DOS=spC>p%NJg "@"NbCNJg @ hpNupNudos.libraryexpansion.library Y̎) building. Click on the Go To Papal Magnet mode, your people will now walk towards your leader and your leader will walk towards the Papal Magnet. Scroll the closeup map so that you can watch your leader as he walks towards the Papal Magnet, people should walk to your leader and join up with him. When he gets about half way to the Evil lands, click on the Settle mode icon, he should now build a house on the nearest flat land, as should all your other people. Raise and lower land so  Zdrthat there a number of buildings on the screen. Try and make at least one of them into a round tower or castle, make sure that the leader is in a castle. The leader is in the building with the Ankh next to it. Check that the pointer by the Manna Bar is past the Knight icon, if it is, then click on the Knight Divine Intervention icon, however if it isn't then you must wait intil the pointer reaches that point. Continue if it is not past the Quake icon. When you knight your leader, yo [&`u turn him and the building he is in, into a free spirit fighting force. Your knight is not under your control and will not follow the instructions that the rest of your people do. As you create a knight you will find that the Papal Magnet is moved to the point at which your leader was knighted, this is the same effect as when your leader is killed. Click on the Go To Papal Magnet mode so that your people will go to the magnet and create a new leader. Zoom to Knight, to find out whe\"re your knight is. You should find that he has walked off towards the Evil people and may have started attacking them. Follow your knight and see what destruction he causes to the buildings. When a knight destroys a house he also destroys the land that surrounds it; this is shown by the darker patchwork land that appears after the knight has been through. Go into Settle Mode so that your people start expanding their lands, click on the Book of Worlds, find some of your people and cr]b1eate land for them so that they continue to thrive and build houses. This is vital part of every game. You must make sure that your people are supplied with flat land to build on. Every now and then in the game you must return to your people and create some new terrain on to which they can settle. Find an area in the Evil land that is covered in nice red buildings, make sure that you have this in the closeup map and then click on the Earthquake special effects icon. this will shake ^9(the ground and destroy buildings in that area. Place your Papal Magnet in the Evil lands, preferably in one of his houses. Then click on Go to Papal Magnet mode so that your people walk towards his lands and start attacking his people. When your people get into his lands, click on Fight mode; this tells your people to attack any enemy that they can find and then build houses. You have now mastered the Tutorial Mode and can start Conquest mode. GAME PLAY_e= SCREEN ---------------- This screen contains all the controls you'll need to impose dominion over any world. The screen is divided up into five parts: Book of Worlds, Closeup map, Manna Bar, Information Shield, and Command Icons. Book of Worlds: This shows you the entire world you're in. The crosshair shows you where you're currently viewing. The red dots are the Evil walkers and the dark grey dots are Evil settlements. The blue dots are the Good walker`)s and the white dots are Good settlements. Light grey dots are rocks. Click on any spot on the Book of Worlds to bring up the immediate are on the Closeup Map. Closeup Map: This is the area of the world you can directly influence using your Command Icons: add or remove layers of terrain, invoke a catastrophe, guide your followers, etc. See the "Closeup Map" section for details on what you'll see on this map. Manna Bar: The Manna Bar shows a series of icons; these icons are your Diva1ine Intervention Icons. The Raise and Lower land icon on the far left requires the least manna to do, while Armageddon on the far right requires the most. The arrow next to the Manna Bar marks what Divine Intervention Icons that you can use: you have the power to invoke any command to the left of the marker. The more manna you gather the farther the marker will move right, and the more commands you can execute. Shield Summary: The shield gives information on the current size of the bpǿtwo populations and the status of the shield bearer. See "Query" in the Command Icons section for complete details. Command Icons: These icons control game play. See the Command Icons section for complete details. Closeup Map ----------- Here are the things you'll see on your Closeup Map: Papal Magnet. the Papal Magnet is your sacred symbol. If you're Evil the Papal Magnet is a Skull, if you're Good it's an Ankh. The PaM1+pal Magnet is the focus point through which you can control your leader and walkers. People. There are three types of people in Populous. To find out the status of a character, use the "Query" Command Icon. Walkers: Walkers are your primary population. Walkers do whatever you tell them: follow the leader and Papal Magnet, fight the enemy, settle in an area, etc. Use the Influence Behaviour Commands (described in the Command Icons section)to tell them what to do. Any time two of you#p,(jNrҩ`")S#Ar#An8ґtԁr0(#A t nvl`r.p0(jNrҩ`p$(jNN%X4: %X2tidyup J\g"*\p (jNp (jNJ`g"*`p (jNp (jN"*xp (jNNNq$TN & H **BREAK typelinJdg$*hG|" p(j(Np(jN"tgrp(jNJgr p(jNrtgFN"p(jNr gt gv fRhrN%I5 typehexBr ҉#A$<hԉ#Bd#Bd%AlBtv%Cpr#A|tnZ" <INJf&&)$)|") $akersfield", this is the start of a chain of events which lead to him becoming the 'star runner' on 'The Running Man'. No contestant has ever won. All have perished within the 'Game Zone' of a destroyed Los Angeles, hunted down by four lethal 'Stalkers'. In Tonight's show Ben Richards must survive, prove he is innocent and expose the currupt propaganda of the ICS network. Ben is launched into the game zone by Damon Killian, the host and inventor of 'The Running Man' X^mastered the basic techniques needed to play the game. Zoom to sield and see what the Evil leader is doing, the Evil people will be building flat land and building bigger houses. These are exactly the things that you should do to expand your domain. Click on the Place Papal Magnet icon, this now gives you a small Ankh cursor with a small black and white cross, place the cross in the bottom corner of an Evil building and click the left button. This will place your Papal Magnet in thatgrj earth and your devout followers to crush the misguided. TUTORIAL - A predefined game that allows you to test our your various powers. CONQUEST - Conquest consists of nearly 500 fixed worlds, with each world getting progressively harder. You'll start on Genesis. Once you've defeated the opposition, you're given the name of a more challenging world. The next world you go to depends on the final score in your previous game. The higher the score, the more difficult a world you're givehTn (to match your skills). You must defeat your opponent in a world before you can advance to the next one. Choose from START GAME to start the game or NEW GAME to enter the name of a new world. When you play in Conquest mode, you're always the Good supreme being. Before you enter each world, you'll get a briefing on the world's landscape, your enemy, and other helpful game information Note:You cannot change any game play options or use paint map in conquest mode. CUSTOM - The custoij8m game lets you modify over 60 game parameters, design your own worlds and even play another human opponent on another computer via modem or datalink cable. TUTORIAL MODE ------------- In the top left corner of the screen you have the Book of Worlds, this is a small map of the entire world that you are fighting over. The small black and white cross shows you where the centre of the Closeup map is. You will find that tjRpuhe cross is currently in the top corner of the map. Click on the Book of Worlds to move the closeup map directly to that point, this is the quickest way of moving around. Look for the blue dots, these are your people. Using the left mouse button click on one of the 8 directional arrows and scroll the closeup map around. Using the Zoom to Leader icon you will find that the closeup map is centred on your leader, the one carrying the Ankh. The leader is vital to the control of your peok>ple, as he is the only Walker that you can directly advise and control. Using the Zoom to Leader icon is very important to your ability to move quickly around the map amd for your monitoring of the progress of your people. Next you should locate the Evil leader, use the map and look around the middle left side, you will see some red dots, these are the Evil walkers. The Evil leader carries the small skull with him. Zoom to your leader, click on the Query icon and then click on yourl leader with the top left corner of the shield. This shows the strength of your leader in the two bars in the bottom right corner of the large information shield. See the Query section about shields for more details. Now find the Evil leader, place and leave the shiled on him. This allows you to see how strong he is and also to watch what he gets up to. Click on the Raise and Lower Land icon, then zoom to your leader and see what's happening. Then click on the Zoom to Shield icon, tmXv3his now allows you to find and trace the Evil leader. Zoom to your leader again. Unpause the game by clicking on the Pause icon, your leader and people will now walk about until they find some flat land to build on. As soon as they find it they will build a house. The type of house depends upon the area of surrounding flat land that can support the building. The small huts can be supported by 1 or 2 areas of land whereas a castle requires large areas to support it. Click on the Rai e,qse and Lower Land icon;this gives you a hand pointer. Place the pointer in the closeup map near to your leader, so that the small black and white cross is at the top of an angular piece of land, then click the right mouse button to remove that lump of land. This is the standard mode that you play the game in, you raise with the left button and lower with the right button. Raise and lower land so that areas of flat land appear, on to which your people can settle. You should now have <o:backup personnel will arrive later this evening. Use the phone again, and since you don't know the number, dial 411 for information. Say TAXI, call the number you're given, tell them to come to the HOTEL DELPHORIA, and tell Marie to take the cab to the station. Go back to the elevator, PRESS ONE, and head back to the bar. Show Woody the money and follow him into the back room. When you get inside, walk up to the partially filled table and SIT DOWN. Save here. There's one more player=pn7 to arrive so wait for him. When the game starts, follow the directions on your reference card. To avoid losing all the department's money and an endless game, save every time you win a bit of money. One or two slots are plenty as you can keep saving on top of the last. I found it helpful to make a note of how much money I had, changing it each time, and restored every time I lost a hand. When you've won a substantial amount of money, the game will end, you'll be invited to come bac>qk later for the big game, and given a password. Head back to your room and use the toilet if you like. In any case, your backups will arrive shortly. Walk up to the one standing by himself on the left and ASK FOR TRANSMITTER. He'll give it to you with a new supply of marked bills. Go back down and say FRANK SENT ME to Woody. He'll take you back, knock, frisk you again, and escort you in. Save. Sit down and you realize just who "Frank" is! Yikes! This is IT!! Keep saving and winning.?r I When you've won enough, Frank will suggest a discussion about a job. Say YES and he'll invite you to his room for a drink and a discussion about it. Say YES again and follow him up to his room the back way. Be careful on the stairs, they can be tricky. When you're in the stairwell, notify your backups using the standard radio method, and be very careful not to exit at the beginning of the stairs (at the bottom of the screen) or at any other exit. You may want to use the keyboard to @sFsclimb the stairs if you aren't already. They're on a direct diagonal. The final flight is especially tricky but all you need to do is get started up it and the screen will change to the top. Follow Frank out the door and down the hall to his room. When he goes inside, make sure you notify your backups of the room number. Enter the room and "Frank" will get a phone call. Uh-oh! When he comes back, it seems you've been recognized!! Fortunately, you remembered to call your backups, andA, they come charging in the room just in time! A bit of "deadly force" takes care of Bains for a very long time. Now it's your turn to sit back and watch. Keep pressing Return and enjoy your victory, at least for now. By all means don't get impatient or you'll miss the convictions, your parade, presentation, and, of course, Marie's offering (although I never did figure out whether she ever stops). >> Imported to Denmark by ARCANE << her exit. You may want to use the keyboard to uJof you that are now hiding somewhere in the galaxy of Hydra. You must find the clones and assimilate them to replenish the vital fluids you so despretely need. Playing The Game: When the game begins you will see the inside of the ship followed by the view of the nearest planet. The arm you see on the screen is yours! Because of your lack of fluids, YOU ARE DESINIGRATING! As you continue to desinigrate throughout the game, your arm will shake making more difficult for you to controlT. The on board clock keeps track of the elapsed time. You have 2 1/2 hours to find a clone to get the fluids you need before your arm becomes totally uncontrolable. If you find a clone, you get 2 1/2 more hours to continue your quest. The 1st planet that comes up each time you begin a new game is always inhabited. After that, you are on your own! Planet Vision Screen: Several things can be done on the Planet Vision Screen. They are: Geo Photo, Planet Destruction, or Landing MissionwB~(j$Nr%Ax <(jPN""0 <(jN%A\Jf0$G" $0( <(j(Nr%Ax <(jPN"*\ <(jN"JgZ"0 <(jN%A`Jf0$G" $0( <(j(Nr%Ax <(jPN"*` <(jNBd"Jg#pt#B`r`>r%Ad``r#A`V")ҩt0G" <(j(N`.")ҩt0" <(j,NtHgvNg`R")t0l~Jdg0Jg(G" <(j$Nr%Ax <(jPNJg <IN`r%Ah <(jN#Atgdxq0s <(jN <Ix#D t"N#A$) rNV#At") NJf ")`rҩҩ#A$)&)$GD" p$(j(N")S#Ar#AnDґtԁr0($GL" p,(j(NrҩtNJf r p,(jNrҩ`#ir#Anr 1z+y. Walk over to him, toggle your gun back into the holster (Do NOT use "put gun" or you're in trouble!), and cuff him. Read him his rights, say COME WITH ME, and lead him back to the car. When you get there Laura will have the other suspect in custody so lead yours around to the other side of the car. Search them and talk to Simms (the buyer) twice. The second time he'll tell you he's now buying from Colby, meaning the dealer. TALK TO COLBY twice and he'll tell you his source and th2{KOe phone number he calls. When everyone's in the car, toggle the map, radio in, and take your suspects off to jail. Laura's rather bossy so do what she tells you and then book them for DRUGS. After you're finished, head on back to HQ. When you get there Laura will suggest you go to the Blue Room to tell Jack you've nailed the creep who was dealing at Jefferson High where his daughter goes to school. Do so and you'll find Jack there, quite drunk. You talk to him in an attempt to cheer3|=) him up, but he tells you it may be too late for Kathy, who has already OD'd and is comatose in intensive care. That's not enough: After the cabby has come for Jack, Keith comes in to say Taselli has escaped and Morgan wants to see you right away! Morgan will tell you to get Taselli's black book from the evidence room and check it out. Go down the hall and say BLACK BOOK to the guard. Look through it, return it, go back to your office, and look in your basket. Read the note from Lau4}ra, leave the office, go back in, and Laura will be there. She'll tell you that Sweet Cheeks is in jail asking to see you but to talk to Morgan first. Do so and he will tell you that Sweet Cheeks may be able to help you. They've discovered the drug problem is coming from the Hotel Delphoria and that Sweet Cheeks may be helpful in establishing your cover at the hotel. He'll call the jail while you go there to enlist her help. When you get to the jail, move over to stand in front of S5~\weet Cheeks Marie. After she shows her gratitude in her own way, she'll offer to do anything if you get her out of jail, and you'll be confronted with what is probably the worst parsing problem in any Sierra game. Use two words here. The proper form is HELP OPERATION or HELP HOTEL. Either one will do and will trigger a longish sequence in which you explain, she agrees to help, and you walk out with lipstick on your face. Get in the car and head back towards HQ. Before you get there 6#Ryou'll get a call to go to Cotton Cove to identify a 1S7 victim. Go there and walk up to the officer who comes toward you. Move to the victim, MOVE BLANKET, and LOOK AT NIPPLE which will confirm your ID as well as the current whereabouts of Jason Taselli. Call in the information. Go back to HQ and into Morgan's office where he, Laura, and Marie are waiting for you. Listen to Morgan's plan and remember what he says. (Remember Woody Roberts from Taselli's black book?) When the briefin7VNg is over, Dooley comes in to tell you that Jack Cobb's daughter has just died and that he's on extended family leave. You vow revenge for this senseless death! Go back to the locker room putting your extender back on the way. (It makes an unsightly bulge in your new white suit.) Open your locker, PUT ALL, PUT SUIT, CLOSE LOCKER, and head for the shower. Turn on the shower, BLEACH HAIR, and RINSE HAIR. Turn off the shower, go back to the locker, and GET SUIT. Close the locker and he8Wad back to Morgan's office in your new "pimp look." Morgan gives you your instructions, $1,000 in marked bills, and after a phone conversation, further information on Taselli's death. Be careful! When Morgan has finished, ASK FOR PHONE NUMBER, and he'll give it to you. Head for the white Cadillac, inspect it, and go to the hotel. Be very careful driving into the hotel. In fact, I suggest you save before you park. The indent here is a driveway rather than a plain cut. Since you must 9YbX.park parallel to the street, it can be very difficult. You may want to use slow mode and use the keyboard keys for maneuvering the diagonal. Fortunately, this is the last time you will need to use the car. When you're inside the hotel, walk up to the desk, and RING the BELL. Tell the desk clerk you want to REGISTER and PAY CLERK. Walk northwest to the door, into the Lounge, and over to the bar. Order WHISKEY or something and Marie will "recognize" you. You'll sit down at a table and:$ the bartender will bring your drink. PAY BARTENDER, he'll get your change, and a couple of guys will come in, stop briefly at the bar, and head through the door at the left. Marie comments that they aren't the first as the bartender comes over with your change and asks to be introduced to you. Marie does so and takes off for the powder room. You chat with the bartender, establishing your cover, but when Marie returns nothing has happened so you drop some hints. Still nothing. So, wh;n den the bartender goes back behind the bar, go over to the bar to talk to him. When he comes up, SHOW MONEY. It works! Time to head off to your room. Go back out the door and into the elevator. PRESS TWO and go east to the end of the hall when you get there. UNLOCK THE DOOR, walk to the other side of the bed, USE PHONE, and type in 555-6674. When Morgan answers say WHITEY. He'll tell you to send Sweet Cheeks to HQ in a cab, to try to get behind the scenes in the hotel, and that your &V1 the box, and go around to the back of the car. OPEN TRUNK and you'll find samples of both coke and marijuana! Close the trunk, get in the patrol car, and transport the suspect to jail. Go inside as before and don't forget to put your gun in the locker. Book him for FELONY, take off the cuffs, and see him to his cell. What a sweetheart! Yuck!! As you're leaving, Jack walks in, congratulates you, and says Dooley wants to see you. Grab your gun, go back to HQ, and into Dooley's offic',|e. (Where the chicken was, remember?) Walk over to the desk and Dooley's eyes will start to water as he attempts to reads a memo to you. The gremlin has struck again! Dooley runs from the office cursing. Seems the memo has been sprayed with mace. Well, you sure want to know what it says, but obviously, getting the memo is a poor idea. Instead, walk around the desk to where Dooley was and READ MEMO from a standing position. You've been transferred to narcotics! Head off to the locker (eroom for a change of clothes and the obligatory shower. Get your clothes and the rest of your stuff, including your weapon, and take off for Narcotics, dropping off the patrol car keys but keeping the extender. When you get there Laura will tell you the Lieutenant is waiting, so go next door to his office and walk up to the desk. Seems you'll be working with Laura on the Hoffman case. Go back to narcotics and talk to Laura. She'll show you around the office and give you your radio c)4all number. When she's done, she'll tell you Hoffman's about to be bailed out for a mere $500,000! (Actually, strange as it may sound, this is way too low for a major drug dealer. The stakes are so high they just write it off as a cost of doing business. You NEED that no bail warrant!) Go to the cabinet, OPEN the DRAWER, and GET out the HOFFMAN file. Read through it and GET FILE. Move to the clipboard and get it. Flip through until you get to the FBI list on Jason Taselli who: a) is*ĩ# known to use the last name of "Hoffman," b) also has a tattoo above his left nipple, and c) is wanted for murder. GET the LIST and PUT the CLIPBOARD back. While you're here, get the keys to the undercover car. Now, head for the computer room. As you are leaving the room, Laura comes in to say Hoffman's attorney is on his way over to the jail right now with the $500,000 to bail him out! Hurry on into the computer room, TURN ON COMPUTER, and enter the search string of TASELLI, read t+ 5Ghe information. Yahoo! You've got it! Now you'd best hustle on over to the courthouse and convince Judge Palmer to issue the warrant. EXIT the computer and head straight out to the white undercover car in the parking lot. Inspect it and go. When you get into the courthouse (use the right door), walk over to the window because court is in session and the judge will hold you in contempt if you just barge on in unannounced. Say EMERGENCY to the guy behind the window, and he'll send a m, essage in with the bailiff. Wait for permission to enter and go into the courtroom. (Yes, just stand there.) When the judge tells you to, walk toward the bench. She'll ask you who or what the warrant is for, so say HOFFMAN. When she asks for information, SHOW FILE. She'll ask if you have any other informationm so SHOW POSTER and the bailiff will take the evidence to her. When she asks why you think Hoffman and Taselli are the same person, say TATTOO. As you do so, everyone in the cou-rtroom will laugh while the judge agrees with you and makes a comment of her own. She gives you the warrant and you take off in a hurry. Oddly, despite the fact that it's right across the street, you must drive to the jail so don't forget to save. When you arrive GIVE the WARRANT to the jailer. You can't do anything so just wait. Whew! Just in time!! When you're done, go back to HQ. When you arrive, Laura is waiting for you and heads straight for your car. There's a drug deal about.ﱢ to go down in the park and the Lieutenant wants the two of you to stake it out. (You do have your gun and extender don't you?) Head on over to the park and stop the car. Get out and head up the stairs into the park. Walk to the back and take cover. You can use either side but the left is easier as there's more space. On the right, any slight movement will blow your cover and end the game. Move around a bit until the game notifies you that you're out of sight, radio Laura, and mainta/$(zin silence until it's time to move in. Load your weapon. Be very careful if you're using the Function or alternate keys to draw your gun. Generally the game depends on graphics to indicate a drawn weapon and, at least in my version, it will not verbally notify you that you have done so. Since it's a toggle key, if you get an alert box and miss or forget and try it again, you'll lose the game because your gun will be holstered. Following procedure here is of the utmost importance! T0ykhis section is a realistic "feast and famine" police situation. You wait for what seems like ages for something to happen, and then everything starts happening at once. In any case, wait for the buyer and dealer to show up which they will do one at a time, the buyer first. Continue waiting until the money and drugs have changed hands. Notify Laura, and staying right where you are, say HALT or POLICE! The dealer will run so notify Laura about him, but the buyer will give up immediatelf go down the hall to Dooley's office. Dooley will be out in the hall. (He's the one with the gray hair.) Walk up to the various officers and they'll each tell you some things about what's going on. Something about a chicken. Walk up to Dooley's door and he'll ask you to have a look. (You, after all, have an alibi although no one ever mentions that fact.) OPEN DOOR and go in. There you will see one of the funnier sights in the game! Walk over to the desk and you'll get a description. Hr9This is one place where, if you have the sound turned off, it's well worth your while to turn it on. Go up to the desk and EXAMINE CHICKEN for a more terse but still interesting description of the phenomenon. Unfortunately, you don't know anything about it and can only leave. As you get to the hallway, some of your fellow officers are still standing there. Walk up to them and they'll invite you to the Blue Room for a surprise party for Jack. Seems they've hired a dancer. Hmm. Sounds like fun! Go back to your locker and PUT your UNIFORM in the locker. Everything you don't need will go in, your towel will come out, and you'll be notified that you must shower. So, CLOSE LOCKER, walk to the shower stall. (Use the one on the right since Morris Fudley's used up all the hot water in the other one.) Toggle the shower on and off, go back to your locker, open it, GET CLOTHES and GET KEYS. Close the locker and head out to the parking lot, returning the patrol car keys andv the extender on the way. Get in your blue Corvette and head off to the Blue Room on Ninth, between Fig and Peach. When you get there, you'll see your friend Jack sitting alone at a table in the middle of the room. Walk over, talk to him, and he'll invite you to sit down. Do so and he'll tell you what a depressing day he's had. It wasn't nice. Pretty soon another officer comes in and sits down and then a fourth comes in with a cake. Jack reacts with an embarrassed groan and you all  Esing "Happy Birthday." Then comes the dancer! Hoochy-Coochy Hannah in a grass skirt and balloons! She does quite a dance, and it cheers Jack up a lot. Unfortunately, when Hannah's done, Keith reminds you about your shift swap and that you're due at the station in 15 minutes. Back to work! Head back, open your locker, PUT CLOTHES, take your shower (regulations again!), grab your uniform, etc., and head back to the briefing room. Seems another narcotics dealer is missing. There's a sl jight difference in paint color on the cars but he may have been involved in the traffic homicide you earlier investigated. Dooley also gives you your call numbers, 83-32. This is as good a time as any to open your briefcase, get out your notebook and WRITE a NOTE to yourself in it. 83-32 works as well as anything else. Close your briefcase and read the black board. Oohh!! Nice! Look in your hole and you'll find another message. Leave the room, get the keys and extender, head out to y!Ÿ6our patrol car, inspect it, get in, and toggle the map. The next part gives most everyone trouble. Start driving around town looking for the blue Cadillac. I've been told you can call in if you think you see the right car but have never tried it. In any case, you'll get a call on your radio about the car saying it's been seen in the vicinity of Jefferson High. Stop the car and save. Ignore the part about the school and look around your screen for what may look like a light green car"ɺ. (It sure did in my version, even when it was stopped.) When you decide on which one it is, hit the siren, and start chasing it. The correct car will try to evade you by turning frequently, speeding, and so forth, but will eventually pull over. The wrong car will normally disappear when you change screens. If it takes you some time to stop him or you aren't using the siren, you may be get the radio call again. When you've stopped him and toggled the map, be VERY careful to follow p#rocedure exactly. First call in and wait for your backup to arrive. You can look around or whatever but stay in the car. When he arrives, he'll radio dispatch to hold all radio traffic and say he'll cover you. Wait for him to do so. When he's in position, open the door, get out, then load and draw your weapon. Say GET OUT. Your suspect will do so and start walking toward you. Say HALT. (If you get nervous and have difficulty doing things fast enough, slow down the action. This is ver$GOy precise.) Say HANDS UP and then LIE DOWN. When he's done so, walk towards him with your gun drawn. Your backup will say he has him covered and to go ahead and cuff him. Walk to where his hands will be cuffed and holster your gun. CUFF SUSPECT, SEARCH PRISONER, and READ RIGHTS. You don't want to take any chances with this creep! Say GET UP and GET IN CAR. (Don't forget to open the door and get out of the way.) Close the door. Your backup will call in so go SEARCH the CAR. OPEN BOX %:yand you'll find a black notebook and two driver's licenses. Examine the notebook and you begin to get an even better idea of what a creep this guy is! Not only do you see bribes, gambling, hard drugs, etc., you notice some initials with "terminate" in front of them. Those are the initials of the two drug dealers who've been murdered recently. Put the book back and EXAMINE LICENSES. Great! Just what you need! Multiple IDs. Your backup will take care of this stuff so put it back, closeAsl tell you a light blue Cadillac was involved. Talk to him again and you'll get the first part of the Caddy's license plate number, L964. Call in the vehicle information and fairly soon Dooley and Homicide Detective Hamilton will arrive. Dooley takes over for you so get back in your car, toggle the map, and save. Getting out of there is tricky! Continue driving around town and fairly soon Steve will call you for a coffee break at Carol's. Go there, park in the indent behind Steve's vupatrol car, toggle the map, get out, and go inside. Steve will be sitting at a booth on the left. Sit down and TALK TO STEVE. This won't result in much but, pretty soon, Carol will come over with your coffee. DRINK COFFEE and shortly the phone will ring. After she answers it, Carol will inform you that Detective Hamilton is calling for you. STAND UP, walk to the phone, and ANSWER PHONE. Hamilton will give you the ID of the dead driver and some other interesting information. Leave CarIol's and go back to driving around. Save, save, save. Pretty soon you'll see a red sports car run a light. Put on your siren and chase the car. This has some rather fun music but is also dangerous so don't forget to save. When you get behind the car, it will pull over. Stop, toggle the map, and call in to dispatch. Helen Hots? Well, yes. In more ways than one. OPEN your BRIEFCASE, GET your ticket BOOK and PEN, get out of the car, and walk over to the sports car. ASK FOR LICENSE, LOO=K at WOMAN and *whooee*!! Well, you're a professional (it may take a few saves and restores but you will be), so WRITE TICKET. At this point she'll tell you it was an honest mistake and ask if there isn't something she can do about it. *Anything* in fact. You can ignore her and go on writing the ticket, but you'll be missing 2 points so say NO and continue writing the ticket. RETURN LICENSE, GET SIGNATURE, and GIVE her the TICKET. Whew! Go back to your car, get in, and toggle the mapӖ. As you leave you get the distinct feeling she doesn't care for you very much. Anyway, back to driving around town. Pretty soon you'll be called back to Carol's on a complaint. Go there as before, but before you get out of the car, GET NIGHTSTICK. Go inside, walk up to the counter, and TALK TO CAROL. She's a bit upset, and will tell you about the bikers next door. How exciting. Oh well, you better go next door to Wino Willy's and have a talk with them anyway. The first thing you'llߗ notice is they don't care for the police much. When they ask what you want say MOVE BIKES. They'll ask how you plan to make them do so and then threaten you. Hit the key to use your nightstick which will make it quite clear to them what you have in mind. They'll back down in a hurry and clear out. When the bikers have left, you'll notice a local "working girl" sitting on a stool who recognizes you and calls you by name saying she sure is glad you showed up. TALK TO GIRL and it's Swo$eet Cheeks Marie. If you look at her you'll find out why she recognized you. She'll say she just knows you want something (talk to her again if you looked), so tell her what you want. INFORMATION or DRUGS will do. She'll tell you quite a lot and you'll give her a tip in return. Save again and go back to driving around town. Pretty soon you'll see a pink (more or less) car driving very erratically and will be alerted. Hit your siren, chase it, and it will pull over. Toggle the map anked call in, then get out and walk over to the car. Well, he certainly appears to be drunk. Say GET OUT and back away from the door a bit. (You're in the way.) GET LICENSE and you'll see that he's a programmer. Definitely a suspicious character! We all know what they're like! Anyway, ADMINISTER FST and HANDCUFF SUSPECT. He'll ask you to cuff him in front since he's not feeling too well but say NO. It's correct procedure, and, besides, he'll get nasty if you do which will, of course, enPd the game. READ him his RIGHTS and say GO TO CAR. Walk behind him to the patrol car, open the back door, back off a bit to let him in, and close the door. Get in behind the wheel, toggle the map, and take him off to jail at the east corner of Seventh Street near River Road. When you get there, pull into the parking lot, get out, let him out, and follow him up the stairs to the squared off panel on the left side of the door. When you get there, OPEN LOCKER, PUT GUN, CLOSE LOCKER, an$&d walk around him to the button on the right. PUSH BUTTON and the jailer will open the door for you to go in. Walk to the window and say DRUNK DRIVER. When the jailer tells you to, TAKE OFF CUFFS and walk your prisoner to his cell. (The door will open when you get there. It's the one at the back and you will always use the same one.) As you walk back to the door, Laura comes in wanting to talk to you. Seems there's an opening in narcotics which you have a chance at, but you need to qapply for it. When you're finished talking to Laura, the jailer calls you over and says Sergeant Dooley wants you back at the office on the double. Now you can actually leave but don't forget to pick up your gun on the way back to the car. (At some point, you may want to take a look at the guy in the exercise yard just for fun.) Go back to HQ. As you walk in the door there's a table against the wall with memos and an in basket. Go over to it, WRITE MEMO, and PUT MEMO IN BASKET. Now,ialogue box. This can be very dangerous, and I strongly suggest you simply stop the car, save, and then continue with the proper action. It will save you a lot of needless highway mayhem and redos, as well as giving you a good point to restore to when the need arises. Also, just driving back and forth in a straight line won't trigger calls from dispatch telling you what to do next. You must go in a two dimensional direction (e.g., no U-turns), or nothing will happen. One small help 6is that you don't need to worry much about where you park in most places. So long as you're off the street and the game will let you toggle the map, it's okay. This is a great help at headquarters and the jail, especially since this is where you will stop most often. In the locker room are two strange things. At first, it looks like the Lytton Police Department has unisex showers. This is not so. It's just that the particular officer in question bears a distinct resemblance to a womn_an. Second, the first stall will always contain a crumpled uniform, no matter when you go in there. I did try to investigate this mystery but apparently Sierra didn't provide for it. Finally, you cannot solve the mystery of the "gremlin" who is plaguing Sergeant Dooley. I called Sierra and asked. Common notation in adventure games uses standard compass directions with north at the top of your monitor, southwest at the bottom left corner, etc. Where practical, Sierra will always ori"ent your screen in this way. At times this is impractical, inside various buildings, etc.; however, since you are not using a real compass, it is easier to ignore this problem. Throughout this walkthru I have used monitor and compass directions interchangeably. North or up is toward the top of your monitor, left is west, etc. POLICE HEADQUARTERS You start in the main hallway of the station. To the west (left side of your monitor) is the door to Sgt. Dooley's office. To the east ( Yright) is the locker room (the southern or lower door) and the briefing room. To the northeast (top right at the back) is the exhibits window, and to the northwest (top left) is the entrance to the computer room. The first thing to do is go to the locker room. Your locker is in the far bank at the first set of white buttons. Go to it and OPEN LOCKER. GET your GUN (revolver), AMMUNITION (ammo), BRIEFCASE, and HANDCUFFS (cuffs). (You can use GET ALL if you like.) CLOSE the LOCKER, head -[< back out to the hall, and into the briefing room. Walk east (right) to the pigeonholes, stand in front of the second one and LOOK IN HOLE. You'll see that Steve has a stack of warrants. In the third one (yours) you'll find a note from Steve suggesting a coffee break at Carol's Caffeine Castle and saying he'll radio you at the appropriate time. At the back of the room you'll see something on the table. Go over to it and GET NEWSPAPER. Flip through it and then close it. (For some odd & reason, you keep the paper throughout the game. Doesn't seem to matter although you'd think it would get rather soggy in the shower.) As soon as you close the paper, the briefing will begin. Walk to the front table on your right and stand on the left side of it next to the center aisle. The game will notify you that this is your position. Stand there, wait for the other officers to arrive, and listen to the briefing when Dooley gives it. Afterwards, leave the room and walk across  Ythe hall to the board next to Dooley's door. GET the patrol car KEYS and walk to the table at the end of the hall. GET EXTENDER and go west (left) down the hall and out the door to the parking lot. Your patrol car is the one nearest the street, across from your fancy blue Corvette. Perform your safety inspection as described in the manual, OPEN the DOOR, toggle yourself in, CLOSE the DOOR, and toggle the map. (A good place for a save since you're about to drive.) HITTING THE STREET ^+S Back up a little, turn, and drive into the street keeping close to the curb, but not TOO close since you don't want to run into the curb. This is a good time to practice driving and mark off the map that came with your game using the letters and numbers that show on your screen. Locate all the buildings with parking areas. You'll find five with "indents," Carol's, The Blue Room, The Hotel Delphoria, The City Park, and the Courthouse. Two others will have regular lots, the Police Station where you start and the City Jail across Seventh Street from the Courthouse. In addition, Cotton Cove has a parking area much like a parking lot. Generally, you can do this simply by driving around the edges of the City. Also notice which one is your car. Mine was white with a red (not black) stripe across it. After you've driven around for a while, you'll receive a call to investigate an accident on Fourth Street near Fig. When you get to the proper screen, the car will shomw as a crumpled green thing on the left side of the street. (Your left, not Sonny's necessarily.) Pull in behind the green car, read the dialogue box, and toggle the map. OPEN the DOOR, get out, CLOSE the DOOR, walk over to the open passenger door of the crashed car, and examine the driver twice. Ouch! It seems he's not only dead, he is a probable murder victim! Notify dispatch and they'll tell you a homicide unit is on the way. Next, go and TALK TO the BYSTANDERS. One young man wil1GUt the room to the west and then go west again. Take the elevator up. Go east and then east again. Now you're on an elevated walkway directly above the Star Generator. Go east and enter the ship's armory. Once in the armory, look at the counter and notice that there are two gas grenades sitting in the corner. Walk up to the counter and show your i.d. card to the droid. When he leaves to get your weapon, move smartly around the counter and take one of the grenades. When the dr2koid returns, take your pulseray and exit to the west. Press for more ! ELECTRONIC GAMER TEG-5344 Back on the elevated walkway, stand directly over the Star Generator guard and throw the grenade. After the guard collapses, go back into the armory and get the second grenade for an extra point (the droid will attempt to get you another weapon and then return empty-handed, noting that you already have one). Go west from the elevated walkway and then west ag3VRj/ain. At this point you will stumble and lose your helmet. No, there's no way you can avoid it. The Sariens will shoot you on sight now, so be ready to fire your pulseray instantly upon entering each new screen and don't let a guard droid touch you! It will also help to save the game frequently from now on. Press for more ! ELECTRONIC GAMER TEG-5346 You've got no time to waste now, so head straight back to the Star Generator. Search the dead guard's body. 4K*Take the remote control and press the on/off button. Walk up the stairs leading to the Star Generator and look at the control panel. Punch in the destruct code that you learned from the data cartridge (in case you forgot, it's 6858) and then punch the "enter" key (the one on the control pad, not your computer!). Looks like things are really starting to get hot around here, so don't stand around. Exit to the west and take the first elevator down. The elevator on the right is5= now back in service so take it! When you Press for more ! ELECTRONIC GAMER TEG-5347 get off the elevator move quickly to the waiting space ship and get in. Look at the ship. Press the launch button. Now sit back and enjoy the rest of the show because you're a hero! Wonder how much a golden mop is worth? NOTE: I played the game through a few times using all of the moves described above. Each time I netted a varying amount of points that was slightly less 6!than the game's stated maximum of 202, depending on how many Sariens I shot with the pulseray. Like other members of the Gamer's Forum, I never discovered a use for the plant that can be found growing on Kerona. That is why the walkthru does not tell you to take the plant. If anyone does discover a use for the plant, or any other way to Press for more ! ELECTRONIC GAMER TEG-5348 increase your score legitimately (i.e., without taking advantage of a bug in the7w] program), please leave a message in the Gamers' Forum addressed to Jason 75046,444. SPACE QUEST is published by Sierra On-Line, Inc. This walkthru is copyright (c) 1986 by Jason Levine. All rights reserved. Last page !t back and enjoy the rest of the show because you're a hero! Wonder how much a golden mop is worth? NOTE: I played the game through a few times using all of the moves described above. Each time I netted a varying amount of points that was slightly less --------------------- ARMDRUECKEN: Steuerung (geht auch ueber Tastatur): 1. Kraft sammeln. | Dies geschieht, indem man den Joystick immer | dann nach unten drueckt, wenn der Arm im | mitleren Anzeigefeld sich in einer moeglichst | 'starken' Phase befindet. | \ / 2. Anstuetzen Feuerknopf drueckenL; . Tottles Kommentar: Let's go.Der lange Fred macht den Schiedsrichter un passt auf, dass keiner von euch sich mit dem anderen Arm abstuetzt.Leider nickt er manchmal kurz ein, also aufgepasst! Ach ja, und kurz bevor man gewinnt,kann es helfen, wenn man rattelt, wie wir hier im Westen sagen. ----------------------------------------------------------------------------- BIERSCHIESSEN: >Der Revolver wird gezogen, >wenn klopfende Herzen nachdem der Barmanan den erscheinen,zeigen Startschuss gegeben hat. diese die Nervositaet an. Steuerung:(wenn kein Joystick, dann Tastatur) 1. Ziehen: Player 1 zieht den Joystick nach rechts ------> Player 2 zieht den Joystick nach links. <------ 2. Zielen: Das Fadenkreuz wird gesteuert. 3. Schiessen: Feuerknopf druecken. TOTTLES KOMMENTAR: Nur nicht3+ nervoes werden, sonst bekommt ihr ganz zittrige Haendchen.Ah ja, es gibt da noch einen alten Westmann Trick:Abwarten, bis der andere - nervoes wie er ist - danebengeschossen hat, und dann in aller Ruhe durchziehen. Lasst euch aber nicht zuviel Zeit, wir wollen schliesslich heute alle noch feiern. Du hast uebrigens erst gewonnen,wenn du alle 5 Ziele schneller zerschossen hast als dein Gegner!Bist du also 4 mal der schnellere, schaffst aber nicht das fuenfte Ziel, gehts von vorne los!&{C yourself killed. Once you have your $250, you can walk away from the machine a happy winner (at that point the slot machine will inform you that there has been a circuit failure). Now it's time to see if you can buy yourself some transportation off of this planet. Leave the bar and walk west. You'll find yourself in Tiny's Press for more ! ELECTRONIC GAMER TEG-5335 Used Spaceship Lot. Tiny is like all used spaceship salesmen, you can't trust him as far a' Zs you can throw him. He will try to sell you on the two little ships in the foreground. Provided you save your game first, you can go ahead and buy them for a laugh; however, a much more substantial looking ship is visible to the north. So exit the screen in that direction. Don't worry, Tiny will follow you. Now this is a ship! In fact, you wonder how a lowlife like Tiny got his hands on it. Well that's not your concern. Go ahead and pay Tiny his asking price for this slick sp(!~ ܪace cruiser. As your fork over your hard-won money, Tiny informs you that you'll need a droid to pilot this baby. No problem. Walk east and then east Press for more ! ELECTRONIC GAMER TEG-5337 again. You'll find yourself conveniently in front of Droids-R-Us. Go inside. The droid you want is upstairs on the right. He's the one that the proprietor describes as a pilot. Pay the owner for the droid (you can present your coupon for a discount) and return to you)"r ship (your faithful droid will follow you). Now you're almost off this miserable asteroid! Just climb up the ladder and get in. Your droid will move to his position under the ship. Look at the ship. There's a button on the panel marked "Load." Press it and your droid will automatically be lifted into the ship. When your droid asks, type in the sector that you overheard in the bar. Off you go into the purple yonder in your wonderful new ship! Sit back and enjoy the ride. *#p Press for more ! ELECTRONIC GAMER TEG-5338 In fact, you better enjoy it as much as you can. Because just beginning to fill your vision screen is the profile of the flagship of the Sarien fleet: the dreaded Deltaur itself! SPACE QUEST is published by Sierra On-Line, Inc. This walkthru is copyright (c) 1986 by Jason Levine. All rights reserved. Last page ! ELECTRONIC GAMER TEG-4038 SPACE QUEST 1 Data Cartridge and Escaping the Arcada +$"X 2 Spider, Beam, Orat, Alien 3 Slot Machine, Ship, Droid, Sector Information 4 Empty Room, Disguise, Star Generator, Endgame Enter choice !4 ELECTRONIC GAMER TEG-5339 SPACE QUEST Part 4 HERO OF THE DELTAUR Your pilot droid has parked you a safe distance from the menacing Deltaur and he's not going to take the ship any closer. So it's time for some EVA action. Put on the jetpack that you acquired in Ulence Flats and exit the ship. Take a,%j look around and steer yourself over to the Press for more ! ELECTRONIC GAMER TEG-5340 door. Look at the door, then turn the handle. Move into the airlock. Once in the airlock, wait for the droid to appear and then move by him into the ship. In the "empty" room, notice that there is a trunk sitting in the middle of the room and that there is a vent high up on the west wall. Move to the right of the trunk and type "push trunk." Once the trunk is against th-&WNe wall, open the trunk and put your jetpack inside it. Then close the trunk and stand on top of it. Open the vent with the jack-knife and enter. Once inside the airshaft, climb up the ladder to the next cross-shaft (climbing down will take you the same place, but it takes longer) then crawl east. Kick open the vent, then exit the screen to the Press for more ! ELECTRONIC GAMER TEG-5341 east. NOTE: You can get yourself to the same location simply by getting.' inside the trunk and hiding inside of it until the Sariens move you. This will net you the same amount of points as the method described above, but it's not as much fun. Now you're in the laundry room and it's time to come clean. Walk over to the washing machine, open the door and get in the machine. When the Sarien enters the room, remain calm and ride out the rinse cycle. Open the door and emerge from the machine cleverly disguised as a Sarien, complete with helmet! Now /(3you can move around the ship without Press for more ! ELECTRONIC GAMER TEG-5342 attracting attention. Before you go, however, look in your uniform pocket and notice that you have a Sarien I.D. card. Exit the laundry room to the east. Talk to the first Sarien you see as this will get you an extra point. The Sarien guard outside the Empty Room (down one level) will ask you if you've played Kings Quest III! Tell him yes for yet another point. Walk over to the0] two elevators at the rear of the corridor. The elevator on the right is temporarily out of order, but don't worry about it. It will work when you need it. For now enter the elevator on the left and ride it upstairs. Exit the elevator and walk east. Here it is, the Star Generator! Note Press for more ! ELECTRONIC GAMER TEG-5343 that it's protected by a guard and a force field, and that you can't get close enough to get a good look at its control panel. Exi*Ձ@not to reason, so once you're transported back to the surface, follow the mesa Press for more ! ELECTRONIC GAMER TEG-5273 trail back across the bridge and down the ramp. Exit the screen to the north. Orat's cave is in the cliff facw9 t/V|UIgj!yZr! o4]zYP~r-u. *]YxryKour nerves (and save the game) before you go in. Okay, now Orat is coming straight for you, and it's a sure bet that the only dinner invitation you'll get from him will feature you as the +KHmain course. Instead of panicking, calmly look at Orat's razor sharp teeth and remember what you read about the water can and what would happen if it were punctured. So what have you got to lose except your life? Throw the water at Orat! Kaboom! (again). Isn't it nice the way your Press for more ! ELECTRONIC GAMER TEG-5274 enemies keep blowing up real good? Fortunately, there's a little piece of Orat still intact over in the eastern part of the cave. Contr,~ol your stomach and take the Orat part. (NOTE: An alternate way to kill Orat involves *not* killing the spider droid with the boulder. Instead, carefully lead the droid (it will start following you once you get close to it) into Orat's cave and step aside. Orat will rush straight into the droid and they will both blow up real good at the same time. However, you do not get as many points for blowing them up together as you get for blowing them up separately.) Now take your d-$isgusting prize and return to the Alien's underground chamber the same way you got there before. Drop the Orat part before the Press for more ! ELECTRONIC GAMER TEG-5276 Alien's image and proceed through the portal that now appears. My, this room is interesting! So don't be in a hurry to jump on that skimmer that the Alien gives you. Instead, take a look at the panel on the back wall. Yes, it's a data cartridge reader! And there's no Sarien here to shoot y.3+ou when you try to use it. Insert the cartridge in the slot and read the story of the star generator. Make a note of the destruct code sequence number and be sure to take the cartridge with you when you're done reading it. Now hop on the skimmer, turn the key, and ride off. Now you have to play the arcade game of dodge the boulders. This is Press for more ! ELECTRONIC GAMER TEG-5277 where a joystick comes in handy. It's also a good idea to save the game h /3uere, in case you're as big a klutz as I am. Before too long you'll arrive in the thrilling metropolis of Ulence Flats. SPACE QUEST is published by Sierra On-Line, Inc. This walkthru is copyright (c) 1986 by Jason Levine. All rights reserved. Last page ! ELECTRONIC GAMER TEG-4038  SPACE QUEST 1 Data Cartridge and Escaping the Arcada 2 Spider, Beam, Orat, Alien 3 Slot Machine, Ship, Droid, Sector Information 4 Empty Room, Disguise, Star Gen!0GRherator, Endgame Enter choice !3 ELECTRONIC GAMER TEG-5279 SPACE QUEST Part 3 BEAUTIFUL DOWNTOWN ULENCE FLATS You've successfully dodged all of the boulders and you're now sitting in the heart of the shimmering metropolis of Ulence Flats. Get off the skimmer and have a leisurely look around the immediate vicinity. In a short time one of the locals will approach you and offer to buy your Press for more ! ELECTRONIC GAMER TEG-5280 s"1Cokimmer for 30 buckazoids. You can do better than that, even if the skimmer is somewhat beat up, so refuse this initial offer. The fellow will walk away angry, but don't worry; he really wants that skimmer and he'll be back. Just wait around a while and take in the scenery. Sure enough, after a few minutes have passed, your "customer" approaches you again. This time he offers to throw in a jetpack with tXMDOLh<_V/Ooids. That's a much more reasonable offer. So say yes. Now tha#2Dt you have some cash, it's time to visit that bar whose flashing sign has been tempting you ever since you arrived in this berg. Upon entering the bar, you notice a band (isn't there something familiar about those guys?), a slot machine off to one side that seems to have Press for more ! ELECTRONIC GAMER TEG-5333 rather dire consequences for losers, and, thankfully, an empty seat at the end of the bar. Slide onto the stool and order a brew. It might not be$3S the best suds you've ever had, but in your condition you're not complaining. So drink up. In fact, you'd better drink three. As you start to down the third (and are beginning to develop a distinctly better outlook toward this little planet), you overhear a conversation among your fellow drinkers. Make a careful note of the space sector that is mentioned. Feeling fortified by the Kerona beer in your belly, you decide to tackle that slot machine. As you've doubtless noticed, %JV>you can lose Press for more ! ELECTRONIC GAMER TEG-5334 *everything* at this game, including your life! Nevertheless, you're going to have to win $250 from this one-armed bandit if you want to get off this planet. The way to win at this game with a minimum of frustration is to save your game after every significant increase in your winnings. That way you can restore to a higher amount if you start to lose too much, and it will minimize the effects of getting5l\ert planet. Aren't you glad? SPACE QUEST is published by Sierra On-Line, Inc. This walkthru is copyright (c) 1986 by Jason Levine. All rights reserved. Last page ! ELECTRONIC GAMER TEG-4038 SPACE QUEST 1 Data Cartridge and Escaping the Arcada 2 Spider, Beam, Orat, Alien 3 Slot Machine, Ship, Droid, Sector Information 4 Empty Room, Disguise, Star Generator, Endgame Enter choice !2 ELECTRONIC GAMER TEG-5265 SPACE QUEST 6}S– Part 2 SPIDER DROIDS, ORATS AND THE UNDERGROUND EMPIRE Okay, so here you are sitting in a wrecked escape pod in the middle of a burning desert. Well, at least you're still in one piece. And a look around the pod reveals that a survival kit has broken loose from somewhere. That could sure come in handy, so take the kit and have a Press for more ! ELECTRONIC GAMER TEG-5266 look inside. You find a handy-dandy jack-knife and a can of dehydrated (?) wat7xZer. Dehydrated water is a strange concept, to say the least, so take a close look at the can. The label says that you cawhget a drink of water any time you need it by simply putting the nozzle in your mouth and drinking. It also says that the can is highly pressurized and that puncturing it can have catastrophic consequences. Those sound like two pieces of information to remember. Now you're as ready as you'll ever be to leave the pod, so go ahead and get out. Before you lea8ˋ5ve the area, however, walk around to the front of the pod and have a look at it. You never know when you'll need a piece of reflective glass, so take it. Press for more ! ELECTRONIC GAME2PH7444;9C)7k~*- If you try going in any other direction, you'll soon discover that the =9ly directions that you can go without getting eaten or flattened by a meteor are east and southeast. So go southeast to the area described as the "southwest edge of a mesa." Exit the screen 9at the southeast corner. Take a look around and note the natural land bridge to the north. Again, exit the screen at the southeast corner. Notice the ramp on the west side of the screen. Walk up it and follow it until you exit the screen to the north. Then follow the trail around to the west. About now the spider droid will appear. Don't worry, this is one nasty Press for more ! ELECTRONIC GAMER TEG-5268 you can dispatch with a bang! Walk across the brid:rdge to the large boulder. Position yourself behind the boulder and type in "push boulder" without hitting or . This is a good place to save the game! Wait until the spider droid is directly under the boulder (it's the spot exactly between the two green patches on the ground). Now hit or . Kaboom! Wasn't that fun? (Read on for an alternate way to kill the spider droid, but for less points.) Let's see what else this mesa has to offer. Exit the sc;!reen to the west and follow the trail around several screens until you arrive at the broken arch at the mesa's far eastern edge. What's this all about? Well step between the two columns of the arch and...Whoa! Talk about the Press for more ! ELECTRONIC GAMER TEG-5269 first step being a doozie! Nothing to do now but ride this elevator straight to the bottom. Once you arrive at the bottom of the shaft and recover your stomach, step off the platform and look for more ! ELECTRONIC GAMER =  TEG-5271 "open sesame!" Exit the screen to the northwest. The pool room is pretty, but there's not much you can do in here, so walk around the rocks and again exit the screen to the northwest. Hey! Those light beams could just make you go all to pieces! So hold that piece of reflective glass in the beams and put the heat on them. Now walk up the ramp and exit the screen to the east. Save the game! Those aren't water drops dripping from the ceiling; they're deadly co> ^rrosive acid. One false step here and you're fried. Time your walk between the drops carefully and exit the screen to the east. Now take a look at the gadget that you took from the closet back on the Arcada. Notice that it's a dialect translator and that there's a Press for more ! ELECTRONIC GAMER TEG-5272 dial on it. Turn the dial until the gadget glows and exit the screen to the east. And you thought the Wizard of Oz was tough on Dorothy! If you've alre)Z ady had the misfortune to stumble into Orat, you know that stealing the Wicked Witch's broomstick was child's play compared to collecting a piece of this baby's hide. I mean he looks like Tyrannosaurus Rex with teeth to match, and he seems to enjoy playing basketball with human beings taking the part of the ball. But a piece of Orat's hide is just what this Alien is telling you that you'll have to bring him if you want his help in getting off this dustbin of a planet. Yours is @Նet. Go west through the door into the Data Archive. A quick look around reveals a wall full of data cartridges and a computer console. Examining the computer console shows that it consists of a screen, a keyboard, a cartridge slot, and a cartridge retrieval unit. The screen is asking you to type in the title of a cartridge, but you can't punch up the catalogue because you lack the proper security clearance. Just as you're beginning to despair over this situation, a man that Ayou recognize as a lab scientist stumbles into the room and collapses on the floor. He's obviously fatally wounded, but you try to help him as best you can. His strength fading fast, the scientist tells you that the Press for more ! ELECTRONIC GAMER TEG-4510 Sariens are after the Star Generator and that you'd better get out fast if you want to save yourself. With his dying breath, he looks at the wall full of data cartridges and utters "astral body." TherBX.e's no time for mourning now. Taking the hint, you walk over to the keyboard and type in "astral body." Sure enough the retrieval unit climbs the shelves and returns with a cartridge. Take the cartridge from the unit, but don't try to read it here! Any attempt to read the cartridge at this location will bring the game to a very abrupt end. Better hold on to the cartridge until you can find a safer terminal. It's time to move on, so go west into the corridor and west again to C\ ^ Press for more ! ELECTRONIC GAMER TEG-4821 the far wall of the hallway. Here is yet another fallen shipmate. Well, 5aybe the poor guy has something useful that he won't be needing anymore. Indeed he does, for a quick search of his body uncovers a keycard; just the thing for opening doors to secured areas of the ship. Pocket the keycard and go east and take the elevator down one level. Walk north through the blasted-out door into the Star Generator lab. He D;re your worst fears are realized. The Star Generator is gone! The Sariens have already removed it from the ship. What's more, a look at the computer screen at the north end of the room shows that the automatic detonators have been set, and there's just minutes to go until the Arcada blows itself up. No wonder that dying scientist told you to Press for more ! ELECTRONIC GAMER TEG-4822 get out fast! There's no time to lose, so exit the room to the south, go  ECeast and take the elevator down to the lower level of the Arcada. Walk east into the central control area of the ship. A look through the window reveals the empty docking bay. Just beneath the window is a control panel with two buttons on it. Press the button marked "open bay door" and watch the docking bay doors slide open. Now walk east to the elevator at the far end of this level. Hmm, this elevator doesn't open automatically like all the others on the Arcada. Aha! There Fs's a security panel next to the elevator with a slot for a Press for more ! ELECTRONIC GAMER TEG-4823 keycard. Now the elevator opens obediently. So ride it down to the flight prep room on the lowest level of the ship. The first thing you notice in the flight prep room is a closet with a button for each of its two doors. Push both buttons and take the gadget from the closet on the left and the flight suit from the closet on the right. A quick look at the g Giadget reveals that it's a dialect translator. Might come in handy later. Now, however, we need to find a way out of here. It looks like there's a control panel in the front of the room, so walk around the barrier and have a look at it. Thankfully, there's a button on the panel marked "airlock." Press it and the door on the west side of the room slides open. Press for more ! ELECTRONIC GAMER TEG-4824 Exit the room through the open airlock and walk out into  H*the docking bay. You notice that the bay is empty and that there's a large hole in the middle of the floor. However, there is also a control console standing next to the airlock. Amid all the unfamiliar controls on the console is a button marked "platform." Press the button and an escape pod rises from the hole in the floor! Walk around the pod to the open door on its left side and get in. You're almost out of here! Once seated in the pod, the first thing to do is close the IC8door. Now take a look around the pod. You see seat belts and a dark console. Buckle up the seat belt then have a look at the console. Push the button Press for more ! ELECTRONIC GAMER TEG-4826 marked "power" and the console springs to life. The screen tells you to pull the throttle to initiate the launch sequence. So give it a tug and you're off! Whew! You've made it safely off the Arcada, but now your pod is drifting helplessly in space. What to do? (For4 a laugh you can press the button marked "don't touch;" just make sure you save the game first!) Look at the panel again. There's a button there labeled "autonav." Try pushing it. That did it! The pod's navigation system is locked onto the planet Kerona, and the automatic landing sequence has started. There's nothing to do now but sit back and enjoy the ride. Press for more ! ELECTRONIC GAMER TEG-4827 Congratulations! You've crash-landed on a desolate, desK+ 50 0 32 33 39 32 28 24 22 8 19 34 50 33 60 20 54 11 41 32 21 30 34 19 29 13 28 27 26 16 20 FRANCE GERMANY ITALY KENYA LIBYA 14 37 17 35 15 33 31 0 10 28 29 17 27 18 24 14 26 28 20 0 19 20 L-k26 14 22 12 43 30 29 13 45 30 53 32 47 29 46 22 42 19 36 28 38 24 39 25 64 27 44 22 46 52 50 58 48 57 62 65 49 56 33 16 34 10 32 17 17 39 24 27 32 9 33 16 30 11 14 36 23 15 24 27 20 29 19 26 25 18 12 16 8 35 11 39 13 38  Mwt 40 63 21 43 0 21 12 15 10 18 37 34 17 25 12 42 0 45 9 44 35 59 18 46 10 25 9 31 0 27 33 32 14 26 15 13 8 29 11 MIDEAST NIGERIA PERSIA PERU SCANDINAVIA 19 30 23 22 30 27 50 65 22 39 17 13 31 19 12 22 70 56  N9 32 27 31 0 35 28 42 18 44 64 25 21 54 28 37 0 61 34 25 49 55 36 47 18 48 34 55 0 43 72 34 26 57 64 45 49 66 72 17 0 51 60 26 21 15 36 31 26 54 60 40 0 24 25 25 27 19 32 67 51 35 20 11 23 18 17 17 21 63 62  Op 28 31 22 46 33 47 29 54 53 33 15 37 20 16 30 40 28 20 52 66 16 14 14 52 32 43 24 62 58 20 10 47 12 36 29 16 25 41 57 43 17 38 10 24 23 61 18 SPAIN SUDAN U.S.A. U.S.S.R. VENEZUELA 13 36 24 18 36 63 26 34  P Nh 40 59 33 15 19 16 58 43 23 25 61 46 17 25 36 23 23 46 38 16 30 52 40 27 44 17 41 47 60 40 28 43 35 32 57 21 10 54 41 20 26 62 43 51 61 62 26 33 58 66 12 20 29 20 20 31 55 57 39 14 50 47 31 0 12 28 61 34 28 24  Q,2O 60 39 26 28 13 0 50 56 22 32 54 55 12 34 30 56 32 0 19 45 41 24 9 24 27 32 35 45 21 0 42 53 16 39 29 55 39 24 15 53 45 0 11 23 26 22 38 40 18 44 44 35 19 25 42 17 49 WEST AFRICA YUGOSLAVIA 18 32 12 2-J9 37 26 22 11 24 36 28 10 33 16 51 24 42 41 43 23 39 43 53 61 21 38 27 18 34 23 26 19 29 22 16 25 28 40 20 42 25 44 15 17 31 35 13 49 27 0 8 30 30 0 31 0 12 28 61 34 28 24 ?^8that seem to be everywhere and shoot first and ask questions later? Well, whenever you hear footsteps, find somewhere to hide -- pronto! Elevators work very well for this purpose. And take advantage of the improved save and restore features of this game; they can make death a very temporary condition. Now the coast seems to be clear for the moment and you're standing in Press for more ! ELECTRONIC GAMER TEG-4509 the corridor in front of the janitor's closTUNa First of all, if we're going to get you out of this in one piece, we need to establish a few conventions. In SPACE QUEST, as in all of Sierra's animated adventures, you move from location to location and manipulate objects by moving your on-screen character with either a joystick or the cursor control keys on your keyboard. For SPACE QUEST, I strongly recommend using a joystick. There are a couple of arcade sequences in the game, at least one of which is made much easier by R8using a joystick. To move from location to location you move your character offscreen in the desired direction. For purposes of this walkthru, "north" means to move your character offscreen toward the top Press for more ! ELECTRONIC GAMER TEG-4508 or back of the screen, "south" means to move toward the bottom or foreground, "east" means to move offscreen to the right, and "west" means to move to the left. Okay, how are you going to avoid the Sarien troops VB.Pattern and use your judgement as to whether you need to dodge them or not. The small red balls run in the opposite direction to you along the road. If you hit these with your shield up they will destroy your shield, if your shields are down or have been destroyed then you battlesphere will be totally destroyed. Certain of the balls mutate into missiles when hit. These then head straight for you and need to be shot again to be finally killed. Other aliens cluster together, and what Wl7looks like a single red ball is in fact four. Shooting these causes them to split into the individual parts and you then have four targets to hit instead on one. Chevrons in the middle of the road cause the same damage as the balls. That is, they will destroy your shield if they are closed or the whole of the battlesphere if the shields are down or destroy. The red and white barriers can be barged through if you have your shields up but destroy you if your shields are down. SpikesX? completely destroy your sphere, even if your shield is up. On the later levels fast aliens appear. These travel along the road in the same direction as you but at a higher speed, so they catch up with you from behind. Once these have passed you, they will line up a good shot. They rarely miss so you are advised to shoot them early. ORBITERS If you run over an arrow pointing towards you in the road, you will be rewarded with an orbiter. This is a small extra sphere that orbits aroYN,und your battlesphere. They give you increased firepower, firing when you do. CONTROLS You can use eithe a joystick or a mouse. There are five controls, each selected by moving the joystick or mouse in a different direction. Fire button on the joystick or mouse button one fires your gun. See controlling your battlesphere at the end of this booklet for the effects of the controls. LOADING INSTRUCTIONS Insert Kickstart disk if required. At request for Workbench disk, insert programZ disk. Program will load and run automatically. CONTROLLING YOUR BATTLESPHERE The control method for a battlesphere is the same whether you are using the joystick or the keyboard. The control positions are as follows: Close Shields /\ Move Left < > Move Right Aim Left < \/ > Aim Right Open Shields CLOSE SHIELDS This shuts the battlesp=here's protective shield, protecting it from sparks and aliens. OPEN SHIELDS This allows you to shoot, shield will also open automatically if you fire. MOVE LEFT/MOVE RIGHT Moves the battlesphere across the road. AIM LEFT/AIM RIGHT Rotates the gun but leaves the battlesphere in the same place on the road. Used for aiming at specific targets. =============================================================================== The Road Wars docs brought to you by The Southern Star. \$@57 31 -NIGERIA CANADA- 37 30 -PERSIA CANADA- 59 12 -PERSIA COLUMBIA- 44 50 -PERU COLUMBIA- 65 70 -PERU CONGO- 25 22 -SCANDINAVIA CONGO- 30 32 -SCANDINAVIA EAST AFRICA- 29 13 -SPAIN EAST AFRICA- 18 33 -SPAIN EGYPT- 21 24 -SUDAN EGYPT- 14 19 -SUDAN ENGLAND- 16 36 -U.S.A. ENGLAND- 34 58 -U.S.A. FRANCE- 14 26 -U.S.S.R. FRANCE- 29 23 -U.S.S.R. GERMANY- 17 40 -VENEZUELA ]H GERMANY- 27 61 -VENEZUELA ITALY- 15 18 -WEST AFRICA ITALY- 24 37 -WEST AFRICA- - 12 -YUGOSLAVIA - 22 -YUGOSLAVIA OK IM TIRED OF TYPING IN THE WHOLE WORD SO IF YOU JUST TAKE A LOOK AT THE ONES ABOVE OF THE COUNTRIES YOU'LL GET THE IDEA SO HERE WE GO: ATLANTIC BRAZIL CANADA COLUMBIA 20 43 43 46 37 64 42 62 41 29 57 42 59 44 ^^<[P 65 49 0 31 32 54 27 47 34 57 32 35 0 37 49 48 27 45 27 42 49 61 0 55 28 66 34 44 27 25 28 40 0 17 37 25 38 55 56 34 52 51 39 17 48 40 62 35 64 43 33 36 52 44 51 57 59 61 18 23 _s-+50 41 31 10 47 25 19 38 45 60 36 41 46 58 26 30 53 28 38 26 50 12 22 24 47 33 39 42 48 39 28 51 43 53 CONGO EAST AFRICA EGYPT ENGLAND 25 17 29 14 21 25 16 40 30 24 18 23 14 12 34 Jx 21 37 16 39 24 33 11 18 22 38 15 48 25 52 18 50 33 56 31 62 19 51 17 31 29 52 54 64 67 59 63 47 53 0 40 22 35 23 28 36 15 22 29 0 31 15 26 37 12 23 20 15 12 0 13 27 30 36 55 37 61 27a,ݒs on the planets in a despotic rule of violence and barbarism. The exploratory task force sent to the sector first landed on one of the planets occupied by the Tar'Sians in 2371. Although rebuffed by the Tar'Sians the subservient races pleaded with the Federation for deliverance. Within a year, the Tar'Sians had attacked five Federation planets, and for the first time in Thirteen Decades the Federation found itself at war. Armageddon found itself at the centre of the conflict, even bEsthough it had been a Federation planet for more than fifty years, under its earlier name of Sarac. The war left its mark on Armageddon, and it will never again be fit for habitation. Fortunately it was the only planet destroyed, this however made the planet famous, and earned it its new name, a name based on an ancient legend, dating from the old earth and the time before space. As the last planet destroyed by war, Armageddon, achieved a large degree of notoriety. In a Universe of pcHeace and tranquility, Armageddon was unique. It rapidly became a major centre for tourism, the only activity left for real people, and its future prosperity was assured. Instead of dying from its overdose of radiation, Sarac rose like a phoenix from the ashes as Armageddon, a museum to destruction and a monument to peace. With the population forced by the war to move to the moons, these were linked together by a series of space roadways. These magnificent pathways, provided fast and d easy access between the different moons. They required all the power of the latest developments in intelligent computers to maintain the links between the moons, which of course circle the planet at different rates. The computer also controlled the safety mechanisms that kept the travellers on the roadways. These in themselves became tourist attractions, with visitors from all over the galaxy coming to marvel at the engineering achievement of the universe, the only space roadways to e=i link natural moons anywhere in known space. However now there is a problem! The computer has gone rogue. The roadways are no longer safe for traffic. Some of the side panels that create the magnetoic field that keeps vehicles on the roadways have been altered and are now sendinag violent electric sparks arcing across the roadway, destroying all that try and cross their path. You have been chosed to clear the roadway. You are to control a battlesphere. These robot droids are highly fX manoeuvrable, heavily armed and armoured weapons of destruction, tow of these are being sent out to clear the road, of which you will control one. You must work together to clear the road, do not take cooperation for granted. your battlesphere is armoured with a protective shield, you can lower this at any time, to reveal your powerful laser canon. Use this to keep the space-highway clear. But be warned although you can replace your shields at the touch of the button, if you are a  g Ќfraction slow you will be utterly destroyed. If you lose your shields, and you will, you will have to rely on your skill, speed and reflexes, mixed with a little luck to survive. Destroy the sparks by blasting the correct side panels, but do not be indiscriminate, they are all that are keeping you on the road. Shoot too many of the side panels and you, and your opponent are vulnerable to being forced off the road and in space there is a long way to fall! To get as far as possible a h2tlong the road you need to co-operate with the other player. In a one player game the computer will act as a good but not a perfect partner. Remember that in the bonus stages you are rewarded for killing your opponent, so do not co-operate too much. GAME PLAY The object of the game is to clear the road of obstacles. On either side of the roads there are panels that serve to keep you on the road. However some of these have turned rogue and are producing sparks. These are blue whereasiG the normal panels are brown. For each spark there are two blue panels, one on either side of the road. if you shoot either of the two blue panels the spark will be stopped. Shooting all the blue panels will open up the gateway to the next road. When you reach the open gateway you will drop down to the next road, the number of panels varies on every road depending on the difficulty. You can run through a spark with your shields up, but eventually they destroy them. Crossing a sparjd0k with your shields down is fatal. On the later levels there are aliens that live in the side panels, these should not be shot as killing these generates two new rogue panels and a new spark. After every four levels you complete you will enter a bonus road. During this you are actively competing against the other battlesphere. Bothe battlespheres are now targets and can be shot. The gate will only open for one battlesphere. If you are killed or forced off the road on a bonus road, U*!you will not regenerate until the other player dies. When you regenerate the energy involved clears all the aliens from the section of the road that is visible. This gives you two seconds grace before any aliens, spikes, barriers etc. can actually kill you. HAZARDS There is a range of other hazards to impede your progress. Satelites appear at the side of the road shoot lazar beams. These aim for the centre of your path. They do not always fire. you will have to learn their fire p lcue spin using the crosshairs (up, down, left, right). 4. Select real or planner mode for cue spin. (Real/Planner Key). 5. Set the Power Level (left, right). 6. Set the friction level (left, right). DEFINITION OF NUMERIC KEYPAD: 7/NOTHING 8/UP 9/FAR 4/LEFT 5/REAL 6/RIGHT PLANNER 1/NEAR 2/DOWN 3/NOTHING  m REAL or PLANNER MODE: Choose between Real and Planner modes. Real is a full three-dimensional mode, while planer takes the shot as if it were being played on a pool table. This has bearing on the effect of your spin setting. In three-dimensional (REAL) mode, top or bottom spin will cause the impacted balls to move up or down in relation to the cue ball. In Planer mode, this doesn't happen. POW nsER: Set the power with which you will strike the ball. FRICTION: Since there is no gravity to affect the balls' path, the only thing slowing them down is friction with the air around them (and the resultant impacts with other balls). You can control the Friction Coefficient of the air for each shot. A large FC will slow the balls down more quickly while a tiny FC will keep the balls bouncing for a LONG time.  o"- Once all the above settings are adjusted, take the shot by pressing the fire key (detailed on the Refernce Card). All settings are retained for you from turn to turn. If you like, you can take your shot at any time by pressing the fire key. This will use whatever setting are in effect at the time. THE TIMER: The countdown timer starts at the beginning of each shot. It is set initally to sixty  p8ۻseconds, and when it reaches zero, the shot will be taken...whether you are ready or not. The number of seconds left when you take your shot directly affects you score. SCORING: Hitting a red ball straight on: 1 x Timer Sinking a red ball: 10 x Timer plus 500 Sinking multiple red balls: A bonus modifier for every additional ball sunk; i.e. if 3 reds are pocketed, the first will give 1qC x (10 x timer + 500) the second 2 x (10 x timer + 500) and the third 3 x (10 x timer + 500). Hitting the yellow ball stright on: 1 x Timer Sinking the yellow ball: 10 x Timer + 2000 Foul shots: Sinking the wrong ball, scratching (sinking the cue ball), or missing gĨ altogether: minus 500. THIS DOCUMENT WAS PREPARED COMPLIMENTS OF ANCHORAGE'S BEST, CAPTAIN CRUNCH!! SCORING: Hitting a red ball straight on: 1 x Timer Sinking a red ball: 10 x Timer plus 500 Sinking multiple red balls: A bonus modifier for every additional ball sunk; i.e. if 3 reds are pocketed, the first will give 1so relativity theory as the dominant theory of physics, when the work by Donald McIntyre, the Koestler Professer of Parapsychology, at the university of New Edinburgh, on Caledonia 3, proved conclusively that telepathy was a real phenomenon, and that it provided an instantaneous form of communication of any distance, at the end of the Twenty Third Century. With the advances in mathematical physics that followed the overturn of relativity, came rapid advances in the fields of computingtY, leading to trye cybernetics and artificial intelligences. More and more of the work was being done by computers. This left humans free to enjoy their new found wealth and leisure. Feats of engineering reached new heights, with the computers able to actively stabilise the most flimsy of structures, rings were built around planets, with staircases linking them to the surface. The Galactic Federation has brought peace and freedom throughout mankind's realms, with no other space farinu\Xg races in the galaxy there is no cause for confrontation. And with the advances in cybernetics and artificial intelligence, there is now no need for any human to have to work, all the necessary tasks are carried out by robots or computers, leaving humanity to a life of pleasure and idleness, with the entire galaxy as its playground, there is always something new to see, a new sensation to try, a new thrill to seek. The whole of the universe has opened up as a great pleasure garden f`or all. Like all the other planets in the galaxy, Armageddon had prospered under the new order of peace and prosperity. Though with the surface of the planet blackened and seared from the last ever war, habitation is only possible on the moons. This encounter between the forces of the Galactic Federation, all robots of course, and those of the Tar'Sians, the only race not to welcome the Federation. The Tar'Sians ruled five planets in the galactic core, they dominated the other race w3rear of the alien space craft and in order to complete the game YOU MUST FIND AND REMOVE the vital components (look the picture) !. whilst complete these tasks you will be confronted by various creatures and contraptions which you must destroy to earn points.Once all five tasks have been completed the score will COUNT DOWN (the border colour will now be slightly blue) until it reaches zero at which point the federation fighters will attack .If you are successful your score is your  x@Cremaining points. During gameplay weapons may be discovered which may be used in exactly the same manner as the pistol which you always have .Its projectiles are slow and fairly ineffective.(look picture) Dark is equipped whit a personal shield which protects him from most alien weapons but which degenerates whilst in use. Shield-Regenerators may be found at various points , to activate simply walk into them as you would a doorway. The Game may be controlled from the keyboard, by theyV) mouse or a joystick in any combination although fine control of weapons firing requires the mouse. The following keys may be pressed at any time during play to issue commands. Arrow keys .....left, right , up , down at the next opportunity. H or F1 Halt (stop) Return or F2 Go into at next opportunity. J or F3 Jump S or F4 Shoot D or F5 Defend A or f6 Action (depends on context) Space Bar ..... Swich to alternate Strip Esc ....Pause Help....Game Options Docs by Heops 9KVon ToT & J.R.L. Return or eplay weapons may be discovered which may be used in exactly the same manner as the pistol which you always have .Its projectiles are slow and fairly ineffective.(look picture) Dark is equipped whit a personal shield which protects him from most alien weapons but which degenerates whilst in use. Shield-Regenerators may be found at various points , to activate simply walk into them as you would a doorway. The Game may be controlled from the keyboard, by the{L!on the screen, remove the Kick Start disk and insert the Q * BALL disk into the disk drive. 4. The program will load into your computer's memory and the demo screen will appear. CONTROLLING THE GAME: The game is controlled completely with the keyboard. Use the cursor keys to rotate the cube to change your view of the balls. Use the RETURN key to shoot. You may shoot at any time after positioning the cue ball. Y|`Хou have 60 seconds to take a shot. A shot will be taken automatically when the timer reaches (0). If the timer runs down 3 times, the game will end and you will be returned to the demo screen. THE RULES: The object is to sink the red balls in the (8) corner pockets. Bonus points are awareded for the amount of time left on the timer at the end of each shot. Each time a red ball is pocketed, you must sink the yellow b}all for bonus points. The yellow ball will be put back into play each time it is sunk. If there are no red balls left in the game cube, you must sink the yellow to end the game. PLAYING THE GAME: Press the space bar to exit the demo screen. Choose a 1 or 2 player game. In two-player mode, each player has his or her own settings, which are reset at the start of each turn. SHOOTING: To ~Z take a shot, use the aiming keys (detailed on the Reference Card portion of this document) to position the "GHOST" cue ball at the projected impact point of your shot. The ghost image will appear at the point at which your shot's projected path intersects with another ball or with the wall of your cube. You can move the ghost image left, right, up, down, towards you, and away from you with the keys. These movements are in relatjion to your current view of the cube. You can use the rotatoin key to find a view of the cube which helps you line up your shot (like walking around the table in billards). SPIN: Once you shot is lined up, you need to set cue spin. The cross hair indicates where you will strike the cue ball and thus how much "ENGLISH" will be applied to the ball. Note that top and back spin have a much more pronounced effeV)ct in three dimensions than is possible in the more mundane, two-dimensional game of pool. DEFINITION OF KEYS: RETURN - Shoot UP-ARROW Flip 900 vertically LEFT-ARROW Rotate Clock RIGHT-ARROW Rotate Counter-Clockwise DOWN-ARROW Flip 900 Vertically Before taking a shot, you have the opportunity to designate 5 settings. These settings will appear in the message k0fbar on the right of the screen as: Position Cue Ball, Aim Cue Ball, Set Cue Spin, Set Power and Set Friction. Use the Enter key to move to the next setting. You may change any or all settings before each shot, or keep the same settings. Use the numeric keypad to: 1. Positon the cue ball (up, down, left, right) 2. Aim the cue ball using the "GHOST" target image (up, down, left right, near, far). 3. Set the U\;y that we may recognize our true enemy and better ourselves. So far, many of my disciples have tried to find and subdue Kaimen - He who once was my most prized disciple - but none have succeeded. It is with a heavy heart that I watch you and your brethren set out on the quest for the Orb, for I know that of all who go only one shall survive, while the others shall perish. Keep in your heart the true meaning of being a disciple. Discipline is theVe foundation upon which civilization is built. The quality of being disciplined is the quality of being centered. To be centered is to be calm and contemplative. This is the key to success in all your endeavors, be - 10 - they combative, mystical, or peaceful. Kaimen is ambitious and mercurial by nature - this is his weakness. He could never achieve the true centering needed for ultimate power, for he is rWwηXuled by a fiery nature. Make not the same mistake. Kaimen is indeed very powerful, no magic works against his person, and he wields an extraordinarily powerful sword. To fight him I shall give you these gifts: You shall begin your journey with three Resurrections. If you should die, three times shall I call Death to me as he comes to collect your soul. Furthermore, each time you rescue one of my monks from the prisons of Kaimen's Overlords and reX(]store him to his rightful place in my shrines, I shall grant you another Resurrection. Each time you liberate on of my monks and return him to his rightful place in my shrines I shall empower him to give a special Blessing to your sword, that it may remain sharp for as long as you remain pure in your actions. Should your Karma slip, the Blessing will be lost. But as long as the Blessing remains upon your sword it will smite your enemies with a forcY'Qe equal to that wielded by the evil Kaimen himself. I cannot empower you to carry this blessing from one Realm to the next, for the forces that separate the Realms are great enough to nullify the blessings that add power to your sword. Each time I feel you have shown your worthiness I shall visit you and give you an additional name and a song of power. You Body will increase and your Mind will grow in scope. When you have liberated both shrines in ZYGwa Realm, I shall empower you to enter the Astral Gates therein and travel along the fourfold path to your destiny. Should you reach Kaimen and destroy Him, I shall return you to the House of Moebius where you may dwell in peace and the pursuit of knowledge for the rest of your days, revered by all the peoples of Khantun. Go now my child. Enter the Training Arena and prove your worthiness by successfully training in the disciplines of Swords, Martial Ar[U78]ts, and Divination. Once you have done so, you may embark upon your journey. rmh - 11 - rney with three Resurrections. If you should die, three times shall I call Death to me as he comes to collect your soul. Furthermore, each time you rescue one of my monks from the prisons of Kaimen's Overlords and relhough, enough power to put one person aboard an alien craft and the Elders have given you the honor. And how about this for a mission-the Elders only want you to disable the Plasma drive engines-bring down its battle shield and disable the main weapons system. That should give the Federations few remaining strike craft a chance to destroy the cruiser-but thats just for starters. The Federation also need information on the alien ship. Any alien computer datapacks must be recovered-the ̉N information they contain is vital. Which means they expect you to somehow survive and escape before they destroy the ship. Now the mission begins. Luckily it worked-your body was broken down into elemental parts, then beamed aboard the alien spacecraft out in deep space where it had been re-assembled-not a pleasant experience. But everything seems to be in the right place and in working order. The environment is strange but the atmosphere breathable. All seems menacing. From the lim ~ited intelligence the Federation scanners were able to pick up, you know that this craft is crewed with a mixture of androids, robots and the worst kind of bad guy aliens you could possibly hope to meet. With luck you should be able to disable equipment and machinery by removing vital components. But your first priority must be to survive-you were able to bring a limited arsenal with you-to stay alive you'll have to live by your wits-steal what weapons and ammunition you can-learn as vjB you go and kill. You must kill every alien you come across and create as much havoc and confusion as possible-and, once you've completed your objectives the elders expect you to escape with the information they so desperately need-nothing must stop you, nothing must get in your way, the mission is all important. Only one thing can save the Federation now-YOU! Within the alien space craft you control our hero 'Drak'. Onece the game task started you will materialize somewhere in the Jl - Beetle Pincers from the Water Beetle. Teleport - Soil Samples obtained with a shovel. Invisibility - Fish scales which can be found at an astrologer's observatory. Spirit - Panda Hair, obtained by capturing one of these elusive creatures. Were-Charm - Condor Feathers found where the condor nests. You may use (M)agic command to (E)xamine your stock of components at any time. Remember that the only return from thKb"e fourfold path is through success in recovering the Orb of Celestial Harmony. Once you have embarked on this journey there is no turning back. So guard the components you find as you will not be able to replenish your supply once you have left the realm in which they are to be found. The realms of Khantun are littered with chests and vials. You may attempt to discover the contents of the chests by (G)etting them. Often you will find mystical mapsLC_ and lenses. These devices will aid you in finding your way about the land. The maps will display features of the realm as a whole, while the lenses display features of a smaller area with much greater detail. You may (V)iew any of these once you have found them. The maps will not survive in the Realm of Fire, however, and you will have only the lenses to rely on there. At any time you may review your recent movements by (V)iewing the (M)emory map. ThMQP,is map shows but a small portion at a time and may be reviewed in its parts by using the movement techniques to shift the map perspective. The vials will usually contain either a Mind Elixir or a Body Elixir. These may be (U)sed to restore either your Body or your Mind to full capability in the event of fatigue. Go now and speak with Moebius the Windwalker that you may know the history and the nature of your quest. May you heed His and HNG)is call as I did many years ago, for He is supreme in wisdom. - 9 - MOEBIUS THE WINDWALKER There are shoots whose lot it is to spring up but never to flower; others whose lot it is to flower, but never bear fruit. (Confucius) Moebius the Windwalker speaks: Hail, brave one. I am MoebiusO) the Windwalker. I, too, was once a youth such as yourself. I was a disciple of the Four Elementals - Earth, Water, Air, and Fire - when they were the principal dieties of our people. I was the first to travel the fourfold path and to meet with each of the Elementals. In those days the world was young and Khantun was but a collection of huts on the shores of the Great Water. In my travels I learned that the Elementals were not truly beings as wePA had thought, but states of mind that governed the environment of each Realm. In truth, they were but four spirits that were capricious and constantly at war with each other. When I learned of their true natures, I forged a crystal from the molten rock at the heart of the volcano in the core of the Fire Realm, where the upstart Kaimen now dwells. In this crystal, I imprisoned each of the four Elementals - the crystal is now known as the Orb of Celestial Qi@ Harmony. I then established a pair of shrines in each of the fourfold Realms that Order might reign and our people might flourish. I paid a great price for my deeds, but one must do what one is called to do, whatever the price. I now dwell here in the ether, with my corporeal existence bound to the Orb, for it was my very body that forged the Orb. I can no longer travel the fourfold path except in spirit, for to do so would loosen the bonds RQ3 that hold the Elementals captive and allow our world to exist in peace and harmony. When the four Elementals become bound together as one in the Orb of Celestial Harmony, the fortold of an Age of Doom - an age when the one I most trusted would rise against me and free the Elementals from their bondage. They also prophesied that only a human could defeat He who was to be their Liberator - a human who possessed a human body and only the supernaS[ztural powers that are inherent to our, or should I say, your race, for I have left my earthly body behind. I began this school, where you and your fellows have trained these many years, in hopes that I might foster many who could forestall the Age of Doom and smash the Usurper. My first four disciples were the Nameless One who serves as Headmaster, Taito the Sword Master, Tuan chi the Martial Arts Master, and Yan Chun the Zen Master. They are as humaT4Fn as you and your fellows, subject to the same jealousies and rivalries that all humans endure. Yet, they are fine people. Pay no heed to Yuan Chi's caustic nature toward Taito, but depend on what he teaches of his art - as you may depend on all of your teachers. Fear not their humanity, but embrace it - for it is the gift that permits all to war against Evil. One cannot fight an enemy one does not know, so we must all hold a little of envy and jealous?MMts former state. Each time you do so, the monks will open the doors to the realms of mystic power for you. When you liberate a captive monk, (C)ommunicate to him that you wish him to (H)elp. He will bless your belongings and offer to share what he has with you. He may also teach you a prayer. Thenceforth you will be able to use (M)agic by (U)ttering Prayer. To successfully pray you must first undertake a fast of 7 Body points in the Earth @x-?Realm, and 5 additional points for each succeeding Realm, then repeat the (M)agic (U)tterance of Prayer. To maintain the effects of the prayer you must continue fasting. When you wish to fully return your spirit to the present world, use the (M)agical command of (S)top Magic to end your fast. Each prayer is uttered by chanting a mantra, and each monk will give a special mantra to a disciple for each prayer. Thus, you may only gain prayer by lA6,=iberating monks. The known effects of Prayers are: - 7 - Speak with the Dead - This enables you to gain wisdom from the crucified remains of victims of the Warlord that you will encounter throughout Khantun. Protection - This prayer removes your enemies from your presence. Waterwalk - This enables you to read the surface of the rivers and streams and avoid their treacherous currents. Bt Cure Sickness - This will alleviate the sickness brought on by a beast- or demon-inflicted wound. Guiding Light - This provides light in place of or in conjunction with the light shed by (U)sing a (T)orch. It is divine light and is not subject to winds or rain. Your Mind must be of sufficient strength to activate a prayer, and will immediately drop to its utmost minimum upon successful utterance. (U)se of Mind Elixirs will restore your Mind qC=uickly when it is imperative to do so. The mental strain of prayer precludes the use of magical charms at the same time that one is filled with the spirit of holiness. The final major mystic art is the use of charms. These charms are given to the disciple that installs a monk in a shrine of Moebius the Windwalker. Even the monks do not know the properties of the charms they guard. You must use (M)agic force to (D)ivine the true nature of the D&'3 artifact. You must learn the art of (D)ivination in the Training Arena before you ever leave the House of Moebius. Remember that the key to (D)ivination is calmness and fully centered concentration. You will meditate on a box containing a zen symbol which strives to escape its confines. You must keep the zen symbol within the box by use of the same techniques as used for movement. The symbol will grow more frantic in its attempts to break Ecits bonds until a state of illumination is attained. Once you have (D)ivined the nature of an artifact you must make sure that it has been blessed by a monk of Moebius. All charms will be blessed when you first receive them, but suffering a blow from a Fireball of an Evil Monk will render all current blessings null. You may then (M)agically (I)nvoke its powers by expending Mind energy to activate the charm. The charm will continue to act as long as youF are providing Mind energy, but when you are mentally exhausted it will shut off. You may also use the (M)agic command (S)top Magic to end the use of a charm. The charms known to exist are: Ventriloquism - This will cause everyone in your vicinity to think you are elsewhere; however, should you physically encounter someone, your presence shall be known immediately. Paralysis - This will cause everyone in your vicinity to freeze. You willG& be able to touch them, but not to engage them in conversation or in combat. Teleport - This will carry you and anyone in contact with you to the last spot at which you obtained a soil sample. Invisibility - This will render you invisible to all around you unless you pass so close to them that they sense your presence. Spirit - this charm will enable you to pass through any solid object. It does not bestow the power of flight, however, and you should HDnot venture near the edge of the world in any of the fourfold realms lest you plunge to your death! Were-Spell - This charm permits one to assume the form of the native beasts in a particular realm. It is special and may only be obtained from the Minstrel. the Minstrel is a Night Demon who, as dawn approaches, turns for an instant into a benign being. If you capture him at the moment of his transformation, and if you are wearing the proper Amulet, he will Igive you this charm. Otherwise, encountering a Minstrel will still be a rewarding experience. - 8 - Charms require one other component. This is a material component and it can be obtained in various ways. One such component is simply soil from the spot you wish to revisit; while the others are parts of the beats of the land. The components for each charm are: Ventriloquism - Tiger Teeth. Paralysis4xHing weapons and will be frightened and perhaps cry out for aid from the very ones who oppress them. Furthermore you will find hammers with which to smash rocks and shovels with which to obtain soil samples, as well as some objects of a more mystical nature which we shall deal with shortly. You may (S)wing your sword to chop vegetation or attack a nearby beast or opponent. You may (H)ammer rocks that block your path. You may (U)se (T)orch at night to ligh5Dt your way. You may (U)se (W)hetstone to sharpen your sword after cutting brush. You may (U)se (S)hovel to obtain a soil sample. You may (G)et water if you are at a cistern or near a source of drinking water. The water in the rivers and streams has been rendered unfit for consumption. Should you be fortunate enough to find Elixirs or to gain them through the defeat of an Evil Monk: You may (U)se (B)ody Elixir to restore your Body; or You may 6F(U)se (M)ind Elixir to restore your Mind faculties. During your travels you will most certainly encounter villagers of both sexes. Approached properly they will aid you. To talk to them: You may (C)ommunicate with them. Once you have initiated conversation you must be brief as time is precious in these troubled days: Ask them to (H)elp and they will give you resources and even advice; Ask them to (F)ollow Me, and they will do so as long as your K7`Warma is pure; Ask them to (S)tay Here and they will await the pure disciple; Ask them to (G)o Away and they shall do so. If your Karma is not pure, then they may pay you no heed. Their willingness to communicate and obey your suggestions is governed by your purity. So do no evil, protect the innocent, and behave not in a cowardly manner. Should you wish to carry your sword at ready to hold the beasts of the wild at bay: You may (E)quip yoursel8f with your sword. (B)are hands will replace your sword amongst your belongings and leave you open-handed to deal with our people. At any time that you encounter a door you may endeavor to open it and explore within by (D)oor opening. The same action serves to close a (D)oor as well. Many dwellings house minions of the evil Kaimen, while others hold villagers who will help you in moments of need. - 6 - T9[hroughout the Realms of Earth, Water, and Air there are magical cisterns where one can obtain water as previously described. The cisterns also have certain mystical properties. If you meditate at the foot of the idols found within the cisterns, your Body and Mind will be restored to their full potential. The Windwalker takes care of his people in many ways. Finally, I have given you three shurikens as a means of self- protection. They:m are one of the tools of the assassins employed by the Evil One, but they do have some merits and are being adopted by those that follow the Windwalker. There is still some debate to their enhancing of one's worthiness, but they do earn some respect in the eyes of Moebius. You may (T)hrow the shuriken at an adversary approaching from any of the eight movement directions. Sometimes they will be fatal, sometimes they will but wound or entirely miss your;IJ: opponent. They are less effective when used against assassins, for these evil killers are trained in the avoidance of missiles and are quite nimble at times. And now my child, let us delve into the mystic side of matters. there are items in the world that contain great power, as indeed do you yourself. All mystic force - be it spiritual as is Prayer, or based on the mundane as are maps, lenses and charms - is both controllable and finite. There are <0Pthree disciplines of magic, two major and one minor. The minor form is the use of mystic (F)ireballs. They may only be used in the shrines of Moebius where the spiritual power that fuels them is ever-present. Thus when you endeavor to cleanse a shrine and slay the Evil Monk within, you may attack him with (F)ireball or with your bare hands in martial arts combat. The Evil Monk, however, draws power from the evil that permeates his very being and may att=4ack with fireballs outside of a shrine. Beware the touch of these fireballs, for they bathe their victims in evil and cause all blessings to dissolve. Note as well that the Evil Monks abhor swords and will cause them to vanish if they see them, so do not attempt to engage such a person whilst wielding a sword! During shrine combat, the Evil Monk may also cast the spell of Inhibition at you. This enchantment saps the will and renders one powerless to move. >W)@ Yet you must struggle against it in order to break its hold. Thus, the only means to overcome the lack of movements is to strive to move until your superior will overcomes the spell. The monks that once kept the shrines of Moebius the Windwalker and who now languish in the prisons of the Evil One and his Overlords, hold the keys to the two major mystic arts. You must rescue these sufferers and install them in their shrines to restore Khantun to i)2lock The block is particularly useful against an assassin, less so against others, although still quite effective. Beware the flying kick of the assassins, for they often feel they must mimic the lowly frog and thus leap frequently, severing their link with the very Earth that gives them strength. Learn to use the short, gliding step to position yourself well. And, above all, be not mesmerized by your opponent's eyes; focus your attention o*}3n his movements, not his person, for the battle is won by you, not lost by him. Go now and train in the Arena that you may become proficient at the only true form of combat. And then pay special heed to the words of the Zen Master, that you may more fully understand your own true nature. Hai! - 4 - THE ZEN MASTER He that will not economize will have to agonize. +' (Confucius) Yan Chun the Zen Master speaks: So Disciple, you prepare to leave the House of Moebius and tread the fourfold path in pursuit of Kaimen the Evil One? It is well that you do so, for he is a great danger to Khantun as well as to himself. Remember that he once was a disciple of the Windwalker as are you, and that he shares the knowledge that you possess. Treat him not lightly, nor take lig,zhtly his minions. Above all, never let yourself be swept up in the excitement of a single moment. Ultimate victory will go to the one who never loses presence of mind and who thinks when confronted with difficult situations. The key to final victory is to remain centered at all times. Contemplate your very nature first. You are composed of four attributes: Body - This attribute governs your mortality. Should your Body fade to nothin-q;$g, you will die. Each blow you take in combat, each period of fasting you undertake, and every time a beast wounds you, your Body is diminished. It will return to its full potential with time. When Moebius the Windwalker chooses to praise your worthiness and grant you a title and a haiku, your Body will increase in strength and potential. Mind - This attribute governs you mental prowess and capabilities. Your Mind will enable you to call upon the .P+mystic arts of charm and prayer usage to confound your enemies. As you wield mystic power, your Mind shall diminish as you maintain the focus needed to use magic. It will return with time. When Moebius the Windwalker praises your worthiness, then will your Mind increase in scope. Karma - This attribute grows with you and is relative to your deeds. You may monitor it by envisioning a zen symbol. If you flee from battle, suffer an innocent to die, fri/ghten an innocent with your sword, or perform any deed not befitting the path of true honor, the symbol will begin to split apart. If your Karma is not pure and the symbol is divided, then villagers and monks will shun you and the use of magic will be difficult. You may redeem your Karma by feats of bravery or by being blessed with a visit from the Windwalker himself. In time your Karma will mend as well. Dexterity - This attribute is relative as is0w_W your Karma. It may be visualized as a pair of wings that separate when you fall victim to a thieving Palace Guard, or a beast of the wilderness, or when you are struck by an Assassin's shuriken or the fireball of an Evil Monk. If your Dexterity is damaged, you will have problems opening and closing (D)oors or (G)etting chests, as well as in climbing the staircases of the Overlord's palaces. Remember, a closed door can be a useful strategy when seeki1Xng to prevent the escape of a thieving guard. You may redeem your Dexterity in feats of valor and in successful attempts at (G)etting chests. A visit from Moebius will also help your Dexterity, as will the passage of time. Movement throughout Khantun (I) (O) (P) is accomplished by: \ | / \ | / \|/ 2bD (K)---------(;) /|\ / | \ / | \ (,) (.) (/) - 5 - As you begin your travels you will be equipped with a Sword, a full waterskin containing the traditional 100 sips, a food po3xjuch of 100 mouthfuls, a torch, a whetstone, three Body Elixirs, and three shurikens. As these are consumed you will have to find more to replenish your supply. Villagers, young Village Girls, and aged Monks will offer you some of these (save water, which has become too precious to part with) if you appear honorable and unarmed when you seek to communicate with them. Do not confront our people with your sword drawn as they are long unaccustomed to seehFG blocking his swings. Know that the block is almost always effective, and should be relied upon when one is near to death, even when fighting an assassin who uses no weapon save the hands and feet. But, when facing a renegade monk who abuses his staff of power, the block can fail with alarming frequency. In a very desperate situation, you can flee by: (RETURN) Break and Run. But you shall pay for this cowardice by suffering a blot onc your Karma. The Zen Master shall explain the ways of Karma to you before you leave the hallowed House of Moebius the Windwalker. Also beware of attempting to flee if your Dexterity is weakened as you may stumble and fall before your opponent and be exposed to grave danger. Your sword has uses other than combat. It is, verily, an extension of your arms and can aid you in your travels. When surrounded by vegetation you may: (S)wing and chop Dql down grasses, bamboo, or the evergreen trees that grow throughout the first three of the fourfold realms of Khantun. Such use of your sword will dull its blade according to the severity of the object you chop down. Thus, the use of whetstones to keep your blade sharp is imperative. A dull blade in battle permits you only to bludgeon your opponents and makes the slaying of an evil one extremely tedious and difficult. The sword can also protect !1>you against the myriad beasts of Khantun. The Tiger and Water Beetle strike quickly and will wound the traveller not equipped with a sword. If you have your sword ready, however, you can usually fend off such attacks. You may also (S)wing your sword at the previously mentioned beasts and at the nesting Condor with some effect. The people of Khantun have not wielded swords in several centuries. Their religion forbids the use of edged weapons and th"Aey fear them greatly. Should you approach a citizen with your sword held in your hand, then will not speak to you and may very well summon the guards. To them, all those who bear swords are equal. Finally, abuse of your sword - using it to chop down vegetation when your Dexterity is low, or striking rocks with it, can lead to your blade shattering in your hands. You only recourse in such circumstances is to defeat a palace guard with your bare hands #Ĺeand take his sword. That is all I can teach you concerning the use of swords, my child. The rest is up to you. Go now to the Training Arena and learn to use the blade in mortal combat. And may the Moebius the Windwalker watch your every step. - 3 - THE MARTIAL ARTS MASTER To lead into battle a people that has not first been instructed $\z is to betray them. (Confucius) Tuan Chi the Martial Arts Master speaks: Hai! Another disciple comes to learn the ways of the hands and feet. Good, good! Let us explore the only true path to martial success, the use of no weapons other than those that are part of nature's equipment. Let blades of metal serve to part the flesh of trees but sully them not on the flesh of man. %I Deal bloodless death as is befitting the highest of all creatures. Pay no heed to Taito the Swordmaster, for he is naught but an elevated carpenter who would slay with hammer and nails given the chance... I shall teach you half a dozen ways to deal death with your hands and feet. I shall teach you how to move with the grace of a panther. I shall teach you to render your opponent's blows harmless as the rain the Windwalker sent to nurture our crops,&ASwK before the Evil One made the rain a thing to be feared. I shall give you the key to crush the evil Kaimen and all of his underlings. But you must pay heed, for the sword cuts deep he who knows not to divert its path, and the clumsy assassins can kick a man to death as readily as can a horse. There is great danger in troubled Khantun and swift death to he who is not centered. Let me show you the six blows...they are: (I) High Kick (O) H'"i]igh Punch (K) Middle Kick (L) Middle Punch (,) Low Kick (.) Low Punch Blows aimed at the opponent's head yield the greatest results, but are the hardest to land. The middle blows stagger your opponent and keep him at arm's length. Blows aimed at the legs are the most demoralizing to male opponents and can cause them to stumble and fall to their knees. Each fighter must search for the style that suits him best. My own pre(fwference is to use the low and high kicks in combination against a weapon-wielding opponent, while reserving the low punch for the ill-trained assassins of Kaimen the Evil One. But then I am not so tall as you and have developed by style in accord with my physical endowments. Graceful movement and blocking is accomplished by: (S) Long stride forward (A) Long stride backward (X) Short step forward (Z) Short step backward (SPACE) B eir stead. Those who have dared to oppose him have died on his crosses of bamboo, while the rest of our people are oppressed by his armies of rebel guards and hordes of dread assassins. Our beloved Khantun groans under the burden of the tyrant's horrors. The rains have increased tenfold and the land is buried beneath ever- increasing forests. The very Earth trembles and shakes as his legions tread upon it. Savage tigers have smelled the carnage andŭ left their hills to come prey upon our people as they toil in the fields and forests. Our rivers and streams are infested by giant water beetles, with mandibles capable of rending the staunchest warrior from limb to limb. The dreaded forest demon has returned to plague all who travel the land at night. Surely the long foretold Age of Doom is upon us! Khantun has not maintained an army for ten generations. Since the Windwalker showed our peop$le the path of peace there has been no need. Now we are woefully unprepared and the people fall to the Warlord as grain to the reaper's scythe. Our people will help you, but they are wary of the Warlord's informers who increase in numbers as maggots increase on a carcass. Only the monks loyal to the one true faith are fearless, and they deal with none but the pure of heart. They are old men and cannot stand up to the vile dregs of the land that serve the ǁZuEvil One. So it is left to you, my child. The ancient prophecies foretell of one of our people serving the Windwalker in his time of need. That time is upon us. Go now, visit with your Instructors that they may prepare you for your journey, and tell you what is known of the path that lies ahead. May you too walk the path of wind and sun, bravely to the very stairs of the House of the Windwalker; may you take the seat reserved for He who has travelle 5L\d the four-fold path and lived to see the Evil One stripped of the power that saps the very life's blood of our Khantun! - 1 - THE SWORD MASTER The mechanic that would perfect his work must first sharpen his tools. (Confucius) Taito the Sword Master speaks: So, the Windwalker has chosen you? Well, they say his wisdoɏ`m is surpassed by none - who am I to question his view? Let's get on with it. Your sword is a tool. Tools are glorified by poets and broken by fools. 'Tis best to respect your sword and use it with calm. There are six ways to strike your opponent, two styles of pacing, and a single, universal way of protection. They are: (I) Short Swing to the Head (K) Short Swing to the Center (,) Short Swing to the Legs (O) Long Swiʃe ng to the Head (L) Long Swing to the Center (.) Long Swing to the legs (S) and (A) Long strides forward and back (X) and (Z) Short steps forward and back (SPACE) Block Opponent The short swings are easier to use and constitute the tools of the worker. A flurry of such strokes can hold an opponent at bay, draining the lifeblood in droplets. The long strokes are finesse moves, harder to land but much more effective. Most of the- sword-wielding minions of Kaimen the Warlord, who serve as guards to his Overlords, are aggressive fools who will try to bludgeon you to death. The Evil One recruited them from taverns and gutters. The are cowardly at heart and usually seek to dominate by rushing at an opponent and exhausting themselves with a plethora of strokes designed to beat their victims into submission. These dregs of humanity often prefer to stun their victims, rob them of some or ),all of their possessions, and then flee as far as possible to enjoy their ill-gotten booty. The only recourse is to track them down and slay them. They will invariably do battle the second time they are encountered. During battle, the path to success is to watch your opponent's feet, not his eyes. The swordfighter must be centered, and that cannot be achieved while mingling consciousness with one's opponent. You must learn to aim for places asgnd allow your opponent to move into your blows, for if you aim directly at him he will move before your sword has found its mark. This is the key to the use of the long strokes. When you enter a battle, strike fearlessly to the center of the battleground - this permits strategic retreat and the choice of position. If your opponent drives you back to a wall, push him back with your body. No one can land a blow at very close quarters. A quick rush F,and then a leap backwards can gain time to catch one's breath and renew a fight with vigor. The Palace Guards do not always fight in the traditional manner of swordsmen. Beware their technique of partially blocking a swing and then quickly thrusting at one's midsection. It is a cowardly move and not used by true swordsmen. - 2 - When you are exhausted and hard-pressed by an opponent, you can rest by ϚCharacter Status during Adventure. "ESC" also exits all menus (Use, Magic, etc.,) and will cancel most of the adventuring commands (Throw, Swing, Fireball, etc.,) COMBAT During combat, there are several methods you can use to defeat your enemies: 1. Use the movement keys that are indicated on this reference card under Combat, Sword and Karate. 2. Use the mouse directly on your disciple to move and s Юltrike. If your disciple is equipped with a sword then a sword icon will appear. If your disciple is bare-handed then a foot or hand icon will appear for you to strike with. 3. There is a set of icons directly below the combat screen that can be clicked upon for movement and striking. A glowing sword to the left of your stats indicates that you are using a blessed sword. Movement Combat (I) (O) (P .x) (7) (8) (9) Action Keys \ | / \ | / Long strike left A \ | / \ | / Long stride right S \|/ \|/ Short step left Z (K)---------(;) (4)--------(6) Short step right X /|\ /|\ / | \ / | \ / | \ / | \ (,) (.) (/) (1) (2) (3)  ;} Sword ----- Short upper swing I or 7 Long upper swing O or 8 Short middle swing K or 4 Long middle swing L or 5 Short lower swing , or 1 Long lower swing . or 2 Karate ------ High Kick I or 7 High Punch O or 8 Middle Kick K or 4  @Y Middle Punch L or 5 Low Kick , or 1 Low Punch . or 2 NOTE: To "Block" with a sword or bare hands, press the SPACEBAR. RETURN - Break and Run during Combat. Does not work in Training. NOTE: The probability of successfully breaking and running from a combat decreases with lowered Dexterity. - 2 - DESCRIPTION OF ICON: Function - Disciple: Toggle Between Equip Sw Խ ord/Bare Hands. - Disk: Preferences/Ways of Play. * (See below) - Question Mark: Options/Commands. - Pouch: Use Pouch Contents. - Mystic Square: Magic. - Eye: View Maps/Lenses. - Head with sound waves: Listen. - Disciple and peasant: Communicate. - Hand: Get (Chest/Vials/Water). - Door: Open/Close door. - Sword: Swing sword. Will only appear if you are equipped with a sword. - Hammer: Hit with hammer. Will only appear if you have one in your possession. - Shuriken:' Throw Shuriken. Will only appear if you have some in your possession. - Fireball: Cast Fireball. Only available when you become eligible to use them. * Special Note: When Preferences/Ways of play is selected by choosing the disk icon, a menu with the following options will appear. Auto chop: Toggles a mode in which you automatically swing your sword at vegetation as you try to move onto it. Pace: Another way to adjust speed of play. Show mouse: !ժToggles between visible and invisible mouse pointer. Full sound: Plays music throughout the game. Mid sound: Plays music at important events. Basic sound: Sound effects only, no music. No sound: Silent Restore: Restores your game to the last save. - 3 - THE BOOK OF MOEBIUS THE HEADMASTER He who does not understand words cannot understand people. l (Confucius) The Headmaster speaks: Twas in the Year of the Yak that the disciple Kaimen abandoned the one true path of Moebius the Windwalker and stole the Orb of Celestial Harmony. The ensuing nine months have brought devastation and ruin to Khantun, death and suffering to our people. It is said that Kaimen was the favorite of the favored, and for this reason the Windwalker failed to take action againsv t him until the Evil One had fled beyond the reach of even Moebius himself. Without the Orb, the Windwalker must stay on his plane and cannot pursue his former disciple, for the Orb aids him in ignoring the mystic boundaries between the elemental realms. The Orb, it is said, holds in check the forces of dissolution that are inherent to our land. Now that it resides somewhere in the four material planes of Earth, Water, Air, and Fire, we are plagued by u ïnseasonable rains and droughts, while the ground quakes in anguish. The self-styled Warlord of the East Wind fled along the four-fold path and has set up his base of operations in the Realm of Fire. Our bravest youths have sought him in the other planes, to no avail - and none have survived long enough to reach the Realm of Fire. He has imprisoned the Holy Ones who keep the shrines of Moebius on the four planes, installing his own Evil Monks in thhڻ u will learn about these as you earn them. Press the [~] key to see the medals display. Pressing any key exits the medals display. No medals are awarded at skill level zero. ----------------------------------------------------------------------------- LOADING SCENERY DISKS To load a FSII scenery disk, select game mode [8] from the main menu. A display will prompt you for both the north and east coordinates. Insert the scenery disk into any drive.i  Then check that disk's maps and documentation to determine the coordinates of the place you'd like to start from. Enter the north coordinate and press [RETURN], then enter the east coordinate and press [RETURN] again. The scenery disk will load into memory and you may continue with normal menu selections. The FSII disk itself may also be used as a scenery disk in this way. ----------------------------------------------------------------------------- ================================j܎kZ============================================= (Ed. comments:) >whew< The only things I haven't typed in now, are some maps and pictures, the pictures only illustrate the things covered here, and the maps I think you can use your own on Jet to look at. Also I didnt type in all of the multiplayer stuff, ie, hooking up two machines directly with a null cable, and instructions for those unfortunate few who don't have Hayes-compatible modems. Refer to the FSII instructions, if ya ckݵan, I think the procedures are the same. Then, there's the "History of Fighter Jets" which appears on the last 3 1/2 pages. Subscribe to Time-Life. Nor was this documentation formatted in any way. I just used TxEd, for some strange reason, and didnt bother with page numbers or the table of contents. Everything else, as far as I know, has been covered. I went sequentially right along with the manual and typed verbatim as much as possible. .....the only thing that seel%vpms peculiar is I havent found ANY defensive countermeasure equipment, such as flares or sunburst or electronic jamming. DAMN! Whut the Fuck?? Oh, well.... ....now, WHERE IS GUNSHIP??! Enjoy, >VitaMax< ============================================================================= NERY DISKS To load a FSII scenery disk, select game mode [8] from the main menu. A display will prompt you for both the north and east coordinates. Insert the scenery disk into any drive. ion of each type, before an Adventure may be started. Once a disciple has been trained, you may Begin an Adventure by pressing "B" at the Book of Moebius menu. A copy of Disk B, the Book of Moebius, can be made to save disciples for archival purposes or to permit the playing of separate games. Please refer to your Atari-ST owner's Manual for the correct copy procedure. COMMAND SUMMARY As you move about the realms of Moebius, i]gyou will see that there are two ways to control your disciple's movement. 1. Use one of the two sets of eight movement keys indicated in the section: MOVEMENT. 2. Using the mouse, click directly on the play window to move your disciple in the direction indicated by the cursor arrow. NOTE: All menu options in Moebius may be selected by pressing the first letter of the desired command or by clicking with the mouse upon the appropriate ico]/n. B - Bare Hands. Put sword away. C - Communicate with character. Press appropriate initial letter when Communication Menu appears. D - Open or close door. Use movement keys to indicate direction to door. E - Equip with sword, i.e., hold sword at ready. F - Cast Fireball. Available only in shrines. Use movement keys to choose direction when indicated. G - Get item or fresh water. H - Hit with hammer if one has a hammer. L - Listen. Disciple's effective Lvistening radius will improve with level increase. M - Magic. Choose appropriate initial letter when Magic Menu appears. NOTE: "Utter Prayer" requires a period of fasting after which "Utter Prayer" must be selected again in order to activate a prayer. "Stop All" will end all magic in use at the time. Q - Quit & Save game. Up to four Adventures may be saved. The Book of Moebius will be automatically updated during this time and when moving between lDž realms. R - Restore at last saved position. S - Swing sword; to cut vegetation or attack adjacent character. Use movement keys to choose direction when indicated. T - Throw shuriken, if one has shurikens. Use movement keys to choose direction when indicated. NOTE: If an opponent is right next to you, your shurikens will not be very effective. U - Use item in Inventory. Will turn torch on/off, if torch is chosen. When Inventory Menu appears, press the aΙ%'ppropriate initial letter to choose item. - 1 - V - View Maps. At Map menu, press the appropriate initial letter of the map to be viewed. Pressing "ESC" again will return to game play. When viewing the Memory Map, use the movement keys to scroll the map. 1-9 - Set Game and Combat Speed. Slowest to Fastest. Use number keys across top of keyboard. ESC - Pause Game. Pressing "ESC" again will display Options and ]9t------------------------------------------------------------------ ----------------------------------------------------------------------------- MULTIPLAYER The multiplayer option enables two players using separate machines to fly and dogfight together. Communications between the machines is thru the Amiga's serial port. Establishing Modem Communications Making a connection between modems is don entirely within the Jet progra^Vm`m. Select "Multiplayer Dogfight" from the main menu to go to the multiplayer menu. Select baud rate by clicking on the appropriate box on the right side of the menu. You will probably want to use a 300, 1200, or 2400 baud rate, depending on what YOUR modem can HANDLE! Now, one of you must make the phone call, and the other must answer. If you are both using Hayes-compatible modems, use the following procedure: the person answering need only click on the "Wait for ring" box and _\wait for the phone call to come through. The person making the call may click on the "Dial" box and then enter the phone number in the message box which will come up. (Note that there is a ">" symbol to the left of the message line. This signifies that characters will be sent to the modem, rather than the other player. More on that later.) Press [RETURN] to make the phone call. If all goes well, the number will be dialed, and, when a modem connection has been established, the`*]G' message "CONNECT" will be displayed on the bottom line of the message box. This indicates that the computers are ready to communicate. Appropriate information, such as coordinates, is now being sent between machines. You can send a command to the modem any time by bringing up the message box and entering ">" as the first character. This instructs Jet to send the line to the modem rather than the other player. DOGFIGHTING Once you have establisaGhed commucnications, you are ready to begin multi- player dogfight. Your jet will be fully-armed, with AIM-7 and AIM-9 missiles. Both you and your opponent's jet will be randomly placed within a fixed area in the multiplayer database. There are a few functional differences in multiplayer dogfight mode. Your ADF guage is automatically tuned to point at the other player's aircraft, and the DME digits display his distance. The View Locked MIG view mode will always track the otherbҺ player's plane, even if it is not locked. The number of hits you can sustain is dependent on your skill level. You may fly at a different skill level than your opponent, if you like to cheat. You may refuel, rearm and repair at the base at any time by landing and pressing [SHIFT-R], but you will be particularly vulnerable to your opponent when coming in for a landing. Both jets are automatically refueled, rearmed, and repaired when one is shot down. You receive 100 points ecxC6ach time you hit the other player, and 1000 points for destroying his aircraft. The game ends when one player loses all his jets. Sending and Receiving Messages You may send messages to each other by clicking on the "messages/talk to modem" box on the multiplayer menu. (If the multiplayer menu is not active, press [F5] to bring it up.) A message box appears which will accept text to be sent to the other player. When you bring up the message box, alld' characters typed will be directed THERE, and will NOT have any effect on your flight. You can switch from entering messages to controlling your jet by pressing the [F7] key. This causes all keys to have their normal effect. It also makes the message box cursor disappear to indicate that keys are functioning normally. Press the [F7] key again to return to message mode. The cursor will reappear, and keypresses will be directed to the message box. Press [RETURN] to send your meseєnsage. The message will be sent to the other player and the top line of the message box will be cleared. You may enter another message if you like, or you may close the box to exit the message mode. If you are sending a very long message, it will be sent in pieces as you overrun the message box. The message box can accomodate 49 characters, so after you type your 50th character, the first 49 characters will be sent and your message line will be cleared, so you can continue enteringf'd text. Messages received from the other player will be displayed on the bottom line of the message box. If you receive a message from the other player while your message box is not active, it will be brought up automatically for you. If you want to respond to the message, you can do so in the normal way, or you can colse the box after reading the message. ----------------------------------------------------------------------------- ----------------------------------------------gqK------------------------------ MEDALS In all combat scenarios, you are awarded medals for specific achievements. You are awarded a Silver Star for each enemy MIG you shoot down, and an Air Medal for each sortie you successfully complete. Each time your jet gets shot down, but you manage to return safely, you are awarded the Purple Heart for injuries suffered after ejecting into enemy territory. Other medals may be awarded for other achievements; yoR@+f your carrier. Each target will be designated by a white tracking box. All targets are protected by Surface-toAir Missile (SAM) launchers. Once a SAM site has been identified, it will be shown on the HUD by angled brackets ( < > ). Your ordnance can include both AGM-65 air-to-ground missiles and MK-82 smart bombs. Press the [RETURN] key to cycle through your available weapons and select the one you'd like to use. Turning on the range circle automatically activates the ground S Gtargeting computer. As you fly, the range circle indicates the distance from your jet to the point on the ground that intersects your current flight path. If the distance is greater than the range of your selected weapon, the range circle shows all white. When you come within range of a target, (range circle turns partially red), you should maneuver your aircraft until the tracking box of the desired target is in the center of the range circle, and then press the [Spacebar] to relT(4ease your weapon. The weapon willl track that point to the ground. If the target is within the hit radius of the weapon, it will be destroyed. You earn 1,000 points for each target you destroy. A bonus of 3,000 points is awarded if you destroy all enemy targets before returning to base, and another jet is awarded for every 10,000 points scored. Upon successfully completing a sortie, the skill level is automatically increased. Enemy SAM sites launch missiles more often as skiUzull level increases. SURFACE-to-AIR-MISSILES Enemy SAM launchers are only capable of detecting your presence within the conical airspace directly above them. If you pass within this airspace, they will track your jet and launch their missiles. Because of this you should fly as low as possible when nearing your target. A warning beeper will sound if an enemy missile comes within the danger threshold of your aircraft. Your jet will sustain damage if yoVM;u are hit with a SAM. The hit may or may not be fatal, depending on your chosen skill level. If the hit is fatal, the screen will flash red and orange and the jet will spin out of control. You have seconds to eject before the aircraft explodes and the game is over. If you eject in time you will float safely back to earth, where you will be recovered (how nice!) and given a new jet to continue the mission. Once all your earned jets have been shot down, you are grounded and the game W(is over, Bud. TARGET STRIKE STRATEGIES If you are having diffculty locating targets, zoom all the way out to get a wider view. Zoom in a bit to improve your firing accuracy as you approach the target. When firing air-to-ground weapons, it is important to remember that aiming errors are magnified at shallow pitch angles. Approaching the target from steeper angles will allow you to deviate slightly from the target and still impact the ground near it, XXbut this will also place you in greater danger of being detected by enemy SAM launchers. When you hear the missile warning beeper, a missile is probably very near to hitting you. You should turn sharply, or fly upward if you have enough velocity. If a missile hits you and the screen border flashes red and orange, eject immediately. Thass part of yer strategy. ---------------------------------------------------------------------------- --------------------------------------------Y -------------------------------- COMBINED ATTACK Object and Rules The combined attack simulation features both ground and airborne threats. Since I ain't gonna try to draw the primitive maps in the book, try looking at yer map view for this part: You begin at the base to the south. It is generally best to fly a counter-clock-wise circle, and begin by flying toward the mountains to your northeast where an enemy base and numerZ*ous SAM sites are located. By the time you reach the base, you will probably encounter airborne resistance from MIGs flying in from other enemy airbases. Destroy these as necessary, but remember that more will follow. There are many targets along the sea and river, as well as enemy SAM sites. When all primary ground targets are destroyed, you will be notified, so that you can return to base for rearming and refueling. The skill level will then automatically increase, ground target[fs will be replaced, and you can fly the next round. Combined Attack Strategies Your objective is to destroy all primary ground targets. This allows you to advance to the next wave. Your jet cannot carry enough bombs to destroy all ground targets without rearming, but if you destroy all PRIMARY targets you will earn a sortie bonus. You may rearm and refuel at either your home base or the civilian airport to the north of the river. You will encounter fewer M\VIGs at lower skill levels; if you can eliminate all of them you will be able to destroy the ground targets without resistance (until more MIGs return!). More powerful MIGs are encountered as skill level increases, so you will hafta evade their fire in order to destroy the ground targets. It may also be necessary to destroy the enemy SAM sites in order to safely reach some of your targets. Remember that enemy SAM sites are indicated on the HUD by angled brackets ( < > ). -----------G:r brown fuselage. The MIG-21 has a gray fuselage. If you shoot down an enemy aircraft before returning to base, you earn a 3000 point bonus. You get another jet for every 10,000 points scored. A warning beeper sounds and the missile warning indicator light flashes if an enemy missile comes within the danger threshold of your aircraft. If your jet is fatally damaged by an Atoll missile, the screen will flash red and orange, and your jet will spin out of control. You have sedonds toH6N eject begore your jet explodes and the game is over. If you eject in time, you will float safely back to earth, and given a new jet. Note that an enemy missile hit is not necessarily fatal, particularly at lower skill levels. You may be able to sustain several hits before you have to eject. You will know that a hit is fatal when the screen flashes orange and red. Once all of your earned jets have been shot down, you are grounded, and the game is over. I6G Enemy Aircraft Enemy aircraft will come at you from the south at the start of each mission. You may encounter either MIG-21s or MIG-23s depending on your skill level. The MIG-21 is less maneuverable than your jet, but can fly at about the same speed. The MIG-23 is faster than your jet and is quite maneuberable. The skill level you choose determines the type and number of aircraft you must shoot down. The more advanced the skill level, the more MIG-23s you will face. DurinJ(a4g a dogfight, the MIGs will track you and firee their Atoll air to air missiles. Missiles also track your jet, and will detonate their warheads if they come WITHIN THE HIT RADIUS of your aircraft. MIGs will take evasive action if they detect that they have been locked onto by your weapon systems. You must select the appropriate weapon system (AIM-7, AIM-9 missiles or M-61 cannon) to target and shoot down an enemy aircraft. Press [RETURN] to select an appropriate weapon system. K\A MIG will be highlighted by a white tracking box when it comes within range of your weapon system. You must position the range circle over the targeting box to lock onto the MIG. When your weapon system locks onto the MIG, the tracking box will turn black. Press the SpaceBar to fire the selected weapon. The traacking box will turn red to indicate that the MIG is now being tracked by a missile. When your weapon system has locked onto a MIG, your missiles are able to track it and LJthe probability of destroying it is greatly increased. If you fire a missile at an unlocked MIG, it is unlikely (but possible) that it will be destroyed. After shooting down all opponents, or if you run out of weapons, you will have to return to home base. Any remaining MIGs will chase you until you enter the safe zone surrounding your base. Once you have landed, press [SHIFT-R] to refuel, rearm and repair your aircraft. Dogfight Strategies TMy|he primary combat strategy of enemy MIG pilots is to get behind you. If you can anticipate the direction of their flight, you will be better able to lock onto and destroy them. It may be useful to zoom in to determine aircraft type when MIGs are far away, and to zoom out as far as possible to get a wider field of view when they are nearby. You can also use the missile's eye view to gather information on approaching aircraft. As your missile approaches the target, you should be abNֆ±le to determine if it is a MIG-21 or MIG-23. Remember that MIG-23s are faster and more maneuverable. You may find it useful to preconfigure the display windows before going into battle. You can set up a front and back view to see as much area as possible, or perhaps a control tower view to get an overall picture of the battle. You can turn off all non-essential scenery during combat to increase animation time and improve response to your control inputs. Press [K] to toggleOp non-essential scenery details off and on. Although missiles are very effective for destroying MIGs at a distance, your gun is more effective in close combat. Since bullets cannot track a target, you will have to lead the target a bit. You can fire your gun at any time, regardless of which weapon is selected, by pressing the [.] key. Always be prepared to evade an enemy missile. If you hear the missile warning beeper, bring up the radar display (press F4) to see how neaPM)yr it is. The best way to evade a missile is by changing direction, causing it to burn fuel, or by flying straight up if you have enough velocity. Be careful of missiles launched from a faraway MIG. You don't want to get destroyed before the battle begins! If you suffer a fatal missile hit (flashing orange and red screen), eject immediately. Your jet has already been lost, and the game will be over if you don't eject in time. ---------------------------------------------------Q64k----------------------- -------------------------------------------------------------------------- TARGET STRIKE Object and Rules In the target strike game, your mission is to seek and destroy all enemy ground targets. In F-16 flight mode, targets are randomly chosen from a set of fuel depots, factories, and missile silos. In F-18 mode, the targets are Kynda-class Soviet missile cruisers randomly placed in the water south o<YIbow of the carrier the nose will come up and you will start gaining altitude. In order to rearm or refuel the F-18, you must land back on the carrier. To do this, you should try to position yourself about 3 miles west and slightly south of the carrier on a heading of 80 degrees. As you approach the carrier, the landing strip should become visible to the left of the superstructure, angled slightly north with respect to the ship's hull. Lower your landing gear and engage the airb=rakes to reduce airspeed. Keep the jet parallel to the landing strip by banking left or right, and aim your nose for the stern of the carrier by pitching up or down. Reduce throttle to about 20% to cut airspeed even more. Use your airbrakes if you need to decrease speed very rapidly. If you begin losing altitude too soon, increase the throttle. If your approach speed is too fast, decrease throttle. When the red and white dashed centerline of the landing strip becomes visible, aim> for the grey tripwire to the left of the superstructure. As you pass over the stern of the ship, begin to flare by slowly raising the jet's nose, and try to touch down just short of the tripwire. If you catch the tripwire, the jet will stop abruptly andyou will be returned to the launch catapult. In combat modes, you may then press [SHIFT-R] to return to the armament menu. ---------------------------------------------------------------------------- W? ;FYEAPON SYSTEMS In either combat mode, once you've selected a skill level, the arming menu then appears as: Select Armament: (1) AIM-9 Missile 4 X 160 lbs. (2) AIM-7 Missile 4 X 500 lbs. (3) AGM-65 Missile 4 X 460 lbs. (4) MK-82 Bomb 4 X 500 lbs. For the F-16 the following weight data appears below the menu: F-16 Empty : 140@ g00 lbs Internal Fuel : 3700 lbs. Armament Weight : 6480 lbs. Total Weight : 24180 lbs. Corresponding figures are displayed for the F-18 when that jet is selected. Choose your weapons by pressing the appropriate number key. Each time you make a selection, the number to the right of that weapon is incremented by one and your total weight is increased accordingly. If you select more than five of one A J_weapon, that weapon's counter resets to zero. Press [5] to exit the arming menu once you've finished selecting your weapons. Note that the combined weight of the selected weapons affects the performance and flight characteristics of your jet. As you burn fuel and fire weapons, your weight decreases and the jet becomes more maneuverable. When flying the F-16, you can return to the arming menu at any time by landing at your home base and pressing [SHIFT-R]. In the F-18 you must cB ?+8Jatch the tripwire on the carrier's landing deck before you can rearm by pressing [SHIFT-R]. After rearming the F-18, you will be replaced on the launch catapult. Dogfight Armament: AIM-9 SideWinder ------- short range- 5 miles. heat seeking, light. accurate good for close combat AIM-7 Sparrow ---------- medium range - 25 miles. radar homing C NҺ disadvantage: high weight M-61 Machine Guns ------ 500 rounds loaded when arming menu entered. can be used against MIGs 20MM cannon Target Strike Armament: AGM-65 Maverick -------- Air-ground operation medium range - 14 miles optically guided; accurate small warhead, small hit radius MK-82 Smart Bomb ------- bomb. No propulsioD.!n tracks a point on the ground limited accuracy large warhead, large hit radius Range Circle (middle of the screen): the %age of red in this circle indicates range; if all white, out of range. Use this sight for cannon and missile launch. If there's no circle, but a black cross instead, ther're no more enemies, return to base. ---------------------------------------------------------Eb(----------------- DOGFIGHT Object and Rules Dogfight is a 3 dimensional combat scenario that pits you against Soviet MIG-21's and MIG-23 fighter aircraft. They are equipped with Atoll air to air missiles, while you can select from a variable arsenal of AIM-9 SideWinders and/or AIM-7 Sparrow missiles, along with your 20MM Vulcan cannon. Your mission is to engage and shoot down all enemy aircraft at the skill level you seF*lected, then return to home base for refueling and rearming as required. If your mission has been a success, a new wave of enemy aircraft will then appear at the next higher level. As your skill level increases, you will face more difficult enemy MIGs on each sortie. You earn 1000 points for each MIG-21 and 1500 points for each MIG-23 you shoot down. These two different types of aircraft can be distinguished by shape and color. The MIG-23 is bulkier, with swept-back wings, and a1:up to reduce the drag on your aircraft and allow for greater airspeed. If you attempt to land with your gear up, you will crash. The AIRBRAKE is used for landings and for quick midair deceleration. Press keypad [0] to activate the airbrake. Hold it down to continue braking action. The airbrake will turn off automatically. --------------------------------------------------------------------------- EJECTION In extreme emergencies (fuck-ups), it2:j may become necessary to to bail out of the aircraft. Press [SHIFT-E] to eject from the jet. If you are about to crash, you will be automatically ejected immediately upon impact. (Hmmm...) -- use control tower view or spot mode to watch yourself drift into the enemy's re-education camps. -- press [SHIFT-N] to end this sad scene and return to base immediately. ----------------------------------------------------------------------------- 3 SAMPLE FLIGHT To begin a sample flight, load jet and make the following menu selections: select scenario --------- [4] for F-16 Combined Attack skill level --------- [0] for Practice Mode Press [5] to exit the arming menu. You will now see the flight mode display, including the out-the-window view and HUD instruments. Note that you may press [P] at any time to pause the simulation, and press [P] again to resume. 1. Press [I4ZGԃ] to turn on the attitude indicator. This superimposes pitch- markings over the out-the-window display. 2. Look around by pressing the view direction keys (keys [R] [F] [V] [B] [N] [H] [Y] and [T] to return to forward view). 3. View your plane from the control tower by pressing [C]. Press [F10] several times to zoom in, then [F9] to zoom back out. Press [Backspace] to return to 1X zoom factor. 4. Press [S] to view your plane from a spotter plane off your right wing. Press [X] 5Sto return to cockpit view. 5. Look at the various preset window configurations by pressing keyboard keys [2] through [0]. Press [1] to return to the original configuration. 6. Press [SHIFT-9] (on the keypad) to give full throttle. Press [9] again to activate afterburners. 7. After about ten seconds, press keypad [2] several times to start pitching up (or use mouse or joystick...). Press keypad [5] to stop pitching at about ten dgrees positive pitch. 8. Press [S] to go to spot6}Uo mode, then press [U] to raise your gear. Note that the gear goes up and you gain more airspeed. Press [I] to turn off the attitude indicator. 9. Press keypad [4] to begin a left bank. After one or two seconds, press keypad [5] to stop increasing bank angle. Watch your jet turn and note the scenery in the background. Press [X] to return to cockpit view. 10. When the brown mountain range comes into view (heading about 40 degrees), press [SHIFT-keypad 5] to come out of your bank.7"c Press [SHIFT-keypad 5] again to level off pitch. 11. Bring the mouse cursor down to the green clock digits. Point and click on the "hours" digits with the left mouse button until they read "20" (8:00PM). It is now night. Bank again to view the moon and stars and constellations. 12. Come out of your bank and head along the river through the mountains to the ocean. It may be helpful to zoom out once (press [F9]) for a wider field of view. 13. Press the [Spacebar] to to fire yo8&yur current weapon and [RETURN] to select the next one. Bombs drop quickly out of sight, while missiles streak out to the horizon. If you see any enemy MIGs, you MIGHT want to fire several missiles at them. 14. As you near the mountains, you might try to fly between them. Don't worry about crashing if you are on skill level Zero. 15. Note the ADF and DME guages at the top right of the screen. The DME digits display the distance to your home base. The ADF needle points in the dire9Uction of home base. Turn until the ADF needle is pointing straight up. This indicates that you are headed directly for home base. Try to fly back there. 16. Click on the "hours" digits again with the mouse until they read "06" (6:00 AM). It is now day. 17. Your home base should soon come into view. TRY to align yourself with a runway and come on in for a landing. 18. Press and hold on the keypad [3] key until the throttle decreases to about 30%. Press [U] to lower your gear. U:Bse keypad [4] and [6] keys to align with the runway, and keypad [8] key to pitch down as you come in for what's supposed to be a landing. If you need to lose speed rapidly, press keypad [0] to activate your airbrakes. 19. Once you have landed, press [SHIFT-keypad 3] to cut your throttle, then press and hold keypad [0] until you stop moving. This completes your flight. ----------------------------------------------------------------------------- TAKEOFF AND;zo LANDING ON THE CARRIER When you select the F-18, you start out on the deck of a Nimitz-class aircraft carrier. Superimposed over a forward view of the launch catapult is the message: "Press SHIFT-L to launch from catapult" First increase throttle to full thrust with afterburners on. Then press [SHIFT-L] to launch; the jet will be released and will accelerate rapidly down the deck. Pull back on the elevator as airspeed increases. When the F-18 clears the &j!----------------------------------------------------------------------- VIEW CONTROLS Jet allows a wide range of viewing options. You can look from the cockpit in nine directions, or view the jet from a number of different external views. Enemy aircraft lock, full screen, or missile's-eye views are also available. Title bars identifying each current window can be toggled on and off by pressing the [M] key. Remember that view controls apply to the se'lected window only. Cockpit View - [X] In cockpit mode, the display is from the viewpoint of the pilot. You can look in nine different directions by using the view direction control keys (all keys surrounding and inclucing the [G] key, like FSII). To return to cockpit view from any other view, press the [X] key or any other view direction key. External and Miscellaneous Views: - Spot Mode - [S] In spot mode, your jet is viewed by a spot plane flying in formation off you(rr right wing. This aircraft tracks you through all aerobatic maneuvers and keeps the view locked on your cockpit. - Control Tower Mode - [C] In control tower mode, your jet is viewed from a control tower on the ground. The view remains locked on your cockpit. - Track Mode - [D] Track mode is just like control tower mode except that the control tower follows you if you fly far away. - Place Tower at Jet - [Q] Selecting this view option sets the control tower's l)Φocation at the current jet position. This is useful if you want to view your jet from the control tower vantage point, but are very high up or very far away. Press the [C] key to return the tower to its original position. - Lock View Behind Jet - [Z] This is similar to spot mode, but the view is from a spot plane located directly behind your jet. - View Locked MIG - [E] This mode locks your view onto an enemy MIG after you have successfully locked onto it (its track* ling box appears black). Even if the lock is later broken, the view remains on the MIG. - Missile's-Eye View - [A] This mode shos the view from the vantage point of the most recently fired missile. If more than one active missile is in flight, you may press the [A] key to switch between active missile viewpoints. - Full Screen View - [W] This eliminates all instruments, allowing the whole screen to be used for 3D views. This is particularly useful when viewing scenery a+!H$nd performing aerobatics, but it can be dangerous to engage in a dogfight without the benefit of instruments. Press [W] again to return to the standard view. ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- FLYING JET "Fly by wire" refers to a system of aircraft control in which the pilot sends steering commands to ,"0-a computer which in turn generates actual elevator and aileron movement. All the pilot has to do is point the aircraft in the desired direction and the computer will keep it flying that way. Because the F-16 can generate more pounds of thrust than it weighs, it can actually accelerate vertically, and is thus considered ballistic. This allows any angle of controlled flight. CONTROLS The Jet has five controls for flight operations. All of these are-#0 controllable from the keyboard. Some are controllable using the mouse or joystick. Press the [F6] key to put the mouse in control yoke mode, and [F6] again to return to cursor mode. Plug a joystick into port two to enable joystick control. The THROTTLE controls engine thrust. Press the keypad [3] and [9] keys to decreade or increase thrust respectively. To cutoff thrust, hold down the [SHIFT] key and press the keypad [3] key. To go to full thrust, hold down the [SHIFT] k.$ 1ey and press the keypad [9] key. To activate afterburners, press the keypad [9] key one more time when the throttle guage reads 100%. Press the keypad [3] key once to deactivate afterburners. (If the mouse is selected as the control, by toggling [F6], it works similar to the mouse in FSII: hold down left button and roll mouse up to increase thrust, down to decrease, left to bank left, etc. The joystick does not affect thrust at all.) The ELEVATOR controls the aircraft's p/%j^itch attitude. Press the keypad [2] key to pitch the aircraft up, and the keypad [8] key to pitch down. (mouse and joystick, push up or pull down.) AILERONS control the jet's bank angle. Press the keypad [4] to bank the aircraft left or turn counterclockwise. To bank right, or turn clockwise, press keypad [6]. When using the keypad for elevator/aileron control, note that the more times you press a control key, the faster the aircraft rotates. Press keypad [5] to stop rotat0*ion about both axes. Hold down the [SHIFT] key and press keypad [5] to gradually decrease bank and level off the jet. Press [SHIFT-5] again to gradually level off pitch as well. Pressing any other elevator or aileron control key halts this automatic return to straight and level flight. (Mouse and joystick left for left, right for right...). LANDING GEAR must be down for all ground maneuvering. Press the [U] key to raise or lower the landing gear. When flying, the gear should be 'ӌed indicator displays airspeed in Mach number. RANGE CIRCLE: The range circle is an optional part of the Heads Up Display (HUD). It is toggled on and off by pressing the [O] key. The range circle is used as an aid to determine distance to enemy targets. A white range circle indicates enemy targets are present but not nearby. An increasing percentage of the circle turns red as enemy targets come within range and approach your aircraft. The range circle is replaced by a blac(nWk cross when no enemies are present. ATTITUDE INDICATOR: The attitude indicator is an optional part of the HUD. It is toggled on and off by pressing the [I] key. The attitude indicator shows the orientation of your aircraft with respect to the ground. A scale of lines in 20 degree increments both above and below the horizon indicate the pitch of the aircraft. Blue lines are displayed above the horizon, red lines below. A split white line indicates the horizon line itself, )38while single points at the top and bottom of the scale indicate a 90 degree pitch attitude. The aircraft's bank angle is displayed by rotation of the pitch scale. The attitude indicator is very useful when the horizon is not visible outside the window. ----------------------------------------------------------------------------- 3D WINDOWS The center screen area is usually occupied by the three-dimensional out-the-window display. This area is used*]c for all 3D windows and the optional map display. Up to two 3D windows plus the map display may be located in this area. A 3D window is selected or brought up by pressing a function key. Press [F1] to select the main 3D window, [F2] for the second 3D window, and [F3] for the map display. The currently selected 3D window is highlighted by a blue border. Unselected windows have white borders. Zoom and view controls apply to the selected window ONLY. If you want to change zoom or v+,iew mode on another window, you must first select the desired window by pressing the appropriate function key. You can zoom in and out on any 3D window view. Select the window you'd like to adjust and press either the [+] or [F10] to zoom in, and [-] or [F9] to zoom out. The [+] and [-] keys adjust zoom in very fine increments, while [F10] and [F9] adjust zoom very coarsely. Press the [Backspace] key to automatically reset the zoom factor to 1X. All three-dimensional windows ,! can be moved and sized with the mouse. To move a window, click and hold on the title bar area at the top of the window with the left mouse button, and drag the window to the desired position. To change the size of a window, click and hold on the "invisible"size box at the lower right corner of the window and move the cursor to the desired position. To close a window, click on the "invisible" close box at the upper left corner of the window. You may also close a window by quickly p!-kressing the corresponding function key twice. You may go to a full screen three-dimensional dispaly by pressing the [W] key. This removes all instrumentation and allows the whole screen to be used for 3D displays. Press [W] again to return to the standard display. ---------------------------------------------------------------------------- MAP DISPLAY Pressing the [F3] key displays a map of the area over which you are flying. This window can be".qtx sized or moved like the other windows. Press [F3] twice in rapid succession (or click on the "invisible" close box) to turn off the map display. You can zoom in and out in the map display to view more detail or a greater area. Make sure that the map display is the selected window (ie, it has the blue border), and press [F10] to zoom in and [F9] to zoom out. Use the [+] and [-] keys to zoom in very ine increments. Press [Backspace] to reset the zoom factor to 1X. --------------#/--------------------------------------------------------------- RADAR DISPLAY Press the [F4] key to turn on the radar display. Its size is fixed, unlike the true 3D windows, but you can adjust the zoom factor by pressing [SHIFT-F9] to zoom out and [SHIFT-F10] to zoom in. The radius of the radar sweep is shown at the bottom of the radar display. Press [F4] twice or click on the "invisible" close box to turn off the radar display. Colored dots hav$0ie the following meanings on the radar display: white dot = enemy MIG green dot = unlocked enemy missile red dot = locked enemy missile blue dot = friendly missile -------------------------------------------------------------------------- PRESET WINDOW CONFIGURATIONS Because of the many view modes and windows available in Jet, you may want to frequently change window configurations. Ten default window configurations%xƄ are available, all of which are user-definable. Press a number key between 0 and 9 (on keyboard, not keypad) to select from among the ten preset configurations. If you set up a different configuration and would like to save it, press [SHIFT] and a number key to save it. You may then recall it by pressing that number key. All windows (3D, map, radar display) and their associated zoom factors, view directions, and view modes, are saved as part of a window configuration. ----2----------------- fire machine guns ---------------------------------------------------------------------------- HEADS-UP DISPLAY ( crude representation of cockpit display:) warning lights jets left score, level --------------------------------------------- | |GRBCFME <- <- lvl:sc | | ADF and DME | | | | | 3{ | GUAGES | | _____________ |------| | | attitude indicator | | Yoke position | | |------| | | range circle_____O______ | | | | | | | | ____________ | | | | | | altimeter | | 4 | | | -----------------------------------| | | | | | | | -------------------------------------------- ^ ^ ^-----thrust ^---compass & clock ordnance| (K) fuel ^--throttle frame load Warning lights: G -------- gear down R -------- red out. If frame load drops below -3G's, you will "red out due to blood rushing to y5' our head. You will be unable to control the jet until frame load decreases. This flashes when you are about to red out. B -------- blackout. If frame load exceeds 9G's, you will black out due to insufficient blood flow to yer head. Like red out, you lose control, indicator flashes just before blackout. C -------- crash warning. If this indicator flashes as you come in for a landing, you will crash! Pull u6n7p, or level off to touch down safely, and be sure yer gear is down. F -------- Fuel low. Less than 5% fuel when flashing. Return to nearest base to refuel. M -------- Missile locked! Flashes when an ENEMY missile is locked on to YOUR jet. A beep increases in frequency as yer would-be downfall ie, enemy missile, approaches closer and closer..... E -------- enemy alert. Flashes when an enemy MIG is detected within 7 approximately 2 1/2 miles of yer jet. Jets Remaining: These icons indicate the number of jets you have remaining in combat scenarios. You earn another jet for every 10,000 points scored. Score and Level: You earn points for destroying enemy targets in combat scenarios. Refer to the combat descriptions to determine the point values awarded. Your current skill level is also shown here. Skill level is increased with each sortie completed. ADF and DME GUAGES: 8/] ADF stands for Automatic Direction Finder. Your home base is always equipped with an ADF broadcaster to which your ADF guage is automatically tuned. When the needle is ponting straight up, you are flying directly toward the base. DME stands for Distance Measuring Equipment. This guage displays the distance to your base in tenths of a mile. YOKE POSITION: A red cursor indicates the position of your control yoke relative to center. If it is above center, the jet is nosing9 up. When below center, the jet is nosing down. A cursor positioned to the left or right of center indicates that the jet is banking left or right, respectively. ALTIMETER: This scrolling guage indicates your altitude in feet above ground level (AGL). CLOCK: The clock shows time of day. To change hours, minutes, or seconds, position the mouse cursor over the appropriate didits and click the left mouse button to increment to the desired time. Jet operates in both day and:t> night visual flight modes. Day lasts from 6:00 AM to 8:00 PM. COMPASS: The compass displays the jet's magnetic heading (0 to 359) where 0 degrees indicates north, 90 degrees is east, 180 degrees is south, and 270 degrees is west. THROTTLE: The throttle guage shows the throttle setting as a percentage. This guage turns red when afterburners are engaged. THRUST: The thrust guage shows the amount of thrust currently being generated as a percentage of maximum possible;a87 thrust (without afterburners). Maximum thrust is increased when afterburners are on. FUEL: This shows the percentage of fuel remaining. FRAME LOAD: Frame load measures the force exerted on the aircraft perpendicular to the wing surface. This force is measured in Gs, where one G equals the force of gravity. If frame load is a negative value, the force is applied upward with respect to the wing. This instrument is important because of the human body's limited tolerance to&LCn high acceleration. If frame load exceeds 9 Gs, you will black out due to blood draining from your head. If frame load drops below -3 Gs, you will red out due to blood rushing to your head. Either condition causes you to temporarily lose control of the jet. ORDNANCE: This shows the currently selected weapon and the remaining quantity of that weapon. A red icon indicates an available weapon. A white icon indicates the weapon has recently been fired. AIRSPEED: The airspe=&------------------------------------------------------------------- RUNNING JET Jet can be loaded with a cold boot, or from workbench by double clicking the icon, of from CLI by insering Jet in any drive, making that drive the default drive and typing "JET" and pressing [RETURN]. Note however, that the latter two means will not work unless you are "scum", ie, have at least one Meg or more of memory for your Amiga. A joysick may optionally >^be plugged in port two, if you desire. --------------------------------------------------------------------------- MENU SELECTIONS (modes of play): 0 -------demo. Computer-controlled F-16, combined attack scenario. 1 ------- F-16 dogfight. Outmaneuver, outshoot MIG-21's. 2 ------- F-16 target strike. Bomb ground targets, avoid SAMs. 3 ------- F-16 free flight. Enjoy scenery, practice, etc. 4 ------- F-16 combined attack. Outmaneaver MIG-21's, bomb ground targets. 5?za ------- F-18 dogfight.Outmaneuver, outshoot MIG-21's. 6 ------- F-18 target strike. Bomb sea targets, avoid SAMs. 7 ------- F-18 free flight. Enjoy scenery, raise a little hell. 8 ------- scenery disk load. For use with FSII scenery disks. 9 ------- multi-player dogfight! MENU II: Select Skill Levels (0-9) 0 ------ practice; no crash, no enemy fire. Boo! 1 ------ easy; hard to crash, weak enemies, little enemy fire. 9 ------ difficult; easy to crash, strong e@<^nemies, intense enemy fire. MENU III Select Armament 1 AIM-9 Missile > > Dogfight missile loadup. 1 to 6 of each missile. 2 AIM-7 Missile > 3 AGM-65 Missile > > Target strike bomb loadup. 4 MK-82 Bomb > 5 Exit Arming Menu ----- press when finished arming. ---------------------------------------------------------------------------- [ Keyboard controls going from top left to bottom right...] AM - AT JT1 JET KEYBOARD CONTROLS escape ---------exit to menus ----------> F1 -------------first 3D > F2 -------------second 3D > MENU F3 -------------map > CONTROLS F4 -------------radar > F5 -------------multi-player ----------> F6 -------------mouse/yoke select F7 ------------multiplayer text cursor toggle F8 ------------( nothing?) F9 ------------coarse zoom OUT (SHIFT F9 for RADAR zoo BuYm control) F10 -----------coarse zoom IN (SHIFT F10 for RADAR zoom control) (squiggly key under escape key) --- medals display KEYBOARD 1 thru 0 -- "Select preset window config. Press shifted number to save window preset" - (minus sign) ---- fine zoom OUT + (plus sign) ----- fine zoom IN (backspace) -------- set 1X zoom TAB ----------------- sound on/off Q ------------------- place tower at jet location W ------------------- full Cmu screen toggle E ------------------- view locked MIG R ------------------- view direction (315 degrees from nose) T ------------------- view direction (straight ahead) Y ------------------- view direction (45 degrees from nose) U ------------------- gear up/down I ------------------- attitude indicator on/off O ------------------- range circle on/off P ------------------- pause [ ------------------- (nothing) ] ------------------- (nothing) RETURN -------------- D? select next weapon HELP ---------------- (nothing) A ------------------- missile's-eye view S ------------------- spot plane view D ------------------- track view F ------------------- view direction (270 degrees from nose, ie, left wing) G ------------------- view direction (straight down relative to jet) H ------------------- view direction (90 degrees from nose, ie, right wing) J ------------------- (nothing) K ------------------- faster scenery toggle L ---- E<ђ--------------- launch from catapult (Shift-L) (F18 only?) ; ------------------- (nothing) ' ------------------- (nothing) Z ------------------- lock view behind jet X ------------------- cockpit view (according to whatever the last view was) C ------------------- control tower view V ------------------- view direction (225 degrees from nose) B ------------------- view direction ( straight behind jet) N ------------------- view direction ( 135 degrees from nose) M Fo------------------- toggle window titles , ------------------- (nothing) . ------------------- fire machine guns / ------------------- (nothing) >>>>> notes <<<<<<< [SHIFT-R] to Repair, Rearm and Refuel if at base [SHIFT-E] to eject [SHIFT-N] to abort ejection and fly immediately (thass what it sez...) KEYPAD CONTROLS: --------------------------------------------------------- 7 ------------------- (nothing) 8 ------------------- nose down 9 ---------------1[~---- increase throttle (SHIFT-9 for full throttle) 4 ------------------- left roll (aileron) 5 ------------------- center ailerons and elevator (Note: SHIFT-5 to level bank; SHIFT-5 again to level pitch) 6 ------------------- right roll (aileron) 1 ------------------- (nothing) 2 ------------------- nose up 3 ------------------- decrease throttle (SHIFT-3 to cut throttle) 0 ------------------- air and ground brakes . --|Hlse laser. It is rumoured that the Galactic Navy are designing their own remote-controlled fighter, and will pay well for Thargoid ones to study. DIMENSIONS 180/40/180 ft ARMAMENTS Widely varying. Mountings available for most systems MAXIMUM VELOCITY 0.20 LM INSERVICE DATE Uncertain MANOEUVRABILITY CF6 CREW NUMBER 150 DRIVE MOTORS Thargoid invention HULL STRESS FACTOR Uncertain HYPERSPACE CAPABILITY Yes -- PAGE 61 -- VIPER (POLICE SHIP): Small, highly manoeuvrab}IYle short range 'hunter-killer', the Viper was specifically designed for GalCop Space Policing purposes by Faulcon Manspace and are built under licence on all Medium Tech worlds. The Viper is a single pilot craft, but has a 'tug' capability, and can tow a ship of up to 140,000 MTS mass (including the Cobra Mk 3). This popular ship ia also carried by large freighter convoys, for defensive purposes. DIMENSIONS 55/80/50 ft CARGO CAPACITY Zero ARMAMENTS Ingram MegaBlast Pulse Laser S~J'Keeker missiles MAXIMUM VELOCITY 0.32 LM INSERVICE DATE 2762 AD (Faulcon Manspace, Reorte) MANOEUVRABILITY High (CF 7.4) CREW NUMBER 1 (up to 10) DRIVE MOTORS deLacy Super Thrust VC10 HULL STRESS FACTOR Varies HYPERSPACE CAPABILITY No -- PAGE 62 -- This manual was hacked out of the Elite disk, and modified by THE FLASH TEAM. Contact us: THE FLASH TEAM Box 4710 8014 H.Moen Norway Call: +47-81-62868 (Tommy) Elite was first devised and written by David Braben and IaK0n Bell for the Acorn BBC Micro. This version of Elite was converted to the Amiga by Rob Nicholson of Mr. Micro Ltd. The program was developed on an Opus PCV (IBM AT Clone) using the Quelo 68000 cross-assembler. All graphics were drawn by Mr. Micro's artist James McDermott. The 'Blue Danube Waltz' was composed by Johann Strauss and the Amiga version was arranged by Wally Beben of Hagar Music. All sound effects are by Wally Beben. The author would like to thank the following peopLnle for their help in the writing of this conversion: Jim and Val Gregory for putting up with me when things were getting heavy and, not least, for paying me. Colin Fuidge for not getting too annoyed when bugs occurred and when things didn't quite happen when I said they would. Gary Patchen for doing a lot of the early donkey work in converting some MSX Z80 code to 68000. The MSX version was also written by Mr. Micro. The Post Office for going on strike and giving everyone a genuiMsjgne excuse for late work. Andrew Sinclair for his help with the disk routines. Jez Sans for his help with those nasty little technical details that Commodore don't tell you about. Tracy Howkins for typing in the manual for use in this library. Finally, to Bell and Braben for creating such a successful game design. Thank You, Rob Nicholson October 1988 Thank you for buying Elite. Software costs a lot to develop, test, and market. The reason good software gets written is because Nthe authors a publishers want to make an honest profit on their investment and labours. Purchasing this program will help more games to be written. If you encourage software theft, by obtaining or distributing ripped off copies, then not only are you breaking the law but you are reducing the incentive for great software to be written. Either way you will suffer in the end. Elite is THE classic game that you should own and enjoy to the full. The original books and packaging are an aFddition to your collection that you can be proud of. See 'Thank You' o the Amiga by Rob Nicholson of Mr. Micro Ltd. The program was developed on an Opus PCV (IBM AT Clone) using the Quelo 68000 cross-assembler. All graphics were drawn by Mr. Micro's artist James McDermott. The 'Blue Danube Waltz' was composed by Johann Strauss and the Amiga version was arranged by Wally Beben of Hagar Music. All sound effects are by Wally Beben. The author would like to thank the following peopPV___________________________________________ INTRODUCTION Jet for the Amiga is the latest entry in SubLogic's line of aircraft simulations. This program is based on IBM Jet (released in 1985) , but it owes much to Amiga Flight Simulator II and to Radar Raiders, a never- released product. Like IBM Jet, it is a simulation of both the F-16 Fighting Falcon and the F-18 Hornet jet fighters. These jets have tremendous power and agility and are easy to flQGR̆y. Enemy targets include Soviet MIG-21 and MIG-23 jet fighters and Kynda class missile cruisers. There are also numerous ground targets, some with the capability to return fire. Free flight, target strike and dogfight modes are available for both the F-16 (land based) and F-18 (sea based) jet fighters. The F-16 also supports a combined attack mode featuring both enemy MIGs and hostile ground targets. Like Amiga Flight Simulator II, this Jet program has a multiplayer option whi<=.Bch allows you to fly with or dogfight against another player flying Jet on another computer. Amiga Jet is also scenery disk compatible. In order to get you flying quickly, the first section of this manual presents the Jet's instruments, controls, and flying techniques. Skim the front section of this manual to familiarize yourself with Jet and to begin flying and dogfighting. Once you are comfortable with the program, you can read the more detailed sections of the manual. ------qSGroup (Zee Pee Gee) designed vessel favoured by well-heeled bounty hunters and freewheeling business corporations. A sophisticated craft, capable of both limited trading, combat, and leisure function. The spacious hull is mainly given over to sophisticated weaponry, defences and navigation equipment at the expense of cargo capacity. Cabin accommodation is large and luxurious with extensive Owndirt Inc. recycling facilities, encouraging extended live-in periods (useful whilst pursrT1uing a quarry). Fuel scoop is a standard fitting, ensuring complete self-sufficiency. DIMENSIONS 85/20/45 ft CARGO CAPACITY 2 TC ARMAMENTS Ergan Laser System IFS Seek Hunt missiles MAXIMUM VELOCITY 0.30 INSERVICE DATE 3100 AD Zorgon Petterson MANOEUVRABILITY CF 5 CREW NUMBER 12 DRIVE MOTORS Titronix Intersun Ionic for LT HULL STRESS FACTOR T Ji 10 HYPERSPACE CAPABILITY Yes -- PAGE 57 -- KRAIT: Small, reliable one-man fighter, common until the standardised versionsU of the Mamba became available on the open market. Several of these early Faulcon deLacy designed craft may still be found in service in remote areas, but spare parts are no longer available and the need to cannibalise has reduced numbers still further in recent years. DIMENSIONS 80/20/90 ft CARGO CAPACITY 10 TC ARMAMENTS Ergon laser system MAXIMUM VELOCITY 0.30 Light Mach INSERVICE DATE 3027 AD (deLacy ShipWorks, ININES) MANOEUVRABILITY CF 8 CREW NUMBER 1 DRIVE MOTORS deLacytVo Spinlonic ZX 14 HULL STRESS FACTOR C-Holding A20-B4 HYPERSPACE CAPABILITY No -- PAGE 58 -- PYTHON: One of the larger trading vessels manufactured in Inera Orbit Space by Whatt and Pritney ShipConstruct. Cabin accommodation is cramped and spartan in contrast to facilities for cargo and 'alien environment' transport. Though slow and ponderous, the craft has powerful CC-Voltaire shields and Volt-Variscan Pulse lasers, earning it the nickname of the 'space porcupine'. NouWv4t commonly attacked by pirate ships, but a popular craft for freebooters, usually used as a way-station and storage hulk. DIMENSIONS 130/40/80 ft CARGO CAPACITY 100 TC ARMAMENTS Volt-Variscan Pulse Lasers MAXIMUM VELOCITY 0.20 INSERVICE DATE 2700 AD Whatt and Pritney ShipConstruct MANOEUVRABILITY CF3 CREW NUMBER 20-30 DRIVE MOTORS 4C40k V Ames Drive Exlon 76NN Model HULL STRESS FACTOR T(ensman) YO 20 C-Holding K21-31 HYPERSPACE CAPABILITY Yes -- PAGE 59 -- SIDEWIvXtNDER SCOUT SHIP: Designed by Faulcon de Lacy and built in the Onrira Orbital Shipyards by Spalder and Starblaze Inc to Galactic Navy specifications for a multi-purpose support craft. Mainly used for atmosphere and planetary surface scouting, but extensively too for city-strafing, reconnaissance and infantry air support (and by pirates who favour speed and elusiveness, its primary advantage). Has some interspatial capability, not including hyperspace, and must be carried through hypwYZIerspace by jump-capable vessels. Hull is too small for the installation of fuel scoops, or more than one missile pod. DIMENSIONS 35/15/65 ft CARGO CAPACITY None ARMAMENTS Dual 22-18 lasers Seeker missiles MAXIMUM VELOCITY 0.37 INSERVICE DATE 2982 (Onrira Orbital/spalder Starblaze) MANOEUVRABILITY CF9 CREW NUMBER 1 DRIVE MOTORS deLacy Spin Ionic MV Hull STRESS FACTOR Not available C-Holding C50 HYPERSPACE CAPABILITY No -- PAGE 60 -- THARGOID INVASION SHIP: The TxZvGhargoids are humankind's deadly enemy, and throughout the 8 galaxies there are at least 50 war zones between humanity and Thargoid. This highly technologically advanced insectoid race is also at war with 17 other space-going life forms. All Thargoid combateers are ruthless in combat, and some may be comparable with elite-status human combat pilots. Though most of the Thargoid Space Fleet is currently engaged by the Galactic Navy in InterGalactic Space, a few of the smaller battle y[^Qships make occasional destructor-raids into human space. These ships are extremely fast for their size and invariably have anti-missile (ECM) systems. The Galactic Banks will pay a handsome bounty for the destruction of a Thargoid invasion ship. Your most dangerous enemy, a Thargoid may - in addition to its own fire-power-activate remote-controlled killer-craft ("thargons"). Destroy the 8-sided mother ship, however, and the thargons will cease to pose a threat. Additionally, mostz\x; Thargoid battle ships carry several small, remote-controlled 'thargons', killer-craft each equipped with a single, but highly advanced, pulse-laser. The Galactic Navy are developing their own deep-space RemCraft, and pay a large bounty for any thargon craft that are bought to them. (N.B. Bounty on Thargoid invasion craft destroyed is very high. Thargoid battle-cruisers believed to be able to 'hover' in Witch-Space (hyperspace) and destroy through-coming craft). Though most of the {GHOThargoid Space Fleet is currently engaged by the Galactic Navy in Intergalactic Space, a few of the smaller battle ships make occasional sorties into Human Space. These ships are extremely fast for their size and invariably have ECM Systems (this was originally a Thargoid invention to counter Navy missiles, subsequently copied by the Navy from captured Thargoid ships). Additionally, most Thargoid battle ships carry a few small remote-controlled ships, each equipped with a single puf^Lorre of the inhabiting lifeform. In dealing with any Alien life-form, for the purposes of trade, there are three cardinal rules: Learn body language of the alien race. Cover up your body scent Beware of Carapace concealed weapons. BIRD-FORMS Dealing in alien artifacts on such worlds often involves a close liaison with Flight Elders, or Nest Elders, and this is very much a job for a specialist. Bird forms are, on the whole a delight to trade with, and the highest g_]Nform of honour (fairly universally) that an off worlder can receive is an invitation to 'keep the eggs warm for a moment'. AMPHIBIOIDS are usually a lot sharper than their wet, sluggish appearance would suggest. They are usually keen to trade in narcotics, or exotic foodstuffs. Skin creams are always well received. Technologically they tend to be backwards, but will pay high prices for such middle-range items as automated ponds, croak metres, sprawn freezers and swamp purifiers. h`:FELINES are dangerous in the extreme. No matter what sort of political structures the world may have, feline aliens are packed orientated, and feudal, and very unpredictable. All traders are advised to wear body suits, to prevent secretions of sweat from triggering a feeding response among these hostile and enigmatic life forms. To win the confidence of a feline alien is almost invariably to be invited to mate, so a certain aloofness is recommended. INSECTOIDS The most dangerous iiaÉnsectoidal life form is the Thargoid, which is mentioned in the Combat section. Insectoidals are usually highly intelligent, often existing as a group mind. There is rarely any individuality among insectoids, and the trader must beware making deals in such a way. One life form builds earth cities up to four miles high, and over four million drones live in the middle levels. According to legend, any trader who voluntarily ascends the earth passageway from ground to upper surface ojbn"f these immense mounds is honoured with the rare title Ascender of the Scent City. And then consumed alive. But trading with insectoids can be immensely profitable, as there are so many of them (to trade in wrist watches, for example, means two to four watches per individual in a clone-group of perhaps ten thousand). -- PAGE 52 -- OBSERVER'S GUIDE TO SHIPS IN SERVICE ------------------------------------ In most trading and combat operations, certain ships are repeatedlykc3  encountered. All ships, whether unarmed cargo shuttles or Navy transporters, are potentially dangerous as pirate and bounty hunting activity spreads. Some ships are potentially more dangerous than others. For a fuller account see Jane's Galactic Ships and Remote Colonial Construction, 5th Edition, 3205 pub. Trantor House. ADDER: Manufactured by Outworld Workshops, a rogue breakaway company from Spalder and Prime Inc. which operates without a licence from and unknown location, tldzhe Adder-class craft has dual atmospheric-spatial capability and is often used by smugglers. Preggs 'wingfolding' system permits landing on planetary surfaces. Carries one missile. DIMENSIONS 45/8/30ft CARGO CAPACITY 2 TC (Tonne Canisters) ARMAMENTS Ingram 1928 AZ Beam laser Geret Starseeker missile MAXIMUM VELOCITY 0.24 LM (Light Mach) INSERVICE DATA 2914 AD (Outworld Workshop) MANOEUVRABILITY CF4 (Curve Factor) CREW NUMBER 2 DRIVE MOTORS AM 18 bi Thrust HULL STRESS FACTORme{ T ko 28 HYPERSPACE CAPABILITY Yes -- PAGE 54 -- ASP MK II: Galactic Navy vessel designed and manufactured in government workshops, incorporating secret self-destruct devices which are primed to activate when the astrogation controls are used by unfamiliar hands. Integument has chameleon properties enabling the ship to assume effective camouflage in any type of environment. Intended for reconnaissance and the transport of high-ranking military personnel from combat it isnf;I very fast and manoeuvrable. Despite its hazardous nature it makes an ideal pirate vessel, primarily because of the speed, camouflage and high intensity Hassoni-Kruger Burst-lasers. The Asp II has room for powerful shield generators, but only one missile pod. DIMENSIONS 70/20/65 ft CARGO CAPACITY None ARMAMENTS Hassoni-Kruger Burst Laser Geret Starseeker Missile MAXIMUM VELOCITY 0.40 LM INSERVICE DATE 2878 AD GalCop Workshops MANOEUVRABILITY CF 4 CREW NUMBER 2 DRIVE MOTORS Voogjltaire Whiplash HZ Pulsedrive HULL STRESS FACTOR TT 16 HYPERSPACE CAPABILITY Yes -- PAGE 55 -- COBRA MK III: Larger, more popular version of the Cobra Mk 1 (the Mk 2 only reached prototype stage and was abandoned due to a design fault in the hull). This ship is equipped with several special features, including Zieman Energy Deflection Shields, fore and aft, and mounting for four Ingram Pulse lasers. The Cobra is much favoured by lone-wolf traders who wish to combine popRnhtential superior combat qualities with adequate cargo space. DIMENSIONS 765/30/130 ft CARGO CAPACITY 20 TC ARMAMENTS Ingram laser system Lance Ferman Seek Kill missile system MAXIMUM VELOCITY 0.30 INSERVICE DATE 3100 AD (Cowell MgRath Shipyards, Lave) MANOEUVRABILITY CF 8 CREW NUMBER 1 or 2 DRIVE MOTORS Kruger 'Lightfast' motors Irrikan ThruSpace HULL STRESS FACTOR T Ji 18 C-Holding M18 HYPERSPACE CAPABILITY Yes -- PAGE 56 -- FER-DE-LANCE: A Zorgon Petterson [i.dess, few systems will allow the selling of these items without taking recriminatory action. -- PAGE 47 -- POLITICAL PROFILE OF THE UNIVERSE --------------------------------- CONSEQUENCES FOR TRADE To trade successfully, and profitably, will almost certainly require you to fly the Cobra trade ship into politically unstable planetary systems. Pirate and freebooter activity is high in many solar systems, and adequate ship defences are essential if the rewards of higher selling p\j})~rices are to be reaped. For the benefit of new traders, a brief political summary is given below, but reference should be made to KROWEKI CARR'S PSYCHOHISTORY and Economic Theory in the GalFederation,2845 Planetary governments, or federations, determine the relative safety of their Solar Space. Ranked in decreasing order of safety, the 2040 officially registered worlds of the Galactic Federation can be classified as CORPORATE STATES DEMOCRACIES CONFEDERACI]koES COMMUNIST STATES DICTATORSHIPS MULTI-GOVERNMENTS FEUDAL WORLDS ANARCHIES CORPORATE STATES Like ENGEMA and ZAATXE, these are well-ordered worlds, which have usually developed from settlers who practised a free trade form of competition. Taxation is high on such worlds, but the living standards are high also. Corporate planets wish to protect their trade, so goods are expensive, but luxuries are welcomed. Import licences are often necessary.^l -- PAGE 48 -- Engema is an agricultural world, run as a single farming co-operative. Farmers receive a fixed payment for their crops, whether or not the harvest is good, and selling prices do not vary greatly. It is a dependable market, and customer relations are good. Luxuries, machinery and raw materials sell well here. Zaatxe is an example of a rich, industrial state (Tech level 12). It produces luxury goods, elaborate and innovative machine systems, and specialise in Prot_mc9/otype design. Prices fluctuate depending upon the level of inter-state competition, but it is always a safe bet to buy recently-developed machine items which have not yet spread very far across the galaxy. DICTATORSHIPS Dictatorships such as the worlds LAVE and ENZAER, are only moderately safe to trade with, but are well worth the risk (provided the trader is well defended and combat trained). Very often pirates attack will not occur because of an agreement between pirate fleets an`n:d the world itself. A proportion of all incoming trade is 'allowed' to be stolen by pirates, who will then leave the world alone, and protect its ships from aliens or rogue traders. It is an uneasy liaison, which often breaks down. Lave is an agricultural world, and Enzaer is an industrial planet, but a similar principal operates on both surfaces. There are two trading standards, that of the People and that of the Aristocracy. Standards of living are artificially generated, a veneao`er of progress, and luxury goods, machine and textiles sell well-usually. The great demand, however is for basic commodities, especially foodstuffs, clothing and raw materials. These will sell well when the voice of the People has been raised in protest. ANARCHY PLANETS A trader can make his biggest profits and reach his grade the quickest. Worlds like Onisou and Xeesenri have vast wreck-yards in far orbit , the dead places of ships that game to trade honestly, and fell pray to trbp*~ickery. -- PAGE 49 -- These are lawless places, and have usually have come so because the original settlers competed too hard when there was too little resource material. Those worlds that survived Holocaust did so because of uneasy and bloody alliances between clan families. Pirates and mercenaries were hied for protection and assassination purposes. Anarchic worlds will trade readily in narcotics, sleighs, firearms and exotica, and the price will be good...if you get a price atcq" all. These worlds are almost always supplying invisible masters, usually elite trader/combateer who have turned to crime has the most profitable way off life. Such form loose federations, and trade on black market extensively throughout the galaxies. These worlds pay highly for goods they cannot produce themselves because they know that traders avoid them. Their own products need specialise, illegal outlets: weaponry, narcotics, eavesdropping devices... if it's covert, then anarchdr0Jic worlds are producing it. Trade in these items and you will get rich quick, or dead quick, or at least become a fugitive. ALIEN RACES Of the 2040 officially registered planets in the GalCop, all but 45 support human colonies only, that is to say , human presence elsewhere is restricted to settlements in under populated parts of the land surface. -- PAGE 50 -- Trading at such worlds depends, for its success, very much upon the extant state of co-operation between human and aliene]0l. Humans control the Coriolis stations in orbit, but the availability of items to trade, and their relative expense, can be affected by the controlling life forms. Most alien life forms are either too primitive, or too glad of off-World trade, to interfere. Some, such are the Reptilian life form of Esanbe or the Amphibioids of Anbeen, can make a traders life very difficult by haggling at the point of a laser. The available planetary information on all worlds will indicate the natuPt(' cargo. It has no Free Space trade facility, apart from routine jettisoning of canisters. -- PAGE 42 -- ADVICE TO TRADERS The Cobra trade ship can be fitted with four lasers, four missiles and one energy bomb. This should be sufficient to make trade possible within the System Space of even heavily piratised worlds. But it is strongly recommended that pilots achieve a combat of at least 'deadly' before any worlds designated 'Anarchy' or 'Feudal' are approached, especially if the Qugvrcargo is high tech machinery of luxury goods. To make money as a trader is no easy talk. Unless you have backing capital you would be well advised to start with foodstuffs, textiles, minerals and luxuries. -- PAGE 43 -- Demand for goods varies widely and prices within planets fluctuate, but GalCop regulations prohibit planets from advertising their requirements or announcing their market prices beyond their own System Space. Any trader, therefore, approaches all transactions wiRvDZ1th a certain financial risk. Trade depends upon demand, and selling prices depend upon the level of demand on the planet, and its available money. None of these factors can be assessed before docking. Agricultural planets invariably have excess produce at reasonable purchase prices, and such food sells well at industrialised, middle - to high - technology worlds. Raw materials, and ores, will sell well to middle - tech worlds, which are usually able to refine them, and the refinedSwWZ product can fetch excellent prices at worlds of very high tech status. The rules are complex, and anarchy and piracy has its effect on causing the rules to change. Think about a planet's needs. Think what might make the society function. Don't trade expensive trivia to a hungry world. IF THE PROFIT ISN'T WORTH IT, TRADE IT SOMEWHERE ELSE. AGRICULTURAL WORLDS specialist food and raw materials, but mostly basic machinery and spare parts. If they are rich, they need luxuries and hTxe2*bigh tech industrial machines. They produce food in quantity, raw materials and specialised 'organic' items, like some textiles. INDUSTRIAL WORLDS need agricultural produce; raw materials (for refining); resource exploitation machinery; (if rich) high tech goods. They produce basic items of need for civilised worlds: beds, seals, and gaskets, power storage units, basic weapons, mass produced fertiliser, mass produced medicines etc. -- PAGE 44 -- ALTERNATIVES TO TRADING Since theUy"" Cobra craft is equipped as a fighter as well as a trader, with in-built capacity for strengthening its armaments, there are alternative life-styles to trading which may prove profitable, but which are excessively dangerous. BOUNTY HUNTING Galactic banks, which insure the larger trading convoys, will pay a large bounty for each pirate ship destroyed. A ship's computer will transmit photographic evidence of any kill to the GalCop Bank Federation Monitoring Authority. The IR signatuVz3EWre of the destroyed ship is then tallied with all known pirate vessels, and the bounty hunter pilot credited accordingly. Bounty hunters commonly have Cobra Class ships in order to masquerade as traders. They simply hyperspace into a system (anarchic and feudal worlds especially) and wait to be attacked, ensuring that they have sufficient hyperspace fuel (Quirium) for a quick escape. PIRACY Piracy is widespread throughout the 8 galaxies, and many pirates are not hardened criminals W{"bat all, but failed traders who have turned to this way of life in desperation. To survive as a pirate, looting freighter convoys and small ships, requires a high degree of combat experience, since not just Police Vipers will pursue them, but other pirate ships and Bounty Hunters, too, will prey upon them. But the rewards are high. Provided the pirate ship is equipped with a fuel scoop, the jettisoned tonne-cannisters of attacked cargo ships can be scooped up and traded. ASTEROID X|MINING There is money in rock, but to make the most of it a Cobra ship must be fitted with a fuel scoop and a MinReduc 15 Mining Laser (or some equivalent type). The mining laser will blast very large asteroids into very small fragments and the scoop can rapidly swallow this tradeable ore. -- PAGE 45 -- FREESPACE CARGO Trade ships are often destroyed (by natural catastrophe or enemy action) and their cargo left ungathered. Using a fuel scoop such 'free bounty' can be collected. Y} BThe contents of the canisters will be unknown until they are taken aboard and examined, and may be worthless or worth a fortune. If their contents are illegal goods, they cannot be traded or sold without legal risk. (N.B: Pressurised cargo canisters are the Universal means of storing cargo for Interplanetary Space Voyaging. Made of HiFlux Chromon-alloy, they hold one Gal-Tonne of goods, under variable pressure and temperature conditions. Tales have been told of such barrels being dZh~"iscovered after over five hundred years on barren moons, and such 'Moon salvage' is a remarkable source of historical artefact material.) -- PAGE 46 -- ILLEGAL TRADING It is surprising how many planetary systems will allow the purchasing of illegal trade items, notably firearms, narcotics (especially Arcturan Megaweed) and slaves. Slaves are supplied in cryosuspension in transporter coffins, and often turn out to be old and sick specimens of vaguely humanoid life forms. NonethelE3et of Tech level 5 or higher. These enable a ship to obtain free hyperspace fuel by 'skimming the sun' - flying close to it at high velocity. Since fuel scoops utilise powerful electro-magnetic fields to guide the solar wind into their converters, they may also be used to pick up miscellaneous space debris. Almost all pirate vessels are fitted with these so that they can blast their prey apart and sift among the wreckage, rather than attempt to dock with a hostile craft. Once fuelF˻4 scoops are installed, you can scoop up an object (such as a cargo canister) by keeping it in the lower half of the screen view area while flying right up to it. FUEL SCOOP SPECIFICATION: Fuel scoops are considered an essential for Deep Space, and dangerous zone trading. They have a standard design, and a standard fitment. They use powerful electromagnetic fields to guide solar wind or small space debris into their ReQax convertors. CARGO BAY EXTENSION One cargo bay extension cG(Kan be bought, increasing the hold space from 20 to 35 tonnes. CARGO BAY EXTENSION SPECIFICATION: Standard model is the Mariner Freight Chamber. DOCKING COMPUTER This is available from all Tech level 9 planets; they are fitted to the ship's flight control system and enable it to dock the ship automatically. DOCKING COMPUTER SPECIFICATION: The SinCorn RemLock DA System is a sophisticated and expensive piece of -- PAGE 37 -- gadgetry. It comes with MemnSomn pilot interaction toH'z) induce hi-cram sleep during the manoeuvre. INTERGALACTIC HYPERDRIVE The intergalactic hyperdrive is obtainable only from planets at Tech level 10 or higher, and can only be used once. IGH SPECIFICATION: Although a number of manufactures have supported a whole range of IGH motors, it is recommended you remain loyal to Xeror/Hikan who provide the standard hyperspace transit drives. ASTEROID MINING LASERS Asteroid mining involves the fitting of fuel scoops and special mining lasers I'to your ship. Ships which always carry them are known as 'Belters'. They search for asteroids and, on finding one, use the laser to fragment it into pieces sufficiently small to be taken into the cargo bay. MINING LASERS SPECIFICATION: Kruger Model ARM64 Sp. Mining laser is highly recommended as both a trade and combat addition. Uses variable frequency laser rods of 200mm length, fired in wide beam, 100 channels/beam. Automatic debris-pattern lock ensures no fragments of large siJze of target asteroid impinge on ship space. Can destroy asteroids of up to 2KtHH durable Mass. Must be fitted with a fuel and matter scoop. -- PAGE 38 -- INTERGALACTIC TRADING --------------------- The Cobra Mk III, designed primarily as a trading ship, combines combat efficiency and manoeuvrability with substantial cargo space (20 Tonne Canisters) and with scoop attachments for space debris, jettisoned cargo and space rock. Most space stations have made the procesK!s of trading very simple, in order to facilitate a fast turnover in goods and ships. Import and export tariffs - which are high on some worlds - are automatically added or deducted and this is reflected in the prices shown. The auto-trader system, employed by the Cobras, does not allow for more specific trading deals to be performed. A selection of the more valuable Alien items that are tradeable is given in this manual, but the trader must deal with them in person. Once docked yoLu are linked directly with the CorCom Trade System. At your request you can obtain a list of basic trade items available for purchase. Slaves are measured by the tonne in the galactic trading. This may seem a little strange, but it includes the cryogenic suspension system necessary to keep them alive during space travel. The slave trade, once almost eliminated by the Galactic Government is now returning, despite the efforts of the Galactic Police Force to suppress it. -- PAGE 39Mfa -- ITEM Average price/cr ------------------------------------------------------------------- Food (Simple organic products) 4.4 tonne Textiles (Unprocessed fabrics) 6.4 tonne Radioactives (Ores and by-products) 21.2 tonne *Slaves (Usually humanoid) 8.0 tonne Liquor/Wines (Exotic spirits from unearthly flora) 25.2 tonne Luxuries (Perfumes, Spices, Coffee) 91.2 tonne *Narcotics (Tobacco, Arcturan MNxegaweed) 114.8 tonne Computers (Intelligent machinery) 84.0 tonne Machinery (Factory and farm equipment) 56.4 tonne Alloys (Industrial Metals) 32.8 tonne *Firearms (Small-scale artillery, sidearms etc.) 70.4 tonne Furs (Includes leathers, Millennium Wompom Pelts)56.0 tonne Minerals (Unrefined rock containing trace elements) 8.0 kg Gold 32.7 kg Platinum 65.2 kg Gem-stones (Includes jewOs+ellery) 16.4 kg Alien Items (Artefacts, Weapons etc.) 27.0 tonne Medicines 90.0 tonne * These items are defined as illegal by the Galactic Government, so trading in them is risky. -- PAGE 40 -- The prices shown at the time of trading represent an offer to you and will be guaranteed while you are in Trading Mode. -- PAGE 41 -- The Cobra trade ship must dock with a Coriolis space station before buying or selling:Lj5 laser they have in effect created a whole new laser market. The LF90 is the current computer-aided model and comes with x4SUSAT sights. MISSILES Missiles are always available, whatever the nature of your destination world, though no more than four may be carried at any one time. They are extremely effective weapons and are carried by the larger star ships. Your ship's computer will warn you when one is fired at you with a message on-screen. Unless your ship is fitted with ECM (se;?e below) you will have to outmanoeuvre the missile, which will home in on you relentlessly. If a missile hits you, it can almost completely exhaust a fully charged shield and, if your shields and energy are low, may well be fatal. Before a missile can be fired it must be locked onto a target. When fired, it will home in on that target and destroy it, unless your enemy successfully takes one of the precautions described above. The missile launch mechanism is very reliable and hardly <boever jams. Missiles can be locked onto targets in any view. -- PAGE 33 -- MISSILE SPECIFICATION: Lance Ferman Homing Missiles (4x4) are now recommended for all small class trade-combat ships, but can be fitted as part of a mixed design weapon rack. LF missiles have 2IL-135 guidance systems, and optional manual directional control overrides. Warhead packed with Terminal 9 explosive, and the 4x4 is invulnerable to all known counteraction, except ECM systems. Capable of Megazon De=f3struct Force 7. Prototype first used in 2987, during Ineran Wars. ENERGY BOMBS An energy bomb will be offered for sale at a planet of Tech level 7 or higher, and can be used only once. It will destroy all other ships, asteroids, and missiles in the vicinity. ENERGY BOMB SPECIFICATION: Medusa Pandora Self Homing Energy Bomb (available at Tech Level 7 worlds or higher) is a tactical weapon capable of Megazon Destruct Force 13. Has heat radius of 9000 km. Developed by Klaus-Kline lab>smXoratories for multi-role combat using 'launch-and-leave' techniques. -- PAGE 34 -- DEFENSIVE MEASURES SAFET ZONE The Orbit Space around any Coriolis Space Station is safe. The Stations own defences will come to your immediate assistance. Entry to safety zone is signalled below the compass. SHIELDS AND ENERGY BANKS Your ship comes equipped with fore and aft shields and energy banks. The shields protect your ship from aggressive fire, and will be recharged from the energy banks.?ss Constant fire will harm the shields. Once a shield is depleted, enemy lasers and missiles striking that shield will take energy directly from the energy banks and may even destroy items of cargo or ship fitting. When all your energy banks are empty your ship will be destroyed. Using lasers or an ECM system will also deplete your energy banks. The ship's computer will keep you informed of any damage to your ship and will also warn you when energy levels are dangerously low. An E@'xtra Energy Unit may be fitted at planets of Tech level 8 or higher, and doubles the energy bank replenishment rate. This is the energy unit with the copper coloured top. No other unit looks like it, or lasts like it. -- PAGE 35 -- DEFENSIVE SHIELD SPECIFICATION: The shields consist of hi-tense flux webs of Zieman-charged sub-particles. They are weakest where the laser and missile tubes pass through the ship's hull, and along the central ship band where the two shields overlap, Askeand cause a stress zone. ECM An ECM System (literally Electronic Counter Measures System) is offered for sale at Tech level 2, and may be used any number of times given sufficient energy replacement. When activated the ECM destroys all missiles in your vicinity - including any that you have fired. Some enemy ships, especially traders, will have this and may use it against your missiles. ECM SPECIFICATION: Radiant-Magnetic 'wipe-out' using ion-saturation theory developed by Bell Band Braben on Riedquat 359. Electronic Counter Measure Systems use minute charged particles of InterSpac Heavy Element dust, releasing their radiant energy and setting up expanding nuclear flux chains. ESCAPE CAPSULE An escape capsule can be fitted in place of your cabin at any world of Tech level 6 or higher. If the escape capsule is jettisoned from the ship, it will be automatically tracked by the nearest world and will travel safely to a Coriolis space station. Your cash will beCP preserved but all your cargo will be lost. However, this item comes with a widely recognised insurance cover which will guarantee you a new Cobra Class ship, equipped in like manner. The contents of the cargo hold is exempt from this protection. Since the unique IR signature of a ship's hull is used to file police records, abandoning your ship in this way will have the effect (unfortunately exploited as much by galactic brigands as trader victims) of clearing your police record. D~Hh You may see an escape capsule leaving an enemy ship. This will not harm you unless you crash into it. ESCAPE CAPSULE SPECIFICATION: Recommended model is the XEESLAN FastJet LSC 7, which can support two human life-forms for seven weeks, in moderate Suspended An.state. -- PAGE 36 -- NON-COMBATIVE EQUIPMENT FUEL Fuel is always available. You can refill your tanks to full (7 light-year) capacity - no less is permitted. FUEL SCOOPS Fuel scoops may be fitted to the hull at a plan/:;arn the tell-tale signs of pirate presence. POLICE In a Co-operative of Worlds as complex as the 2040 planets of the GalCop, the police can be as menacing as they can be helpful. The typical police vessel is a Viper GH Class PulseShip, which is very fast, and very manoeuvrable. They are on constant standby on every CORIOLIS and Dodec space station, and will attack - a pirate, or a fugitive trader - within seconds. They do not make arrests, they destroy. There are different police0I departments serving different purposes - narcotics, space-drunkenness, psychotic shooting, piracy, slave trading etc. - but all have small fleets of these very fast Viper patrol craft. -- PAGE 29 -- OTHER SPACE TYPES ROCK HERMITS Pirates, ageing bounty hunters, or planetary outcasts, who create living space out of asteroids. They usually choose large asteroids, and set up signal beacons to warn off miners. GalCop Law protects Rock Hermits, but since most of the asteroid is holl1/owed-out, there is little advantage to be gained by 'mining' them anyway. -- PAGE 30 -- GENERATION SHIPS Before the development of the WS Thru-Space drive, in all its various forms, interstellar travel occurred in large, self-sustaining environment ships - Generation Ships - most of which have now been logged and their progress monitored. There are more than seventy thousand of these immense vessels ploughing their way through the galaxy, some of them into their 30th generation.2l The penalty for interference with such a vessel is marooning. SPACE DREDGERS These immense factory ships are to be found wherever there has been a war, or a Thargoid invasion, or a natural catastrophe. More than forty miles long, the Dredgers are a life-form to themselves. The Dredgers are huge cities in space, feeding off debris and ruination. Heavily armed, and with fleets of reconditioned fighter ships, they are to be avoided at all cost. COMBAT CONSOLE 1 SHIELDS (FS) Defens3\` ive shields take power from two energy bank sources, fore and aft. Purchasing a extra enery units will increase the effectiveness of the shields. 2 MISSILE STATUS Missile status depicts the number of missiles on board and whether they are 'targeted' or 'untargeted' or 'locked and ready to fire'. 3 ENERGY BANKS Energy banks will rapidly drain if defensive shield are taking excessive fire. Using lasers or an ECM System will also drain their resources. When the fourth bank is tapped4Y, an ENERGY LOW message will flash onto the screen. Eventually, in normal circumstances, the banks will be automatically replenished by surface radiation absorption. 4 LASER TEMPERATURE (LT) Laser temperature will rise during continuous firing of the ship's laser(s). As the central housing overheats, the laser will temporarily cut out rather than destroy the system. Purchases an extra energy unit will decrease the time taken for the lasers to cool down in heavy combat. 5 FLIGHT GR5oHID SCANNER This sophisticated instrument displays a three-dimensional view of space in the immediate vicinity of your ship, seen from a point behind and above it. the precise position of any ship within its range can be pinpointed. The 3-dimensional scanner operates in such a way that you can pinpoint a ship above and below yours, as well as to the front, behind or to the sides. The vertical bars show this clearly. A flashing bars indicates the ship is hostile -- PAGE 31 -- LASERS6% Pulse lasers are initially housed only in the front of the ship, and so no sights appear across rear or side views until such time as you have sufficient credits (from combat and trading) to afford lasers for these mountings. As we shall see, with sufficient cash you will also be able to upgrade pulse to more to more powerful beam lasers. The Cobra astrogation console accommodates a single laser-fire key. Even fully equipped only one laser may be fired at a time. If a laser overh7 eats it will not fire (observe the laser temperature bar). Lasers are the principal armament of all space fighters. Pulse lasers will be offered for sale at planets of Tech level 3 or above (see Trading). Beam Lasers will be offered at Tech level 4 or above. If a beam laser replaces a pulse laser the price of the pulse laser is refunded after the beam one has ben fitted. PULSE LASER SPECIFICATION: Ingram Model 1919A4 Pulse Laser is recommended for all positional laser mountings8W, but is especially effective for rear-shooting. Fires intermittent laser 'rods' 610mm in length, with a cycle rate of 1500 RoPM. The barrel is of high grade Allutium fibre, lined with tempered QuQorian Silica. Power provided directly from inverse energy banks contained in main ship's drive. Each rod is capable of piercing 267mm of Flux-Locke metal. -- PAGE 32 -- BEAM LASER SPECIFICATION: Ingram MOdel M1928A2 is highly recommended for front shooting. Beam lasers fire continuous9FO laser strands, up to 150 in parallel. Barrel is Allutium + lined with tensioned plastiglass, and as with the 1919A4 Pulse laser, power is provided by main drive link. Beam lasers are capable of slicing through 410mm FL metal. MILITARY LASER SPECIFICATION: Range and operation twice as effective as the Ingram model M1928A2 beam laser. This is Lance Ferman's entree into the laser market. Hitherto known for their highly effective and relatively cheap missile systems, in the military$i~ll re-engage the compass to track that instead of the target planet. Once the cobra is within scanning and protective range of the Coriolis station, the flight-grid scanner will begin to track it. Its own defenses are now available for your protection. The scan console will register the letter 'S' as long as the space station is within range. The intergalactic hyperdrive is expensive and can be obtained only from planets at Tech level 10 or higher. It can only be used once, and %\ywill take you to a system in a whole new galaxy (i.e. a new map). There are 8 such galaxies and making 8 jumps will return you to your starting galaxy. -- PAGE 22 -- DOCKING PROCEDURE Docking with a Coriolis space station is never easy, unless the ship is equipped with an automatic docking computer. The Navy Training Manual recommends the following approach and dock sequence. Locate the Coriolis station and approach it. The entrance tunnels to all these stations face the mother&X h planet. Fly near to the station and then on towards the planet (monitoring altitude carefully). By turning a half circle you will now find your ship orientated towards the entrance. Approach the final moments of docking at DEAD SLOW SPEED. Failure to dock cleanly can be fatal but may simply result in your scraping the sides of the aperture, with consequent loss of defensive shield(s) and quite possibly your cargo. Manually control the Cobra's roll motion to match the rotation of 'Q ?the Coriolis station (see illustration). The entry port must be as nearly horizontal as possible. If docking is successful; the protective field across the station entrance is penetrated, and a break pattern appears on the screen. Berthing is handled automatically. Docking protocol, and Orbit Space Regulations, are numerous, and are available in the GC Orbit and System Space Code, published by Federation Planet bureau. -- PAGE 24 -- INTERPLANETARY TRAVEL ----------(fg----------- IN-FLIGHT COMBAT Not all ships in deep space, even small fighters, are pirates. Most ships will respond to hostile action with hostile action. If you attack a police ship or trade in contraband goods (see trading), your legal status will be changed to OFFENDER, or even higher. If you destroy pirate ships, or Thargoid invaders, (or asteroids) you will receive a bounty payment. If you shoot at the Coriolis space station, its own defensive ships (Viper class fighters) will)$1 attack you. -- PAGE 25 -- MANOEUVRING The Cobra tradeship is fast, and has a very tight turning circle (though less tight at full speed); it is an ideal combat ship against small packs of enemy vessels. It will outrun many attack craft by speed alone, but it will not outrun a missile. Spinning, fast-slow, and duck-and-weave manoeuvres are very effective against the larger, less manoeuvrable ships when they attack. A sudden decrease in speed followed by a tight 180 degree turn a*und an increase in velocity will often give you a big advantage over pursuing enemy craft. SINGS OF DANGER If you cannot make an interspace quick jump towards the planet, there is a ship in the vicinity. It could be dangerous. Laser fire striking the defensive shields makes a light screeching sound. Listen for laser fire striking the hull direct. Through damaged screens it makes a low, screeching sound. DANGER. -- PAGE 26 -- An incoming missile will be detected, tracked, and a +[warning message flashed on main screen. Some star pilots are braver than others and pirate ships may break off and run in the face of stiff resistance. Some appear to know no fear - in particular Thargoid vessels, whose captains have had their fear glands surgically removed. LIKELY ENEMIES Lone-wolf traders-such as Cobra pilots-are constantly at risk from other Spacefaring types. An understanding of other loners, packhunters, and bounty killers is essential. BOUNTY HUNTERS Unles,a Rs you have achieved FUGITIVE status, and especially if you are highly ranked as a combateer as well as being a criminal, bounty hunters will not bother a ship as insignificant as a Cobra MK 3. In fact, many bounty hunters favour Cobra trade-ships as they make an excellent disguise. But the real killers star-ride in the sleek, and highly efficient, Fer-de-Lance Lightspeeder,in which they live for months at a time. Bounty hunters can always be found outside Orbit Space, especially ar-zound worlds classified as 'dangerous'. They are invariably of combat rating: DEADLY or ELITE. Bounty hunters rarely identify themselves to passing ships, and if pestered too closely will usually kill. -- PAGE 27 -- PIRATE VESSELS There are several ways of identifying a space-going ship as 'pirate occupied', and this is essential since pirates and renegades will take any ship for their purpose, from an Asp to a massive Python. Pirates exist everywhere in the galaxy, but cluster .{06mainly around unstable GalCop worlds, especially worlds run on a feudal or anarchic system. Small ships hovering very distant from a planet are pirates. Large ships accompanied by a mixture of small fighter types are pirates. Ships that refuse to acknowledge identification signals are pirates. Around worlds run by autocracies, or clans, pirates will very often have been paid to leave trade ships alone. Piracy is a huge, and complex, business, and any life-respecting trader will lewr one. LOCAL NAVIGATIONAL CHART This is a high power chart of all planets in the immediate vicinity of your docking world. Since the Cobra ship has a maximum single H-jump range of 7 light years, the target world must be chosen carefully. The target cursor, used in conjunction with the Worldata link, will indicate dangerous or likely worlds for trade. -- PAGE 16 -- A CORIOLIS SPACE STATION Every world registered with the galactic Co-operative has several Coriolis space stations i+Fn orbit at various altitudes. Coriolis stations are 'neutral' territory, controlled equally by GalCop and the Planetary Government. A new dodecahedral design (the so-called 'Dodo' stations) is replacing the Coriolis design in the more advanced systems. Coriolis stations are hexagonal in approximate shape. They spin along a single axis running vertically from the planet below. One side of the station always faces the planet, and it is on this facet that the access tunnel is located. o Coriolis stations were designed at the GASEC (Galactic Astronautic and Space Exploration Centre) Laboratories on the planet Vetitice. The first station was in orbit around the world Lave in 2752. Coriolis stations have powerful defensive shields (against pirate attack and inept docking) and a large fleet of Viper fighters, and several larger types of ship. The inside of the station is free-space, and on each inner facet of the station there are berthing and refuelling facilitiesT, as well as cities, hospitals, farmlands and leisurescapes. Each Coriolis station has a diameter of 1 standard kilometre. They can berth 2000 ships, and support a fair-sized colonial life development of humanoids. -- PAGE 17 -- LEAVING THE SPACE STATION On coding for Station Depart the pilot is advised to accept a 10-second MemnSomn to dispense with subjective experience of the passage from docking bay to Coriolis station egress. The screen will then show a break-pattern, whic-h is the passage through the protective field over the Coriolis entrance tunnel. BASIC MANOEUVRES The Cobra trade ship needs practice to fly well, though it is highly manoeuvrable, very fast, and a good combat vessel. It accelerates rapidly using fingertip control. -- PAGE 18 -- You might see some Cobra Class ships. These are other traders like yourself, and will not harm you unless you shoot at them. If you do this they will either attack or alternatively, run away. ShaChould you use them for combat practice, do not expect the space station to turn a blind eye to such unruly behaviour. Nothing will attack you while you are within sight of the space station - unless you make a nuisance of yourself. It is not possible to land on the planet, and flying into planets or space stations is fatal. The altimeter shows your height above the planet's surface, and you should not let it fall too low. (If you are a new pilot, now is your best chance to practicHe docking manoeuvres with the space station at Lave. The Lave Orbit Space Authority permits an unlimited number of practice runs by newly appointed pilots, and does not charge. This facility is suspended during attack, or when the Coriolis station has no free docking space. See the illustrated section on docking procedure.) -- PAGE 19 -- CONSOLE READINGS 1 CABIN TEMPERATURE Cabin temperature will increase and the console register this when your ship flies too close to  !i`a sun. 2 ALTIMETER Your altitude above your destination planet can be crucial. Flying too near its surface will be fatal. 3 FORWARD VELOCITY BAR Forward velocity should be maintained at maximum on planetary approach. Keep it low during space station approach, and minimal for final docking. 4 GYRO ORIENT BAR Gyro orient bar indicators show right/left roll and dive/climb status. 5 SPACE STATION INDICATOR The 'S' refers to the space station and indicates that you are within its pr!GJotective range. Pirates normalls keep well outside this area. 6 COMPASS This instrument first picks up a target planet while it remains out of range of the main flight-path scanner. When the planet's space station nearest to you comes within range of it, the compass picks up that instead. When the dot is not solid the object is behind you; when solid and in the centre of the compass circle, it should be visible through your front viewfinder. -- PAGE 21 -- MAKING FOR YOUR TARGET"[- WORLD Having left the space station you will be in low orbit above the planet Lave, moving at low velocity. You can leave the current system using the hyperdrive - assuming you have selected a destination and have sufficient fuel. On arrival in a new planetary system, after transit from hyperspace, you will find yourself at some distance from your target world. This conforms with GC Flight Law. Even in the safest systems there can be unseen dangers, and you will be well advised #to approach orbit space, and the safety of the space station, as quickly as possible. Increase forward velocity to maximum. At this point you can take full advantage of the Torus Jump Drive. The Torus Jump Drive does not function (because of interference patterns) if there is another ship, a planet or a sun in the immediate vicinity. If this is the case, a sound signal will occur. Soon your ship's computer will pick up the beacon signals of the nearest orbital space station and wi.qystem; GREEN means that there is no immediate danger; YELLOW indicates indicates enemy ships in the vicinity; Condition RED signals a hig-risk on-going death-type combat situation. THE STATUS PAGE: 'Legal Status' refers to your Galactic Police record. If this is CLEAN you have nothing to worry about, but as an OFFENDER or, still worse, a FUGITIVE you are likely to be attacked by police ships. The 'Rating' is a dispassionate assessment of your performance in combat so far. Currentw }t cash and fuel are also displayed, along with a list of ship fittings. YOUR RATHING AS A COMBATEER: To become an elite combateer requires great skill and great patience, because expert trading is essential before the necessary more powerful armaments and equip available to the Cobra ship can be bought: beam lasers, more missiles, energy bombs, a docking computer, galactic hyperdrive,etc. -- PAGE 10 -- As you sail through space between the stars, and as you trade, you wilo#l live with your combat rating. You will begin as HARMLESS. If you survive your first skirmish you may be reclassified as MOSTLY HARMLESS. But on the slow climb to a status level that reflects a growing talent for combat you will have to engage many different ships, in many different skirmishes, in the System Space of many different worlds. You will be classified as POOR then AVERAGE, then ABOVE AVERAGE, then COMPETENT. Then you will become DANGEROUS, then DEADLY. And at last, a ~few will become ELITE. Your kills are photographed and transmitted by TS ComDirect to the nearest GalCop Federal Law Centre. Your rating as a combateer will increase in direct proportion. Fly your Cobra craft wisely and carefully. Remember: other pilots may be attempting to increase their own combat rating by attacking either innocent traders, or police Vipers (the ships of the GalCop Police Force). If you resort to such tactics (or if you adopt the fast-credit routine and tradeS in illegal gods) then your combat rating may rise, but your legal status: CLEAN--OFFENDER--FUGITIVE, will make you Public Energy Number One with the Federation Crime Monitoring Authority and you will not be left alone. -- PAGE 11 -- NAVIGATION AND FLYING --------------------- NAVIGATION: The Galactic Co-operative is only one - although the largest - of several planetary federations, and maintains trade and diplomatic links with over 2000 planets spread throWughout 8 galaxies. The political profile of a planet is an important navigational consideration as many are in a state of anarchy and are unsafe to visit in poorly equipped ships. Important too is its economic profile, as will be discussed in the section about trading. Navigational strategy depends of course upon your aims in life. If you think you have what it takes to become elite, you will need to chart your path through the galaxies with care and great precision. You will wish Ito equip your ship as fully and as early as possible. You will, therefore, need to study the trading section of this manual so that you can work out a profitable trading route in order to be able to afford the weaponry you will require. You will have to make decisions about how dangerous a life you wish to lead: in general, the more risks you take (travelling to dangerous planets or trading in contraband goods), the faster you may equip your ship but the quicker you will be killed., You will discover that life in the 8 galaxies is a question of fine balance. Although it may seem, at first, that indiscriminate carnage is a soft option (kills improve your rating, after all), as your skills and experience of living in space mature, you will quickly discover that piracy is a short-lived career. Success in this context is a mosaic of talents: combative, certainly, but thinking and decision-making talents too. -- PAGE 12 -- There are 8 galaxies, and over 250 re*Lecognised planets in each galaxy. So massive a universe contains very little that is completely predictable, and offers infinite opportunities for adventure. (Page 12 and 13 have a picture of a galaxy) -- Page 14 -- Here you are introduced to all the controls which will eventually be useful to you in developing a route thrugh the 8 galaxies NAVIGATIONAL CONTROLS: It is important that you do not press the f1 key at the moment. GALACTIC CHART This chart shows all registered worldMN ]*qױ^line of flight runing through the ball in the very bottom left portion of the screen. you may wish to open or close you stance in order to slice (fade) your shot to the right or to hook (draw) it to the left. use the up/down keys to adjust the position of your front foot. notice how the large arrow adjusts to represent the change in the swing path of your club. you can also open or close your clubface to put spin on the ball so that your shot will curve to the rightqnK (slice) or left (hook). press RETURN when you're satisfied with your stance and clubface alignment. you'll proceed to the swing animation screen. if you change your mind before starting the seing and want to go back and modify your shot alignment, press ESC. you'll return to the stance and clubface alignment screen if you're using a full or chip stroke or, if you're putting, to the split-screen overhead and perspective views, so you can re-orient yourself. SWINGqua AWAY the third and last screen in the shotmaking series is where you actually swing the club. for easy, consisten, average shotmaking, you can simply press f10 to swing the club and hit the ball. by practicing the techniques described below, however, you can learn to control your swing and play a better game. when you're ready to swing, you can press any key to start the action. but if you don't press any more keys, you'll swing very slowly, and the ball won't qq go very far. there are three ways to hit the ball farther: you can swing your arms faster, add wrist action to your swing, and drive your swing with your body. you can work with each of these elements alone or use any combination of the three. pressing the C key will add a surge of wrist action to your swing. pressing the B key will add a surge of body drive, and pressing the V key will add both elements at once. pressing any other standard key in the lower two roq ēws of the keyboard will add arm speed to your swing; the keys in the third row (Q-]) will add extra arm speed. adding arm speed is the easiest way to add distance to your shots. for each time you press andy key except C, B, or V, you'll add arm speed to the swing. the keys in the row betw Q and ] will add extra arm speed. the more often you press the keys, the faster your arms will swing. while increasing your arm speed will enable you to hit the ball farther you q!~偢won't be able to achieve much distance by swinging only with your arms. you must add wrist and body action to your swing for maximum power. timing the required keystrokes is tricky, but with practice you'll improve. to add wrist action, you must both cock your wrists on the backswing and also release them on the downswing, just before impact, press C both to cock your wrists during the backswing and to uncock them during the downswing. after you press any key to stq")I!art your backswing, press C up to three times on the backswing and the same number of times on the downswing. just as in real golf, you can add distance by breaking your wrists at just the right moment during your swing. try to break themin the power zone during your downswing. by breaking them too early, you'll lose distance; if you break them too late you may top your shot. remember, woods take a little longer than irons to repond to wrist action. for more yaq#޶Rrdage, you can add arm spedd just after you break your wrists on the downswing, you'll need to add body action to your swing. to add body action, start your swing with any key, then press the B key up to three times on the packswing and the same number of times on the downswing. driving with your body can give your shots more distance than arm speed and wrist action combined. as with wrist action, the proper timing of your boady action is critical. try to uncoil yq$muour body as the club passes through the power zone during the downswing. keep in mind that the body responds more slowly than the wrists. once again, to add ven more distance, you should finish off your downswing with more arm speed by rapidly tapping any key other than C, B, and V. remember, the third row of letters on the keyboard (Q-]) add the most arm speed. to combine wrist and body action, use the V key. it fives you simultaneous wrist and body action on botq%ݒ"h your backswing and downswing. used with added arm speed late in the downswing, combined wrist and body action will deliver the greatest power and distance. press the V key up to three times during the backswing and again during the downswing, but try to focus your keypresses in the power zone during your downseing. if you uncoil your body and break your wrists too early in the downswing, you'll lose power before impact; if too late, you'll probably top or miss the q&Kball. timing your swing is very important for distance and accuracy. the faster your swing, the more critical the timing of breaking your wrists and uncoiling your body if you want a straiaght shot. whether you use th C, B, or V key, try to consolidate your keystrokes in the power zone during your downswing, then add as much additional arm speed as you can as you swing throught the ball. a fast backsing does not improve distanc. and once again, balance your C, B,qD0 on the chmpgolf program disk. this option is useful is you want to halt play in the middle of a round and pick up where you left off at a later time. GET GAME FROM DISK retrieves a saved game from the disk, so you can resume theround where you left off. SOUND is a switch for toggling sound On The Course ------------- To begin exploring the course from the main menu, press ESC to return to the scorecard, ifq necessary. Then use the up/down keys to highlight a hole you'd like to explore-number 12 is a good place to learn how to control your views and perspectives. press RETURN to go to the hole you've selected. SHOTMAKING shotmaking in chmpgolf has all the elements of real golf, including aiming, club selection, clubface alignment and stance, and timing the components of your swing. For each element chmpgolf recommends a standard choice for every player; these choq|ices are highlighted on the shotmaking screens, However, you can control your aim, club selection, stance, and swing in any way you like. AIMING YOUR SHOT whether you're on the driving range or the golf course, you'll want to be sure of your aim before hitting your shot. In taking aim, you'll rely on the ground-level or bird's-eye perspective (f6 or f5). In any perspective view, you'll notice the small line, or tick, at the top center of the view and your ball at tq.zhe botoom center. the initial line of flight of your shot will be in the direction of the tick. On the golf course, champgolf sets up the initial line of flight directly at the flagstick. Only on rare occasions, however, will the ball fly or roll in a perfectly straight line throughout its flight. As in real golf, factors such as the wind direction and speed, the path of the clubhead, and the angle of the clubface at impact will affect the flight of the ball; on tq'Fhe greens, the slope of the terrain will cause your putts to break. So you'll often need to adjust your aim before hitting the ball, especially in a heavy crosswind, on severely slopping greens, and when you're trying to "bend" a shot around trees. You also need to adjust your aim from the tee on dolgleg holes, because the initial aim may be into the trees (number 1 is a good example). To adjust your aim, use f7 to rotate the tick to the right, f8 to rotate it to tqhe left. On a split screen, the square in the overhead view moves in tandem with the tick. After moving the tick, you can press f1, f2, f5, or f6 to redraw the perspective along your new line of sight. If you move the tick entirely off the perspective view, the view will go blank, prompting you to redraw. You may rotate more before doing so. After taking aim, press RETURN to go to the first shotmaking screen. If you've pressed any of the arrow keys to move from yoqkur ball, pressing RETURN at this point will take you back to your ball rather than to the first shotmaking screen, and you'll have to re-adjust your aim using f7 and f8. STROKE AND CLUB SELECTION on the first shotmaking screen, you select the type of stroke you want to use and choose a club. but if you first change your mind about your aim and want to go back to the perspective screen with the ball and tick, press ESC. In selecting a stroke, you have three choicq$+es: FULL involves body turn, arm speed, and wrist action (max. power) CHIP a half swing, with a shorter backswing and follow-through, but it also involves body turn, arm speed, and wrist action (less distance) PUTT involves arms and wrists only chmpgolf always highlights a recommended strok, based on the lie of your ball and its distance from the cup. to select the stroke highlighted on the screen, simply press RETURN. Or press F, C, or P. On amiga, use the lq+}eft/right keys to highlight the type of stroke you want, then press RETURN. after pressing RETURN to confirm your stroke selection, you must select a club in selecting a club, you have your choice of any club in your bag, except if you've chosen the putting stroke, when you may use a putter only. again, chmpgolf recommends a club, which you may accept by pressing RETURN. to select a different club, you can scroll through the list. press RETURN to confirm your seqDے'lection. to tee up the ball or remove it from the tee on the driving range or at the start of a hole, press T. after highlighting your club selection and deciding whether you want the ball teed up or not, press RETURN. You'll go to the second shotmaking screen. should you change your mind about your stroke or club selection, press ESC to return to the SELECT STROKE screen. ADDRESSING THE BALL: STANCE AND CLUBFACE ALIGNMENT if you've chosen a full or chip stroke,q}VZ champgolf gives you a chance to adjust the alignmnet of your stance and clubface. no such re-alignment is possible for the putting stroke. for each shot, champgolf initially sets up a squeare stance and clubface, aimed straight in the direction you've chosen. the clubface alignment is shown in the TOP VIEW of portion of the screen, and the alighment of yur feet is illustrated in the lower left portoin of the screen. note the alignment of the feet relative to the q@VCionship golf. The ScoreCard ------------- After displaying the title and credit screens, championship golf takes you to the pebble beach scorcard. Notice the numbers for each of the 18 holes and the yardages for each from the back (BAC), middle (MID), and forward (FOR) tees. Also shown are the par (PAR) for each hole and the handicap rating (HCP), which ranks the hole according to difficulty. ex. the 14th hole is rated the most difficult During play the chmpgolf sqcorecard keeps running totals for the front none (on the OUT line), the back nine (on the IN line), and all 18 holes (TOT), updating and displaying the totals each time all registered players finish playing a hole. REGISTERING TO PLAY you can play a round alone or in a goup-up to foursome. to reg. type three initials for each player onto the scorecard when it appears. when all players have signed in, press RETURN. SELECTING A HOLE to start play on a different hqxole, use the uparrow and downarrow keys to highlight the one you want to play. rem: if you start at any hole other than the first, your score will not be eligible for recording as a course record ow score. you can go directly to the tee, but you may first want to go to the main menu to select tee and pin placements, a bag of clubs for each player, and other options. You must also go to the main menu in order to get to the driving range. to do so, press ESC. otherwiseq  RETURN to go to the course. The Main Menu ------------- the main menu allows you to select tee and pin placements, your bag of clubs, and other play options, and to go to the pebble beach driving range. To go to the main menu from the scorecard, the course, or the driving range, press ESC. press ESC again if you want to return to the place you came from. SELECTING OPTIONS to select an option from the main menu, use the uparrow and downarrow keys to scroll tq :,hrough the list the desired option, then press RETURN chmpgolf does not allow you to change your pin, tee, or club selections while you're on the driving range or playing a hole on the course. If you want tochange these selections after coming from the course or the driving range, you must first scroll to START NEW ROUND and press RETURN and then, from the scorecard, press ESC to re-enter main menu PLANNING YOUR GAME adjusting difficulty course: use the right andq F left arrow keys to highlight the player's initials on th escorecard, then press ESC to go to the main menu. Each player may select the forward, middle, or back tees and preliminary-round or final-round pin placements. SELECTING TEE AND PIN PLACEMENTS. unless you choose otherwise, you'll shoot from the middle tees to the preliminary-round pin placements. to make another selection, use the up down keys to screoll throught the menu until TEE is highlighted, then preq ss RETURN to cycle to your tee preference. Next, scroll down to PIN and repeat the procedure. CHOOSING YOUR BAG OF CLUBS chmpgolf automatically equips each player with 14 clubs if you prefer a different selection, scroll to PICK BAG OF CLUBS and press RETURN. you'll be presented with a menu of clubs. you can substitute the 2-, 4-, or 6-wood or the 1-iron for another club in your bag. you'll required to carry a putter and sand wedge. to select a club, you can useq -C the up/down keys to scroll thrught the list on the left side of the screen until the desired club is highlighted, then press the spacebar to put the club in your bag. you need 14 clubs! to select tees, pin placements and clubs for the next player, press RETURN to return to the scorecard; use the left/right keys to highlight the nest players initials; press ESC again to return to the main menu; and repeat the procedure described above. OTHER MAIN MENU OPTIONS to qQGselect any of these highlight the one youy want using the up/down keys and press RETURN LEAVE GAME removes the player whose initials were highlighted on the scorecard or who was about to hit when you came to the main menu. the other registered players may continue to play. after selection this option, you'll return to the scorecard or the cours, whechever you came from to the main menu DISPLAY LOW SCORES lets you see tq=he four lowest course record scores recorded on your chmpgolf disk DRIVING RANGE allows you to practice your full swing, chipping, and putting strokes, sand shots, and shots from the rough. if you leave a game to go to the driving range, you must start a new round or a new game to resume play on the course. STARTING A NEW GAME returns you to the scorecard, where you may register to play (enter initials for a qᘃlLgroup of players) You may then select tee and pin placements and a gab of clubs for each players, highlight a hole where you want to begin play, and go to the course. START NEW ROUND also returns you to the scorecard to strat fresh from the first hole, but with the same player, tee and pin placements, and clubs as on the previous round. SAVE GAME ON DISK records the current state of the game in progress Ied with one goal: "create the world's fastest production car." Its engine, code LT5, is a legend before its time. An all-aluminum, four cam, 32 valve V-8 so strong that Chevrolet engineers had to completely redo the rear end to accomodate more rubber. Is there anything simular to the ZR1? Check out the Indy 500. Important Note #1: After you boot up the Master Disk for The Duel: Test Drive II, and you want to use the Car Disk, you must assign the Car Disk to a drive. You will then bem n instructed to insert your Car Disk into the assigned drive. At that time, a serial number is assigned, Play Disks can be created with that Car Disk only with the Master Disk that was in use when the serial number was assigned. ____________Docs provided by THE HELLION & THE CORSAIR_____________ THE NEXT GENERATION / WORLD OF WONDERS orvette ZR1 - Tough to keep a 185 mph Corvette under wraps but the ZR1 stands as one of Detroit's best kept secrets. DesignHhe Santa Barbara coast. No time for California Dreamin'. The snakelike curves, narrow bridges and undulating roadway demand full attention. Santa Barbara to Mexico - What makes the Beach Boys sing? Take a gander out your window. Sunny Santa Monica, Del Mar and La Jolla beach. Wave adios to the palm trees, weave down that L.A. freeway and make a run for the border. Important Note #1: The mileages used in California Challenge are not the actual number of miles from Oregon to Mexico. MThey are "scale" miles that represent the exact distance. Important Note #2: After you boot up the Master Disk for The Duel: Test Drive II, and you want to use the Scenery Disk, you must assign the Scenery Disk to a drive. You will then be instructed to insert your Scenery Disk into the assigned drive. At that time, a serial number is assigned to that disk. Once that number is assigned, Play Disks can be created with that Scenery Disk only with the Master Disk that was in use when the serial number was assigned. ________________Doc provided by THE HELLION & THE CORSAIR______________ THE NEXT GENERATION / WORLD OF WONDERS es the Beach Boys sing? Take a gander out your window. Sunny Santa Monica, Del Mar and La Jolla beach. Wave adios to the palm trees, weave down that L.A. freeway and make a run for the border. Important Note #1: The mileages used in California Challenge are not the actual number of miles from Oregon to Mexico. qGh two views of the hole on a split screen. In the overhead view on the left-hand side, your position is represented as a small square and your ball as a dot. On the right-hand side is your ground-level perspective view of the hole, looking directly over your ball in the foreground. 3.Because the first hole is a dogleg-right, your perspective and your aime (always initially directed at the flagstick) will be into the trees. Press f8 seven times to rotate q{pNyour view and aim to the left, up the fairway. press f2 to draw your new perspective. 4.Press RETURN. You'll go to the SELECT STROKE screen where FULL will be highlighted 5.Press RETURN to select the full stroke. You'll go the the club selection screen, where the 1-wood (driver) will be highlighted. 6.Press RETURN to select the 1-wood. You'll go to the stance and club alignment screen. 7. Press RETURN to select a square stance and standard club alignment. q You'll go to the swing animation screen. 8.Press f10 to swing. Follow your ball on either side of the split-screen When your ball comes to rest, you'll go to your perspective and aim again directed at the flagstick. If you want to adjust your aim, repeat step 3, using f8 to rotate your view to the left or f7 it to rotate to the right. Then repeat steps 4 through 8, pressing RETURN to accept the stroke, club, and stance and club alignment recommended by champPG. That's all. But what about all the space left on this paper? In the interest of competition, we're going to fill it with a description of each roadscape along the seven legs of C.C. The California/Oregon Border to the Trees of Mystery - The sign says "Welcome TO California" - but don't plan on a long stay. The race begins at the border and immediately catapults you down a twisting redwood highway. Trees of Mystery to Eureka - Hold tight. The roads are as gnarled as the trees. Han|2dling is at a premium. The lush forest and oceanscape may be beautiful but one errant glance could pile you head-on into a logging truck. Eureka to Rockport - Prepare to climb. This stretch starts off like an elevator ride - then the bottom drops out. Definitely not for the faint of heart. Best to keep one eye on the road and one eye on the elevation markers. Rockport to San Francisco - No stopping for souvenirs in the small coastal towns. Time to make your move. Blast down 101, th=Z}jrough the tunnel near Mill Valley, then feast your eyes on the famous Golden Gate Bridge and city skyline. San Francisco to Carmel - Grab your sourdough to-go and step on it. Infamous Devil's Slide takes no prisoners and the heavy traffic makes even the locals sweat. Shoot past Santa Cruz and wind your way down the Monterey peninsula. Carmel to Santa Barbara - The view from the vistas is postcard perfect. Trek through the towering redwoods of Big Sur, then zip by a lighthouse off t:ation with your joystick and off you go! Joystick controls are simple: To Accelerate : Joystick up and firebutton To Decelerate : Joystick down and firebutton SPACESHIP DISPLAYS ------------------ Left column indicator : Destination distance Right column indicator :Bullet shield Left Dial: Destination proximity alert(only when the entire dial is pulsing brown) are you on course for your destination. Right Dial:This is your speedometer. HINTS + TIPS --------- Щ--- 1.Have a notebook handy. 2.Draw a map. 3.Be courageous and bold,of a good heart and a noble spirit,motivated by the power of love. FIGHT MOVES ----------- FIREBUTTON UP ------------- BACKWARD JUMP CHOP FORWARD JUMP CHOP JUMP CHOP \ | / WALK LEFT <- JOYSTICK -> WALK RIGHT / | \  PI SHUFFLE STUMBLE SHUFFLE LEFT RIGHT FIREBUTTON DOWN --------------- HIGH HEAD NECK BLOCK CHOP CHOP \ | / KICK <- JOYSTICK -> THRUST / | \ LOW LOW LEG ͓W BLOCK CHOP CHOP ************************************************************************ * CALL OUR WORLD-HEAD-QUARTER BBS: 312-397-8267 (2400/9600/19200 BAUD) * ************************************************************************ or call our Head-quarter BBS: 215-364-1258 (only 2400 Baud) FOR BUY THE LATEST SOFTWARE WRITE TO: PIRANHAS P.O.BOX 23 CH-5312 DO QzXETTINGEN forget swapping we have to much contacts !!! FOR INVITATIONS ABOUT OUR PARTY ON THE 29. APRIL 1989 write to: PIRANHAS POSTLAGERND CH-5400 BADEN 1 SWITZERLAND HIGH HEAD NECK BLOCK CHOP CHOP \ | / KICK <- JOYSTICK -> THRUST / | \ LOW LOW LEG the Play Disk, (i.e. DF0:), then press Return. This message will appear: "Insert Play Disk in DF0:, Press button to continue" 2 Insert a blank formatted disk into the drive and press the button. Another message will appear that states: "DF0: is not a Play Disk. Press Press button to continue. Esc to cancel." 3 If you want to use a Play Disk that you've already created, insert that disk, press the fire button, then follow the on-screen instructions. If you want to create a new Play Disk, Press Esc, and this message appears: "Select 'Make Play Disk' to make this disk into a Play Disk." 4 Select Make Play Disk on screen, press the button, then follow the on-screen instructions to create the Play Disk. roblems following the instructions on page 11 regarding the creation of a Play Disk. We say it's simpler than it is, so here's the full explanation. Sorry for any inconvenience. 1 As it states on page 11, assign the drive for Jll. But since we have the bulk of this paper left to fill, we've decided to fill it with a description of each of the Supercars in the disk. Here goes. '88 Lotus Turbo Esprit - If you're expecting typical British reserve, guess again. This Esprit is as sensuous and aggressive as any exotic to come out of Italy. And any car capable of pegging its 160 mph speedometer is certainly worthy of Supercar status. The Lotus handling is world famous. The 2.2-liter turbocharged engine, irresist *ible. Keep a stiff upper lip and let Esprit's 228 horses stampede. Ferrari Testarossa - A legend in its own time. The elite of Grand Touring cars. This Ferrari hits 185 mph with twelve cylinders singing in perfect harmony. 0-60 strikes in 5.3 seconds and the quarter mile blurs by a 13.3 - well over 100 mph. But speed isn't the only thing to snap necks. Take one look at its styling, its wrap-around leather interior - and you'll know exactly what you'd do with $134,000. Porsche 911 R UF - Introducing Louis Ruf's gift to the automotive world - a custom-built, twin-turbo Porsche 911. Top speed: 211 mph. 0-60 mph: 4.0 seconds. Blindingly quick. Acceleration that sucks you into the seat. Supreme ruler of the German Autobahn, this 469 bhp bullet is perfectly street legal. But don't let that fool you. The space program would provide better preparation for this experience than driving school. '88 Lamborghini Countach 5000S - Stunning. No other word best describes the L6amgborghini's look - or performance. How can a car so outrageous be so so darn fast? Take a look under the hood. The Countach sports a powerful V-12 with four valves per cylinder. Before you can say "Giotto Bizzarrini" you're at 179 mph. And nothing can match its stability at top speed. Go out on the open road. Count how many times "WOW" leaves your mouth. '89 Corvette ZR1 - Tough to keep a 185 mph Corvette under wraps but the ZR1 stands as one of Detroit's best kept secrets. Designzފen. o S to toggle the sound on and off. Or press any other key to resume gameplay. Joining In If only one player is playing RAMPAGE, another can join in. Between clues, a teletype screen appears, indicating what city is coming up and offering hints and tips on gameplay. To introduce a new monster to the fray, press that monster's JUMP button or key while the teletype screen is displayed. Current players will maintain their running points totals, and play will resume. NzA:OTE: If you introduce additional players while a particular city is being trashed (by pressing Esc, then Q to load the set-up screen), all scores will be reset to zero. Recording High Scores and Starting Over RAMPAGE includes a record screen that accommodates up to ten high scores. Here's how it works: After the last player dies, the game automatically goes to a GAME OVER screen for a few moments, then to the high score screen. If any player has racked up a score high enough to razf nk among the top ten, the player is prompted to enter up to three initials; press RETURN to log the initials on the high-score screen. Then, to resume gameplay at the first city, press Esc. When the teletype screen appears, press the JUMP button or key of each monster who wants to play the next round. _______________________________________________________________________7 Picking Up Where You Left Off To resume play at the same city where you left off when the last player died, z-press the joystick button (or equivalent keyboard JUMP key) when the GAME OVER screen appears. If any player has scored enough points for the top ten, enter the player's initials on the high-score screen, then press Return to resume play at the desired city. Tips for Cheaters o Don't be a nice guy. Beat up on your friends if you like. It will give you an added advantage. o If you're caught on a building just as it's about to crumble, jump. o To rack up the pointzt < s, you and your friends can work some things over together. Like trolleys, tanks, and the like. o Every town has its own strengths. And weaknesses. Get to know them. Use them to your advantage. o Damaged monsters who turn into humans are fair game. Even if they are your friends. ________ Docs provided by THE HELLION & THE CORSAIR________ ____7 Picking Up Where You Left Off To resume play at the same city where you left off when the last player died, ? during: A flight,space journey or when program indicates a change of disk the game will crash if you try. LOADING A GAME -------------- Once the game is running,you can load a saved game at any time during a sword fight or space fight,or when the program indicates a change of disk. 1.Place Save game disk into DF0 - More (Y)/N/NS? ns 2.After saved game data is loaded (the d/d will stop)insert disk required. 3.Press FIRE BUTTON. NEVER CHANGE A DISK UNLESS PROMPTED!bS ------------------------------------ KEYBOARD FUNCTONS! ------------------ 'F1' Toggles status area abd enables text input(ESC exits text mode) 'F2' To pick up flashing object 'F3' Beams up from most destinations onto your spaceship 'F5' Describes object in use/examine box. 'F6' Moves object in inventory display left 'F7' Move object in inventory display right 'F9' Implements sword fight 'F10' 'USE' object THE GAME -------- You are Dancis Frake and you control y~SLourself with the joystick. When you meet a character and release your joystick close to them.He,she or it will talk to you. If they have more to say, press FIRE BUTTON or SPACEBAR. When the character has finished talking,you may press F1 to question that character.Type in your question and press RETURN. (Use backspace to delete mistakes). Characters respond mostly to questions but occasionally may ask you a question which will need answering. When you have finished talking to a character,press ESC. INVENTORY --------- PICKING UP OBJECTS ------------------ Whilst walking about,you may occasionally come across an object you can pick up.It will flash in the far left box of the inventory/score display. You may pick up by pressing F2. It will then be stored in your inventory. If a character gives something,it automatically goes into your inventory. EXAMINING OBJECTS ----------------- For a description of the object,you must ensure that the inventoOry display is on screen(by pressing F1).Press F6 or F7 to position it into the use/ examine box,then press F5. This will only work when there are no speech bubbles present. USING OBJECT ------------ Ensure that the inventory display is on screen(by pressing F1).Press F6 or F7 to position the object into the use/examine box,then press F10. This will only work when there are no speech bubbles present. TO HAVE A SWORDFIGHT -------------------- Only certain characters are apble to fight you.To do this press F9 and follow the disc prompt.This will only work when there are no speech bubbles present. JOYSTICK CONTROLS: SEE DIAGRAM USING SKRINGLES --------------- Skringles are the currency of the Kreema System,they can be acquired and spent with various characters!. You may spend your skringles by typing in the amount numerically. i.e input a number not a word. SPACE FLIGHT ------------ If you manage to get to your spaceship,choose your destinz $qh/Chomp - | 0 | Down |___| To punch, chomp, or jump, hold down the desired direction key and simultaneously press either the PUNCH/CHOMP key or JUMP key. Setting Up Your Own Control Combinations You have the option of setting up custom control combinations for any of the monsters. Here's how: 1. Select your monster on the set-up screen. Press the keyboard number keys 1, 2, or 3 to select a monster: 1 for George, 2 for Lizٔzzie, or 3 for Ralph. 2. Select your controller. Press the left or right arrow keys to cycle through your options. When the desired option is highlighted, press RETURN. (NOTE: If you selected JOYSTICK 1 or 2 or INACTIVE, you'll bypass the following step.) 3. Select your keys. As each control point is highlighted on the screen, enter the letter or number you wish to use for that particular control. z3*pw For example, when the top point is highlighted, you might wish to use U for up, or T for top. Or when JUMP is highlighted, you might use J as your JUMP key. When all the control points for a monster have been entered, go back to step one to set up the next monster. 4. When the controls for all your monsters have been set-up, press Esc to begin the game. ___________________________________________________zp6____________________4 Playing the Game To play the game, move your monster up and down buildings and through the town, punching and chomping as you go. Climbing the Walls To climb the walls of a building, move right or left to approach it. Then move up to climb. As you climb, you can punch huge gaping holes in the building, grab and chomp people out of it - even snatch TV's, flower pots, and all kinds of yummy morsels. But remember, some of them can be quite hazardous to your hez/palth! Picking Off Helicopters and Other Antagonists Trashing cities wouldn't be as much fun if no one tried to stop you. But don't worry. They will. Puny helicopters will try to lay into you with a round of machine gun fire. Just punch'em right out of the air. Soldiers will try to blast you off with rifles. Turn these pesky GIs into hors d'oeuvres. But stay away from the guy with the dynamite - eating TNT will give you a bad case of indigestion. Tanks, trolleys, trucks, taxis, bzWoats, and police cars will scurry away in a panic. You can simply punch them out of commission. Helpless pedestrians can't really hurt you. But don't let that stop you from devouring them. Other Nasty Treats In addition to those delectable helicopters and vehicles, there are other nasty little tid bits hidden throughout the game. Most of them can be found inside the buildings - especially when the windows are open. And many of them must be gobbled up at just the right moment. Youz"'ll gain valuable energy when you munch on the right thing at the right time. But you'll lose energy if you devour the wrong thing at the wrong time. There are other ways to gain and lose energy, too. _______________________________________________________________________5 The following list shows which is which: Gain Energy by Consuming: Lose Energy by: people eating poison soldiers eating cactus goldfiz ~sh eating a candle toast when it's up punching a toaster alone milk eating dynamite bowls of fruit punching a light bulb when it's on watermelon getting punched by another monster turkeys getting shot hamburgers getting to close to explosions another monster punching a TV whez!7n it's on (after it shrunk back into a human) falling off a building jugs of water falling into the water being hit by thrown dynamite Keep an Eye on Your Energy Level The damage bar directly under your score lets you know how you're doing. And if you run out of energy completely, you'll automatically turn into a measly human. At which point you'll quickly find out who your true friends are. Whz"sat's the Point? What makes having so much fun even more fun is that you get points for almost everything you punch or chomp throughout your escapade. Here's what earns what: Punching holes in buildings 50-250 points each Punching helicopters 225 Punching other vehicles 250-1000 Punching TV when off 250-1000 Punching a train 200 _____________________z V__________________________________________________6 Here's what earns what (continued): Picking up money 250-1000 points each Picking up light bulb when off 250-1000 Picking up safe 250-1000 Picking flowers 250-1000 Pausing the Game During gameplay, you can press Esc to pause the game. While it's paused, you can press: o Q to quit and go to the set up screx&$F you stand in a window and shoot arrows at the invaders. A yellow dot gives you a focus point for yor aim. Hold down the left mouse button to fit an arrow to your bow; release the button to fire the arrow. The number of enemy soldiers you kill this way reduces the number your samurai warriors have to defeat in the battle going on (out of your view) in the courtyard below. NINJA ATTACK Be on the alert for attacks by ninja assassins. Your enemies may hire these killers to sneak up on x'%?=Xyou when you least expect it. Control your sword with mouse to block the ninja's shiriken attack. IMPERIAL REGALIA Possession of any of these four royal items increases your leadership ability. The Shrine of Hachiman is in Kamakura (Yoritomo always begins the game with this item in his possession, since Kamakura is his home castle). You have to search for the Sacred Scroll, the Sacred Sword, and the Princess. SEPPUKU This is the honorable way to lose the war. If you know there is nx(&5 ݢo hope, you can retire to your home castle and end it all. If a ninja assassin you hired is caught, he may "squeal," forcing you to commit seppuku to save your honor. In this case, the suicide is automatic you can't go home. SKILLS & RATINGS High skill levels improve your performance in several areas. But, your challenges are tougher when your skills are higher. Skill levels also affect your ratings at the end of the game. Levels are numbered from 0 to 5 and are illustrated on youx)'Ɛr generals' banners. SWORD SKILLS - Better sword skills improve your army's swordfighting ability in battle. Increase or decrease your sword skills in the Horseback Pursuit. ARCHERY SKILLS - Better archery skills improve your archer's performance in battle. Increase or decrease your archery skills in the Besieged sequence. SIEGING SKILLS - Better sieging abilities improve your ability to take over towns and castles. Increase or decrease sieging skills by sieging castles. LEADERSHx*('lIP SKILLS - Better leadership abilities improve your abilities to lead armies in battle and to amke alliances. Increase or decrease leadership skills in battle. ENDING THE GAME If you capture all 19 castles, you win the game. If you die, you lose the game. Either way, you will see a screen showing your rating and depictions of the battles you fought. There are 25 possible ratings; they depend on the levels of battle skills and leadership abilities that you built up during the game,x+)!Im as well as how many pieces of the Imperial Regalia you collected. Your rating is shown as one of five symbols. PEASANT RECRUIT SOLDIER GENERAL MASTER The color the symbol appers in signifies the level of your title. The levels, from lowest to highest, are: Blue, Purple, Red, Silver (Gray), Gold (Yellow). MOUSE COMMANDS Below is a quick reference to using the moux,*U`!se when playing Lords of the Rising Sun. MAP Left button on cranes' heads: Scroll left or right Left button on your army: Give orders to move Right button on your army/castle: Bring up Information Box Left button on your general in Information Box: Participate as the general Left button on names in Information Box: Changes names in window BAMBOO TEXT MESSAGE Either button: Continue REVIEW TROOPS Left button: Choose an option IN YOUR HOME CASTLE Left button: Choose an optix-+on HORSEBACK PURSUIT Left button: Swing sword to left side Right button: Swing sword to right side BESIEGED Left button: Press and hold to load arrow; release button to fire SIEGE Left button: Swing sword Right button: Shoot arrow NINJA ATTACK Left button: ??? BATTLE Left button: Attract men toward the cursor Right button: Repel men from the cursor Both buttons together: Alternate between archer and samurai cursor Left button on general: First horn--attack; second hornx.,@u--retreat Left button on enemy general: After he calls retreat, follow on horseback OPTION SCREEN Left button: Choose option Ok you all this is the whole Player's guide to Lords of the Rising Sun! It took me a long time to type it up so anyone who takes my name (Wai Chan) off of this doc. will feel the wraith of me!! Also I would like to greet the following friends of mine's: The Guardian, Mr.Unique, Terramax, Rokman, The Young One, Puppet Master, The Agnostic, Waremonger, Bigfoox/h~|t, The Ace, Mixo-Plex, Night Raven, Gigolo, Molasar, Prince of Darkness, The Jester, Speedy Dennis, The Amigist and to all I forgot too!!! Later you all- Wai Chan/Trilogy ire SIEGE Left button: Swing sword Right button: Shoot arrow NINJA ATTACK Left button: ??? BATTLE Left button: Attract men toward the cursor Right button: Repel men from the cursor Both buttons together: Alternate between archer and samurai cursor Left button on general: First horn--attack; second hornz ?c Up | ___ | | | 8 | Jump ___|___|/__ | | | | Left <- | 4 | 5 | 6 | -> Right |___|___|___| | | | 2 | |___| ___ | | | Puncx/,ved in the in transfer. EXAMPLE: You are transferring sword skills from Miura to Yoritomo. Yoritomo has a level of two and Miura has a level of four. You can only transfer two skill points from Miura to Yoritomo, giving him a level of four. You can't give Yoritomo five skill points, since your highest-skilled general (Miura) only has four to start with. Since the skills of the general leading a battle or siege are the vital ones to the sucess of the endeavor, transferring skills isx0y a good way to ensure that your top general has every advantage. You can also use this option when one of your subordinate generals is gaining more skill than you and you fear he may be ready to leave your service and become a Ronin. NOTE: You can't transfer Imperial Regalia from one general to another. FORM ALLIANCE This selectionlets you attempt to make an ally of an encountered general. If he accepts, his banner colors change to yours and he is under your command. He may refuse,x1 with or without hostility. DEMAND SURRENDER When you approach an occupied castle, you can demand a surrender. If your forces appear appear fearsome enough, you may suceed in this effort. NOTE: Taira castles never surrender. ENGAGE IN BATTLE Make this selection and a view of the battlefield appears onscreen. Your troops are arrayed against the enemy; the generals are on horseback. To start the battle, click once on your general (if you have good archery skills) or move your troopsx2Dz into position. The cursor is in the shape of an arrow; this controls your archers. Press the left mouse button to draw the archers toward the cursor; press the right button to push them away from it. Press both mouse buttons together and the cursor changes to a sword; now you can control the swordsmen with the left and right mouse buttons. If the battle looks grim, you can retreat. To do this, click on your general. Retreating lowers leadership ability. If your opponent decides tx3]o retreat, you win the battle. The enemy general blows this battle horn to call his troops. If you wish to pursue them, click on the enemy general. HORSEBACK PURSUIT As you gallop along on your horse, carefully avoiding rocks, bushes, and trees, you overtake the fleeing enemy foot-soldiers. Press the right mouse button to hack soldiers to your right and the left button to slash to the left. You can kill soldiers by running over them with your horse, but the horse may get spooked andx 4,FX throw you. If you do away with enough foot-soldiers, you catch up with the general himself. Kill him with your great honor, or lose dignity and leadership ability (as well as risking great injury) by running him down with your horse. PREPARE TO MARCH This selection mobilizes your troops and takes you back to the Map Screen. CONTINUE MARCH This selection takes you back to the Map Screen, unless you encountered a surly general who wants to fight. In that case, you can't leave untilx!5 you do battle with him. TAKE CITY This selection lets you muster your troops and forcibly take over a city. SEIGE CASTLE This selection gives you the chance to break through a castle's defenses and takeit over. You begin at the gates of the castle and have to hack your way through the heavy wooden doors with your sword. The left mouse button controls swordplay and the right button lets you shoot arrows. The speed of the sun at the top of the screen is the key to how much time you x"6.eUhave to succeed. Each time you're hit by an enemy sword or shot by an enemy arrow, the sun moves more quickly. The sun will rise, then set. When the sun finally sets, your time is up. The more men in your army, the more time you have to take over the castle. To take the castle, invade the Keep and eliminate the main guard (look for a helmet with a yellow symbol). The path to the Keep is identified by the gray stones that outline it. Push the mouse to move north, south, east, or wesx#7Qt (you cannot move diagonally). You only need to press once to walk continuosly in the selected direction. To change directions, move the mouse in the direction you want to go to. To stop, nudge the mouse in the opposite direction to the one you're heading. Keep mouse movements very small. Stay out of the water or you will lose all your siege time and your army will suffer heavy casualties as a result. Only hack through wooden doors listen to the sounds your sword makes as you chop;x$8P l' if it sounds like metal on metal, you can't get through. Some of the more difficult castles may have secret passages. Bold experimentation is the only way to discover these places. One of the Taira castles harbors a kidnapped Princess (the emperor's daughter). A message lets you know if you're sieging the castle where she is imprisoned. If you want to rescue her, find her before you invade the Keep, or the Taira will move her to another location. They will also move her if you let x%#her get injured in the escape attempt. NOTE: If Yoshitsune is your character, you must play the siege interactively in order to rescue the Princess. RESUPPLYING As troops travel over the map, strength is depleted. In battle, soldiers are often lost. Strength can be replenished at friendly castles, monasteries, and towns. Men can be acquired only at castles flying your banner. To resupply, let your general rest awhile at the selected location. BESIEGED When your castle is beseiged,x:a a affiliation. STARTING POSITONS FOR ALL THE ARMIES The generals take up their positions at the beginning of each new game as indicated below. BLACK MINAMOTO BLACK RONIN Yoritomo at Kamakura Shizuka at Kagoshima Miura at Mito Hojo at Gifu Yoshinaka at Maebashi WHITE MINAMOTO WHITE RONIN Yoshitsune at Sendai Fujiwara at Moriaka Satake at Akita Tsunex;WFmori at Tokushima Noriyori at Yonezawa RED TAIRA RED RONIN Kiyomori at Osaka Ashikaga at Hiroshima Munemori at Nagoya Takeda at Kumamoto Mori at Shimonoseki Tomomori at Himeji Shigehira at Matsue Tandanori at Okayama Shigemori at Kochi GATHER INFORMATION Place the cursor over a location or general and press the right mouse button . An information Box pops up. The left of the Box shows the selcted area of the max.ar Screen. MOVEMENT To move an army under your control, place the cursor over its general and press the left mouse button. Hold the button down, drag the general to the desired location, then release the button. You must move your general along a road to a location adjacent to his current position. If the general is at a location that has a port, you can move him to other port locations. When a general goes to sea, his banner changes to a sail and you see him traveling by boat. Once x?hRha man is on the road or on the sea, you can't change his direction; his course is set. You don't have to wait for one of your generals to finish his move before moving another man. You can have all your generals on the road at once, if you like. If you have two generals in one location and you want to move a particular one, select the information Box. Click on the generals' names until you see the one you want to move. Then, move the cursor to the general and move him; only the genex@Pral you selected in the information Box will move. Strength is depleted as you travel. Water travel is alot faster than land travel, so travel by water whenever possible. ENCOUNTER SCREEN Messages in the Message Window and flashing banners on the map indicate encounters. An encounter in this instance can be abything from simply greeting another general to engaging in battle. If more than one of your generals is in the same location, all their forces will be combined in the ensuing xA3encounter. Remember, there is safety in numbers. Use the information Box to select the general you wish to be the leader. From this screen you can make several strategic decisions, depending on the circumstances. The cursor is in the shape of a folded war fan. Move the cursor over the banner at the left of the screen, and text describing your options appears at the bottom of the screen. Press the left mouse button when you see the action you want to perform. Not all the Encounter SxBWGcreen selections described are available in every situation. The selections you have depend on the circumstances of the encounter. REVIEW TROOPS This selection lets you get a visual image of your troops; the number of soldiers onscreen is the actual number of soldiers in your army. If there are 90 soldiers onscreen, your army numbers 90 or more. Move the cursor to a point just beneath the general's figure, and a message at the bottom of the screen says TROOP STRENGTH. Press the lefxC:-Tt mouse button and watch the general's arm; he waves it from one to five times to indicate the strength of your troop (one is low, five is high). If more than one general is in the area, you can select NEXT GENERAL to review all your troops in the vicinity. You can also TRANSFER SKILLS. TRANSFER SKILLS lets you take sword, archery, and sieging skills from one general and give them to another. When you select this option, two generals' names appear at the top of the screen, and bothx.@ their armies are displayed. If more than two generals are in the area, you can select NEXT GENERATION and transfer skills between three or more of your men. To make the transfer, move the cursor to a skill on the banner of the general you want take skills from, and click either mouse button. Each time you click, one skill point is transferred to the opposite general. The level of skills you can give a general is limited by the level of the most highly-skilled general general involxELp]me, select Yoshitsune. Since he is the better warrior, you won't be required to participate in the arcade sequences (although you may do so if you wish). The game takes you to the "front yard" of your home castle. The cursor is in the shape of a folded war fan. Move the cursor over the banner at the left of the screen and your options appear at the bottom od the screen (this banner will be your menu throughout the game). Press the left mouse button when you see the option you want txF~#o select. If this is your first time to play Lords of the Rising Sun, select ENTER HOME. NOTE: Any time you see the message TOUCH SWORD HILT TO CONTINUE, press either mouse button. Inside your home castle is a council room. At the left of the room is your banner. The five banners on the center wall are replicas of the banners of the generals in the war. The first banner on the left is your brother's banner. Next to that is the Taira banner. The other three banners represent the RonxG@M6in. A seppuku (suicide) sword is to your left, under the banners, and threee shiriken (throwing stars) are on the table beside you. When you move the cursor over the sword, you have the option to COMMIT SEPPUKU. The shiriken represent the number of ninja assassins you have available for hire. Move the cursor over one of the banners on the wall to select an enemy to assassinate. NOTE: Assassination is not an honorable act; if it fails, your only recourse is seppuku. The more experiexH}oonced a general you are, the more likely you will suceed at eliminating your enemies this way. When you exit your home castle and PREPARE TO MARCH, you go to the Map Screen. MAP SCREEN The Map Screen displays a map of 12th century Japan (similar to the map at the center of your manual). The cursor is in the shape of a Samurai sword. On the map are castles, monasteries, towns, ports, and movable armies. At the bottom of the Map Screen is a window that displays game messages that relx IXKzate to your generals. When a message concerning an encounter appears, you have approximately the seconds to get involved; otherwise, the game continues without your intervention (see Encounter Screen). The exception to this is your character (Yoritomo or Yoshitsune); he won't make any decision without your intervention. When your charcter has an encounter, you automatically go to the Encounter Screen. The messages are color-coded to help you keep track of whether or not they're strax Jtegically important to you. WHITE indicates arrival messages (YORITOMO ARRIVES AT EDO). YELLOW informs you of encounters (YOSHITSUNE ENCOUNTER). RED lets you know a conflict is underway (OSAKA BESEIGED). ORANGE indicates a city or castle has been taken by one of your generals (MIURA TAKES OSAKA) BLUE are messages of death or defeat (MORI HAS BEEN KILLED). GREEN lets you know about the victories (NORIYORI VICTORIOUS). PURPLE describes action by general outside of your cox Kkntrol (SATSUMA FORMS ARMY). Click and hold on a crane's head (on either side of the Message Window) to scroll the map left or right. While the screen is scrolling , all movement and timne passage on the map is halted. Keep an eye on the activity at the left end of the map, since that is the territory of Taira Clan. Time is in motion only when you're in the Map Screen. As the seasons change , so does the secenery (on the map and in the the Encounter Screens). KEYBOARD COMMANDS Thx LPeere are three keyboard commands available from the Map Screens. Up and Down arrow keys can be used to center the map on the screen if it isn't centerd. S - This forces a summer display on the map, reguardless of the season of the year. The seasons still change, but you won't see the changes on the map. Use this if you perfer the visual effect of the summer map over the seasonally changing map. Press S again to return to normally changing seasons. A - This speeds up the movement ofx MRtB time on the Map Screen. Press A again to go back to normal time. Normal time is automatically resumed whenever a message appears in the Message Window. ESC - This pauses the game and brings up an option screen with five selections. PRESERVE HISTORY - Click on this to save a game in progress to Reel 2. You must reboot to play again. CONTINUE THE FIGHT - Click on this selection to resume gameplay. LAUNCH A REBELLION - Click on this to start a new game. If you make this selection , yxN/ou can't change your mind and load a previously-saved game without rebooting. RESTORE HISTORY - This selection is only available when you first boot the game and a game is saved on Reel 2. Click on this to reload the saved game (the game is reoved from Reel 2 when you load it, so be sure to save again before you quit playing). END THE REBELLION - Click on this to quit the game. BANNERS Each army is represented by a general carrying a banner. YThe colors on the banners illustrate thex9a{ loyalties of the generals. Black banners with white markings are Yoritomo's men (Black Minamoto); red banners are Taira Clansmen; and grey banners are Ronin (independent generals who owe allegiance to no one). A gold top on a banner indicates Yoritomo, Yoshitsune, or the Taira leader. The dots on the Ronin generals' banners indictaes the armies thy are friendly toward. Black dots indicate Yoritomo's friends; white dots demonstrate leanings toward Yoshitsune; and re dots show a TairtP%6 you will find Jake. He will tell you a story and then you must use your pick in the highlighted area. You will strike it several times. Keep digging untill a hole appears. Digg untill it gets even bigger and then you enter the hole with your brother. Hey let the game do the REST Congradulations...you have solved Gold Rush. -Maligzar Hey I hope you had as much fun playing the game as we did. Malit3[gzar & Maniac _______________________________________________________________________________ From here head back to the main ladder. Go up past the ledge that you came from and you will notice a passage leading to your left. Go to it and keep on going untill you get to another ladder goining down. You will then come across another ladder going down. You must manuever down this ladder. Be careful. Here you must go left again andvRi֖which prevents enemies from sneaking up on you. And the fourth time, you will become invincible with a protective shield all around you. These weapons will be highlighted in the blocks at the top of the screen. FLAGS Small flags appear on the road throughout the game. Pick them up for bonus points. LETTERS A through F can be found on the road. If you pick up all of them, you will be automatically transformed from a motorcycle into a car. Throughout the game, other letters will fvS%loat by. Catch them if you can. B = Smart Bomb S = Speed Up L = Extra Life T = 40 Time Ticks I = Invincible Shield P = 1000 Bonus Points Action Fighter -------------- In this ever changing game, you start with a customized motorcycle, convert into a super charged sportscar and end up as a high tech plane. Jump over target infested waters, evade enemy attackers and shoot down airborne infiltrators. In five fantasv/Stic missions, you will be challenged to overcome U-boats, gunships, tanks and more. Stand by for action, because it's coming your way, no matter which vehicle you're in. ()()()()()()() Doc provided by The Hellion & The Corsair ()()()()()()() The Next Generation / World of Wonders LETTERS A through F can be found on the road. If you pick up all of them, you will be automatically transformed from a motorcycle into a car. Throughout the game, other letters will fxUKbe at Kyoto, nor any of the monasteries. SYSTEM REQUIREMENTS: * Amiga 500, 1000, or 2000 * 1 or 2 disk drives * Mouse BACKUP COPIES Make a Backup of Reel 2. Play with copy and store the original in a safe place. CAUTION: Do not write protect Reel 2; games are saved to thie disk. If the disk is write protected when you try to save a game, th game you're saving will be lost! HARD DISK INSTALLATION You can install Lords of the Rising Sun on your hard disk. There is a file, STARTLORDSxVm, in the S directory on Reel 1 that explains the procedure. GETTING STARTED Turn on oyur computer and monitor. At the Workbench prompt, insert Reel 1 into Drive 0 and Reel 2 into Drive 1 (it you have only oe drive, wait for the prompt to insert Reel 2). The lenght of time it takes to load Lords of the Rising Sun depends on the amount of memory in your computer. The more memory you have, the longer the loading time. This is because the game takes advantage of larger amounts of memoryxD , effectively creating a RAM disk. Bypass the title by pressing the left mouse button. This takes you to the Player Selection Screen. This screen shows you the faces of the two Minamoto Brothers. Yoritomo is on the left and Yoshitsune is on the right. Slide the mouse left to highlight Yoritomo's name, right to highlight Yoshitsune's name. Once the name of the brother you want to become is hightlighted, press the left mouse button to select him. NOTE: To play a strictly strategic gavXl%sh the joystick (mouse) in the desired direction. - More (Y)/N/NS? NS To accelerate: Push forward on the joystick (mouse). To decelerate: Pull back on the joystick (mouse). To shoot: Press the fire button. To pause during game: Press CTRL, press again to continue. To restart the game: Press ESC key. YOUR NAME IN LIGHTS At the beginning of the game, you must enter your name. Move the joystick right or left to highlight each letter. Press the fire button to make your selection. vYWhen you are finished entering your name or initials, highlight ED and press the fire button again. WINNING TIPS When you have picked up letters A through D, you may switch back and forth from the motorcycle to the sportscar. To switch back and forth, hold down the fire button on the joystick for an extended period of time. Vary your speed and position fairly randomly in order to "throw off" enemy fire. For every 10,000 points you accumulate, you will gain an extra life. MasterivQng the Game ------------------ SEEN ON THE SCREEN In order to complete your missions successfully, you'll have to familiarize yourself with what's on the screen. THE SEGA TRUCK From time to time, the SEGA truck appears on the screen. By "docking" with the truck, your vehicle gets extra weapons. The first time you duck into the back of the truck, your vehicle will emerge shooting double bullets. The second time, you earn a rocket. The third time, you will have a rear force field, t[(wn stairs and quit your job. Then go to the livery shop and talk to the man in there. Be sure not to get kicked by the horse fo this will cost you your life. Then show that man your ticket and get on the wagon. And your on your way to Cali!!! -Maligzar Ok the stage coach will bring you to a ferry, and the ferry will take you to New York from this place you will go to Mississippi Valley. Here you go and talk to a group of men and one of these men he will ask for mt\gConey be sure to give him all of your money.. He will also send you to get good animals to pull the wagons. From here go right and talk to a man who is sitting by a tree reading a book he will give you the book(Bible). From here you go left then down. Talk to the man there and ask to buy mature oxen. Then go back to your camp and talk to captain again and he will give you another assignment. The assugnment is to find out when to take off or leave. Go right from here then go ut]پp adn look at the grass it will give you a report on how the season grass is looking. Once it says it is drying out go talk to your captain and you will leave from there. Once you are on your way to California you will travel for a while through a few states it wil give you general info about them. Once you get somewhere near California you will be stopped at a hill. You will be shown outside your wagon. You will have to quickly tie the chains. Then you must untie the oxent^ H. They will go down the hill then return back up. You are now on your way again and wont be stopped until you hit a desert. Here you must look in barrel and drink the water from it. Then you must look inside the wagon and eat the meat. Be sure to go right from here and catch your men. You will soon be at Fort Sutter... -Maniac Once you reach Fort Sutter you must eneter it. Not the Mule Corral. Once in here you must find the supplie shop. You must bt _;luy a shovel. Then you will be able to dig for the gold. But don't leave sutters for yet...you must first go to the blacksmith's shop and talk to him. He will ask you a few quetions The Answers are: Yes Yes Last name:Wilson First name:Jerrod Brothers name:Jake Now the blacksmith will give you a branding iron. This will be needed later in the game. From here exit the Fort and goto the Amerincan river to the right. Keep heding along the river and dig on the land. This t `DCtakes a very long time so don't get discouraged. You must head several screens to the right in order to find the gold. After discovering gold about 40 times you will hit a sudden dry spell. THis mean that there is no more gold to mine. So go back to Sutters Fort and buy a Lantern and a Pan. The pan is just for extra points. Then go to THE MULE SHOP!!! not THE MULE CORRAL!! and buy a mule. After buying the mule go to the Blacksmith's shop. Heat your Iron and brand the t aICmule. Then go to the semetary. Read all the graves untill you find Marshall Wilson's grave. Here there will be a seperate screen that shows you his grave. you will be able to type here. Type Use letter and move it arround untill it says Hey stop there. Then follow its directions. From here take your mule to the corral. Drop him off here. Then you get another mule. Look at its brand if it looks the same as yours then keep him. This mule will be a trusty spirited mule. Tt bglake the mule with you to the Town around 23 screens to the right. Read your bible Psalm 23. Go tho Green Pastures hotel and rent room 11. The man will give you a message to give to the man in room 11. Go to room 11 knock on the door and give the message to the man. He will leave the room. You will enter, Go to the fireplace and turn the wheel. Enter the fireplace you will appear on the other side in a room. Go to the window unlock it and open it. Go to the table and readt cX[ the letter. Get the magnet and the sting which is on the floor. The bird will soon fly in and give the photo to the bird. He will fly away you will here a slam. The bird will reappear you get the aerogram and read it. Before you enter the fireplace again wait for another slam. Once you here this you will be safe. Leave the room and go back to Fort Sutter. Once you getc 2 East of Fort Sutter you must type follow mule. He will lead you to Jake's Cabin. Eneter Jakes Cabin. tdGet the matches and move the rug, then manuever your way through the bushes and then enter the Jon. Enter the hole in the Jon. YES I AM SERIOUS!!. Ok you will then go down and find yourself in a pile of shit. Light your Match and light your lantern. Then head to the left untill you come to a door. Tie the string to the Magnet and put the magnet in the hole. Lower magnet. Raise magnet and unlock door. Eneter the room to the other side. From here go down and then go to youtOHr left. You will have to go down again. Down there you will find a pick. use the pick a place in the room and you will stike gold..twice. From here head back to the main ladder. Go up past the ledge that you came from and you will notice a passage leading to your left. Go to it and keep on going untill you get to another ladder goining down. You will then come across another ladder going down. You must manuever down this ladder. Be careful. Here you must go left again andrfNےt You Need Required: Computer running MS-DOS 384 kbytes of RAM Graphics Card CGA,EGA,MCGA,VGA or Tandy Graphics Two Blank Disks or a Hard Drive (for copying your play disks) II.Copying Your Original Disketts Befor playing BATTLETECH, you MUST make copies of the original disks that came in your package,and uses the copies as your play disks. These disks are not copy procetected! But they do ask you to identify parts of the battle tech. Look at trg*8ihe drawing below IV. Communicating with the Game All Battletech commands are entered through simple key presses: When you encounter a menu, move the highlighted bar up or down in the menu usinf the up and down arrowes (the 8 and 2 keys on the numeric keypad; or use W for up and X for down). Choose the highlighted selection by pressing the space bar or the return key. Standard Numeric Keypad: The 2,4,6,8 keys move you South,West,East,North respectively. The 1,3,7,9 rhXkeys will move you diagonally. ------- | |<------Torso MainFrame ------- ------- Intercooler ---------- > \ / / | |\ \ | | | | \ \ <-- Elbow Actuator Gryo Housing ------------------> | \ \ Jump Jet Intake ---> / ------- \ | <---Balance Strut / / / / \ \ <--Leg Mainshafri7Gt ---- / / \ \ \ \ | | | | ---- | | | | | | | | | | | | <--Foot Actuator / / \ \ --- --- <-- Foot Casting BattleMechs: WSP-1A WASP Too lightly armed and armored for combat, this 'mech's speed and maneuverability make it a good machine for scouting anrjcOd recon duty. Characteristics Mass: 20 Tons Cruising speed: 66.5 kph Maximun speed: 95.1 kph Walking Factor: 6 Running factor: 9 Jump Jets: capacity 180 meters Heat sinks: 10 Armor factor: 48 Armament: 1 medium laser, right arm 1 short rangs missle, left leg LCT-1V LOCUST This Mech is light and fast, making it good for recon and quick stricks. Beware a direct hit from almost any weapon. Mass: 20 tons Crusing Speed:86.4 kph Maximun speed: 129.6 kprkxh Walking Factor: 8 Running factor: 12 Jumping factor: none Heat sinks: 10 Armor factor: 64 Armament: 1 medium laser, center torso 2 machine guns, one each in right and left arms STG-3R STINGER Although lightly armored, and with limited weapons, this mech has speed and mobility making it one tough maching to pin down. Mass: 20 tons Crusing speed: 63.4 kph Maximun speed: 91.6 kph Walking factor: 6 Running factor: 9 Jump factor: capacity 180 meters Hrl iFeat sinks: 10 Armor factor: 48 Armament: 1 medium laser, right arm 2 machine guns, one each in right and left arms COM-2D COMMANDO Despite it's light armor, this Mech's dual missile system make it a good recon and emergency barrage vehicle. Mass: 25 tons Crusing speed: 64.8 kph Maximum speed: 97.2 kph Walking factor: 6 Running factor: 9 Jump factor: none Heat sinks: 10 Armor factor: 64 Armament: 2 short range missles 1 each in right arm and r fS center torso 1 medium laser, left arm MECH WEAPONS Laser: Powered off ypur mech's power plant, these never run out of ammo. Small Lasers: Power output: .8 to 1.5 megajoules Effective range: 90 meters Medium Lasers: Power output: 1.5 to 3 megajoules Effective Range: 300 meters Large Lasers: Power output: 3 to 5 megajoules Effective Range: .5 kilometer almost any weapon. Mass: 20 tons Crusing Speed:86.4 kph Maximun speed: 129.6 kptnNn Brooklyn. The first thing you do is type "Sell house". After typing this you must immediatly go and enter your house. Once you get in your house you must look at the photo album and get the pictures from it. Then you must go over to the desk and close it. Get the bank statement and look at the bank statement. You will recieve points for this. After this leave your house, go to the park and get a flower. Be sure not to walk on the grass because this will cost you points.tofH The proceed to the Guzzebo(close enough)and look in the cracks. You will then discover a gold coin. Be sure to get this item for it is necessary to obtain it to win. Then go back to your house and wait untill you see a man holding some green money. Talk to him and he will give you money for your house. After getting the money go to the post office and ring the bell. When the mailman comes ask for mail. Then get the letter and open it. Read the postmark and get the tZ`stamp. Then read the letter. After doin this proceed to the bank and withdraw your money. THe account number is written on the bank statement. Go then and go to the stagecoach ticket office. Buy a ticket there. This will take you there BY WAGON!!!(Not by Boat)After you buy the ticket go to the graveyard. Proceed to the second grave and look at your parents graves and drop the flowers there. Then go to your bosses office. Go upstairs and look at the clippings. Then go doH<3mqw  6+8rxztvp ,ARCANE ALLY OF ARCANE).q0Z>Pg10pr sΣlkjihgfes>G ~1Mpre: BattleTech docs, you need 'em! good gam BATTLE TECH FROM INFOCOM The Crestcent Hawk's Inception These DOCS are Brought to you By Kelver. He can be Reached on some of the folling BBS's GENESIS II 313-291-2520 3/12/24/96 The Nut House 313-381-2931 3/12/24/96 The Black Hole 313-879-7387 3/12/24 AUTHERS 313-879-2318 3/12/24/96 This does not Imply that this BBS's Have Copyrighted Programs for Download or accept them, only that I can be reached by Mail on them. I. WhatuHPOdcba`_^]\[Zonmu >G +81mptm%ŏ Gold Rush Solve Call Vahalla Islands 602-942-0087 Sorry No 602 callers Written By: Maligzar & Maniac _______________________________________________________________________________ Well if you are having any trouble with Gold Rush this should help you out. we have also included the Docs to this game incase you have use for them. -Maligzar Now the story. You start out ivwƀgSRQYXWw >G 92pvW*Rs ACTION FIGHTER Transform For Combat! Power Up -------- 1) Set up your computer as shown in the Commodore Amiga owner's manual. 2) Plug in your joystick or mouse as shown in the manual. Turn on the computer and the monitor. 3) Insert the Action Fighter disk. NOTE: Kickstart 1.2 or higher is required to play this game on the Amiga 1000. Taking Control -------------- GET READY When you're ready to go, press the fire button. To move left/right: Pux/yF,+*)('&%$#876543210/.CBA@?>=<;:9NMLKJIHGFEDVUTyX_>H2ApxT' TRILOGY PRESENTS ~~~~~~~~~~~~~~~~~ Lords of the Rising Sun Documents Typed by Wai Chan of Trilogy CALL OUR HQ AT 305-558-9137 ALSO CALL WOW HQ AT 718-234-3659 AND 718-259-9661 Lords of the Rising Sun is based on the Gempei War in 12th century Japan. The object of the game is to capture all the castles and become Shogun. You cannot capture the Imperial Palacz{O "! -~}|{4>H3pz|6 RAMPAGE Demolition Guide Contents Two's Company, Three's a Riot..........................................1 Gettin' All Ready......................................................1 Three Times the Fun....................................................1 Using Existing Control Combinations..............................2 Setting Up Your Own Control Combinations.........................3 Playing the Game......z})v.................................................4 Climbing the Walls...............................................4 Picking Off Helicopters and Other Antagonists....................4 Other Tasty Treats...............................................4 Keep an Eye on Your Energy Level.................................5 What's the Point?................................................5 Pausing the Game.................................................6z~ Joining In.......................................................6 Recording High Scores and Starting Over..........................6 Picking Up Where You Left Off....................................7 Tips for Cheaters......................................................7 _______________________________________________________________________1 Two's Company, Three's a Riot You and your friends want to see a little action tonight, don't you? Great- because therez+8's room for all three of you to tear down the town at the same time. But why stop at just one town? RAMPAGE offers you over a hundred cities to turn to total trash. And lots of them can be demolished more than once. You can play any one of three terribly naughty characters - Ralph the Wolf, George the Big Ape, or Lizzie the Lizard. Ralph has the meanest punch. George is best at scaling buildings. And Lizzie is the fastest thing on four scaly feet. Gettin' All Ready To load RAMPAGzxmE into your computer, follow these steps: 1. If you're using one or more joysticks, plug them into your computer. 2. Turn on your computer. 3. If you have an Amiga 1000, load Kickstart (version 1.2 or a later version) in the internal drive (df0:). 4. When your computer prompts you for Workbench, insert the RAMPAGE disk in the internal drive (df0:) to load the program. Three Times the Fun . . . Just as in the arcade version versionzƱD of RAMPAGE, up to three players can smash and trash at once. Each of you controls one of three characters - George the Big Ape, Lizzie the Lizard, or Ralph the Wolf. Here's how: Once you've loaded the game, you'll first see the RAMPAGE title screen, which will automatically change to the set-up screen. The set-up screen allows you to choose which monster each player will control and how you'll control them. You'll first choose your monster, then your controls. You have the optionzU of using the following control methods for a given monster: o Joystick 1 o Joystick 2 o Keyboard (existing combination) o Keyboard (your own combinations) o Inactive NOTE: Each monster must have its own control method, and no two monsters can share the same control keys. _______________________________________________________________________2 RAMPAGE comes already set up with control combinations. To use them, press Esc when viewing the set-up screen - tz{the game will begin automatically. Each monster can then be controlled as described below. George the Big Ape To control George, use these keyboard keys to move, jump, punch, or chomp in the directions indicated: Up | ___ | | | W | Jump ___|___|/__ | | | | Lz eft <- | A | S | D | -> Right |___|___|___| | | Punch/Chomp | X | _____ |___| |Left | |Shift| | |_____| Down To punch, chomp, or jump in a particular direction, hold down the desired direction key and simultaneously press either the PUNCH/CHOMP key or JUMP key. Lizzie the Lizard To control Lizzie, use these joystick movements to move,z ;u< punch, or chomp in the directions indicated: Up __|__ | | Left -| O |- Right |_____| | Down The joystick has only one button, which is used for punching, chomping, and jumping. To punch or chomp, move your joystick handle in the direction you want to punch orz - chomp and press the joystick button. To jump, first press, then release the joystick button without selecting a direction, and you'll jump in the direction you're currently facing - unless you're on the side of a building, in which you'll jump in the opposite direction. _______________________________________________________________________3 Ralph the Wolf To control Ralph, use these numeric keypad keys to move, jump, punch, or chomp in the directions indicated:  ˤs>H4pD6 >> THE KRISTAL << cracked by ECLIPSE ------------------------------------- DOCUMENTATION REWRITE by Jack Colton of the << PIRANHAS >> ========================================================== SAVING A GAME ------------- 1.Place a formatted disk in DF0 2.Press '8' on the numeric key pad 3.Follow on-screen instructions. When the game has been saved (the disk drive will stop) place the disk that was in DF0 back in the drive immediately. DO NOT attempt to save gameQ>H95p] THE DUEL: TEST DRIVE II COMMODORE AMIGA OOOPs! Yes, we have fallen prey to the deadly sin of omission. You might want to read the following instructions if you're having problems following the instructions on page 11 regarding the creation of a Play Disk. We say it's simpler than it is, so here's the full explanation. Sorry for any inconvenience. 1 As it states on page 11, assign the drive forɷ+     >H6Qp ) THE SUPERCARS TEST DRIVE II CAR DISK THE MANUAL This promises to be among the shortest product manuals in the history of entertainment software. In fact, it has only one instruction: 1 To find out how to install THE SUPERCARS into THE DUEL: TEST DRIVE II, see your Test Drive II manual. Pay most attention to the section called HOW TO USE THE INSTALL OPTION. That's it. That's aȷV >H7apBg CALIFORNIA CHALLENGE TEST DRIVE II SCENERY DISK THE MANUAL This promises to be among the shortest product manuals in the history of entertainment software. In fact, it has but one instruction. 1 To find out how to install CALIFORNIA CHALLENGE into THE DUEL: TEST DRIVE II, see your Test Drive II manual. Pay most attention to the section called HOW TO USE THE INSTALL OPTION. That's itqoN *** CHAMPIONSHIP GOLF DOCS *** by Nemesis The Rush-in Method ------------------ for single player With the Pebble Beach scorecard displayed on your screen, follow these steps to start a one-player game. you might also want to refer to the list of function keys f1 through f8 on the inside back cover of this book (yeah right) the inside back cover of this book: f1 f΋ >Q:12pq)ull-screen perspective f2 split screen-overhead view on left, perspective on right f3 overhead view of entire hole f4 close-up overhead view f5 birds-eye view perspective f6 ground-level perspective f7 rotate line of sight to right (clockwise) f8 rotate line of sight to left (counterclockwise) 1.Type you three initials and press RETURN. the first hole will be highlighted on the scorecard. 2.Press RETURN again. You'll go directly to the tee on Number 1, witH7~>Q11pΜBY>Q15pP ***************************** * T H E F L A S H T E A M * ***************************** Presents: Elite Documentation ------------------- The Elite manual was hacked out of the Elite disk, and modified by THE FLASH TEAM. You can print out this manual, and use it to solve the code-word protection, or to get some rather useful tips on playing Elite. The manual is not 100 % correct, but you'll manage to get thru the protecion by giveing it some tries.;jNMLKJIHG\[ZYXWVUTSRgfedcba`_^]rqponmlkjih}|{zyxwvutsOR A FEW HINTS & TIPS FOR -- ELITE -- To start with, think offensive! If you start going soft, you're out! This is the golden rule of Elite, you've got to struggle to survive. The biggest profit lies in trading narcotics from a rich industrial world to a poor agrucial. The profit is also big when trading in medicals and computers from the rich industrial worlds to the poor agrucial. Gold, plat Aonium, minerals, liqures and sometimes furs is profitable to trade from poor agrucial worlds to rich industrial. The fastest route to assets is to travel to a planet which has a Feudal guvorment. This is the most law-less kind of all guvorments (where Corporate State is the safest) and here you can, and will meet many pirates. Shoot 'em and collect the cargo cannisters they leave behind (this requires fuel scoops, of course). Warning! You ought to be equipped with a better las& fer than the standard puls-type, 'cos there will in most cases be too many pirates attacking at the same time thus resulting in a catastrophe if you're equipped with a lonley puls-laser. NEVER buy retro-rockets. They cost CR 8000 and is almost useless, since all they do is to thrust you backwards a couple of times. Nice to use to escape from your enemies for a short period of time, but it isn't worth the dough. If you want to escape, use the escape-capsule. Your cargo is gone, A)but you'r getting a new space ship, identical to the one you dropped out from. To speed up the game considerately, buy a docking computer, switch the docking computer to the 'fast' mode under options (+)and the second you press 'C' (when the 'S' sign has appeared in the lower right corner of the radar) you will be in the automatic docking sequence, instead of using most of the game time just approching space-stations. During combat:stop the speed of your craft as soon as the enemies appear. This gives you more time to shoot at them before they return the confetti. If their number is overwhelming gain top speed and fly away from them while using the rear laser to shoot 'em down. The last tactic is preferable if you meet a Thargoid and you've got only a pulse laser. These hints were written by THE FLASH TEAM. We hope they can help you completeing the difficult task ahead of you! Contact THE FLASH TEAM Box 4710 8014 H.Moen Norway Call: +47-81-62868 (T ^Hommy) 'r getting a new space ship, identical to the one you dropped out from. To speed up the game considerately, buy a docking computer, switch the docking computer to the 'fast' mode under options (+)and the second you press 'C' (when the 'S' sign has appeared in the lower right corner of the radar) you will be in the automatic docking sequence, instead of using most of the game time just approching space-stations. During combat:stop the speed of your craft as soon as the enΒ5>Q13pŃ MANUAL ------ F/A-18 INTERCEPTOR ------------------ F1 to F10 ------ Throttle Control -- (10% Increasments) + -------------- Throttle Control -- (Incteases step by step) - -------------- Throttle Control -- (Reduces step by step) BACK SPACE ----- Brakes ESC ------------ Restart Mission R -------------- Range Select -- Z(2,10 or 40 Miles) T -------------- Target Select P -------------- Pause [ -------------- Zoom Out ] -------------- Zoom In A -------------- Arrestor Hook F -------------- Flare -- (To draw missile away ) G -------------- Landing Gear H -------------- Toggle H.U.D. J -------------- EMC Jammer -- (To foul the enemy's radar) RETURN --------- Weapon Select C -------------- Chaff -- (Jam radar homing missiles) M -------------- Map D0b4< -------------- Rudder Control L > -------------- Rudder Control R SPACE ---------- Fire Weapon Cursor Keys ---- Control Stick SHIFT E -------- Eject SHIFT ESC ------ Main Menu SHIFT F -------- Rescue Pod -- (You need it With Mission 4) VIEW CONTROLS ------------- KEYPAD -- INSIDE ------ 1 -- Strait down view 2 -- Backward view 4 EP -- Turning Left 5 -- Lock Present Posision 6 -- Turning Right 7 -- Strait up view 8 -- Forward view ENTER then -- OUTSIDE 1 -- Left front 2 -- Backward 3 -- Right front 4 -- Left 5 -- Aircraft from above 7 -- Left Back 8 -- Front 9 -- Right Back . R -- Beneath the plane view SHIFT ENTER -- Control Tower >> IT'S A LONG WAY TO PERFECTION, BUT WE TRY TO REACH THE END << ----- Eject SHIFT ESC ------ Main Menu SHIFT F -------- Rescue Pod -- (You need it With Mission 4) VIEW CONTROLS ------------- KEYPAD -- INSIDE ------ 1 -- Strait down view 2 -- Backward view 4 H;'     %$#"! 0/.-,+*)('&;:987654321FEDCBA@?>=<QPO>Q[14p[yxwv>Q 17pO{ >>>>>>>>>>>>>>> JET !! <<<<<<<<<<<<<<< Well, I wasn't hearing about this lately at all, until I saw it on the shelf! Havent even played it much yet just for the sake of getting it posted for You. Ain't even gonna format this doc file in any way, just hope ya can read it OK. This is probably, like, man, like 98% of the manual for Jet, and was posted FIRST here on TARDIS, the BEST Amiga BBS on the Planet! ________________________________$M MACH 3 Here at last! The game for the super heroes amongst you.... The fantastic arcade in which you must reluctantly leave the beautiful Gwendoline behind and go and fight the monstroust Sfax. Sfax is a mutant sorcerer from the Red Planet who has cast an evil spell over your ravishing companion, who is now dying a slow and cruel death. You have not choice but to go beyond the portals of space and time in order to find this evil sorcrere, the physical embodiment of Sfax, and qۊ8destroy him! Wait no more. Take charge of your super vessel.... CONTROLS S - down X - up B - left N - right Spacebar = fire ESC = Pause/Quit game 1 - (numeric keypad) = reverse controls 2 - (numeric keypad) = normal controls =============================================================================== Docs to Mach 3 are brought to you by The Southern Star. in menu. A display will prompt you for both the north and east coordinates. Insert the scenery disk into any drive.Hs(>Q m16pe     (7>R22p  MOEBIUS COMMANDS TO BEGIN PLAYING MOEBIUS Place Disk A in drive and turn on power. Press any key or click mouse button to exit demo mode. At prompt insert Disk B into drive and press a key. From Book of Moebius menu, press "A" to Add Disciple. Name disciple by typing in name. Press "T" to Train disciple. NOTE: Disciples must be trained in Sword Fighting, Hand to Hand Fighting, and Divination, i.e., they must be successful in one sesshIS THIS THE LAST MISSION FOR THE LAST OBLITERATOR? Your personal communicator beeps. A summons. The Federation Council of Elders wants you. and they want you now. No time to pack-a Nuclonic inter-stellar shuttle is on its way to collect you-the last time this happened it took them three months to put your body back together again. You shudder-the adrenalin is pumping. You're tough, you're mean and you're ready for action-but what's in store? Something big is about to break-(your am6@Niga) the star fleet was on alert for days-then one morning it was gone, the whole fleet and no one knows where. The top brass have been running around with stark terror on their faces-no one knows why. And they are going to tell you-the last of the Obliterators. Why? During the last war you and the unit you were heroes-wherever the fighting was the hottest and the bloodiest who did they send? the Obliterators of course! the most highly trained elite fighting force ever assembled; eacNEh one recruited at birth from amongst the population of billions in Federation space; each one intensively trained and educated from childhood. Each one with an genetically enhanced body to speed up reflexes, enhance the senses and increase strength and agility. Always the Obliterator mission is suicidal, always a last attempt to rescue impossible situations against impossible odds. And always-incredibly-you survived. But the clone wars were eight years ago, and since then the Oblitefrators have only been called to undertake the occasional suicide mission-but you always came back and that's why you're the only Obliterator left. And that's why they want you! The briefing is over and you have orders. it's hard to believe that the summons came less than four hours ago- now you're three million parsecs away, about to enter into the most dangerous situation of your life-and you're alone. With all else failed the Elders had to call on you-and what they told you was be yond belief. The entire Federation Star Fleet had been destroyed by a single Alien Spaceship-but what a Spaceship! For centuries the Federation had been the most powerful force in the galaxy. Ever expanding outward, colonising new worlds and absorbing== old alien cultures. More than a thousand worlds knew and enjoyed the Federation's law and order. But all this was not without cost. Expansion inwards towards the galaxy's core revealed many old civilizations some of which were both un&willing to join the federation and technologically superior. Federation attempts to coerce these Aliens into joining them had many enemies. Now these enemies have banned together to construct a seemingly indestructible craft- and they are hell bent on revenge. Enormous in size and apparently invulnerable in size and apparently invulnerable this craft is heading straight into the center of Federation Space. Its apparent mission-the destruction of the Federation homeworld-Earth. The aPPStarfleet never stood a chance. The alien ships anti-matter screens deflected everything they threw at it with a scornful ease, and then it simply removed the fleet from existence with its main weapons. The technology is awesome. The Elders plan is simple. There exist a prototype matter transporter, the latest thing in interstellar travel. It has two problems-no living creature has yet used it and the immense power needed to transport an object as complex as a human being. There is tjfqponmlk~}|{zn>Q 18pz'4File name: qball.doc Q * BALL Amiga tm Quick Reference Card! WHAT YOU NEED: Amiga Computer Single Disk Drive Color Monitor LOADING THE PROGRAM: 1. Turn on the monitor and your computer. 2. When the Kick Start disk icon appears on the screen, insert a Kick Start Disk (VERSION 1.2) into the disk drive. 3. When the Work Bench disk icon appears XZYXWVUjihgfedcba`utsr)>R19prED ROAD WARS It is the beginning of the Twenty Fifth Century and the whole of humanity is entering a new golden age of enlightenment and reason under the beneficent rule of the Galactic Federation. Democracy is flourishing. The planets of the Federation are held together throughout the galaxy, using the instantaneous communication offered by the new McIntypre Psychic Resonance consoles. These were developed following the advances in resonance theory. This replaced Einstein's̀1QPONMLKJ_^]\[w>R20p[V YES HERE WE ARE QUARTEX & TASK NOW WORKING TOGETHER WITH NEW SOFTWARE COMING OUT DAILY! HERE ARE THE CODES FOR ROCKET RANGER SO ENJOY THE GAME! GREETINGS TO ALL WE KNOW FROM T.A.S.K. - MR. UNIQUE - ALGERIA ARABIA ALGERIA- 0 31 -KENYA ALGERIA- 28 26 -KENYA ARABIA- 28 10 -LIBYA ARABIA- 0 20 -LIBYA ATLANTIC- 20 19 -MIDEAST ATLANTIC- 41 17 -MIDEAST BRAZIL- 43 23 -NIGERIA BRAZIL- 7('&%$#"! 3210/.-,+*)>=<;:987654IHGFEDCBA@?RTSg>R21p8ďƑj>X25liforniaGamespSGS~1 ELECTRONIC GAMER TEG-4039 SPACE QUEST Part 1 ARCADA TO CRASHDOWN Well now you're in for it. Your latest siesta in the Arcada's janitorial closet has been rudely interrupted by a Sarien invasion. Alarm bells are sounding, emergency lights are flashing and the blasted bodies of your shipmates are lying all over the place. How are you going Press for more ! ELECTRONIC GAMER TEG-4507 to avoid joining them and survive this adventure? , WESTERN GAMES INSTRUCTION IN GERMAN [/] 1987 by Blizzard -------------from REline Software--------------- STORY: Schoen, dich zu sehen, Fremder. Es versprach ja ein oeder, langweiliger Tag in unserem kleinen Staedtchen zu werden; aber nun, wo du hier bist, mach'ich mir darum keine Sorgen mehr. Warum ? Nun, bei uns hier im Westen muss jeder, der neu in der Stadt ist, ein paar kleine Proben bestehen und zeigen, daKss er ein echter Kerl ist. Diese Probe gibt es bei uns schon, so lange ich hier lebe. Yeah, wir alle hier haben schon mitgespielt. Und unser Bester, MacSlow , das alte Haus, tritt gegen dich an. Was denn, du lachst ? Warte, bis du ihn gesehen hast. Oder noch besser, bring doch einen Freund mit, dann lassen wir euch gleich gegenander antreten. Okay, genug geredet.Hepp, ab in den Saloon drueben, die anderen warten schon........ -------------------------------------------------------~>R23pŒ Wizball documents typed by Viz of A-byte ------------- WIZBALL ------- For many years, Wiz and his fantastic Cat lived happily in brightly coloured Wizworld. All was not well however as a malevolent force had discovered the vista and indended to stamp out brilliance once and and for all. The evil Zark and his horrible sprites have moved in to eliminate͕ >R24pSj6 THE FALCON INSTRUCTIONS ----------------------- * There are almost no sampled sound effects with only 512K ( with 1MB you get sampled engine-, missile launch-, trumpet solo- , effects) * No black-box with only 512K (1 MB required ) * No flare/chaff graphics with only 512K * If you don't have the cracked version, you'll be shot down in no time by an invisible enemy. KEYS: (KP = KeyPad) VIEWS: E~ CALIFORNIA GAMES ---------------- ------------------------------------------------------------------------- TABLE OF CONTENTS ------------------------------------------------------------------------- INTRODUCTION ............................................ 1 OBJECTIVES .............................................. 1 GETTING STARTED ......................................... 2 STARTING PLAY ..............CSp˒H............................. 3 HALF PIPE SKATEBOARD EVENT .............................. 4 FOOT BAG EVENT .......................................... 5 SURFING EVENT ........................................... 7 ROLLER SKATING EVENT .................................... 8 BMX BIKE RACING CONTEST ................................. 9 FLYING DISK EVENT ....................................... 10 CALIFORNIA GAMES SCORING ................................ 11 ------------------------ŰuK------------------------------------------------- INTRODUCTION ------------------------------------------------------------------------- "Hey, thrasher! Dontcha ever wear knee pads?" "Didja see that? He caught some air on the half pipe! Radical!" Welcome to California. Home of the most radical sports in the world. Rad, bad abd aggro. You're about to hit the beaches, parks and streets of the Golden State to go for trophies in everything from surfing to bike racing. CALIFORNIA GAMES gives you the hottest sports. And the most aggro competition. You even get to pick your own sponsor. So pull on those knee pads. You're about to get into the most fun you've had since Mom hid your skateboard. CALIFORNIA GAMES is going to take you from the surf to the turf. From the pipe to the parks. Are you gonna love it, or what? We'll start you off in the heart of Hollywood, with skateboards in hot competition on the radical Half Pipe. Then we'll rockedzt up to San Francisco for the high-flying Foot Bag and some really wild footwork. After that, it's down to the beach for two of the coolest sports we've got in California. There's an awesome Roller Skating obstacle course, followed by the king of coastal competition. Surfing. You'll be shooting the tube and carving the biggest breakers around. Over at the dirt track, you'll pump the pedals of a BMX racing bike. And your moves had better be bad. For the grand finale, you'll go to Yos ʉeemite where you'll be flinging the fantastic Flying Disk. That's six massive events. You're gonna have your hands full. Not to mention your feet. You're about to get into the wildest game of them all... CALIFORNIA GAMES. It's only, like, the most totally awesome game in the world. ------------------------------------------------------------------------- OBJECTIVES ------------------------------------------------------------------------- CALIFORNIA GAMEɻ|q >Xv26smicBouncerp Cosmic Bouncer -------------------- The Story Dear Users!! We are in the year XR-76AX intergalactic star-time. Caused by a regretable computer-mistake of a calculating machine by the company Atori, a gigantic substance-life-beam of the Gekkotron type was shot into space from the planet Grumpf. This beam hit an accumulation thread-shaped macromolecular carbon compound(more accurately, a tennis ball by the company Adidotz, which was lost during the last˰2^>XO27agon'slairp(u Dragon's Lair ------------------ The object of the game is to rescue the fair Princess Daphne who has been taken away by Singe the evil Dragon. To do this, you, Dirk the Daring, must survive the perilous journey by defeating all your adversaries. Make your way through the castle and cavern below by using the Joystick to control your movement and the fire button to wield your sword. Beware of your foes, as they are numerous! You must use your vit and refleces to avoid6ː2>X28nship1.docp Quick Key Commands for Gunship Category Action Control -------------------------------------------------------- Cyclic Pitch down KP8 KP=KeyPad Pitch up KP2 Roll left KP4 Roll right KP6 Pitch down/left KP1 Pitch down/right KP3 6>X29nship2.docpv# Starboard on/off 2 Rotor on/off 3 Weapons Sidewinder 4 FFAR 5 Hellfire 6 30mm Cannon 7 Fire Fire Weapon RETURN/KP5 Jettison Jettison Weapon Ctrl + Weapon Countermeasures Radar Jammer 8 Chaff Decoy AҔhvsrqpon~}|{zy{>X 30licep1+*)('&%$>Y32pulous.hinxp! POLICE QUEST INTRODUCTION The following walkthru should net you 229 points out of a total 245 available. I would welcome all suggestions for further points, including any differences. Please refer to the points list. There are many times in this game where it may be appropriate to LOOK or EXAMINE XXX, but I have left them out in the interests of brevity. Make your own decisions about when you want to do so. If you're playing this game on a monochrome monitor, good luck to you.Ԃ>d LpCpי)>cMore٥'i8>dDisk-Validator8=eGFg 6A[" xW!(>g#8#e:DEVSpl#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$) G۟T>d Port-HandlerTLLL$#p(BB #p(v։#Cx,؉#D(z@ډ#E<,<܉#FBd Ram-Handler{  HB A"B ,xNLBNtԉ#B&#p8BX%B\r#At-nҪ\Brҩ`"*\t!r%Ah <(j8N$)!(")!DOS r#At nҩBrҩ`G" <(jTN#A <(j8N$)!(")!DOS ")t!vt" <(jN <(jN#A`") <IhN&*l$") <(jN`Z") <IN&*l$") <(jN`0v$)") <(jN`")$$0("0 <E1@Q$#"!6543210/.-,A@?>=<;:987LKJIHGFEDCBWVUTSRQPONMba`_^]\[ZYXemlkjihgfO>Y31pulous.docpۧD>esystem-configurationfZ҉POPULOUS DOCUMENTS TYPED BY THE JESTER INTRODUCTION As a Divine Being... You have a group of followers from whom you derive your power. The more followers you have and the greater their achievements, the more power you wield. Unfortunately, there is another group of people who follow a different deity. Since there's barely enough room in the world for your own magnificence, two won't do. You must rid the world of the opposition. To do this, you will use your great power to move the;POPULOUS -Play To Win Hold on tight to your souls readers,'cos these hints and tips are of cosmic proportions. In Electronic Arts' -- quite literally -- earth shattering new game you get the chance to shape the face of the Earth and wrestle with good and evil alike BUILDING Double click on the same point and then remove the top point, allowing you to create an area of nine flat blocks in only three clicks. NOW YOU CAN TURF OR SPROG Reduce the area of crop fields that a castle has and| the size of the building will be reduced. This lowers the capacity of the building to hold people and will force a walker to leave if it is too crowded .Use this method to force a walker from a large castle. It is important to note that the largest castle uses an extra block around the edge of its crop fields. This land cannot be used for direct settlement. LAND MAINTENANCE Keep your land clean and tidy, remove swamps, rocks, broken and bad land. Without a strong clean landscape , y͙four population will not flourish. Remove swamps as they are a direct drain on your population - especially bottomless swamps. HOW TO DEAL WITH KNIGHTS If the enemy starts to use knights against you, you have a number of options open. Try ignoring the knight and letting it rampage through your land and burn a few houses; but make sure that you clean up the land and resettle behind it.Try to drown the knight - the computer opponent will not often allow you to get away with this but wit^h practice it can often be achieved . The secret is to build a tough leader that can defeat the knight in combat .It is possible to use a system of buildings to create an artificial barrier to the knight's progress by nippling the land, letting the knight fight through the small houses, then removing the nipples to free some flat land to resettle. TOUGH LEADERS Collect your people in a leader and then use that leader to assault the enemy. This is one of the most satisfying ways of plSl/aying POPULOUS. A tough leader can also defeat opposing leaders, knights, and can form a tough knight for your side. PAPAL MAGNET MODE Careful use early in the game can move your leader and people away from the homeland and into new territory fresh for expansion. WALKERS HAVE IQ IQ is determined by the technology that walkers have and the number of times which they have been sprogged form a settlement. The degrees of intelligence are reflected by the walker's ability to locate new l]and etc. A low IQ walker will waste valuable time circling a large castle trying to find some fresh unsettled land, whereas the high IQ walker will spot the land five or six squares away. TECHNOLOGY The technology which a person has directly affects the outcome of any combat that they are involved in. The weapons factor acts as a multiplier - and so weak people with swords are often a match for stronger club-wielding walkers. FIGHT MODE This mode is very good for passive expansion. "Your people will move towards the enemy and will tend to settle as they go . This mode is most useful when you are close to each other at the start of the game. THE FIGHTING LEADER You can use your leadre as a direct and controllable weapon, by placing the magnet in the building that you want to attack and then going into 'goto magnet' mode. Your leader will charge off and attack the building, occupying it after the combat. But move the magnet and off he charges. In this mode you are%]G not settling anything except the buildings that you are fighting over, so beware of depopulating your lands or being out populated. Your leader is constantly being supported by your walkers who are drawn to him. HOW TO WIN GAMES The most gratifying way of finishing games is by direct use of your leader. A couple of tough knights certainly knock the stuffing out of weak opponents. Aided by the leader you can quite quickly finish the opponent off. Armageddon will draw the game to an ii>eSbigHt Ҫ?~>>?~GoO ,STAR_NL-10ixF>d Lpj8 >Ye33arballp4 Starball -------------- The Origins of Starball In the year 2164 the planet Utalis is invaded by the arrogant and much-dreaded Jitter-Bobs. The inhabitants have become humiliated slaves to these wicked but fun-loving creatures. The Jitter-Bobs, however, have offered you the chance to win back the freedom of the Utalians - this chance is called STARBALL! The Jitter-Bobs are renowned as being the best STARBALL players in the whole Universe - and there can only be *Z >Y35permanp~- SUPERMAN -------------- Once loaded press FIRE to pass through Opening Screens. OPTION SCREEN: At the start of each game is a Comic Book Page - you may read the captions then use the Joystick to continue to Game Screen. Each game has an Icon Bank from which you can select Superman's strengths and fightning powers. Icons available are: Flight, Heat Vision, Super Punch, Telescopic Vision, Super Breath Selection of Icon is done with S 9;y>Y34SportsFootballp`04 Docs for TV Sports Football --------------------------- From the clipboard menu(where the pencil is), select a visiting team by moving the pencil to the team and press the joystick button. In One Player and Teammates(which is 2 humans against the computer), the first team you choose is you! If you choose League option, you can edit any player of the 28 teams. All you have to do is select NEW SEASON and choose g >Y36ntedpߴXB Wanted ------------ Arkansas, 1880. You are the toughest and roughest bounty-hunter that ever toted a shootin' iron. But this time you are up against four of the deadliest varmints in the west! What's more, they've got a whole bunch of gunslingers and sharpshooters working for them. So this is no job for greenhorns, partner. The first job is to bring in the outlaw with $5000 on his ugly mug. Next will come his buddy, worth $10000. The third of these no-g0>Y37kp ZAK MCKRACKEN - The Final Solution - By COSMOS BEDROOM ---------- In the bedroom open all the drawers and pick up the phone bill,the fishbowl (including Sushi),and the kazoo. Go to the TV/kitchen and pick up the cushion on the wall. Insert the TV plug into the power outlet then pick up the other cushion and get the remote control to turn on the TV. After you have watched the TV,open the cupboard and get the yellow crayon. Then get the butter knife and the e"!gg in the fridge. Go back to the bedroomand get the cashcard from under the desk and tear off a piece of wallpaper near the door. Use the crayon on the torn wallpaper and you now have a starnge map. Go through the TV/kitchen and get the small key near the outer door. Then go down the stairs and outside. TO BAKERY --------- The bakery is just left of the stairs. Push the button three times until the baker throws some bread at you then pick it up and head for 14th avenue TO LOU'S LOAmoNS --------------- Buy the guitar,toolbox,golf club,noseglasses,hat and wetsuit with your cashcard then go to the hair salon TO HAIR SALON --------------- Open the toolbox,and use the wirecutters to get the bobby pin sign, then head back to 13th avenue TO PHONE COMPANY ------------------ Wear the hat and noseglasses and pay your phone bill. The alien will think you are one of them! Then get the application and use the crayon on it, and then head for the mailbox at the bottom of the stairs outside your room. Use the small key and place the application in the mailbox and close it. Then go to the TV/kitchen and use the monkeywrench on the pipe under the sink. Put the stale bread in the sink and turn on the button. Get the bread crumbs and then use the fishbowl in the sink.(Sushi has a safe home and Zak has a helmet) Then go to the bedroom and pick up the corner of the rug. Use the monkeywrench on the loose floor boards and you now have a hole that leads to the aleiens secret room. Then go outside to the bus. Use the kazoo to wake up the driver then use your cashcard in the reader. TO SAN FRANCISCO AIRPORT -------------------------- Buy the book from the devotee and use the ticket to seattle IN AIRPLANE ------------- After the stewardess has given you the peanuts, head for the toilet and use the toilet paper in the sink. Turn the sink on and when it overflows push the help button on the wall. Quickly head to the front of the plane and opeF:n the micrwave oven,put the egg in it and turn it on (What a mess!). Go back to the seats and when the stewardess starts cleaning the microwave get the cushion and the lighter that falls out. Open all the bins until you find the oxygen tank then sit down. AT SEATTLE ------------ Get the branch from the tree and give the peanuts to the squirrel. Use the golf club on the loose dirt (I know the feeling) and head into the cave. Use the what is function to find the birds nest and use itز_ in the fire pit with the branch and the lighter to start a fire. Go to the strange markings and use the crayon on them. Once the door is open go in and use the remote control to get the blue crystal.Then go back to San Francisco. AT SAN FRANCISCO ------------------ Go to your mailbox and by this time a letter should be there. Its your KING Fan Club Membership. Head for 14th avenue. 14TH AVENUE ------------- Place the blue crystal in the slot in the red door. Annie will appear a)nd tell you her dream. Give Annie the butter knife and the rope. Switch to Annie and look under the blotter to get her cashcard. Send her to Zak's bedroom and use the rope in the hole in the floor. Switch to Zak and go to London and through to Katmandu. AT KATMANDU ------------- Go right to the guard and give him the book and he will let you in to see the guru who will tell you how to use the blue crystal. Then head to the prison. At this point I suggest you save the game as the nex :yt part has to be done with split-second timing. Take the flagpole and quickly use the cashcard in the yak to escape before the policeman gets you. Go to London and through to Zaire. AT ZAIRE ---------- Go to the Shaman and give him the golf club. He will show you a secret dance which is in fact a combination to a door. Make sure you write it down! Then go back to London and to Miami. AT MIAMI ---------- Give the book to the drunk and he will give you a bottle of whiskey. Then bu eOMy a ticket to Bermuda. AT BERMUDA ------------ The pilot will give you a parachute and eventually you will get taken into a spaceship. Note the combination the pilot uses. Then push the button on the inner door to meet the KING. Show him your fan club membership and give him the guitar. Then use the Lotto-dictor to get tomorrows winning numbers. Head to the exit and use the same combination the pilot used. You will find yourself in mid air so use the parachute and eventually you w μ~]ill land in the ocean. The cushion will keep you afloat. Use the kazoo and eventually a dolphin appears. At this point save the game. Use the blue crystal on the dolphin and use the dolphin to quickly go underwater to the right side of the seabed. Remove the seaweed and take the glowing device and quickly head back up and give it to Zak. Switch back to Zak and by this time an alien will appear and take you back to the secret prison. Don't worry as you have Annie stationed above and w9Lڤ     $#"! /.-,+*)('&%:987654NLk> ,47pY**,yCNh,@(N(N(l",gX*lgL<, >, MB0-DB2-DNX MB@BA46N MBB0m2m N*Uf"N,yNbBNuintuition.libraryTE sc_>e:DEVSpտtC STARTUP-SEQUENCE y[  uty>-57pMRcxwvM Typet5 KT PIK MOUSE MIKE CLS BIG T V ; FUCK OFF YOU LITTLE LAME BASTARD !!!!! ; WALLY AND JL SOFT ARE NOT MEMBERS OF ARCANE MSp JW d>L(38nningman.docpv`2OO(jdp N$"<I(l/ / g ,倲l"4(T`,2(jtp NJg2**p$A. J (F _40C1pdʭ The Running Man Scenario --------------- The year is 2019 and the USA has become a totalitarian state. Personal freedoms no longer exist and only television distracts the people from their plight. One show is more popular than any other, The Running Man, a deadly cat - and - mouse carnival in which the contestants battle for the ultimate prize:survival. After refusing to fire on un-armed demonstrators Ben Richards is wrongly convicted and labeled "Butcher of B  %\     V>\739.solvep  ~ Dragon's Lair Docs ~~~~~~~~~~~~~~~~~~ By: Skylark / Canada Dsk1 Screen 1 (Opening Bridge-This will always be first!) ~~~~~~~~ Watch Dirk The Daring walk across bridge until he falls through. When the "Things" come toward you, hit the BUTTON and watch Dirk take a swipe at them. Then, hit UP and you will raise yourself up to the bridge again, and run into the castle. Screen 2 (DrinkMe Sign  0-This will always be second!) ~~~~~~~~ This one is a tuffy! When the "DrinkMe" sign flashes, hit RIGHT; Dirk The Daring will bravely kick the door open to the right of him and stomp out. -Screen 1 Repeats, laterally inverted!- Dsk2 Screen 3 (The Falling StairWell-This may come after Screen 4....) ~~~~~~~~ Press [ENTER] You will either be walking left or right down the stairwell. If you are moving left, when the stairs ahead of you flash, h  I}it LEFT. If you are going right, hit RIGHT. You will jump over the hole in bridge and continue... Do not mind the bats, they are there for decoration!! Screen 4 (The Tentacles-This may come before Screen 3....) ~~~~~~~~ As soon as the tentacle drops from the ceiling, hit BUTTON! Dirk will then slash it. As soon as you slash it, hit UP. You will go to the front of the room. Then hit RIGHT or LEFT (depending on where the door is), and you `E will go to the door. Then hit DOWN and you will goto the back and automatically start going up the stairs, at this point, hit LEFT or RIGHT (depending on where the little table is.) As soon as you get on the table, hit UP and you will go out the door in a few seconds. WARNING: IF YOU HIT MORE THAN ONE MOVE YOU WILL DIE! Just hit the move once and wait for it to take affect!! -Screen 3 and 4 will repeat again laterally inverted!- Dsk3 Screen 5 (Ye  R']WhirlPools/Ye Rapids-This may come after Screen 6...) ~~~~~~~~ You will start off with the Ye Whirlpools. If the whirlpool is on the right, hit LEFT; if on the left, hit RIGHT. You will easily use your Press [ENTER] manouvering abilities to steer carefully around them. NOTE: Don't hit left or right more than once, or you will be sucked in! Then come the Ye Rapids. Now on my A2000, all you do is hit LEFT or RIGHT (depending on the direction of t PLhe light blue path), then when I get into the middle, I hit UP and go all the way down (Both Screens..) But I've heard other stories and this is what I've been able to piece together... If you have an A500 (hahahaha): Do what I do (above), but the second screen, hit UP one more time. If you have an A1000, do what I do, then on the second screen, hit up twice. (Once on each of the two levels). Experiment.. One of these techniques is sure to work bu t I can only confirm my way. Screen 6 (Slime Stew-This may come before Screen 5...) ~~~~~~~~ On this screen, you mainly watch... You will dodge the slime, then pick up a drink automatically. Then, the Slime Goon will appear, hit BUTTON and you will slice him. Just watch the rest of the board. - Screen 5 & 6 will appear again laterally inverted! - Dsk4 Screen 7 (The Black Night-This may come after Screen 8...) ~~~~~~~~ First, make note of `3 what side the Black Night's sword is on. If it is Press [ENTER] on the left, you will have to hit RIGHT first. You then jump right. Right after this, hit LEFT... Then UP... Then LEFT... Then RIGHT... Then Left... As jumping left now in mid-air hit RIGHT because you don't have anytime to spare once you land. (Remember, better early than never!) If it is reversed, just do the above backwards. This is one of the "Most-Moves" boards so eventually you'l l get the hang of it. Screen 8 (Marble Madness-This may come before Screen 7...) ~~~~~~~~ You will appear in the distance walking casually at the end of the half-pipe. Then, a huge black ball will appear behind you wanting to make Autie-Em's World Famous Pancakes out of you. The screen will change angles and you will see a coloured ball go by. As soon as it goes by, hit DOWN. Then, another coloured ball will go by; again, as soon as it pas ses, hit DOWN. This is all you do, there will be a few more balls to get by, but if you can do one, the rest is really simple! WARNING: DON'T HIT DOWN MORE THAN ONCE PER BALL! When you run by successfully, it looks really close... It is supposed too! - Screen 7 & 8 will repeat again laterally inverted! - Dsk5 Screen 9 (The Bedroom Wall-This will come first!) ~~~~~~~~ Press [ENTER] Pretty simple. Just keep hitting UP at a leisurely pace and you will  e' get through, listen for when the game records your specific up moves and when you get better, you won't have to hit up rapidly... But I still do anyway because it guarantees me getting through. - This screen will repeat again laterally inverted! - Screen 10 (Dragon's Lair Part I-Computer Randomly Chooses Which ~~~~~~~~~ Lateral Screen You Will Do.) You will see a wobling bunch of "furniture". Hit LEFT or RIGHT (depe+=Nhg|{zyxwvutsr~}Q>b 41C2p) Slip Stream complete docs by MERKWooD/MAAD As you sit strapped firmly into the seat of your Emerald Fighter, the darkness of the nothership's launch bay hovers around you. Above you, projected onto the glass ceiling of your cockpit, gleams a long range scan of the stream, from which you try to memorize the pattern of the ground defenses. You know deep down however, that only by instinct will݃m you survive. The launch countdown starts on the monitor in front of you, T minus 60,... T minus 59... Calmly, you go through the system startup checks. System computer funtioning...Check. Long range scanner functioning...Check. Turbo thrust functioning...Check. Tracto beam powered up...Check. T minus 5...4... 3...2...1 Suddenly you find yourself crushed into the back of your seat by the G-Force of your fighter pulling away from the mothership. Many thoughts shoot through your head@ W, but only one remains... "I must destroy the Crystal, I must destroy the Crystal, I must..." The Game The 9 streams of the Slip Stream have been overtaken by an alien race who have populated them with various defense crafts. Thes craft are powered by a crystal at the end of each stream. It is your mission to fly through each stream, destroying the power crystal at the end to deactivate the defense craft, and liberate the 9 streams of the Slip Strea,Tm. You will be dropped into each stream by your mothership. Destroy as much of the landscape and as many of the defense craft as possible, but, above all you must destroy the power crystal at the end of each stream. Failure to do so means you waste one of your three chances to complete the mission. As you work through the missions, you will find many different types of ground installations including; Pyramids, Sqyramids, Tunnels, Walls that need to be blasted through, stalactites a[-nd stalagmites, and you may even find yourself flying underground! REMEMBER, you can only fly within the stream...not outside it! Controls Use a joystick in port 2 to maneuver your fighter. In 2 player mode each player takes turns using the same joystick. From the title screen, press the FIRE button to bring up the options screen. These options are available: F1 - Selects one or two player game. F2 - Selects calm or stormy weather conditions. < F3 - Selects sound effects on or off. F4 - Selects random or normal missions. Normal missions require winning each stream in sequence. Random missions lets you attempt the missions in random order. ESC- Quits a game in progress. P - Pauses the game. Press "P" again or move the joystick to unpause. FB - (Fire Button) Starts the game. NOTE: Each time you crash, your next fighter will be launched from the mothership. To skip the mothership launch sequence just phress the fire button Scoring You score points by destroying enemy craft and the ground installations. Player 1's score is displayed at the top left of the screen during play and player 2's score is at the top right. The number of fighters remaining for each player is shown top center. Points Small Pyramids 10 points Tall Pyramids 50 points Sqyramids 100 points Spaceships 200-500b% points Power Crystal 1000 points High-Score Table If your score is high enough you will get to enter your name in the High- score table. To do this move the joystick Up or Down to alter the current letter in your name, and Left or Right to move to a different letter. When finished press the fire button. ame. NOTE: Each time you crash, your next fighter will be launched from the mothership. To skip the mothership launch sequence just p The King of Chicago Amiga Quick Reference Card GETTING STARTED Amiga 1000 owners should KICKSTART their machines with version 1.2. Insert the King "Reel 1" disk into your main drive. If you have a second drive (recommended) insert King "Reel 2." After a few seconds, the title screen will appear and the theme music will begin. When the fly pointer appears, you may start the game. Press and hold the right mouse button, and move your pointer to the word PROJECTOR at the top  ![Rji*)('&%$#"!>c42Cap (,qF[ZYXWVUTSRQfedcba`_^]\qponmlk543210/.-,L1>fN43Cbp"&p DOCS FOR KENNEDY'S APPROACH A. VISUAL DISPLAY 1. CONTROL AREA MAP:The largest section of the simulation display is the Control Area Map. The Control Area Map is designed to provide you with the state of the art representation of a REAL Air Traffic Controller. 1)THE DOT GRID: A grid of dots one mile apart. The bright dots denote normal air traffic lanes. 2)AIR TRAFFIC FEATURES: Entrance and exit fixes are labelled, #~w as are airports. On the approach side of each airport is a VOR tower. Incoming planes hold around this until they are cleared to land. 3)THE PLANES: There are 3 types of planes. Light jets, jet airliners, and supersonic Concorde. Light planes are smaller than jet airliners, and the Concorde is recognized by its drop-nose and delta wings. The direction a plane is pointing indicates its direction of travel. Below the plane are the bars indicating current alti$.Utude in thousands of feet, and to the right is the planes id letter. 4)TERRAIN FEATURES: Also on the map are mountains, storms and restricted zones. Planes must maintain an altitude of at least four thousand feet over the mountains, and they should avoid storms and restricted zones althogether. 2. THE COMMAND LINE: Just above the Control Area Map is the Command line. Here, messages are displayed as they are radioed between you and the aircraft in yo%dur area. When you use the joystick to direct traffic you will see your commands written out and then see the response. 3. FLIGHT PLANS: In the upper right-hand section of the screen are the flight plans for the active aircraft in your area. The uppermost letter in each comumn is a plane's ID letter. Below the ID letter is the first letter of the origin and the first letter of the destination fix or airport for that plane. Below these is the altiturde in thousand&0s of feet. Aircraft that are waiting to take off have a "*" in the altitude field. 4. THE CLOCK: In the upper left-handed corner of the screen is the time of day clock. Your shift ends on teh hour. The passage of time in the simulation is measured in real-time. Time can be accelerated by holding down the space bar. 5. ALARM AREA: Between the clock and the Command Line is the alarm area. Dangerous situations are reported here. These include incorrect ex' Hit altitudes and fixes, conflicts, and crashes. B.AIRCRAFT COMMUNICATIONS 1.ESTABLISHING COMMUNICATIONS: You can establish contact with a plane in two ways, by typing the ID letter, or by moving the joystick to move the cursor over the plane, and then five the joystick a short push.(less than 1 second). 2.ISSUING COMMANDS: To tell the pilot what direction to fly, move the joystick left or right until the arrow points in that direction. To specify the(ӹ altitude, move the stick up or down. PLEASE NOTE, EACH BAR INDICATES 1000 FEET OF ALTITUDE, AND THE ACTUAL POSITION OF THE PLANE IS REPRESENTED NOT BY THE ICON, BUT BY THE BOTTOM BAR! C.AIR TRAFFIC CONTROL 1.LANDING: Aircraft destined for and airport must be landed by heading down the runway and giving it clearance for landing. (Altitude 0). Aircraft at altitude 0 can no longer be given turn commands. 2.HOLDING: Since only one aircraft can use a r)=Eunway at a time, it may be necessary to put other planes into a holding pattern. A hold is continuous full turn around a VOR tower at a particular altitude in either a clockwise or counter clockwise direction. 3.EXITING THE CONTROL AREA: An aircraft that does not land in your area must leave via the exit fix. All aircraft must exit at an altitude of four thousand feet. D.AIRCRAFT CHARACTERISTICS 1.SPEED: The various types of aircraft travel at *`|z different speeds. Light planes move two miles(2 grid dots) every minute, jets move 4 miles every minute, and the Concorde moves 8 miles a minute. 2.ALTITUDE CHANGES: All of the planes have a climb/descent rate of one thousand feet per mile. 3.TURNS: All three types of planes have a turning radius of 1.5 miles. This gives a 45 degree per grid dot. E.INFLIGHT RESTRICTIONS 1.AIRCRAFT SEPARATION: The first and foremost of these requirments  iކ you must maintain is a one thousand foot separation in altitude between aircraft flying within 3 miles of each other. Failure to meet the aircraft separtion will result in a conflict condition and a possible mid-air crash. 2.FUEL: Planes carry a limited amount of fuel and will run out if delayed excessively. F.CONTROLLER EVALUATION When your shift ends, you will be given onr months salary based on your current GS rating and bonus pa+9%aCBA@?>=<;G@?>=<;:9!~>g45Chp -e DEATH BRINGER THE STORY Two hundred years ago, the evil wizard Azazael challenged Zator the Mighty to a duel for control of the land of Mezron. Azazael was a very powerful sorcerer and was sure he had the upper hand. But there was a secret he didn't know: Zator had in his possession five magical gems. Each of these gems offered great power to whoever wielded it; but when brought together, the gems bestowed on their holder powers beyond all mortal compre .ghension. Azazael found himself in the midst of the most ferocious and desperate battle of his wicked career. For three days they fought, both suffering grievous injuries. On the third day Zator, with a grim smile of triumph, called upon the power of the gems. Azazael screamed in fury and fear when he realized he had lost. The lightning bolts from the gems repelled all his magic and sapped all his strength until, with one blinding flash, the wizard lay dead. Once he had recovered fr /nom his wounds, Zator settled in the ancient royal palace in the fair city of Secnar. Under his rule, the entire realm of Mezron prospered and the people were happy. After many years, when Zator knew his life was nearing its end, he realized that the power of the gems he held was too great to fall into evil hands. So, he called for five of his most trusted warriors, speaking with each one in secret. He gave each man one of the wonderful gems and instructed him to hide it in the most  0>inaccessible place he could find. The men were to tell no one (not even Zator) where they hid the gems. Four of the warriors travelled far and wide and had many adventures before they found hiding places for the precious gems they carried. The fifth warrior believed that at least one gem should stay in the royal palace, as sort of talisman for the kingdom. He braved the dank depths of the castle's dungeons to find a secret place for the gem until he came face-to-face with a hideous  1lich. The lich attacked and the ensuing battle was dreadful. For a time the warrior prevailed, as he still had possession of the magical gem. But as he fought, the gem fell out of his cloak and rolled across the moldy floor. The lich saw this and knew its chance had come. In a few seconds, the fearless warrior lay dead on the cold stone floor, and the gleeful lich took possession of the gem. * * * * * * * * * * * * * * * * * * The kings who rose up in the decades a 2fter Zator's death were not as wise or mighty as he, and Mezron eventually fell into a state of decay. Finally, King Rohan took over the throne and began efforts to restore the kingdom to its former glory. But there were evil forces at work in Mezaron, and the worst of these was the cult of Azazael. These necromancers worshipped the memory of the wicked wizard and were constant in their efforts to revive their long-dead idol. *//////////////////////////////// 1 \\\\\\\\\\\\\\\\\\\\\ 3 [S\\\\\\\\\\\\\\\* One dark day, King Rohan received news that Azazael had been re-animated and was waging a campaign of terror unequaled in the history of Mezron. The DeathBringer, as Azazael was known as, was searching the land for the five gems of Zator. Once he had the gems, the DeathBringer would be undefeatable. Realizing that the only hope for the land of Mezron was to prevent Azazael from possessing the gems, Rohan sent out a decree offering great honor and reward for the he 48Cro who could find the gems and bring them to Secnar. You, a barbarian warrior from the far north, arrive at the palace in Secnar to offer your services to King Rohan. Along the way, you were ambushed by bandits and have arrived weaponless and empty-handed, but full of determination to make a name for yourself in Mezron. King Rohan grants you an audience and tells you that each of the five gems is held by a powerful creature. Azazael knows no more than you do about where these creat 50q>ures can be found, so you do have a chance to get the gems before he does. The king gives you a dagger, a lantern, a healing potion, and a loaf of bread and bids you to return to him with the five gems of Zator. THE GAME You need a mouse and one disk drive to play DeathBringer. The game does not use a joystick or a second drive. Note: Format a blank disk for saving games before loading DeathBringer. LOADING INSTRUCTIONS Turn on computer and monitor, Insert Disk 1 at the Work k1bench prompt and the game loads automatically. When prompted, remove Disk 1 and insert Disk 2. STARTING THE GAME You begin the game in the throne room of the Castle of Secnar. King Rohan himself gives you your quest. When he has finished speaking, you may begin your quest. *//////////////////////////////// 2 \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\* MAIN MENU SCREEN In these instructions, when you're told to "click," press once on the left mouse button (unless 6 7R0PONMLKJIH7j>f@44Cgvp6H' ************************************************ Millinieum 2.2 ************************************************ Since whomever cracked this game decided NOT to make any docs for it, here's my try (I completed it without any help): I. Background Time: It is the year 2200 Place: The last outpost of the United States Space Force (expeditionary) After a bri8B2"3210EDKJIHGFEDCB >h 46Cjp+:lW+ MAYDAY SQUAD INTRODUCTION ------------ When the diplomats are done talking, when the world's armies and navies can only impotently rattle their nuclear sabres, there's only one thing to do. The governments of the Free World turn to the highly trained men (and women) of the Mayday Squad. The Mayday Squad, established by the United Nations Security Council to directly meet the menace of international terrorism, is composed of three- men teams of com+;mandos. While all team members share certain qualities, including a high level of athletic ability, courage and tenacity, each also possesses specialized skills. By effectively blending their areas of expertise, the Mayday Squad succeeds where the mass might of mega-powers falls short. This computer game is the story of one of the Mayday Squad's most perilous missions. The player takes command of the three-man Mayday Squad, which must force its way into what remains of the Lutonian +0 a modified first-person perspective game. It mixes quick thinking and blazing combat. In it, the computerist controls a three- person commando team in a life-or-death race against a deadline. The Mayday Squad must assault an embassy captured by a band of international terrorists called The Red Legion. Prior to the actual start of play, the computerist receives a Mission Briefing. An Option Screen allows the player to select three commandos to form the Mayday Squad. Although each ch+? aracter has abilities similar to other commandos of the same type, there are slight individual differences in performance - and, of course, each man and woman has a distinctive physical appearance. The computerist uses the controller (or keyboard) to direct this group of three characters during the mission. The three members of the Mayday Squad, shown from a vantage point just behind the group, advance up halls and corridors, climb and descend staircases, ride elevators, search room+@o.As, hunt for secret doors and stairways and fight the enemy wherever encountered. The computerist controls one member of the squad at a time. A simple command system allows the player to switch control from character to character as the requirements of the mission dictate. The computer guides the actions of the two men not under the player's direct control. Each member of the Mayday Squad possesses special skills which the gamer must take into account during the mission if it is to +GJJbe a success. Split second decisions about which man to control directly in each situation build tension and excitement in this thrilling action-combat saga. Page 1. LOADING: To load place disk into the drive and switch ON. The program -------- will now load. After a few seconds the title screen will appear. OPTIONS: -------- To select an Option move the mouse to a highlighter category required then press left mouse button. Now select an option within the category by moving mouseA0R76OVUTSRZ]>j 49Cnp8C MIND - ROLL Relax. Take a deep breath and leave your body behind. You're now the Orb of Id, ready to bump, roll, and crash through ten different planes of an insane, 3D puzzle. Slide around shocking, electric seas, bounce off invisible walls, and pick up keys and amulets to escape disturbingly infinite mazes. Move fast to finish each plane in time, but don't get careless - one step over the edge and you'll fall into the deep, dark Void of Freud. 8D'hHLoading Instructions - 1. Set up your system and plug a joystick into joystick port 2. 2. For Amiga 500 or 2000, insert the Mind-Roll disk into the disk drive and turn on your system. For Amiga 1000, insert a disk containing Kickstart version 1.2 into the drive and turn on your system. When asked to insert the Workbench 8E disk, insert the Mind-Roll disk instead. 3. The program loads and the title screen and demo game appear. Press the fire button to begin play. Game Controls - Roll Push joystick handle in any direction. Release joystick handle to stop. Jump Press Fire Pause a game Press P.8F/ Press it again to resume play. Return to Opening Screen Within a plane, press Esc. End a session Reboot your system. Help Press Help for a list of key commands. Press Return to resume play. Play the Planes From the opening screens, press the fire button to see th8G/e Choose Plane table. Select the plane you want to play by typing its number, then press the fire button to begin. After you successfully complete a plane you return to the Choose Plane table to select the next plane. Use the Designer screen to set up the planes in the order you want to play them. Follow these steps: 1. From the opening screens, press F7 to display the 8H Designer screen. 2. Type the number of the plane you want to play first. That number appears in the highlighted box on the far left and the box moves to the right. Then type the numbers of the other planes in the order you want to play them. Be sure to enter a plane's number once only. 3. To change a number, push the joystick hand8Iʶ le right or left to move the highlighted box to the number you want to change. Then type a new number. Again, be sure a number appears once only in the list. 4. Press the fire button when you're finished. The opening screens appear. Press the fire button to see the Choose Plane table with your first choice highlighted, then press the fire bu8JAstton again to begin play. As you successfully complete each plane, the Choose Plane table appears with your next selected plane highlighted. Press the fire button to continue play. Note: Completing each plane increases the difficulty of other unsolved planes. Surviving Time is your worst enemy. The upper right corner of the screen the Planes shows the time un8 Kits you have left to complete the plane. As you roll through the planes, keep an eye out for the symbols below. Some are beneficial, some are bothersome, and some are downright lethal. Touch the Goal to complete each plane. You end a game and return to the Choose Plane table if you bump into an Eliminator or time runs out. __ (--) ||= Key ___ __ |= |8 DDmѭ (/\) Lift Up (_) Amulet (||) __|__ Energizer (||) | _ (\/) Lift Down (+) Time Booster -- ? Surprise Star surrounded by a circle - Teleport Skull & Crossbones - Eliminator The word GOAL in a box - Goal Box with mazes inside - Electric Sea Id's Up to You! PLANE 1 - Roll or bounce the length of the plank and drop through theN@ Summer 1947 GAG FACTORY CATALOG Order by telephone KLondike 512 "Have you ever found yourself at the business end of a cream pie, wishing you had a seltzer bottle? Well, wish no longer!" Dear Friends, Welcome to Marvin's Gag Factory - the world's largest supplier of tricks and shticks to the cartoon industry. Over the past twenty years we have earned the reputation of providing the finest quM%Pʂ)PE:>jw48Cmp41 Bpality merchandise at rock-bottom prices. We are proud to present the latest edition of our mail order catalog to you, John Q. Public. With nearly twice as many items as last year, this catalog is THE source for all you gag needs. Shopping by catalog is easy. Just flip through the pages to find hundreds of items, from whoopee cushions to sixteen-ton weights. Once you've found that perfect gag, just dial KLondike 512. Two to three seconds later your package will arrive via specialAαѡ you are unsure how to pull down menus and select items from a menu, see the Reference Card. The first item is Diplomatic Relationships. Choose this item;. the computer will shade each of the worlds countries to show their diplomatic relationships with the United States. If you look at Nicaragua (the mid- dle country of the tree Central American countries) you will note that the shading indicates a cool, or hostile, relationship with the USA. M TECHNO COP Game Manual ------------ CONTENTS Throttle That Thing! ................................ 1 Getting Started ..................................... 2 Leading Instructions ............................. 2 Other Game Controls .............................. 4 Joystick and Keyboard Moves ...................... 6 Rev It Up! .......................................... 6 VMAX Q XqL`_^]\[ZYX>k50CopAS Playing Balance of Power............... If you are using either a mouse or a joystick as a pointing device you will only need the leftmost button. To click the button, press the button and release it. Selecting a Country. You select a country you want to focus on by opening one of the menus on the bottom menu bar (N. America, S. America, Africa, Mid East, Far East, Or Pacific). Each of these menus contains seATёveral countries. The Balance of Power World Map on this card shows which countries are under each menue title. Opening a Menu Move the pointer on the screen to the menu title you want the press the button. Keyboard: Press the Alt key and the Initial letter of the menu title. Lets say you're playing the game from the keyboard and want to make policies relating to Nicaragua by pressing the down arrow key and press AUgIH enter. Then open the Make Policies menu from the keyboard by pressing Alt and M at the same time. The list of options in the Make Policies menu will appear. Once a menu is open, press the left and right arrow keys to open the other menus. Note: From the keyboard, the USSR and Europe menus can only be opened with the left or right arrow keys. (Alt U oens the USA menu: Alt E opens the Events menu.) To open the USSR or Europe menus, first press AV=%IAlt and the Initial letter of any other menu title: that menu will open. To open the Games menu, for example, press Alt and G. Then press the right arrow key until the USSR or Europe menu open. Closing a menu: From the keyborad press Esc. Press the button on your pointing device. Highlighting items on a Menu: Keyboard press Alt and the Initial letter of item or up/down arrow keys. A Quick Walk-Through When the title screen appears, stAOQVart a new game by selecting. The other button is used if you wish to resume a previous game. Choose the New Game button and you will see the Options screen. For now, just select and after a short wait, the game will be ready to play. The world map is playing ground. Each counry is shaded to reflect the occurrence of major events within that country. Since you are playing as the President of the U.S., "pull down" or open the menu labeled USA. If Wo\Iutsrqo  .fastdirpQYCr Butcher Hill Docs ----------------- Scenario -------- Section One - The River Travel along the river in your inflatable dinghy to one of the three jetties. Your progress will be hampered by natural obstacles such as twists in the river, boulders and reeds. You must also avoid floating mines and a barrage of gunfire from the enemy aircraft. Fortunately, allied planes are occasionally able to drop first-aid, ammunition and bonus packs. You must steer through the fast flowing riveQZr r to collect bonuses. Section Two - The Jungle Leaving your dinghy behind you venture into the jungle with only your compass and the knowledge that the enemy village is to the North East. As you make your way through the dense vegetation, you come across clearings where the enemy forces have set up supply depots. These depots are guarded by enemy forces. You must eliminate them. Under the threat of being - More (Y)/N/NS? overwhelmed, you can retreat into the jungle (to do this pulQ[Zl back on the joystick). With the enemy forces now aware of your presence in the area. Beware of sudden reprisals. Should an enemy sniper jump out in front of you, aim your gunsight and shoot. Watch out for land mines! Section Three - The Village --------------------------- You have battled your way along the river and through the dense jungle to the enemy village which is in the shadow of Butcher Hill. Use your machine gun and grenades to eliminate the enemy soldiers who will bQ\آde running towards you. Beware of the soldier who will be hiding out in buildings. Shoot at the windows to eliminate them. Alternatively throw one of your grenades to destroy the building. The game is complete once all of the buildings in the village have been destroyed......only then are you the conqueror of Butcher Hill. - More (Y)/N/NS? ns Game Play Instructions ---------------------- The River --------- To move your inflatable dinghy push the joystick foward, and left and righQ]"t to steer. Use the Fire button to shoot mines. While the fire button is held down your gun sight is visible. Keep the Fire button pressed and move the joystick to aim. You can land at one of three jetties. If you land at the first jetty you will not have collected all of the equipment vital to the mission. The Jungle ---------- To move forward push the joystick foward. Pull back to about face. Push left to turn anti-clockwise by 90 Degrees or right to turn clockwise by 90 degreeQ^.s. While moving forward the diagonals on the joystick allow you to swerve. If you have collected the compass in the river section your current direction will be displayed on the right of the control panel. To shoot hold the fire button down and use the joystick to aim. When you encounter the enemy soldiers you cannot move until they have been dealt with. You will come across several clearings. Some clearings are occupied by the enemy. Shooting all of the enemy soldiers gives you extQ_ura bonuses of ammunition and stamina. Pressing the Space Bar will exit you out of any clearing. On Amiga -------- As time passes, night will fall. Progress at night is very dangerous. If you have collected the image intensifier, by pressing the alt key you will be able to see clearly. The Village ----------- You are allocated at a time period in which to complete this section. Your mission is to destroy the enemy camp at the base of Butcher Hill by blowing up the building with theQ`U grenades. The number of grenades you have depends on how many you have collected earlier in the game. Enemy soldiers will try to escape to bring back reinforcements. Try to shoot them before they reach the front of the screen (should they reach the front, you will receive a time penalty). Push the joystick forward to throw a grenade. If you hold the Fire button down whilst pushing forward or pulling back on the joystick you can adjust the range of your gun. Pull hack on the joystiQ rck to start this section, also pull back to restart if you lose a life. THE END ENJOY THE GAME -------------- //////////// Docs provided by THE HELLION & THE CORSAIR \\\\\\\\\\\\ for WORLD OF WONDERS Typed by The Ninja.... File: BUTCHERHILL. 4113-T 15-May-89 Dir: 1 Sec: 1 - WAREZ From: The Corsair Acc: 7 Complete manual for Butcher Hill (D R Q): mission is to destroy the enemy camp at the base of Butcher Hill by blowing up the building with thea bSIlkjihgfedcbU>ks51Cppac< Jug complete docs by MERKWooD/MAAD You are an interactive humanoid made of Titanium fleximetal and other organic materials - nicknamed 'JUG' becasue of you barrel chested profile which can transform into many different shapes and re-form instantaneously. Within the living core of the planet Spiraeus is a dealy virus that is causing its' brain to malfunction, and the inner sanctums to diadr3e. You must find and destroy the deadly tumor within the deepest parts of the planet. WARNING! The planet's immune system will see JUG as a hostile and alien body. You will be attacked by the defences of the very planet that you are trying to save! You must dare to enter the very heart of the planet, and destroy the invading mutants before they destroy you. Vital equipment will be transported into the planet along your proposed trajectory to help you with your quest, and fuel pods ae XCwill be available throughout the game. Take heed, the problems will really start when you reach the scene of the disaster. Game Controls The game needs a joystick in port two, and, optionally, a mouse in port one. Joystick UP/LEFT/RIGHT - move the JUG in the given direction. DOWN - collect, activate, or select an object. FIRE BUTTON - fire the selected weapon. af2p Mouse Move to select game options. Keyboard ESC - Abort current player's game. F7 - Decrease music volume. F8 - Increase music volume. F9 - Sound effects on/off. F10 - Pause game. Any other key will resume game. Starting A Game To start a game, press any key to display the 'Selection Screen', then use the mouse pointer to select the level of difficulty, and to select either the one or ag9two player game. Game Levels As you progress through each zone, the level of difficulty gradually increases. This affects the number of aliens that appear on the screen, and how accurately they fire. If you are a beginner, start on level one, other- wise select a harder level, and you will be rewarded with much higher scores for every alien that is destroyed. Scoring Points are awarded for shooting aliens, and for cahB?ollecting objects. As the difficulty increases so does the points for each alien killed as described above. Collecting Weapons The JUG is capable of carrying three different types of weapons. They are: *Plasma Fire - High energy plasma bolt. Advantages - Enough power to destroy most aliens with a single shot. Disadvantages - Low fire rate and speed, plasma bolt destroyed on collision with an alien. Awkward fire mountingai@8. *Laser Cannon - Low energy laser beam. Advantages - High speed, single beam can hit more than one aline at a time. Disadvantages - Low power. *Smart Bomb - Zeo-quark particle emitter. Advantages - Will destroy every alien on the screen with no need to aim. Disadvantages - Constant replenishment needed as they are FOO (Fire Once Only) weapons. Collect weapons by moving onto the weapon, and then pulling down on the joyajndstick. If the weapon is successfully retrieved the weapon status LED's will show the extra weapon. As you pick up more weapons of the same type, they become more powerful. NOTE: it is not possible to pick up a weapon if you are already carrying the maximum load for that weapon. Selecting Weapons To select a weapon you have picked up, simply pull down on the joystick. Collecting Fuel In order for JUG to fly, it needs fuel.a ki This is slowly absorbed from the surrounding air, but should also be collected from the FUEL PODS as this will also reduce any damage to your ship. Collect fuel in the same way that you collect weapons. Teleports These can be used to get out of danger and to beam to a new section of the planet. All teleports are two way, and can be used as many times as you want. Teleports are indicated by blue spinning energy fields. To use a teleport, enter it tha l7nNen pull down on the joystick. Sector Keys The world is split up into zones. Each zone is split up into sectors. To get from one sector to another you must first find the keys used to dissolve the solid walls which prevent you from finishing the section. Collect keys the same way you collect weapoos. Damage The JUG is capable of sustaining multiple hits without being destroyed. Damage can be reduced by collecting fua Npel. When the damage becomes critical, the damage lamp indicator starts to light. This means you can be hit 16 times, at most, before being destroyed. Radiation Certain areas within the planet are heavily contaminated with radiation. This radiation will not harm you directly, but it will slowly neutralize any fuel that you have. If all your fuel is neutralized your shields will slowly be damaged until the JUG is finally destroyed. Radiation zones arem nbn>k52Cqpm!}) Zynaps docs by MERKWooD/MAAD SCENARIO Zynaps is a shoot-em-up set in an alien infested planetary system. The game begins with our hero escaping in a Scorpion fighter from an alien space station out into deep space. Battle continues through asteroid storms to a nearby planet from where, equipped with weaponry and hyperspace units taken from destroyed alien craft, he sets out in search of the secret alien stronghold. After many tWqABCxtDEVSLlifixS110ANE.SZ11er.S12 13ferences514a15tem-configurationY1617pzʃU~}|{z>o `54CvpWr5aN18n19)2X_20w21g22(72324 25j26 27^28229Ws3430{31O32$33 34y3536 3703839V440Wt$l41Q4243L144j45!~46 47k48E:49Z]55051U52Wu5455Z565758XTU6 7 8 9 A-TXT-mikeEz|mousePPIKT.WF?}S=vx{31O32$33 34y3536 3703839V440v-YaPFmousepwxCvWpxj4 ZA-TXTpt͟X CAPTAIN BLOOD DOCS Game Control: Mouse in port 1 controls hand as well as flying! When flying right button to accelerate and left button to decelerate. The Story: You are trapped in a universe of your own creation that is populated by strange creatures in unlikely scenerios and of your own mind. As Captain Blood, you are in a predicament. The hyperspace warp that sucked you into the game also fragmented your genetic structure creating five exact duplicates p{ This is a small file with some of the things I have discovered about S T A R G L I D E R I I Docs by MERLIN ---------------------------- From RainBird You are in control of a Starfighter of the ICARUS type. It is controlled either by mouse, or by Joystick. I recommend mouse, as this is far the easiest way to control the Icarus. When moving the mouse normally about, it will control the Icarus. The left button will fire the current weapon selectip|on, and if the right mousebutton is held, then moving the mouse up increases speed, and moving down decreases speed. The current weapon selection may be changed by pressing 'w'. The bottom right of the screen will show what weapon is selected: Lasers - Missiles - Bouncing Bombs - Neutron Bombs - Energy Cubes Pressing 'i' will give you a visual analysis of what the crosshair is pointing at. 'a' gives an audio analysis of strange sounds in the vicinity of the Icarus. It is pp}(Tossible to collect items, such as missiles, bouncing bombs, bouncing balls, Chocolate bars usw. First activate the tractor beam 't', if you get a lock on the object, then STII will say if the object is moveable or not. If it is moveable and you want to collect it, then press 'c'. You can carry 3 misc. items excl. weapons. To see what you are carrying press the Backspace key ( <- ), press 'i' to change between items, and press 'j' to jettison (Throw out) an item. When flying in outerp~$Z space things may seem to be a bit slow, but when you are at maximum speed, try pressing 'd' for StarDrive!!! (Just remember to turn it off before entering another planet/moon). When flying, it is possible to change the view, try pressing numbers 1-9 on the numeric keypad (8 is default), and ENTER (not Return) switches you to outside view mode. Press the keypad again, and use ENTER to re-enter the cabin. If you didn't know, then try flying into one of those things with a hole in thpYfem (huh?), okay, the tunnel entrances, it's a small world after all..... Hope you enjoyed the StarGlider II docs from Merlin. Look out for more Amiga stuff! Typed and Oploaded by Merlin. Merlin of >M.A.D< you want to collect it, then press 'c'. You can carry 3 misc. items excl. weapons. To see what you are carrying press the Backspace key ( <- ), press 'i' to change between items, and press 'j' to jettison (Throw out) an item. When flying in outer0M'&%$#"! 210/.-,+*)(=<;:9876543HGFEDCBA@?>Z>o 55Cwp>9ʀ IMPOSSIBLE MISSION II COBRA BLUE CLASSIFICATION ULTRA DISTRIBUTION Field Operations Assets, (Need to Know basis only) Field Operations Control, Langley Electronic Intelligence Operations, Ft. Meade Joint Chiefs of Staff, Pentagon Commmander, Strategic Air Command, Omaha (EYES ONLY) Commander, Submarines Pacific, Honolulu (EYES ONLY) Commander, Submarines Atlantic, Norfolk (EYES ONLY) -------------- kC>p'56CypAv Fright Night complete docs by: MERKWooD/MAAD You moved into this neighborhood because it was quiet and peaceful. Just what you needed since you sleep during the day. Now your neighbors have gotten together and are planning a little surprise for you. All this trouble just because of an unfortunate misunderstanding. After all, it's not as though the people whose blood you took are actually d.WEc^U>S58stBreak_Bas.docpw` ARCANE PRESENTS THE ULTIMATE DOCUMENT COLLECTION 'm 1' Battletech 'm 11' Elite 'm 21' Space Quest 'm 2' Lords O.T.R. Sun 'm 12' Elite.hints 'm 22' Western Games 'm 3' Rampage 'm 13' Interceptor 'm 23' Wizball 'm 4' The Kristal 'm 14' Jet %t FAST BREAK - The Manual FAST BREAK Slammers vs. Jammers. Two of the fast-breakingest teams since the invention of Lycra gym shorts. A legendary basketball rivalry up there with L.A. and Boston. This is Real Hoops: my six against yours, three-on-three on court, 24 seconds, six fouls you're gone. It's a fast-release outlet after a major bound, two no-look passes, a quick pump fake, dribble drive, and downtown with the Slamma Jamma. You're going to love the]QL[clsw 'm 24' Falcon 'm 5' Test Drive 2 'm 15' Mach 3 'm 25' California G. 'm 6' TD2 Cardisk 'm 16' Moebius 'm 26' Cosmic Bouncer 'm 7' TD2 California 'm 17' Obliterator 'm 27' Dragon's Lair 'm 8' Gold Rush Solve 'm 18' Qball 'm 28' Gunship #1 'm 9' Action Fighter 'm 19' Roadwars 'm 29' Gunship #2 'm 10' Champ Golf 'm 20' Rocket Ranger 'm 30' Police Q. 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Іp8%^: t0_p AdfO`S 2 h Y  \Z %_ , @ &Cp0e@" 8 1o"@"@  0 (7 P2B0T`r-P $aApG@ @I@0CP40ڞF`P"L@ ]*'.\G the moment you gain possession of the ball, you have just 24 seconds to shoot the ball, or the other team gets it. If you shoot and miss, but grab the rebound, the 24 second clock (located at the bottom of the game screen) resets, and you have another 24 seconds to shoot. Half Court Violation - When you inbound the ball beneath the basket you're defending, you have just 10 seconds to dribble or pass the ball over the center line into your half of (ݡ#the court. The ten- second count begins the moment your player receives the inbound pass. Certain violations or turnovers don't exist in Fast Break. You can't dribble or pass the ball out of bounds; you can't dribble or pass the ball back across the center line once you've crossed it (Over and Back); and you can't double dribble. O Substitutions 1. Change players as often as you'd like, but only during a timeout (no matter who calls it) and between )Oݷ1quarters (when the game automatically stops). 2. From the Players screen, move the joystick up or down to highlight the player (or players) you want to remove; then press the fire button to replace him. O Timeouts 1. You get three per half, six for the game. 2. You can only call time after an opponent's Field Goal, when you have the ball out of bounds. 3. Press the space bar to call a timeout: the Timeout screen appears. 4. Press the fire button, t*ehe Players screen appears, and you are automatically assessed for the timeout. (Page 10) STRATEGY O Study your team's strength and weaknesses before picking a lineup. O You have a much better chance to win if you choose the "right" combination of players and skills. O Use slower players to imbound the ball so that you can pass it in to the faster ones. O If you have a fast break, go for it. But you'll find that your team's shooting percentages tends to go up when you+' call set plays. O Confuse the defense. Call a set play, then drive the lane for a slam dunk. O Don't exhaust your favorite players by overplaying them. Substitute judiciously, or they'll be tired at the end of the game when you need them most. O Practice. Use the Practice Mode to work on your fundamentals, to find out how effective different players are in different situations, and to experiment with the Playmaker plays to see which create the best openings for good s,zhots. O Offense: follow your shot. Defense: crash the boards. O Study well the offensive diagrams, and think strategy. Fast Break can handle as much basketball strategy as you know or want to learn. To get you thinking like Pat Riley here's an example of player strategy for the Reverse Cut Play: 1. Your best ball handler - usually a guard - has the ball up top. 2. When the other two players make their cuts, pass it to the best three-point shooter (usually the fo-ʐnrward) for the shot, not the center who can't hit the side of a barn door. (Consult PLAYBOOK.IFF picture to view diagram) O "Keep cool, but care." Sage advice from McClintock Sphere, legendary street-ball player and jazz saxophonist. (Page 11) ========================================================================= Complete manual provided by The Hellion & The Corsair P A R A N O I M I A ===========================================.dvx============================== hot. Defense: crash the boards. O Study well the offensive diagrams, and think strategy. Fast Break can handle as much basketball strategy as you know or want to learn. To get you thinking like Pat Riley here's an example of player strategy for the Reverse Cut Play: 1. Your best ball handler - usually a guard - has the ball up top. 2. When the other two players make their cuts, pass it to the best three-point shooter (usually the foPri"X@@F.P`,@0B lp0 j@<.0:0 f0BHZ8U`2+t٘($HD邀4V *`~@ԨQ/ tD>6L#C}p&a0R(m@`!D!I%,2_F!9UPn"mҤDA~u4p_8%^P hIb:@ " \D-!0E+xb8E$H  E 9EʹR Xɀ ҁH` p+ 0L86 52=0! `$H7RSp'cCD Ik̐0@];AlA(J  J 0-`n@DvcKہ"/,1' @DhC ?Dcњj-L!@,AHV0#0$/C1F!A` pb"H EY`-L80 ?0!4 vdB<?͠LNqDQ!{`@.$0ȇtR0e BxjXD@n0@ ̂p$xg3i3 $, $\݄A. 0\h A8T .?"p~5 `h0 d}MP H9JjWAaГzb\`i?#9@M L`!L@D  %BH r`dn/ <(G`)0PS!;!1 l$($v8+X"ϰJ2Z@>b!"2L(H 4Dk"pZ-#g(?%@TB]S( PjT0/rhj5 @: !` (8sE pE@`z"% ?papA`A1;Cx \o$DdF0H @<mP;}~ 25 @@|=2i`` ` /pc guard, guards him) O Imbounding the Ball 1. Check your Play Box to see if your team has possession of the ball. 2. Move your black-footed player to pick up the loose ball, then take it over the end line beneath your basket. 3. Face your man in the general direction of one of your other players. 4. Press and release the fire button quickly, and he fires a perfect chest pass inbounds. You're off. O Dribbling 1. Touch the ball with your player and he automatiZcally picks it up. 2. Move in any direction, and he dribbles. And he won't stop dribbling until he passes, shoots or someone steals it. 3. When you move the mouse, the player will continue to dribble in that direction until you press the Right Mouse Button (that's the equivalent of centering the joystick) or move the mouse in a new direction. O Passing 1. Face your ball handler in the general direction of a teammate: press and release the fire buttomn quickly. 2. Beware of all opponents; they love to steal passes. But you can't deliberately pass it to them. O Shooting 1. Shoot anytime you have the ball on your end of the court. 2. Press the fire button and hold it down to make your shooter go up for a jump shot. 3. Release the fire button to release the shot; release it at the top of the jump to make your shots. 4. Beware blocked shots. Your opponents won't say: "In your face." But they think mit. Important note: if you're cool, do a full 360, turn-around, double- pump jumper, How? Hey - cool isn't taught: you just do it. (Page 7) O Scoring 1. Make a Field Goal from within the three-point line (the arc that extends beyond the top of the key) and you score two points. 2. Make a Field Goal from beyond the three-point line, and yes, you get three points. O Blocking Shots 1. When a shooter goes up for his shot, press the fire button and hold  *` it down to make your blinking defender go up with him. 2. Some players block shots better than others because they have greater jumping ability. O Free Throws 1. There are no Free Throws. 2. Free Throws are for wimps. O Calling Offensive Plays 1. Linger with the ball near the half-court line for a few seconds, or dribble the ball into the key then back toward the center line, and suddenly all action stops. An Offensive Play box appears at the top of !~ the screen that reads: CALL OFFENSIVE PLAY. 2. Press the fire button and keep it down. Now your Offensive Play Box lists four plays. For example: Screen Hi L /\ || Screen Hi R ==> . Pick N Roll <== Reverse Cut || \/ 3. Move the joystick "2in the direction of the arrow beside the play you want; that play is now set. Release the fire button. (If you don't want to call a play, don't move the joystick, just release the button.) 4. Your players continue to run the selected pattern until you shoot, call another play, or lose possession. (Page 8) O Calling Defensive Plays 1. When the offensive team calls a play, play stops, and a Defensive Play box also appears. It reads CALL DEFENSIVE PLAY.#L 2. After the offensive team calls its play, you can press the fire button. Keep it down. Now your Defensive Play box lists the five defensive formations available to you. Fast Break /\ || Man-2-Man (T) ==> Man-2-Man (L) . Trap <== Dbl Team || $ \/ 3. Move the joystick in the direction of the arrow beside the defense you want; that play is now set. Release the fire button and the defense is set. O Rebounding 1. Move your player - offensive or defensive - to the hoop as quickly as you can after a shot. 2. As the shot comes off the rim, press the fire button and keep it down to make your player jump for the ball. O Playing Defense 1. To steal, guard the dribbler closely. If he faces you wit%dh the ball, touch him and you strip away the ball safely. But be careful: You could foul him if he's not facing you. 2. To intercept passes, position your man between the passer and his target. O Personal Fouls 1. Two kinds of Personal Fouls are called in this game: Charging (when your ball handler runs over a defender) and Foul (when you hack a dribbler or shooter). 2. Each man is permitted six personals before he's forced to ride the pines. &\(Page 9) O Fouling Out 1. Guard closely, but cautiously - after a player's sixth personal foul, he's gone. To the locker room. Shower city. 2. When a player fouls out, the second man in his position automatically takes his place. O Violations 1. Violations are infractions of the rules, instead of a player's body. Thus they result in Turnovers (the other team gets the ball), instead of Personal Fouls. Violations include: 24 Second Rule - From7s designed offensive plays (drawings of which you'll find by viewing the "PLAYBOOK.IFF" picture) and one that you can design yourself. You can select up to four plays at the beginning of each game, then change your selections during timeouts and between quarters. (Page 4) Of course you don't need plays: A couple of quick passes and a Tomahawk slam work just fine. And nothing says you have to run a play once you call it: If a lane to the basket is clear, go for it. But if you're the'+B kind of person who enjoys the raw beauty of a perfectly-executed Pick N Roll, put them in your repertoire: 1. Move your joystick down to highlight the word (Playbook) beneath your Roster. 2. Press the fire button; a playlist instantly replaces the Roster. Move the joystick up or down to scroll through the 15 plays. Four selected plays are marked with an asterisk (*). 3. To change a selection: Highlight the play and press the fire button; the asterCy2isk disappears. Highlight another play which has no asterisk, press the fire button, and the asterisk reappears. The play is yours. 4. To select less than four plays: Press the fire button to remove asterisks from unwanted plays. 5. Things to ponder while studying these diagrams on the back cover: o These only tell you where your players are going to move; theres's no guarantee that you can execute the play this way. That's up to yoTur skill. o The numbers (1, 2, etc.) indicate the succession of players with dark shoes - and hence you control - during the play. o Dotted lines - suggested passes (but all passes are optional). o Calling plays is one of the coolest things about this game: check out the Strategy section in the back for tips. O Defensive Plays Each team can choose from five pre-set defensive plays: Fast Break Your two computer-controlled men :C(break towards center court when the other team shoots, counting on you to grab the rebound and make the quick outlet pass. Man-2-Man (T) T = Tight. Your two computer-controlled players cover their assignments very closely. Man-2-Man (L) L = Loose. Your two computer-controlled players play off their man, giving them the shot, but Y trying to prevent the drive. Trap Your two computer-controlled players always follow the ball handler. Dbl Team Double Team. One of your computer-controlled men always follows the ball handler, which allows you to join or "double team" him. (Page 5) Playmaker - How to Design Your Own Play 1. You're on the Game Selection screen. Move the joystick down. to highlight (SPACE) to Start Game, then press the fire button until you find the Playmaker option for your team. 2. Press the space bar to reveal the Playmaker screen: your players trot onto the court and take their positions. You'll notice that one player has solid black shoes - that's important. 3. Read the Play Box: Move player to first of four locations. This means: you can design the black-shod player to make up to four moves during this parOticular play. How? 4. Move black foot to the desired location and press the fire button. Do this three more times until the second player's shoes turn black. Designate his moves the same way. 5. When the moves of all three players are set in this way, press the space bar to return to the Game Selection screen. Your play is automatically recorded as Number 15 in your Playbook. Note: a player doesn't have to make four moves in every play. If you wan?t him to move just twice, for example, press the fire button three times after you make his second move. You don't want him to move at all? Press the button four times right where he stands. Gameplay After you choose your line-up and select plays, you're ready to play ball. Press the space bar, and the Game Screen appears. Six guys, a ball, and half of a basketball court. If the computer team has the ball, get ready to play defense. If it's your ball, the boys are st`*anding around at the end of the court, waiting for you to make something happen. O The Game Screen 1. Watch the bottom of the screen to find out which team (and player) controls the ball. It also shows the quarter, the time remaining in the quarter, the time remaining on the 24-second clock, and the score. 2. Only half of the court appears on the screen: Dribble the ball over center line to make the second half of the court - and your basket - appear oԯn the screen. 3. Watch the two Play-by-Play Boxes at the bottom of the screen - Jammer box on the left, Slammer box on the right. They automatically show which man has the ball and which man guards him. For example: (Page 6) Jackson - G with the ball ("Flash" Jackson, the Slammer guard, has the ball) "Mercury" - G covering the play ("Mercury" Monroe, Jammer  )` of the planet Torka, where the beautiful Alien Ondoyante is waiting. Once you go there and teleport her to your ship, you've won. (Note: She will not stay in the Frifgitorium.) side of the screen. You will not be able to talk to whatever is in there. To disintigrate a creature or clone, select the button below it. When a creature is gone, you will recover its vital fluids. However, only the clones fluids are compatible with your system. Spaceship Reactivation: If you already landʍthe Game Selection screen to use it. o If you plug a mouse into Port 1 - the only place it can go - press M while on the Game Selection screen to use it. o If you want to switch which controller controls which team, just press F3. Press again, and they switch back. 4. To change the player you control, press and release the fire button quickly; the shoes of another player will turn black, and now he's under your control. Press again: the thii Rrd player's shoes turn black. And so on. 5. If you touch the ball with your player, he automatically picks it up. Move, and he dribbles. 6. You can press F1 to toggle the sound on and off, and F4 to turn off the shoe squeak. How to Choose Time, Team and Type of Game 1. Move your joystick up or down to highlight (or select) each of the following bar menus on the Game Selection screen: TIME - Six Minute Quarters: Select the time for each q u3uarter by pressing the fire button until you find the duration of your choice: 3,6,9, or 12 minutes. (Page 2) TEAM - Jammers vs. Slammers: Pick your favorite team and opponent by pressing the fire button until you're satisfied with one of three options (-c- designates the computer team). o Jammers vs. Slammers (two players, no computer) o -c- Jammers vs. Slammers o Slammers vs. Jammers -c- (SPACE)  V To Start Game: Select a game mode by pressing the fire button until you find the one you like. o (SPACE) To Start Game o (SPACE) For Playmaker (Slammers - white) o (SPACE) For Playmaker (Jammers - cyan, a bright green-blue) o (SPACE) For Practice (work on your moves without defensive pressure) Note: The Practice mode is only available when you select the "two player" option. 2. If you select Start Gam Xnne or Practice, press the space bar to reveal the Players screen - the last screen (we promise) before action starts. (If you choose Playmaker turn to page 6 to see how to design your own play.) How to Choose Your Players The Players screen contains a 6-man roster and 15-play Playbook for each team. Every player is a first-rate hoopster, but only three per team can play at a time. So you have to choose your starting line-up: one Center (C), one Guard (G), and one F iKorward (F). At each position, you have two players to choose from. To choose: 1. Move your joystick up or down to highlight one of your team's positions (C, G or F) 2. One player is already listed, press the fire button to list the second. 3. Make your choice and leave that player's name in the bar; then choose the other two spots. O Scouting Reports How do you choose between the two players at each position? An important question. You can't just put   hEbodies out there. Basketball's a team game. You need players with complementary skills, players who work well together. (Page 3) To help you create the best player mix for your team and your playing style, we've compiled brief Scouting Reports for each player. Highlight any player, and a brief description of his strengths and weaknesses automatically appears at the bottom of the Roster. Study these well. The right team at the right time is a big advantage. O Statistics Fast BreakGr automatically tracks each player's statistics for the current game, and records them at the end of the Scouting Report: 0/0 FG Field Goals made/Field Goals attempted (Field Goals = Shots) 0 PT Total Points Scored 0 PF Personal Fouls (Making contact in a non-contact sport) 0 ST Steals (Taking the ball away from the other team) 0 TO (*Turnovers (Giving the ball to the other team when you shouldn't) At the end of each game, you can check and compare the game stats for both teams. A screen will automatically appear which lists both starting squads. o Highlight a position (Guard, Forward or Center). You can see that player's game stats at the bottom of your half of the screen. Notice that you can also see the stats of the other team's player on the other.r half of the screen. o To see how the substitutes fared in the game, just press the fire button. All sic subs for both teams show up on screen. Check their stats in the same way. o You can only check the other team's stats at the end of a game, obviously, when the info won't give you a competitive advantage. How to Select Pre-Set Plays O Offensive Plays Both the Slammers and Jammers keep 15 plays in their Playbooks, 14 pre-5Kr. Control Panel: There are 6 buttons on the control panel and only a few are active at any one time on the panel. The buttons will be called 1-6 (left to right) GeoPhoto Vision: Used to get a closer look at a planet. Select button #6. Flashing light will indicate enemy missles on the surface. Select the button again to get a closer view. Select button #2 for planet vision again. Planet Destruction: To destroy the planet, select button #5. You may exit a destruction at ny p vuoint by pressing the DEL key. Landing Mission: Select button #4 from the planet vision screen and you will be transported immediately to the planet surface and a vector image of the surface will appear. Landing Sites: Each planet has a landing site located at the end of a long narrow valley. If you are headed in the right direction, the sight will appear as a flashing diamond shape. If you are off target, an arrow will appear in the direction that you must turn. When you reach i t, your ship will land and if there is an alien then he will appear. (If there is one that is!) Avoiding Missles: If there are missles on the surface they will home in on you. A beep noise will let you know that you have been sighted by them. To avoid missles, you must fly as low as you can to the surface without crashing. When missles have locked on you, arrows appear on either side of the screen and move towards the center. The closer the arrows get, the closer the missles are to_ you. When and if they meet in the center of the screen, Your spaceship is destroyed and you will be returned to the main ship. The UpComm: To talk to the aliens you need to use this icon system. Once you land, it will appear on the screen. Receive A Message: As the alien speaks, icons will appear on the left side. Just point to the icon in question to get the translation on the screen. If the mouth is moving then it means that the alien isn't done speaking, Click on the mouth to ȍ 'm 24' Falcon 'm 5' Test Drive 2 'm 15' Mach 3 'm 25' California G. 'm 6' TD2 Cardisk 'm 16' Moebius 'm 26' Cosmic Bouncer 'm 7' TD2 California 'm 17' Obliterator 'm 27' Dragon's Lair 'm 8' Gold Rush Solve 'm 18' Qball 'm 28' Gunship #1 'm 9' Action Fighter 'm 19' Roadwars 'm 29' Gunship #2 'm 10' Champ Golf 'm 20' Rocket Ranger 'm 30' Police Q. Solve 'm 31' Populous  1@K 'm 41' K. Of Chicago 'm 51' Jug 'm 32' Populous.hints 'm 42' Kennedy Appro. 'm 52' Zynaps 'm 33' Starball 'm 43' Death Bringer 'm 53' Hunt F.Red Oct. 'm 34' TV Football 'm 44' Millennium 2.2 'm 54' Starglider II 'm 35' Superman 'm 45' Mayday Squad 'm 55' Impossible M. II 'm 36' Wanted 'm 46' Mind Roll 'm 56' Fright Night 'm 37' Zak Solve 'm 47' Roger Rabbit 'm 57' Captain Blood 'm 38' REsunning Man 'm 48' Techno Cop 'm 58' Fastbreak Basket 'm 39' Dragons l. Solve 'm 49' Balance Of P. 'm 40' Slip Stream 'm 50' Butcher Hill 'T V' For this menu!!! 'm 17' Obliterator 'm 27' Dragon's Lair 'm 8' Gold Rush Solve 'm 18' Qball 'm 28' Gunship #1 'm 9' Action Fighter 'm 19' Roadwars 'm 29' Gunship #2 'm 10' Champ Golf 'm 20' Rocket Ranger 'm 30' Police Q. Solve 'm 31' Populous  x get more of the message. Sending A Message: You may respond to the alien by using any of the highlighted icons in the window. The window shows only a small selection of them and you can scroll selections with the selectors on the right and left of the window or scroll quickly with the scroll bar at the bottom of the window. Select the icon you want to use and press the button. It will appear on the right side which holds 8. (8 for each sentance.) When your message is ready, hit  Pkthe mouth to send. The left-arrow shaped button on the right side will let you delete or insert an icon. Teleporting: If an alien agrees to be teleported, the icon will appear on the bottom of the screen. To return an alien to the surface, press the icon button after you land. Use the triangular shaped button to return to the ship. The Ship's Interior: Button #1 is used to save the game or load a game. Button #2-Planet Vision Screen if active. Button #3-Galaxy Map Selecting z any inactive button will return you to the ship's interior. The Fridgitorium: If you teleport a clone or an alien onto the ship, it will appear in the fridgitorium on the left side of the screen. You will not be able to talk to whatever is in there. To disintigrate a creature or clone, select the button below it. When a creature is gone, you will recover its vital fluids. However, only the clones fluids are compatible with your system. Spaceship Reactivation: If you already land :#ed on a planet, you will have a (?) mark appear. If you choose that, it will reactivate your spaceship on the surface. Hyperspace: From the galaxy map, select the hyperspace button to travel to that picked location. You may abort the sequence at anytime with the delete key. YOU CAN ONLY SAVE A GAME AFTER THE FIRST 5 MINUTES HAVE BEEN PLAYED! YOU CAN ONLY LOAD A SAVED GAME DUEING THE FIRST 5 MINUTES OF PLAY! The End: Find the five clones. The last clone will give the coordinates.yH@emely paranoid and dangerous and may be on the verge of becoming the world's first large scale comoputer terrorist. He should be approached with extreme caution. KEYBOARD COMMAND CARD Read the Impossible Mission II instruction manual for general game play instructions. Read this command card for keyboard controls and variations from the manual for the Atari ST version of the game. Joystick: up, down, left, right, fire button. Keyboard: up--arrow up or/L3 I down--arrow down or K right--arrow right or L left--arrow left or J spacebar or clr home (fire button) Keypad: up--8 down--5 or 2 right--6 left--4 enter (fire button) Additional Keys: *Press 1 on the keypad to move a sliding platform left. Press 3 on the keypad to move it right. *Press ESC to pause. Press any other key to resume play. *Press ALTERNATE S to save game. *Press F10 to st0wpart a new game. *Press ALTERNATE F10 for suicide (from inside a room only.) *Press ALTERNATE Q to return to desktop. should be approached with extreme caution. KEYBOARD COMMAND CARD Read the Impossible Mission II instruction manual for general game play instructions. Read this command card for keyboard controls and variations from the manual for the Atari ST version of the game. Joystick: up, down, left, right, fire button. Keyboard: up--arrow up or1Kead, they are serving as new recruits in the Legions of the Undead, trans- formed into vampires like you. Your neighbors are not only planning to drive you out of the neighborhood, but to end your exsistence completely, and all because of your need for fresh blood. You'd think a neighborhood like this would allow a vampire to enjoy the peace of the undead! Now these nesfarious do-gooders have invaded the sanctity of your own home, searching for your resting place. Each is intent oJلn driving a stake through your heart. Well, there is one good thing. You don't have to wander far from home to satisfy your urgent lust for fresh blood. Simply avoid the crosses, garlic, holy water, and other obstacles, and feast on new victims in the privacy of your own home. Just beware of powerful vampire hunters with strong faith. They can certainly ruin your night! Extra Memory If you have memory expansion installed, extra graphics will automatica$`lly be loaded. Control Control your character by moving the joystick. Defensive actions, such as ducking or jumping, are controlled by pressing the fire button and moving the joystick in the appropriate direction. Playing The Game In a twist of fate, you play the role of an anti-hero, Gerry Dandridge, a modern day vampire, struggling to stay undead. The action takes place inside your house, which has become infested with dGgo-gooders intent on making your eternal life miserable. Put quite simply, they don't want you in their neighborhood. Each game starts at sunset on Monday. Your energy level is high, and you are ready to go. Time is represented by the moon at the left of the status display. As time passes, the full moon gradually fades. Your image, located at the right side of the status display indicates your current state of being. As your need to replenish with a fresh supply of blood grows gre,^ater, your image will begin to deteriorate. When all that appears is a skull, your after-life has ended. Quite fortunately, a fresh supply of blood is available. The pests that invest your home are an excellent source of nourishment. Besides, they intend to do you harm, unless you eliminate them first. Unfortunately, your neighbors are not thrilled with the idea of becoming a thirst quencher for a vampire. They are prepared to defend themselves, and will attempt to ward you off by =cany means possible, including resorting to such tricks as throwing crosses, garlic, holy water, and other items known to cause pain to vampires. These items all will have a detrimental effect if they hit you. How much effect depends on the level of faith of your attacker. Be ready to dodge! Watch the center symbol on the status line, the pentagram, for an indication of the relative faith level of the person you encounter. Darker colors indi- cate little faith in the weapons they beapr. Bright colors could mean big trouble for you. After disposing of all victims each night you may return to your coffin for a good days sleep. You must make certain you've disposed of any remaining vampire hunters, otherwise they could stumble onto your resting place, and interrupt your repose with a well placed stake. Don't waste time! You must eliminate the vampire hunters and return to your coffin by sunrise. After all, Vampires cannot abide the light of day. Each night become GMs increasingly difficult to survive as more of your neighbors are alerted to your presence. Even ghosts of your past victims will strive to make your undead exsistence even more intolerable. Should your vitality be drained, your exsistence as one of the undead will end, and you'll be banished from the realms of the netherworld forever. In other words, the game is over. Mybe you'll have better luck in another life. unter. Darker colors indi- cate little faith in the weapons they bea#I .Sound and motion sensors also enable the robot to home in on a human whether the robot can "see" the target with his infrared sensors or not. A sentrybot will fire its plasma gun anytime it detects a human within six feet. Sentrybots never miss at that short range and humans always die from the weapon's massive electrical discharge. Fortunately, a human has one major advantage over any robot--mobility. Sentrybots are propelled by linear induction magnetic transport systems embedded$&cT in the floors and platforms of each room. Sentrybots, therefore, usually cannot leave their assigned floors or platforms. They also generally move more slowly than a man and can be dodged with a well-timed somersault. 2. Minebots. These are small robots encountered in rooms in any Tower. They crawl around rooms and lay mines at random. The mines are visible and easily avoided. Unlike the mines a player can lay, they have no effect on the floor. 3. Pestbots. These are relati% Fvely harmless but annoying small robots that may be encountered in any tower. They constantly ride the lift platforms and mess up a player's lift platform strategy. They are not dangerous. 4. Squatbot. May be encountered in any tower. Squatbots are small robots that squat on the floor like a turtle. With good timing, an agent can step on a squatbot and use it as a stepping stone to leap higher in the air. However, every few seconds, the squatbot is activated and will rise up.&!ۑ (If the agent isn't careful, he may be smashed against a ceiling. 5. Bashbot. This is the second most common robot type and is found in all towers. Shaped like a miniature bulldozer, the bashbot detects a human intruder and instead of zapping him with an electrical charge, it attempts to shove the intruder off the edge of the nearest platform or into a nearby wall. Sometimes when a bashbot is encountered near a door into a room, the bashbot will shove the human intruder back i'"nto the adjacent hallway. 6. Suicidebot. These may be found in any tower. A suicidebot senses when a man is near and leaps to its death trying to take the man with him. APPENDIX C ELVIN'S PSYCHIATRIC PROFILE Subject: Elvin Atombender Sex: Male Age: 62 Height: 5'4" Weight: 120 lbs. Hair: No Eyes: Watery blue, wears wire rim glasses Distinguishing Traits: Elvin has developed into a high tech hermit who (# hates people and animals and can only relate to M&Ms and Fruit Loops, anchovy pizzas, Diet Pepsi, and computers. Childhood background: Elvin was a Momma's boy. His mother loved him and believed he could do no wrong. He was a skinny, sickly little kid who loathed sports but loved mathematics. He seldom caused any problems and spent most of his time at home gaping into his computer screen. He occasionally caused trouble wit)$2}h his modem, such as the time he broke into the school district's mainframe and raised his P.E. grade to an "A", and the time he broke into the phone company's billing computer and chartged his parents with a five-hour call to Afghanistan (because his mother mistakenly served him Diet Coke instead of Diet Pepsi during a midnight pizza feed). His parents, however, were tolerant. They were sure he would eventually grow out of messing with other people's computers. They were wrong. E*%ԝNlvin had only just begun. Turning Point: Elvin survived high school despite encounters with numberous bullies. He entered the computer science school of a prestigious West Coast university and immediately immersed himself in the computer lab where he began building Elvin, Jr., a self-teaching, self-replicating artificial intelligence program. Junior was his child and his passion. He spent so much time in the computer lab that he barely earned his undergraduate degree. Only when +&_Nhe realized that he had to go on to graduate school if he were to keep working on Junior, did he reluctantly spend time on elective courses such as The Economics of Broccoli Farming and Intermediate Urdu. One night, after nearly eight years in the university's computer lab, Elvin had almost finished building Junior. He only had ten more lines of code to write, and only two more bugs to shake out of the program, and his child would come to life to dominate the university's entire c,'omputer system. Then the lights literally went out as the power failed. Elvin's computer crashed, and his program vaporized into nothing. Elvin had made one fatal mistake--he never backed up his programs, saying that floppy disks were for winps. All he had left was some hard copy. Elvin's mind snapped. He vowed he would complete his doctorate, someday rebuild his program on a grander scale than ever, and take over the computers of the world. Then he would have his revenge, espec-<0ially against the electric utility companies. The world would repay him for his lost child. Like many people with a grand obsession, Elvin was able to bide his time. He received his doctorate, became a distinguished professor and a renowned expert in computers and robotics, and then disappeared. He has now resurfaced after five years of living in his fortress-like tower complex built with funds plundered from the international financial computer network. He is believed to be extr)hhe cassette button and press the FIRE BUTTON. A tape cassette deck complete with standard play, fast forward and rewind controls appears in the center of your pocket computer. Rewind, then press play, and any musical sequences you have collected will play. Listen to them carefully because there may be duplicates. A digital tape counter helps you keep track of where you begin a musical sequence. Use this readout to help you record a new sequence over a duplicate piece of music. W*6ihen you collect and play six non-duplicate musical sequences linked together on your tape recoreder as a song, you can enter the express elevator to Elvin's control room. You must record a musical sequence before you leave a tower because you can't return to a tower once you've left it. If you forget to record the music in each tower's safe, you can't win the game. However, you might get really lucky and still win the game if the music you forgot in a tower's safe is a duplicate. +5 8 ELVIN'S EXPRESS ELEVATOR You can find doors to Elvin's express elevator between the inter-tower security doors in either the underground passageways or the aerial hallways. Stop in front of the express elevator and push your joystick FORWARD. You will enter the elevator and reappear in Elvin's control room. ELVIN'S CONTROL ROOM This is an extremely complex room filed with robots. It has security terminals so you can use your collected security commands to help you. Notice the t,+hree terminals in the center of the room. One of these can be used to deactivate the missile launch control codes and save the world. The other two will kill you. Select a terminal, stand in front of it, and push your joystick FORWARD. If you are lucky, you will deactivate the control codes and confront Elvin. SCORING A scoreboard will appear if you successfully end the game, if you die too many times while you are in Elvin's control room, or if time runs out. You earn points fo-r entering each room, collecting objects and numbers, entering each tower, and for completing the mission. APPENDIX A ELVIN'S TOWER COMPLEX Elvin's tower complex is located in the Sawtelle District of Los Angeles on the grounds of the former Veteran's Administration Hospital five miles west of UCLA. Elvin purchased the grounds five years ago from the U.S. Government during an attempt by the government to balance the federal bu.v&dget. He has constructed a nine-tower complex consisting of eight towers surrounding a core tower. Each tower includes from four to six rooms, and each has a special function. These functions include parking for Elvin's vast fleet of motor vehicles, living quarters (Elvin reportedly never sleeps in the same room two nights in a row and likes a lot of space), food service including automated kitchens (Elvin considers himself a gourmet although his tastes run toward M&Ms and Fruit L/c+oops), sports and exercise areas, warehousing, executive office suites, and of course massive computer systems. There are believed to be up to 64 different rooms in the eight surrounding towers. The core tower includes the heart of Elvin's computer system and his control center located in the tower's penthouse. There is a flat roof area outside the penthouse where an operative could arrange for an emergency helicopter pickup. High speed elevators run up the sides of each tower ex0"cept the core tower. They open on to hallways leading to the towers' rooms. Each tower is linked to its two neighboring towers with both underground passageways and aerial hallways connecting at the upper levels. Security doors prevent access between towers unless you have the proper passcode. The central tower's control room is reached with a high speed express elevator. Doors to this elevator are located in both the underground tunnels and the aerial hallways between towers midwa 1E[y between the inter-tower security doors. (See Page 7 for details on how to gain access to the central tower express elevators.) The penthouse control room is the only room in the central tower accessible to outsiders. The balance of the structure is packed with Elvin's mainframe computer system. Three computer terminals are located in the center of the penthouse control room. One of these controls Elvin's main code-cracking computer where he will attempt to access the world's mis!2|iv8sile launch control codes and annihilate the planet. This terminal must be reached and deactivated by you to prevent missile launches. The other two are dummies hotwired to 2,200 volts. Any agent touching these dummies will be killed instantly. Intelligence reports have NOT, repeat NOT been able to determine which terminal is real and which are the deadly dummies. Good luck! APPENDIX B ROBOTS Elvin's robots are a maj":or component of his security system. There are six different types you will find roaming the rooms in his stronghold. They include: 1. The basic security sentrybot. These are the most common and the most deadly if you get close. Sentrybots may be found in any room. They are each approximately 1.5 meters high and are armed with a high voltage plasma gun. The sentrybots use infrared photocell sensors to detect human body heat even in darkened rooms anywhere to the robot's front.  4=ie striped lifting platform (you can see the vertical track in the wall), push the joystick FORWARD or BACK to go up or down. If you are standing on a striped sliding platform (you can see the horizoneal track in the wall) push the joystick FORWARD or BACK followed by LEFT or RIGHT to move the platform. GAME PLAY As you explore Elvin's tower complex, you can check your location and the rooms you have explored with your pocket computer. The pocket computer's display appears at the bo5lEsttom of your screen anytime your agent is in a corridor or elevator. A map of the current tower and connections to two neighboring towers shows in the center of the display. A dot of light shows your location in the tower. Any room you have entered appears in black. An overhead view of the tower complex appears to the left of the map display on the pocket computer. It too, has a light showing your location as well as a lighted display of your current tower number. SEARCHING FOR 6#xCODES Search as many objects in each room as possible. These objects range from automobiles in Elvin's garage tower to athletic equipment and lockers in his gymnasium tower. Don't overlook house plants and pictures on the wall either. Search each object by standing directly in front of it and pushing the joystick FORWARD. The word "Searching" will appear in a box near your agent's shoulder. You will also see a horizontal time line indicating how long the search will take. You mu7i>_st continue to hold the joystick FORWARD until the time line disappears. If your search is interrupted for any reason (usually a robot bearing down on you), you can go back to the object and resume searching where you left off. Each object disappears after it is searched. One of four things will appear above your agent's shoulder when he's finished searching an object: * The word "Nothing", indicating you've drawn a blank. * A passcode number. * A security terminal command icon. *8 S& An extension of time. USING SECURITY TERMINALS You can use the security terminal commands you have collected at any security terminal in Elivin's complex. These terminals are usually located near the entrance inside each room. They look like television sets with darkened screens facing toward you. To use a security terminal, move directly in front of it and push the joystick FORWARD. The security terminal screen will fill your display. Security terminal command icons and the nu9'mber you have available appear on the screen. These include: Lift Platform symbol--resets vertical and horizontal lift platforms. Platform symbol--moves the floor segments left or right. Electric plug--temporarily deactivates robots. Light bulb--turns on lights in darkened room (can be used in any room within a tower to light other rooms in the tower). Time bomb--arms time bomb that can be placed by agent to blow up a safe (pull BACK on the joystick and press the FIRE BUTTON to pla:oce the bomb). The bomb explodes a few seconds after it is placed allowing the agent to go back to the safe and search for pieces of music. Mine--arms mine that can be placed by agent. Mine explodes whenever anyone including field agent makes contact with it. It blows a large hole in the floor that the agent can only cross with a leaping somersault. Push the joystick LEFT or RIGHT to move among the command icons and press the FIRE BUTTON to select whichever one you want to use. P;JOCKET COMPUTER Your pocket computer is an amazing device that not only locates you in Elvin's complex, it also helps you assemble the passcode that lets you move from tower to tower. With its built-in tape recorder, you put together the musical sequence you need to get into Elvin's central tower. Your computer also shows you how much time you have left before Elvin destroys the world. To activate these last two functions, you must stand in a corridor or elevator and press the FIRE ><<--->><< ! ! ! /\ ! ! ! 251 01.6 051 ! B ! !--! ! !------! ! ! xxx xxxx xxx !------------------! !/\!<--! ! !--! ! ! ! xxx xxxx xxx !------------------! !--! ! ! ! ! ! ! ! ! ! dfkapdflaWJh{wa doaf ! !--! ! C ! !--! ! ! A ! ! D ! ! ! ! ! !------! ! ! !------------------! !\/!<--! ! ! ! ! ! KRIVAK ! !--! ! ! \/ ! ! ! !--------!---------! ! !------!--!--------!-------------------------------------!----------------! ! WKi|NJ D A - Sonar Screen Traces B - Current Trace Acoustic Signature C - Scroll Arrows for Data Bank D - Current Data Bank Acoustic Signature E - Current Data Bank Identity. E - Exit to Higher Command Level - This icon allows the Captain to return to the higher level of icons, and is present at all sub levels of command icons. DRIVE CONTROL Figure 5: Engineering Officer This icon calls up the Engineering Officer, and allWLT~ows the selection of Red October's propulsion method. The most important factor in running Red October will be the Captain's choice of power and drive. This in turn determines the amount of cavitation and general noise level. The advantage of the caterpillar drive is based on the use of impellers rather than propellers. The submarine sucks water in through the bow, and the impellers eject it from the stern, thereby moving the ship. This eliminates the cavitation sounds caused by prW7k#velected by the Captain and can only be prior to execution. Once an order is executed then only a fresh order countermanding it will prevent it from being carried out. C - Function - This shows the function that the Captain is adjusting - speed, heading or depth. D - Function Readout - This shows the level of the function at the time of the order, and can then be changed to the new level required, by using increase/decrease buttons. E - Decrease Button - Decreases the level showW8l+n in "D" until it reaches the level required by the Captain. F - Increase Button - Increases the level shown in "D: until it reaches the level required by the Captain. Combined with "E" it allows the Captain to "fine tune" the submarine's speed, heading or depth, rather than the approximate orders given via the main control panel. On execution of an order the original panel (Figure 3) will return and the Captain can adjust other parameters whilst new orders are being implemented.W9mPK Each change of the instructions must be executed and acknowledged by the relevant officer. The officer will also report when the order has been accomplished. Once an order has been given the Captain can concentrate on other more pressing matters, safe in the knowledge that his hand-picked officers will respond correctly. This flexible and simple command structure means that numerous orders may be given and complicated manoeuvres performed with the minimum of effort. GIVING ORDERW:n;S TO OFFICERS Clicking on the Sonar Icon displays the functions of the Sonar Officer. Sonar represents the ears of the modern submarine. Sonar technology has developed to such a degree that listening to the sound patterns of a vessel as it moves and operates enables trained operatives to recognise vessels with remarkable accuracy. Submarines operate with a continuous passive sonar which gives approximate details of targets and their identity or heading. The data, however, is highlW;o:y subjective and it requires verification by visual sighting, further triangulation or by the use of "active" sonar to gain an accurate fix on the target. It also leaves vulnerable blind spots which can be exploited by hostile attack submarines. A - Sonar/Contour Display - This screen calls up the contour display of the sea bed. This accurate relief map is supplied by gradiometers fitted to Red October which sense the depth of the Ocean, and project the known area around the vesselW<pz@. The gradiation is by color, white being the peaks of rock formations, and the darkest blue, the sea bed itself. By using this information together with the sonar information supplied, and superimposed on the map, the Captain can navigate his way through the treacherous Reykjanes Ridge to the relative safety of the mid-Atlantic. The contour control turns the contour display on and off, as indicated in the main control panel section. When turned off, the contour map becomes the soW=qWGnar screen. This screen indicates all sonar contacts picked up from either passive or active sonar. Each reference is keyed and details of the contact are shown in the message window. The bearing shown is from Red October to the sonar contact. The range is in nautical miles, together with the approximate heading of the contact. Approximate speed in knots is also shown. This information is updated by use of passive or active sonar. It may be considered necessary by some commanders tW>r~o verify data with visual sightings. The message window data can be used by either the hydrophonics window or as the fire control computer to lock onto a target for analysis or attack. Selection is made by moving the opinter over the appropriate symbol and clicking once on the left-hand mouse button. When there are a large number of sonar contacts on screen the list can be scrolled up and down using the arrows shown on the left-hand side of the message screen. The sonar information wW?sӑ&zindow can also be turned back to the ordinary message window by clicking on the page symbol between the scroll arrows. B - Active Sonar - Clicking on this icon authorises the emission of an active sonar signal. The results are two-fold. An accurate sonar picture will be given, allowing the Captain to assess a target, its speed, heading and identity. It will also indicate to the ships on the receiving end of the active sonar that, if they had not already discovered it, a potentiallyW@tܝ hostile submarine is in the area and may be about to launch an attack. This use of active sonar may also give the target ships a fix on the submarine';s bearing. The use of active sonar is therefore risky. But the benefits in terms of prosecuting an attack are substantial as it will reveal detailed information on the target vessels essential for an attack to succeed. C - Cross Section Window - This gives the Captain a window in the message area which shows a cross-sectional analyWA_j٬sis of the sea bed. This can either be along the 90 or the 180 axis of the submarine and alternated between them within the window. The views may also be magnified and de-magnified to allow the careful planning of routes through the more complex areas of the sea bed. Figure 4.4 !-------------------------------------------!-------!-! ! ! ----- !< --- A ! !-------! !W,vz8-------------------------------------! ! ! /\ ! ! MAPS ! ! ! H !----------------! ! \/ ! ! !-------!-------------------------------------------------! A - Main Display Window E - Weapons Officer B - Main Control Panel F - Periscope C - Sonar Officer G - Main Display Control D - Engineering OffW-w$kVicer H - Message Window A. MAIN DISPLAY WINDOW This is a large scale projection of the North Atlantic area. The position of Red October is shown on it as a small red submarine. It also shows known positions of major fleet formations, both Soviet and NATO, in blue and green respectively. These positions will be updated throughout the game based on the latest intelligence available to Red October. B. MAIN CONTROL PANEL !---------------------------! ! !-----------------------! !W.xjE ! ! A ! ! ! !-----------------------! ! ! !------! !---------! ! ! ! ! ! N ! ! ! ! C ! !W E !<--- B ! ! ! ! S ! ! ! ! ! !---------! ! ! ! ! ! ! !------! ! ! !-----------------------! ! ! ! 30 DEC 21:45 !<--- D ! !-----------------------! ! ! ! ! W/yɳu ! !-----------------------! ! E --->! SPEED 050 ! ! ! !-----------------------! ! F --->! HEADING 134 ! ! ! !-----------------------! ! G --->! DEPTH 000 ! ! ! !---------!--!----------! ! H --->! CONTOUR ! ! SONAR !<--- I ! !---------! !----------! ! !---------------------------! This panel provided the Captain with instant control over the major navigational functions. Icons can be actW0z&!ivated by a single click as follows. A - Speed Indicator - On this guage the Captain can change speed by clicking on the required level and then the execute button. This is used when the Captain wishes to change speed very quickly. B - Compass - The compass allows the Captain to click on a required heading and then click on the execut button, to change course. C - Depth Guage - On the depth guage, by clicking on the depth required, the Captain can make rapid adjustmW1{6ients whilst still analysing other data on the main screen display. Once executed the main indicator will move to the indicated depth position. D - Clock - A "gametime" clock may be accelerated by holding the mouse button down continuously over the right-hand area of the clock. To slow the clock to gain time, press the mouse button continuously over the left-hand side of the clock. This speeding up of the clock allows the Captain to accelerate the passage of time until a further ordW2|֌er is required or message received. N.B. It is dangerous to use this function in areas where navigation is complex, otherwise you run the risk of grounding and damaging Red October. E - Speed Readout - This indicates the current speed in knots. By clicking on the icon the Captain is given the option of increasing or decreasing speed. (Figure 3.1).If he selects 0 knots he is giving the order of "total silence". This may be used when trying to avoid detection. F - Heading Readout W3}񙏁- This provides accurate control of the heading of Red October. When setting a course this is the best method of ensuring that the course set is correct. However, if the Captain wishes to perform an evasive manoeuvre involving rapid changes of course he may elect to use the quicker compass method outlined in B above. G - Depth Readout - Depth is given in meters. It is essential that the Captain is aware of this for two reasons - first, he must not dive below the safe pressure depthW4~a of 450 meters. Secondly, he must ensure that depth is apprepriate for the seabed terrain. H - Contour Display Control - This turns the contour display map in the main area on and off, as the Captain requires. I - Sonar Display Control - This turns the sonar display area on and off, as the Captain requires. Figure 3.1: ORDER EXECUTION PANEL Once the Captain has selected the parameter he wishes to change - speed, heading or depth, he must execute the order for his officers to obW5ӕ|ey. !-------------------------------------! ! !---------------! !---------------! ! A --- >! EXECUTE ! ! CANCEL !< ---B ! !---------------! !---------------! ! ! !------------------! ! ! ! SPEED !< --------- C ! !------------------! ! ! !---------------------------------! ! D --- >! 0 0 0 KNOTS ! ! ! !---------W6j,f------------------------! ! ! !-------------! !---------------! ! E --- >! DECREASE ! ! INCREASE !< --- F ! !-------------! !---------------! ! !-------------------------------------! A - Execute Order - Clicking on this button will execute the order selected by the Captain. This must be done before any order form the main control panel can be executed. B - Cancel Order - This cancels the order originally sW!Ld the pressure to succeed can cause surprise reactions from the pursuing Soviet navy. If the Red October defects, many Soviet officers face disgrace. They may lose their jobs, perhaps even their lives. To succeed they may take foolhardy risks with their own ships and crew. As the game progresses the tension and the systematic search pattern used by the Soviet fleet increase the chance of detection. However, the Soviet navy is renowned for the poor security of its communications coW"Mcncerning strategic positions. The careful use of ESM - Electronics Surveillance Measures - may provide that vital piece of information on the deployment of Soviet forces to ensure your success. COMMAND MANUAL Red October is the latest Soviet nuclear ballistic missile submarine. Armed with 26 SS-N-20 Seahawk misiles, each with eight 500-kiloton multiple independently targetable re-entry vehicles - MIRVS - it reppresents a potent weapon, capable of destroying two hundred cities.W#2 Red October is also the first Soviet submarine to be equipped with the unique "Caterpillar" propulsion system. This allows the submarine to reduce the amount of cavitation sound it emits and therefore to remain virtually undetectable. In this simulation of The Hunt for Red October you are Captain First Rank Marko Ramius, Commander of Red October. Your mission is to guide Red October to the Eastern Seaboard of the United States of America...to DEFECT. THE DEFECTION The plot tW$@$o defect has been devised over many months of planning. The simulation starts as Red October begins to negotiate the Reykjanes Ridge off the Icelandic coast. This area is the major route for Soviet submarines leaving the ports used by the Northern Red Banner fleet for the Atlantic Ocean and the US coastline. To navigate this area takes great skill as the US and NATO have concentrated their submarine detection networks on this area. The objective for the player is to navigate to the W%IzAtlantic, rendezvous with the US Navy away from the Soviet fleet and arrange a transfer of crew. This allows the US Navy to create a suitable subterfuge on the fate of Red October to allow them to smuggle the vessel secretly to port. To sail Red October openly into a US port would result in the Soviet authorities reclaiming the vessel under maritime law. The crew of a hundred enlisted men are not aware of the planned defection. It is important therefore not to deviate greatly from tW&he orders, albeit false, given to the crew at the beginning of the voyage. These orders are that Red October is to probe the eastern seaboard defences of the USA and on completion to head to Cuba on a courtesy visit. Designed to disguise the true intention of the mission as well as tantalise the crew with the excitement of the Cuban visit, the orders are far removed from those originally given to you be the Political Officer. You must also take into account that the Soviet fleet's oW'S~knly aim is to prevent Red October from falling into American hands. If it is necessary to destroy Red October then it will. LOADING INSTRUCTIONS Amiga : Insert disk at workbench prompt and the disk will auto-run. CONTROLLING THE RED OCTOBER Once the game has loaded you will be shown the High Level Command Screen (Figure 1). Also on the map will be a mouse pointer (in the shape of an arrow and sickle). By moving the pointer over the relevant parts of the sceen and clicking onceW(Hm on the left-hand mouse button the action indicted will be selected. COMMAND STRUCTURE Figure 1: High Level Command Screen !---------------!-----------------------------------------!----------------! ! ! ! ! ! ! ! C ! ! ! ! ! ! ! W)3 ! SONAR ! ! ! A !----------------! ! ! ! ! ! ! ! D ! ! ! ! ! ! ! ! ENGINES ! ! ! !-W*}2}---------------! ! ! ! ! ! ! ! E ! !---------------! ! ! ! 30 DEC 221:45 ! ! WEAPONS ! !---------------! !----------------! ! ! ! ! !W+u---------------! ! F ! ! SPEED 00000 ! ! ! !---------------! ! SCOPE ! ! HEADING 0000 !<--B !----------------! !---------------! ! ! ! DEPTH 00000 ! ! G ! !-------!-------!----w@jQ3NuaN HRy ygMxJ.gKa3Jnf=|a8=V+n;n;V0.y=nNuR@@wV"4 '7nV[Beh66666X(\:}hS@. xq`?????}m\NEDL\ssZI??HVgxwyMaKMaKMaKMa0<Q0<y3 yfBy3 y fBy 3 y"fBy"3 y:fBy:3 f"BRB09ްfBLNu,XB. gf(C-q(=sH=sH/. fn`;sH B63H֮-C =sH ng -n =sHJVg>3Jnf=|a8=V+n;n;V0.y=nNuR@@WX where a missile may explode harmlessly. A third and more risky option is to head towards the torpedo. In order to prevent the torpedo from detonating, it must be intercepted within the "safe detonation" area. This is the minimum distance (about 1000 meters) that a torpedo must travel from the attack submarine before it can explode otherwise the attack submarine itself may suffer damage. By intercepting a torpedo within the minimum distance, it will hit your submarine but not explodWϓe. ON THE ATTACK Red October's defensive capability is restricted to four torpedo tubes. Designed principally as a floating nuclear missile launch pad, the torpedoes are her only method of despatching a pursuing enemy to the deep. Having identified an enemy it is vital for the Red October to get into torpedo range. The maximum range is ten to twelve nautical miles. Normally, however, submarine commanders prefer to sneak in close to half that range to increase the chances oWtf a hit. Whilst acoustic torpedoes can be launched by using sonar bearings through the fire control computer, it is perhaps illuminating that many attacks are still carried out with periscope sightings, despite the obvious risk of discovery. If the manual override mechanism on the torpedoes has been initiated, the bearing and elevation in relation to the target vessel are important. The sooner the missile reaches the surface, the more likely it is to be spotted visually and electronWiically. The missile should not be fired too deep as decoys may deflect the torpedo from its target. AMERICAN TACTICS Throughout this simulation the US Navy has one aim; to track the Red October, and assist the commanding officer to defect in accordance with its plan to get its hands on the sub. To achieve its objective the US fleet will shadow the searching Russian fleets whilst trying to track Red October with attack submarines from the Reykjanes Ridge. Once the Red OctobWer has been located, the US Navy will try to establish surface contact at the rendezvous point and ensure that an old US submarine is scuttled so that Red October can take on a new identity. The only thing that can alter the US tactics would be if Red October launched an attack on US forces. This would rsult in the US Navy joining the Russian forces in a "seek and destroy" mission for Red October, to prevent the "rogue ship" from causing a nuclear war. RUSSIAN TACTICS RussiW=fan tactics are to stop the defection - at any cost. All other nuclear ballistic missile submarines are recalled to base to prevent the US misinterpreting their action in deploying three search fleets in the Atlantic Ocean. Each fleet will carry out organized and joint search patterns for Red October in the Ridge and throughout the Atlantic. The Soviet naval air force will support each fleet through wide search patterns to trace the missing submarine. At the beginning of the simulaW 7tion, the Soviet attack submarines will take up position off the major US military and commercial ports on the Eastern Seaboard of the USA to blockade entry by the Red October. All Soviet "spy" trawlers will be instructed to trace the Red October using the latest and most sophisticated tracking equipment. Information from these vessels can be a source of great danger to Red Octover and her crew. Russian tactics will vary with each game. The split second nature of decision making anw|g Man 'm 48' Techno Cop 'm 58' Fastbreak Basket 'm 39' Dragons l. Solve 'm 49' Balance Of P. 'm 40' Slip Stream 'm 50' Butcher Hill 'T V' For this menu!!! 'm 17' Obliterator 'm 27' Dragon's Lair 'm 8' Gold Rush Solve 'm 18' Qball 'm 28' Gunship #1 'm 9' Action Fighter 'm 19' Roadwars 'm 29' Gunship #2 'm 10' Champ Golf 'm 20' Rocket Ranger 'm 30' Police Q. Solve 'm 31' Populous 'x+0΍Mn@o ͽόl l| ?^ۜkK{;>][+km**J ٺzY:\{<ؘY8; 7Xׇw(J )ggyYfFFƅȕV&&FHg(eU%$t%'FTDFe&3cssAub5ԑBA"14A`УsA3Ͽ?"onn1~~̀-Pܭ?}LL]=Oll,|;;j }zJj:9 |*y9i8i){k(XWw7:wgFff9喖fffFEhu8UT%EtSDDC43҂"eUE5BBђb"1Q`0p@!ϒϠ@`20?x|Mr@P/oA_.O?ޮn0>m>=-m 쭭ܿ_\|۾{{<\ {>.hkz;:M= Z̉I|iY Xy)[KH8 XwX'w'JG ''VI Vvue8UtE4g5sփSÆ$VF6&c¥r3Sr5qr2T"aQ@scSP@0P`0B "Oޏ΁OQ.~>]̀p`PMl]]M+l,L,,[N;ʪKkki}m]M=9J|l\<,y9Y)()+ UuE4Gf'44TdvcCłSbRb2BqrÄ14aÀ@ap@2πO @_ Rq2/o?>aޮwww w w w n. ><0A<<0:<@8<0000GE00000000FD0000GFGFEDQNuA P0qgHA0<hw oF6hhh hhhh QNuNuA g0<AC E ><:A<<::<@8<0000GE00000000FD0000GFGFEDQNuA P:qgHA0<hhhh hhhh QNuNuA g0<AC E >~>m}`@m ܯ_ ,|{{~^kڛ:̍J *j ,Y ə Xy9{9I;Zh טǧGJi*9WنiIvf5xŵԅUuE4Gf'44TdvcCłSbRb2BqrÄ14aÀ@ap@2πO @_ Rq2/o?>aޮm!errifying battles fought throughout the solar system our hero discovers the location of the alien base and the final conflict can begin... CONTROLS Use a joystick to simulate up, down, left, right and fire. During the titles sequence: F1 selects one or two player games F2 selects one or two joysticks During play the fire button fires weapons or when held down activates the fuel scoop. Some weapons require the fire button to be held down before they will fire. To pause the game dumz$ring play press ESC. Press fire to restart or Q to quit game. THE SCORPION ATTACK FIGHTER: The MK1 Scorpion is supplied with a wider range of sophisticated equipment and weaponry powered by an internally mounted fuel scoop. Propulsion: The main drive units can be operated at four power levels ranging from low power for delicate control in tight spaces, to a maximum setting for high speed combat in deep space. WEAPON m(:SYSTEMS Pulse Lasers: Ideal for heavy duty alien blasting. These wing mounted lasers also have four power settings. Plasma Bombs: Two independent bomb throwers provide awesome destructive power against groundbased targets. Homing Missiles: These self propelled missiles carry scaled down planet bursting warheads and, once locked onto target, will destroy almost any large alien craft. Seeker Mismkosiles: The ultimate in intelligent weaponry. Seeker missiles carry automatic target acquisition circuitry designed to lock onto any target they are able to destroy. THE FUEL SCOOP This provides the power to activate the Scorpion's main systems. To activate a piece of equipment (weapons, propulsion, etc) collect sufficient fuel to highlight the desired equipment in the WEAPONRY ACTIVATION INDICATOR, then collect one more piece of fuel with themR% scoop in ACTIVATION mode. To go into activation mode hold down the fire button until the ship changes from yellow to blue and keep it depressed while picking up the fuel. The new equipment will be activated, or it's power setting increased and the indicator reset to position one - Speedup. The WEAPONRY ACTIVATION INDICATOR displays, in order: SPEEDUP Increase speed FIREPOWER Increase laser power BOMBS Activate bomb thrower MISSILES mG^ Enable missile targeting THE OPPOSITION The opposition in Zynaps comes in five dangerous varieties: Spacecraft: Small flying craft can usually be destroyed with one hit from a laser, bomb or seeker missile. Homming missiles cannot lock-on. Ground Dangerous planet-bound defence installations require Installations: multiple laser hits or a single bomb or seeker missile m;3to destroy them. Alien Command Large flying craft, heavily armed and well protected. Ships: These can be destroyed with multiple laser hits or homming missiles. Mother Ships: Giant aliens - like the command ships only more so! Natural Hazards: These consist largely of asteroids and other flying debris - keep well clear! Warning: Alien craft are known to be well armed with a variety m  p of missiles, homming missiles and mines! Scoring: Points are awarded for blasting individual aliens and special bonuses for destroying complete formations of more dangerous aliens. Bonus lives are awarded at 10,000 points and every 20,000 thereafter. Enjoy the game, hope the docs help MERKWooD/MAAD multiple laser hits or a single bomb or seeker missile wtm 41' K. Of Chicago 'm 51' Jug 'm 32' Populous.hints 'm 42' Kennedy Appro. 'm 52' Zynaps 'm 33' Starball 'm 43' Death Bringer 'm 53' For nothing 'm 34' TV Football 'm 44' Millennium 2.2 'm 54' Starglider II 'm 35' Superman 'm 45' Mayday Squad 'm 55' Impossible M. II 'm 36' Wanted 'm 46' Mind Roll 'm 56' Fright Night 'm 37' Zak Solve 'm 47' Roger Rabbit 'm 57' Captain Blood 'm 38' RunninA'aql, then it's anybody's guess. The catch is that the experts aren't always right. The estimates are close, but will always involve some uncertainty. The advice might be bad; sometimes you will want to overrule them. In fact, at the Expert and Nightmare levels of play, they are not much use at all. If you carefully study the world situation prior to entering a crisis, your estimate will probably be more accurate than theirs. Just how accurate are the A(؞experts? Well, in the Beginner Level game, they seldom make mistakes. In the Ex- pert Level game, they are very unreliable. In the Nightmare Level game, they are almost entirely useless. Of course, if you have absolutely no idea of what to do, you can use their advice as a basis for a decision. Remember, though, that history and the public have little sympathy for leaders who blame their mistakes on their advisors. Other Menu Options TherA)Fږe are a great many menu items available to you that have not been discussed. These provide supplemental information, not central to the play of the game, but very handy for assessing your situation. The coun- tries menu contains items that allow you to quickly determine trouble spots around the world. You cna find where revolutions have taken place with the Major Events item, and the state of insurgency for every country in the world with the IA*/׃Tnsurgency item. The Spheres of Influence chart will give you a brief idea of how the world is divided between the two superpowers. As a gener- al rule, don't mess with countries that are within the Soviet sphere of influence and don't let the Soviets mess with countries that are in your own sphere of influence. The USA and USSR menus contain items that show the global policies of both superpowers. Want to know where the Soviets are sending military A+fb aid? How about the status of Soviet interventions? It's all there. The items in the Events menu present an organized view of events around the world. If you want to know what provocative actions the Soviets have taken, consult the USSR Actions item. Unprovocative items are presented in USSR Other. Events in minor countries are reported in the Minor Country news items. Lastly, you can see the policy actions of the previous year in the USSR A,ӑLast and USA Last items. The Briefing menu contains three items of intererest.: The Closeup option gives a detailed rundown on a selected country. It shows your and your opponent's toward the country, and also provides other useful information. Especially useful is the assessment of the strength of the insurgency and how quickly it is gaining or losing strength. The Background option is not necessary to the playing of the game. It is exactly whA-£fat you would expect: background information on the countries of the world. When you select Background, the menu bar will change to show a list of available information. These menu items are dis- cussed in detail in th eReference section. It is provided for your curiousity only. You are free to browse around in the background mode at any time without affecting the game; when your curioosity is satisfied, select Resume game to resume the play of the game. A.The History item dis- plays a chart showing the development of the situation within a selected country as a function of time. It is most interesting late in the game, after you have created a little history. An example history screen with analysis is presented in the appendix "Understanding the History Display" in the Reference Section. End Of Game The game ends if either side goes to DefCon 1 in a crisis (thus initating a nuclear exchangA/te). It can also end in a accidental nuclear war during a military crisis. If you manage to avoid both fates, then the game ends in the year 1994. Your score is your increase in prestige. If your prestige has increased and that of your opponent has decreased, you have done very well; indeed, you have won the game. If you want to monitor your progress during the course of the game, consult the Score item from the Game menu. Well guys this is the docs up A0Ypto page 21 of the manual..... It seems to be a very involved game. If you would like to continue where I left off please upload the rest of the manual to The Gallifrey Bbs. 319-326-4172. created a little history. An example history screen with analysis is presented in the appendix "Understanding the History Display" in the Reference Section. End Of Game The game ends if either side goes to DefCon 1 in a crisis (thus initating a nuclear exchanga 0 indicated by a flashing red background. These areas should only be entered if you have plenty of fuel. Status Panel During the game play the lower third of the display shows your status panel. These panels are slightly different for player one or player two, but basically follow these rules: Numeric Line: First Digit - Game level Second Digit - Zone Number ThiA̖e of the rebels, then you're going to get Americans shipped home with Russian bullets in them, and vice versa. Such a direct confrontation is not conducive to world peace. The world diplomatic climate will dis- integrate very quickly if this happens, so be careful about where you send in the Marines. Once you enter a policy, it remains in place until it is revoked. Thus, if you send milliary aid, it will be automatically renewed each year. ThusAۦc], if you choose to send $10 million in aid, and additional $10 million will be sent every year until you change the policy. Defensive Strategy The defensive side of your game requires you to protect your friends from insurgency. There are tow direct ways to do this: Aid to Government and Intervene for Government. These directly correspond to the options avail- able for insurgencies, except, of course, that the action is taken in favor of the gA6overnment. The restrictions on this action are somewhat different. For example, insurgents are eager to take all the weaponry they can handle. Not so a government. Every government in the world knows that help from superpowers always seems to come with sticky strings at- tached. Most governments are understandable reluctant to accept an un- seemly amount of aid from a superpower. This reluctance is directly re- lated to the degree of enmity between the tA3wo nations. Thus, Colonel Khaddafy of Libya would not accept your generous offer of millitary assistance-he would undoubtedly suspect some fiendish subterfuge. On the other hand, West Germany has already cast its lot with the United States and would have no resevations about accepting military aid from the USA. Nations are even more sensitive about allowing you to send troops onto their soil. This reluctance will express itself in the graying out of the A ..u more ambitious policy options in the policy window. When an item is grayed out, you cannot select it. Therefore, although you may want to give 400 million dollars to the government, if the option is grayed out, you can't do it. By the way, there is another restriction on your spending habits: lack of money. You do not have an infinite supply of troops or money to strew all over the world. As you start using us your resources, your options A!z will progressively narrow. If you really want to send some troops to one country, you may be forced to pull some out of another. The total amount of money or troops remaining for your use is displayed at the bottom of the policy-making window. Defensive Crisis Another defensive strategy that can be used is a crisis that you initate. If, for example, the Soviet Union sends massive aid to support the Red Army terrorists in West Germany, youA"mI had better put a stop to it fast. You do this by starting a crisis and standing firm, demonstrating a will- ingness to escalate right up to (but not including!) DefCon 1-Nuclear war. The mechanics of all this are simple enough. The first thing you need to do at the beginning of each turn is consult the USSR actions item in the Events menu. This will give you a quick summary of all your adver- sary'y actions that demand your attention. A#X If you find any action unacceptable, simple select the Question button at the bottom of the window. This sends a polite diplomatic note to the Soviets, notifying them that you question the wisdom of their action. They will reconsider their action and respond, either by backing down or by challenging you. You may either back down or escalate to the next stage. If you proceed to the next stage, then a diplomatic crisis is initated; one side or the A$g other will lose prestige by only two possible outcomes: Nuclear War at DefCon1 or a major diplomatic defeat (with consequent loss of prestige) for one side. A military crisis can start an accidental nuclear war. Dont start a crisis unless you are determined to stop the Soviets. Remember, backing down in a crisis will cost you prestige, and escalating can start a war. The Soviets are also free to start a crisis over any of your actions that A%particularly displease them. If this happens, you must reconsider your policy. If you wish to keep the policy in force, you must stand up to the Soviets and escalate, even if this means risking a war. Of course, if the Soviets are angry enough about the matter, they will escalate right up to DefCon 1 and start a nuclear war, in which event you both lose. So choose your fights carefully. You aren't completely on your own during a crisis. Advisories frA&om th e State Department (or its Soviet counterpart, The institute of USA Studies) are displayed at the bottom of the Crisis Window once a crisis has been initiated. The experts will decide the level of importance of the issue in question and will advise you accordingly. If they decide that your legitmate interest in the question is greater than that of your opponent's then it is likely that the other side will eventually back down. If they are equaA7f the government seems unalterable opposed to you, you should (with great regret ) seek to eliminate it. Every nation of the world is blessed with its very own insurgency. From the African Natioonal Congress in South Africa to Zapu in Zimbabwe, From the Canary Islands Liberation Front to the Sendero Luminoso ("Shining Path"), the wonderful world of insurgency spans the spectrum of political causes. If matters not what the cause is; the primary sig- A.N nificance of a local insurgency is that it is an excellent vehicle for pursuing larger and more important superpower goals. By supporting a local insurgency, a superpower can destroy an unfriendly government and replace it with a grateful, friendly (and presumable malleable ) gov- ernment. This is the primary stategy of the Beginner Level game. Complicating this are the nuclear arsenals of the two superpowers. The fact that we can annihilate eaACch other means that every action we take requires the tacit approval, or at least the acquiescence, of the USSR. If either side does something that angers the other, a crisis can start that can lead straight into nuclear war. Offensive Strategy Your strategy in this game has two faces: offensive and defensive. On the offensive side, you must identify and topple those regimes unfriendly to your country. There are two constraints on your actionA`s. First, some countries are much too strong to be overthrown by insurgents. China, for instance: China is far too strong to be overthrown by insurgency; funding insurgency there is a waste of money. Second, you dar not attempt to top- ple regimes closely tied to the opposing superpower. For example, Poland may be vulnerable becasue of the problems between Solidarity and the gov- ernment. Yet you dare not foment trouble in Poland, for Poland is a mem- A8G ber of the Warsaw Pact and a close ally of the Soviet Union. Any attemp to overthrow the government of Poland would undoubtedly generate an en- raged response from the USSR. Identifying Insurgencies There are three types of insurgent: terrorists, guerrillas, and rebels. A powerful adn stable government has none of these. Terrorists are the weakest form of insurgents. If terrorists are successful and grow in power, they start a civil war. ThAYuen they are called rebels. These seemingly semantic issues are crucial to the game. A special map (Insurgency-the fourth entry on the Countries menu) presents the level of Insurgency for each country of the world. By consulting this map, you can identify those insurgencies that are in the crucial stage of civil war. These insurgencies are the ones most deserving of your attention. Guerrilla wars may also deserve some at- tentin, especiallyA(%H if the country in question is strategically important. Helping Insurgents Once you have identified a likely candidate for subversion, you have two weapons: Aid to Insurgents and Intervene for Rebels. These can be found on the Make Policies menu. You can ship aid to insurgents only if there are insurgents to receive that aid: terrorists, guerrillas, or rebels. The amount of aid you can ship depends on the level of insurgency. Ter- rorists cantAo use much money-a few guns, a little dynamite is all they are in a position to use. Guerrillas need more elaborate accouterments-more guns, lots of ammunitions, rockets, mines, and so forth. Rebels are the most advanced insurgents and demand the most expensive equipment-the same tanks, artillery, and other weapons that the superpowers use. A second constraint is even more severe. A superpower can only ship weapons to a country through contiguous allAnies in which it has stationed troops. For Example, you must have troops in Honduras or Panama to ship weapons to the contras in Nicaragua. The quantily of weapons that can be shipped is dependent on the number of troops so stationed. After all, why should a small country risk all the trouble associated with weapons ship- ments if it doesn't have guarantees of protection? However, a superpower can always leak a small amount of weaponry into any country inA`d the world; borders aren't airtight. The most sincere form of assistance is direct intervention. This means that you send part of your own army into that country to help the rebels overthrow the government. You are limited in much the same way as with millitary aid to insurgencies. A superpower must have troops in a con- tiguous country before it can send troops to intervene in a civil war; the number of troops that can intervene is always lessAh than or equal to the number of troops stationed in the contiguous country. However, both the USA and the USSR have the equivalent of 5,000 marines that can be sent anywhere in the globe in violation of the contiguity requirement. When you do send troops, you must realize that your American soldiers will end up fighting anyboady else there. If there are Soviet troops fighting on the side of the government and American troops fighting on th esidM%MV TNG / WOW Special Greetings to : QUARTEX and ESI ighway. 1,000 points per car 2,000 points per truck Recovering stolen goods or a 1,000 points kidnapped victim. Destroying a minor thug within 500 points allocated time. Harming an innocent bystander. minus 5,000 points Correctly dealing with AnZT You'll show them! Select Nicaragua from the North America menu. The country will turn black and its name will appear at the top of the screen. You have selected Nicaragua for further consideration. "Pull down" the menu labeled Make Policies. This menu is used to make decisions about the world. Select Aid to Insurgents. A policy options window will appear with selections ranging from no aid to a very high level of aid. SeAХ1lect the highest possible level of aid and then choose the Enact button. You have just issued a presidential order-you are shipping lots of weapons to the Contras. (Note that not all options may be available in a given situation. Any invalid choices will be "grayed out" and thus, in- active. The reasons will be explained later on.) Say that this is all you want to do for this turn. "Pull down" the Game menu and select Next Turn. The computer will caA ]KeOlculate the state of the world for one year (this may take as long as a minute). The computer now takes on the role of your adversary. If the Soviet Union takes excep- tion to your arms shipment, it may start a crisis over it. In a you al- ways have two options: escalate or back down. Each time you escalate you bring the world closer to the brink of war. If either side escalates beyond DefCon 4, an accidental nuclear war may start. If either side goes A \ to DefCon 1, a nuclear war is certain. (DefCon is short for Defense Con- dition, a term which is used to indicate a state of millitary prepared- ness. The lower the DefCon number, the closer a country is to actually activating its forces. ) In either case, both sides lose. On the other hand, each time youback down, you lose international prestige, without which you cannot win the game. Your task is to find a balance of power between the two extremes; A Ӿ9"a task requiring strategy and foresight. When all crises are resolved and the computer has calculated the events of the year, the calendar will be advanced one year and the scores will be updated. If you have done well, your geopolitical prestige will have risen. If your prestige has fallen, you are losing. The game con- tinues for eight years. If, at the end of that term, you and your op- ponent have managed to avoid a neclear confrontation, the siA "de with the highest prestige score wins. This is just the briefest of introductions to Balance of Power. There are many other options available from the menus that will give you more information on the state of the world. Weaken your enemies and strenghten your friends-that's all it takes. You may want to play around for a while and then read the Beginner Level section this manual before attempting your first real game. Your First ReaA JLl Game You have played around with the game for a while and now you are ready to give it a go. Let's begin. Start up the game; in the Options screen, leave everything as it is: Beginner Level, Single Player, with you as the American President. Goal Your goal in this game is to increase your geopolitical prestige and weaken the geopolitical prestige of the Soviet Union. The concept of geopolitcal pretige is no difficult to understand. It'A~s much like popularity. You want to be popular with the other nations of the world. The twist is, you want to be popular with the countries that count the most. In the world of Balance of Power geopolitics, countries that count are the countries that are militarly powerful. Thus, your goal is to ac- cumulate lots of powerful friends, and insure that your enemies are few and weak. Although prestige is akin to "geopolitical popularity," there is A#vhmuch more at stake here than a simple beauty contest. The nations of the world are sovereign states; they do whatever they choose to do. Your country's abillity to influence the course of events is directly related to its prestige. Short of direct conquest or the exercise of raw millitary power, prestige is the closest a country can get to true international power. Of course, you must avoid a nuclear war while pursuing prestige. If nuclearA; war breaks out, you lose, no matter how well you were doing be- fore everything was reduced to ashes. Overall Approach How do you get a country to like you? There are two ways; you can do nice things for it in an effort to convince it to like you, or you can try to overthrow its current government. The strategy you pursue depends on your relationship with the country. If relations are relatively good, you should try to buy their sympathies; iMֲ can continue to score by blowing away minor criminals. But that's risky. The best idea is to get out -- while you're still alive. You cannot leave the building until you either deal with the head thug, he escapes, or you run out of time. FATAL INTERACTIONS If you run out of lives, the game is over. Don't squander your five lives on thoughtless mistakes! Instantly fatal experiences include: DOA Head Thug Attack A clanging sound confirms your crime computer's message that yoM/K_u're closing in on this building's big thug. Each of these criminal kingpins has a uniquely diabolical way of welcoming you, and just because he's big doesn't mean he can't move fast. Watch out! Floor Holes Some holes plunge you more than one level, so to be on the safe side, jump over all holes until you know which ones are fatal. -13- Other Dangers Other less-than-fatal but still nasty experiences await you: Thug Attack at Close Range If a M,thing gets in your face, crouch and shoot to duck the attack while returning fire. Explosive Devices DOA goons want to see you dance! Jump bombs fast or feel the blast. Vicious Rats As big and mean as hungry dogs! Jump over these beasts the moment they come into view, or you suffer a nasty bite that slows your search. SURVIVAL STRATEGIES While you're on the road, don't save your top speeds for the straight- aways. Accelerate through curves by pushing up diagonally on your joysMҤtick handle. Once you leave the VMAX, you don't have much time to find the criminal. Try these shortcuts: o Every so often, jump over DOA thugs instead of firing at them. But don't jump too many times in a row, because it tires you out and can show your reaction time when you need to move fast to defend yourself. o For the tougher missions, memorize or map out the locations of elevators and walls to avoid costly delays in trying to locate the criminal. o Search forM  stolen property or kidnapped victims only after you have found the criminal. o If you've determined it's safe, drop through a hole in the floor to the level below to get there faster than the elevator can take you. -14- When choosing between Gun and Net, select Gun initially, even if your mission is to capture the criminal alive. You can shoot your gun faster than the net and defend yourself better against attacking DOA hit men. When yMkou approach the suspect, you can switch to Net to make the capture. You can shoot your net only from a standing position. When you're riding an elevator, keep an eye on your radar. When the bar stops in the middle section of the radar grid, step the elevator and exit. And remember, although the radar shows you which direction to go to find the head thug or exit the building, you still need to figure out the most direct route. Once you find the head thug, don't let him get away! TM ߵ `he moment you see him, open fire or shoot your net. As you proceed through the series of buildings, the thugs get tougher. Because they take longer to destroy, they have more time to get you. It may be faster to stop a single thug with your net than with your gun. When several thugs attack at once, crouch and then shoot your gun. If the action gets too hectic, hide in an elevator to collect your thoughts and plan your strategy. PERFORMANCE ASSESSMENT If you get to the crime M!scene and capture or eliminate the criminal within the alloted time, you gain a life, receive a promotion, and score points. Promotions follow this progression: 1. Grunt (lowest rank) 7. Sergeant 2. Rookie 8. Enforcer 3. Flat Foot 9. Commander 4. Patrol Man 10. Top Cop 5. Cop 11. Chief 6. Officer 12. Technocop (highest rank) After assessment of your performance, walk toward the exit and M"ZSthe VMAX, DOA thugs are still on the rampage, so be careful! Once in the VMAX, you automatically pull back onto the highway. Rev up the engine and accelerate into your next assignment. -15- SCORING You are awarded for obliterating other vehicles, terminating DOA thugs, and completing phases of your mission. You are penalized for other actions, such as harming innocent bystanders. A summary of awards and penalties follows: Situation M#O Awards Timely arrival at a criminal scene. 50,000 points Blowing up a vehicle or forcing it 500 points per motorcycle off the highway. 1,000 points per car 2,000 points per truck Recovering stolen goods or a 1,000 points kidnapped victim. Destroying a minor thug within 500 points allocated time. Harming an innocent bystander. minus 5,000 points Correctly dealing with M$JFthe head 50,000 points plus a bonus life thug within allocated time. Incorrectly dealing with the head 25,000 points thug but still within allocated time. Timely arrival at crime scene, and Promotion correctly dealing with head thug within allocated time. Reaching all 11 buildings on time. 100,000 points To save your score, type your initials at the scoring table screen and press Return. ...........Doc provided by THE HELLION & THE CORSAIR............ M9w -8- ON THE ROAD Keep just two things in mind as you tear down the highway: you're in a race against time, and everyone else on the road is your enemy. Here's some tips: o DOA vehicles will sneak up from all directions to ram or block you. Use your cannon to blast them to bits, or if you're an ace driver, slam them off the road. Both techniques gain you points. (See Scoring.) o After several missions, be on the lookout for a DOA highway superpunk, wM2$ho jumps from a truck, plasters himself to the top of the VMAX, and tries to bash in the engine. Loosen his grisp with a few good swerves. o Stay in control! Sudden curves in the road may send you spinning into trees and road signs. Crashes damage your VMAX and slow you down, decreasing your chances of getting to the crime scene on time. VMAX WEAPONRY You start with a side-mounted machine gun on your VMAX, and upgrade your weaponry as you complete the driving portMe;=ion of your missions on time. On- screen messages notify you when you're awarded weapons improvements. The following arsenal awaits your eventual command: Machine Gun Use this to blast anything on the road out of your way. Turbo Charger Gives you a burst of power for faster acceleration. Hydraulic Wheel Rams Use these powerful wheel rams to bash and bump DOA drivers off the road. Rapid Fire Cannon Blast away even the stubbornest of road thugs with this cannon's armor-piercing rocMukets. Nuclear Bombs Clear the road! Use the nukes to simultaneously annihilate all other vehicles. Press spacebar to fire. Amiga version has five bombs per mission.) -9- CRIME IN PROGRESS Follow these steps to race to the crime scene: 1. While you're on the road, scan the messages from your crime computer to see the time remaining to reach the scene of the crime. 2. A beeping sound alerts you to a message on your crime computer indicatingM11l the police code and location of the crime in progress. Subsequent messages show you a mug shot of the criminal and direct you to either capture or eliminate him. 3. The crime computer tells you when you fail to make it to the scene of the crime within the alloted amount of time. If this happens, you forfeit your chance for a promotion or a VMAX weapons upgrade. But you can still pursue the criminal. Proceed to the crime scene. 4. When you reach the crime scene, yM@our VMAX automatically pulls off the road and you step out of the car. TRACKING AND TERMINATING THUGS Once out of your VMAX, walk right to head for the building and start pursuing the criminal. Rely on your wrist command console for instructions for blowing away DOA thugs, recovering stolen goods, and capturing or wiping out criminals. Check your console to keep track of the criminal's position as you move around the building and the amount of time remaining to carry out your MLmission. WRIST COMMAND CONSOLE The illustration on the next page shows the wrist command console. Note: (To view this Illustration load the file PIC2.IFF) -10- Crime Computer Gives vital statistics on the criminal, plus a mug shot. Life Counter Brightly-lit buttons indicate how many of your five lives you have left to live. Health Indicator Shows how DOA attacks affect you. The bar retreats from right to left as you weaken. Radar Points youMR toward the criminal's location in the building, relative to your position. After you capture or terminate the criminal, it guides you to the exit. Move in the direction of the lighted indicator bar. Crime Clock Displays the time you have left to complete a mission. Strength Indicator Shows energy expenditure during strength intensive moves. Each time you jump, the needle drops, then floats to the right to indicate your recovery. Score Status Indicates your current score. (See ScoMP%%ring.) Gun/Net Indicator Shows whether you're set to blast the criminal with your .88 magnum or capture him alive with your net gun. Press Spacebar to toggle between the two. You have an unlimited number of nets per mission. -11- TECHNOCOP SELF-DEFENSE Joystick Shoot gun or net. Press fire button. Walk to the left. Move handle left. Walk to the right. Move handle right. Jump left. Push handle to upper left. Jump right.M& Push handle to upper right. Crouch. Push handle down. Crouch left. Push handle to lower left. Crouch right. Push handle to lower right. Stand up. Push handle up. Enter elevator. Stand in front of elevator, push handle up. -12- Elevator Controls Once you're inside the elevator, quickly move the joystick handle up or down to move the elevator to the floor you want. Hold down the fMدh[ire button to stop the elevator, then release the button to open the elevator door and exit. Other Tips To recover stolen property, stand near the goods, then stand up. When the stolen object disappears from view, it's in your possession. If you run out of time and fail to find the criminal, an on-screen bulletin orders you to return to the VMAX and get back on the road to begin your next assignment. If you're an excellent crime fighter and complete your mission in time, youMS? world. Your task is to capture or eradicate a ruthless mob of creeps, hit men, and criminals called DOA -- that's short for Death On Arrival. To clobber DOA thugs, you're equipped with the best crime-stopping weaponry that 21st century technology has to offer; a high-powered criminal radar locator that any DOA punk would just die to get hold of, an .88 magnum pistol to stop 'em cold, and a net gun to bag 'em-up. And check out your car! Not just any souped up cruiser's good eMQ}nough for a Technocop. You're about to take the wheel of the Enforcers' newest, high- speed pursuit-and-destroy vehicle: the VMAX Twin-Turbo Interceptor. Handcrafted in Italy, the VMAX can rev to speeds over 150 mph and packs a powerful, side-mounted can, among other surprises. Belted into your VMAX, you'll speed down tread-wrenching highways, keeping your eye on the crime computer in your control panel for up-to- the-second info on crimes in progress and mug shots of perps. MRace to a series of 11 tenement buildings to search out unscrupulous DOA kingpins. The radar in your computer wrist console helps you pick your way through dilapidated hallways to home in on the big thug chiefs. While scouting out the buildings, you'll have to deal with roving DOA hit men who will stop at nothing to protect their bosses. These goons come after you with every illegal weapon in the book, so be ready. You're tough enough to withstand four fatal hits, but when you loM OJse your fifth life, you're out of the game. Remember the golden rule of crimefighting: Eliminate all thugs before they eliminate you. Ready to ride? Good. But be careful -- once you rev up the VMAX, you need to keep your wits about you to search out and subdue these DOA slimeballs. Otherwise, it's sayonara, Technocop... -1- GETTING STARTED Loading Instructions To load Technocop, find the information for your system in this section and folMs*low the steps. And for all systems, use the Epyx 500XJ joystick for precise, instant control. The 500XJ is the only joystick that actually fits your hand and puts the fire button right at your trigger finger. || Note: Do not write-protect your disk. -2- Commodore-Amiga 1. Set up your system and plug a joystick into port 2. 2. For the Amiga 500 and 2000, insert the Technocop disk into the drive and turn on your system. The program loadsM (Ȳ and the title screen appears. For the Amiga 1000 with external memory, detach the external memory. Insert a disk containing Kickstart version 1.2 into the drive and turn on your system. When asked to insert the Workbench disk, insert the Technocop disk instead. The program automatically loads. 3. Press the fire button to start the game. -3- OTHER GAME CONTROLS Commodore-Amiga Turn sound on/off. Press A. Pause a game. M G$ Press P. Press it again to resume play. Save a game. Press D during the driving sequence and select the Save option. Resume a saved game. Press D during the driving sequence and select the option to load a saved game. Start a new game. At the title screen, press the fire button. End a session. Turn off your system. -4- JOYM 68STICK MOVES Technocop works with joystick commands for all versions. Joystick \ | / -- -- / | \ Fire Button || Note: If you are using a two button joystick, use the top fire button. REV IT UP! Although the VMAX drives like a dream, you may need some pointers on your first time out. After all, this ain't no Sunday cruise. M tz -6- VMAX CONSOLE The illustration shows the VMAX console. NOTE: (To view this Illustration load the file PIC1.IFF) Tachometer Shows current rpm's as you drive. Speedometer Feel those G-forces at top speeds of over 150 mph! Score Status Shows total points accumulated. Gear Indicator Indicates which of five automatic-shift gears you are in. After a crash, you automatically shift back to first gear. Crime Computer Shows the time you have left to get M |Z)to the crime scene and gives background information on criminals. The message also tells you whether to eliminate the criminal or bring him back alive. Percent Operative Indicator Indicates the level of damage your VMAX has sustained so far. If the indicator reaches 0, your VMAX is damaged beyond repair and the game is over. -7- DRIVING THE VMAX Joystick Accelerate. Push handle up. Hold handle up to continue MRq accelerating. Slow down. Pull handle down. Hold handle down to continue slowing down. Steer left. Move handle left. Steer right. Move handle right. Fire weapon. Press fire button. Accelerate and Push handle to upper left or upper right. steer left or right. Slow down and Pull handle to lower left or lower right. steer left or right. 6j+ound as quickly as possible. The faster you finish, the more of a lead you will have on Judge Doom in the race to the Gag Factory. THE INK AND PAINT CLUB * Maneuver Roger Rabbit with the joystick controls shown on the other side of this card. * Roger runs in circles around each table. Use the joystick to make him switch tables. * Press the fire button to make Roger grab an object. * Pick up all the papers before the music stops i7 `/n order to complete the round successfully. THE GAG FACTORY - More (Y)/N/NS? * Maneuver Roger with the joystick controls shown on the other side of this card. * Pick up gags and use them to slow down the weasels. Some gags will backfire - you must learn how to use them by trial and error. NOTES 1. If you have extra RAM or a hard disk, read the file on Disk 2 called READ.ME. 2. Press the "P" key89 to pause. Press it again to continue play. 3. For more information concerning the game, refer to the Gag Catalog. ------------------------------------------------------------------------------- JOYSTCK CONTROLS BENNY THE CAB UP = Change Lanes DOWN = Change Lanes LEFT = Slower RIGHT = Faster FIRE BUTTON = Raise Suspension Tap the FIRE BUTTON and push the JOYSTICK UP to JUMP ON TOP OF BUILDINGS. Tap the FIRE BUTTON and push the JOYSTICK DOWN to J9.3UMP OFF BUILDINGS. INK AND PAINT CLUB UP = Change tables. DOWN = Change tables. LEFT = Change tables. RIGHT = Change tables. FIRE BUTTON = Grab objects. GAG FACTORY UP = Grab a gag. DOWN = Drop a gag. LEFT = Move Left. RIGHT = Move right. FIRE BUTTON = Use a gag or jump (if not holding a gag). rn how to use them by trial and error. NOTES 1. If you have extra RAM or a hard disk, read the file on Disk 2 called READ.ME. 2. Press the "P" key__is game. Dr. James Naismith and his peach baskets would be proud. How to Load Your Game 1. Plug in your joystick (or joysticks), if you're using one. 2. Kickstart your computer with Kickstart 1.2 (if that is necessary for your model). 3. Insert your Fast Break Game Disk, label side up, into the disk drive. 4. Turn on your computer and the game loads automatically. After the title and credits screens, a Game Selection screen automatically appears, on which yͺ5ou set up your game. (You can press Esc anytime to return to this screen, but when you do, you wipe out your current game.) Choose Your Controls 1. You can use either your joystick, numeric keypad, or mouse to play Fast Break. (But to make reading less cumbersome, this manual refers only to the joystick). No matter which weapon you use, you control only one player at a time - the one wearing the high- fashion black shoes. Here's how each control moves thew* black-shod player. Keypad Mouse and Joystick 0 (zero key) = Fire Button \___ _|_ ___/ \ | / |_7_||_8_||_9_| \|/ ___ ___ ___ ___ --|_4_| |_6_|-- ___ ___ ___ /|\ |_1_||_2_||_3_| / | \ / | \ Important: The fire button equivalent for the mouse is the left mou4Cse button. (Page 1) 2. One-Player Game: o You can use the joystick, keyboard, or mouse. The joystick can be plugged into either Port 1 or Port 2, but the mouse can only be plugged into Port 1. o If you plug the joystick into Port 1, you must press the J key while on the Game Selection screen to make it work. o If you plug the mouse into Port 1 after you've used the joystick in Port 1, you must press M while on the Game Selection screen to ?use the mouse. o If you play with the joystick in Port 2 while the mouse is plugged in Port 1 - and want to use the joystick - be sure to press F2 to disable the mouse. That way and accidental movement of the mouse won't interfere with your joystick play. 3. Two-Player Game: o There are three ways to play: joystick vs. joystick, mouse vs. joystick, and mouse vs. keyboard. o If you plug a joystick into Port 1, you must press J while on MeConsole ..................................... 7 Driving the VMAX ................................. 8 On the Road ...................................... 9 VMAX Weaponry .................................... 9 Crime in Progress! ............................... 10 Tracking and Terminating Thugs ...................... 10 Wrist Command Console ............................ 10 Technocop Self-Defense ........................... 12 Fatal Interactions .......................Mi........... 13 Other Dangers .................................... 14 Survival Strategies ................................. 14 Performance Assessment .............................. 15 Scoring ............................................. 16 THROTTLE THAT THUG! You're a cop, but not the kind that buttons up big and blue with a soft walk and a big stick. It's years in the future and you're a Technocop, a member of the Enforcers -- the most elite crime-fighting force in the+5ble to hop buildings and rise above it all on his accordian suspension, Benny's great in a jam (but watch out for bridges!). You're at the controls as Roger and Benny race Judge Doom through the streets of Hollywood. You can beat him, if you watch out for the weasels in their Toon Patrol wagons, puddles of that deadly Dip, and collisions with the Red Cars. (Try landing on top of a Red Car and see what happens!) Touch the Rubber Gloves to temporarily protect Benny,A from puddles of Dip; the Wheels to get a burst of superspeed; and the Diamonds to remove a bucket of Dip from your tally. Keep your eyes open for other helpful items, too! Start your engines - and get going! PART 2: THE INK and PAINT CLUB Whew! With your help, Roger and Benny have arrived at the Ink and Paint Club, the only place in the world where humans can enjoy live performances by Toon stars like Roger's gorgeous wife, Jessica. - More (Y)/N/NS? -:PMarvin's will is somewhere in the piles of nightclub receipts, napkins, and checks. Since it was written in disappearing ink, you must grab all the papers in the club to make sure Roger gets his mitts on the will before the music stops. You control Roger on his mad race around the tables collecting papers as fast as the penguin waiters replace them. Avoid the gorilla and don't ever, ever, ever let Roger take a drink. PART 3: THE GAG FACTORY At last! You've .Rreached the place where all those famous cartoon gags are made. Unfortunately, the weasels are waiting to jump you! But don't give up - just grab the gags you find and use them to temporarily disable the weasel you meet in the factory. Since weasels are Toons, your only hope of permanently destroying them is by making them laugh themselves to death. Do anything funny - the more gags, the merrier - and the faster, the better for you! If you survive the weasels, it's n/ 9ot over! Judge Doom is waiting for you, ready for the moment of truth! Lose and it's all over for you, Roger, and Toontown. Defeat Doom and you save Toontown from total destruction and Hollywood from a future of strip malls, exaust fumes, diamond lanes, and - More (Y)/N/NS? gridlock! MAP of LOS ANGELES On the map, you can see Marvin's Gag Factory, the Ink an Paint Club, and Toontown. A glance will tell you how close you are to the Gag factory, and how you're do0 ing in your race against Judge Doom. BUCKETS of DIP A bucket of Dip will be added to the tally when Benny collides with something, when Roger is bounced from the Ink and Paint Club, or when the weasels use a gag on Roger. Once five buckets are accumulated, the game is over. ------------------------------------------------------------------------------- ----- TROUBLESHOOTING GUIDE Should 1 `hyou encounter difficulties with the program, please verify the following. - More (Y)/N/NS? PROGRAM DOES NOT LOAD PROPERLY: 1. Are you following the player instructions correctly? Have you typed the file name exactly as it appears? 2. Is the disk seated properly in the disk drive, with the label side up? 3. Does your computer meet all the system requirements (DOS, RAM memory, graphics cards, monitor, and/or peripherals) as liA;OT I 4. Is each compone2 g3nt of your computer system (computer, monitor, disk drives) switched on? 5. Are all the power cables and connections properly plugged in? THE PROGRAM DOES NOT OPERATE AS DESCRIBED: 1. Have you read the player instructions carefully? 2. Is your joystick centered and plugged into the proper port? 3. Are you pushing the correct buttons and keys? - More (Y)/N/NS? COLORS DO NOT APPEAR AS EXPECTED: 1. Have you set the appropriate graphics card/monitor setting? 3 ǚ 2. Are your monitor's contrast, color, and tint controls properly adjusted? NO SOUND IN PROGRAM: 1. Have yuo checked the cable connections and/or the volume control? ------------------------------------------------------------------------------- ----- Amiga Player Instructions TOONING IN TO WHO FRAMED ROGER RABBIT You will need a minimum of 512K RAM and a joystick to play this game. 4Ao GETTING STARTED 1. Set up your Amiga as shown in the owner's manual and turn on your - More (Y)/N/NS? computer, or reset it by pressing the CTRL, left AMIGA, and the right AMIGA keys at the same time. (For some machines, press CTRL, COMMODORE, and AMIGA keys.) 2. KICKSTART your AMIGA with version 1.2 or later, if needed. 3. Insert Disk 1 in your internal drive (DF0:). If you have an external drive, insert Disk 2 in the external drive. 5V MAP The map screen will show your progress in the race against Judge Doom. BENNY THE CAB * Maneuver Benny with the joystick controls shown on the other side of this card. * Use Benny's accordian suspension system to rise above the cars and the Toon Patrol wagon. - More (Y)/N/NS? * Be careful to avoid the puddles of Dip on the road. * Benny can jump up and drive on top of buildings. * Completet the r n------------------------------------------------------------------------------ ----- PERMA-SLIP BANANA PEELS These tasty bananas have been specially treated with Perma-Slip peel coating. Just eat the banana, toss the peel, and watch your friends slip and slide! It will remain slippery for days, guaranteed. Now only: 3c a bunch ------------------------------------------------------------------------------- ----- !eV FINE PRINT Weasel out of any deal with this inovative idea direct from the famous law offices of Dewey, Cheadem, and How. Available on gummed paper, fine print can easily be added to any contract - no mater how old. The print is so small that it can only be read with a microscope. Double-talk mumbo-jumbo specially written by Judge Doom. 1 box of gummed sheets, 100 count. Minuscule price: 79c -----------------------------------------------------------------------"{-------- - More (Y)/N/NS? ----- MAN-EATING PLANT Fertilize these feisty ferns with noisy neighbors or unwelcome relatives. Dionadea muscipula giganticus, grown only in the deepest jungles of Cucamonga, towers up to 23 feet high. Given a chance, it will messily devour a full-grown man in less than a minute. Also produces delightfully scented flowers in the spring. Availab;e in handy "Quik-Gro" seed packs, or fully grown in sturdy terra-co#tta pots. Seeds grow to full size in just hours. Pack of seeds: 6c Plant: $2.49 (shipped by rail) ------------------------------------------------------------------------------- ----- GLASSES WITH SPRINGY EYEBALLS Get a look at these peepers. We don't know why, but our glasses always get a laugh - even out of the most sullen sourpusses. Great for office parties and visits with people you just don't see eye-to-eye with. Truely the epitome $YAof dangling eyewear, models come with blue, hazel, or bloodshot eyes. On sale: 33c - More (Y)/N/NS? ------------------------------------------------------------------------------- ----- MAGIC CARPET Hand-embroidered in Baghdad, this rug is so decorative you'll want two - one to fly, and one for your living room! Operated with simple incantations, this carpet flies like a dream. Includes instructions printed on parchment scroll. Guara%@nteed for 12,000 miles or 12 washings, whichever comes first. 6 x 9 feet: $9.00 12 x 12 feet: $12.00 ------------------------------------------------------------------------------- ----- CREAM PIES These pies have the perfect combination of taste and throwability. Can be hurled up to 50 yards, or even farther when launched with our giant slingshot. unlike the competitions pies, these have an exclusive face-seeking feature. Several del&icious flavors available. Bargain price: $2.50 per baker's dozen Banana Cream Lemon Cream Coconut Cream Succotash Cream - More (Y)/N/NS? ------------------------------------------------------------------------------- ----- GUN WITH A "BANG" Get trigger-happy! Realistic looking revolver will scare them silly - until they see the flag pop out. Shoot, folks, it's a blast! Blowout price: 20c --------------------------------------------'?_ ----------------------------------- ----- WHO FRAMED ROGER RABBIT ENTERTAINMENT SOFTWARE THE SETTING Welcome to Hollywood-1947- a busy, bustling, colorful place fo dazzle, drama, and dreams; a place where you can go straigt to the top-or at least across town on a network of electric streetcars called the "Red Cars" for a nickel you can ride to the end of the line, where two bits buys a ham on ray at the Terminal Bar(iQi and Grill. - More (Y)/N/NS? Cartoons are in their heyday, and our "Toon" hero, Roger Rabbit, is a true superstar! But hes status as a Saturday matinee idol hasn't gone to his head. He's just a nice, ordinary, well-rounded guy. That's right! Like all his comic cronies, Roger is real, three-dimensional-just like you or me. He goes to work every day at Maroon Cartoon Studios and comes home every night to the animated suburb of Toontown. Then trouble hits Roger)4MƲ like a ton of bricks! He's frame for murdering Marvin, the Gag King. When Marvin's will also disappearrs, it's clear that someone is up to sone not-so-funny business...especially since Marvin, who owned Toontown, had promised to leave the place to the Toons. THE GOAL Things look bad for Roger. He's on the lam, with that sinister Toon-hater, Judge Doom, after him. Doom wants to "administer justice"-in the form of a nasty chemical concoction called "The Dip" that di*[?Xssolves Toons on contact. Roger has to move fast to stay out of Doom's clutches! (It's not that he minds an occasional bath, its just that he'd rather not be washed up so early in his career!) Help him stay ahead of Doom in a race to find Marvin's will - and prevent Toontown from being dipped off the face of the earth! - More (Y)/N/NS? PART 1: BENNY THE CAB Benny is a freewheeling, streetwise, and (usually) "wreckless" Brooklyn cab with the gift of gab. AQQ}a sticky cheese is the most potent, pungent product we haveever peddled. Aged over 90 years. P.U.! Please, get it out of here! 12-oz. wheel LIQUIDATION PRICE: We pay you 19c ------------------------------------------------------------------------------- PORTABLE HOLES Just the thing for a quick getaway! This versatile hole allows you to reach through walls and drop through floors. Its roomy interior can store the entire contents of your attic! FSimply slap one down and slip yourself through. Completely portable, you can carry it anywhere or fold it up for future use. 12-inch-diameter model, closeout: 9c 36-inch-diameter model, closeout: 15c 72-inch-diameter model, closeout: 23c ------------------------------------------------------------------------------- ALUM Our extra-potent alum formula is guaranteed to make a Toon or a real person pucker until the cows come home - works better thsԉan lemons! Our alum is great for making people shut their trap. Also prevents whistling, whooping, hollering, and belching. Take some home and use it on the children. Can be baked into cookies, too. Closeout: 9c per 1-quart carton ------------------------------------------------------------------------------- MAGIC LAMPS Ever dream of Genie? Now you can own one! Just rub this quality brass oil lamp three times and POOF!, an obedient genie appeͭvjars, eager to do your bidding! A must for anyone in a pickle. These lamps were purchased from a friend of a friend. He gave us his word that these lamps were top quality. Paper bag full of assorted watches included free with purchase. Sold "AS IS." No returns. 1-wish model: 1 million samoulians 3-wish model: 2 million samoulians ------------------------------------------------------------------------------- SELTZER BOTTLE Make a splash at your -Enext party! This super-charged seltzer bottle uses our exclusive patented ingredient and shoots up to 250 feet! Blast your Toon across the room! Soak some sucker at a shindig! Bottle can be recharged again and again. Liquidation Price: 19c Recharge: (allow 3 days) 7c ------------------------------------------------------------------------------- SHRINKING POTION Shrink your appetite - or the nearest Toon - with this magical elixer. Developed  fˮby a Monrovian headhunter, this potion is a blend of the smallest herbs, roots, and spices in the world. One gulp will make a Toon shrink to 1/10th normal size. Two gulps and you'll need a microscope to see him. 3-oz. bottle: 3c 9-oz. bottle: 4c ------------------------------------------------------------------------------- BEAR TRAP Works on giraffes, kangaroos, rabbits, squirrels, flies, elephants, horses, llamas, cats, mothers-in-law, cows, s!$kunks, hyenas, turkeys, little brothers, camels, snails, toads, moles, buffaloes, zebras, dragons, bats, monkeys, spiders, squids, caterpillars, manta rays, dinosaurs, buzzards, oysters, peacocks, wombats, lions, tigers, and bears, oh my! Comes complete with 2-foot chain and anchor spike. Closeout: 99c ------------------------------------------------------------------------------- ROCKET ROLLERSKATES Get ready for high-speed high jinks with these su"zM\per-fast skates! Powered by nitroglycerine, these skates travel faster than a speeding bullet! Great for catching up to locomotives or breaking the sound barrier. Now only: $1.19 ------------------------------------------------------------------------------- X-RAY GLASSES These high-quality lenses are made from the finest Visulonium available. The sturdy yet fashionable frames are made from crushproof turtle shell. See through clothing (wow!), ##walls, even vault doors. Handy "depth" adjustment knob makes for easy see-through viewing. Can also be used as sunglasses. Noeffective on lead. Closeout price: 45c ------------------------------------------------------------------------------- CURVE BALL Throw your Toons A curve! No ballpark prankster can do without this wandering wonder! Handmade by angry Australians. The curve mechanism inside is guaranteed for life. Only: 76c ---------$p#K--------------------------------------------------------------------- GIANT MAGNET Get the magnetic personality you've always wanted! Our iron magnets are guaranteed to be the strongest in the world. They can attract any metal object from over 8 miles away. So versatile they can be used to remove fillings, or even pull flying saucers out of the sky. Painted "rustproof red" for year-round use. A steal at: $4.29 ----------------------------------9}--------------------------------------------- PROPELLER BEANIE Your friends will think you've flipped your lid when you tell 'em you're going out for a stroll - 5000 feet up! One twist of the prop and you're flying like a hummingbird! Great for buzzing sidewalks during rush hour or sneaking up on window- washers! Propeller is good for 10,000 revolutions, after which its pancake city. Priced to move: $1.14 Please specify hat size when ordering. - &VUin the face! Works hundreds of times - always funny! Available in carnation, orchid, and rose. Your choice: 19c Order all three: 39c ------------------------------------------------------------------------------- PLUTONIUM POGO-STICK Spring into action with this potentially perilous, plutonium-powered pogo stick. Our miraculous mechanical marvel can launch you up to 20,000 feet! Hang on to our E-Z Grip handlebars as you ricochet into the st 'eratoshpere. Not for use indoors or in tunnels. Priced to go: $1.00 ------------------------------------------------------------------------------- SUPER VACUUM Clean up your act with this Suck-O-Lux vacuum cleaner! Flip the switch and watch this industrial-strength model suck up everything in sight. Toons, rugs, fixtures, furniture all disappear neatly into the vacuum bag for easy disposal. The perfect appliance for bringing indoor chase sce (EZnes to a BIG FINISH. Blowout price: $5.00 ------------------------------------------------------------------------------- VANISHING CREAM Your friends will be able to see right through you when you use our miraculous vanishing cream. Perfect for sneaking up on obnoxious opponents or hiding from pesky pursuers. Effects last until your next bath. Buy now before our inventory disappears. 7-oz. jar only: 20c -------------------------------------- )ĝF---------------------------------------- WHOOPEE CUSHION A classic that's always comical!! When folks sit down - listen for the phhhhhhhhhhht! Watch as they turn red with embarrassment and then blame the dog! This one's a real gasser! Clearance price: 55c ------------------------------------------------------------------------------- HOT GUM Spice up a party with this super hot gum. Offer a stick to some unsu* specting Joe, and try to keep your sides from splitting as you laugh at the flames belching from his mouth. He'll stick his tongue under a faucet, he'll run, he'll jump. Always a great way to impress girls. On sale: 1c per pack ------------------------------------------------------------------------------- ELEVATOR SHOES Rise to the occasion with these "E-go-boost" elevator shoes. Just press the illuminated button on the heel, listen for the ding, a+nd up, up, and away! Makes puny runts into towering behemoths. Always good for a lift. 2-floor model: $2.50 4-floor model: $3.50 ------------------------------------------------------------------------------- BOX-O-MATIC MALLET This deceptively devious gag really packs a punch! Appears to be a standard-issue anti-mouse mallet. But press the trigger and a spring-loaded boxing glove shoots out. Telescoping arm reaches legths of up to fifty feet. ,_A A big hit at parties! On sale for 73-1/2c ------------------------------------------------------------------------------- EXPLODING CIGAR Want to burst the balloon of your foe after one of his momentary victories? Shove one of these babies into his puss, light the end, and pump his hand in hearty congratulations. Now step back and see who really gets the last laugh! A few puffs and BOOB!!! - your foe's face is covered with soot! A perfect capper - "|to turn his happy ending into yours! Special purchase: 89c per box ------------------------------------------------------------------------------- FOOTPRINTS Slap a few of these handy footprints onto the ground, jump behind the bushes, and watch the fun as your foe walks in circles or off the nearest cliff! (Free dance instruction booklet included.) Box of one gross: 3c ------------------------------------------------------------------------------- .y" GIANT SLINGSHOT Have a fling with this industrial-grade slingshot. Gives you the gain on even the fastest varmints. Solid oak construction and 100% Indian rubber make it simple to launch anything from gliders to small elephants. Original price: $18.00 Sale price: $2.22 ------------------------------------------------------------------------------- HANDBUZZER Shake up your pals with this clever little device. Fits/֦A in the palm of your hand so you can give everyone a buzz. Try to keep your sides from splitting as you watch the reaction. Shocks'em every time. Guaranteed to make agreat first impression! Still our biggest seller!! Noisemaker model: 33c 5,000 volt model: 43c ------------------------------------------------------------------------------- ITCHING POWDER Know someone who gives you the hives? Give him the seven year itch! Just drop a pinch of thXis high-potency itching powder into his boxer shorts! Then stand back and laugh as you watch him frantically scratch the rash! Effects harmlessly vanish after six months. 99-pinch vial: 7c ------------------------------------------------------------------------------- MIGHT-E-SMELL LIMBURGER CHEESE This special recipe of Limburger cheese has been created with an emphasis on odor, not taste. Guaranteed to make skunks pack up and leave. This extra-stinky, extr8 1L PLANE 6 - Grab the three sets of Surprises to make the Goal appear. If you roll over a Surprise in the wrong order, pneumatic tubes suck you up and deliver you to an Eliminator. Avoid the time-eating Electric Sea! PLANE 7 - Pick up extra Time Boosters - you can use them in other planes. PLANE 8 - Roll over all four Keys in one of the four mazes b82 efore you run out of time! PLANE 9 - Bash out all the cubes. Energizers temporarily boost your speed. Avoid the flashing squares! PLANE 10 - Bounce from platform to platform, but tackle only one unit of height at a time to avoid a time penalty. Get to the Goal as fast as you can! Scoring When you successfully complete a plane, any time units remaining convert to points. (83 [For example, 5 time units remaining earns you 5 points.) Time left when you finish a plane also carries over to the next plane you play. You score points by rolling over the following: Keys and Surprises.. 2 points each Amulets.. 5 points each Bonus rounds, worth 20 points (and sometimes extra time), follow the planes you successfully complete. Follow the arrows to play bonus rounds. Press the fire button to c8tr"ontinue play after bonus rounds. Scores of the first five games are recorded in the Master Table. As you continue playing, higher subsequent scores replace those scores. At the Master Table, type your name next to your score. Press RETURN to enter your name in the table and save your name and score to disk. ou can! Scoring When you successfully complete a plane, any time units remaining convert to points. (5(0? messenger. Now there's no excuse for not getting back at those you love. Our goal is to provide you with the most ridiculous gags at the least ridiculous prices. Sincerely, Mr. Smith Sales Manager ------------------------------------------------------------------------------- THAT-A-WAY SIGN Your baffled buddies won't6,aX9 get the point when you bewitch them with this bewildering sign. This single signpost features pointers labeled North Pole, South Pole, He went that-a-way, Wrong Way, Right Way, and Azusa. A must for anyone on the lam. Was: $3.16 Now: $1.40 ------------------------------------------------------------------------------- BACKWARDS PILLS !toir hgual a era sllip esehT .evirra of smees eh nehw evael dna sdrawkcab etirw, sdrawkcab klat, sdrawkcab klaw7 mitciv yuoy ekam ot deetnarauG .stelba suoived eseht fo elpuoc a swollaws eh retfa gniog ro gnimoc s'eh rehtehw wonk t'now mitciv ruoY Original price: 19c :ecirp elaS c91 ------------------------------------------------------------------------------- SIXTEEN-TON WEIGHT Being pursued by a bunch of pistol-packing weasels? Simply reach out, pull the lever, and send this sixteen-ton weight dropping on their heads! Works every time! Choice of effects8y.: drive victim into the ground, shatter victim into a thousand pieces, or turn victim into a manhole cover. Lever, rope, pulley and victim not included. A steal at: $19.99 ------------------------------------------------------------------------------- YOW! THUD SPLAT! Transform your pop-gun into Big Bertha! Add a hearty SPLAT! to punctuate a well aimed pie throw! You name the gag, we've got the sound effect. Each effect comes in its own leakproof9su=, corked bottle to ensure that your sounds will ring true, on cue. Slapstick (Thud! Whap! YOW!! etc.). Waterworks (Gurgle, Slosh, SPLASH! etc). Contraption (Whirrrr, Buzzz, Ta-pocketa, etc.). Explosion (Bang! KAPOW!! Phhhhhht, etc.). Your choice: 49c Order all four and get free Bronx cheer: $1.29 ------------------------------------------------------------------------------- EARTHQUAKE PILLS "It's not my fault!" you shout as your buddy shakes, rat:stles, and rolls thanks to one of our famous earthquake pills. Made from the shiverberry plant grown in San Andreas, California, these pills are guaranteed to shake things up. Bottle of 50 pills, only: 29c ------------------------------------------------------------------------------- STAY-PUT GLUE You'll be stuck on our super-strength glue. Just coat the bottom of you favorite foe's feet with this stuff and then give him a big, wet kiss. When he tr %Q۱Sies to give chase, he'll fall flat on his face with his feet firmly cemented to the ground. Even Toons of incredible strength cannot escape its adhesive effects. Great for getting out of sticky situations! Half-gallon carton: 69c ------------------------------------------------------------------------------- SQUIRTING FLOWER When your friends take time to smell the flowers, you'll howl with laughter as a perfectly aimed jet of water squirts them + I"8( Below Zero is death. TOP RIGHT CORNER - Ammunition gauge BELOW CLOCK - INFORMATION BAR From time to time messages will appear here. BELOW AMMO GAUGE - Compass indicating which compass direction you are facing. Page 2. BOTTOM LEFT PANEL - The Team selection panel 3 circular icons (1)+ ?GO Select Leader for point position. (2) Select Demolition Leader for point position. (3) Select Communications Officer for point position. COMPASS ROSETTE --------------- The highlighted icons are possible directions of travel: The arrow pointing up - Walk forwar+@0d The arrow pointing Left - Turn 90 degrees Left The arrow pointing Right - Turn 90 degrees Right The arrow pointing down - Turn 180 degrees When the possibility to go up or down is available, extra icons will appear to the left of the Rosette. To PAUSE or for Game Status press RETURN key. COMMUNICATIONS MENU ------------------- RE-LOAD - Re-load gun. LISTENING DEVICE - Used for listening at doors. SONIC LOCKPICK +A_U - Used for opening locked doors. USE COMMUNICATOR - Used for Communicating with Base. OPERATE COMPUTER - Gaining information from computers. IR GOGGLES - For better vision in dark rooms. SEARCH - Searches doors and objects for traps. EXIT MENU - Returns to the game. DEMOLITIONS MENU ---------------- RE-LOAD - Re-load gun. THROW GRENADE - Throwing grenades. PLACE EXP+B+³LOSIVES - For placing explosives on specific objects. PLACE BOOBY TRAP - For placing booby traps. SET 30 MIN. TIMER - For a 30 min. delayed explosion. BELOW EXPLOSIVES - In rooms in direction you are facing. EXIT MENU - Returns to the game. GAME PLAY --------- To move your Team around the Embassy use the arrow icons to the right screen, to pick the highlighted direction you wish them to travel in, then press the Fire Butto+Cn. TEAM MEMBERS CHARACTERISTICS ---------------------------- Each member has his/her own personal skills and these will be listed by selecting the appropriate icon on the left and pressing FIRE. The injuries sustained by the Team Members are displayed at the top of the screen as is the time remaining and ammunition left. To PAUSE the game press RETURN. HINTS & TIPS ------------ If you run out of ammo try searching in the Armoury. When you throw a grenade the closer you are to the t+carget the greater the injuries you will receive - SO BEWARE ! GAME OVER happens when the game is completed or your Team dies. --------- Page 3. Complete manual provided by THE HELLION & THE CORSAIR for the newest and best name in business " PARANOIMIA " - Returns to the game. GAME PLAY --------- To move your Team around the Embassy use the arrow icons to the right screen, to pick the highlighted direction you wish them to travel in, then press the Fire Butto8 EX͋{ Void into five subplanes. Two hints: In subplane 3, avoid the Electric Sea - it speeds up the clock. Slalom to the finish in subplane 5. NOTE: If you leave plane 1 before you finish all five subplanes, when you return to plane 1 you will continue on one of the remaining subplanes. PLANE 2 - Roll over Keys (in the right order) to open doors. Roll near Keys t8 0}o make more Keys appear. Use Teleports to scout out the entire maze. PLANE 3 - Stay out of the Electric Sea! Find four hidden Amulets to make the Goal appear. PLANE 4 - Race down the track as fast as you can. Avoid time-draining blocks and use Lifts up ao down, as you have a limited number of jumps. PLANE 5 - Fill the puzzle with tiled squares.  (y. Naturally, if someone starts attacking you, you won't gain anything by trying to engage him in conversation. There are certain items you must possess in order to defeat each of the creatures that holds a gem. Note: If you die, it is necessary to reload the game. Be sure to save often. *///////////////////////////////// 9 \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\* Complete manual provided by THE HELLION & THE CORSAIR PARANOIMIA es of Azazael t+ ;^;d left or right. Confirm with left mouse button. To continue press RETURN key. KEYBOARD: --------- Q = UP O = LEFT A = DOWN P = RIGHT SPACE BAR = FIRE Follow screen commands and press Return. SKILL LEVELS: ------------- GREENI - FAIRLY EASY REGULAR - AVERAGE VETERAN - HARD HITS PER MAN ----6IOQef but fruitful race to space, America succeded in establishing a colony on the Moon 10 years ago and the Russians on Mars. All was fine until Boris Yeltzen, the Soviet Premire, woke up cranky after an all night drinking binge. He reached for the button to call his valet, but mistakenly pushed the button that called for a preemptive strike on the U.S. . On the moon, preperations were underway for an intersteller mission to colonize other solarsyst6J.Sems. Since a true intersteller drive had not been perfected yet, cryo-sleep was the only way to go. A test of the model colony was to be done using all the equipment developed for the mission. For the test, the test crew was put into cryo-sleep for a year to test the system for waking the crew. On Mars, the ruskies had moved STAR city from Earth to continue the 1000 year plan of a communist solar system. II. Purpose When the systems awoke the c6K %^/olonists, they found the Earth below a volcanic ruin and thier base deserted. Mission: to perpetuate a free populance of humans and one day to re- colonize Earth. Enemies: The remains of the U.S.S.R. who control Mars and it's moons and are watching your base via spy craft. III. Your Moonbase: Left hand icon on title bar. Consists of sections: To go to each section, put the arrow over it's dome and click. Hangar: Central section where a6L?L}ll extra planatary missions start. (all functions here are self explanatory point and click) Resources: Mining..where you gather ore from the surface (requires power!) Energy: Power supplied to the base. ( you start out on battery power, put the arrow over the equipment you want to put online..the number that is... and click) Life Support: Will tell you the current population and number of domes you have. Also show a pic of the racial type in the d6M`ome (watch this on your colonies) Defense: Duhhh.. three things to watch here... Center screen: Incoming hostiles right bottom Orbital lasers (box) left bottom Fighters (box) When you hear an alert, go to defense as fast as you can!!! Use either fighters or lasers to save damage to your base. Production: Grease-R-Us Click on the screen above the chair to produce items you've researched. Reasearch: R&D6N product research and development. To start research, put the pointer over the TITLE of a folder and click.Then select a project from that folder (after a project is completed, plans appear and the project name turns green). Use the Day Advance to speed the time along. IV. Misc. To win you must repopulate the Earth somehow..the answers are in the solar system somewhere. ************************************************************************ 6Ocl~ CHEAT SECTION READ NO FURTHER IF YOU WANT TO DO THIS BY YOURSELF It's much more gratifying if you figure it out. ************************************************************************ Quick start- go to power and turn on the Mark I. Turn on mining. Cycle through 20 days. (advance day) Turn off mining. Reaserch Mark II SolaGen Cycle days until research6 P pO! is complete. Produce a Mark II Go to Power and put the Mark II online. Turn mining on Reasearch Mark III-X Reasearch fighter reasearch Grazer Build all above Build at least 6 grazers Send grazers to the asteroids. To have more crew, build nodules to colonize, build S.O.U.S To cheat further, find another file or ask me6 B for hints.. After you get it going, it's too fun!!!!!!!!!!! U WANT TO DO THIS BY YOURSELF It's much more gratifying if you figure it out. ************************************************************************ Quick start- go to power and turn on the Mark I. Turn on mining. Cycle through 20 days. (advance day) Turn off mining. Reaserch Mark II SolaGen Cycle days until research R;BOMain Screen. If you are outdoors, you go directly to the Map Screen. TABLE OF WEIGHTS The chart below shows some of the items you can find and their weights. The weapons are listed in order of their effectiveness, from most powerful, to least powerful. Weapons Other Items Wand.................. 1 Bag.................. 1 Magic Halberd......... 10 Chest................ 10 Magic Sword........... 4  S1BN Magic Book........... 1 Magic Longsword....... 6 Lantern.............. 1 Longsword............. 6 Food................. 1 Halberd............... 10 Scrolls.............. 1 Magic Mace............ 4 Gold................. 0 Magic Shortsword...... 5 Gems................. 0 Magic Rapier.......... 6 Armor (if worn)...... 0 Mace.................. 4 Potions........1, 2 or 3 Shortswor Tvd............ 5 (depends on how many doses) Rapier................ 6 Ritual Dagger......... 1 Magic Dagger.......... 2 Dagger................ 2 Scimitar.............. 10 THE MAP SCREEN This screen shows you a map of Mezron. Your location is marked by a cross (+). You can't move around on this screen, but it's very useful for determining which direction you want to travel. To exit the Map Screen, click the right mouse button. This takes you back to U]۹ the Main Screen. *//////////////////////////////// 7 \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\* LOCATIONS To complete your quest, you must travel throughout the land of Mezron. All these locations appear on the game's Map Screen (except the Labyrinth, which is visible only when you approach it). You have to explore most of them to discover which is which, since their names are not announced when you enter. Palace of Secnar - The royal palace, this is the residence  !V%]=of King Rohan and his courtiers, as well as of many dark and mysterious creatures. Inns - These are friendly places where a weary traveler can find conversation and refreshment. Cottages - Four little cottages house enemies of the DeathBringer. Caves of Doom - A legendary race of dwarves lives and mines gold in the depths of these caverns. It is rumored that a hideous, violent rock monster, created by the DeathBringer, also lurks here. Fo "Wrest of Light Elves - This forest is the haven of the elven race. They, too, are at war with Azazael, and they may be able to help you in your quest for the gems. But be cautious, since their goals are not the same as yours. Forest of Dark Elves - Beware! The elves who live here are always on the alert, prepared to attack all who enter. Forest of Doom - Residents of Mezron avoid this foreboding lair, since the gnome inhabitants engage in bizarre  #Xrituals that often include human sacrifice. Assassins' Lair - This gloomy hideout is said to be in one of Mezron's cool, green forests. Members of this secret society are recognizable by their green clothing and poisoned weapons. They are in league with the DeathBringer himself. Assassins' Outpost - Deep in this forest, a group of assassins is plotting to invade the Royal Palace and poison King Rohan and all who are with him. Labyrinth  $Yϥ- This dangerous maze is invisible on the Map Screen, but you'll see it if you approach its gates. The labyrinth is the lair of the evil Meduasal those who gaze upon her countenance turn to stone. Minotaurs stand guard to keep intruders from Medusa's main treasure room. *///////////////////////////////// 8 \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\* Temple of Set - The followers of the snake god, Set, practice their forbidden rituals here. They practice h %Zƹuman sacrifice and are thoroughly evil. The high priestess can transform herself into a demon to devour her enemies. Tower of Lord Thull - In days long past, Lord Thull was King Rohan's best knight; but he plotted to usurp the throne, and was banished to this dark tower. Tower of the Ghost - A mysterious wraith dwells in this tower. He attempts to lure unwary travellers into a bizarre quest for his remains. Towe of the Demon Master - Th &[u5 !e conjuror who lives here has the power to summon demons from the pits of Hell (or so the story goes). Tower of the Necromancer - This is the dwelling place of the high priest of the cult of Azazael. Legend says that everytime this priest is killed, he rises again to take revenge on his enemies. HINTS FOR GAMEPLAY Your goal is to find the gems of Zator and return them to King Rohan in the Palace at Secnar. This is the only way to defeat the forces of Azazael t 'Fqdhe DeathBringer. Keep a map of the land of Mezron and the floorplans of each location you visit. The game's Map Screen gives you a good overview, but does not include details you need in order to complete your quest. A great place to start your explorations is in the palace itself, since there are many people and creatures there who can give you extremely valuable information about your quest. Don't attack anyone unless he has an item you need and won't give it to you any other wa ]Ramina potion. Strength determines how effective you are at wielding weapons in combat. Strength decreases as you wander around and when you do battle (even if you aren't hit). Increase strength by eating fresh food or drinking a strength potion. *//////////////////////////////// 4 \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\* The Fitness Menu also lets you see if there are objects or characters in your vicinity. Indicators light up next to the word OBJECTS or CHARACT ^(ERS, and point in the direction the objects or characters are located. For example, if there are objects or characters to your right, the indicator looks like >> . Commands Menu - Click on the C. This brings up a list of commands. Click on the name of a command to use it. OPEN/CLOSE Click here to open (or close) an unlocked door. LOCK/UNLOCK Click here to lock (or unlock) a closed door. TALK Click here, then on the character onscreen. Messages will appear  _[Fin the Message Window. RUN Click here to backtrack your last few steps (if you come up against a locked door, you'll stop). BUY ALE When you're in an inn, click here to buy ale from the barman. This refreshes your stamina. HEALING Click here to buy healing from a cleric; this restores health. TELEPORT If you have the right item, click here to teleport to the safety of an inn from anywhere in Mezron. SAVE/LOAD Click ` here to save a game or load a saved game (be sure to have a formatted disk ready for saving games). Follow the prompts. You can save only 1 game on a save-game disk. Spells Menu - Click on the scroll (spells are written on parchment scrolls). This brings up a list of the spells you have available. To use a spell, click on its name. Once a spell has been used, its name disappears from the menu. Some  acspells have time-limited effects; those limits are noted in real time. Fireball causes damage to all creatures in your location. Poison Cloud causes damage to all creatures in your location, including yourself! Shield builds up your armor. Light illuminates a dark room for two minutes. Strength adds points to your strength for two minutes. Firestrike causes heavy damage to all creatures in your location. Death kills one creature in your bh%l location (selected randomly). *//////////////////////////////// 5 \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\* THE INVENTORY SCREEN Click the right mouse button to call up the Inventory Screen. This screen shows an illustration of a barbarian warrior (that's you). If you have previously selected a weapon to use from the Command Menu, that weapon is displayed in the lower corner of the screen. The Inventory Screen has two bars at the top, titled YOU and HERE. Click on c$qG one of these titles (left button) to pull down an inventory window. The YOU window shows icons representing the items you are carrying. The HERE window shows icons representing items in your current location. Up and down arrows at the right of the windows let you scroll the screen up and down when there are more items to see. Click on the title again to close the window. The name of any item you click on is shown at the bottom of the screen. Collect items by tr d?#;ansferring them from HERE to YOU. Drop items by transferring them from YOU to HERE. Drag items to transfer them from one window to the other. Click on an item and hold down the mouse button to drag the item from window to window. At the right side of the screen is an icon for gold. When you possess any gold, a number next to this icon shows how many pieces you have (each "bag" of gold you collect represents one gold piece). When you collect genuine gems (ot ebLher than Gems of Zator), their value is automatically converted to gold. As you collect Gems of Zator, icons representing those Gems appear beneath the gold icon. To eat, drag the food icon over the mouth of the figure at the left of the screen. To wear an item of armor, drag the selected icon over the figure. When you defeat a creature in battle, the HERE window will depict its dead body. To search the body for treasure, double-click on it. Anything that cr fWeature was carrying will then show up in the HERE window. Weights - You can carry up to 40 units of weight. This is important when deciding which items to collect and which to leave behind. Bags and chests make it possible for you to carry more weight. A bag can carry up to 3 units, but it still only weighs 1 unit! A chest (which weighs 10 units) can hold up to 10 units without increasing its weight. A magic spell book holds up to 7 scrolls  QL and always weighs 1 unit. *//////////////////////////////// 6 \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\* Open these containers by double-clicking on them (the title above the window changes to BAG, CHEST, or SPELLS). Drag items to move them in or out of the containers. Click on the title to close a container. Exit the Inventory Screen - Click the right mouse button to exit. If you are inside a building, forest, etc., this action takes you back to the *h4 olitical ties to North or South. SUPPORTING CAST MOMMA Weepy and moralistic. She loves her son but hates his career. She appears in vignettes trying to get Pinky to leave the gang. Considers Tom Malone a shining example of rectitude. Pinky tries to bluff her about his crookedness but she sees through it. ALDERMAN BURKE Corrupt Westside ward boss. Helps keep the Northside boys out of jail unless they were arrested by Southside cops. Could be a valuable property at election +OP=time. ANDY, THE KID Bright, ambitious 13-year old from a poor family. He idolizes Pinky and likes to hang around at headquarters. Tom Malone may ask Pinky to turn the kid away from crime. THE KING OF CHICAGO docs brought to you by The Southern Star..... Unfortunately, it's about the only word in his vocabulary. COULD play a major role in Tony's fall from power. JAKE A mystery man. Plays many different roles. Sometimes he's a hired gun. Sometimes he only has a minor part. No p j}y based on your performance.. $100 is paid for each flight completion, $200 is paid for each successful emergency landing, and $100 is subtracted for each minute of flight delay. If you commit a major error, then the game will end. A major error include 1)crashes, 2)bad exits, 3)lettin a plane with an emergency leave your area, 4)conflict time greater than 1 minute, or 5)flight delay time greater than 45 minutes. Enjoy the game!  ȱkb Docs typed by, Mr.Dos Sysop of The Vault Call The Vault-An Oracle BBS 314-869-7743! All the Latest Warez! -air crash. 2.FUEL: Planes carry a limited amount of fuel and will run out if delayed excessively. F.CONTROLLER EVALUATION When your shift ends, you will be given onr months salary based on your current GS rating and bonus pa lyou are told specifically to click the right button). The Action Screen displays the game's graphics. The Message Window shows any communications from characters you meet, and any other game messages. The Commands Screen displays all the possible interactions you can have with the game. The up and down arrows directly to the right of the Commands Screen let you scroll the screen up and down when there is more text to see. The four arrow icons at the far right of the Commands S m3)'creen are for moving around in the game. Click the up and down arrows to move forward and back. Click the left and right arrows to turn left or right (you can also move using the arrow keys on the computer's keyboard). The six icons at the left of the Commands Screen are the Compass and the Menu icons. In the center of the top row is the Compass (N), which lets you see which direction you're heading at all times. Click on the Menu Icons to select the menu you want to use. The menus  nL67are: Combat (sword); Potions (bottle); Fitness (heart); Commands (C); and Spells (scroll). Note: You can also use keyboard commands to access the menus: Comabat Menu F1 Potions Menu F2 Fitness Menu F3 Commands Menu F4 Spells Menu F5 *//////////////////////////////// 3 \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\* Combat Menu - Click the sword icon. This presents a list of the weapons you have available. To do battle with a creature you see, clic oGbk on the name of the weapon you want to use, then click on the picture of the creature you want to fight. Each time you click on the creature, you strike it with your weapon (it will fight back, of course). Keep clicking until it is dead (if you want to retreat, select RUN from the Commands Menu). When you defeat a creature, you can collect any items it was carrying (see The Inventory Screen, page 6). Caution: Weapons will break during use, so it's always good t pqYo have a backup weapon handy. If you fight with a person or creature who is accompanied by others, they will all join the battle against you. Potions Menu - Click the bottle icon. This presents a list of the potions you're carrying. To use a potion, click on the potion's name. Some potion bottles contain more than one dose; click on these several times to imbibe the contents. When a bottle is empty, its name disappears from the menu. Some potions have time-limited  qIeffects; those limits are noted in real time. Healing improves your health. Strength improves your strength (for two minutes). Poison decreases your health. Poison potions are often disguised as Healing potions. But poison comes in black bottles. Invulnerability builds up your armor (for two minutes). Extra Healing improves your health twice as much as regular Healing potions. Stamina increases your stamina. Fitness Menu - Click the heart icon. \C-y This brings up a display of your physical status: health, stamina, and strength. Health shows how much "life" is in you; if it goes to zero, you die. Health decreases when you're attacked or drink poison. Drink a healing potion or buy healing from a cleric to restore your health. Stamina reflects your reactions and ability to move (in other words, your "speed"). Stamina decreases over time, and can be increased by eating fresh food or drinking a sts!n devious and dangerous Tony Santucci. You star in the role of PINKY CALLAHAN, a rising mug in the opposing Northside organization. Pinky's tired of the bloody civil war. He wants to force those Southside S.O.B.s out of business and gain total control of the Windy City. Pinky wants to be THE KING OF CHICAGO...and he'll stop at nothing to get it! Unfortunately, Pinky is two heads down on the shaky Northside totem pole. First, he'll have to get rid of the OLD MAN, a crusty old hood wh t4ݥ o led the gang to defeat during the Capone wars. BEN is the Old Man's chief advisor and stands next in line to fill the vacancy, but Pinky figures he'll step aside...with a little persuasion. THE MOVIE The action begins in 1931 and ends in 1934, the year leaders of organize crime held a meeting in New York City to form the national Syndicate. Murder Inc. was established to centralize violence and keep it out of the hands of individual gangs. Chicago was considered too barbaric!ug%a to be admitted as a voting member of the Syndicate. Here's your chance to re-write history. You have three years to establish such a commanding position in Chicago that gang wars are a thing of the past. If you succeed, an invitation to join the syndicate will be forwarded from New York. The full weight of organized crime will secure your position as the reigning KING OF CHICAGO! THE KING OF CHICAGO is primarily a contest of strategy, both on a territorial and a social level. The "vdpersonality of your character, and the characters you interact with, will change slightly EVERY time you make a decision. Playing it cool with Lola, for example, will raise your toughness. Threats will become more effective. Gang loyalty will usually go up. But Lola's happiness will plummet, and that may leave her open to the advances of your archrival Tony Santucci. Your image will be tarnished. The gang may lose respect. Remember, you have no friends. and even your allies can tu#wmrn on you like mad dogs. Learn to use the tools of your trade: violence, threats, bribery, influence, leadership, betrayal, and above all savvy-the knowledge of when to use each tool to its best effect. Money can buy loyalty, sometimes. But once you open the well you'd better make sure there's a steady flow. Where do you stand with the other gang members? Is Ben with you or against you? You'd better find out. THE PLAYERS You play the part of PINKY CALLAHAN. Pinky is smart, $x)Fgood looking, very ambitious...a high roller. He hates the name "Pinky". Begins some contests with a reputation for toughness. Sometimes he is a wimp. He's mixed up with a fiery little hellcat names Lola. Not the kind of girl you want to take home to mother. Loves his Monna but she can't accept the life her boy has chosen to lead. Has a soft spot for his childhood friend, Tom Malone, who is now a cop. Pinky will lie, kill, and double-cross to get to the top. Plans to take control of %ySChicago by 1934. Figures he'll join the Syndicate to secure his empire. BEN Crafty, devious. More intelligent than ambitious. Has been with the Northside for years. CAN be a good advisor if he's treated well. Treat him badly and he can arrange to have your throat cut. Doesn't really like violence and is a coward in action. LOOKS tough though, and won't hesitate to make threats. OLD MAN Never much of a leader. Capone ground him into the dirt like an old cigar butt. He's weak and&z1 cautious from a career of watching the Southside gang roll over his Northside. Too old to take advantage of the termporary turmoil created by Capone's departure. Sometimes he can be talked into retirement. Sometimes he'll fight your attempted coup like the plague. Considers Ben his rightful heir. LOLA Bitchy, flashy...typical gangster moll. Wants to be a singer. Has big ambitions for Pinky but she fights with him constantly. Claims he doesn't spend enough time with her...or money'{J ON her. Can be dangerous if mistreated. On the other hand, if Pinky lays down for her the gang may decide to elect a leader with more backbone. Aney they vote with their bullets. BULL A thickheaded thug with a heart of, if not solid gold, at least PLATED gold. He's loyal to whoever is in power. Loves following orders but doesn't enjoy killing. Apologizes to anyone he has to bump off. TOM MALONE A Boy Scout with a badge. Rests his cap on a golden halo. Grew up with Pinky but wo(|n't bend the law for him. Likes to think of himself as a human vacuum cleaner, sucking up the dirt of humanity. PEEPERS One of the Northside boys. Likes to complain. May have to be watched. He likees to hang around with Bull and may have some influence on him. Sometimes he will back the Old Man at the beginning of the game. Sometimes he won't. TONY SANTUCCI Tony is Capone's heir. He's devious. Despicable. And one mean S.O.B. He isn't as generous as Capone, nor is he as good at )g1PR. Tries to centralize power in his own hands and this leaves openings for expanding the Northside turf. He's tricky in business dealings but this can be used against him. GUIDO Tony's sidekick. Nervous, trigger-happy, a clod. He's the Southside YES man. Unfortunately, it's about the only word in his vocabulary. COULD play a major role in Tony's fall from power. JAKE A mystery man. Plays many different roles. Sometimes he's a hired gun. Sometimes he only has a minor part. No p~N>hout stepping on one another's toes. But the farsighted Torrio knew this couldn't last and (such was his authority as the reigning King of Chicago) he convened a summit meeting that formally carved up Chicago into independent fiefdoms. He and Capone kept the near South Side; the classy North Side went to ward-politician and erstwhile florist Dion O'Banion. A number of smaller gangs subordinated their ethnic rivalries to respect each other's turfs and even cooperated, one handling, sa6y, the alchohol distillng (in which immigrant Sicilian families specialized, whether they wanted to or not) and another the beer-running, with trade agreements between them. On November 10, 1924, Torrio sent three men to O'Banion's flower shop, ostensibly to buy a floral tribute to a fallen comrade. One took the Irishman's hand in a clasp of friendship (preventing him from reaching a gun) and the other two blasted him six times in what became known as the infamous "handshake murder.>" Assuming control of the North Siders was one irate and vengeful Hymie Weiss whose gunmen, two months later, pumped several bullets into Torrio but failed to kill him. It was enough, however, that Johnny got religion. He took his money and abdicated to New York, leaving the throne to Al Capone. By the middle of 1925 the fighting had become routine. This was the beginning of the "Battle of Chicago," and in searching for ways to increase their offensive capabilities gang tacticians .Wdiscovered the Thompson submachine gun. It was a weapon that would alter beer-war combat the way football was revolutionized by the forward pass. There was also a bonus feature: While Chicago and other cities were clamping down on the sale of concealable weapons--namely handguns--the Thompson did not legally fit that definition. And since machine guns before that time were large contraptions of no interest to criminals, no one had thought to prohibit them. Thus, you might not be able"QA to buy a pistol without a lot of trouble and red tape, but you could walk into a well-stocked sporting goods store, plunk down $175 and walk out with a Thompson submachine gun. The Saltis-McErlane gang introduced the Thompson to modern criminal warfare but proved embarassingly inept with it. Capone, meanwhile, had acquired some of his own and quickly demonstrated that he had the touch. Unfortunately for Capone, submachine guns aren't too specific and one of his victims turned out taDdo be William McSwiggin, a well-known assistant state's attorney newspapers called "the hanging prosecutor". Why McSwiggen was consorting with bootleggers was never to be explained, but the resulting uproar forced the police to raid Capone's new headquarters at Cicero's Hawthorne Hotel where they seized ledgers that would one day contribute to his undoing. Tommyguns and Chicago gangsters were just about synonymous and the gun had acquired such nicknames as the "Chicago Piano" and thne "Chicago Typewriter". Even when called just plain "chopper" it was still considered a Chicago gangster weapon, and if there was any doublt on that point, it vanished on February 14, 1929. St. Valentines Day! If Capone had performed some artful machine-gunnings in the past, the project he had in mind now would be a mural by comparison. It was a sting, of sorts. A truckload of Old Log Cabin whiskey, supposedly hijacked from Capone, was sold to the North Side at an irresistible price{ and a second truckload was to be delivered to a booze depot called the S.M.C. Cartage Company at 2122 North Clark Street. About 10:30 on that fateful Thursday morning two men dressed in Chicago cop uniforms, followed by two in overcoats, walked into the building and hosed down the seven North Siders inside with a pair of Thompsons. Then they walked back out to a waiting car, of the type used by Chicago police, and drove off. Chicago was mortified. The police, who had yet to solve da gangland murder, went into fits of futile investigation. Even citizens who had come to view the back-and-forth warfare between Capone and the North Siders like an underworld series were wondering if mass murder wasn't a bit much. The publisher of the "Chicago Daily News" personally led a mission to the White House in Washington to demand federal intervention. As these problems mounted, and with the North Siders apoplectic for revenge, Capone decided the safest place to be was a ja(XOil cell in a distant city and deliberately got himself arrested in Philadelphia on a gun-carrying charge. Then the real disaster struck. On Octover 24, 1931, Capone suffered the everlasting humiliation of being convicted for a non-violent crime....failure to pay his taxes. In shame, he was sentenced to 11 years and shipped off to the Federal Penitentiary in Atlanta, then transferred to Alcatraz just to make the Government look good. The City of Broad Shoulders was left in desperater`k0 need of a stylish, charismatic, and resolute man of Mr. Capone's...ah...caliber. There's no denying that Scarface Al Capone is a tough act to follow. But here's your chance to give it a try... THE SCENARIO The King of Chicaog is an interactive movie that takes you back in time, allowing you tore-write history. The story begins with the fall of Chicago Kingpin, Al Capone, who has just left for an eleven year Alcatraz vacation package, leaving his Southside gane in the grip of 1h happiness. (And if she gets too unhappy - well, watch out! Conversely, the boys are more likely to mutiny with a weak leader; it's a very delicate balance.) Do I ever want my monthly income to be less? Yes. Your income producing ventures can only yield so much. If you push them too hard they might become unproductive. Also, the more effort you put into one area the less energy and resources you'll have for another. How many ways are there to win the game? There are at least three  ɷcompletely different ways to win The King of Chicago. So keep playing! If the sun's on fire how come there isn't any smoke? What? Does the game play differently with extra memory? Yes. In addition to playing a lot faster, there are a few extra scenes for those players with memory expansion. (A spinning newspaper and an intermission screen, for example.) Why did my losses go down when I adjusted the salaries? Losses are based on the monthly ncome minus the salaries you are about to S> pay out. Whenever you open the ledger, think of it as payday! Are both reels copy protected? No. Only reel 1 is protected. We encourage you to make a backup of reel 2, and play with it. Why does the game require 2 disk drives with 512K? Because the game is so non-linear. It was a struggle just to keep the game on 2 disks, and believe it or not, there isn't enough room left in the machine to put up a message asking the user to insert another disk! Besides that, the game would be no ܑnplayable on a one drive system because of a constant need for disk swaps. Why did I lose men after a shootout with Santucci? Whenever you get into a gun battle with the Southside gang you risk losing a few men. Every time you allow them to get a shot off, you lose a valuable gang member. If there are no more men left in the gang, the next shot will kill Pinky. Is there a secret to blowing away the Old Man in his car? Yes. Will the game play by itself? Yes. Unless you pull down th <,e intermission option the game will take off by itself, (until you do something) making random decisions along the way. So if you pause too long at the desktop, you may find that the conputer takes you off to see Lola, or it might even open the ledger. So keep on your toes and keep moving! Why do I keep getting attacked as I head off on a raid? When Pinky leaves in his car he runs the risk of being followed and attacked by one of Santucci's hoodlum pals. Your odds of being ambushed sincrease immediately following a successful rain, so it's sometimes helpful to lay low for a turn or two. What happens if I pull my gun on someone but don't shoot? There's only one way to find out. The best part about The King of Chicago is that it's full of surprises. So turn down the lights, pop up some popcorn, grab a soda and enjoy! REAL GANGSTERS Let's go back in time to 12:01 a.m. on January 17, 1920. A nation victorious in war and steeped in idealism embarked on what ֝lmust be one of history's dumbest effort ever to outlaw sin. It was popularly called the Volstead Act, after a well-intentioned Congressman of the day, and its purpose was to prohibit the manufacture, importation, sale and consumption of booze. The King of Chicago back in 1920 was Big Jim Colosimo, a crafty old rascal who owned the cops, the courts, the politicians, and a one-stop shopping center of vice called Colisimo's Cafe on South Wabash Avenue. Despite excited talk of Prohibiti~ĝon opportunities, Big Jim was happy the way things were. He'd fallen madly in love with a 19 year old aspiring opera singer named Dale, who could think of worse fates than wealth. For her, he left his frumpy wife, started polishing his speech and his manners, and eventually brought in his punk nephew from New York, Johnny Torrio, to tend shop while he devoted all his efforts to sex and self-improvement. Fine, except that Torrio was a man of youth, energy and vision who recognized the wonderful opportunities presented by National Prohibition. That Big Jim couldn't care less presented a problem, but not one lacking a solution. Torrio brought in his own right-hand man, Alphonse Capone, another Brooklyn transplant, who had been policikng the Colosimo chain of brothels and otherwise making himself useful. For months the two tried to reason with the old man, but he remained adamantly opposed to any added responsibilities that might cut into his love life. Too bad. OX6On the night of March 20, 1920, an unidentified gunman in the vestibule of Colosimo's nightclub fired a pistol shot that sent the King up to that big pleasure palace in the sky. THE KING IS DEAD! LONG LIVE THE KING! The NEW King that is, Johnny Torrio, ably assisted by brothel bouncer Al, whose paycheck began a meteoric rise from a measly $75 to $2,000 a week by 1922. Torrio was not alone, of course, in recognizing the bountiful rewards that could be reaped from the illegl sale of} alchohol. All over the city, street gangs and "social clubs" were discovering that the very fact of being organized permitted a certain amount of profitable mischief--everything from terrorizing unsympathetic voters on behalf of crooked aldermen to shaking down shopkeepers. What better base on which to build a criminal business enterprise? At first, the demand for illegal booze so outstripped the supply that the various gangs were able to operate in their respective territories wit |$*d!(")p@(jxN") p@INrNNq$#p(vx(fF#C#p( "0( IN#Atԉ#BJfrNJg"") t0vPo%|lrN"&)$0")pHIhN#A$)pHINJfrN#j`8")8\f%|lrNJg*rҩ8tpH(jNrҩ8$") pH(jN``"tf&)8! 8`B"t"f4r#A@J? 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AT CAIRO ---------- Send Zak to Zaire to the Shaman and he will teach him to use the yellow crystal. Now using the map Zak can teleport to any of the platforms that have not been dama(ged. Use it to go to Lima and get the candelabra from the right eye. Then teleport to the Pyramid in Cairo. Use the lever to open the stairs and light the torch in the lower room. Then go to the sphinx to the strange markings.Switch to Annie and bring her there also. At this point go to Mars and send one of the girls into the first room in the Giant Chamber with the flashlight. Follow the maze until you come to a statue with markings on it. These are the markings needed to open the s5phinx. Send the girl back to the shuttle and switch back to Zak. Use the crayons on the sphinx markings and open the secret entrance. Follow the doors with a man and a shining object on them to get to a secret room. Send Annie in on the same path as she needs to decipher the hieroglyphics. Push the buttons in the order required and then use the crayon to add to the wallpaper map. Now send Annie to the pyramid making sure she goes out the same way as she came in.(There is another secrret room which holds the guardian who you don't wish to meet) Send Annie up the secret stairs in the pyramid. Now get Zak ready to go to Mars. On the wall there is another pattern needed on Mars so make a note of it. Put the wetsuit on ,use the oxygen tank,and the fishbowl with the duct tape. Put the fishbowl on and use the yellow crystal to teleport to the Mars Face. MARS FACE ----------- Use the pattern on the markings and go through the centre door. Follow the white doors and yo{iu will come out in the Giant Chamber. Go to the centre door and get the ankh,then go back out to the right door to the force field. Put the ankh in the panel and push the button on the machine. Then get the keys(one of them will crumble) and go to the Shuttle. Make sure everyone tops up with oxygen. Send Leslie to sweep the sand outside the hostel with the broom alien. Bring everyone to the Monolith and buy tokens. Make sure the girls have two each (for return fare) Take the tram to 2the Martian Pyramid with Zak and the two girls. MARTIAN PYRAMID ----------------- Assemble them all outside the door and get Leslie to sweep the sand with the broom. Use the bobby pin sign to open the door and send them all in to the sarcophagus. Use one of the girls to push the feet on the sarcophagus and a secret stairway will open. Send Zak and the other girl up the stairs then release the feet to close the stairway. Use the golden key in the panel and position Zak in front of tԊhe power crystal. Get the girl to push the button in the panel and quickly switch to Zak to get the power crystal. go to the left of the room and get the girl below to push the feet again. Bring everyone down and send the girls back to the shuttle before they run out of air. Close the door on the shuttle remove their helmets and use the controls to send the girls to earth. Teleport Zak to the secret room in the pyramid in Cairo. Assemble the glowing piece,candelabra and crystals and 'jthen use Zak and Annie to pull the switch on either side. Then sit back and watch........... YOU HAVE SAVED THE EARTH ONCE AGAIN !!!!!! Solution by COSMOS --- Watch out for Lucasfilms next offering on the Amiga --- Hopefully Maniac Mansion to push the feet on the sarcophagus and a secret stairway will open. Send Zak and the other girl up the stairs then release the feet to close the stairway. Use the golden key in the panel and position Zak in front of tȒI'p`^aa#0/$@ *$g,y( @"(N"* g$<N#@g @)hHyNp` //NJ0g,"9 gN"9@gN,yN|"y0N .y4L~NuH.<,xNL`pd`A\NA\NNuCDNh#(gNuRF0$~xZ$E@ 8dos.library NVHp=@=@-H-HJfp y0-h-h$.=@ Hlr H n "n/)/HNXr//NP o H n "n/)/NP Gf n/NX-@RGP`Bn/< n /(NP-@Jf=|`XHyHnNP n /(HnNPHyHnNP/<HnNP-@Jf=| . gSfHyHnNP`Hy6HnNPHnNX/Hn/.NLO Hy\HnNPHnNX/Hn/.NLO p/Hn/.N0O . f=|JnfT/<'9Hn/.N0O ,zFl$. HA  g lRG` HA"HR///.NLO H/@ R*Rn nm / A f=|HyuHnNPHnNX/Hn/.NLO p/Hn/.N0O . g& g f=|`. f=|NqHyHnNPHnNX/Hn/.NLO ` FfJngJnfRHyHnNPHnNX/Hn/.NLO p/Hn/.N0O . fJnfJ~ Hl. H n //HNX/ o/NPRG`/.p:e best there ever was! Commands during Game Presentation: Fire to enter game mode with choice of bounty and which outlaw to gun down keyboard "H" to access score tables. This table will remain displayed untill another key is pressed or untill the programm automatically switches back to the presentation. Choosing the outlaw and the bounty: Use your joystick to move the sight-aim across the screen. Place the sights over the poster of the no-good son of a dawg you twant to arrest. Press the Fire button and the game you've chosen will be load up. Now it's between you and him. Game instructions: P Pause Escape to quit the game Space Bar to use Dynamit Joystick to move your hero Options and how to win them: Option B: Boots Option C: Rifle Option D: Dynamite Option E: Sheriff's star Option P: Revolver Winning the Options: During play, you win options by shooting or throwing dynamiye at the barrels. The barrel will be replaced by ͵an option symbol. Just move over the symbol to pick up the option. Danger: Death's Head! Contact with one of these critters loses yo 5 options. Bullets symbolize ammunition. you will be able to stock up! Heart: An extra life. Somebody up there appreciates you! Shield: Temporarily, the bullets just seem to bounce you of. Yellow letter options let you choose the option you want. BE WARNED! If you lose alife, you also lose 1 option for every $5000 which the outlaw you're after%ֹ is worth. All four outlaws, as well as the big boss, have a defence value which is displayed on the left of the screen during the final gunfights. Escape to quit the game Space Bar to use Dynamit Joystick to move your hero Options and how to win them: Option B: Boots Option C: Rifle Option D: Dynamite Option E: Sheriff's star Option P: Revolver Winning the Options: During play, you win options by shooting or throwing dynamiye at the barrels. The barrel will be replaced by  πn~hen the alien leaves send Annie down to pull the switch. When Zak has recovered go to the cupboard and get your artifacts then go back up the rope with Annie. Give the whiskey to Annie. Then go to Lou's Loans and buy a Lotto ticket. Use the numbers you got from the spaceship. Then go to the airport and get a ticket to Mexico. AT MEXICO ---------- Go to the Mayan temple and enter. You will have to search in the dark for torches to light with your lighter. Head towards the centre of г the temple. the green figures on the walls are the outer tunnels and head towards the blue figures. This is a hit or miss affair but the fewer doors mean you are heading towards the centre. Eventually you will find a room with a statue. At this point switch to Melissa and Leslie on Mars. ON MARS ---------- Use the girls to get the boombox (Melissa),data tape from radio, and the cashcards and fuse from the glovebox in the shuttle bug. Note the oxygen tank. Make sure you use this be\fore heading off. Take Leslie to the left of the shuttle past the hut and use her cashcard in the monolith slot. Get the token and go into the hut.Use the token to open the metal plate,take the old fuse out and put the new one in. Close the Mars door and open the hostel door. Go in and get the vinyl tape from the locker. Open the lockers and get the flashlight. Then pull the covers on the bed and Leslie will pick up the broom alien. Get the ladder to the right. Go back to the shuttle7I. Give the vinyl tape ,ladder and torch to Melissa. Top up the oxygen for both girls and the send Melissa right to the Mars door. Use the ladder on the mars door and use the combination from the Shaman. There are three buttons. Push left one once,right twice,centre once,right once and centre once, and the door should open. Go to the Giant Chamber and to the first door on the left. Use the vinyl tape on the data tape and place it in the boombox. Use the stairs on the pedestal then turnn on the boom box to record. Touch the sphere on top of the pedestal and the door will open. Go to the middle door and you will notice that the sphere is damaged. Turn on the boombox to play and the door will open. Go to the third door and open it with the ladder. Then go to the giant statue on the right and read the strange markings. Make a note and send Melissa back to the shuttle. Put the fuse back in the glovebox and use the oxygen. Switch back to Zak. IN MAYAN PYRAMID --------v ----------- Use the crayon on the strange markings to make it the same pattern as the one on mars. The statue will open and you can take the crystal shard. Get out of the temple, heading to the outer doors and go back to San Francisco. AT SAN FRANCISCO ------------------ Cash in your Lotto ticket and you should have 10,000 dollars extra. Go to the airport and get a ticket to Lima. AT LIMA --------- Put the breadcrumbs in the recepticle. At this point save the game. Use the blue c2rystal on the bird and head to the LEFT eye of the Hill statue. Take the scroll and quickly head back to Zak and give it to him. The alien will appear again and take Zak back to the cell. Use Annie to rescue him as before. Now take Annie and Zak to London. IN LONDON ----------- Give Annie the pole,wirecutters,two pieces of yellow crystal,scroll and whiskey if she hasn't got them. Send Annie out the door to the guard.Give the whiskey to the guard and when he falls asleep switch off  Ԑ evices that control the Station's defence shields and other sections to totally disable the craft and render it harmless. Icons available: Flight, Heat Vision, Super Breath and Telescopic Vison. Bonuses can be achievedby destroying various parts of the ship. Having rendered the Ship harmless Superman flies inside the Satellite Station to be confronted by scores of fighting Lexcorp Robot Commandos. The Robots, now very annoyed after Superman's external attack of their defences, do th ?Y8eir best to stop him flying down the central corridor to the Station's core where the geo-distruptor is located. The destruction of this is Superman's final battle for the day - everyone can now sleep easy as once again Superman saves the day. Icons available: Flight, Super Punch, Heat Vision, Super Breath and Super Kick. At the end of the game your score, if high enough, will be displayed and may be saved to go forward to "The High Score Scoreboard". p for the dT EDIT TEAM. NOTE: WHEN YOU BEGIN A NEW SEASON YOU ERASE ANY EXISTING SEASONS ON THAT DISK!!!!!! You can give players different Rankings or "talent points". The best player get 24 and so on...The points are divided umong SPEED, STRENGTH, HANDS, and AGILITY. CALLING PLAYS ------------- When your ready to call a play, refer to the joystick icons. Simply move the joystick diagonally toward the formation you want. When you have done that, the PLAYS are displayed, aga^(in move your joystick diagonally to choose the PLAY you wish. If you don't call a play in 15 secs, the computer will call one for you. NOTE: YOU CAN DOUBLE THE NUMBER OF PLAYS BY REVERSING THEM. TO DO THIS, HOLD DOWN THE FIREBUTTON WHILE CALLING YOUR PLAY. THE PITCH LEFT NOW BECOMES A PITCH RIGHT, AND SO ON. To call timeout, push the firebutton before a formation is called. OFFENSE ------- To send a man in motion, simply move the joystick left or right before pla)Hy begins. There are 2 ways to hike the ball: pushing the button, or pulling back on the stick. Pushing the button means you want to follow the diagrammed play and make a handoff. You CANNOT pass the ball if you push the button to hike!!! As soon as the running back has the ball, he will begin to run automactically. To make handoffs from the shotgun position, hole the button down for at least 3 secs.. Pull back on the stick if you want to pass. You can drop back or roll left |lor right to pass. To throw, "point" the quarterback in the direction you want to throw the ball, and HOLD the joystick button. A green "x" and show you where the ball will land and marks the middle of the "catchable range". As long as you hold the button, the x will continue to move. At the moment you release the button, the nearest receiver will run towards it, and the ball will be halfway between it and the quarterback. Make sure you lead your receivers. CATCHING THE 7sBALL ----------------- The closer the player is to the x when the ball comes down, the better the chance he has to catch it. Watch out for INTERCEPTIONS!!! PUNTING ------- To punt, press the fire button or pull the stick back. Move the joystick left or right to point in the direction you want to kick it. Then hold the firebutton down to kick it. For a long kick, try to release the button just as the ball leaves the punters hand. KICKING FIELD GOALS -----------.-------- There are 2 ways, by computer or you can do it. To let the computer try hike the ball by pushing the firebutton. For you to do it, pull back on the stick. There is a box in the lower right hand corner. Use this to guide to WHERE on the football you want to kick it. As soon as the ball is hiked, a red line will begin to move from bottom to top. While it is moving, slide the blue line in. Before the red line goes half way point on the ball, push the button to stop it.އ}B The spot where the lines meet, is where it will be kicked. DEFENSE ------- The defensive player can be changed by clicking the button before the snap. To make a player BLITZ, choose a player and hold the button down and pull DOWN on the stick. Well, that is about it....hope these help! Docs typed by MR.DOS... Sysop of T H E N I G H T S H I F T 2400/9600/19200 314-869-7743  93c ALL THE LATEST WAREZ t. To let the computer try hike the ball by pushing the firebutton. For you to do it, pull back on the stick. There is a box in the lower right hand corner. Use this to guide to WHERE on the football you want to kick it. As soon as the ball is hiked, a red line will begin to move from bottom to top. While it is moving, slide the blue line in. Before the red line goes half way point on the ball, push the button to stop it.kood twisters has $15000 printed under his picture. Arrest number four and you pocket a coll $20000! When you've made sure those guys are behind bars, their boss will be calling you out for the showdown. When the smoke clears, only one of you will be standing. It is to be YOU or HIM? Folks say he's faster'n a rattle-snake, so,you'll need every ounce of skill and speed you've got to lay him out. Win that last gunfight, partner, and you'll go down in the golden legends of the west as th