIS THE RAM:PLAYERS, RAM:GAMES AND LINKS.CFG FILE SHOULD BE+B COPIED BACK TO THE HARD DRIVE. THE COMMAND FOR DOING THIS FROM THE CLI IS: COPY RAM:[GAMES][PLAYERS][LINKS.CFG] TO [DRIVE:][PATH/]LINKS ALL NOTE: IT IS POSSIBLE TO PLAY LINKS ON A 3 MEG OR GREATER AMIGA WITHOUT A HARD DRIVE, BUT THIS MEANS MANUALY RE-INSTALLING LINKS ON THE RAM DRIVE EACH TIME YOU WANT TO PLAY. KEYBOARD EQUIVALENTS FOR GADGETS. OK/CONTINUE = ENTER CANCEL = ESC THE FIRST LETTER OF A WORD IN A GADGET IS THE KEYBOARD EQUIVALENT. EXCEPTION: ON THE SC 8ORECARD THE CHANGE CARD SIDE USES 'S' FOR SIDE. THE GADGET CHANGES FROM 'BACK SIDE CARD' TO 'FRONT SIDE CARD'. PRACTICE PANEL: C = CHANGE POSITION. L = MOVE TO LAST BALL. ESC = CANCEL. P = SELECT PLAYER. MAIN PANEL: G = GRID. F1 = CLUB UP. F2 = CLUB DOWN. F3 = DRAW. F4 = STRAIGHT. F5 = FADE. F6 = CUSTOM 1. F7 = CUSTOM 2. F8 = CHIP. F9 = PUTT. F10 = EK REDRAW. - = ROTATE LEFT. =/+ = ROTATE RIGHT. ,/< = UNADDRESS BALL. ./> = ADDRESS BALL. T = TOP VIEW. D = DROP. O = OPTIONS. L = LIE. S = SETUP. G = GRID. SPACE = SWING. W = SHADOW ON/OFF TOGGLE. E = CHANGE GRID COLOR. POSTSHOT PANEL: M = MULLIGAN C = CONTINUE. R = REVERSE. F = FORWARD. G = GIMME. H = REH  3'IT. D = DROP. LINKS RELEASE V1.52 CHANGES: 1: THE COURSE IS NO LONGER DRAWN DIRECTLY TO THE SCREEN. THIS ALLOWED FOR MINOR GRAPHICS AND SPEED ENHANCEMENTS. FOR THOSE OF YOU WHO LIKED TO WATCH LINKS DRAW, WE'RE SORRY. GRAPHICS IMPROVEMENTS INCLUDE REDUCED COLOR FRINGES AROUND TREES, OBJECTS AND GRID, AS WELL AS AN IMPROVED COLOR PALETTE. 2: WE FIXED SOME LOW MEMORY PROBLEMS ENCOUNTERED WITH 68000 CPU MACHINES. 3: SHADOWS AND OTHER GO 7;^12ic.docdocp M.W.B. & G.W.H. PRESENTS THE FULL SOLUTION OF... C O L O N E L 'S B E Q U E S T YOU ARE PLAYING THE ROLE OF LAURA ********************************* A C T I FIRST MOVE TO THE RIGHT ROOM AND QUESTION ETHEL NOW GO 2X LEFT AND 1X UP TO THE BATHROOM AND WATCH LILIAN NOW LEAVE THE BATHROOM PUSH THE LEFT ARMOIRE AND A SECRET DOOR WILL OPEN ENTER THE HIDDEN ROOM AND LOOK THROUGH EYES OF THE HORSE (7.15) LEAVE THE HIDDEN ROOM PUSH THE RIGHT ARMOIRE KmENTER THE HIDDEN ROOM LOOK THROUGH THE EYES OF THE PICTURE LEAVE THE ROOM ENTER THE COLONEL'S ROOM AT THE LEFT OF THE SCREEN ENTER DOCTOR FEELS ROOM AT THE LEFT LOOK AT THE BED AND BAG LEAVE THE ROOM AND LOOK THE COLONEL'S CIGAR LEAVE THE ROOM AT THE RIGHT NOW GO DOWN ONE SCREEN GO DOWN ONE OF THE STAIRS GO TO THE HALL AND GO UP ONE SCREEN MOVE THE CLOCK AT THE LEFT AND ENTER THE HIDDEN ROOM LOOK THROUGH THE EYES AGAIN (7.30) TURN AROUND AND LOOK THROUGH THE OTHER EYES LEAVE THE ROOsM AND MOVE THE MIRROR AT THE RIGHT AGAIN LOOK THROUGH BOTH PAIR OF EYES (7.45) LEAVE THE ROOM GO DOWN ONE SCREEN AND ENTER THE RIGHT ROOM LOOK AT THE CIGAR LEAVE THE ROOM WALK TO THE STAIRS AT THE LEFT OR RIGHT OF THE HALL (IN THE MIDDLE THE LAMP FALLS DOWN) NOW GO UP THE STAIRS ENTER FIRST DOOR AT THE LEFT AND LOOK GERTIE (8.00) A C T II LEAVE THE ROOM AND PICKUP THE HANKY FROM THE FLOOR IN THE HALL (DONT WALK TOO CLOSE AT THE BALUSTRADE COZ YOU',PLL FALL DOWN!) GO DOWN THE STAIRS AND ONE SCREEN UP TO THE KITCHEN AT THE FAR RIGHT (8.15) GO BACK 2X LEFT TO THE HALL ONE SCREEN DOWN ENTER THE ROOM AT THE LEFT YOU ARE NOW IN THE BILLARD ROOM GO TO THE DOOR AT THE LEFT AND GO OUTSIDE YOU'LL FIND A DEAD BODY SEARCH BODY GO BACK INSIDE THROUGH THE BILLARD ROOM TO THE HALL ONE SCREEN UP THAN GO OUTSIDE GO TO THE LEFT (8.30) YOU SEE TWO GUYS TALKING THAN GO BACK INTO THE HOUSE FIRST DOOR AT THE LEFT (LIBRARY) ENTER TO THE LEFT (STUDY) jOPEN THE LEFT CABINET LOOK AT THE ARMOURY GO TO THE KITCHEN 4X RIGHT SCREEN TALK TO LILIAN OPEN THE REFRIGERATOR THAN GET THE SOUPBONE GO OUTSIDE AT THE RIGHT THROW THE BONE AT THE DOG SEARCH THE DOGHOUSE YOU'LL FIND A NECKLESS GO BACK INTO THE HOUSE 3X LEFT TO THE LIBRARY (8.45) THAN GO BACK TO THE HALL AND MOVE THE CLOCK LOOK THROUGH THE EYES (9.00) A C T III MOVE THE MIRROR ENTER THE SECRET ROOM AND TAKE THE CANE GO BACK TO THE LIB. AT THE LEWϓFT YOU SEE HERE A POKER AT THE FLOOR AND TAKE IT AND LOOK AT THE FALLEN CHAIR GO BACK TO THE RIGHT GO ONE SCREEN DOWN GO UP THE STAIRS PUSH THE ARMOIRE AT THE LEFT LOOK EYES HERE NOW YOU SEE THAT THE COLONEL DOESN'T NEED A WHEELCHAIR THAN GO BACK TO THE HALL GO DOWN ONE SCREEN AND DOWN THE STAIRS GO OUTSIDE THE SCREEN DOWN LEFT, LEFT, LEFT, DOWN, LEFT HERE YOU ARE AT THE STABLE. ENTER THE STABLE AND FIND HERE A DEAD BODY SEARCH THE BODY (WILBUR) AND TAKE THE MONOCLE GIVE THE CARROT ,?TO THE HORSE OPEN THE GATE GET THE LANTERN ON THE WALL LEAVE THE STABLE RIGHT, UP. OPEN THE DOOR OF THE PLAYHOUSE AND WATCH LILIAN PLAY (9.15) LEAVE THE PLAYHOUSE RIGHT, AND ENTER THE HOUSE RIGHT, RIGHT AND MOVE THE CLOCK ENTER LOOK EYES (9.30) LEAVE THE HIDDEN ROOM DOWN THE SCREEN AND UP THE STAIRS ENTER THE DOOR AT THE RIGHT (9.45) LEAVE THE ROOM GO DOWN THE STAIRS ONE SCREEN UP THAN TO THE RIGHT TWICE TO THE KITCHEN GO TO RIGHT OUTSIDE OPEN THE CELLAR DOOR NEXT TO THE DOGHOUSE ANDY> ENTER TAKE THE CRACKERS NEXT TO JEEVES BED LEAVE RIGHT, UP AND KNOCK ON THE DOOR GIVE THE NECKLACE TO CELIE SHE'LL ASK TO COME IN TAKE THE CARROT AT HERE PLACE LEAVE LEFT, LEFT AND ENTER THE HOUSE GO DOWN ONE SCREEN AND GO UP THE STAIRS GO UP ONE SCREEN AND ENTER THE LEFT DOOR GO TO THE LEFT TO DR WILBURS ROOM LOOK BED LEAVE FIND THE KEY AT THE BARREL OF THE CANNON AT THE FIRE PLACE ENTER THE ELEVATOR AT THE RIGHTWALL PUT KEY IN KEYHOLE !! PUSH HANDLE UP WHEN YOU ARE UP...READ THE P zAPER AT THE LEFT ON THE GROUND WALK ONE SCREEN DOWN LOOK AT THE CLOTHES IN THE OPEN TRUNK INFRONT OF THE SCREEN (AT THE RIGHT IS A SMALL ROOM,JUST ENTER IT FOR FUN, AND WALK RIGHT BACK......DID YOU SAVE THE GAME BEFORE?!!! ) WALK BACK TO THE LIFT PUSH HANDLE DOWN AND LEAVE THE LIFT LEAVE ROOM DOWN THE STAIRS AND LEAVE THE HOUSE IN FRONT OF THE SCREEN GO LEFT, LEFT, LEFT, NOW YOU SEE THE STABLE GO AT THE FAR RIGHT DOWN NOW YOU SEE THE CARRIAGE HOUSE ENTER TAKE OILCAN FROM THE TABLE W zMALK TO THE CARRIAGE LOOK IN THE CARRIAGE AND TAKE THE CROWBAR LEAVE RIGHT, RIGHT, RIGHT ENTER THE HOUSE RIGHT AND GO UP THE LITTLE STAIRS AT THE RIGHT WALK INTO THE RIGHT ROOM (10.00) LEAVE AGAIN GO DOWN THE LITLE STAIRS A C T IV GO DOWN THE STAIRS TO THE FIRST DOOR LEFT (BILLARDROOM) EXAMINE RECORD ON THE FLOOR WITH MONOCLE AND THE MUD TOO! LEAVE DOWN AND UP THE STAIRS MOVE ARMOIRE AT THE RIGHT AND FIND A SMALL CIGAR BUTT THIS WILL BE FOUND IN Dɸs"10ic-missionspӈ`----------------------------------------------------------------------------- This File Was Downloaded From D . A . N . S . E M . A . C . A . B . R . E >>> S . K . I . D R . O . W 1 . 9 . 9 . 2 <<< 713-324-2139 713-324-2826 713-324-3088 713-PRI-VATE 4 Nodes Running AmiExpress -- GVP 68030 At 50 MHZ Dual Standard With v.32 bis / v.42 bis / ASL -- 420 MegaBytes ---> Date And Time Uploaded -- Thu 07-May-92 6:10:55 PM <--- ----------------------------------------------------------------------------- __ __ __ __ /\ / / /\ / \rAt//\ /\ \//\ /\ / \/ /\/\ \/ / \/\/ \/ \/\/ \/ \ /\ \/ / /\ / / / / /\ \/\ \/ / / / / / \__/\__/\__/\/\/\/\/\__/\__/\/\__/\/\/ -*- THE SIGN OF STYLE PRESENTS -*- -EPIC QUICK REFS GiZERMAN AND ENGLISCH- THIS NICE DOC WAS TYPED BY BLACK DEVIL OF SUBMISSION 92!!! -+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ SUMMARY OF KEY COMMANDS NON 3D GAME SECTION AREAS: -------------------------------------------------- SPACE - TO SKIP TEXT AND GRAFIK SCREENS ESC - TO SKIP TEXT AND GRAFIK SECTIONS 3D GAME SECTIONS AREAS VIEWS: ----------------------------- F1 - FRONT COCKPIT VIEW F2 - REAR COCKPIT VIEW F3 - LEFT COCKPIT VIEW F4 - RIGHT COCKPIT,VIEW F5 - R\EXTERNAL INTELLIGENT CAMERA VIEW ( SET ANGLES TO YOU AND TARGET ) F6 - EXTERNAL REAR TRACKING VIEW F7 - FULL FRONT VIEW F10 - REMOTE TARGET VIEW IN GAME FLIGHT CONTROLS MOUSE: ------------------------------ LEFT BUTTON - INCREASE SPEED (RELEASE TO DESCREASE SPEED) RIGHT BUTTON - FIRE WEAPON MOVE LEFT - BANK EPIC CRAFT LEFT MOVE RIGHT - BANK RIGHT MOVE FORWARD - PUSH NOSE DOWN MOVE BACKWARD - PULL NOSE UP JOSTICK: -------- FIRE BUTTION - FIRE WEAPON MOVE LEFT SG - BANK EPIC CRAFT LEFT MOVE RIGHT - BANK RIGHT MOVE FORWARD - PUSH NOSE DOWN MOVE BACKWARD - PULL NOSE UP KEYS: ----- RETURN - TOGGLE BETWEEN WEAPON SELECTION SPACE - FIRE WEAPON ALT - ACCELERATE (RELEASE TO DECELERATE) P - PAUSE GAME & PAUSE BRIEFING SCREEN S - DEFLECTOR SHIELD UP OR DOWN F - SELECT FUEL SCOOP (TO COLLECT FUEL PODS ONLY) T - ACQUIRE TARGET (FOR USE WITH COBALT WEAPON ONLY) HELP - (PC HOME) - GIVES HEADING TO TARGET OR MOTHERSHIP D _{ - 3D DETAIL ADJUST ESC - PRESS TWICE TO ABORT MISSION ENTER - (ONLY KEYPAD) IS CHEATMODE FOR REFUEL AND WEAPONS THE EPIC CRAFT MAY ALSO BE CONTROLLED BY USING CURSOR KEYS. AN NOW GERMAN !!!! ------------------ ZUSAMMENFASSUNG DER WICHTIGSTEM BEFEHLE NICHT -3D- SPIELBEREICHE: ----------------------------------------------------------------- LEERTASTE - UEBERSPRINGEN VON TEXT UND GRAFIKSCHIRMEN ESC - UEBERSPRINGEN VON TEXT UND GRAFIKABSCHNITTE 3D SPIELBEREICHE ANSICHTE_N: --------------------------- F1 - VORDERE COCKPIT ANSICHT F2 - HINTERE COCKPIT ANSICHT F3 - LINKE COCKPIT ANSICHT F4 - RECHTE COCKPIT ANSICHT F5 - INTELLIGENTE AUSSENKAMERA ANSICHT (FESTGESELLTE WINKEL ZU IHNEN UND ZIEL) F6 - AUSESEN HINTERE TRACKING ANSICHT F10 - ANSICHT DES ENTFERNTEN ZIELS FLUGSTEUERUNG BEIM SPIEL MIT MAUS: ---------------------------------- LINKE TASTE - GESCHWINDIGKEIT ERHOEHEN (LOSLASSEN, UM GESCHWINDIGKEIT ZU SENKEN) NACH LINKS - ;kFEUERKNOPF NACH RECHTS - NACH RECHTS STEUERN NACH VORNE - NASE NACH UNTEN DRUECKEN NACH HINTEN - NASE HOCHZIEHEN JOYSTICK: --------- FEUERKNOPF - WAFFE ABFEUERN NACH LINKS - EPIC NACH LINKS STEUERN NACH RECHTS - NACH RECHTS STEUERN NACH VORNE - NASE NACH UNTEN DRUECKEN NACH HINTEN - NASE HOCHZIEHEN TASTEN: ------- EINGABETASTE - ZWISCHEN WAFFENAUSWAHL HIN UND HERSCHALTEN LEERTASTE - WAFFE ABFEUERN ALT - BESCHLEUNIGEN (LOSLASSEN, UM LANGSAMER ZU WERDEN) P  /0- SPIEL PAUSE S - SCHUTZSCHILD NACH OBEN ODER UNTEN F - WAHL DES TREIBSTOFFAUFNEHMERS (NUR ZUR AUFNAHME DER TREIBSTOFFAGGREGATE) T - ZIEL ERWERBEN (NUR FUER EINSATZ MIT KOBALTWAFFEN) HILFE(HELP) - GIBT RICHTUNG VON ZIEL ODER MUTTERSCHIFF D - ANPASSUNG 3D DETAIL ESC - ZWEIMAL DRUECKEN, UM MISSION ABZUBRECHEN ENTER - (AUF TASTATUR) ZUM "SCHUMMELN" FUER AUFTANKEN UND WAFFEN ___ _______ __ JB__ ___ | \ |\__ |\ | \____ \ \ /\ | \ |\__ /\ [eNf] | \ | || \ | __ \ / \ \ / \ | \ | | / \ | \| || \ | / / \ / // \ | \| | / \ | \ || \| / /\ \ / // \| \ |/ \ | \ || \ \ \_\ \/ // /\ \ \ | /\ \ | |\ || \ |\ /\ // /___ \ |\ | /___ \ | | \____||___ /_ | \__/ \____s%eOdBmIlK[j<΢`<"&0C\E4n'zxy('G3 }1@ZCNz2CUќ^jG-R Հ[c,jnR; SimS,Fg,/>p;pV|[w=Up:yALt`܅O+݆7--Bpߨ1JQllc6С|8ql&=V4riVfA ύ`t!Eh8q+ cINsqOP  M9o*sS.Ry\SZ5 EEWtі4CX$ Ex">=yW!8 ^cSC~>v`|G/χo*Ax8 !f;flpPsu$8x`?7$wʧV (EA(X}d0!>qɅXa">-?GB?/̦+UK^7 pɖKءpgޝ'u/?:߿Hs90g1}݅w߿c(KxcH)6h5 kϭbK_*z:>cXs\Yʾ*^梓ߌ9@`&ꦆP3i*&I_4xKV;-pW<+CKBS T!5s,>^Ӛ'7Io0P{q!ʔ|ſI$Pd=7ΓVȀ%߉S`b#xWs_ b \;vjM<Ϟ#zRs,2&;"y63KI YͲT YMY$G~"1 z=[ caoEѾRZLħ(GJ:קIjOeG[(B-^;\ѻr<Okax0z, v\~tcKI! bl(0^BChPȊOv]tF=R(=-lB3355R j.`\)gC'0Eyqtxu?fWkaШ^_/P~#Qs I;,/0[F5aX98)l!euj!R>Ҥ:AoqpImh|@Onih?-,'USauJ 1 `yD t#>_WC "Ġ%p?HG"YI k(%4NP8OwP@Ue6#D  /ys| T# D*S2fޡ "DqTASeWT100Q"LLKl4qP.TdyA%h\g:1_e9e{\I|׈GW.* =FSɌt-Oo7YT@Q%O \#肻(ߐOlA }Vrá GƔG=6?G 0YںB:Sylļo"f4!(! k0L]g9GYë37 ]M!d/ag^Bp6};߾9:80Go$s"w6{Gp*'KzOOA^ 1X>T7 VS~&Uӈl'T껁xHxP AH FһX=.J'#ISnPD, &T6cgSS&?X%WG-K,!PKIH 8],xk?;SVB6 c98\D9ꃰgElҧjjT>֊Gv!:F)!5DwgdY tk(c`XQ 8\ w:X⧀q3{NA8AU1[?j0w̲ n3΅X$e!/s#{dC|DJ| d)II`"&}"_0`"89w0It^"^O †IٙY }d҄'%P ުp~^gX~τNx_ i#GOzu0PQ=fO#(Ǫt&ܑ]#G3 Zz=W+TSׄY?Sx]y j@`ѺP}Yu?iP3R&]+6.eox'~#ҿt?3<`QY7B;c0|B O(!L^og_v-b+2A!i~meǨAÄRHWř!kCgCLPٖ"A/О1j.>8;lֈ~c Iu"?&X ^Xېs$Ȉ[;aQG_?=ٿ2rAp+G:ezbva(3?8ztl{#@Q5,8KfzYMp$:MBA{B|`> [OFg+_ZGsϊn_+:R<=xD`IKlfP T4D+ZQ{w+QS|T~Ah =P" !/(3ٻ:K  HހrwtĂW;U m Z?3RÔ. 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CJPQAc.=Ϻ?τB*a(8Z_, O0 ,@scn|+nJ3 ̉a,C"׆cLr%~hv lf7qaB"t+7$-a?雰z4Ұ@`J!6t ngc0iv+@ 䊕Ö/PP'ԇ.'t}h\|E441r.{j:X:ߍF  TmM? fn>Em=+@N=&( `6CFzt%?xz'ԞpRVǝH$_u KņԩLCgpMPk# ZXS#Y(/9fD0|rk8A\\Pc%02RpW, Ttα"|jC+ ̷"O92iwH/3p;1cay*`Tz QCdD%UdzM,j=2rR>!2"J V>^?W8[Lʅ7P ~ܞ1A58)5𔰡9k(_{=VԝPKD E,DGbXׇ0nW&zna%xZ8a@=ιX_r7>Wz Df C3K\PCX`4 `8PT)\4&zdJp Lc[ ;p3um;OWA25r#2p͟p;4r!vSԛk4SOt\K_LDCu>p(MT1Ai0  ]޻s1 }6B?Ή= Ǣ*0< ٖ0َ~/P6 æ@$»'$' E*lB7zne(U9mH&|Ȅa ^hA>' _________________________________________________________________________ /#########################################################################\ |#####...####..######..######......####...####..#####..##......##......###| |####.....###..######..########..#####.....###...####..##..######..#######| |###..###..##..######..########..####..###..##....###..##..######..#######| |###..###..##..######..########..####..###..##..#...#..##..######......###| |###.......##..######..########.˜.####.......##..##.....##..######..#######| |###..###..##..######..########..####..###..##..###....##..######..#######| |###..###..##...#####...#######..####..###..##..####...##..######..#######| |###..###..##......##......##......##..###..##..#####..##......##......###| |#########################################################################| |####################################################################{RB}#| |===============================================================z==========| | | | ----> PRESENTS <---- | | | | STORM MASTER - 100% DOCS | | | | TYPED AND EDITED BY : RAZOR BLADE | | | |-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-| | CALL THE ALLIANCE WORLD HQ -> THE PLACE TO BE | | UNKNOWN PLEASURES --> +44 (0) 823 322 891 --> SYSOP: BARBARIAN | |_________________________________________________________________________| STORM MASTER USER'S MANUAL TABLE OF CONTENTS TECHNICAL DATA 4 SCENARIO/OPTIONS 5 MAIN MENU 6 THE MASTER MILLER 7 THE ECCLESIAST 8 THE HIGH CONSTABLE, THE JOKER, THE INQUISITOR 9 THE LEONAARDO 10-11 THE COMMANDER 12-14 Game Design: Andre ROCOUES Louis-Marie ROCQUES Art & Graphic Design: Jean-Christophe CHARTER Pascal EINSWEILER Music: Fabrice HAUTECLOQUE TECHNICAL DATA =============o@KJ_^]\[ZYXWVUjihgfedc(16IMANUALcpc7dF S K I D R O W is proud to present: H O I - Complete Docs MACHINE REQUIREMENTS To play HOI you will need: 512K RAM (minimum), a joystick, keyboard and/or mouse. LOADING INSTRUCTIONS Insert Disk 1 into df0: Choose between the video modes (PAL or NTSC) by moving your joystick and pressing the fire button. You may elect to view the introduction animation or go directly to the ga =b29ldahlp.txtpu~ ---------------------------------------------------------------------- Version 4 January 19, 1992 This list contains various secrets for Sega Genesis games. Bryan Newell started this list and maintained it until he sold his Genesis. I took over the list October 20, 1991, and have been maintaining it since then. On January 13, 1992, I turned over the the MegaDrive portion of this list to Galen Komatsu (this list had always officially been a "Genesis" list, but some MegaDriveM games had started creeping onto it, and I felt it would be better to have separate lists for the two systems). I add games to this list and put out a new version now and then. The current version of this list, therefore, includes everything appropriate that I've every received up to that point. It does not consist merely of hints I've received since the last list -- please consider this before emailing or posting requests for "back issues." Enjoy this list, and please hel|Vp me out by mailing new secrets to me. Because I am not familiar with every Genesis game, use the current format and describe the trick fully. Also, please read the the remainder of this introduction before submitting a secret -- it may not be one, as I've defined them here. Also, since I can not test all of the secrets, mail me any corrections (preferably rewriting the trick completely). If you see something that does not belong on the list, let me know. I want this list0

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S = Gun sight on/off P = Pause WARRANTY LIMITATIONS --------------------- The disk(s) included with this product are guaranteed to be in correct working order and free from all manifestations of the 'Virus'. It is the purchasers responsibility to prevent infection of this product with a 'Virus' which, although a very rare occurrence, will always cause the product to cease working. Psygno%Vusis Ltd will replace, free of charge, any disks which have manufacturing or duplication defects. These disk should be returned directly to Psygnosis Ltd for immediate replacement. Psygnosis Ltd will in no way assume responsibility or liability for 'Virus' damage which can always be avoided by the user switching off the computer for at least 30 seconds before loading this product. In the unlikely event that your disks are destroyed by a 'Virus' then please retum the disk(s) directly &Tto Psygnosis Ltd and enclose 2.50 to cover replacement costs. When returning damaged product please return DISKS ONLY to Psygnosis Ltd. The Psygnosis Ltd warranty is in addition to, and does not affect, your statutory rights. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- GREETS TO THE WORLDS BEST DOC TYPERS AND FIXERS (IN NO SPECIFIC ORDER) - PAZZA/LSD, SCOOTER/SKID ROW, TIM-DOG/CRSYTAL,AFL,INC!, BRYNN ROGERS AND RYGAR. -=-=-=-=-=-=-=-=-=-=-=-=-=-' Lfr=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ NOW CALL THE ALLIANCE BOARDS: UNKNOWN PLEASURES : +44 (0) 823 322 891. SOAP CITY : +44 (0) 942 823 351. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ OR TRY ONE OF THESE OTHER KEWL BOARDS THAT OBVIOUSLY GOT THIS FILE BEFORE YOU DID !!! ................................................(............. d and enclose 2.50 to cover replacement costs. When returning damaged product please return DISKS ONLY to Psygnosis Ltd. The Psygnosis Ltd warranty is in addition to, and does not affect, your statutory rights. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- GREETS TO THE WORLDS BEST DOC TYPERS AND FIXERS (IN NO SPECIFIC ORDER) - PAZZA/LSD, SCOOTER/SKID ROW, TIM-DOG/CRSYTAL,AFL,INC!, BRYNN ROGERS AND RYGAR. -=-=-=-=-=-=-=-=-=-=-=-=-=-\2r#A䲩nR$)ԁv0(#Ct0n x9or <IN$)r Nҩt0#Av֩"`"Jg #i`*")tN#A#i$r.>.?/?/.789 Y#N,_"_v </ /,n"N,_"_Nu| d|`6 <a&fB&`,)gJ/ Q"i"!I"_Snrf J&fv|))f /,n2N,_aJNu <Jn gvNu <C6/,n"N,_/,nj <N <N,_/.b"NB0.n/,n2N.,_"N Q"i"!I NuJ$fB `z.vg&ALA (!I"#@ @ RnrNu-i(*B.-I&J$jv<tgv ig t<NuH,I .&f*JnrgAL"P W> g #HSnr"@a`"@ n*)fR ig9f.vf6 n*R*R.)5gA6rTg )$k.oL@Nu#n. v/,n2N,_B&Jnrfv0</,n"N,_L@Nuf.vf`zabC$N 8w/,n2N,_`Nu .&g"@ </ /,n"N,_"_BNu .&g"@ </ /,n"N,_"_BNuAL"P g #HJg "@a `BnrNu|/,n2N,_Nu <a999.t.tnt49apNu.vg|`i5u.ug -i6Z-i:^Nu